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[Hammerheads] Why would you take an Ion Cannon?

 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Fri Mar 06, 2009 11:35 pm 
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The Leman Russ Tank Destroyer is such a unit. It has a AT4+ TK(1) weapon and can be found in the Minervan armylist in the fanmade-supplement Epic: Swordwind.

It would be better if Macro-weapon wouldn't be a to-hit ability like AP and AT but a special ability like Titankiller.




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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Sat Mar 07, 2009 1:11 am 
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But since Macro-weapon IS a to-hit ability, the next closest thing to MW (ignores regular armor save) is Lance (ignores RA re-roll).  Both give the exactly the same *effect* (no re-roll of armor save for targets with RA) through different descriptions (and Lance is less effective against non-RA targets).  For reference, the order of power is generally considered to be Lance (ignores RA), MW (ignores normal armor), then TK (ignores both normal and RA).

However, we're wandering slightly from the original topic, which was 'How do we make Ion Cannons more attractive?'

The easy answer is to make them CHEAPER (which requires 2 datasheets, not a problem).

I have no issue with sacrificing the Seeker missiles on a Railhead IF that would keep them the same cost.  If a 90cm AT5+ Guided shot and a 60cm AT5+ shot are NOT equal to a 75cm AT3+ shot, then we should make the Railhead 5-10 points more expensive each and keep the Seekers on both Ionheads and Railheads (precedent exists in the Marine list for 5-10 point individual unit upgrades:  Land Speeders).

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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Sat Mar 07, 2009 1:26 am 
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Quote: (Lion in the Stars @ 07 Mar. 2009, 00:11 )

But since Macro-weapon IS a to-hit ability, the next closest thing to MW (ignores regular armor save) is Lance (ignores RA re-roll).  Both give the exactly the same *effect* (no re-roll of armor save for targets with RA) through different descriptions (and Lance is less effective against non-RA targets).  For reference, the order of power is generally considered to be Lance (ignores RA), MW (ignores normal armor), then TK (ignores both normal and RA).

Sure, that's the order in terms of power, but that doesn't mean AP1 > Lance. AP1 is more effective against both lightly and heavily armoured vehicles, which equates to MW. The 40k Lance rule is more effective against highly armoured vehicles, but the same against lightly armoured ones. Hence, the Epic lance rule neatly reflects the 40k lance rule.

Lance shouldn't be used as a half-way house between normal and macro, it's a specific ability for representing those weapons which are equally effective against heavily and lightly armoured vehicles, which isn't the case with railguns. Railguns have no 40k or background reason for being more effective against highly armoured vehicles.

I'll bring out the graphs if I have to! :p

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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Sat Mar 07, 2009 9:11 am 
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Agreeed. S10 AP1 is fully representable through AT value.


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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Sat Mar 07, 2009 9:21 am 
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Quote: (shmitty @ 06 Mar. 2009, 16:18 )

Asaura, I am not sure I see how having Lance, Ignore Cover, Disrupt, or anything else really makes Crossfires less useful.  Those abilities are nice and give some flavor to the weapons, but Crossfire still rocks.

In fact it is the coordination and 'stacking' of something like Lance and Crossfire that to me is interesting.  Like how can I get the most out of each activation.

I'll explain what I meant by saying that Lance and Ignore Cover are "boring". Both the abilities are based on what you have, no matter what you do. In general, it's better to have the game play out on the tabletop (where you do things) instead of in list construction (where you decide what you have). Lance, Ignore Cover and Thick Rear Armour are interesting rules, certainly, but they put the focus away from "doing" and the capabilities they grant are very powerful.

This is why I'd prefer to have Tau AT work on the basic Tau premise of working the tabletop to your advantage; either based on pop-up attacks at stand-off ranges (75 cm railgun) or Crossfires set up with Stealthsuits, Coord. fires and Orca drops. Having 6 AT3+ attacks in a Crossfire situation is very powerful even with no special abilities. You're Tau, so you get the AT3+ as a great "have" ability and you get the Crossfire making tools as "do" abilities.


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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Sat Mar 07, 2009 1:29 pm 
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Ok, a few comments:

First off, I don't think this is something that is causing the list to be broken. Like Dobbsy, I do take Ions and primarily for the flexibility they bring. I much preferred them with the AA just as an annoyance, but that is water under the bridge.

That said, you ever seen a hammerhead with an Ion Cannon in 40K either? That's because
they suck compared with the railgun!


Yes, actually, I see them on the table all the time.

They are very effective against SMs with AP3 and the higher ROF at a significant range.

When I was playing Mech Tau, I always took 2 rails and 1 ion, because you had to cover all your bases. If I was sure that I was playing some MEQ, then I took 2 ions and 1 rail or 3 ions. When it comes to ions, everyone agrees that 10 is bigger than 7, it's just that you have more chances to pop things with three shots than 1 big one. That was in 3rd and 4th Ed. In 5th, the rail got slightly stronger, but in no way removes the need for the ion.

Then you've got to consider the Hammerhead Support Cadre as well... which is an
out-of-step four Hammerheads.

Sneak preview. This is gone.

I think you're all overlooking the fact that you get flexibility with the Ion
head. You can still do both tasks (AT/AP 4+) well. The rail head hits armour
hard but lacks AP in comparison to the Ion head. When I want to tailor my list
for utility I like Ion heads. On sustain it hits just as hard as a Rail-head. I
would still be taking both in my lists if I wasn't trying to find a use for FWs.

As stated above, I agree with Dobbsy on this.

I suggested dropping the seeker from the Rail-head a while back and making it
WYSIWYG as they come with burst cannons in the pack. This would definitely make
them different beasts

I converted all of mine to have SMS. Also, I see this as list fiddling, with limited potential for improving the overall balance. So I would prefer that we not go there.

AT4+ is *way* overstating the capabilities of an Ion Cannon.  It's only Strength
7, on par with an autocannon, with 50% more shots.

Actually, it has a boosted BS, so it hits better with those three shots. So, I don't think it is "way" overstated and is certainly not something that sticks out as unbalancing the list.

For this go around, the tank stats will most likely stay as is. We'll test the core formations in conjunction with the revised Air caste stats and look for synergies and obvious breaks. Once we get past that stage, then we can come back and look at some of these refinements for the next phase of testing.

Cheers,

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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Sun Mar 08, 2009 9:46 pm 
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The Predator's Autocannon (BS4) is still AP5+/AT6+, Honda.

Assuming that an additional shot is roughly equal to twin-linked, that's AT5+.  however, that's a different discussion that I'm going to let go.
=====
I don't think Honda and CS are going to let us add anything to the Rails (assuming that the Rails are properly balanced at 62.5/375 points), so that means we need to drop the cost of the Ionheads.   To do that, we need to split the statcards.

Let's see here:  Armored Mobile Hunter Cadre, 6 Hammerhead Gunships with Ion Cannons.  Upgrades:  Gun Drones, Hammerheads, Skyray, Networked Drones.  325/350 points, depending on whether it's +5 or +10 points per Railgun, compared to an Ionhead (actually 315/345, but that's tweaked to multiples of 25 per the usual Epic standard).

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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Mon Mar 09, 2009 4:14 am 
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Anyone pondered using them as an upgrade to FWs? Ithin kthey'd be quite helpful with the added AT/AP attacks


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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Mon Mar 09, 2009 6:06 am 
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I have and it worked out pretty well.  Makes for an expensive formation, but it works ok.


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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Mon Mar 09, 2009 2:22 pm 
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Anyone pondered using them as an upgrade to FWs? Ithin kthey'd be quite helpful with the added AT/AP attacks


Ding, ding, ding...yes, as a matter of fact, I do that quite regularly. It's another one of those synergies that isn't obvious, but does make FWs more effective.

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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Mon Mar 09, 2009 2:41 pm 
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Quote: (Dobbsy @ 09 Mar. 2009, 03:14 )

Anyone pondered using them as an upgrade to FWs? Ithin kthey'd be quite helpful with the added AT/AP attacks

Way back several list versions I did this.  Like Shmitty said, it worked okay.  As I recall, it was the BTS and I put the Ethereal with the FW to make it Fearless and much harder to wipe out.  Kind of expensive for its on-table effect, imho, but it had additional defensive value in denying the BTS goal.

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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Mon Mar 09, 2009 4:44 pm 
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It might be interesting to try separate the units into two entries.  Have the AMHC consist only of Railheads and the upgrade consist only of Ionheads.  Then they could have differing prices and roles all at the same time.


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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Mon Mar 09, 2009 10:43 pm 
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Quote: (shmitty @ 09 Mar. 2009, 08:44 )

It might be interesting to try separate the units into two entries.  Have the AMHC consist only of Railheads and the upgrade consist only of Ionheads.  Then they could have differing prices and roles all at the same time.

Ooooh![/homer simpson voice]

I like that idea!

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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Tue Mar 10, 2009 3:40 am 
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It might be interesting to try separate the units into two entries.  Have the AMHC consist only of Railheads and the upgrade consist only of Ionheads.  Then they could have differing prices and roles all at the same time

What if people want to take the Railgun upgrade for AT help....?

Nah, keep them as is. It's no big deal. This seems a storm in a tea cup to me. Same points same design. There really is no need to jumble these up just because a few people don't seem to take them. I'm sure if you actually talked to many more players than just on these forums that they would take them too. It's like we're unneccessarily micromanaging this list to a certain extent.

Not every unit in a list has to be uber, or pointed at a lower cost because it seems to be inferior. In the correct circumstances those inferior units might just be a nice surprise.





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 Post subject: [Hammerheads] Why would you take an Ion Cannon?
PostPosted: Tue Mar 10, 2009 4:18 am 
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It doesn't just seem to be inferior, it is inferior.

Why is a point decrease a problem?

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