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Manta

 Post subject: Manta
PostPosted: Mon Sep 29, 2008 6:20 pm 
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Well a copy of BFG Armada is handy in suc hcases :)

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 Post subject: Manta
PostPosted: Mon Sep 29, 2008 8:55 pm 
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Although it's worth mentioning that a Messenger-class courier is essentially a Warp Dive with a big computer and a couple crew cabins, that isn't much bigger than a Manta (personal opinion on size, no reference).  

Also, I've never found a reference that a THawk could travel between planets.  Lots of references of THawks acting like airliners, taking off from a ship and landing on-planet, or from one side of the planet to another, or from one ship to another, but never from one planet to another.  I don't even remember any discussions of from planet to moon.  If someone can find a reference for THawks being able to travel from one planet to another (that's usually a multi-month trip, unless you're under continuous acceleration), then I will concede the point, but until then, a Manta has longer space-legs than a THawk, and that's why it can self-planetfall.

Put me into the camp preferring the FW statline, it's less a gun-monster, and more intended to hot-drop units into combat.  (Uh, could someone post the FW stats, just so that we can compare directly? I don't have access to my book at the moment.)

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 Post subject: Manta
PostPosted: Mon Sep 29, 2008 9:35 pm 
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Although it's worth mentioning that a Messenger-class courier is essentially a Warp Dive with a big computer and a couple crew cabins, that isn't much bigger than a Manta (personal opinion on size, no reference).


The messenger is an Escort-sized ship (Ie: About a kilometre long). I think we can agree that's considerably bigger than the bomber-sized Manta.

a Manta has longer space-legs than a THawk, and that's why it can self-planetfall.

Says who?

They're classed pretty much identically in BFG... and I really can't see the ~200 Fire Warriors packed inside a Manta being cooped up in there for more than an hour or two, let alone days-long cross-system journeys.

Put me into the camp preferring the FW statline, it's less a gun-monster, and more intended to hot-drop units into combat.  (Uh, could someone post the FW stats, just so that we can compare directly? I don't have access to my book at the moment.)

Tau Manta

Type: War Engine
Speed: Bomber (Note this is a typo that should read 20cm)
Armour: 4+
Close Combat: 5+
Firefight: 3+

Weapons:
Railguns - 90cm, MW3+, Titan-Killer (D3), Fixed Forward arc.
2x Ion Cannons - 60cm, AP3+/AT3+/AA6+
8x Burst Cannons - 15cm, AP4+/AA6+
Missile pods - 45cm, AP4+/AT5+
Seeker Missiles - 75cm, AT5+, Guided Missiles

Damage Capacity 9. Tau Deflector Shields, Critical Hit Effect: No weapon may be fired at greater than 45cm, further Criticals cause extra points of damage.

Notes: Support Craft, Planetfall, Reinforced Armour, Fearless, Transport (May carry 14 infantry units, and up to four Devilfish*-hull vehicles).



The SG Manta is the same except:

Firefight decreases to 4+
CC decreases to --
'Railguns' becomes 2x Heavy Rail Cannon - 90cm, MW2+, Titan-Killer(D3), Fixed Forwards
'Ion Cannons' lose their AA ability, but gain 3x shots (Each) in exchange.
8x Burst Cannons becomes 4x Burst Cannons.
Missile Pods are deleted.
Interceptor Missiles** added - 30cm, AA5+, Fixed Forward
Seeker Missiles becomes Tracer Missiles** - 75cm, MW6+, Guided Missiles (And the SG version of Guided Missiles is more powerful than the FW version).
Transport Capacity is increased by 2, but 'Russian Dolling' is banned.
'Free Planetfall'
Damage capacity changes from 9 to 8.


The stats are actually very different.

So basically, the SG version of the Manta is hugely more powerful at range, has a slightly larger basic transport capacity, and can use free planetfall.

In exchange, it lost a single pip of FF, a pip of DC, and four 15cm AP-firing Burst Cannons.




*'Russian-dolling' is explicitly permitted for Devilfish-mounted units.

** Non-canon missile type?




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 Post subject: Manta
PostPosted: Mon Sep 29, 2008 11:51 pm 
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Well the playtest which is now written up did remind me about a few things manta wise.

The planetfall is a big force multiplier. Take the warlord you are slow. It will take you a long time to get stuck in. The Mnata has no reason not to planetfall. You succeed on a 1+, before then deathstrikes and the like can't touch you. You then arrive, can see everything and open up. Arriving 60cm off the blitz ensures a couple of turns movement gets you there and you can shoot all the way. Plus of course being further out ensures crossfires are harder to suffer.

That force multiplying factor is another reason why I'd like to see it toned down to the 6xx range. Devestating but not overpowering.

On a tangent should a self planetfall be redifined? It could be a new action. Or that planetfall bit could count as its first move (so you will most likely wish to double and will have to advance to even arrive) of a normal action.

Of course you could still drop using a hero - in which case you have a small boost in return for the extra cost and nessecity to use two activations.

And does anyone else here have this victorian/enterprise picture in their mind of the crew on the bridge operating under fire? :)

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 Post subject: Manta
PostPosted: Tue Sep 30, 2008 11:08 pm 
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Quote: (Evil and Chaos @ 29 Sep. 2008, 14:35 )

Although it's worth mentioning that a Messenger-class courier is essentially a Warp Dive with a big computer and a couple crew cabins, that isn't much bigger than a Manta (personal opinion on size, no reference).


The messenger is an Escort-sized ship (Ie: About a kilometre long). I think we can agree that's considerably bigger than the bomber-sized Manta. [/quote]

It's also worth pointing out that a SINGLE Manta is just as hard to kill as a single Messenger.  Mantas in BFG are a single craft, not a flight of craft like every other bomber (Even THawks are assumed to be ~3 per THawk squadron).  If destroying a flight of attack craft represents forcing them to break formation, how do you break a formation of 1 craft?

OK, since I've got my copy of IA3 in front of me right now, a Manta is supposedly 32m long, 52m wingspan, and all of 8m high (gotta throw a BS flag on that, since a Skyray fits in the lower bay and a Skyray is 5m tall.  Someone didn't check their scaling properly.).  Also, the proportions aren't correct, as the Manta drawings are 4.5 times the height long, and ~1.5 times the length in wingspan.  Assuming 10m tall (which is on the low end, in the opinion of this licensed Aircraft Mechanic, 12-15m tall would be closer to truth, just look at the 40k-scale pictures of the cargo section), that makes Mantas at least 45m long and ~62m wingspan (12m tall, 54m long x ~77m wingspan; 15m tall, 68m long x ~102m wingspan).  Still pretty small, but roughly the size of a 747.

A Cobra destroyer is ~800m long, and is roughly the middle of the Escort size bracket.  (hmmm... merzo.net must have rescaled the Cobra, they show it at 1500m now, while I remember a length of 800m... I must have killed too many brain cells recently).  I have issues with a starship that's 3x the size of a Nimitz-class supercarrier merely being an Escort, but that's what the numbers say.

Quote: (E&C][quote="me"]a Manta has longer space-legs than a THawk @ and that's why it can self-planetfall.[/quote)



Says who?


Says the THawk's lack of interplanetary capability in fluff, versus the explicit interplanetary capability of the Manta.  If you can find me the reference, I'll be willing to drop self-planetfall.

===========

On a game-play note, we do need to define exactly how self-planetfall works.

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 Post subject: Manta
PostPosted: Tue Sep 30, 2008 11:16 pm 
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Quote: (Lion in the Stars @ 30 Sep. 2008, 23:08 )



Says who?[/quote -->
Quote: (E&C][quote="me"]a Manta has longer space-legs than a THawk @ and that's why it can self-planetfall.


Says who?[/quote)



Says the THawk's lack of interplanetary capability in fluff, versus the explicit interplanetary capability of the Manta.  If you can find me the reference, I'll be willing to drop self-planetfall.

I can't see how a Manta has any more of a deep-space capability than a Thunderhawk Gunship, in fact I see neither as anything more than a tough shuttle craft intended for short-range hops, either around a planet's surface, as a space-borne bomber/shuttle*, or from Orbit and back again.

I'm sorry, but 'self-planetfall' isn't justified for this medium sized shuttle craft.



* In BFG they operate the same, as very minor craft that require a parent craft to launch from... sound familiar?




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 Post subject: Manta
PostPosted: Wed Oct 01, 2008 12:38 am 
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By the background, the Manta is described as a 'small Escort'. It is able to make deep space trips. The Thunderhawk, by comparrison is designed to make drops from space vessels in low orbit.

The Manta is designed to travel between planets, and between space vessels. The Thunderhawk is a much more specialised craft, where its mission is to get its cargo down to the surface by the quickest route.

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 Post subject: Manta
PostPosted: Wed Oct 01, 2008 12:57 am 
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Ok, forget the discussions on the deep space abilities of imaginary space craft, and consider this...

With free planetfall, Tau players will always planetfall their manta every game. Does that sound realistic, or even logicial?

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 Post subject: Manta
PostPosted: Wed Oct 01, 2008 12:59 am 
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Quote: (CyberShadow @ 01 Oct. 2008, 00:38 )

By the background, the Manta is described as a 'small Escort'. It is able to make deep space trips. The Thunderhawk, by comparrison is designed to make drops from space vessels in low orbit.

I'd like to see a quote on that, as the only relevant background I know of says it's classed as a bomber, not an escort.

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 Post subject: Manta
PostPosted: Wed Oct 01, 2008 7:56 am 
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To add:

The Tau Castellan class escort (FW) has also Warp Dive capability.

A marker of Thunderhawks represent 3 Thunderhawks
A marker of a Manta represents 1 Manta

In BFG Thunderhawks are resilient fighter-assault boats.
In BFG Manta's are resilient bombers.

Personally I would have liked a different rule mechanic for Manta's in BFG (I'm not the only one). Tigersharks should have been used as fighter-bombers imo.

Manta's should be to bought at xx pts(10pts) from the total fleet value.
Manta's keeping 4+ save vs everything (thus not only against other ordnance).

Merzo is WRONG WRONG WRONG

The BFG ships submitted to that site where at a different size. Author's requests to change have not been met.

Cobra 800metres
Other IN escorts ~1000metres
Cruisers 2500-3300metres
Battleships -~5000metres

A thread at BL with one of their authors, who made a Lunar to be (I believe) 7km stated he made a mistake and above lengths are correct.

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 Post subject: Manta
PostPosted: Wed Oct 01, 2008 3:58 pm 
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Quote: (blackhorizon @ 01 Oct. 2008, 08:56 )

Manta's keeping 4+ save vs everything (thus not only against other ordnance).

Sorry but you are wrong. The Manta has the same "resilient" rules as the Thunderhawk and Eldar Fighters.

Quote from BFG Armada:
Mantas.
Mantas are bombers, each marker represents a single vessel. They are well shielded and if intercepted by enemy fighters roll a D6, on a roll of 4+ the Manta is not removed. Mantas move 20cm. Whilst Mantas can carry large numbers of troops they are not used to board enemy vessels as boarding is totally contrary to the Tau’s approach to space warfare.

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 Post subject: Manta
PostPosted: Wed Oct 01, 2008 4:24 pm 
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Quote: (BlackLegion @ 01 Oct. 2008, 15:58 )

Quote: (blackhorizon @ 01 Oct. 2008, 08:56 )

Manta's keeping 4+ save vs everything (thus not only against other ordnance).

Sorry but you are wrong. The Manta has the same "resilient" rules as the Thunderhawk and Eldar Fighters.

Quote from BFG Armada:
Mantas.
Mantas are bombers, each marker represents a single vessel. They are well shielded and if intercepted by enemy fighters roll a D6, on a roll of 4+ the Manta is not removed. Mantas move 20cm. Whilst Mantas can carry large numbers of troops they are not used to board enemy vessels as boarding is totally contrary to the Tau’s approach to space warfare.

Does the highlighted section also mean that the Tau would not use the Manta as an assault craft??? :p

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 Post subject: Manta
PostPosted: Wed Oct 01, 2008 4:31 pm 
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Well it probably means they wouldn't enter an assault out of it. Saying that load it up tot he nines with cheap stuff and attack the enemy bts after planetfall, you should wipe most BTS's out!

Since the Manta has eerily floated back into discussion (like the giant floating UFO it is) here is my suggestion for its stats.

Points are left off, as these are dependant on the resolution of the planetfall and support craft capability. However with the existing rules it seems to play at 6xx points (well I blew it up about as easily as I get Reavers :) ).

Manta - something or other config (to allow variation later on for sub lists), umm mech assault?

War Engine
Move 20cm
Save 5+ Reinforced Armour, Deflector shield (at a straight 5+), Damage Capacity 10
CC n/a
FF 5+
Twin-linked Heavy Railcannon, 90cm, MW2+, Titan Killer (D3), Fixed Forward Arc
4 x Seeker Missiles, 75cm, AT6+, Guided Missiles
3 x Twin-linked Ion Cannon, 60cm, AP3+/AT3+, Fixed Forward Arc
Multiple Long-barrelled Burst Cannons, 30cm, 4 x AP4+/AA6+
Support Craft - need to resolve rules
Planetfall
Markerlight
Fearless
Critical Hit Effect: Not sure. It was played as the deflector goes down but this leaves him pretty exposed and there is a 4/81 chance of any hit striking the Manta to do it. As you need (with the shield up) apr. 34 hits to kill it on average you will be losing it every game. Maybe instead have a crit that does D3 extra damage, or copy the FW manta crit?
Transport (may carry 38 infantry units, with battlesuits taking two slots each. Up to 12 light vehicles may be carried, taking two slots each. Up to 4 armoured vehicles may be carried taking 7 infantry spaces each, or 5 if they are Devilfish).

Transport is a bit complex but this is copied straight from FW. As this is x config could simplify it to 18 infantry stands and 4 vehicles or 6 light vehicles.

If thats not enough weapons you can add in the twin linked missile pod as well. But I think that is the Tau equivalent of a Reaver Titan class warengine (better short range, better all round, doesn't have the anti armour bias). The support craft/planetfall rules though will really determine its points cost and the transport ability is hard to quantify.




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 Post subject: Manta
PostPosted: Wed Oct 01, 2008 5:30 pm 
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TRC I'm still convinced that a 5+ save is too fragile. I'd prefer it at DC 8 with a 4+. The DC 9 in the FW list is probably a bit much as it makes it better in a FF than a warlord 9*FF3+.


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