Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 193 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 13  Next

V4.4 - Scorpionfish and Dragonfish

 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Wed Mar 08, 2006 10:24 pm 
Brood Brother
Brood Brother

Joined: Thu Jul 07, 2005 2:02 pm
Posts: 916
Location: Glasgow, Scotland
CyberShadow, would you view the Scorpionfish in the same light, as an "infantry support platform"?

In a supporting role its the Tracer shots that would distingish the Scorpionfish from other support units.  For AP support the Stingray is clearly the answer.  For AT support there are the Devilfish and Piranhas.

Variable launcher: how about this... 4x Variable Missile Systems - MW6+ OR AT5+ OR AP5+ ignore cover, all Guided Missiles.


Top
 Profile Send private message  
 
 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Wed Mar 08, 2006 11:34 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 10, 2005 11:44 pm
Posts: 1891
Location: Katy, Republic of Texas

Worth noting that with MLs you dont need a LOS to shoot.  A single advance in turn 1 will put you in position to shoot on subsequent turns 95cm across the board with sustained fire shots hitting ML targets on a 4+.  That will put a good dent in most armour formations.


By this statement, I am assuming that you believe you can sustain without LoF?

Because otherwise, the no Sustain with Pop-up kind of negates that.

_________________
Honda

"Remember Taros? We do"

- 23rd Elysian Drop Regiment


Top
 Profile Send private message  
 
 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Thu Mar 09, 2006 12:26 am 
Brood Brother
Brood Brother

Joined: Thu Jul 07, 2005 2:02 pm
Posts: 916
Location: Glasgow, Scotland
Honda, yes, you can sustain without LOS.  Since the Guided Missile rules state that If a missile is guided by a markerlight, the firing unit does not need a line of fire to the target
unit and receives a +1 to hit modifier.
So, as I see it its perfectly ok to sustain fire and shoot GMs without LOS, as long as the target is within markerlight range.

Top
 Profile Send private message  
 
 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Thu Mar 09, 2006 5:19 am 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Tactica has dne a fairly complete set off options, but somewhat more simply are you all talking Baneblade as opposed to Shadowsword (which is covered by other air caste units).

Re changing the base to hit number and having another weapon system why not just give them more? The effect of bigger to hit number vs shots is multiple shots are effected more by orders (sustain and double) and big to hit numbers less so.

Yes the no LOS thing is great for annoying missile attacks from behind cover :) (Does lead to high pathfinder casualties though :) )

Re Tactica's points

1. What is the primary capability for long range engagement?

c. AT
As support - and to fit in with the excellent markerlights theme it should be Guided missile AT firesupport for Tau units.

2. What secondary role (if any) should this vehicle statisfy?

Secondary role would be anti infantry to support Railcannon tank units.

Combining 1 and 2 is either a varied missile load, or a bunch of duel purpose MW missiles. However you would have to be careful that it wouldn't then overshadow the hammerheads and mechanised infantry and it does seem to be in support of them.

AA support should I think be left to dedicated skyrays, with Ion Hammerhaeds cutting into their role no need to further negate them.

3. With number 1 in mind, what is the overall effective range of this vessel when;
a. stationary?
b. moving?
c. double moving?

It depends on how you view the tank - is it to suport an advance in which case it needs to be able to move up with mobile units and provide fire support when they stop to engage (a missile version of an assualt gun?), in which case it should be stationary for best use, or is it a vehicle version of a crisis team providing fire support wherever needed? In which case it needs to double and still be hitting on at least a 6 at targets in cover.

4. Keeping number  2 and 3 in mind, how fast should it go?
d. 25-30cm (APC, tracked AV, Skimmers, and jump infantry)

The normal Tau speed of 30cm seems hard to justify with extra armour, missiles, stores etc. But 20cm is too low for wjat should be the most flexible force outside of a craftworld. That leaves 25cm. Not as fast as a Hammerhead but fast enough not to miss the battle.

5. With 4 in mind, weapon ranges will then become obvious.
You can stick with the Tau 75cm, with skimmer its enough (and keep the long range support to the air caste, again it is a nice feel to the Tau).

6. With 1-5 in mind, what kind of defensive & Combat stats should it have?
a. Armor
b. CC
c. FF
d. DC
e. Reinforced Armor?
f. Thick Rear Armor?
g. Tau shield

If your background is the Orca I'd go from there. Its no longer a flyer so that means you can reinforce the structure and increase the weight, part of that is weapons but the rest could be bulkheads, so up a DC. RA seems a bit out of character for such a conversion, a shield from redirected engine power seems far more likely. Thick rear armour is for assualt units, not support units. CC and FF the typical 6+ and 5+.

You can say it has missile drums with varied loads, but having one stat (MW) simukates the best one being fired for that target.

Going with all that and incorporating various ideas from the thread why not

ScorpionFish (you know, my biggest problem is the name - why not just call it the scorpion or archer (archer fish are great) the whole '-'fish thing just seems a little comical, or come up with a fish name which doesn't feature the word fish? Like say Bullhead (from the missile pods) or Wrasse, Dragonet, stargazer, Rhinopius etc etc)

Formation
2 ScorpionFish for 375 points.
Upgrades
Networked Drones or Supreme Commander, Drones, Skyray

Deriative of Orca, designed for supporting the mobile style of warfare characterised by the Tau. Main varient have increased command and control facilities sometimes employed by Tau commanders. Advanced target identification systems are complemented by a strong sensor suite, enabling missile salvos to consist of the optimal mix of warheads for the target reduction.
ScorpionFish (come on, call it a bullhead or something :) )
Type Warengine
Save 4+
CC 6+
FF 5+
Weapons
Missile Racks (or something), Range 75cm, 6xMW6+, Guided Missiles
2xSmart missile system, Range 30cm, AP4+, Ignore cover
DC 3, Tau Shield

So, similar to a Hammerhead formation in points, increased surivivability, less firepower (but heavier hits), harder to supress, slightly slower.

Thats the Mobile advance support. Static infantry support/line bulwark you can do, but its less exciting :)
You would be slow and because reguardless that its supposed to be supporting infantry you would want it to support your mobile thrust, you would need higher to hit values due to doubling/advancing a lot. So same as above but with less shots  hitting on a 5+ and a speed of 15, maybe 20cm.

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Thu Mar 09, 2006 11:55 am 
Brood Brother
Brood Brother

Joined: Sun Feb 05, 2006 3:13 pm
Posts: 185
Location: Dundee, Scotland
1) Before arguing about the ideas explained here, I would like to clarify something. I always thought that you could sustain fire with guided missiles on a markerlighted target on which you have no LOF, thus hitting on a 4+ with no LOS. Do everybody agrees, or am I wrong?

2) With all these guided missiles, I would try to use this tank as a long range support. I'm very happy with that but perhaps isn't it the way to go if you want something that advances with infantry.

3) IMHO, if we really want a close infantry support, perhaps should its main fire power consists in mid-range weapons, as it would force the tank to advance with infantry

4) Assuming that I am right on point 1), and if we go for tracer missiles, I could get with chris'proposal 12 MW shots and 4AT shots at 4+ with TRC's proposal. Isn't it a bit too tough? ( even if it would solve my carnixex problem :) )


Top
 Profile Send private message  
 
 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Thu Mar 09, 2006 12:26 pm 
Brood Brother
Brood Brother

Joined: Thu Jul 07, 2005 2:02 pm
Posts: 916
Location: Glasgow, Scotland
1) Before arguing about the ideas explained here, I would like to clarify something. I always thought that you could sustain fire with guided missiles on a markerlighted target on which you have no LOF, thus hitting on a 4+ with no LOS. Do everybody agrees, or am I wrong?
Well, thats how I play it.  4+ as long as the target is not in cover.

Top
 Profile Send private message  
 
 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Thu Mar 09, 2006 12:52 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Well, maybe I was being a bit keen :) I was thinking 4, honest :)

You can sustain and fire guided missiels at targets you lack LOS to. Just like RT.

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Thu Mar 09, 2006 6:03 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Quote (The_Real_Chris @ 08 Mar. 2006 (22:19))

@TRC,

Well, the questions were meant for CS so we could establish a vision to work from, but since you took the time to respond - and I appreciate that - I'll comment.

From your summation at the bottom, I see two suggestions:


Type Warengine
Save 4+
CC 6+
FF 5+
Weapons
Missile Racks (or something), Range 75cm, 4xMW6+, Guided Missiles
2xSmart missile system, Range 30cm, AP4+, Ignore cover
DC 3, Tau Shield

So, similar to a Hammerhead formation in points, increased surivivability, less firepower (but heavier hits), harder to supress, slightly slower.

Thats the Mobile advance support.

So that is your first suggestion - and clearly your preferred. It is a clear vision with a purpose, but I think it does fall into the same trap the current one has. Slower speed with same range gun - so it gets left in the backfield and falls out of favor because the weapon ranges cannot keep up.

Therefore, their are two major problems I would have with this vision -

1) speed + range is less of what MBT speed+range is, so the net effect of the long range support is lessor overall in play. Its going to need to do single moves (at least), and thus, its not sustaining. Enemy in cover are going to make it need 7+ to hit and 6+ if marked. It will need 6+ against targets out of cover and 5+ if out of cover and marked by another tau formation.

5+ - 7+ is not my idea uber missle support. Not with AT2+ hellstrikes in the game. With intelligent guided systems, I'm not saying we need to get to 2+ with Marker light and sustained - but having these additional requirements and being significantly inferrior seems to be the exact opposite of how the tau really operate. The Markerlight is to incorporate an ADDED level of accuracty beyond what the Imperials could hope for. So, this suggestion seems to be at the wrong end of the spectrum of 'to hit' possibilities.

Second, the the weapon ranges. Due to speed, the weapon ranges are not what they need to be for this vision to work. I'm thinking 120cm is going to be more accurate. IG hellstrikes direct fire at 120cm. These are larger, more effective missles (in theory) and definitely more technologically advanced.

Static infantry support/line bulwark you can do, but its less exciting :)
You would be slow and because reguardless that its supposed to be supporting infantry you would want it to support your mobile thrust, you would need higher to hit values due to doubling/advancing a lot. So same as above but with less shots  hitting on a 5+ and a speed of 15, maybe 20cm.

Here we see your second recomendation.

A slower longer ranged and 5+ GM, but with less shots. Well, too much negative here to make it viable in my opinion.

I kind of said my peace above. I think you had the majority of the vessel right above.

I don't want to impose *my* vision on the group though. CS ultimately has to let us know how he sees the thing working.

Cheers,

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Fri Mar 10, 2006 3:51 am 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Problem with long range I think is 2 fold.
1. Thats what the air caste does in the list.
2. Its artillary, not tactical support. As soon as you have a range that means you can strike from your deployment zone to the other, why move?

Indeed at this point why not have off table support GM's (wheres Legion? :) ). It would become Tau artillary, and is that what the 'support unit' is.

Overnight thinking about weapons I think I agree with you. I downgraded the to hit due to the macro weapon effect - 6 6+ hits is on average 1 hit double, 2 hits advance, 3 hits sustain. All not allowing most troops armour saves.
Normal AT5+/AP5+ is 2 hits double, 3 hits advance, 4 hits sustain.
Overall more hits but less kills. Which is better for the points?

Range+Speed though is 100cm compared to the Hammerheads railcannon - 105cm/ion cannon - 90cm.
I think personally thats fine - and if its strong anti armour it goes well with Ion's, and good AP, well with rail's (so again I'm drawn to MW).

As to how many MW shots though?

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Fri Mar 10, 2006 7:16 am 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
@TRC,

Range+Speed though is 100cm compared to the Hammerheads railcannon - 105cm/ion cannon - 90cm.
I think personally thats fine - and if its strong anti armour it goes well with Ion's, and good AP, well with rail's (so again I'm drawn to MW).


Its a fair argument.

As to how many MW shots though?


At this point, I'm with you on the MW and I think we agree on the better to hit values with something like this. I don't know the range or quantity of the missiles. I think the vehicle speed of 25cm is right as well.

Its CS's vision at this point. We'll go forward from there once we have some guidance I suppose.

Cheers for the ideas,

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Fri Mar 10, 2006 10:10 am 
Brood Brother
Brood Brother

Joined: Sun Jan 02, 2005 5:42 am
Posts: 201
First off, we already have 3 perfectly good GMs, why make more?  

Second, I always pictured the ScF as a GM carrier, able to use the right GM at the right time. Some players would perfer to use 8X of the more accurate Submunitions Missiles on Troops in cover rather than 4X Tracers;  Especially Vs low or no save troops like IG or Ork Boyz.

Third, I am more and more liking the idea that this is a totall support unit:  It nover goes toe-to-toe.  It relies on other units to provide MLs for its long range GMs, it relies on other units for its AA defense and protection vs. ground units.

Lastly, a unit that only fires Tracers (or whatever) and ignores the other GMs seems kinda boring to me;  I went with the "One Shot" Tracers to encourage use of the other GMs without excluding the Tracer completley.  Having weapons with very different charistics based on specific game circumstances is not new or overly complicated; look at some of the Ork gargant weapons that have very differing charastics based on B2B or ranged combat.

Cleaned up a little:
-------------------------------
Scorpionfish
Speed       Armor     CC     FF
25cm          5+        6+     6+

4 x Variable Munitions Launcher          75cm         AT6+  Guided Missile  OR
                                                     75cm         2x AP5+ Guided Missile Ignore Cover OR
                                                     75cm         MW6+ Guided Missile, One Shot

2x Twin Linked Missile Pod                 45cm         AT4+/AP4+

Damage Capacity 2.  Critical Hit Effect:  Munitions Store is hit, vehicle explodes.  All Units within 5CM suffer 1 hit on a D6 roll of 6.
Notes:  Skimmer, Reinforced Armor. The Scorpionfish may fire a maximum of 4 Guided Missiles (Seekers, Submunitions Missiles, Tracers, or a mix) per turn;  Up to 4 Tracers can be fired per game.
------------------------------------
This cant be any more complicated than, say, the Tau deflector shield, nor can it be harder to keep track of than the Vulture's Hellstrikes.  

Thing I'm most worried about is someone taking lots of them to gain an activation advantage, so I'm thinking 2 for 375 or making 1 for 250?  Comments?

I'm gonna try this version out my next game, Mar 28th.  Should I drop the MLs?






Top
 Profile Send private message  
 
 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Fri Mar 10, 2006 4:41 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Heckler,

Regarding your suggestion,

Things I like:
Speed
Armor
CC
DC2
Skimmer
RA
Critical effect
lack of Tau shield (I think this is a titan thing)
lack of AA protection (its a good weakness)

Things I'm on the fence with:
Variable munitions launcher
one-shot tracer is growing on me
? ?(I take the common missles in other ways)
? ?(A craft with all MW missles does gain me something new)

Networked Markerlight
? ?(all FW SH fliers come with them)

Things I don't like:
FF of 6+ is out of character - FF5+ seems right.
6+ to hit values on all missles
? ?(stingray has better AP at 2x AP5+)
Range + speed = less than railhead.
? ?(I'm looking for at least 100cm range without moving)





_________________
Rob


Top
 Profile Send private message  
 
 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Fri Mar 10, 2006 5:38 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
100cm range without moving is, well, not very Tau surely? They instead have air and fast skimmers to get that range.

As to the chasis it comes down to how do you upgrade an Orca - is it from 2dc 4+ save to 2dc 5+RA or to 3dc 4+ (both with or without shield, though obviously most needed on the 4+).

I'm with you on activations/costs. I think having something wieghing in similar to the hammerhead formation means it has punch and isn't taken advantage of.

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: V4.4 - Scorpionfish and Dragonfish
PostPosted: Fri Mar 10, 2006 5:58 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Quote (The_Real_Chris @ 10 Mar. 2006 (10:38))

100cm range without moving is, well, not very Tau surely? They instead have air and fast skimmers to get that range.

Where do you come up with this stuff?

Seeker missles in the actual core game have unlimited range TRC... just like the Hellstrike I should point out!


_________________
Rob


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 193 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 13  Next


Who is online

Users browsing this forum: No registered users and 8 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net