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Air Caste Units

 Post subject: Air Caste Units
PostPosted: Thu Jan 15, 2009 12:56 am 
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Quote: (Hena @ 14 Jan. 2009, 21:26 )

I wouldn't make an additional fire mode for them.

Nor would I because it would make the AX-1-0 too generalist (no matter how tempting it might be).

IMHO This is one of those points where we need to abstract the 'fluff' into stats that reflect the intended use of the aircraft. Otherwise you might as well drop the distinction and just have a single A/c type.

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 Post subject: Air Caste Units
PostPosted: Thu Jan 15, 2009 1:53 am 
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Quote: (shmitty @ 14 Jan. 2009, 19:29 )

Ok, here they are again with some minor fixes and the changes as suggested to tone down their air-to-ground firepower where appropriate.

. . . .

TigerShark               2 for 225
Bomber
Save 4+
Twin-Linked Ion Cannon 45cm, AP3+/AT4+  Fixed Forward Arc
Burst Cannons 15cm, AA5+
Twin-Linked Missile Pod 30cm AP4+/AT5+/AA5+ Fixed Forward Arc
Seeker Missiles  45cm  2x AT5+  Fixed Forward Arc, Guided Missile

TigerShark AX-1-0            2 for 350
Bomber
Save 4+
Twin-Linked Railcannon 45cm, MW3+  Fixed Forward Arc, Titan Killer (D3)
Burst Cannons 15cm, AA5+
Twin-Linked Missile Pod 30cm AP4+/AT5+/AA5+ Fixed Forward Arc
Seeker Missiles  45cm  2x AT5+  Fixed Forward Arc, Guided Missile

Thanks Shmitty

So the summary of the formation is :-

Tigershark (Bomber) (225)
~2.3 AP hits
~3.0 AT hits (1.3 needing ML to shoot*)

AX-1-0 (Bomber) (350)
~2.3 AP hits
~3.3 AT hits (1.3 needing ML to shoot*)
~4.6 WE hits (2.6 TK and 1.3 needing ML to shoot*)

(*Note, these assume that Guided missiles need ML to shoot)

---------------------------------------

Ok, assuming that the Tau list does adopt the proposal that guided missiles need ML to fire (IMHO the way to go :agree: ) then this potentially leaves the aircraft a little underpowered compared with other bombers because of the need for co-ordinated operations, though 225 is also a bit cheaper by comparison (I would also argue that the AX-1-0 is too expensive for similar reasons). Equally, the AX-1-0 is so similar in effect against non-WE targets that you could almost dispense with the "normal" variant.

A radical thought here guys, but is there any scope for combining these into a single set of aircraft stats with weapon variants, and limiting the number of TK armed a/c by some other means?? For example, changing the stats a little you get something like this:-

    TigerShark               2 for 300
    There are two variants, the normal variant armed with conventional weapons and the rarer titan killer AX-1-0 variant that replaces the Ion cannon and missile pods with the high powered Twin-linked Railcannon.

    Bomber     Save 4+
    Burst Cannons 15cm,             AA5+
    Seeker Missiles 45cm,        2x AT5+  Fixed Forward Arc, Guided Missile

    Either Normal variant
    Twin-Linked Ion Cannon 45cm,       AP3+/AT4+  Fixed Forward Arc
    Twin-Linked Missile Pod 30cm,    2x AP4+/AT5+  Fixed Forward Arc

    OR  AX-1-0 variant
    Twin-Linked Railcannon 45cm,    MW3+ Fixed Forward Arc, Titan Killer (D3+1)

    Notes
    Although both variants cost the same, because of its rarity the AX-1-0 is limited to one formation per 1500 points in addition to the normal list restrictions


These stats would give the following analysis, which now shows more of a distinction between the two variants with the AX-1-0 being much more of a specialist titan killer.
Tigershark (Bomber) (300)
~3.3 AP hits
~3.6 AT hits (1.3 needing ML to shoot*)

AX-1-0 (Bomber) (300)
~1.3 AP hits
~2.6 AT hits (1.3 needing ML to shoot*)
~5.3 WE hits (4.0 TK and 1.3 needing ML to shoot*)




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 Post subject: Air Caste Units
PostPosted: Thu Jan 15, 2009 2:33 am 
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Ginger,

At first I wasn't too keen on your second proposal, but after thinking about it a bit more, I think I can support it.

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 Post subject: Air Caste Units
PostPosted: Thu Jan 15, 2009 3:00 am 
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Quote: (Honda @ 15 Jan. 2009, 01:33 )

Ginger,

At first I wasn't too keen on your second proposal, but after thinking about it a bit more, I think I can support it.

Thanks Honda. Note, these stats were more by way of a suggestion to demonstrate the idea rather than a 'firm' proposal. The idea being both to bring the Tigershark generally into line with other Bombers costs and stats, while distinguishing the TK variant a little more.

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 Post subject: Air Caste Units
PostPosted: Thu Jan 15, 2009 6:41 am 
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Quote: (Ginger @ 15 Jan. 2009, 00:53 )

(*Note, these assume that Guided missiles need ML to shoot)

I should have mentioned it in the beginning of the thread, but I have been operating under that assumption.

A radical thought here guys, but is there any scope for combining these into a single set of aircraft stats with weapon variants, and limiting the number of TK armed a/c by some other means??


That is an interesting thought.  

One thing I am big on is consistency with other lists.  Are there other examples of the kind of limitation (ie 1 for every 1500 points).  Not that it is a deal breaker, more just a curiosity.  I do want to see the Tau as a well accepted list, so the less it breaks with conventions the better.

The other hesitation I have is in trying to make the 2 variants equally costed.  A recent peeve of mine with the Tau list is the 2 Hammerhead variants.  The Ion Cannon stats have been over inflated to try to make it as valuable as the Railgun variant so that they can be the same cost.  I don't want us to be in a position of boosting one variants stats and giving another variant less than it is described as having just to force them to be equals.

The AX-1-0 is definitely a specialist, but the Basic Tigershark is more of a generalist.  Maybe the 2 could be more distinguished if we better defined the role of the TS.  To that end, the TS could trade its AT Seeker attack for the AP Guided Missile attack of the Stingray/Scorpionfish.  If it was 2x AP5+ Ignore Cover, that would give it a distinct role, separate it from the AX-1-0 and possibly justify moving it up to 250 points.

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 Post subject: Air Caste Units
PostPosted: Thu Jan 15, 2009 7:47 am 
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As I read Ginger's proposal, you could not have 5+ TK aircraft flying around the battle-field because of this limitation:
Notes
Although both variants cost the same, because of its rarity the AX-1-0 is limited to one formation per 1500 points in addition to the normal list restrictions


I'd far rather see the AX-1-0 as a pair of NON War-Engine bombers per formation. In a 3000pt game you would have 2 TK aircraft formations. Certainly not as overpowered as 4 or 5 TK formations raining death down from above.




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 Post subject: Air Caste Units
PostPosted: Thu Jan 15, 2009 11:13 am 
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I support the removal of missile pods from AX-1-0. However it cannot cost less then 350.


I agree that we want to avoid the "Five Aces" gig that Ginger suffered through. However, I would not want to see the AX-1-0 become a one trick pony either. The fluff is very clear that the AX-1-0 fired a barrage of seekers prior to handing the Warhound it's head. One on one, an AX-1-0 should be able to take out a Warhound on it's own.

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 Post subject: Air Caste Units
PostPosted: Thu Jan 15, 2009 12:25 pm 
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The AX-1-0 is supposed to be the primary anti-titan weapon of the Tau, yet you want to limit it more than the Moray? There's a point at which this list stops representing Tau at all.

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 Post subject: Air Caste Units
PostPosted: Thu Jan 15, 2009 2:02 pm 
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Quote: (Hena @ 15 Jan. 2009, 09:34 )

Quote: (Onyx @ 15 Jan. 2009, 08:47 )

Notes
Although both variants cost the same, because of its rarity the AX-1-0 is limited to one formation per 1500 points in addition to the normal list restrictions


I'd far rather see the AX-1-0 as a pair of NON War-Engine bombers per formation. In a 3000pt game you would have 2 TK aircraft formations. Certainly not as overpowered as 4 or 5 TK formations raining death down from above.

I'm highly dubious about the 1/x point limitations. I'd much rather just make it more sturdier than regular Tigershark *shrug*.

Guys, the idea of using a single "chassis" with alternate weapon configurations for the different variants has several benefits; It standardises costs; simplifies the list; allows players to make relevant choices; and in the case of the AX-1-0, it lets the player have the TK specialist without it being over-powered in other directions.

By making the formations 300 points each, we automatically limit the Tau to a maximum of three, and these stats (or similar) are roughly in line with other bombers.

The stats for the railgun configuration are obviously adjusted to make this a specialist titan-killer whilst reducing the effectiveness against normal targets. I would suggest that this degree of specialism alone will probably deter people from taking too many them, which in turn justifies the drop in points to 300. The '1' per '1500 points was only a suggestion as there are other ways of limiting its selection. As for taking out a warhound, with the suggested stats each aircraft would be capable of 2-4 TK hits, so with some seeker missile hits or reduced shields, the pair of AX-1-0 will have a very reasonable chance of destroying a pair of Warhounds or even a Reaver in a single pass. :smile:

Finally, this approach would theoretically allow you to add a further weapons entry along the 'sub-munitions' line suggested by Chroma. So the aircraft statistics would list :-
The 'normal' Tigershark with weapons A&B
OR
the AX-1-0 with TK railgun,
OR
the AX-1-0 with the submunitions railgun.

(Note I would strongly suggest not being able to choose the type of shots during the game as it blurs the edges of the specialisms that you are trying to present)




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 Post subject: Air Caste Units
PostPosted: Thu Jan 15, 2009 3:00 pm 
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By making the formations 300 points each, we automatically limit the Tau to a maximum of three, and these stats (or similar) are roughly in line with other bombers.



The stats for the railgun configuration are obviously adjusted to make this a specialist titan-killer whilst reducing the effectiveness against normal targets. I would suggest that this degree of specialism alone will probably deter people from taking too many them, which in turn justifies the drop in points to 300. The '1' per '1500 points was only a suggestion as there are other ways of limiting its selection. As for taking out a warhound, with the suggested stats each aircraft would be capable of 2-4 TK hits, so with some seeker missile hits or reduced shields, the pair of AX-1-0 will have a very reasonable chance of destroying a pair of Warhounds or even a Reaver in a single pass.


To further piggyback on Ginger's thoughts, I know that there are those that do not prefer the 0-1 per XXXX mechanism for controlling units/formations, but I would really like us to focus on list balance vs. ensuring that we have a politically correct list. After all, there will be plenty of time to refine "how" we select after we are sure of "what" we are selecting.

Finally, this approach would theoretically allow you to add a further weapons entry along the 'sub-munitions' line suggested by Chroma. So the aircraft statistics would list :-
The 'normal' Tigershark with weapons A&B
OR
the AX-1-0 with TK railgun,
OR
the AX-1-0 with the submunitions railgun.

(Note I would strongly suggest not being able to choose the type of shots during the game as it blurs the edges of the specialisms that you are trying to present)

I also like this idea and think we should explore it further. I think that as in Real Life ™, you arm your aircraft (or select the aircraft) for the most likely scenarios that you expect to run into and then do the best you can with what you find.

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