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V4.4 - AX-1-0 Resolution (I hope!)

 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Tue Mar 07, 2006 8:02 am 
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My observation of 'air-creep' was as people got more okay with air assualts and the like flak levels had to climb steadily in tourney armies to counter. Amoungst competitive ork armies for instance there are virtually no gunwagons and its flak all the way (including 'flak brigades').

If the advent of fliers with TK/MW weapons happens they will climb again as all flak is a better option than interceptors - as you have noted its good on the ground too, not something that can be said for interceptors, it also is currently better than said interceptors (appart from Eldar). Unless of course it is long ranged attacks in which case the only option is either to change army composition to attempt to stop these chaps being worthwhile, or taking fighters and hoping you get lucky (and don't run into massed flak).

Do a search on this forum, the old sg one and maybe the new one - you can see it all starting to take shape and become evident as time passes.

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 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Tue Mar 07, 2006 6:57 pm 
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Quote (HecklerMD @ 07 Mar. 2006 (06:17))
Then, I read somewhere those 2 words that made me re-evaluate my use of Hydras: ?"Infantry-Hoover." ?A 150 pt formation with 6 shots on Sustain is real handy; the AA is just gravy. ?The amount of Air I usually face has not increased, in fact the trend is downward in my group IMO, but my flack is doubling in my IG army. ?Am I reacting to this "Air Creep?" No, I'm just discovering the finess available in "Dual-Use" units.

I agree with this, in part. The AA units in the game are good all-rounders and that makes them attractive options in the forces. I would like to see a change where all 'normal' flak units (with very few excpetions, perhaps the Fire Prism) can only attack air targets.

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 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Tue Mar 07, 2006 7:51 pm 
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Quote (CyberShadow @ 07 Mar. 2006 (11:57))

The AA units in the game are good all-rounders and that makes them attractive options in the forces. I would like to see a change where all 'normal' flak units (with very few excpetions, perhaps the Fire Prism) can only attack air targets.


ULGH!

No offense intended CS, but I think this would be detrimental!

Now you would have people taking less flak - as they would have a dedicated use, and aircraft would have a higher potential of impact on the game overall as they impact aircraft and ground targets!

This would also impact how several units work fundamentally. Example: the Skyray is meant to have a MBT roll now. Making it AA only would change how the unit is supposed to perform. Obliterators have AA (which isn't even justified in any way shape or form of the rules/fluff) but now they would lose their ability to engage ground AT/AP formations - which would be very out of character! Zoanthropes would be in an identical boat!

So this would cause major list impacting changes not to mention unit impacting changes. I'm not in favor of flak capable units only engaging aircraft at all. I defitely DO NOT think that's the answer to our problems.

Moreover, you meantion the fireprism. Now there's an amazing piece of equipment! You would have this be the ONLY piece of equipment that kept its AA as well as its main gun? LOL - hmm... that wouldn't make a suspicious army any 'weaker'.

Let's look at the Fire Prism... 75cm AA (who said all AA was 30cm-45cm some time ago? I guess the TS would get shot at by this thing before it would ever get off one of its main gun shots... :/ anyway...)

75cm AT4+ / AP4+ and AA5+ ... (wait for it)... LANCE!

Hah - its also a skimmer of course, has 35cm move - best skimming movement in the game, and is subject to the host of Eldar special rules (hit and run, spirit stones, LANCE).

75 points for an increadibly mobile main gun that also has stellar AA5+ (LANCE) - I'll take a formation or three even of these babies, thank you very much!

Sorry CS - I just don't think it was "you" who was using your account when "your account" posted that last bit... or perhaps you forgot to take your medicine today... :p

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 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Tue Mar 07, 2006 8:09 pm 
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Quote (The_Real_Chris @ 07 Mar. 2006 (01:02))

My observation of 'air-creep' was as people got more okay with air assualts and the like flak levels had to climb steadily in tourney armies to counter.

That's not 'air-creep' thats players establishing what the necessary levels of certain assets are in order to succeed with the base ruleset and base three armies. Two of the base three armies allow for deadly air-assaults.

If you propose that the base rules allow for a level of air-assault effectiveness not originally anticipated, that's not creep, that's a design flaw.

If the advent of fliers with TK/MW weapons happens they will climb again as

This is an opinion and speculation at best.

all flak is a better option than interceptors - as you have noted its good on the ground too, not something that can be said for interceptors, it also is currently better than said interceptors  (appart from Eldar).
Which is a main rule problem that could be addressed - at least Eldar figured it out.

See suggestions I've previously made... I'll post them again here for your perusal...

+ + + Commence Cut and Paste + + +

The main flying rules have a few problems but its not a lost cause by any measure if the EA rules committee would get their act together and make some commitment to fix them. My suggestions are as follows:

1) Eliminat sniping - see the epicomms thread under Epicomms / EpicRules / EpicArmageddon / Aircraft Sniping. Solves character or key unit targetted aircraft approaches.

2) Eliminate landed transport capable fliers from being able to hold objectives. If the masses want them to contest, I guess it could be explored, but holding them is a no brainer. Just remove the possibility and be done. This would solve the Orc Landa, Marine Thunderhawk, Eldar Vampire, and Tau Orca transport issues some are concerned with.

3) CAS and Intercept orders in E:A main rulebook should be more effective. Either enemy armor needs a -1 or the chance to score a hit needs to be at +1. Solves the relatively limited use of fighters and gives the models some teeth vs. the targets that are supposed to be weeker and feebler against the fighter and fighter/bomber aircraft instead of putting them all on the same playing field.

4) Moving flak should be penalized and/or stationary flak should be awarded. Either subtract 1 from the chance to hit if the flak formation has moved in the current turn, and/or add +1 to hit if the flak formation forgoes any movement in the current turn. Gives all generals an ability to make 'better' use of their flak and penalizes the abstract use of redeploying flak and somehow having it just as effective as those that remain stationary for the duration of a hypothetical 10 minute turn.

Their may be others, but I think all of these four 'ideas' should be entertained to some degree to resolve the current aircraft in game situations. They would also allow the developers to keep the craft popular and usable in the main game without crippling the joy of the ground warfare we've all become fond of.

+ + + END Cut and Paste + + +

Unless of course it is long ranged attacks in which case the only option is either to change army composition to attempt to stop these chaps being worthwhile, or taking fighters and hoping you get lucky (and don't run into massed flak).
Sounds like a tactical decision. Out of the armies that are out there, there are plenty that have flak over 30cm and if 45cm is made to the be standardized 'maximum' long range on aircraft, then we'll be in good shape. Some lists will be more suspeptable to 'longer' ranged aircraft attacks, that's the nature of the beast. Some lists are more suspeptable to combat, to air assaults, to MW shooting, to AP shooting... etc.

At the end of the day, this game is won and lost by ground forces - and it should always remain as such. There's also a 33% limit to aircraft. Thus the recomendation to eliminate 'transports' from claiming objectives and to make stationary flak stronger BTW...

Do a search on this forum, the old sg one and maybe the new one - you can see it all starting to take shape and become evident as time passes.
So the reality is paying customers - i.e. PLAYERS want to use aircraft in their armies. Great - more product to sell.

Our job - make the rules work properly now - where their were original shortcomings. So it can be a win/win/win...

The company continues to sell product, customers continue to buy the toys they like, and the rules work for those that want to maintain a level of ground warfare.

Win/win/win.

Cheers,

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 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Tue Mar 07, 2006 8:17 pm 
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Quote (Hena @ 07 Mar. 2006 (12:58))
I have three models, so thats my max. And taking more wouldn't really help that much. They being LVs so opponent can pick off from swarm. I tend to go with mostly ignoring the aircrafts...

I'll give it some time - I bet I see you posting your 8-10+ zoanthropes sooner or later like so many others are starting to do - if you are playing a horde style list that is.  They are a great buy - very flexible, and they draw the enemy.

They are LV's, but that means the enemy has to focus AT specific shots at them when AP is nearby... in a list that can take some really nasty SHT units - experience tells me the AT fire will not be going at the zoa's all that often!

The Tyranid list ignores ALL BM, it respawns the dead to forward teleporting synapse nodes, and mobile formations can pick up spawned zoanthropes on the way across the field - so even if the they were dieing - you'll make more, and that means they are drawing fire away from the precious mid-sized SHT bugs! :p

Ulgh.. the tyranid army is a cool and scary thing!

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 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Wed Mar 08, 2006 12:49 am 
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Tac> With regards your orange point with aircraft, I'd agree with #2. I thought #3 was down as an experimental rule atm, or did I misread something? I've yet to be convinced #1 is a problem, and certainly don't think it is a big enough problem (if it ias a problem) to legislate a valid tactic away. I can se what you mean with #4, though would probably go for the +1 to hit if not moved option, otherwise some armies flak (esp. integral flak in vehicle formations) is screwed :)

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 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Wed Mar 08, 2006 1:04 am 
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4) Moving flak should be penalized and/or stationary flak should be awarded. Either subtract 1 from the chance to hit if the flak formation has moved in the current turn, and/or add +1 to hit if the flak formation forgoes any movement in the current turn. Gives all generals an ability to make 'better' use of their flak and penalizes the abstract use of redeploying flak and somehow having it just as effective as those that remain stationary for the duration of a hypothetical 10 minute turn.


Just a quick thought on that. This could specifically penalise Orks as they have a uniquely hard time staying still. While other armies could perform Sustained Fire or Overwatch with their Flak, Orks often need the +2 initiative from double or engage actions.

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 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Wed Mar 08, 2006 3:45 am 
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Quote (Tactica @ 07 Mar. 2006 (19:09))
Sounds like a tactical decision. Out of the armies that are out there, there are plenty that have flak over 30cm and if 45cm is made to the be standardized 'maximum' long range on aircraft, then we'll be in good shape.


Well, that would I think be all but one of them? However Tactica I thought even you had accepted that if your flak is equal to or less than the range of the air attacker you are out of range so it will fire? (And if manovering correctly escape as well.)

Also from latest batrep.
"Going from there you have Neals point about the balance and that is how easy is it now for countermeasures to take out the plane. Well flak is the same as it was before (lots can't hit, activate advantage stopping covering exit routes etc, all covered before) but interceptors  now have one less 6+ shot at them before they fire and can attack from the front, perhaps evading the massed Ion cannon fire until after they have shot at the planes. Thats what people should test now (and please use decent plane tactics)."

Giving it bigger weaknesses (cost and AA defence) just give it specialised flaws. Not everyone has the interceptor assets that are good enough for competitive games (where you fight everyone not 5 Tau armies) and increased cost simply means there are less targets that are worth your while so you are btter against a narrower range of opponents (which of course falls off further the more you take) (oh and is excellent verses marines, die thunderhawks and expensive tanks/infantry).

So you have something that no longer perhaps is worth it in bulk but is still hard to defeat due to its range, armour and general ineffectiveness of fighters in an all round environment and your potential flak defences. If you take say two, is unlikely to run out of prime targets still so you can make your points back and despite the cost you will not be that adversely affected activation wise.
Now of course all the tales of A-10's going down in flames baffle me. More seem to be lost per game than my thunderbolts. Every Imperial list I have ever designed has to in and there constant harrying attacks means they normally make double their points back. Perhaps lower armour will actually improve the A-10's survivability as people would stop diving into the middle of all the flak and stick to long range deflection shots.

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 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Wed Mar 08, 2006 10:58 am 
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Quote (Tactica @ 07 Mar. 2006 (18:51))
No offense intended CS, but I think this would be detrimental!

Not if you think about it a bit. I dont want to de-rail this thread with an issue which is just not going to happen, but to explain a bit further...

It would not actually result in stronger air power, in fact I think that it would lead to marginally weaker air power. With dedicated, flak-only units, you are not affecting what can hit aircraft. Everything that can currently hit the aircraft would still be able to hit the aircraft. Yes, they would be a risk, but then there are many units that have similar (though less defined) dynamics - SHT hunters, etc (sure, not dedicated, but you dont get value out of them without the approporiate targets on the board).

And, with the flak units dedicated, you could justify a point cost reduction in them, and get rid of the fact that (in most situations) they are simply a bargain.

And, it is actually logical. Sure, coming from a history within the game it makes some radical and far-reaching changes, but if this had been adopted from the start it would have made sense. You try telling a historical player that the Hydra is able to not only get the angle of depression to hit a ground target, but also the penetration to punch through the armour of an MBT!

And, as a final note, the Fire Prism was an example, and not the only 'dual role' flak that could be in the game... in fact the SkyRay would be another candidate!  :;):  These units would require some alterations, perhaps and I would be generally against Inf/LV flak units in general... still these are all things that I would have put into EA:CS (  :cool:  ) from initial development.

Thanks.

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 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Wed Mar 08, 2006 9:58 pm 
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CS,

All points understood... and I would respond, "This is fiction" tell those historical players to go play napoleonics - mobile flak is all the rage in fantasy land. :p

Seriously, I understand your points completely.

To pull back on topic - AX-1-0... made a v4.4 decision yet?

I'd LOVE to see a v4.4 by end of weekend.

:p

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 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Thu Mar 09, 2006 3:54 am 
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German flak gunners would use the high rate of fire to deafen russian tank crews :) The '88 flak gun was occassionally pressed into anti-tank use and as long as there has been rapid firing flak there has been infantry support with 'em!

Though of course you don't fire on the move I think the abstract Epic turn gives you time to set up.

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 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Thu Mar 09, 2006 5:37 pm 
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Quote (The_Real_Chris @ 08 Mar. 2006 (20:54))
Though of course you don't fire on the move I think the abstract Epic turn gives you time to set up.

This I agree with, so I don't have a problem with mobile flak.

I think it should either be penalized, or stationary flak forgoing moves should receive +1 as its much easier to train on a target when you see him in the distance - compared to when you are scrambling at the last minute to set up.

So, I'm all for giving flak who forgo movement in the current turn - the +1 to hit.

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 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Thu Mar 09, 2006 7:06 pm 
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Wouldn't a fairly major change like that need to go through the ERC etc?  The +1 to hit for fighters on intercept has been kicking around for a long time without (AFAIK) becoming official.


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 Post subject: V4.4 - AX-1-0 Resolution (I hope!)
PostPosted: Thu Mar 09, 2006 7:52 pm 
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I think it should either be penalized, or stationary flak forgoing moves should receive +1 as its much easier to train on a target when you see him in the distance - compared to when you are scrambling at the last minute to set up.


What happens though if the flak is stationary when the flyers pass over the AA coverage and then the flak moves afterwards you can't then lose the +1 to hit after a gamer has rolled earlier in the turn.

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