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Broadsides

 Post subject: Broadsides
PostPosted: Wed Aug 30, 2006 11:04 am 
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(Dobbsy @ Aug. 29 2006,18:47)
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Why not increase them to 6 in the formation if you are going to cut the firepower by half and keep them LV? They need the boost in numbers if you keep them vulnerable to every shooting attack and cut their firepower. This is the main reason I don't buy them - too fragile and too expensive because of it. Screw the AP attack. Boost their numbers.

E:A is not just numbers and calculations. Given the variation across armies in E:A and 40K for that matter, sometimes things just need more than the "it will hit 83% of the time it's value should be thus... blah blah blah" development line. Sometimes things need an ABSTRACT idea thrown in to keep things right and make them function in more balanced way.

I suggested a unit of 6 individuals with an upgrade to add 3 more. Functionally that's 2 squads as a base with the option to add a third (Much like how IG are 2 Platoons+Command Squad to start with the option of adding a 3rd Platoon to the formation. Fire Warriors and Pathfinders are similar). I think this would allow them to be LVs and capture the 'feel' of Broadsides as mostly independent units. Operating in formation with one another but only 'attached' to one another in a battlefield-role sense.


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 Post subject: Broadsides
PostPosted: Wed Aug 30, 2006 2:42 pm 
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Is there ANY reason why I should buy overcosted lightvehicles that shoot half of what they did before


Here's a few:

It was: 4 broadside teams for 300 pts
It is: 6 suits for 300 pts, more numbers => harder to break

It was: 8xAT2+ shots
It is: 6xAT2+ shots => Meaning the firepower of the formation as a whole has only decreased by 25%, not half.

It was: 4xAP4+
It is: 6xAP5+ ignore cover => Meaning better AP for the points.

It was: 4xCC6+ / 4xFF5+ in assault
Is is: 6xCC6+ / 6xFF5+ in assault


That may be different, but it's nothing to sneeze at if you compare what you have for the same 300 points.


Dobbsy
Why not increase them to 6 in the formation if you are going to cut the firepower by half and keep them LV? They need the boost in numbers if you keep them vulnerable to every shooting attack and cut their firepower.
Please note there is still the option to add 2 units for +100 points, meaning you can have 6 units for the ammount of points previously spent on the 4 base units.

I agree a 4 suits team is remains fragile, but now it is a bargain costing a mere 200 pts.


Ilushia
I suggested a unit of 6 individuals with an upgrade to add 3 more. Functionally that's 2 squads as a base with the option to add a third (Much like how IG are 2 Platoons+Command Squad to start with the option of adding a 3rd Platoon to the formation. Fire Warriors and Pathfinders are similar).

I don't know how you feel about the point cost, but let's assume 6 suits for 300pts +3 optional for 150pts.

In that configuration, I think I will never field all the 6+3 suits for the same reasons I don't field 4+2 teams at the moment: that's 450pts spent on a formation that dies easily to air assaults and teleporters which I face regularly. A formation I will never field because it's too risky should you fail to protect them for very little gain.

In my opinion, the formation of 6 will be the most commonly fielded under the proposed change: for 300 points, you have a 6 strong combat formation giving you appreciable numbers while spending only 300 pts on the formation.

Now here comes the formation of 4. IMO this one could find its uses on the ground as a more guerilla style formation similar to the current formation of 4. And there's the issue of the Orca: I'd really prefer to see a formation of 4 E:A units for broadsides, as it is for crisis, otherwise it seems we will outrageously advantage the broadsides.

That's why I would prefer we keep 4(+2) suits instead of 6(+3).






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 Post subject: Broadsides
PostPosted: Wed Aug 30, 2006 2:43 pm 
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I don?t like the idea of increasing numbers to keep them(BS) effective after changes....not very Tau-like.

For my understanding, Tau should be like:

"less numbers and more firepower" than "more numbers and less firepower".

And please don?t compare Tau to IG, they are not IG. And should not be.

If somekind of structure in army works for guards, that not maybe work with Tau....

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 Post subject: Broadsides
PostPosted: Wed Aug 30, 2006 2:55 pm 
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Baronpiero:

I said, "why I should buy overcosted BS with half firepower..." ..but If one gets 6 at the same price than 4 before, it will be totally different sitiation.  More acceptable.

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 Post subject: Broadsides
PostPosted: Wed Aug 30, 2006 3:12 pm 
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Broadsides as infantry could be justified via basing and 40K # of models/wound count (even though I still think the other factors are more compelling*).

The major consideration in that case is that if you are going to count Drones for "wound  count" in determining unit type, it's not valid to also count them as "ablative armor" to jack up their armor save.

The justification for making them immune to AT fire as infantry would basically be that AT fire directed at them would spend a lot of time picking off shield drones and therefore not affect the combat effectiveness of the stand, just like AT fire killing a trooper or two doesn't substantially affect the combat effectiveness of a traditional infantry stand.  OTOH, large volumes of lower strength fire, i.e. AP fire, should be much more efficient at eliminating or bypassing the drone defense.**

If that's the route CS decides on, infantry status should be accompanied by a drop in the armor save because the most important aspect of the drones' defense (high ST weapons) has already been taken into account.  To illustrate that point, the current weapon stats seem to reflect 2 Broadsides per unit.  With a handful of shield drones 2 Broadsides wouldn't be appreciably tougher than 2-3 Crisis suits with their shield drones and shouldn't have a better save.

===

The biggest problem with Broadsides, imho, is not their effectiveness, price, or LV status but the fact that like SM Dreadnoughts, they just don't fit into a comfortable role compared to the rest of the army.

===

*similar factors mean I have no objections to the idea of Obliterators being LVs and even thought of stats for them

** not going strictly by 40K rules but by descriptions of how drones work

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 Post subject: Broadsides
PostPosted: Wed Aug 30, 2006 3:34 pm 
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It might be more simple just ignore those bloody BS totally if they can?t be fitted in to tau army properly.

I don?t know is there any who thinks the same way, but if some unit does not feel "tau" for me, I will not use it. Period. Sad, because BS are some how very tau in the paper. Tau are well moving army, and those units that have no great mobility naturally (firewarriors), are relatively well protected for their class. So, simply thinking, BS are slow AND vulnerable. That means extra casualties, and thats not very Tau.

In the last point, it?s the commanders choise what kind of units he will field in battle...

Cheers-

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 Post subject: Broadsides
PostPosted: Wed Aug 30, 2006 6:51 pm 
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The problem with that, Neal, is that Shield Drones add both wounds and a 4+ invulnerable save in 40k.  I can easily make a unit of Broadsides that are virtually invulnerable.  (either Shield Generator on all suits + Drone Controller w/ 2 Shield Drones on the Team Leader, or vice versa)

Barring the Terminator's natural 5+ invulnerable save, Broadsides are just as tough (Toughness and Armor Save) as Terminators.  3 Broadsides without shield drones have 6 wounds, to a Terminator stand's 5.  Add two shield drones, and it takes just as much Lascannon fire, or more Missile/battlecannon fire, to kill 3 Broadsides as it does to kill 5 Terminators.

Broadsides should be 4+RA Infantry.  They have the same Armor save and Toughness as Terminators, a better Invulnerable save (4+ v. Termie's 5+), and more wounds (8 v Termie's 5).  What more can I say?

As regards their Deployment, IA3 reported that Broadsides were often deployed by Orca in positions that enabled them to set ambushes.  This can be represented in one of two ways:  Either in Garrison (representing deployment by an Orca before the game), or by 'combat drop' from an Orca during the game.

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 Post subject: Broadsides
PostPosted: Wed Aug 30, 2006 7:38 pm 
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By the way, it would be great that someone could decide soon that are those BS going to be LV?s or infantry....so many people would know how to base  figures....one or more per base.... :D

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 Post subject: Broadsides
PostPosted: Wed Aug 30, 2006 8:10 pm 
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Lion:  As I stated, my assumption based on the weapon stats was 2 suits.  If you assume 3 (and it seems you are), there is going to be a difference in vulnerability to AT fire and overall toughness.

Maybe the real problem is that you're arguing over stats when no one really knows what the unit is supposed to represent?

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 Post subject: Broadsides
PostPosted: Wed Aug 30, 2006 9:11 pm 
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Broadsides and Crisis suits are assumed 2-3 per base.  Based on the current weapons load, it appears that there are 3 Crisis suits or 2 Broadside suits per base.  3 Broadside suits is the traditional Ta'ro'cha fielding, so that's what I was basing my arguments on.

Even with 2 suits per base, that's 4 wounds, plus 2-4 drones.  Between 6 and 8 wounds, still tougher than a Terminator squad.  Furthermore, it will take lots of AT fire to kill off the drones, which has zero effect on the unit's firepower.  High-RoF antipersonnel weapons, however, can spread hits throughout the squad, forcing the Suits to take hits (if there are more wounds than models to take them).  Infantry that are just as tough as Terminators = 4+RA.  

Lascannons shooting at 2 Broadsides + 2 Drones:  It will take 4 hits on average to kill the drones.  It will take two more hits to kill the suits, (accounting for rolls of '1' to-wound, that shifts to 24 hits to kill 20 drones, and another 12 hits to kill 10 suits).  That's 6 Lascannon shots, twice what is required to kill off a Land Raider.

Assuming Broadsides are LVs, and therefore based singly, they should still have 4+ armor (no RA), since it takes an average of 5 Lascannon hits to kill one Broadside + 2 Shield Drones, 3 to kill a Broadside + 1 Shield Drone, and 2 to kill a Broadside with a Shield Generator.  If I really went for all-out survivability, it would take 6 lascannon hits to kill a Broadside with 2 Shield Drones and a Shied Generator.  It takes ~12 lascannon hits to kill a Land Raider (or any other AV14 vehicle), on average.  It takes 36 Missile hits to kill a Land Raider, while it takes 216 missile hits to kill a Broadside +2, 36 to kill a broadside +1, or just 6 to kill a Broadside without drones (and I will remind everyone that Drones are assumed to be present and are reflected in the armor save).  (It seems I can't do math today.  Or remember what the strength of a Lascannon is.  :blush: )

So, CS, why exactly are you saying that Broadsides are vulnerable to AT fire?

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 Post subject: Broadsides
PostPosted: Wed Aug 30, 2006 10:03 pm 
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(nealhunt @ Aug. 30 2006,09:12)
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Broadsides as infantry could be justified via basing and 40K # of models/wound count (even though I still think the other factors are more compelling*).

The major consideration in that case is that if you are going to count Drones for "wound ?count" in determining unit type, it's not valid to also count them as "ablative armor" to jack up their armor save.

The justification for making them immune to AT fire as infantry would basically be that AT fire directed at them would spend a lot of time picking off shield drones and therefore not affect the combat effectiveness of the stand, just like AT fire killing a trooper or two doesn't substantially affect the combat effectiveness of a traditional infantry stand. ?OTOH, large volumes of lower strength fire, i.e. AP fire, should be much more efficient at eliminating or bypassing the drone defense.**

If that's the route CS decides on, infantry status should be accompanied by a drop in the armor save because the most important aspect of the drones' defense (high ST weapons) has already been taken into account. ?To illustrate that point, the current weapon stats seem to reflect 2 Broadsides per unit. ?With a handful of shield drones 2 Broadsides wouldn't be appreciably tougher than 2-3 Crisis suits with their shield drones and shouldn't have a better save.

===

The biggest problem with Broadsides, imho, is not their effectiveness, price, or LV status but the fact that like SM Dreadnoughts, they just don't fit into a comfortable role compared to the rest of the army.

===

*similar factors mean I have no objections to the idea of Obliterators being LVs and even thought of stats for them

** not going strictly by 40K rules but by descriptions of how drones work

Disagree with the logic here.

Since we are talking about infantry in E:A at a model level...


Approximately:
5 40K terminators = 1 E:A terminator stand
3 40K BS and 3 drones = 1 E:A BS stand

Caveat: Drones for this purpose will be shield drones as that's all that's really taken with the 40K broadside...

FACT1 : 40K Shield Drones have the same toughness and armor save of the unit they accompany. They also assume the same movement type. They also come with a 4+ invulnerable save.

FACT 2: Broadsides have 2 wounds each. They have a 2+ armor save. They may have a 4+ invulnerable save as an option - but that is not factored here.

FACT 3: Terminators have 1 wound each, 2+ armor save or a 5+ invulnerable save.

+ + +

E:A Stand of TERMYs: Toughness 4 with 2+ armor, 5 wounds

E:A Stand of BS: Toughness 4 with 2+ armor, 9 wounds

Extrapolation: takes more small arms fire to kill a single infantry unit of broadsides than a single infantry unit of Terminators.

+ + +

5 terminators get 5+ invulnerable save in open vs Lascannons (AT fire)

3 BS + 3 Shield Drones get 4+ invulnerables against shots on drones and no save on BS, but first hits go to Drones.

therefore... (rounding enabled)
1 AT hit on termy unit = 1 dead termy
1 AT hit on BS team = 0 BS & .5 Drone

2 AT hit on termy unit = 1 dead termy
2 AT hit on BS team = 0 BS & 1 Drone

3 AT hit on termy = 2 dead termy
3 AT hit on BS team = 0 BS & 1.5 Drone

4 AT hit on termy = 3 dead termy
4 AT hit on BS team = 0 BS & 2 Drone

- - - - -

5 AT hit on termy = 4 dead termy
5 AT hit on BS team = 1 BS & 2 Drone (first time BS damaged)

6 AT hit on termy = 4 dead termy
6 AT hit on BS team = 2 BS & 2 Drone

7 AT hit on termy = Unit Eliminated
7 AT hit on BS team = Unit Eliminated

+ + +

Extrapolation: So you see, BS team with their shield drones are actually better at shielding both AP and AT fire than terminators are.

Only until a unit can score 5 AT hits is even the first BS brought into danger of damage!

+ + +

Now - put both units in 3+ or 4+ cover like they can do in 40K... then tell me which unit lasts longer to both AP and AT fire... the terminators simply don't have a chance by comparison!

+ + +

Furthermore, 3-man BS units usually have 4-6 Shield drones with them, not only 3... I only used three as it was a rounded down median inbetween 2-6!! They are actually even BETTER at shielding damage than the 5 man terminator unit than the above shows.

+ + +

MY OPINION:
No armor reduction is in order, they really are infantry, and they really are just that much better at terminators at shielding damage.

There is no reason to make them LV.

They really should be able to enter the same terrain as other infantry just as they do in core/background. They shouldn't require a special rule to do this.

They shouldn't have to take dangerous terrain tests where other infantry units do not.

Drone rules become simplier with BS as infantry.

BS in transports do not have to be different from crisis if they are all treated as core/background represents them -  infantry.

To me: BS fit into a comfortable role just as easily as terminators fit into the infantry role, just as ogryns fit into the infantry role, just as obliterators fit into the infantry role, just as thousand sons fit into the infantry role... just as easy as CRISIS and STEALTHS fit into the infantry role. In fact - they are infantry.

A dreadnought is not what a broadside is. It would be erroneous to compare it to such a vehicle.

+ + +

In short as infantry , we can align with core/background, not imbalance the list, remove special rules, and save verbiage by ironically - making a broadside what it actually is...

Infantry.

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 Post subject: Broadsides
PostPosted: Wed Aug 30, 2006 11:44 pm 
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Tactica, the "FACT, FACT, FACT" format is ridiculously annoying.  Everyone else can bullet their evidence with capitalized words, too.


FACT Broadsides are described as much less nimble than Crisis.

FACT Broadsides also have 2 bulky railcannons they have to maneuver.

FACT Broadsides are much heavier than Crisis.

FACT Broadside's target silhouette is much larger in all 3 dimensions, regardless of their reported height in IA3.

FACT Broadsides are described as relatively static fire support platforms.

Opinion:  Broadsides are more difficult to maneuver in difficult terrain and should therefore suffer reduced maneuverability.  In addition, they are both a larger target and a higher priority target for enemy fire.  They are LVs.

Are you convinced now?  After all, that's practically an indisuptable syllogism.

Or not.

=====

At this point, I don't really care what you do with Broadsides as far as stats.  Assume they have 6-9 models per stand and are tricked out with every available 40K option even though every other infantry stand in the game is limited to 5 models and usually modest upgrades if you want.

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 Post subject: Broadsides
PostPosted: Thu Aug 31, 2006 12:39 am 
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OK, here's my view on BS after picking up some ideas from people in this thread and adding my own ideas...

200pts for 4x BS, (+100 points = x2 upgrade) - ?They are far less mobile than HH and aren't skimmers so miss out on the inherent bonuses HH get for this and speed so cost should reflect this.

2x3+ AT - keeps the number of attacks but lowers the hit value slightly. OK they are supposed to be twin-linked, thus affording +1 to hit values but we have to compromise - it's easily justified, just say they are less mobile than a skimmer and they have to manouvre for targets, whatever... Again, an abstract idea vs taken straight out of 40K mentality.

Drop the AP attack - probably controversial but again compromise for points reduction and a more abstract way to look at them. We don't need to include every single weapon system in a unit just because 40K says they have these. We need to stop thinking this way to keep a balance I think. Plus, Crisis are the jack-of-all-trades so we can focus the BS on tank busting.

4+ Armour RA save - ?IMO Crisis should be 4+ RA. No unit around is 3+. Why should the Tau have anything different. The Tau Jet packs simulate the flittering aspect of the Crisis already so it can be abstracted that they are 4+ RA. BS should be given the same because they are given heavier armour etc. This will also save confusion when dealing with both units on the table(this happened to me the other day.. "oh which save do these guys have?? oh, I'll have to look it up.")

Infantry - reducing them to 3+ AT shots will reduce the scariness of them somewhat and we can use them as they are intended in 40K ethos.
I still believe that a lot of people want them LV because they don't want a 2x 2+ AT infantry unit less because they can't kill it so easily... but that's just cynical old me.... ? :D

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 Post subject: Broadsides
PostPosted: Thu Aug 31, 2006 12:55 am 
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It does seem to me that to fit in with the background that Broadsides should get Infantry status.

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 Post subject: Broadsides
PostPosted: Thu Aug 31, 2006 1:13 am 
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Remember what happens if you take a basic marine bike and strap a sidecar with big gun to it. Or add a turret to your ork warbike, or eldar jetbike. LV class.

Adding two massive guns, heavier construction for support, etc to your crisis suit seems a conceptually similar case to me.

Remember the other lists and design principles guys.

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