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Coordinated Fire

 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 10:17 am 
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In the WIP4.2.2 rules for Coordinated Fire, it says as follows:

If the test is passed, then all formations concerned must take either an advance, double or sustained fire action. There is no obligation for all formations to take the same action or the order of which formations are resolved first. Each formation must fire at the same target formation this turn if possible. The formations don't have to stay within a given distance of each other and will complete their actions one after the other. Each formation's individual action must be declared prior to its action commencing. Each formation's action is completely resolved prior to the next formation's action commencing. Each formation follows all the normal shooting rules. (It's possible for the target formation to come under fire and become cross fired 3 seperate times as a result of coordinated fire.) (emphasis added by me)

This isn't what was discussed in June, when this topic last came up on the old forums(*). IIRC, this is how it went:

1) Declare all actions. E.g.
"I declare Coordinated Fire on those Orks. Pathfinders call. Pathfinders to Double, Hammerheads to Advance, Stingrays to Sustained Fire."
2) Roll for initiative. (we'll assume it works, here)
3) Perform first action. Select any activated formation. Perform their action now, completely. E.g.
"Hammerheads Advance".
4) Perform second action. Ditto.
"PFs Double".
5) Perform third action. Ditto.
"Stingrays Sustain".

Note that you have to declare all actions before rolling, but you get to choose the order they are done as you go.

Tactica, what you wrote in 4.2.2 seems like the actions can be selected at steps 3-5 in the above example, instead of step 1. Is this what you meant; is the new rule supposed to change the old rule?

* Coordinated Fire discussion at the old forum


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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 11:38 am 
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Quote (asaura @ 02 Nov. 2005 (10:17))
In the WIP4.2.2 rules for Coordinated Fire, it says as follows:

If the test is passed, then all formations concerned must take either an advance, double or sustained fire action. There is no obligation for all formations to take the same action or the order of which formations are resolved first. Each formation must fire at the same target formation this turn if possible. The formations don't have to stay within a given distance of each other and will complete their actions one after the other. Each formation's individual action must be declared prior to its action commencing. Each formation's action is completely resolved prior to the next formation's action commencing. Each formation follows all the normal shooting rules. (It's possible for the target formation to come under fire and become cross fired 3 seperate times as a result of coordinated fire.) (emphasis added by me)

This isn't what was discussed in June, when this topic last came up on the old forums(*). IIRC, this is how it went:

1) Declare all actions. E.g.
"I declare Coordinated Fire on those Orks. Pathfinders call. Pathfinders to Double, Hammerheads to Advance, Stingrays to Sustained Fire."
2) Roll for initiative. (we'll assume it works, here)
3) Perform first action. Select any activated formation. Perform their action now, completely. E.g.
"Hammerheads Advance".
4) Perform second action. Ditto.
"PFs Double".
5) Perform third action. Ditto.
"Stingrays Sustain".

Note that you have to declare all actions before rolling, but you get to choose the order they are done as you go.

Tactica, what you wrote in 4.2.2 seems like the actions can be selected at steps 3-5 in the above example, instead of step 1. Is this what you meant; is the new rule supposed to change the old rule?

* Coordinated Fire discussion at the old forum

Hi, it doesn?t matter when you anounce the actions taken in ?the CF. If you can?t activate , your other Formations still have their own activation. We play it that way , and we only announce which formations are going to participate until the activations succeeds.

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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 11:43 am 
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Quote (Steele @ 02 Nov. 2005 (10:38))
Hi, it doesn?t matter when you anounce the actions taken in ?the CF. If you can?t activate , your other Formations still have their own activation. We play it that way , and we only announce which formations are going to participate until the activations succeeds.

That's what I thought as well, before JG said something else on the old forum. Check out the discussion from June (link provided above). JG posted the following:

All actions must be declared before the initiative test for them is taken. This also applies to co-fire. For example, you would say:

'I declare a co-fire with those Pathfinders and Fire Warriors against this Ork Warband; The PF will double, while the Fire Warriors will perform sustained fire.'


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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 12:43 pm 
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I haven't played with or against Tau yet so this idea might of already been discarded.

Having read though the eldar Tau battle report especially the comment on how hard it is to wipe out a formation though shooting, I was wondeing if the rule could be increased to say that formations are not broken until the end of the CF.  Or does it already say this and I missed it?

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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 1:08 pm 
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Quote (ragnarok @ 02 Nov. 2005 (11:43))
Having read though the eldar Tau battle report especially the comment on how hard it is to wipe out a formation though shooting, I was wondeing if the rule could be increased to say that formations are not broken until the end of the CF. ?Or does it already say this and I missed it?

Can you elaborate a bit? I don't understand why such a rule would be desirable. As they stand, a Coordinated Fire consists of separate actions and the target formation can break in the middle of this. Do you mean the new rule would make it so the target couldn't retreat to safety in the middle of things?


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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 1:22 pm 
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Yes.  I am saying that the enemy doesn't get to retreat.  It gets fired upon by three formations at almost the same time.  Then once all the smoke clears you then check to see if it is broken.  I'm not saying that you check to see if it is broken but don't let it retreat.  That would be too harsh.

I'm trying to see if it would help balance out against the fact you are using three formations.  I can imagine it is a pain in the arse having manourvered 3 formations to but whip an enemy formation only to see it run off after being broken by the first formations firing.

I see CF as the Taus version of a coordinated engagment, the plan being to wipe out the enemy at a cost in activations that turn, not simple breaking them

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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 3:02 pm 
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I think Ragnarok has a valid point. In my past games I've chosen not to use CF even if available because it takes three activations away in one fell swoop, possibly limiting my options later on.

So I see CF as an ability that has some value, but you need to make sure that you really need it and that it is later in the turn so that you don't get compromised.

So it's an ace up our sleeve, but it has to be used very carefully.

My two yen...

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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 3:24 pm 
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I had read it that all the attacks are resolved and then break checks are made.  The chance of wiping a formation out is balanced by the number of activations used and the planning needed to carry it out.

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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 3:43 pm 
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Quote (colonel_sponsz @ 02 Nov. 2005 (14:24))
I had read it that all the attacks are resolved and then break checks are made. ?The chance of wiping a formation out is balanced by the number of activations used and the planning needed to carry it out.

JimmyGrill posted some clarifications on the old forum, e.g.:

a formation that breaks will retreat immediately, as actions are performed one after the other.
...
The net effect in most situations will be that the next Tau formation won't be able to fire at their target anymore, as it has retreated out of range or LOF. This means they effectively can't fire that turn, as they must fire at a specific target, but they can't see/reach it.


There have been so many interpretations of the old Co-Fire rules that their wording can hardly be described as good  :D You're not the first one to arrive at a conclusion that's different from what the others do.


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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 4:31 pm 
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So I see CF as an ability that has some value, but you need to make sure that you really need it and that it is later in the turn so that you don't get compromised.


While I understand this point, like many things with regards to EA strategies, I think this is frequently exaggerated.

Would you rather hit the enemy first, or allow him to hit you and then hit back?

Usually, it's better to inflict your damage first, even if it is slightly less than ideal.  While allowing an opponent to really rack up a lot of unopposed activations at the end of the turn is bad, a couple don't hurt that much and may very well be worth it if you can bloody the enemy's nose first.

YMMV, but I've found that even across a lot of different opponents, the tendency is that Turn 2 is a retain-fest because everyone is trying to inflict as much damage as possible before the enemy is able to react.  Forget the activation advantage because killing them right now is so much more important.

Basically, the only real restriction is making sure that serious tactical flaws do not develop. Generally, that takes more than a couple unopposed activations at the end of the turn.

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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 5:44 pm 
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Asura,

A historically valid point and reference, but admittingly dated.

First, I appoligize. I had forgotten about the thread you mentioned on the old forum which ended in June, 05. So that was my fault. :down: This may be a blessing in disguise though.

Second, Tau players I've ran into still use it the v4.1 interpreted way in playtest and no complaints are being generated as written/interpreted. Its still working today. Again, I had forgotten the above and had been playing it this way all along - so - I assumed that was the way all were playing it. Therefore, why mess with something that's not broke?

Third, there's been 4 more months of development and playtest since that time. In threads lost, I know we've touched on this issue and since then - I don't recall anyone revisiting JG's old proposed elaboration. We continue to learn beyond June 2005 with the logistics of this and other rules and how they work/effect the Tau list. I dare say we've learned a bit more about the logistics of this rule's implications since June 2005 and would ask that all consider that fact.

Fourth, Frankly, it just seems to make common sense the way its written in v4.2.2 and I thought I was only elaborating to clarify how things are working today while attempting to close loop holes or unanswered issues and keeping it logical.

Fifth, The as written/interpreted way now is the same way you, baronp, and myself were guilty of back in June 05 as you pointed out in that thread on the old forum. Its the intuitive way the rule would work!

To elaborate on the Tau WIP v4.2.2 CF rule as it should be executed as written...

1) Declare CF and formations participating as a Tau action
- Roll initiative test for success/failure.

If success,
2) Declare Action with 1st formation
- Resolve 1st formation shooting action
- Check for break and withdraw target formation if necessary.

3) Declare Action with 2nd formation
- Resolve 2nd formation shooting action
- Check for break and withdraw target formation if necessary.

4) Delcare Action with 3rd formation
- Resolve 3rd formation shooting action
- Check for break and withdraw target formation if necessary.

This works well because the timeline logically flows and its not over the top pounding an enemy before he has a chance to react.

In the dated June 05 proposed change, and after rereading the thread, to me there are clearly logistical issues that I think we've since thought better of:

1) All three Tau formations on sustain fire orders - but for some reason, Formation 2& 3 aren't going to actully pull the trigger until formation 1 is done and they are further going to wait and see if the enemy formation is going to break and run, and get out of their range... heh, but if they stay in range - Formation 2 is going to have a go... but if they get beyond us... Bugger! We can't run after them a few steps and our guns are out of range - drat, there they go!!! This just seems silly _IF_ all three Tau formations have to declare their action simultaneously.

2) All three Tau formations could do a move and fire, same issue in 1) above...

3) 2 could do a move and fire with the first sustaining at the same time as the first two commence firing - same issue above...

So, *IF* one must declare the action of all three simultaneously, one would further assume all three fromations resolve simultaneously prior to the enemy reacting. However, that assumption seems to strong in game effect and is unnessisarily strong and illogical.

As proposed in v4.2.2 - which is just an elaboration of the way its typically played from my experiences - If you allow the enemy to withdraw inbetween each Tau formation's action being resolved, it tones down the power of the CF.

However, its only logical that subsequent formations taking part of the CF would not only watch formation 1 fire, and watch the enemy formation retreat, but formation 2 and 3 would then react accordingly. If the enemy formation is allowd to check for break and run - the subsequent Tau formations most certainly wouldn't watch the target formation leave and not attempt to react.

Anyway, my thought for clarifying and elaborating on CF in v4.2.2 as I did.

Feel free to in agreement or challenge as you see fit.

The more the marrier! :D





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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 6:43 pm 
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To elaborate on the Tau WIP v4.2.2 CF rule as it should be executed as written...

1) Declare CF and formations participating as a Tau action
- Roll initiative test for success/failure.

If success,
2) Declare Action with 1st formation
- Resolve 1st formation shooting action
- Check for break and withdraw target formation if necessary.

3) Declare Action with 2nd formation
- Resolve 2nd formation shooting action
- Check for break and withdraw target formation if necessary.

4) Delcare Action with 3rd formation
- Resolve 3rd formation shooting action
- Check for break and withdraw target formation if necessary.


This is how I would prefer the rule to work. In the last game where CF was used, the rule was interpreted as "all fire at same target, if he breaks early, tough", hence my hesitation with using CF. If I'm not sure that I'll get to use all my activations to effect, then the risk of that proposition doesn't lessen for me until later in a turn.

So, I like what is proposed in 4.2.2

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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 6:52 pm 
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Not being an Epic player the logic makes sense.:)

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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 7:50 pm 
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Giving the Tau the ability to declare actions in sequence rather than up front is quite powerful.  It essentially gives them free initiative retain with up to 2 formations and only modest restrictions in return.

Further, with an actual retain, they could run 6 unopposed activations with nearly full flexibility.

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 Post subject: Coordinated Fire
PostPosted: Wed Nov 02, 2005 7:58 pm 
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Formation must start within 15cm of the CF formation and moreover must use a fire action, and must fire at a single formation is _modest restriction_ to a shooting army?

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