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Elysian Aircraft

 Post subject: Elysian Aircraft
PostPosted: Sat Jan 24, 2009 6:05 am 
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Hey just spotted this thread and very keen to have another look at the elysians. The inital list of aircraft looks sound.

Honda, what is the latest version for this list? I'll aim to get a force together ASAP and start providing feedback. I love the FW fliers and should be able to test them out in the near future.

Personally i'd stick with the 3x AP4+/AT5+, and range wise trial, 45 then pull it back if required.

Cheers and good work so far.


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 Post subject: Elysian Aircraft
PostPosted: Sat Jan 24, 2009 12:07 pm 
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Ortron,

The latest version is 2.1.3, however, I would hold off just a bit as I think we'll be ready to post the new a/c stats into an upgraded list.

Cheers,

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 Post subject: Elysian Aircraft
PostPosted: Sun Jan 25, 2009 9:45 am 
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Quote: (shmitty @ 21 Jan. 2009, 23:21 )

Lightning
Fighter
Armour 6+
Lightning Autocannon - 30cm  AP5+/AT6+/AA5+  Fxf
Twin-Linked Multilasers - 30cm  AP4+/AT5+/AA4+       Forward

Lightning Strike
Fighter/Bomber
Armour 6+
Twin-Linked Multilasers - 30cm  AP4+/AT5+/AA4+       Forward
Hellstrike Missiles - 45cm 2x AT5+    Fxf

Marauder Destroyer
Bomber
Armour 4+
3x Twin Autocannons - 30cm AP4+/AT5+    Fxf
Twin Heavy Bolters - 15cm   AA5+
Twin Assault Cannon - 30cm AA4+       Rear Arc
Hellstrike Missiles - 45cm  2x AT5+    Forward

Marauder Colossus  
Bomber
Armour 4+
Twin Heavy Bolter - 15cm AA5+
Twin Heavy Bolter - 15cm AA5+  Rear Arc
Colossus Bomb    15cm  3BP    MW, Orbital Template, One Shot

Thanks for all of the comments, I spent some more time comparing these units to others and this is what I have come up with.

Some changes:

The Twin-Lascannons on the Lightnings were changed to Multilasers.  While I realize that is a change from the Imperial Armour/40K stats, in this case I think it works better.  Those are 30cm range weapons, so stats stay consistent in that regard.  It also kinda fits with how the T-Bolt had been re-worked.  I think it works, but I definitely want some feed back there.

I still have no idea what to do with the LIghtnings Autocannon.  How do you translate a long-barrelled Autocannon to Epic when you want it to have a short range.  Heck, the thing looks just huge on the model.

The Marauder Destroyer is looking pretty good I think at this point.  It would probably need to cost a little more than a regular Marauder, but it should be fair.

What about the Colossus though?  No-one commented on that.  I realize that as a unit it may be hard to know what to do with it until it gets played, but I was hoping for some feedback at least.


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 Post subject: Elysian Aircraft
PostPosted: Sun Jan 25, 2009 5:47 pm 
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The Twin-Lascannons on the Lightnings were changed to Multilasers.  While I realize that is a change from the Imperial Armour/40K stats, in this case I think it works better.  Those are 30cm range weapons, so stats stay consistent in that regard.  It also kinda fits with how the T-Bolt had been re-worked.  I think it works, but I definitely want some feed back there.


To be honest, I don't think we should change the name. The design trend for aircraft weaponry is to sacrifice their "true" range for game balance. So, I think we should just call them what they are and go with your stats. In 40K game terms, there is a huge differece between multilasers and a lascannon. Best not to do something that causes a question to be asked, as the first thing some may do is want to compare them to sentinels and chimeras.

At a second glance, let's lower the AA value to 5+, 4+ seems a little strong to me.

I still have no idea what to do with the LIghtnings Autocannon.  How do you translate a long-barrelled Autocannon to Epic when you want it to have a short range.  Heck, the thing looks just huge on the model.

The IG Hydra mounts four of these things on one chassis. I would grab the statistics from there and set the range to 30 cms. Then we'll look at costs and see where we stand. At this stage of the review, better to get the general shape of the "pot" on the wheel and then refine within the context of the other aircraft.

The Marauder Destroyer is looking pretty good I think at this point.  It would probably need to cost a little more than a regular Marauder, but it should be fair.

Actually, I think you've got the autocannons in good shape, but the MB carries 50% more Hellstrikes than the Lightning, so let's try:

Hellstrike Missiles - 45cm  3x AT5+    Forward

What about the Colossus though?  No-one commented on that.  I realize that as a unit it may be hard to know what to do with it until it gets played, but I was hoping for some feedback at least.

At this point, it looks interesting. The 3BP "seems" about right, but I don't believe that aircraft have one shot weapons. I think the assumption is that they get loaded up again when they fly off the board. So, as a starting point (doesn't mean we'll leave it that way), let's take off the "one shot" and then see where the points land.

Very interesting.

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 Post subject: Elysian Aircraft
PostPosted: Mon Jan 26, 2009 7:22 pm 
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Quote: (Honda @ 25 Jan. 2009, 09:47 )

The Twin-Lascannons on the Lightnings were changed to Multilasers.  While I realize that is a change from the Imperial Armour/40K stats, in this case I think it works better.  Those are 30cm range weapons, so stats stay consistent in that regard.  It also kinda fits with how the T-Bolt had been re-worked.  I think it works, but I definitely want some feed back there.


To be honest, I don't think we should change the name. The design trend for aircraft weaponry is to sacrifice their "true" range for game balance. So, I think we should just call them what they are and go with your stats. In 40K game terms, there is a huge differece between multilasers and a lascannon. Best not to do something that causes a question to be asked, as the first thing some may do is want to compare them to sentinels and chimeras.

At a second glance, let's lower the AA value to 5+, 4+ seems a little strong to me.

No, you don't really sacrifice range for playability.  The only time aircraft weapons keep the same name but lose range is 360 mounts, otherwise they're the same, sometimes with an added AA shot (stormbolters on the TBolt, Shuricannon and Brightlances on Nightwing).

The problem with keeping the Lascannon name is the regular Marauder.  It has lascannons in the nose with a 45cm AT4+/AA4+ shot, far too long for a fighter.  Raiding the 'multilaser' off the TBolt will fix the same-name-same-stats issues, giving a 30cm AP5+/AT6+/AA5+ shot, and calling it a twin adds one to the attacks.  

I still have no idea what to do with the LIghtnings Autocannon.  How do you translate a long-barrelled Autocannon to Epic when you want it to have a short range.  Heck, the thing looks just huge on the model.

The IG Hydra mounts four of these things on one chassis. I would grab the statistics from there and set the range to 30 cms. Then we'll look at costs and see where we stand. At this stage of the review, better to get the general shape of the "pot" on the wheel and then refine within the context of the other aircraft.

Again, the only time aircraft weapons violate the same-name-same-stats convention is 360 mounts.

The hydra actually mounts "2x twin hydra autocannons", so the single would be -1 pip to the attacks, for AP5+/AT6+/AA6+, and a total package of
"Multilasers," 30cm AP5+/AT6+/AA5+
Lightning Autocannon, 30cm AP5+/AT6+/AA6+

This actually keeps the lightning slightly less effective (but longer ranged) than the SG TBolt, but more maneuverable, exactly where the Lightning should be:  The best imperial interceptor, not as good against ground targets, and slightly less capable than the Nightwing as well.

The Marauder Destroyer is looking pretty good I think at this point.  It would probably need to cost a little more than a regular Marauder, but it should be fair.

Actually, I think you've got the autocannons in good shape, but the MB carries 50% more Hellstrikes than the Lightning, so let's try:

Hellstrike Missiles - 45cm  3x AT5+    Forward

That would definitely make a scary plane, have to cost ~33% more than a base Marauder.  

The "Underwing Rockets" on a TBolt are only 30cm AT4+, while Hellstrikes are 120cm AT2+ One Shot.  same-name-same-stats, please.  This would let us shift the autocannons to 45cm range, and still keep 3x AT4+ shots on tap for tankbusting @ 30cm.

It still has issues with being able to out-range most flak, though.  Not sure what to do to fix that issue.

What about the Colossus though?  No-one commented on that.  I realize that as a unit it may be hard to know what to do with it until it gets played, but I was hoping for some feedback at least.

At this point, it looks interesting. The 3BP "seems" about right, but I don't believe that aircraft have one shot weapons. I think the assumption is that they get loaded up again when they fly off the board. So, as a starting point (doesn't mean we'll leave it that way), let's take off the "one shot" and then see where the points land.
Agreed.

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 Post subject: Elysian Aircraft
PostPosted: Mon Jan 26, 2009 7:42 pm 
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Instead of a one-shot have you considered slow firing?  We worked that into the Dark Eldar list as a way of mitigating the strength of the Razorwings and it has had favorable results and acceptance.  The fluff can be whatever you wish it to justify the slow-firing (ex. difficulty loading the ordinance in a timely fashion is one idea off the top of my head).  

And I agree that the anything we do with the aircraft needs to place them squarely behind the Eldar in firepower.  They are supposed to be kings of the sky after all.

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 Post subject: Elysian Aircraft
PostPosted: Mon Jan 26, 2009 9:07 pm 
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I agree with LitS position on the Lightnings and I'm fine with the name changes. I thought, well, I guess it doesn't matter what I think as it appears to be incorrect.

So go with the Lion and let's see how the fighters shake out.

Regarding the Marauder:

I'm Ok with the amount of firepower it is kicking out as long as we cost it appropriately.

It still has issues with being able to out-range most flak, though.  Not sure what to do to fix that issue.


This is a real concern as I know that current thinking is that for the most part, to allow flak range = equal aircraft weapon range. I don't agree with that philosophy from a realism perspective, but will support that line of development.

So, what should we do?

@Moscovian: Very interesting idea...Slow Firing. So by using this rule on the Colossus, the aircraft would only be able to drop one of those bombs every other turn at most. Is there anything that causes that frequency to increase?

For example:

Turn 1 - Marauder flies in, does the Shock and Awe thing and makes it off the board

Turn 2 - Marauder attempts to activate and fails

Question: If the Marauder activates on Turn 3, is it able to drop the bomb or does it have to wait one more turn before it can drop the bomb.

I think I know the answer, but I would like to hear how you interpreted the rule.

@Shmitty: I kind of like Moscovians suggestion. Superficially, it lends a certain weight to the bomb, though not in real game effects. When we come up with costs, we can shift the points up or down and/or shift the number of BPs.

Thoughts?

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 Post subject: Elysian Aircraft
PostPosted: Mon Jan 26, 2009 9:31 pm 
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Slow firing could work, although as you point out there are some issues.

I chose one-shot as the attack is based off of Spacecraft rather than Aircraft and spacecraft are a one-shot deal, so it seemed easier to balance.  The Colossus will already be better than a Lunar bombardment as you get to decide what to bomb on the fly.

I realize that planes are supposed to re-load between turns and my thought there was more along the lines of the Colossus bomb itself being exceptionally rare technology, so there are nor re-loads available.  

If the Colossus uses the OB template, it needs some limit on its firing, One-Shot or Slow-Firing.  If we want it to be more conventional, it could be 3BP, MW and come in flights of 2.  I would prefer to work out the MOAB approach, but that would make a good fallback.


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 Post subject: Elysian Aircraft
PostPosted: Mon Jan 26, 2009 9:46 pm 
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The question about the slow-firing unit failing it's second activation is a good question.  I don't have an answer for it (although I'd like one now!  :;): ).  My initial take is that in the example you set, if the aircraft activated on turn 3 it would not get the shot.  It seems unfair to reward a unit that has failed an activation.  Of course I am basing this on 'feel', not on a rules clarification and there have been times that my feelings have been wrong.

With all that said, this isn't a problem with slow-firing aircraft concept and more of a general need for an FAQ since the same thing can happen to Death Strikes and Warhounds too.

I am good with an OB template as a way to spice things up just as long the unit is priced appropriately.  That is a big difference in bombing area! :O

You figure the most these aircraft are going to be able to drop the big-boom-aroo on a slow-firing mechanism is going to be 2 times per game.  Turn 5 doesn't roll around that often in my experience.  However, resulting to Macro-Weapons IMO is a bad idea; they are over-used across various Epic lists already.

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 Post subject: Elysian Aircraft
PostPosted: Mon Jan 26, 2009 9:55 pm 
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from a pure game-play perspective, and ignoring the weapon names for the moment:-

4+ AA is OTT for both the Fighter and FB variants of the Lightning because of the 2008 rule changes that gives +1 for CAP and interception. So all a/c AA must be 5+ or 6+ for both consistency and playability.

As LiTS says, Lightning with 2x 30cm weapons gives extra punch over TBolt at 30cm, but weaker armour. Probably OK. Note TBolt works best chasing broken formations with a secondary role as AA. So the inevitable question is what is the Lightening's role here?? If it is really AA/ interceptor, then perhaps the ground attack stats are a little OTT. (bear in mind that the TBolts fulfills both roles as the IG do not seem to have a separate FB a/c). So I would be punting for a single AP5+ / AT6+ shot weapon per a/c.

IMHO Lightning Strike weapons have been set a little OTT, at least in part to distinguish it from the Interceptor variant. I'm with LiTS here that the 'cannon' stats should be the equivalent of a single weapon with weaker stats, and I would also limit the main weapon to 2x 30cm AT5+ to distinguish the A/c from the Maurader.

The Marauder Destroyer again as LiTS says, a very scary plane which is probably OTT, given you have 5x AT5+ shots at 30cm (where the current a/c would only yield 1x AT4+ and ~3x AT6+ shots at 15cm). So, I would suggest having a single 45cm AT, and 2-3 30cm AT4+ blasters as suggested.

On the Marauder Colossus The 3BP MW Orbital template is too strong IMO. I would be looking at 2BP MW 'normal' template.

However it really boils down to the number of a/c in the formation, which is missing from the original proposal by Shmitty, and IMHO is crucial here. Given the 'fluff' suggesting a heavy reliance on the a/c, I would suggest generally limiting weaponry and stats etc to permit formations of 3x a/c to be used with appropriate stats. So perhaps:-
- 3x Lightenings for 175-200,
- 3x Lightening Strikes for a similar cost (say 175-225),
- 3x Maurader Destroyers or Collossus for 300-400 points
(with weapons specifications for the Collossus to provide formation capabilities of 6BP 15 cm MW, 3x 30cm AP, and 3x 45cm AT for example)

Some corrections added for clarity




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 Post subject: Elysian Aircraft
PostPosted: Mon Jan 26, 2009 10:16 pm 
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Ginger, could you look over your comments again and make sure they match up with the correct names. We are looking at 4 different aircraft and I think you got out of sync a bit.

Just to define roles, here is what we are working with:


Lightning:  Fighter - Primary Interceptor.  It should be better than a T-Bolt at AA and be the Elysians primary AA asset.

Lightning Strike:  Fighter/Bomber - This is a Lightning reconfigured as a Tank Hunter trading an AA shot for some AT rockets.

Marauder Destroyer:  Bomber - Really more comparable to an A-10 or IL-2 Sturmovik than a true bomber.

Marauder Colossus:  Bomber - Carries one very big bomb as opposed to the conventional bomb load of the Marauder.  I see this operating in a flight of 1.


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 Post subject: Elysian Aircraft
PostPosted: Mon Jan 26, 2009 11:40 pm 
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Comments edited as requested.

What formation sizes did you have in mind? If we go slightly larger to formations of 3x A/c, it gives the scope for some more variation in the weaponry per a/c and also makes the formation more resilient, so justifying the reduced armour.

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 Post subject: Elysian Aircraft
PostPosted: Mon Jan 26, 2009 11:53 pm 
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I'm going to throw an idea out there based on some comments from Shmitty and Ginger.

On the Lightning Interceptor, what if we downgrade the AP to 6+? My reasoning for saying this is, it is supposed to be the IN Premier dogfighter. So, let's give it decent AA, but lighten up its ability to interact with the ground. Let's face it, even from a 40K perspective, one lascannon that hits on a 4+, re-roll misses plus one autocannon that's two shots hits on 4+ is not a huge threat to infantry.

So, why don't we carry that over to Epic and cut the AP values, maybe allow them to add another plane to create three ship flights and see where that leaves us? I like the three ship element idea as that gives them a little more endurance. If their ground attack values aren't so hot, then maybe they could be somewhat affordable.

The Lightning Strike should be a nasty AT plane, with downgraded AA, though with the Interceptor version at AA6+, if the Strike only gets one AA6+, they aren't going to be hanging around the battlefield looking for dogfights.

I think the Destroyer should be ugly. It has quite a fearsome reputation in 40K, and from personal experience against them, I don't like seeing them on the table. In a sense, the Destroyer is a kind of "Warhound" equivalent for the Elysians and two of them in a flight should be scary. The Elysians should also pay for that privilege.

Regarding the Colossus, let's work to see if we can stay away from special rules. I think we can and I like the idea that it carries an ugly bomb, but that it only gets to use it one or two times a game. That means the Elysian player has high risk associated with the high reward.

That is very "Elysian".

I do think that the Colossus will end up as a two ship flight to prevent spamming, otherwise they may end up costing 400+ each and no one will take them.

I've also invited Hena to come over and look at the stats so that we can get some more eyes on this.

Cheers,

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 Post subject: Elysian Aircraft
PostPosted: Tue Jan 27, 2009 1:07 am 
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For figuring out the stats for aircraft-mounted weapons please look at this thread:

http://www.tacticalwargames.net/forums....klegion




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 Post subject: Elysian Aircraft
PostPosted: Tue Jan 27, 2009 3:03 am 
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Quote: (Honda @ 26 Jan. 2009, 15:53 )

I'm going to throw an idea out there based on some comments from Shmitty and Ginger.

On the Lightning Interceptor, what if we downgrade the AP to 6+? My reasoning for saying this is, it is supposed to be the IN Premier dogfighter. So, let's give it decent AA, but lighten up its ability to interact with the ground. Let's face it, even from a 40K perspective, one lascannon that hits on a 4+, re-roll misses plus one autocannon that's two shots hits on 4+ is not a huge threat to infantry.

I agree, Lightning should really have minimal AP abilities (no AP on the las weapon, a little on the autocannon), but we'd have to invent a new weapon name.  Remember, same-name-same-stats.

So, why don't we carry that over to Epic and cut the AP values, maybe allow them to add another plane to create three ship flights and see where that leaves us? I like the three ship element idea as that gives them a little more endurance. If their ground attack values aren't so hot, then maybe they could be somewhat affordable.

See BL's post.  To be honest, I prefer a pair or pair-of-pairs formation, but if 3 is better balanced, I'll put up with it.

The Lightning Strike should be a nasty AT plane, with downgraded AA, though with the Interceptor version at AA6+, if the Strike only gets one AA6+, they aren't going to be hanging around the battlefield looking for dogfights.
Nope, interceptor should be AA5+ or maybe even 4+.  The Nightwing is 2x 30cm AA4+, while Lightning would be 1x 30cm AA5+ and 1x AA6+, and Lightning Strike would be 1x AA5+, all the rest is AT (3x Hellstrikes/underwing rockets, since it carries 6x Hellstrikes in 40k, and aircraft are getting half-count rockets for AT).

I think the Destroyer should be ugly. It has quite a fearsome reputation in 40K, and from personal experience against them, I don't like seeing them on the table. In a sense, the Destroyer is a kind of "Warhound" equivalent for the Elysians and two of them in a flight should be scary. The Elysians should also pay for that privilege.
I'm still worried about outranging Flak, but there's not much that can be done.  You don't want to make them too fragile, and we can't excessively reduce weapon ranges... Doesn't a MarauderD have 8 Hellstrikes in 40k (don't have book handy ATM)?  I think the best we can get is to keep the nasty-range to 30cm, which gives a little more stand-off range, but should still keep the bird in AA umbrellas.

Regarding the Colossus, let's work to see if we can stay away from special rules. I think we can and I like the idea that it carries an ugly bomb, but that it only gets to use it one or two times a game. That means the Elysian player has high risk associated with the high reward.

That is very "Elysian".

I do think that the Colossus will end up as a two ship flight to prevent spamming, otherwise they may end up costing 400+ each and no one will take them.

I've also invited Hena to come over and look at the stats so that we can get some more eyes on this.
hrm.  Actually, keeping it One Shot and treating it like an Orbital attack that you don't have to pre-plot would be easy to price.

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