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Manta Tweaking - correct points or not?

 Post subject: Manta Tweaking - correct points or not?
PostPosted: Wed May 31, 2006 4:56 pm 
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The voice of reason. Other craft may be able to do it, but the Manta is renown for doing it. On top of that, I think that this Planetfall ammendment will help a lot to make the craft more attractive without up-gunning it, etc. Lets try it.

Other issues will be examined shortly. Thanks.

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Wed May 31, 2006 5:30 pm 
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I'm quoting Mark and Lard and I'm the voice of reason? :laugh:

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Wed May 31, 2006 8:56 pm 
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The Manta is renowned for dropping from orbit, delivering its cargo of Tau, unloading all kinds of firepower on the enemy, and doing all of this before the enemy has time to react?  It may be renowned for carrying Hunter Cadres and delivering them right to any point on the battlefield, but that's not Planetfall - that's Teleport.  If anything, the Vampire is better known for striking without warning and gettings its cargo to the battlefield quickly.

And, as I said, the sole driver is not game balance.  The Manta may be balanced if we allow it to split fire, but that's not going to happen, is it?  Land Raiders may be more attractive if they were made skimmers.  There are restrictions on how far you can go - things have to be consistent, both with the fluff and with other things in the system.  I still feel that there's a serious risk that we'll start to see Thunderhawks and Vampires with the same self-Planetfall rule once you've set this precedent.  It seems far easier to justify for Vampires, and about as easy to justify for Thunderhawks.  I know that if I were the army champion of either, I would feel compelled to add it to maintain consistency.  Imagine that there were no pop-up rules, and we suddenly added pop-up to Tau skimmers - surely the Eldar would have to add it too.

If I'm the only one that thinks I have a point, I'll shut up, but I do think that this is how most of what 40k terms 'codex creep' happens.






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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Wed May 31, 2006 10:38 pm 
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Has anyone actually just tried it at Initiative 1+ and leave it alone otherwise? It's got plenty of fire power, and speed. And it's as (if not more) durable then a Warlord usually. I'd like to hear of folks trying this thing as is with just 1+ initiative before we throw in lots of weird rules for it... Much as I'd love to see the manta be able to play drop-cadre.


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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Wed May 31, 2006 10:59 pm 
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That final point would perhaps deal with the whole thing very well, as originally stated.

Since it's a big-ass ship, and the biggest short of being a starship, actually *getting* to the battlefield intact is probably a nice feat in itself...

So, I presume we're okay to go back to the earlier proposals for now?

They were, IIRC:

800pts
1+ Initiative.
Correct?

If that doesn't work, we've got nineteen pages of discussion on the topic for reference and 'I told you so's.  :oops:

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Thu Jun 01, 2006 12:23 am 
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I would try the straight 1+ for now, but only because this thread informed me how deflector fields actually work!
With so much firepower any points drop can affect armies that can't deal with it more than others.

Though harking back to page (?) dropping it to 750 points is an interesting idea as it allows a squadron of barracuda's at 3000 points (and I love having a squadron of fighters hanging around).

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Thu Jun 01, 2006 1:11 am 
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Quote (Gotchaye @ 31 May 2006 (20:56))
I still feel that there's a serious risk that we'll start to see Thunderhawks and Vampires with the same self-Planetfall rule once you've set this precedent.  It seems far easier to justify for Vampires, and about as easy to justify for Thunderhawks.  I know that if I were the army champion of either, I would feel compelled to add it to maintain consistency.

Especially given the way SG seems to be going at the moment, it's highly unlikely that the Marine and Eldar lists will officially change much, if at all, in the forseable future.  Our job is to balance new lists against what's already there, not second guess something that's not even likely to happen.

Imagine that there were no pop-up rules, and we suddenly added pop-up to Tau skimmers - surely the Eldar would have to add it too.

You mean making a change like not letting terrain block movement and line of sight to a skimmer?  Oh, wait - we already did with "support craft". :) We're not trying to re-define a core rule concept that would affect all armies, merely try out an idea that would grant one specific unit in one army list a minor exception.  There is an unnofficial cap on the number of special rules any one list can have and the Tau are pushing that limit right now so we're basically at the one in, one out stage so we have to think these things through and work out if there's a better way of doing something before we resort to a special rule.

These are playtest proposals, get in a few games with some of the proposed changes and report back to us with how you think it plays.  What I think CS is after is why people don't tend to take a Manta.  If people find that a particualr proposal makes the Manta more attractive then we can look at why this is and how we can use what we have learnt to make it a better unit.  (Basically, do we want go in the direction of more for the same points or towards a points and stats cut.  Personally I think a price cut from Forgeworld would be the best way but, you know... :alien:)

There's no gauarantee that any of these proposals will even make it into the next playtest version of the list, never mind the next vault version!  (In fact, given what happened with the recent GW tournament allowed lists it's looking less and less likely that the Tau will ever be accepted as official - not that really seems to be a driver for anyone round here these days.)

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Thu Jun 01, 2006 3:05 am 
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Especially given the way SG seems to be going at the moment, it's highly unlikely that the Marine and Eldar lists will officially change much, if at all, in the forseable future.  Our job is to balance new lists against what's already there, not second guess something that's not even likely to happen.

So, essentially you're saying that even though Vampires and Thunderhawks would be more deserving of such a special rule, we can give it to the Manta and laugh at the Marine and Eldar players because we've one-upped them and they can't respond?  (Caustic tone purely an attempt at humor)

This is "codex creep", plain and simple.  It's like seeing the Eldar aircraft and giving the Tau better aircraft, saying that even though the Eldar are supposed to have the best aircraft, the Tau flyers somehow 'need' this and it's the Eldar players' problem that their rules don't reflect the fluff.  This is extreme, but it's like giving Kroot 4+ RA and an invulnerable save and then claiming that Termies aren't as durable as they should be.  Rule changes should only be introduced with the understanding that other official rules are out there - even if something suits an experimental unit, it should not have the ability if there's another more deserving unit that goes without.

To my mind, the Manta in its current incarnation is a result of a desire for a Warlord-equivalent.  I don't mean that it's something that fills in for a Warlord, but that it's the big 850 pointer of the list.  You've come up with something that many of you already think 'feels' like a Manta - why mess with the way it plays?  If it's not worth 850 points, bring it down a bit.  If ya'll think it ought to have 1+ initiative, go for it - just be sure you're not giving it 1+ only to make it worth 850 points.

In short, we should first be asking what the Manta ought to be.  We should then approximate this with the rules as closely as possible, keeping in mind that other rules create some restrictions (Imperial Titans being the best in a straight slugfest, Eldar being the fastest, etc).  Once we've got that, we give it an appropriate points value instead of the current arbitrary 850.  I think that what we've got currently works really well (excepting minor disagreements over the TK value of a Railcannon).  Does self-Planetfall really seem like something a massive near-starship should be able to do, especially when other, much more capable craft aren't allowed it, and especially when it requires the addition of another special rule?  If you're just trying to throw this in as a balancing mechanism, why not simply lower the cost of the thing?

To my mind, it doesn't matter whether or not this proposal makes it worth 850 points.  I could playtest it (if I was able to play at the moment - home for the summer and no one's around) and find it to be perfectly balanced, and it would still strike me as a bad idea.  It just wouldn't feel like a Manta, a craft whose primary purpose is to transport Cadres and provide them with support fire.  It would feel like a 100x scale Deathwind pod.  I imagine the things hovering ominously over the battlefield, or coming down from orbit while laying down a blistering barrage of fire.  I just can't picture them plummeting so quickly that weapons can't target them, only to stop on a dime and start disembarking troops.  Teleport makes sense, and I'd fully support that as a step towards a fluffier Manta.  Planetfall does not.

There's also the issue of respect for the players of other races.  Even if GW long ago abandoned this sort of attitude towards players of non-Marine 40k races, it's important to keep in mind that people play the race they do for a reason - sometimes that reason involves an in-game attribute of the race.  The Guard have great artillery - that's a selling point.  If the Orks were suddenly to get wonderful artillery, a great many Guard players would be mighty upset - that's their 'thing' and the Orks stole it.  In this case, Marines are known for air assaults and for being able to deliver a massive strike via planetfall.  Such a Manta goes a long way towards stealing Marine thunder.  As far as the Eldar go, the thought that this clumsy behemoth is capable of a maneuver unavailable to their much quicker Vampire Raider is a slap in the face.  This list doesn't just affect Tau players - when made official (or when treated as official) it will force comparisons between its rules and those of other races, and we should try to avoid putting people out as much as possible.





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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Thu Jun 01, 2006 3:20 am 
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I dissagree about the Mantas role being Cadre support.
Primary mission - attack enemy spaceships. No messing around, the biggest badest targets in the galaxy, and to get there to fight through/avoid/survive dozens of enemy fighters.
Secondary mission - Battlefield superiority. When the tau are confronted with a situation that needs firepower not clever tactics - ship kill 'em.
Tertiary mission - Transport and insertion into 'hot' zones.

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Thu Jun 01, 2006 4:35 am 
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sigh... and round and round we go.... :laugh:

1+ iniative & playtest!

How many of us have actually playtested this thing - with or without 1+ init.?
I know I haven't yet. Baby steps sounds good to me. Nevermind the bol... umm I mean the theory and debate on al these new ideas/rules. How about we just playtest it?

Aren't we all getting bored of the same old arguments?
Sorry, not trying to step on people's ideas etc but in the end, we need to come to a conclusion on this and trial it. If we go on and on about "it should do this or do that" we will take forever to finish this list. ???

I understand we need debate, but let's debate small changes then see how they work and then propose new things if it's not enough.

Sorry again guys it's just dragging on too long for me.

Dobbsy - not a fan of procrastination  :D






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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Thu Jun 01, 2006 4:42 am 
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TRC,

I'm afraid to say the Manta's primary mission has always been what you list as it's tertiary mission. Armada specifically notes that it was created during the Tau'n campaign as a more efficient method of delivering troops from orbit to the planet...including hot-zones.

I suppose in truth it *doesn't* suggest it has the planetfall ability. In this same manner I'd say it also doesn't have the teleport ability for that same reason. We can assume that any 'dropping onto the field' is done by it either coming down before the game starts or it simply coming on as a reserve as normal(you can do that can't you...I didn't just pluck that form nowhere?).

Aren't we all getting bored of the same old arguments?


I believe a word that'd appeal to that sentiment would be: "Hofflenosh". Go look it up  :;):

However, this couldn't *possibly* be a hofflenosh as I've changed my position!

Test at 1+ Initiative and then worry about whether it's accurate for it's points. Seems fair.

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Thu Jun 01, 2006 5:23 am 
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just a quick thought from a tau noob

instead of trying to use the manta to replace the titans of other army why not just treat it as a super SM lander and let the titan killing fall on the other super heavys of the army.

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Thu Jun 01, 2006 5:58 am 
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At the risk of carrying on what I said we shouldn't :D I'm not sure we're trying to replace it bloodman - just have something that can deal with a titan as the Tau don't have a heck of a lot in the list that has the staying power. It may have snowballed from its conception though.


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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Thu Jun 01, 2006 6:17 am 
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I think it started mostly as a 'Big floaty thing what kicks our asses' and it still fills that role admirably. The only thing I can think about it that really feels wrong to me is it being Init 2+ instead of 1+. Right now I think only the Tyranids are 2+ on their Titan-equivs (Well and Orks, but Orks get their own bonuses) and Tyranids don't ever accumulate blast markers, so it works fairly well for them.


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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Thu Jun 01, 2006 1:31 pm 
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People bringing smaller dropships into the equation made me consider CS' proposed planetfall from another angle.

Dropships have to ways to deliver troops in Epic:
- Atmospheric flight: certainly the most common way to deliver troops. Atmospheric flight is conducted from an airbase which may eventually be a spacecraft.
- Planetfall: a well planned deployment from a spacecraft, whose purpose is to avoid flak. The spacecraft necessarily needs to cross over the battlefield for that to occur, and usually delivers orbital bombardment or PP strikes to soften the defenders.

Planetfall does not appear to be the usual way to deliver troops, as it requires a lot of planning and draws a lot of resources from the spacecraft for just moving that thing costs a lot. The planetfalling dropship is cerainly pushed to its limits as well and I bet critical components from the craft, like the heatshields dearly suffer from a high speed planetfall and must be replaced after each drop.

To sum up my understanding of the rules, I don't think a Manta operating away from its spacecraft would planetfall, but rather descend more slowly in the atmosphere to perform atmospheric flight. More simply, I also imagine that Mantas commited to ground combat would preferably operate from an airbase on the ground unless impossible, for it would just cost far less fuel to operate from the planet.

In fact, the Manta shouldn't be too different from other dropships like the Thunderhawk, except for two things:
- its greater size, which may cause rule exception to work properly and be balanced.
- its ground support role. Unlike a thunderhawk, the Manta is a ground unit first and foremost in Epic.


Getting back to CS' self planetfall...
I don't know if you've noticed that it already retains some similarties with atmospheric flight rather than actual planetfall, most notably:
- the landing zone is chosen freely.
- the Manta gets to activate when landing.

Now...
How about completely passing the rule to the atmospheric flight side? For instance:


The Tau Manta is a true interplanetary craft in the sense that it is able to fly through space and enter atmospheric flight at will.

The Manta may be held back in reserve to deploy as a War Engine Aircraft at Bomber speed. A Manta entering play that way may undertake any order from the following: Ground Attack, Hold. A Manta taking a Ground Attack action suffers -1 to hit on all shots, and must necessarily land at the end of its approach move. Once landed, the Manta remains a ground unit for the remainder of the battle, moving at its ground Movement rate.

Any transported troops must deploy on landing. However due to the size of the craft, they don't activate with it but will try to activate independently later on (for instance, they may try to activate immediately after the Manta has landed by retaining initiative).






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