V4.4 - Scorpionfish and Dragonfish |
The_Real_Chris
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Post subject: V4.4 - Scorpionfish and Dragonfish Posted: Fri Mar 10, 2006 6:05 pm |
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Joined: Mon Jul 04, 2005 4:45 pm Posts: 8139 Location: London
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Core game? You mean 40k? All I know of Tau I have learnt from Epic (You mean 40k is the core for all this? .)
Looking at the list it seems to a casual observer that they have excellent speed and skimmers, decent armour and top notch mid range firepower combined with great short range fire. The lack of rt seems to be made up by the speed, skimmers and Air Caste.
If you are after 100cm range (the other guys deployment zone) why do you also want good speed and high to hit values? You anticipate moving much?
_________________ 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
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none of which has anything to do with core design.
If you are after 100cm range (the other guys deployment zone) why do you also want good speed and high to hit values? You anticipate moving much?
Why is there any 25cm+ moving formation with weapon ranges inbetween Deathstrike and Hammerhead then TRC?
Geez... valkyries move fast and have 120cm 2+ yeild and don't require markerlights or indirect fire!
Generically speaking, I'm looking for a larger amount of missles with a lower quality of 'to hit' on a vehicle with more armor and lessor speed - but it should be able to make use of the GM technology. The missiles would be MW but at best, would be 3+ with sustain and marked target - not 1+ on sustain only!
I guess I'm thinking to simplistically...
I'm thinking of a large skimmer with big weapons payload and better guidance systems. It doesn't have to sustain fire and in fact cannot indirect fire by the Imperial definition. It doesn't utilize trajectory based firing concepts at all. It doesn't deal in large ordinance area affect weapon systems either. It deals with guided strikes from technologicly advanced systems. But due to being a skimmer, it yeilds manouverability - maybe that's 20cm now that I think about it.
However, its main focus is high yield, pin-point accuracty, and longer ranges without remaining still.
I do not see this as an AA or a front line piece at all.
That's just me of course.
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Rob
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clausewitz
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Post subject: V4.4 - Scorpionfish and Dragonfish Posted: Sat Mar 11, 2006 1:14 am |
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Joined: Thu Jul 07, 2005 2:02 pm Posts: 916 Location: Glasgow, Scotland
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Go back far enough and you'll find that without X there wouldn't have been a 40K either.
Equally, without "Epic" you could argue that there would have been no Leman Russ, Basilisks and a whole bunch of others.
IMO, the common ground is the 40k background. So we take the concept of the various units and troops from there, but we shouldn't be tied to or too concerned with the stats for weapons etc.
For example, another SG game, Inquisitor, views space marines in a totally different light.
How the background is interpreted is down to how the game in question wishes to play. The scale having a large impact on how things work.
An example of which might be the range of Seekers. I believe they have unlimited range in 40k, but in EA its 75cm. The difference being the size of the battlefield. With 40k being "assault distance" (ish) unlimited range is actually potentially quite small by EA standards.
Back on topic....
Generically speaking, I'm looking for a larger amount of missles with a lower quality of 'to hit' on a vehicle with more armor and lessor speed - but it should be able to make use of the GM technology. The missiles would be MW but at best, would be 3+ with sustain and marked target - not 1+ on sustain only! |
If the missiles were to hit on a 3+ that would mean they must start at 5+. That would require a new missile (seekers and tracers being 6+). Do we want to add new weapons or try and find a combination of the existing ones?
For armour I think we are safe in going with DC3, nearly all equivalent SHTs are DC3 (EOV, IG SHTs, Ork Fortresses). The save would seem to be best as 4+RA if its meant to operate "on the line" and 5+ RA if its meant to stay back as a "long ranged support" vehicle.
Lots of different ideas floating around. But it seems the lean is towards a "stand off" weapons platform. Is there agreement on that at least?
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HecklerMD
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Post subject: V4.4 - Scorpionfish and Dragonfish Posted: Sat Mar 11, 2006 3:16 am |
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Joined: Sun Jan 02, 2005 5:42 am Posts: 201
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@ Hena
Agreed, ML Dropped.
@ Tactica:
"Things you like" Cool
"Things your on the Fence" "Variable munitions launcher" But, your a Navy guy! (Please tell me I remembered your branch correctly!) Actually, that has little to do with it other than its inspired by the various verticly launched Navy munitions (SM2, Tomahawks, Trident ect)
"Networked Markerlight (all FW SH fliers come with them)" I kinda figure were off the reservation with the SH Tau Grav Tank thing.
"Things you dont like" "FF of 6+ is out of character - FF5+ seems right." I'm looking at that being more incentive to keep the unit back and lob missiles into the fray, rather than putting the boot in.
"6+ to hit values on all missles" (stingray has better AP at 2x AP5+)
Typo, fixed.
"Range + speed = less than railhead." (I'm looking for at least 100cm range without moving) I'm trying to use our already established GMs.
Here is the updated/corrected version, using the feedback I've gotten:
------------------------------- 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. ------------------------------------
I'm also considering the implications of putting this unit on OW early in turn 1: With good ML coverage you could tag a rushing Ork or IG formation early in the game, give them a bloody nose, and put off moving other units (sorta like an activation advantage?) untill later. If its Marines and they stay in transports, heh, might wanna use them Tracers then?
My opponents are starting to avoid MLs. They are starting to Fear them. 
Last, @ TRC
Names. Agree, sorta. Wikipedia Fish Names
I'm partial to "Arrowtooth" (Eel) for no other reason than it sounds cool. 
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Tactica
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Post subject: V4.4 - Scorpionfish and Dragonfish Posted: Sat Mar 11, 2006 7:50 am |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Heckler,
well - now that the typo is fixed 
...and considering yours and others comments, i could give this a go and back off of my hopeful persepctive on this thing for the time being. I'm still not big on the 'keeping track of shots' bit with this suggestion and think the MW idea is easier, but the variety and cool factor of all the missles has an appeal - I'll admit it. So, I can del with the on-shot in playtest.
I'll give you this - I definitely like it better than what we currently have!
Are we thinking 2 for 375? SC upgrade for +100?
PS - yep, Navy. I with you on the Trident...that's just an amazingly destructive piece of ordinance there. Costal cities beware!
Cheers,
_________________ Rob
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The_Real_Chris
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Post subject: V4.4 - Scorpionfish and Dragonfish Posted: Sat Mar 11, 2006 8:36 am |
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Joined: Mon Jul 04, 2005 4:45 pm Posts: 8139 Location: London
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Arrowtooth sounds cool to. Bullhead would be someting that crashes into your lines I guess!
40k wise - I've been beaten to it. I know some of the background but haven't a clue on the rules so tend to go from the stated intention not the actual stats.
Missile wise what sort of practical difference does picking AP and AT over MW have statistically? Do you aim to do the same damage? The biggest difference is MW takes out everyhting, and is good vs elites, AP and AT however has a performance defined by the opponents armour (which is quite good balance wise).
_________________ 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
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Honda
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Post subject: V4.4 - Scorpionfish and Dragonfish Posted: Sat Mar 11, 2006 1:04 pm |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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@ Heckler
I can support the path this discussion is on except:
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
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Please don't make us count how many rockets we shot. Just give us the missiles and cost it appropriately. This is an unnecessary complicaton to a very clean solution.
_________________ Honda
"Remember Taros? We do"
- 23rd Elysian Drop Regiment
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CyberShadow
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Post subject: V4.4 - Scorpionfish and Dragonfish Posted: Sat Mar 11, 2006 4:29 pm |
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Swarm Tyrant |
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Joined: Thu Jan 02, 2003 6:22 pm Posts: 9349 Location: Singapore
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While I like the concept of this, I do feel that we already have some perfectly adequate 'missile boats' in the list already. However, if this did go ahead, I do not necessarily see why any missiles should be limited capacity. On such a potentially large vehicle, there should be plenty of space for munitions and the extra worry about keeping track of missile use on the unit is something that I would like to avoid.
_________________ https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond. https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.
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HecklerMD
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Post subject: V4.4 - Scorpionfish and Dragonfish Posted: Sat Mar 11, 2006 11:24 pm |
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Joined: Sun Jan 02, 2005 5:42 am Posts: 201
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OK, I'm not that stubborn . Dropping "One-Shot"
So, that leaves us with a question: What do we do with the Seekers? Vs. any AV the Tracer is the better missile, so why bother? (TRC this address your last point) Vs. most infantry, particularly Inf in cover, Subs would be my choice over Tracers, but Vs. AV its a no-brainer.
SO, we can either: A) Drop the Seekers, 'cause they wont get used anyway.. or b) Bump the Seekers # of shots up to 8X, like the Subs. This is kinda a hack, but it allows those facing lots of low-save armor (Orks, IG) to weigh the possibilities of more-hits=more kills over no-saves.
Opinions?
I appreciate all the consideration this idea is getting from you guys.
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clausewitz
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Post subject: V4.4 - Scorpionfish and Dragonfish Posted: Sun Mar 12, 2006 1:53 am |
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Joined: Thu Jul 07, 2005 2:02 pm Posts: 916 Location: Glasgow, Scotland
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Are we sticking with the variable launcher idea? While I like the concept of this, I do feel that we already have some perfectly adequate 'missile boats' in the list already. | What would distinguish this from other missile platforms would be multiple Tracers Missiles. No other vehicle has that capability, and as the Tau "SHT" that would seem to be the right platform for those heavier payload missiles (IG, Eldar, BL SHTs frequently having MW/TK weapons).
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HecklerMD
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Post subject: V4.4 - Scorpionfish and Dragonfish Posted: Sun Mar 12, 2006 3:38 am |
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Latest Version: ------------------------------- Arrowtooth (Scorpionfish) Type Speed Armor CC FF War Engine 25cm 5+ 6+ 6+
4 x Variable Munitions Launcher: (Seekers) 75cm 2x AT6+ Guided Missile OR (Submunitions Missiles) 75cm 2x AP5+ Guided Missile Ignore Cover OR (Tracers) 75cm MW6+ Guided Missile 2x Twin Linked Missile Pod 45cm AT4+/AP4+
Damage Capacity 3. 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. ------------------------------------
... Or we drop the Seekers altogether....? 
I upped the DC to 3 to reflect a lottle more possable internal bracing, and to make it harder to suppress/break, in order to distingush it further from our other missile boats.
Speaking of which...
@CS To be honest, the Stingray is out only true GM "Missile Boat" that can operate in its own formation. Skyray, yes, that too, but its an add-on and is kinda diluted. Put the two together and you get an effective stand-off, non los GM formation. The Arrowtooth (Working name only) will have some similiraties (Subs/Seekers, though not both at the same time), and some big differences (Tracers, WE advantages) For the rest of the army, GMs (Seekers) are kinda an afterthought: A AMHC needs a pretty good reason to hide behind a hill and only shoots its Seekers, the rest of its firepower being unused.
So when asking "Do we need another missile boat" I say "Cant hurt" and when you ask "Do we need a new ScF" I say "Yes." 
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The_Real_Chris
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Post subject: V4.4 - Scorpionfish and Dragonfish Posted: Sun Mar 12, 2006 5:30 am |
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Joined: Mon Jul 04, 2005 4:45 pm Posts: 8139 Location: London
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Points wise how much were you thinking? (And I really think that should be for 2, one to give a formation fired at the understanding they had been shot, the second to stop them adding to the Tau activation count in a big way, oh and three so they can have a slight discount like Imperial SHT's.)
Just for the min max'ers amoung you on a markerlit target a formation of two delivers on a double 1 1/3MW - 2 2/3AT - 5 1/3AP, advance 2 2/3MW - 5 1/3AT - 8AP, Sustain 4MW - 8AT - 10 2/3
So the MW missiles are pretty much obsolete here. Even against a 4+ target (RA or otherwise) you have the same chance with AT mssiles of getting a kill and against any armour weaker than 4+ the AT missiles are better. Against infantry its the same story with the difference that AP missiles are better in ever case except 3+ where they are equal.
Finally again cost wise how much for something that on sustain can wipe out an infantry company  I do think just MW missiles gives it an elite feel, provides something different to the pathfinders and hover tanks it supports, and allows you to keep the stat line simple  Other way of simplifying it is just to write 8 variable munitions - Range 75cm, AP5+/AT6+, Guided Missile (as that is what it effectively says currently).
Oh - and instead of missile pods, why not instead give it markerlights and smart missiles (or just markerlights considering the performance above re. infantry)? I presume the missile pods are close in defence and the above would cover infantry and allow the main missiles to be used effectively.
_________________ 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
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HecklerMD
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Post subject: V4.4 - Scorpionfish and Dragonfish Posted: Sun Mar 12, 2006 12:04 pm |
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Joined: Sun Jan 02, 2005 5:42 am Posts: 201
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@ TRC
Finally again cost wise how much for something that on sustain can wipe out an infantry company |
Stingray Formation Vs 1 Arrowtooth: Both can do 8x AP3+ Ignore Cover on Sustain Vs. a Marked Target; In addition, Stingrays add in 4 AT4+ seekers at the same target, usefull Vs various Mech Units, and other mixed, inf based formations (Tacs/Devs w/ Dreds, Orks w/ Kans, ect), which the Arrowtooth cant match in the same turn.
Seeing as the shooting abilities are similar to a 250 pt Stingray formation, thats where I would start.
However, we dont really have as much firepower as a Stingray formation, we can match its GM AP shooting, or exceetd its GM AT shooting, but we cant shoot 8x AP AND 4x AT shots like the Stingray formation can. Next, as a WE it is less suseptable to Supression, but at 3 DC it can be broken easier. RA makes it tougher, no real comparison there, though (at least how I use the Stingrays/intend to use the Arrowtooth) they tend to stay out of LOS or far enough back that the opponent has other targets to vie for its attention.
I think it falls in the 200-225 apiece range, so for a formation of 2, to avoid activation bloat, thats in the 400-450 range.
Now, Imperial SHTs get a rough 16.6% discount when you take a Co. of them: In addition, you gain 3 support formations. The Arrowtooth takes away from the number of support formations, not a huge issue but not one to ignore. Starting in the middle, at 425 pts for 2, a 16.6% discount takes off 70.55 pts,round up to 75.
So... 350pts for 2, work from there? Points-wise, we are entering AMHC territory now, so lets see how it compares to a bare-bones AMHC, roughly:
2 of these can put out: 16xAP5/4/3+ Ignore Cover shots, OR 16xAT6/5/4+ shots, Or 8xMW6/5/4 shots (VMLs/GMs) Plus: 6xAT4/3+ shots OR 6xAP4/3 shots (TLMP) 6 DC, 5+ RA, 6x6+ FF in engage, CC=NA 3 BM to supress 50%, 6 BM to break. Dependant on ML from other unts. 1 in 36 chance per hit for crit: result destroys 1 unit and breaks formation.
AMHC, all Rails: 6xAP4/3+ shots OR 6xAT3/2+ shots (Rails) Plus: 6xAT6/5/4+ shots (Seekers) Plus: 6xAP4/3+ Ignore Cover shots (SMS) 6DC, 4+ save, 6x5+ FF in engage, CC=NA 1 BM to supress 16.6%... 3 BM to supress 50%, 6 BM to break. Less dependant on MLs.
Paraphrase: 8x Seekers > 4x Tracers |
Argh. I see your point. I really wanted to keep the variety of GMs we have, though. Which gave birth to the whole "One-Shot" thing....
I'd rather have a clean stat line, however.
VML: 75cm 4xMW6+ Guided Missiles / 8x AP5+ Guided Missiles, Ignore Cover
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Arrowtooth

(Scorpionfish)
Type Speed Armor CC FF
War Engine 25cm 5+ 6+ 6+
Variable Munitions Launcher 75cm 4xMW6+
OR Guided Missiles
75cm 8xAP5+ Guided Missiles, Ignore Cover
2x Twin Linked Missile Pod 45cm AT4+/AP4+
Damage Capacity 3. 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.
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I dont want to give it MLs as I want it to depend on other units for maximum effect.
Secondary weapons, right now, are just that-secondary. I want to get the VML right first.
Thanks for your feedback.
If anyone wants to give this a try, please do; My next game is not till the 28th. Cant try it out till then.

Honda
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Post subject: V4.4 - Scorpionfish and Dragonfish Posted: Sun Mar 12, 2006 1:07 pm |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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I'd rather have a clean stat line, however.
VML: ?75cm ?4xMW6+ Guided Missiles / 8x AP5+ Guided Missiles, Ignore Cover
------------------------------- Arrowtooth ?(Scorpionfish) Type ? ? ? ? ? ? ? ? ?Speed ? ? ? Armor ? ? CC ? ? FF War Engine ? ? ? ?25cm ? ? ? ? ?5+ ? ? ? ?6+ ? ? 6+
Variable Munitions Launcher ? ? ?75cm ?4xMW6+ ?OR ? Guided Missiles ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?75cm ?8xAP5+ ? ? ? ? ?Guided Missiles, Ignore Cover 2x Twin Linked Missile Pod ? ? ? ?45cm ?AT4+/AP4+
Damage Capacity 3. ?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. -------------------------------
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I think the cleaner stat line is better. OTW, you're going to have half the population thinking you get 4 shots and the other half getting lost in the algebra.
So, cleaner is better.
BTW, Arrowtooth is a decent enough name and certainly softer phonetically than previous names. Another consideration we might take in borrowing from IA3, is instead of giving it another name (i.e. Blankfish), we could call it an Orca AX-2 or some other rubbish like FW did with the Tigershark.
In the IA3 fluff, they allude to missile carrying variants, but did not describe them as the rumors were not verified. So, we could follow their precedent and then the "fish" thing is taken care of.
Good development effort so far and I like the direction this is taking.
So, assuming we get something solidified here in the near future, would it be a safe assumption that the Dragonfish (AC-2 ? ) would just be a 100 pt upgraded "this thing" with the Tau Supreme Commander + Coordinated Fire?
_________________ Honda
"Remember Taros? We do"
- 23rd Elysian Drop Regiment
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