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Aspect: Tau Units

 Post subject: Aspect: Tau Units
PostPosted: Wed Oct 29, 2008 9:24 am 
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I find Zombocom's suggestions a good compromise, so won't repeat them.

Just assume I CTRL-C/CTRL-V'd.




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 Post subject: Aspect: Tau Units
PostPosted: Wed Oct 29, 2008 10:02 am 
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Quote: (Onyx @ 29 Oct. 2008, 08:14 )

[quote="Onyx,29 Oct. 2008, 01:27 "]

Why is it that players are able to play with an abstracted aircraft rule but are incapable of using an abstracted Support Craft rule? It is mind boggling...

For my point of view its that the old skimmer rule that allowed all skimmers this ability was widely disliked and (for epic) very quickly changed.

I think many of use are wary of bringing this back to the game.


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 Post subject: Aspect: Tau Units
PostPosted: Wed Oct 29, 2008 10:06 am 
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I think making manta as a bomber is a bad solution. Especially with those stats Zombo proposed. Have you even use math to try to kill that with various AA-units? Making it aircraft boosts all things it is now hated for. (harder to shoot, can reach everywhere...)

I personally like support craft rule and weapon ranges and amount of firepower should be adjusted according that. ie. aircraft style. 45cms for some, 30cms for most and 60cms for main cannon and 15cms for defensive weapons. APU gives more possibilities, that is true, but it also takes more time.

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 Post subject: Aspect: Tau Units
PostPosted: Wed Oct 29, 2008 2:48 pm 
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Have you even use math to try to kill that with various AA-units?


Math-hammer wise...

Manta: 5+/5+/5+ save is a 70% save chance.
SMLC:  4+/4+ save is a 75% save chance.

Manta:  On average 3.33 hits are needed per DC, which means a total of 16.66 hits needed to kill
SMLC:  On average 4 hits are needed per DC, which means a total of 16 hits needed to kill

On average it needs .66 more hits to kill than a SMLC, ignoring critical. I'm perfectly happy to make the critical fatal on the Manta.

5+/5+/6+ (my favoured, and the current solution) is a 62.5% chance of saving, 2.66 hits per DC, 13.33 hits to kill.

Remember that the turn the manta lands to drop off troops it'll be shot at by just about every weapon on the board.




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 Post subject: Aspect: Tau Units
PostPosted: Wed Oct 29, 2008 10:25 pm 
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Onyx and Charad (and anyone else against Manta as Bomber) I think we have to bite the bullet and play it as bomber just to disprove this theory. I think we have to play it this way or we'll never hear the end of it. If it's proven to be crap (as we think it is) then we can definitely say it sucks as bomber. If it's good, what have we lost? Personally I'm looking forward to hearing my opponents complain how broken it is, but I'll keep an open mind.


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 Post subject: Aspect: Tau Units
PostPosted: Thu Oct 30, 2008 12:04 am 
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At the moment, my gaming time is very restricted and I simply can't justify spending all of it testing rules/units.

I want to play for fun aswell and I agree that my opponents are not going to be having much fun once their AA has been stripped away and this monster starts flying around the board with impunity.

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 Post subject: Aspect: Tau Units
PostPosted: Thu Oct 30, 2008 1:05 am 
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Quote: (Dobbsy @ 29 Oct. 2008, 21:25 )

Onyx and Charad (and anyone else against Manta as Bomber) I think we have to bite the bullet and play it as bomber just to disprove this theory. I think we have to play it this way or we'll never hear the end of it. If it's proven to be crap (as we think it is) then we can definitely say it sucks as bomber. If it's good, what have we lost? Personally I'm looking forward to hearing my opponents complain how broken it is, but I'll keep an open mind.

That's precisely what I want. All I want is to see if it's even feasible as a bomber. It's quite possible, likely even, that it's not.

But even if there's only a 1 in 4 chance of it working as a bomber, I think it's worth trying, because it just fits so much better that way.

If it proves broken as a bomber, I'll happily concede the idea and move on.

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 Post subject: Aspect: Tau Units
PostPosted: Thu Oct 30, 2008 1:17 am 
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We should badger Jstr to give it a go Friday.

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 Post subject: Aspect: Tau Units
PostPosted: Thu Oct 30, 2008 2:05 am 
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Quote: (Evil and Chaos @ 30 Oct. 2008, 00:17 )

We should badger Jstr to give it a go Friday.

Already have done :)

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 Post subject: Aspect: Tau Units
PostPosted: Thu Oct 30, 2008 3:16 am 
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we're DnDing on Friday. So unless you come early we probably won't. I finish class at about
3 so I'm home sometime between 3:30 and 4.


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 Post subject: Aspect: Tau Units
PostPosted: Thu Oct 30, 2008 5:25 am 
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True, idea is good to be tested and proven that it is right or wrong. I'd like to read your reports from those battles. Due to lack of time for wargames nowadays it is nice to have units thinked as far as possible on an idea level, so we can all enjoy our precious gaming time. :)

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 Post subject: Aspect: Tau Units
PostPosted: Thu Oct 30, 2008 8:01 pm 
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By all means, go ahead and test the Manta-as-Bomber.  I'm also in the camp of 'it's not going to work, even reduced to 5DC', but play may prove me wring just as much as it may prove me right.

I had a thought about the Manta v. Moray issue.  

What if we bump the Moray up a little in DC, and leave the armament as it currently is, and then reduce the Manta to the FW weapons?  This puts the Moray as a dedicated gunship, taken when you need to kill lots of Titans and the Manta as the more lightly-armed 'assault transport' (for putting forces into a hot LZ and supporting them with fire after arriving).  This assumes that both are support craft.

(Essentially trading the roles the Manta and Moray fill right now)

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 Post subject: Aspect: Tau Units
PostPosted: Wed Nov 12, 2008 4:52 am 
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Anyone managed to test this Manta/bomber theory yet?


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 Post subject: Aspect: Tau Units
PostPosted: Wed Nov 12, 2008 8:51 am 
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Yeah, we got one test game in with it. Turn one it landed, dropped off troops and did some killing, but took 2 DC of damage and 5 blasts while on the ground. Turn 2 it didn't turn up. Turn 3 it landed to claim an objective.

Too early to tell either way really, but no huge immediate problems came up.

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 Post subject: Aspect: Tau Units
PostPosted: Wed Nov 12, 2008 12:47 pm 
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Quote: (zombocom @ 12 Nov. 2008, 14:51 )

Yeah, we got one test game in with it. Turn one it landed, dropped off troops and did some killing, but took 2 DC of damage and 5 blasts while on the ground. Turn 2 it didn't turn up. Turn 3 it landed to claim an objective.

Too early to tell either way really, but no huge immediate problems came up.

How much was the points value of the Manta?

It doesn't sound like it had the value of a 650pt+ unit.

Can aircraft claim objectives on the turn that they land ("Aircraft which have landed may not capture an objective on the same turn that it lands. However, a landed aircraft may immediately contest an objective" - 2008 Errata)?

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