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Support Craft

 Post subject: Support Craft
PostPosted: Sat Apr 21, 2007 5:03 pm 
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Yes, I'm with you TRC. I see the Manta having a UFO/Flying Saucer like quality ... hovering ... looming over the Battlefield ... Bringer of death and distruction to enemies of the Tau ! :alien: So I'm not really sure how to do that. ?But I think the Boyz are on the right track ... :D




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 Post subject: Support Craft
PostPosted: Mon Apr 23, 2007 6:32 am 
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Well I can't see an issue with saying it has to be be based on a large flying stand. We can easily dictate the size of the base for a ruling. This way it behaves just like every other unit with a ZOC etc etc.... It just unnecessarily complicates the rules for SptC if we add all these extra rules (shadow of the SptC??? :p) simply because we don't want to dictate a base size... K.I.S.S!! Let's not over think this thing. We want more SIMPLE rules not more complicated. Just my 2 cents


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 Post subject: Support Craft
PostPosted: Mon Apr 23, 2007 6:42 am 
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All the shadow stuff is too complex, but I think the no ZoC stuff is quite simple.

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 Post subject: Support Craft
PostPosted: Mon Apr 23, 2007 2:36 pm 
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Honestly, I don't see the point of most of the proposed changes people are batting around.  I think there are several questions that need to be answered for any proposed special rule:

What is the intent?
Would the changes actually adress the intent?
Would the changes actually be worth the fiddliness involved?
What are the side-effects, and are they tolerable?

At this point, I can't see answers for most of these questions for most of the changes being discussed.

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 Post subject: Support Craft
PostPosted: Mon Apr 23, 2007 3:34 pm 
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Well, since I started this thread:


Proposed modification to rule: Remove the line that refers to 'troops can only disembark (Or embark) on the turn that a Support Craft undertakes a Planetfall'.

What is the intent - To bring the Manta closer to how it operates in the background.

Would the changes actually adress the intent - I believe so.

Would the changes actually be worth the fiddliness involved - I believe it's a very simple change.

What are the side-effects, and are they tolerable - I reckon so...

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 Post subject: Support Craft
PostPosted: Mon Apr 23, 2007 3:36 pm 
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Using the shadow definitely would not work. ?I was simply trying to describe a situation where troops may fall under the model. ?Ignore all shadow comments. :D

Neal, I'm not sure if my ideas are all that good either. ?It is simply that the Support Craft Rule leaves me feeling flat - like there should be something more to it or different. ?That and there are some mechanical conflicts that bug me (mentioned below). ?Perhaps it is the best way to do things, but I just wanted to discuss it a little more without bogging down the EA Rules Adendment proposals. ?If a set of updated Support Craft rules can be hashed out, then I'd obviously suggest them for the core.

Intent: To distinguish and universalize the Support Craft rule.

Would the changes actually adress the intent?: Yes.

Would the changes actually be worth the fiddliness involved?: Maybe.
What are the side-effects, and are they tolerable?
Let's see.
Here is a modified proposal.
RULE: Support craft remain high up in the air, this means they can always draw a line of fire to any target and vice versa, like aircraft. They also never block LOF to other units, including other support craft. They ignore terrain when moving and never count as being in cover, nor can they provide cover for friendly troops, as they are too far away from the ground. ?They cannot claim objectives but may contest them. Support Craft have no Zone of Control and ignore all other ZoCs. The Support Craft may only firefight or be firefighted.


The rule itself is not obscenely long, especially compared to existing special rules like skimmers, etc.
Broken down by section...
Support craft remain high up in the air, this means they can always draw a line of fire to any target and vice versa, like aircraft. They also never block LOF to other units, including other support craft. They ignore terrain when moving and never count as being in cover, nor can they provide cover for friendly troops, as they are too far away from the ground.

This is the existing rule on the Tau and Dark Eldar lists. ?If it stayed like this I wouldn't be heart broken. ?By the way, this addresses the 'taking cover' issue. ?Since the Support Craft is so high up, all bombardments and aerial attacks could take place as normal, even underneath the model. ?

They cannot claim objectives but may contest them. I'm trying to address an issue.  If this thing is so far up in the air, how is it able to control a piece of ground? ?The contesting abiity I am 50/50 on, but I put it in there that it could contest an objective because of the good arguments made by other people. ?

Support Craft have no Zone of Control, and ignore all other ZoCs. This would make the Support Craft universal in its application. ?So far it ignores LOS rules, ignores blocking LOF rules, ignores terrain rules, possibly ignores objective claiming too. ?It makes sense for it not to have a Zone of Control (just like aircraft) since it is so far off the ground. ?

What would this affect? ?If the game of Epic had no assaults, this would mean nothing was affected at all.

Regarding assaults, all the rules would still apply. ?We would have to include
The Support Craft may only firefight or be firefighted.
You still have to move within 15cm to assault or be assaulted, the assault is worked out normally (as it is currently). ?The resulting changes would be:
*You could have a broken formation under the support craft.
*You could have a broken Support Craft over an enemy formation.
*You could have an unbroken Support Craft over an unbroken enemy formation.
*An assault could be launched by either opponent with a Support Craft directly over an enemy.
*An enemy could move under a support craft without hinderance. Conversely, the Support Craft could move over an enemy in a similar fashion.

I can't think of anything 'fiddly' about it simply because it takes away things to consider. ?It may be contrary to the complicated interaction between regular formations, but in many ways it simplifies the use of support craft in Epic.  You just move it around.

So comparing against a standard war engine:
Never blocked LOS: BETTER or WORSE (depends), usually worse.
Never Blocked LOF to other units: BETTER or WORSE
Ignores Terrain: BETTER
Can stop over dangerous terrain: BETTER
Cannot claim objectives: WORSE
Ignores ZOC: BETTER
Has no ZOC: WORSE

Thoughts?

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 Post subject: Support Craft
PostPosted: Mon Apr 23, 2007 3:37 pm 
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E&C, didn't mean to hijack your thread.  :blush:

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 Post subject: Support Craft
PostPosted: Mon Apr 23, 2007 3:43 pm 
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(Moscovian @ Apr. 23 2007,15:37)
QUOTE
E&C, didn't mean to hijack your thread.  :blush:

No problem, it's good to see that I've sparked off a wider debate. :)

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 Post subject: Support Craft
PostPosted: Mon Apr 23, 2007 4:41 pm 
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Sounds pretty reasonable ... I agree - NO ZOC ... No Airborne craft should have ZOC, IMO ...  With all that firepower ... why would you move into  firefight range ?  I see the Manta (& Orca), like a big Hind-D ... Lands ... Drop of Troops, etc., takes off and lends fire support to ground forces ... Am I missing anything here ?  After dropping off its cargo, it flys/hovers over the battlefield, with no Blocked LOS/LOF and shoots and inturn shot at by anything on the board ... as opposed to aircraft which can only be shot at AAA/ADA ?    Am I close ?    Ignores all terrain, impassable/dangerous ... if it's in the air terrain is generally irrelevent ... ???  Unless it's NOE; and we may not want to go there ?     If it hovers or lands on an OBJ, it claims it ... even hovering it covers the OBJ with fire ... If it's in the air ... the only things that can interfer with it is ballistic weapons and other flyers (Aircraft & Support Craft) ... IMO ... :D

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 Post subject: Support Craft
PostPosted: Tue Apr 24, 2007 7:46 am 
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I foresee a few complaints about this potentially:

With the ability to ignore terrain and suchlike you open the possibility of the Manta moving through enemy units or even stopping inside them (much like the 'aircraft sniping' complaint people have had). Not as severe as the aircraft sniping. But I'd actually say that Mantas should, at the very least, not be allowed to end their movement inside other people's ZoC (It's not realistic, no. But I'd rather have a game which plays well and is unrealistic then one which plays badly and is very realistic. After all, when you get right down to it the Imperium has nuclear weapons at their disposal, and a willingness to use them if they're going to lose the planet. Imagine that "This turn you will win the game. I drop a tactical nuclear weapon. Game ends in a draw.").

How do you firefight with something that far above the battlefield? I'd actually be more preferable if the Support Craft could only be assaulted by skimmers and jump pack units, who could engage it in either melee or ranged attacks at their discression (These things can move very high and very fast, especially skimmers which more or less fly on their own power in general and are at least as maneuverable as the manta). This also helps both strengthen and weaken the Manta against some targets. Orcs without Stormboyz or lots of Oddboyz with Supa-Zzaps will have trouble with them. On the other hand, suddenly Stormboyz become able to help fight them rather then requiring to firefight them with an army full of 6+ firefights. Armies heavy on FF capacity lose some ground against them, which is good with me personally. The problem still remains, however, where do you have to be to firefight/melee them? Within range to fight their base? Within anywhere you can put any part of the model under your FF range?


I'm sure there are other questions/problems as well, but it's late and my mind isn't working very well.


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 Post subject: Support Craft
PostPosted: Tue Apr 24, 2007 11:57 am 
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Ilushia, the 'sniping' issue is valid, IMO.  It could potentially be abused.  Good catch.  Of course, it is the same problem that aircraft have... So Neal's newest aircraft revisions should correct this problem as well.  I think. :p

As for the firefight issue you brought up, the support craft in its current state has the same exact problems (in other words I am thankfully not complicating the unit further).  I think these arguments are similar to how regular infantry can take down a Great Gargant in an assault.

My goal is to try to come up with a rule that would both improve the support craft and allow it to become something that can be applied to other units for list development.  While the FF thing is a valid complaint, it is a game mechanic that isn't exclusive to support craft - unless I am misreading something.

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 Post subject: Support Craft
PostPosted: Tue Apr 24, 2007 1:38 pm 
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How do you firefight with something that far above the battlefield?


A support craft would only be a few hundred metres up... certainly within range of small-arms fire.

I think Jump packers and Skimmers should be allowed to close-combat it as normal.

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 Post subject: Support Craft
PostPosted: Tue Apr 24, 2007 1:50 pm 
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I disagree with the ZoC exceptions.  I'm not sure why they are needed from a mechanical perspective, nor do I think they fit with the background.  Same for objectives.

ZoC and Objectives are not solely about taking "ground."  I think these modifications take the idea of "capturing" too literally.

ZoC and taking objectives are about the overall projection of force.  Even if it's 250 feet in the air over the battlefield, no enemy in their right mind is going underneath the thing.  It's still studded with all sorts of weaponry, easily threatening an area larger than its actual footprint, i.e. it has or should have a zone of control.

Similarly, its dominant presence should clearly be able to apply force or threat of force onto an objective.  Not only can it crush enemy formations attempting to hold the terrain, in most cases the enemy doesn't know when/if troops are going to come swarming out.

As for the background, the Manta is supposed to be one of the extremely few "in your face"/"stand and deliver" pieces of wargear for the Tau army.  Not allowing them ZoC or the ability to capture objectives seems opposite of that to me.

From the reverse angle, I also don't think that the Manta should ignore enemy ZoC.  Again, ZoC is the area that the unit threatens.  Even studded with guns, the underside of a Manta is going to be vulnerable to ambushes or sudden attacks or what have you.  A Manta that rolls over some IG troops might very well find its underbelly suddenly attacked by the equivalent of SAMs with a good shot of bypassing shielding.

The only way I can see the Manta doing something like that is coming in with guns blazing.  That's an assault, not ignoring ZoC.

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 Post subject: Support Craft
PostPosted: Tue Apr 24, 2007 5:12 pm 
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Hmmm ... a lot of valid points ... But the Tau need the Manta ... since they have no Titan. I remember the interview did with the Manta Epic designer ... it was intimated as being a flying titan ... Keeping it simple is good ... too simple is just that, too simple. I'm not sure how everbody feels, but it seems to me the easiest, most logical and "realistic" way to handle it, IMO,  is after it planetfalls/drops off it's cargo, it orbits high above the battlefield, out of all weapons ranges save AAA/ADA ... Has complete LOS & LOF ... very deadly, like a titan (E:A neutered Titans IMO ... ) But still vulnerable to aircraft, Orbiting Space Craft(SM1 Off Board Support) and maybe even Deathstrikes ...  Anything that high would ignore ZOC and any Terrain ...   Again, why would anything with all that long range firepower, stay close to the ground. It's not a skimmer ?  Or make it a Skimmer and it does pop-up attacks, like any other skimmer. But that seems wrong to me for some reason.  So it also seems to me the Support Craft rules, changes the paradigm more than the addition to aircraft ... It seems to me, we're muddying the water ?!  But I want(have) and like the Manta ... so we have to do something to "fix" it.  Or all DWWFY - :D

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 Post subject: Support Craft
PostPosted: Tue Apr 24, 2007 6:43 pm 
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Neal you bring up some good points.  While I don't think it is as cut-n-dry as you are making it, I can live with the support craft as they are.

However I must point out that we are talking about a special rule, NOT a unit.  Your example of the Tau Manta intimidating from above references a single unit.  You are in a sense firmly tying all things 'support craft' to the 'Tau Manta' (and vice versa).  

While the Dark Eldar Executor (also a Support Craft) is a potent vehicle, it isn't armed nearly as well.  And we could be looking at a different support craft down the road on a different list that isn't nearly as imposing weapons-wise, which would dilute many of your points.

If we are going to have a support craft special rule that can be applied to different units, you can't mandate that it always be large, imposing, and armed to the teeth.

What if people decided to use support craft for the spore clouds on the Tyranid list(not the best example since things are moving away from that direction, but humor me)?  Allowing spores to claim objectives? Or a feral ork zeppelin with minimal weaponry?  People would think you daft! :p

The Manta will project force regardless of whether it has a ZoC or not, merely by the threat of combat.  And the ability to drop troops anytime during the game will sustain that 'stand and deliver" feel.

Likewise, a decision whether to have it ignore ZoC or not shouldn't be based on if it is 'a good move' IMO.  If somebody wanted to do something stupid in a game (like having a Manta sit underneath a full formation of Basilisks) then let them!  :confuse:

Neal, do you think the support craft rule has a place outside the Tau?  If so, how would you modify it (if at all)?  I'm curious.

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