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Tau Air power, Part 1, Introduction and Fighters

 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Sat Jul 16, 2005 5:25 am 
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Thanks Neal ! (You too may know how to call in CAS, sorry if I forgot you ! ?:;): ?) ?And good points, Tactica ... ?Since the Tau don't have FA and the IG more than any other Epic force, that is part of the armies' predilections or "favor"... Like the way the armies of say WWII. The Russians fought war differently then the Japanese. ?And the same goes for the IG, Tau, Orks, etc. ... :D




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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Sun Jul 17, 2005 12:23 pm 
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First off - yes Baron I don't think there is a problem with the balance of the craft, just its feel. Balance wise the latest changes I believe make it a good thing power/points wise (though I'd change the missile range to 30cm's still - if the argument is its a waste to use a flight of three for a stand off attack why not keep the fighter ranges below 45cm?).

Second, to avoid comments later - I love the Thunderbolt. I guess 90%+ of its sorties for me are ground attack but I have never played an Imperial army that didn't have two along for the ride. I've even painted names on my favorites (I've got over 40) - now I moved away from using micro machines as too many of my opponents groaned! And in what must be almost a hundred games I have lost a grand total of 12 to enemy fire. (How do I know? The dead ones get put to the back of the box and free ones are taken out. Sad I know.) Consistently hunting LV formations they have always made back their points, broken formations and placed critical blast markers. Marauders do suck however.

I am not surprised to see aircrafts be an important component of a Tau army, because these are used to cope with the lack of ranged attacks over 75cm. Our local ork player maxes out on Gargants and fliers too for the same reasons: getting some staying power with WE and some extreme range weapons with flyers.
By the way can you tell us what were the outcomes of these games where you were Flak-heavy for the least?


Good note about Orks - however their air is individually the worse in the game its the formation size and 1+ activation that boost it. Plus 9 strong squadrons strike fear into artillery companies! Gargants seem less universal however. Though I'll never forget Tiny-Tims Great Gargant! Landing craft are starting to appear as the models are bough, but that?s another issue :)

Flak heavy? I see this to be honest as normal flak for my armies and this seems to gel with the other 'competitive' lists I face and see. That?s only incidentally 400 points of flak for both Siegemasters and 'Guard.
The outcomes of the games were for Tau verses IG a Tau win. The Tau shot up my big 'killer' formations (regimental HQ, Leman Russ company) and garrison formations (2 inf companies) using a combination of air to ground attacks (the flak was quickly killed), coordinated fire actions and activation advantage. They had the drop activation wise and the fact I never won the initiative didn't help.
The Siege/Tau game was a narrow win for the humans. The aircraft and tanks destroyed the 15 artillery pieces and 6 flak guns but not before I had killed everything that had ignore cover as an ability. I had 15/16 activations to start with at 3000 points (and over a hundred units) and the objective placement was in my favour (I started the game controlling a Tau objective!). Despite the loss of the support weapons to almost a man the infantry sat in their bunkers and with -1 to hit and a 3/4+ save enough survived to the end of the game for me to win 2-1.
If anything with the siegers I wished for more flak!

Actually Tau flyers do lack the missile pods, and the twin-linked railcannon is quite toned down now.


It was a general comment. See previous post.

*snip* comment on fighter giving slightly better ground maneuvering
Do you think it fits to be better than a Thunderbolt/equivalent

And IMO, you are under-estimating the 4+ save of the nightwing that is the main reason for its high cost. Such resilience allows a Nightwing to fly through flak hot-spots if necessary, and to carry-on ground-attack missions whenever it is intercepted or fired at.

This did jolt my memory about being attacked by high save fliers (from a vault list). Its a point I think I have forgotten as I have become so used to 6+ save fighters and the tactics associated with them (don't get shot at on the approach at the very least) and have got so successful with them I had forgotten there were other ways of flying :)

The problem with your change is that Epic:A is a ground-based game. Therefore, having a flyer that would not be any good at attacking ground units points-wise seems a bad idea.

Not quite so - as a general point certainly they should be able to conduct some level of ground attacks so they are never redundant against the opposition. But an air superiority fighter still has its place - especially with the idea of letting CAP be like overwatch. A squadron of fighters could supplant a lot of flak if it were more cost effective (which would mean cheaper planes).

I have a contrasted view with portions of this topic.
Didn't think that was allowed!

1) E:A is a win/loss game based upon objective control across two of the typical 4 turns.
2) Win/loss is determined by ground units capturing and maintaining objectives. Air units (that cannot land) may only support ground units by design.
3) Air units that due land become immobile targets for a period of time and have their own liabilities from doing so.
4) An army may only have 33% of their forces in Air/spacecraft/Titan points.
5) One must forgo or completely sacrifice spacecraft and titan options in order to have a maximum of 33% of aircraft in their list.
6) Opponents can counter aircraft threat with their own aircraft, or by spending a reasonable amount of points in anti-air flak.
7) A given flak capable unit may fire at more than one enemy formation (assuming range restrictions of course)
8) Flak results are always tallied before aircraft is permitted to fire - so the craft in question must survive its attack run in order to impact the game.

As long as the above remains true, flyers can only have a measured and limited impact on the game. They can never win the game by themselves.
I think the relative "worry" is a bit inflated.
Keep in mind, my statements above are in regard to flyers as a whole and their potential impact on the game. As long as pointed correctly, flyers should never 'dominate' a game of epic:a.
A completely different argument is whether or not a given unit/formation in an army is too 'strong' for its assigned value. 'Strong' meaning a host of definable unit specific values and measurable metrics/game impacts.


First the minor points.
4) and 5) ?- That varies by army, for instance for marines and guard spacecraft aren't included. Guard also have in many peoples eyes better options than titans in the shape of SHT's.
6), 7) and 8) - flak has differing abilities, costs, effectiveness and different planes have different levels of survivability against flak. Plus certain armies are better at killing/suppressing flak than others. Its a massive set of variables that are easily upset as it is not a core part of the game. What happens if I have a flyer with a weapon that completely outranges your flak. Which brings me onto the major point.

How can you 'point correctly' high powered aircraft. Air that can avoid flak for instance - how to point that? Planes that will fly nearly ever turn without fear of crashing or have weapon systems where only one has to get through. The level of threat aircraft face is very variable across armies and lists. Do you cost for an aircraft in ideal situations? How much opposition do you take into account? What about supporting units in the army that can clear flak away from the operational area?
The more powerful he craft the wilder these values become and the more destablising they are on the game. If I go to a tournament I have to design to meet all potential lists. If one list can have flying death cannons I have to design to take that into account. Now Epic is supposed to have a variety of successful armies from each list (bar space marines :) ). Flak options are very limited in every list bar the eldar. This would lead to more and more similar lists with a lot of hydra/hunters/thunderbolts (maybe not thunderbolts) because there is no other available weapon.

My experience when looking at the Tau list as a whole vs the IG list as a whole is that Tau flyers have a greater impact on their success/failure than IG flyers. Tau as a result do indeed rely upon the supporting nature of their air superiority fighters and tiger/white shark bombers, mantas and mooray's to compliment the ground forces for successful engagements.

I don't see anything out of place here. Tau do rely on their air support to be effective against the might of the IG's ground based potential. Your 'normal' compliment of AA may or may not have been the right choice against them but the fact that you felt out-classed a bit is a good thing. Tau should make the IG feel out classed a bit.

Does this mean the unsuspecting IG player could get blind sided if he didn't take enough flak and/or air power to protect himself - sure it does! But I've played against Ork lists that you could say the same thing about. I really don't see it as a problem at all after playing dozens of games with both lists.

Just a reminder, the lists are blind tournament lists. If a list is introduced to the tournament setting for which the lists are designed that does need air to win it would precipate a change in the armies fielded if they wished to defend against this and remain competitive.

Out of interest has anyone ever had one of the 2 hit bombers shot down or found an investment in air power to be ineffective when playing tau? And if so how/why?

So - upshot of all this.

Would the Tau group consider a late change to the Baracuda?
To place it firmly between the Eldar and the Imperium but reflect its greater ability in the air and the fact the tau pilots are still developing ground attack strategies?
Essentially an upped save representing aerial combat skill, fighter-bomber to show the ground side of things is under development and a slightly toned down weapons set so the save advantage doesn't increase the cost of the plane?
Something like
3 for 225
Fighter-Bomber
Save 5+
Light Ion Cannon 30cm AP6+/AT6+/AA6+ Fixed Forward Arc
Twin-linked Burst Cannons 15cm AP4+/AA6+ -
Interceptor Missiles 30cm AA5+ Fixed Forward Arc
Seeker Missiles 30cm AT6+ Guided Missiles
Or maybe 5/5/6 for the ion cannon and the same cost of 250?

I do ask again though if anyone ever had one of the 2 hit bombers shot down or found an investment in air power to be ineffective when playing Tau? And if so how/why?




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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Sun Jul 17, 2005 4:07 pm 
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Dropping the CAP rules and just having CAS and Flak ... is the way we kept Epic from becoming "Air War" and maintaining it as ground forces supported by limited CAS ... ? The Air2Air, IMO, is another dimension for another game just like some guys are pushing for ATIII ... :D




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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Sun Jul 17, 2005 5:04 pm 
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Quote (The_Real_Chris @ 17 2005 July,12:23)
Would the Tau group consider a late change to the Baracuda?
To place it firmly between the Eldar and the Imperium but reflect its greater ability in the air and the fact the tau pilots are still developing ground attack strategies?
Essentially an upped save representing aerial combat skill, fighter-bomber to show the ground side of things is under development and a slightly toned down weapons set so the save advantage doesn't increase the cost of the plane?
Something like
3 for 225
Fighter-Bomber
Save 5+
Light Ion Cannon 30cm AP6+/AT6+/AA6+ Fixed Forward Arc
Twin-linked Burst Cannons 15cm AP4+/AA6+ -
Interceptor Missiles 30cm AA5+ Fixed Forward Arc
Seeker Missiles 30cm AT6+ Guided Missiles
Or maybe 5/5/6 for the ion cannon and the same cost of 250?
First, this would not place the Barracuda between Imp and Eldar, but firmly at the same level as Imps.
Second, I still fail to see the exact reason for this change, or any other drastic change, for that matter. All arguments so far had been either very vague or only based on fluff. As for 'fluff', only very little official stuff exists at all, spread over BFG, 40K and some very preliminal stuff written by me in the experimental Epic Tau list. Nothing to base unit stats on, to *that* degree.
For the record: All comments by playtesters so far was 'they are okay'.

I do ask again though if anyone ever had one of the 2 hit bombers shot down or found an investment in air power to be ineffective when playing Tau? And if so how/why?
I *often* had my bombers shot down, by Hydras, Blitzens, Hunters, Chaos War Altars and various Interceptors.
I *have* felt points spent on flyers didn't have a huge effect on a game (to the point of 'not worth it'). Especially with the new TK Whiteshark, whose TK firepower was wasted in many games because of lack of fitting targets - blowing up 5+ or 6+ save vehicles hardly pays at that point cost.
At other times, flak was so tight (This happens in almost all games of 4K+) that air also had a very limited use...
Up to now, I have found the Tigershark ineffective in every game, especially in the bomber role, that's why it has received a better ground attack.

Have you ever found taking arty ineffective when playing Imperials? I haven't succeeded in shutting down arty before turn 2, in the best of all cases. Whenever winning initiative in turn 1, any Imp army with arty tends to leave a nice hole in my formations (especially with disrupt or ignore cover), an alpha strike that isn't possible with airforce due to the presence of flak.


PS: As others have already noted, Epic is a system about *ground* combat. Hence, even fighters will spend a fair amount of their time perfoming G/As, within the scope of an *Epic game*.

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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Sun Jul 17, 2005 5:10 pm 
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All good points Jimmy !  And you are our resident Tau expert ! :;):

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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Mon Jul 18, 2005 2:56 am 
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Quote (The_Real_Chris @ 17 2005 July,12:23)


How can you 'point correctly' high powered aircraft.

I'm not a developer, but if your asking me to guess... I'd say you take your best educated guess considering the various stats of the vehicle in question first. Then start playtesting the list with the hypothetical aircraft against various opponents. Then, after the game is resolved, switch sides and let the other guy play your army. After several games and tracking data, one should get the feel for how the list as a whole is working with the hypothetical craft. One should be able to glean whether certain tweaks in powers/points are necessary for the game to generally win ~50% of its games agiast various opponents regardless of who's playing the list.
[/quote]


Air that can avoid flak for instance - how to point that?

Hmm... just move the flak after it enters the board or use CAP.


Planes that will fly nearly ever turn without fear of crashing or have weapon systems where only one has to get through.

This argument sounds more like a phobia rather than a realistic event we are currently seeing in the Tau list. I know you have a general fear about air power, but in context of the way the *Tau* list is playing, I really don't think this level of concern is justified. Keep in mind, the Tau barracuda has an armor value of 6. Their are far worse things out there - see eldar 4+ plus their fields.


The level of threat aircraft face is very variable across armies and lists.

Agreed, some lists deal with aircraft better than others. All have an adequate amount of flak IMHO though. That's a seperate debate though.


Do you cost for an aircraft in ideal situations? How much opposition do you take into account? What about supporting units in the army that can clear flak away from the operational area?

These are questions better left for a designer. See above for how I would approach a point cost. I think you have to look at a given vehicle in respect to the rest of the list.

If you want to talk extremes... in a hypothetical list that only had AP targets for its ground based formations and had no LV, tanks or WE's and all ground units had NO armor saves and the guns they carried were small arms only... how much airpower would be justified to support the infantry? I would say quite a bit if the list was to be formidable and compete with other lists.

The point here is that Airpower and its cost is relative to the rest of the army it will be in support of. As previously noted, in our games, Tau airpower seems to adequately support the ground formations without going over the top or falling short.




Flak options are very limited in every list bar the eldar.

Hmm... we disagree here. My chaos and IG both have ample AA cover. Obliterators deal an amazing amount of flak in my experience. Where they come up short, helltalons fill in the gaps nicely. As a whole, my chaos has Zero issues with enemy aircraft - heh, including tau.

My IG take plenty of hydras. I take hydra batteries to defend the artillery (never take Arty cos thoughh) and the hydra in the tank co does nice to add sparce coverage where needed. The tbolts are used to finish off whatever else flak can't finish off. My IG have Zero problem with enemy aircraft thus far as well.

I've not played AMTL yet, but my plans are to do so in the very near future. Each Reaver and Warlord in that list can take carpace upgrade to give them a carapace hydra! In addition, they can buy hydra batteries. No shortage of flak there. I don't even see a reason to take the 0-1 tbolt squadron of 2 or 4 planes in that list. Again - that's theory, haven't played that list just yet.

I've ran the orks on numerous occassions. They don't have the flak that other armies do, but they can take a fair amount sparcely here and there. Their formations are so big, that enemy aircraft short of bombers don't have much of an effect on them anyway in my experience... exception would be enemy transport craft, but its not the craft or the flak that's in question there, its the units on board and the calculated risk in combat that's the question. Orks also have 9 strong fighter squadrons. These things can rip up a fighter or two if need be. Orks don't play the defense card much, but their offense is pretty impressive.

As long as any new 'plane' and its accompanied list was playtested against the gambit of armies out their and points/ability tweaks ensued to gauge a general 50% win/loss record on average, I think any hypothetical ork issues (or others) that may arrive could be addressed adequately enough.


This would lead to more and more similar lists with a lot of hydra/hunters/thunderbolts (maybe not thunderbolts) because there is no other available weapon.

TRC, don't know what to tell you - we disagree. This is pretty much speculation here. I think you fear the arms race in airpower. Again, as long as playtesting was vigorously conducted trying to 'break' the new list with new hypothetical airpower against the gambit of lists - such issues would be avoided and rectified as necessary before the list hit the presses. Again, I think development and playtesting will address these concerns assuming all champions and jervis are interested in an overall balanced environment. Any ability is achievable as long as points are accurately assigned... which develpers and playtesting with the list the flyer is intended for - will have to define.


Just a reminder, the lists are blind tournament lists. If a list is introduced to the tournament setting for which the lists are designed that does need air to win it would precipate a change in the armies fielded if they wished to defend against this and remain competitive.

I would say shame on the judge in question for designing a tourny/scenerio/setting where one or more lists can prosper out of the gate. Current lists in development have to be designed around a common element or expectation of play. The tourny environment as described in the book is that context.

A rogue judge could make a scenerio that says he whom which has more infantry in the center of the board at the end of the game wins... how do you think IG and Tau would hold up against chaos in that mode? That's not a fault of the IG or Tau list or even a fault of the chaos list - it's a bad design for a tourny scenerio.


Out of interest has anyone ever had one of the 2 hit bombers shot down or found an investment in air power to be ineffective when playing tau? And if so how/why?

I've had my Tau 2-hit bombers shot out of the sky on numerous occasions. Read the crit. I've also just had the rittled experience of too much enemy flak to make good use of the plane in question. Interceptors are usually the number one threat. I fear them more than flak typically as once you get out there, you are a sitting duck. A good tau player will angle to shut down the opponents activations to draw out the enemy planes prior to putting his own on the field. That way, you can try and protect your precious and needed payloads. This is not always doable. Some lists/games - its just hard niegh impossible to out activate the opponent. Tau bombers aren't cheap.

Heck, playing my guard, I've blown marine transports and eldar transports out of the sky. Deploy in castle formation and wreck them from afar drawing them in to ground assault you - bring the flak to bear on them. Has worked on more than one occasion.

I've moved my Tau bombers and dropped their payload just to have the enemy counter by moving double and placing all his flak in range - poof* bye, bye tau bomber ;( (that's happened more than once too...)


Would the Tau group consider a late change to the Baracuda?
To place it firmly between the Eldar and the Imperium but reflect its greater ability in the air and the fact the tau pilots are still developing ground attack strategies?

Well, I disagree with this statement. Eldar airpower is better than Tau IMHO when coupled with their list, its devistating. The eldar have the 4+ save vs. the 6+ save of the tau barracuda. Don't forget their fields and the quality of their weaponry. Their survivability factor is quite high by comparison to the Tau.

Regarding motive for placing tau craft inbetween IG and Eldar, well - I think the lists as a whole are just that. I don't think you can single out specific elements of lists and then say 'adjust'. IG out class the tau armored cav component. Eldar have massive amounts of rule breaking activation rules, skimmer technology that surpasses the Tau all day long, and they have weapon technology and firestorm flak capabilities that look down on the tau tech to say the least... know, as a whole, the tau list definitely has its challenges against Eldar. I've yet to see anyone in our group play Tau against the Eldar and beat the Eldar. I've seen draws though. I definitely see NO justification in game results for this request.


Essentially an upped save representing aerial combat skill, fighter-bomber to show the ground side of things is under development and a slightly toned down weapons set so the save advantage doesn't increase the cost of the plane?
Something like
3 for 225
Fighter-Bomber
Save 5+
Light Ion Cannon 30cm AP6+/AT6+/AA6+ Fixed Forward Arc
Twin-linked Burst Cannons 15cm AP4+/AA6+ -
Interceptor Missiles 30cm AA5+ Fixed Forward Arc
Seeker Missiles 30cm AT6+ Guided Missiles
Or maybe 5/5/6 for the ion cannon and the same cost of 250?

I do ask again though if anyone ever had one of the 2 hit bombers shot down or found an investment in air power to be ineffective when playing Tau? And if so how/why?

This would almost be a tbolt! Ulgh!

As the Barracuda works great in the list (not to strong, not to weak), and considering the GM and Ion cannon changes on the horizon, I really don't think the change is justified. Outside of a general fear of airpower, I'm not sure your request is even based upon any playtest experiences of the tau list being too strong.

Not to mention, I've generally disagreed with the perspective you have on flyer power as a whole. We even disagree with the value of a tbolt in the IG list... so... my vote, for what its worth, is going to be no. I would hope that JG continues to use game results/experiences as an indicator before such changes are considered. I would hope that airpower in the Tau does remain 'strong' as I feel its not only in lines with the fluff, but also required for the rest of the list to perform solidly as a whole.

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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Tue Jul 19, 2005 6:09 am 
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Very Good points ! And I have always wondered how Tau vs. Eldar would work out since my Tau are SIB !  Thanks for the insights ! :)

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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Tue Jul 19, 2005 9:41 am 
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First, this would not place the Barracuda between Imp and Eldar, but firmly at the same level as Imps.

Just out of interest hows that? Its twice as survivable on the approach now as the imeprials so a better attacker despite having similar stats.

Second, I still fail to see the exact reason for this change, or any other drastic change, for that matter. All arguments so far had been either very vague or only based on fluff. As for 'fluff', only very little official stuff exists at all, spread over BFG, 40K and some very preliminal stuff written by me in the experimental Epic Tau list. Nothing to base unit stats on, to *that* degree.
For the record: All comments by playtesters so far was 'they are okay'.


Fairy snuff, thanks for reading though :) And I should stress I've never said the planes are unbalanced or off, just that the description doesn't seem to quit gel with the ?planes abilities. Indeed when playing them didn't didn't seem as bad as, say, a formation of nightwings using my leman russ for target practice.

Have you ever found taking arty ineffective when playing Imperials?
I have to answer :) Yes. I was playing a marine airborne/drop army whoose first target was indeed the artillary! Sorry couldn't resist sharing that (and very nicely painted the marines were as well).

an alpha strike that isn't possible with airforce due to the presence of flak.
I agree with the alpha strike sentiment. Air needs preperation (shutting down flak assets, drawing units out, dealing with enemy interceptors) and its true strength is felt more towards the end of the game - which can of course increase its percieved power by a 'helpless' enemy.

PS: As others have already noted, Epic is a system about *ground* combat. Hence, even fighters will spend a fair amount of their time perfoming G/As, within the scope of an *Epic game*.
True, thoug I would like to see at some poit in the future a list that actually has a near dedicated air interceptor at reasonable cost. The nightwing comes close but still seems to lack a little punch in the air when going after tough targets.

Also the points are generally vering off into general air combat, especially Tacticas (below) so with a few exceptions I'll decamp to this thread
http://www.epic40k.co.uk/epicomm....8&st=30

How can you 'point correctly' high powered aircraft.
I'm not a developer, but if your asking me to guess...

Tis a general point and I'll switch threads with it.

This argument sounds more like a phobia rather than a realistic event we are currently seeing in the Tau list. I know you have a general fear about air power, but in context of the way the *Tau* list is playing, I really don't think this level of concern is justified. Keep in mind, the Tau barracuda has an armor value of 6. Their are far worse things out there - see eldar 4+ plus their fields.

Sorry tactica it was a general point in relation to a general question, note no mention of any Tau aircraft there. I think the Barracuda has come a long way from when I first faced it and is a far better plane now.

I definitely see NO justification in game results for this request.
Well it isn't based on game results is it? :)

As the Barracuda works great in the list (not to strong, not to weak), and considering the GM and Ion cannon changes on the horizon, I really don't think the change is justified.

I didn't think the Tau Baracuda ion cannon was changing as it has a different stat line to the main one already.

Outside of a general fear of airpower, I'm not sure your request is even based upon any playtest experiences of the tau list being too strong.
When I first read it I thought I was being accused of no playtest experience! :) Request is based on getting a fighter that fitted my view of the fluff that had been written about it - primary air defence unit now exploring ground attack missions.

We even disagree with the value of a tbolt in the IG list... so... my vote, for what its worth, is going to be no.

I think I'm alone in my love for the thunderbolt. Still I'll never forget the game against a flak light large LV Ork force where I had a full 33% of the buggers!

I would hope that JG continues to use game results/experiences as an indicator before such changes are considered.
A general point and not one that in any way relates to the tau in any way shape or form (enough disclaimers?) I think if someone points out a unit doesn't fit its background (that sentinel is great for frontal assualt and very balanced at doing so, but its not a very good
I would hope that airpower in the Tau does remain 'strong' as I feel its not only in lines with the fluff, but also required for the rest of the list to perform solidly as a whole.

TRC, don't know what to tell you - we disagree.

But the world would be ever so slightly more dull if we agreed over everything. Tell you what, my Epic army is bigger than yours and will beat you if we ever meet :)

As I said general points all shifted to
http://www.epic40k.co.uk/epicomm....8&st=30




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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Tue Jul 19, 2005 10:28 am 
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Quote (The_Real_Chris @ 19 2005 July,09:41)
But the world would be ever so slightly more dull if we agreed over everything. Tell you what, my Epic army is bigger than yours and will beat you if we ever meet :)

Yeah, but my Tau were more expensive ?:cool:


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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Tue Jul 19, 2005 5:02 pm 
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At other times, flak was so tight (This happens in almost all games of 4K+) that air also had a very limited use...


Are your opponents choosing this level of flak with the knowledge that they are facing Tau?  If so, I think predominant flak is a possible sign that the air is too powerful.

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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Wed Jul 20, 2005 2:46 am 
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Quote (nealhunt @ 19 2005 July,17:02)
At other times, flak was so tight (This happens in almost all games of 4K+) that air also had a very limited use...


Are your opponents choosing this level of flak with the knowledge that they are facing Tau? ?If so, I think predominant flak is a possible sign that the air is too powerful.


Are your opponents choosing this level of flak with the knowledge that they are facing Tau? ?If so, I think predominant flak is a possible sign that the air is too powerful.

In our games, we typically see this level of flak when the flak unit is good in more than just a flak role. Example: IG hydras are good at more than just flak, they are pretty good mid range AP. Ex2: obliterators are 3 role or multi-purpose units that just happen to be very good at AA too.

I think the point made is interesting. When you play against orks, do you build your list against the 9 man fighter squadrons, take extra AT to deal with all the vehicles and WE and Gargants or mob countering weapons? If you say yes to any of that, does it mean they are too strong in these areas, or these are simply powerful elements of the Orc list you expect and thus play the meta game against? How about when you play against IG, do you expect the rough riders, leman russ, shadowswords, and infantry co's? How about the deathstrikes or Manticores? Do you expect and thus plan to deal with it? Are these elements too strong, or are they defining units that are in addition what make the list successful? ["you" in the general sense, not directed toward anyone in particularly] [also, all are rhetorical questions]

When folks play against the Tau and expect the airpower to have to be dealt with, I don't think that alone is justification to deduce that airpower in the Tau army is too powerful. [and not implying that NH or anyone else thinks that way - just a general statement] I think it simply means Tau has defined itself in the same way as Orcs and IG.

Game results against various opponents playing various armies should deliniate whether or not the Tau airpower is too strong IMHO.

[EDIT - bracketed text added to clarify intentions]




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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Wed Jul 20, 2005 2:10 pm 
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I said it was evidence, not definitive proof.

If it is simply a case of "why not" take the the flak units in a large army (4K+), that's fine.  It may very well just be JimmyGrill's playing group that adopts that philosophy.  As long as similar decisions are made against most armies, it's probably fair.

That's why I questioned it based on whether opponents were doing it because they knew they were facing Tau and felt the flak was specifically necessary.

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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Wed Jul 20, 2005 4:06 pm 
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As I already stated in the general aircraft thread, he did it to shut down any air attacks against his formations, not because he felt he *had* to do it.

These two games (one 5K, one 4K) saw the AA defences trumping my (considerable) airforce almost totally, giving his own bombers/fighter-bombers almost free reign - Tau flak notwithstanding.

Actually, I gave the 4k-too-much-flak example as an example where airpower didn't pay at all, which TRC was asking for...

So, I guess you can't take an example where air didn't get any significant role in a battle to deduce that air is too powerful  :laugh:


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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Wed Jul 20, 2005 4:28 pm 
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It does however perhaps illistrate a problem with air that doesn't have extreme ranges (range 60+ main weapons) as a lot of flak is intergral so as you take more, say, leman russ and mech formations the amount of flak rises and the way it works makes the coverage to powerful - though this is of course more for the general air thread.

Back tot he Tau - This could raises a problem in fact for the Tau list which is do they actually need air as operating it in high point games will be more fraught therefore placing them at a dissadvantage. Not a problem for the mid point but a problem for larger games.





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 Post subject: Tau Air power, Part 1, Introduction and Fighters
PostPosted: Wed Jul 20, 2005 5:41 pm 
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Quote (JimmyGrill @ 20 2005 July,16:06)
As I already stated in the general aircraft thread, he did it to shut down any air attacks against his formations, not because he felt he *had* to do it.

Yep.  I was just responding to Tactica's question, explaining my reasoning as it were.  If he just wanted to shut down all enemy air, fair enough.  That's why I asked.

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