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Aircraft and Anti-Air platforms

 Post subject: Aircraft and Anti-Air platforms
PostPosted: Wed Dec 20, 2006 7:21 pm 
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In alot of the threads something I have noticed is the use of Lightings and Marauder Destroyer instead of the Thunderbolt and Marauder Bomber.

In looking at the various rules people have developped a have noticed a few things.

1 - the Lighting tends to be a better overall aircraft than the Thunderbolt
2 - there are multiple Marauder Destroyer rules and it seems to be a harder aircraft.
3 - generally not including the normal two aircraft and just the Lighting and Destroyer

So things I think need to be discussed
1 - which models are most commonly used and should the rules reflect that (Thunderbolt is the current example of this)
2 - how much reference to the Imperial Armour rules should be done for figuring out the Rules for EA (a 40k Marauder has 3 Structure points like a Thunderhawk, the Thawk in EA has DC2 4+ while the Marauder has 4+, the Tbolt example also applies)
3 - keeping 1 weapon 1 stat on the Aircraft
4 - looking at the various Flak weapons to decide if the EA rules keep them viable against aircraft and to match capabilties from background and 40k.

If people think this is pointless I understand.

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 Post subject: Aircraft and Anti-Air platforms
PostPosted: Wed Dec 20, 2006 8:46 pm 
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Just my 2 cents...

I think the general dislike of the Tbolt is sorely misplaced.  They are a darn fine unit, even in formations of 2.  I think the problem is that most people misuse them.  They want to either use them as a deep-strike bomber or they want to use them as a high quality interceptor but their real strength is in close air support, working under the IG flak umbrella to hit vulnerable units or to protect vulnerable IG formations from impending threats.  In that role, they are stellar and I rarely see Tbolts not easily make their own points back just through kills.

Hence, the inclusion of more heavily armed or better interceptor stat lines for Tbolt variants.

The Marauder is simply not worth the points for IG and until there are different point values in the IG list and the SMs, there will be no way to balance them for both lists.  The Marauder's main capability, delivering fire anywhere on the board, primarily through the barrage templates, is done much cheaper by IG arty so the plain should be a bit cheaper for IG.  OTOH, Marine arty is much weaker for the points and the Marauder is much better in that context (though possibly still slightly too expensive).

The barrage table means that the loss of a single plane drops the firewpoer by more than 50%, which means the formation is a bit more fragile than it appears.  The main "fix" proposed by people is a DC2 version (whether as revised stats for the basic Marauder or as a Marauder Destroyer), typically with 5+ armor.  This adds more than half again to the toughness of the aircraft.  Average hits to kill go up by 50% from 2 to 3 and just as importantly, the chance of killing from a single hit drops from 50% to 11% (failed save + crit).

Finally, there's the fact that people just really want to play with the spiffy FW models.  :D

To address your talking points:
1 - which models are most commonly used and should the rules reflect that (Thunderbolt is the current example of this)


I'm not sure this matters much.  Variation in models due to source or time period in which they were purchased is exactly why the "counts as" rule was invented.

2 - how much reference to the Imperial Armour rules should be done for figuring out the Rules for EA (a 40k Marauder has 3 Structure points like a Thunderhawk, the Thawk in EA has DC2 4+ while the Marauder has 4+, the Tbolt example also applies)

I'd say not a lot.  Past general guidance for armament and relative toughness I don't think we're obligated to take the detailed stats into account.

In particular, the aircraft should probably not have all the armament generally credited them in the 40K stats.  An Epic turn is roughly 15 minutes.  A ground formation firing gets to spend a lot more time shooting at the target than an aircraft making a pass so the armament should be disproportionately light compared to equivalently armed ground units.

3 - keeping 1 weapon 1 stat on the Aircraft

Aircraft are notably exempt from this guideline.  I don't particularly like it that way, but that's still the state of affairs.  Roughly speaking, the same weapon on an aircraft is going to be shorter ranged in order to keep it balanced in game.  There is a rough guideline that says that turretted mounts have shorter range than fixed mounts.

Note that's EXTREMELY general and exceptions abound even in the official stats.

4 - looking at the various Flak weapons to decide if the EA rules keep them viable against aircraft and to match capabilties from background and 40k.

That's another reason to keep the aircraft stats in check.  If aircraft were made as proportionately deadly as they would "in real life" then flak units would have to be uber-wicked to counteract that and would essentially become mandatory.  No one wants to play a game where an entire battle is decided by who took the best combination of flak and aircraft.

Well, some people probably do, but there are games out there to do just that.  Epic isn't supposed to be one of them.

Regarding flak range, when aircraft and flak have the same ranges the aircraft wins because it always picks its position.  If it wants to avoid flak on the way in, it just comes in so the edge units are in range and the flak is not.  Flak units can't go on the edges because then even ground units can pick them off.

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 Post subject: Aircraft and Anti-Air platforms
PostPosted: Thu Dec 21, 2006 3:39 pm 
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I'm not sure this matters much.  Variation in models due to source or time period in which they were purchased is exactly why the "counts as" rule was invented.


The back of the core book has a list that includes alot of the models that are not produced by SG.  The Lightings are in there, but I do not think they are catching of the correct feel of the aircraft.  The Marauder Destroyer has rules there as well.

So I think that a mini-list for the IN is important to at least make all the variants the same from list to list.  I do not think there are any Thunderbolt variants at the moment, just the difference between the SG and FW models.

If an Air units have weapons that really should only be AA that should be done (Marauders with the top turret bolters).

In particular, the aircraft should probably not have all the armament generally credited them in the 40K stats.  An Epic turn is roughly 15 minutes.  A ground formation firing gets to spend a lot more time shooting at the target than an aircraft making a pass so the armament should be disproportionately light compared to equivalently armed ground units.

In a 5 minute timespan I would suspect that Aircraft can make use of all of its available weapons on a target.  This is not to say that the aircraft does just make a single pass, but this should be something dealing with to hit values and not number of weapons.  This would be why noses like the Destroyers become important.
Also a single infantry stand should not be as effective as an aircraft.  Aircraft units are generally small and this also cuts down on the amount of fire brought to bear.

I think referencing the 40k rules is important especially for the Forgeworld Aircraft (and Tanks),  this is the background we have for them.  

That's another reason to keep the aircraft stats in check.  If aircraft were made as proportionately deadly as they would "in real life" then flak units would have to be uber-wicked to counteract that and would essentially become mandatory.  No one wants to play a game where an entire battle is decided by who took the best combination of flak and aircraft.

I do not think that having Hydras with a 60cm range Elongated Autocannon is uber-wicked, or having the Ork Flakwagon at 45cm, or having the Eldar Firestorm going up to 60cm. There are already anti-air units that have 60cm range notably the Siegemaster Blitzen and the Tau Skyray.  I would think that a 60cm range for almost all AA units (aside from the Ork unit) would be fair.

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 Post subject: Aircraft and Anti-Air platforms
PostPosted: Thu Dec 21, 2006 7:28 pm 
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it would be nice to see a survial boost to the marauders, at 1DC they go pop far too quickly trying to bring bombs racks into play... DC2 does help on this...

but with the destroyer option available who would bother to use the bomber in a full IN list?

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 Post subject: Aircraft and Anti-Air platforms
PostPosted: Fri Dec 22, 2006 12:56 am 
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It depends on the list.

I think something important to note is that like some have said no Imperial Guard players would take Marauders over Artillery.  Why? for 50 points less it is actually as effective BP wise as the Artillery, but not nearly as survivable.  I think that if 2 units are used for similiar purposes, similiar points spent should result in similiar results.  Making the Marauder more survivable achieves this.

In regards to the Marauder Bomber vs Marauder Destroyer, want of templates when fighting for example Orks or massed Guard.  It also depends on what version of the Destroyer you take - if it is the ATML one, then the Bomber should in comparision have BP4 since it carries twice the bomb load. At the moment the Destroyer and Bomber should have the same stats aside from weapons. The Marauder Bomber needs to be as attractive as its alternatives, or the points need to drop.  
Army design should not be simple.  The choice between two groups of units of equal points should be based on play style and overall strategy, not one being superior to the other.
I think this is something that may be 'solved' by having a mini-list for the IN.

Does anyone have problems with the rules being tilted towards the FW minis over the SG models?

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