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Elysian Aircraft

 Post subject: Elysian Aircraft
PostPosted: Thu Feb 05, 2009 9:23 pm 
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Quote: (shmitty @ 05 Feb. 2009, 19:48 )

Good point Ginger.

I have been working under the assumption of a 2 plane formation.  If it went to 4 planes, consolidating the rocket attacks would be the way to go.  One consequence of upping it to a formation of 4 would be better AA ability for the formation, which gets us away from the intended role.  I prefer a small formation of Strikes.  It fits that this is the rarer variant plane and keeps it from being a reliable interceptor.

Well, if the AA capabilities of a '4' ship Strike formation are considered too high, we could drop the Multi-lasers to AA6+ while keeping the Autocannon at AA5+ on both A/c. However, at 300 points that is a lot of points for a 4x AA capability, and with AA5+ that gives ~1.3 hits which does not sound too excessive.

Moscovian's point about cost is also valid. In a 3000 point game, you would only get three 'big' formations at 300 points which is no bad thing, while you would obviously get four of the medium sized Three ship formations at 225 each.

It sounds as though the general preference here is for formations that cost more and your point of rarity is also reasonable, so I guess it boils down to resilience (how many A/c), and how much cost.




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 Post subject: Elysian Aircraft
PostPosted: Thu Feb 05, 2009 10:13 pm 
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I never thought that aircraft rearmed in epic when they left the table.  I thought turns only lasted 20 minutes of real time.  Not the few hours needed to rearm and refuel a fighter, or even a bomber.

It also reflects the reduced damage a squadron does in a single activation.  Ork fighta should have more than a single rocket attack and Marauders should be able to cover an entire formation with their bomb load.

On the stats.  I like the idea of the colossus having only a single 1 shot weapon.  It makes playing it much more tactical, since you can always stand it down as a dummy activation and you have to judge the best time to try to get it pass the enemy air defence.

If it is going to be the Elysian’s “titanâ€Â

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 Post subject: Elysian Aircraft
PostPosted: Thu Feb 05, 2009 11:36 pm 
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Ginger, Lightning Strikes don't have an Autocannon, they just have the wingtip lascannons.  They already lose one AA5+ (should be AA6) attack for the underwing rockets.  The issue is that 4x 30cm AA5+ is still almost as good as a formation of Nightwings 6x 30cm AA5+, and it's BETTER than a flight of 2 TBolts, for what should be a dedicated ground-attack plane.  I prefer to keep the Strikes in 2-ship formations.

Quote: (Honda @ 05 Feb. 2009, 12:19 )

I'm also Ok with a four ship element on the Interceptors, especially for this round of testing. As Shmitty pointed out, there is no other real AA (i.e. ground based) and if the opponent doesn't bring any aircraft, that's a big chunk of points that won't be adding any value.

Now having said that, are we setting the list up for a bait and switch tactic? I.e. Elysians will almost be obligated to take the Interceptors, but the opponent may not, forcing a 300 pt deficit on the Elysians?

Why did the Lightning Autocannon go from AP5+/AT6+/AA6+ to just AA5+?  That really limits the effectiveness of the plane in ground attack, which is a real concern if your opponent takes no Air (and it's a 300-point formation!).

And, Underwing Rockets are AT4+, not AT5+.  I agree that 6x or more shots on the Marauder Destroyer is utter overkill, but if we're consolidating shots, shouldn't that be AT3+ (applying the usual +1 for "twinlinked")?

=====
I withdraw my previous request for "multilasers" on the wingtips, and replace it with a request for "Wingtip Lascannons, 30cm AT5+/AA5+, Fixed Forward" (I acknowledge my error on the Nightwing's AA abilities, and agree that a Lightning shouldn't have AA4+).  There was a comment in "Double Eagle" that the Lightning was a dogfighter, and danced in the skies, but the TBolt was a killer.  The TBolt should be individually better at ground attacks AND anti-aircraft than a basic Lightning, but the Lightning's better maneuverability and higher formation size should counteract that issue.

This would make Lightings look like this:
Lightning    4 for 300
Fighter
Armour 6+
Lightning Autocannon - 30cm   AP5+/AT6+/AA6+  Fxf
Wingtip Lascannons - 30cm AT5+/AA5+       Forward


A TBolt has a 15cm AP4+/AA5+, a 30cm AP5+/AT6+/AA5+, and a 30cm AT4+.  Assuming a 30cm ground-attack, that's one AP5+ and one AT4+ per plane, with 2x AP5+/AT6+ and 2x AT4+ per formation.

A formation of 2 Lightning interceptors has 2x AP5+/AT6+ and 2x AT5+, slightly less effective than a TBolt formation against AT.

However, Lightning Strikes are dedicated tank-hunters.  It carries the wingtip lascannons and 6x hellstrikes in 40k (note: *no* AP capability):

Lightning Strike    2 for 200
Fighter/Bomber
Armour 6+
Wingtip Lascannons - 30cm  AT5+/AA5+       Forward
3x Underwing Rockets - 30cm AT4+    Fxf

Now, 4x AT shots from a single fighter is probably overkill, and 8x from a formation? well, who needs Marauder Destroyers?  So, I'm perfectly willing to drop that down to 2x Underwing Rockets.

A 2-plane Strike formation has 2x AT5+ and 4x or 6x AT4+, but no AP capabilities.  The Strikes are going to be real high on everyone's list (both to-take and to-kill), because one formation will stop a mechanized infantry unit every turn (burning 'tracks everywhere!), but the Siegemasters are largely going to laugh at these guys (Tanks? we don't GOT no steeenkeeng tanks!).




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 Post subject: Elysian Aircraft
PostPosted: Fri Feb 06, 2009 12:01 am 
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Quote: (ragnarok @ 05 Feb. 2009, 21:13 )

I never thought that aircraft rearmed in epic when they left the table.  I thought turns only lasted 20 minutes of real time.  Not the few hours needed to rearm and refuel a fighter, or even a bomber.

It also reflects the reduced damage a squadron does in a single activation.  Ork fighta should have more than a single rocket attack and Marauders should be able to cover an entire formation with their bomb load.

On the stats.  I like the idea of the colossus having only a single 1 shot weapon.  It makes playing it much more tactical, since you can always stand it down as a dummy activation and you have to judge the best time to try to get it pass the enemy air defence.

If it is going to be the Elysian’s “titanâ€Â

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 Post subject: Elysian Aircraft
PostPosted: Fri Feb 06, 2009 12:38 am 
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Quote: (Lion in the Stars @ 05 Feb. 2009, 22:36 )

Ginger, Lightning Strikes don't have an Autocannon, they just have the wingtip lascannons.  They already lose one AA5+ (should be AA6) attack for the underwing rockets.  The issue is that 4x 30cm AA5+ is still almost as good as a formation of Nightwings 6x 30cm AA5+, and it's BETTER than a flight of 2 TBolts, for what should be a dedicated ground-attack plane.  I prefer to keep the Strikes in 2-ship formations.

This would make Lightings look like this:
Lightning    4 for 300
Fighter
Armour 6+
Lightning Autocannon - 30cm   AP5+/AT6+/AA6+  Fxf
Wingtip Lascannons - 30cm AT5+/AA5+       Forward


However, Lightning Strikes are dedicated tank-hunters.  It carries the wingtip lascannons and 6x hellstrikes in 40k (note: *no* AP capability):

Lightning Strike    2 for 200
Fighter/Bomber
Armour 6+
Wingtip Lascannons - 30cm  AT5+/AA5+       Forward
3x Underwing Rockets - 30cm AT4+    Fxf


Now, 4x AT shots from a single fighter is probably overkill, and 8x from a formation? well, who needs Marauder Destroyers?  So, I'm perfectly willing to drop that down to 2x Underwing Rockets.
Interesting stats LiTS.

So in principle, you give the player the option of either
1) A '4' ship Interceptor formation for 300 points with good AA capability and 8x AT shots as well (yielding ~2.0 hits); OR,
2) A '2' ship formation of Strikes for 200 points with limited AA capability and 6-8 AT shots (yielding ~2.6 to ~3.6 hits).

This would seem to provide a connundrum. While I think you are probably correct that four shots per a/c is OTT, I cannot see why anyone would want to take the weaker version of the Strike formation, when for an additional 100 points you can get the Interceptor formation with additional resilience, brilliant AA as well as similar AT capability.

I respect your desire to give the Interceptors adequate ground attack capabilities, but IMHO this tends to make them too good as an all-round formation. However, if we remove the AT component from the Interceptor's Wintip Lascannons or the Autocannon (use another name - Heavy Bolter perhaps?), then everything falls back into place.

However, I am obviously missing something here (being a 'fluffyphobe' :laugh: ); why is everyone apparently so dead-set against formations of three? Is it purely because of a (rightfull) concern over the cost of the FW models, or something else?




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 Post subject: Elysian Aircraft
PostPosted: Fri Feb 06, 2009 6:51 am 
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Quote: (Lion in the Stars @ 05 Feb. 2009, 22:36 )

And, Underwing Rockets are AT4+, not AT5+.  I agree that 6x or more shots on the Marauder Destroyer is utter overkill, but if we're consolidating shots, shouldn't that be AT3+ (applying the usual +1 for "twinlinked")?

good catch, I must have messed that up when transferring it over.



So, how about:

Lightning    4 for 300
Fighter
Armour 6+
Lightning Autocannon - 30cm  AA5+  Fxf
Twin Snub-nosed Lascannons - 30cm  AT5+/AA5+       Forward

Lightning Strike    2 for 200
Fighter/Bomber
Armour 6+
Twin Snub-nosed Lascannons - 30cm  AT5+/AA5+       Forward
2x Underwing Rockets - 30cm AT4+    Fxf

Marauder Destroyer     2 for 300
Bomber
Armour 4+
3x Twin Autocannons - 45cm AP4+/AT5+    Fxf
Twin Heavy Bolters - 15cm   AA5+
Twin Assault Cannon - 30cm AA4+       Rear Arc
2x Underwing Rocket Barrage - 30cm AT3+    Fxf

Marauder Colossus      1 for 150, 0-1 per army (to represent rarity of the Colossus Bomb)
Bomber
Armour 4+
Twin Heavy Bolter - 15cm AA5+
Twin Heavy Bolter - 15cm AA5+  Rear Arc
Colossus Bomb    15cm  3BP    MW, Orbital Template, One Shot

OR

Marauder Colossus      2 for 300
Armour 4+
Twin Heavy Bolter - 15cm AA5+
Twin Heavy Bolter - 15cm AA5+  Rear Arc
Colossus Bomb    15cm  2BP    MW


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 Post subject: Elysian Aircraft
PostPosted: Fri Feb 06, 2009 8:19 am 
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Quote: (Ginger @ 05 Feb. 2009, 23:01 )

- Q: Could the escort be Lightning Strike a/c instead of Interceptors?
- A:  - - - -??? (Honda??)

I would not want to be in a low flying Lightning strike when a MOAB goes off.

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 Post subject: Elysian Aircraft
PostPosted: Fri Feb 06, 2009 12:39 pm 
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Schmitty,

The lightning stats seem Ok. The Interceptor majors on AA with some AT, while the Strikes kicks out good AT and minimal AA.

However, I am not happy with the proposed MD stats because the Long-range capabilites are just too good.
- @45cm the MD formation kicks out ~3.0 AP hits and ~2.0 AT hits
- @30cm you get an additional ~2.6 AT hits

The long-range weaponry really needs to be altered so you get limited long-range AT fire and greater AP/AT fire at closer ranges. Ignoring the defensive weapons a second, could we use something like

    2x "Long-range-name"            - 45cm AT5+          Fxf
    2x Underwing Rocket Barrage - 30cm AT3+            Fxf
    3x "Close-range GP name"      - 15cm AP4+/AT6+    Fxf

These would give the following stats
@45cm ~1.3 AT hits total
@30cm ~4.0 AT hits total
@15cm ~5.0 AT hits and ~3.0 AP hits total

Effectively this is adding two weapons to the a/c while rearranging the relative ranges




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 Post subject: Elysian Aircraft
PostPosted: Fri Feb 06, 2009 3:12 pm 
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Weighing in...

1. I would like us to work up the MD to have 5 shots. 3 autocannon (whatever we end up for stats) and 2 underwing rocket shots.

2. Lightning Interceptors. I know they carry lots of weapons that would allow us to make their stats just about anything that we want, but I would like to see us steer them to a reasonable AA fm of four, with possibly incidental AP attacks. This should be in the ~300 pt range. So we are agreeing to temper their capabilities in some areas to allow them to focus on a specific role.

3. Lightning Strike. These should be AT focused, two ship elements whose sole purpose it to attack AT. We should look at one AT attack from the wingtip lascannons and two AT attacks from the underwing rockets and see where that puts us.

4. I actually really like the Colossus + Escort package idea. Like a lot. I would prefer to limit it to Lightning Interceptors and make it one formation so the zoomies don't go off and abandon their charge. I agree with all of Ginger's FAQ.

5. If so, then we could drop the standard Marauder as I think this would be an interesting addition. If it works out, it might even encourage me to get a model of the Marauder Colossus.

6. Oh, and let's refer to the lascannons on the Lightnings as "wingtip lascannons". By doing that we describe where they are and what they are. If we create a new kind of lascannon (i.e. snub nosed) fluff heads will wonder where that came from. Not that it's a bad name, I just think that it's better not to provide an opportunity for confusion.

All these creative juices are coming up with some good gumbo.

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 Post subject: Elysian Aircraft
PostPosted: Fri Feb 06, 2009 7:53 pm 
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Actually the last stats shmitty puts out are reasonable :)

How about to make the Lightning Strike a Fighter instead of Fighter-bomber? This would represent the greater manouverability compared to the Thunderbolt.

And i wish we could redesign the Thunderbolts loadout to be the killer it should be...
In WH40k it has:
1 x Twin-Lascannon
2 x Twin Autocannon
posibillity of 4 Hellstrike Missiles or 4 Bombs.

But Epic [irony]magically transforms[/irony] them to:
1 x Stormbolter
1 x Multilaser
1 x Underwing Rockets


If we use the same [irony]magic[/irony] with the Lightning we would came up with:
1 x Multilaser (perhabs with AA4+ instead of 5+ because of the superior range)

And with the Lightning Strike:
2 x Underwing Rockets

Yea. This would be all they get...Formations of 3 would fit the fluff (which leans strongly to early WW2 RAF organisation).


Well the same [irony]magic[/irony] seems not to work on the Marauder. So shmittys last stats for the Marauder Destroyer would fit  :smile:

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 Post subject: Elysian Aircraft
PostPosted: Sat Feb 07, 2009 1:19 am 
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I agree BL, Schmitty's last stats for the Lightning were just about there.

Honda, I know you want to use the term "Multilaser" for the wingtip weapons, but we do hit a slight problem here because this weapon already exists on the TBolt and has different stats to those you desire, namely
    Multilaser - 30cm AP5+/AT6+/AA5+  Fxf    

Whereas I believe you want something that can be used on both a/c with the following stats
    Wing mounted "weapon" - 30cm AT5+/AA5+  Fxf

1) Which weapon is more appropriate for the Lightning, and should it be on both A/c?


Going with separate weapons for the moment and erring a little on the cautious side as required, I Honda is looking for something like:

Interceptor: (Formation 4, cost 300)
Fighter, Armour 6+
Autocannon                       - 30cm AA6+                     Fxf      (AA6+ for preference)
Wing mounted Multilaser   - 30cm AP5+/AT6+/AA5+  Fxf    
      Giving the following stats,    AA ~2.0 hits, AP ~1.3 hits,  AT ~0.6 hits


Strike (Formation 2, cost 200)
Fighter Bomber, Armour 6+
Wing mounted "Heavy-laser"    - 30cm AT5+/AA5+  Fxf    
2x Underwing rockets                - 30cm AT4+           Fxf
      Giving the following stats,     AA ~0.6 hits, AT ~2.6 hits

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 Post subject: Elysian Aircraft
PostPosted: Sat Feb 07, 2009 1:36 am 
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Ok, I'm getting that, "Yes we want to land, but let's keep circling the runway" feeling again.  :cool:

@Ginger: What ever we call the "wingtip" weapons (right now "oranges" even sounds good), they have to be on both aircraft and they need to have the equivalent stats, if we are going to be consistent.

Where the two aircraft diverge, is in what they also carry in addition to the wingtip  oranges (WTO).

i. Interceptor: A long range autocannon, which should provide additional AA and possibly incidental AP. Four aircraft in the formation.

ii. Strike: 6 x Hellstrike missiles, which we are simplifying as "underwing rockets" and have nominally stated to be 2 x AT4+. Two aircraft in the formation.

In both cases, what defines the role of the aircraft is not the WTO, but what they also carry for their mission.

If you are asking if we should go with the "Multi-laser" label because it has already been approved for another vehicle, then that's fine. Let's do it.

We have other big fish to fry.

Cheers,




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 Post subject: Elysian Aircraft
PostPosted: Sat Feb 07, 2009 1:38 am 
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Quote: (Honda @ 06 Feb. 2009, 14:12 )

1. I would like us to work up the MD to have 5 shots. 3 autocannon (whatever we end up for stats) and 2 underwing rocket shots.

Honda, we hit similar issues with the MD and the "Underwing Rockets"

You are asking for the MD to have "3x Autocannon and 2x Underwing rockets", but the stats for the rockets are already set at 30cm. To give it a 45cm capability, this would mean using the Autocannon as the 'long-range' weaponry, and 6x 45cm shots is excessive.

2) Are you happy to let the MD have all its weapons set to 30cm??

If not, we need to use some alternative weapons configuration to give the formation some form of 45cm capability.

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 Post subject: Elysian Aircraft
PostPosted: Sat Feb 07, 2009 1:54 am 
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Quote: (Honda @ 07 Feb. 2009, 00:36 )

Ok, I'm getting that, "Yes we want to land, but let's keep circling the runway" feeling again.  :cool:

@Ginger: What ever we call the "wingtip" weapons (right now "oranges" even sounds good), they have to be on both aircraft and they need to have the equivalent stats, if we are going to be consistent.

Where the two aircraft diverge, is in what they also carry in addition to the wingtip  oranges (WTO).

i. Interceptor: A long range autocannon, which should provide additional AA and possibly incidental AP. Four aircraft in the formation.

ii. Strike: 6 x Hellstrike missiles, which we are simplifying as "underwing rockets" and have nominally stated to be 2 x AT4+. Two aircraft in the formation.

In both cases, what defines the role of the aircraft is not the WTO, but what they also carry for their mission.

If you are asking if we should go with the "Multi-laser" label because it has already been approved for another vehicle, then that's fine. Let's do it.

We have other big fish to fry.

Cheers,

Ok, giving the Interceptor "Twin autocannon AA5+", and the Strike "2x Underwing rockets AT4+" while using the current "Multilaser" as the wingtip weapon on both gives the following stats

    Interceptor (fm '4') AA ~2.6, AP ~ 1.3, AT ~0.6
    Strike          (fm '2') AA ~0.6, AP ~ 0.6, AT ~2.3


Honda, does that work for you?

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 Post subject: Elysian Aircraft
PostPosted: Sat Feb 07, 2009 2:55 pm 
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2) Are you happy to let the MD have all its weapons set to 30cm??

If not, we need to use some alternative weapons configuration to give the formation some form of 45cm capability.


To get us out of the starting blocks without tipping over the applecart (how's that for mixing metaphors?), I'd be just fine with 30 cm range. We don't have to have a 45 cm weapon and given how ugly this thing (i.e MD) is shaping up, let's do what we can to prevent OTT-ism.

Also, I don't think anyone has proposed six autocannon shots, only three as they are twin-linked.

Ok, giving the Interceptor "Twin autocannon AA5+", and the Strike "2x Underwing rockets AT4+" while using the current "Multilaser" as the wingtip weapon on both gives the following stats

I'm all over the Strike stats. That is just fine. Regarding the Interceptor, can't we just say "Autocannon AA5+"? First off, it's not twin mounted, it is a single weapon and secondly, does that paint us in a corner regarding the Marauder Destroyer which mounts six of these things? (i.e. three pairs)

If it does, can we just run with something like "underwing autocannon" or something that delineates it without inferring that it is something it is not (i.e. twin). Can we just say "long barreled"? I'm very open to suggestions on this. I really do not think the label should be the stumbling block.

Cheers,

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