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Tigershark

 Post subject: Tigershark
PostPosted: Mon Jan 16, 2006 11:18 pm 
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Quote (The_Real_Chris @ 16 Jan. 2006 (15:46))


Quote (Tactica @ 16 Jan. 2006 (20:05))

Leman Russ etc


Actually I've done it twice if you check the two games against Imperials. The massive actvation advantage was a help, as was the fact each attack does a blast marker.

Sure, but we are talking about v4.3.3 now... those changes were put in place, in part due to your report of the abuse possibility.


Even assuming I'm not done my manovering correctly

Or you have done your manouvering correctly and the opponent has done his job countering your movement to force flak zone violations that you don't want to get into.

to have a go with my secondary weapons and only kill 1 thing with each plane the formation breaks long before all five have activated. After two attacks the formation is down 2 tanks and up 4 blastmarkers.

Assuming you've won the initiative
Successfully activated on 2+ twice
Not lost a plane upon approach
And assuming the enemy is not in cover at deployment

Yes, I'd agree - 2 tanks and 4 blast markers.


So my planes have completly crippled the best Imperial formation facing me.

That may or may not be accurate. An IG co can have more than just the 10 base tanks. It can also have some infantry in chimeras, more lemans, and a hydra flak - points investment going up of course... but the point is although they are supressed, they can manipulate the units to make the suppression affect different units. Crippled may be strong, but if we are only talking about a base leman co, that's fine... but as long as we agree there are a host of variables at play here.

Sure it could sit there and not advance, luckily its short range and my objective placement means I am now 1 turn closer to victory.
Short ranged? I thought you were the one saying tau 75cm is long range? Lemans have 75cm main gun as well.

If they have advanced into cover they haven't gone very far, or have had no chance to shoot me. Either way is good.
Situational, but OK. Could move and position the lemans for next turn fire and position the griffons accompanying for indirect at 60cm, lots of possibilities. Its one formation. There may be more models. To say that they aren't going very far - well, perhaps. they only go 20cm - if they want to move cautiously and then move a full move once out of the terrain, they will increase the range of those 75cm tanks pretty quickly. Its debatable whether they would or would not have a shot. Very situational.

And is the entire Imperial army going to be doing this?
Well, Imperial armies may or may not be doing a lot of things, but you don't have an entire army of planes, so I doubt the entire imperial army would need to hug cover, but they might deploy in it where necessary. At least they would deploy under the flak umbrella. Lots of options.

And to be frank if faced by 900 points of Marauders or even Eldar bombers I'd be a lot more chipper as my tanks actually have a chance of surviving unbroken, and due to their shorter ranges, a far greater chance of blowing them out of the sky. Not to mention they don't have as many activations as the TS, are easier to shoot down anyway etc.

That's no argument... LOL, of course your tanks would be safer against those planes, they are not designed to hunt RA tanks... if I had 900 points of Mauraders, or Hell talons, or Eldar toys... I suspect there would be plenty in your list that was shaking in their boots - so they wouldn't be targetting LRMBT with RA - they sholdn't be - other stuff will do that!

AX-1-0 will hunt the Heavy armor, SHT, Titans.

The regular tiger shark wouldn't be hunting those targets even - LOL.


2 AX-1-0 Tiger Sharks, you get the first turn, and your first two activations... against my LRMBT company - in cover (mine always will be unless the table just doesn't allow it) will also have a hydra flak tank in it at minimum and will have nearby flak - best you get is 2.x kills for your 2 activations and 350 points if you are lucky needing 5+ to hit with your v4.3.3 main weapons on the AX-1-0.

Well, I'd be using them last probably after the rest of my army had attempted to break the hydra batteries (fairly easy in my experience if you get a clear line of sight),
Great - then we can agree that you won't be taking out my LRMBT before I get a go with them as you won't be taking out my most expensive, lustrious, powerful IG formation with your first two runs then. You'll have to deal with the other stuff protecting them first - I fully agree. Which means I probably will get to activate the LRMBT while they are relatively sound... which means if you want to continue your montra, you will have to go after other targets, which means the LRMBT will either live or you will break your plan to continue to go after new 'fresh' formations that haven't activated yet.

:)




I guess the only way I'll ever have to show you how I use aircraft is to do it in front of you, perhaps one day we shall meet :)

Guess its the only way I'll have the option to show you how to counter the air threat too. ;)


Sure - you build it (v4.3.3 0 or current if one comes out sooner) and I'll put it to the test. I'll play it against my best IG/bug player. (he'll probably play IG as he's more comfortable with them and the list is stable) I'll then also reverse roles with him (time permitting) and he'll run the Tau vs. his own IG that I'll then play. I'll get 2 batreps from it and post them both here. Sound good?
You pick. I'll do it however you like it.

I'm trying to do the same with an Elder/Nid player and he's using Eldar for the same reason :)

It should be a regular 'tournament force' so have as much flak as you normally have, but 2000 points of Hydra would be execessive :)

LOL - that's fair. :) I won't be building the force, he will... however, be assured, it shouldn't be anything close to that! Batteries are usually avoided or taken just a few of, typically we see dug in hydras and then maybe one or two formations of hydra batteries. As you've pointed out, the batteries cn be easy to deal with if planned for. Sometimest he cover and deployments don't allow for it though.


So no special response to the Tau air armada.

5 Tigersharks
4 Pathfinders
Crisis and supreme commander
2 ion Hammerhead formations, 1 network upgrade
2700 points
Top tip is to hide a lot and let the planes deal with the big stuff, stick to shooting up infantry and the like (crisis and pathfinders seem to be quite good against garrissoning infantry). Markerlights on the LR and similar help as well with the MW tigershark shots.
Also let the guard player go first if possible, take the manticores and whatnot on the chin. Idea is to make him run out of activations and have free run with the planes.

Got it.

Also when being shot by manticores make sure the scouts are inside the apc's, not outside (baffles me why people do this).

Dually noted.


Looking forward to that batrep. NOTE: I'm assuming you'll be playing v4.3.3 against him.

Definatively, as it boosts the Tanks and Crisis :)


Great.



LOS woods

Well sure, you have LOS but it says nothing about negating the cover save. Indeed to shoot you I have to have LOS, but then I get -1.

Makes a big difference I suspect to our respective games and tactics. Incidentally I agree about it being easier to see out rather than in, but thats a level of detail Epic doesn't go into, somethings obscured or it isn't. The degrees of cover of say woods vs ruins and similar are all a -1. If you wanted to get more detailed I'd claim a +1 every time my artillary shelled woods to get at infantry and similar modifications (as its now easier to get the little buggers).

think of it this way - your tank gets -1 as you have one shot only, I get -1 as I have to lay fire into a big area of the wood in an attempt to get you.

perhaps it should be -1 and -2 back but thats not something Epic goes into. instead it uses a black and white measure - you are either in or out of cover, shooting through or not shooting through an interveening obsticle.


I'll definitely look into this one. I do believe it would impact tactics.

Cheers.

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 Post subject: Tigershark
PostPosted: Tue Jan 17, 2006 12:16 am 
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[quote="Tactica,16 Jan. 2006 (22:18)"][/quote]
The second game vs Imperials was the lastest list.

Assuming you've won the initiative
Successfully activated on 2+ twice
Not lost a plane upon approach
And assuming the enemy is not in cover at deployment


Actually I was talking about activating after the other formations in the Tau army.

That may or may not be accurate. An IG co can have more than just the 10 base tanks. It can also have some infantry in chimeras, more lemans, and a hydra flak - points investment going up of course... but the point is although they are supressed, they can manipulate the units to make the suppression affect different units. Crippled may be strong, but if we are only talking about a base leman co, that's fine... but as long as we agree there are a host of variables at play here.


Well a full flight of 5 - assuming you make the failed activation re-roll - would do a minimum of five kills and 10 blastmakers, breaking a 15 strong formation (and in the process sniping the commissar no doubt). Course if infantry and stuff is in there as well it gives an option to use the AV weapons and non RA stuff will die quicker to the secondary attacks.

But yes there are so many variables we will just run round in circles talking :)

if they want to move cautiously and then move a full move once out of the terrain, they will increase the range of those 75cm tanks pretty quickly. Its debatable whether they would or would not have a shot. Very situational.

Of course, also all depends on how much terrain you are using (we use 2 pieces or equivalent per 2x2 area so on a 6x4 board thats 12) etc. Generally though you can set up the Imperial objectives 60cm from their base line (and I often put them on opposite table edges) so never mind your own, just getting to theres can be tricky.

Objective placement also makes a big difference in all this. Indeed I reckon my siege army often wins or loses based on where they all go and the forces invloved.

but you don't have an entire army of planes, so I doubt the entire imperial army would need to hug cover, but they might deploy in it where necessary. At least they would deploy under the flak umbrella. Lots of options.

What, no 15 thunderhawks? :) I think most armies and feral orks can shoot up a hydra battery, that down most Guard armies have gaping holes appear in the air cover, or have close range cover from an embedded Hydra only (which I am often tempted to wild weasel, the odds are with me after all :) ) which will get suppressed eventualy as it lacks the range to hit me on the way in.

Great - then we can agree that you won't be taking out my LRMBT before I get a go with them as you won't be taking out my most expensive, lustrious, powerful IG formation with your first two runs then. You'll have to deal with the other stuff protecting them first - I fully agree. Which means I probably will get to activate the LRMBT while they are relatively sound... which means if you want to continue your montra, you will have to go after other targets, which means the LRMBT will either live or you will break your plan to continue to go after new 'fresh' formations that haven't activated yet.

Well, its a general rule :) The rest of the army can have a go at it. generally I'd wait until I'd had my other 7 activations to see what the flak situation was before committing the 5 activations of planes.

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 Post subject: Tigershark
PostPosted: Tue Jan 17, 2006 12:46 am 
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It should only take ~4 kills to break a Russ company with Hydra, once you add in BMs for coming under fire.  Even with all targets in cover (not easy to do and still be able to shoot), 4 TS will have a good chance to do that.  That's 700 points v 700 points.

For a regular ground force to break equal points of its preferred target in one turn is fine, even expected.  However ground units require greater coordination and/or have greater subsequent vulnerability.

For an aircraft formation to even come close to that is not balanced, so the whole "that's what they are meant to do" angle holds no water with me.


Compare ideal targets for other aircraft.

Fightabommas v mounted infantry.  400 points of FBs against an IG infantry company in the open (using only vehicles for cover) average ~4 kills.  Even if you split it up into 3 flights to max BMs, that doesn't come close to breaking it.  And, of course, better cover saves improve that dramatically.  Sure, they have other uses, but they are dramatically more vulnerable to flak defense, too.

Or for bomber comparison, Eldar v the same formation. 400 v 400.  With a reasonable spread on the target formation, say 4 targets under the template, but still in the open a formation averages just about 4 kills, with an extra couple BMs from the Disrupt.  Still not enough to come close to breaking the company.  Again, they have to get within 15cm to max out firepower, leaving them more vulnerable.

Or if you think a horde target comparison is not a fair comparison, use something more elite.  Versus SM Tacticals with 4 Razorbacks to bring it up to 400 points, your kills drop to ~3 and ~6 BMs, again nowhere near broken.

Or versus Guardians in Wave Serpents, you go back up to close to 4 kills/7 BMs total, which has a good chance to break them.  Of course, that's only 350 points, so the aircraft are at a 12-15% advantage.

And, again, that's assuming ~4 targets under one template (not in our play group), formations in the open (right) and lower amounts of flak coverage relative to the lower range on the comparison aircraft.


Even if you grant that the effectiveness of a AX-1-0 drops more quickly against non-ideal targets, it's still out of line with ground attack aircraft from other armies.

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 Post subject: Tigershark
PostPosted: Tue Jan 17, 2006 1:16 am 
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TRC,

I agree, lots of variables and we can go round and round.

Suffice it to say that the AX-1-0 has a powerful main gun, you'll get no disagreement from me.

It may be that it needs to go back to single shot... more playtest will tell.

As previously noted, needs more playtest to see if previous problems exist.

I'm fully prepared to say that its too powerful, post some more playtest. I'm also prepared to say its balanced but new toys create new lessons. I just need to see it tested out at this point.

So, to avoid this 15 page debate going on further and in more circular fashion than it already has, I trust that you'll let us know how the next results go with Mr. Eldar. Good luck to you - I hope you blow him out of the water so we can see that the plane is indeed broken still.

NH,

Fully appreciate the perspective. If its over the top for the points, then CS needs to adjust something somewhere.

The last thing I want is for someone to say - we can't play with the piece in our tournys / group - the piece is too over the top. However, before I concede that postion, I'd like to see it for myself too.

We got a good start setting up the game room set up last weekend. I should be able to arrange a couple games this weekend. I have the v4.3.3 TS in my sights for trial this weekend.

I'm trying to arrange the games after I type this.

I'm fully prepared to conced that one of the many single shot suggestions are in order. I'm only one person though.

I'm sure we'll soon find out as the masses start playtesting this and sending in the reports. I'm hope to contribute to that mix.

cheers,





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 Post subject: Tigershark
PostPosted: Tue Jan 17, 2006 3:43 pm 
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However, before I concede that postion, I'd like to see it for myself too.


You'll probably never see it because your group's play style apparently works differently.  Every group has its quirks.  I never saw many of the old BL problems in person even after trying to duplicate specific descriptions of abuse.  It's just funny that way.

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 Post subject: Tigershark
PostPosted: Tue Jan 17, 2006 4:56 pm 
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Quote (nealhunt @ 17 Jan. 2006 (08:43))

NH,

Well - hmm... I guess I'd at least like to try to recreate it. Using the list that TRC put together, I'd like to see if I (or in reversing the tables) my opponent can pull off the same results against me using his list.

If I can recreate it - with different play styles, there's absolutely a problem. I would concede my desire to playtest further and would back you guys up on a recomendation to change.

However, if I cannot reproduce, then I will respectfully default to the masses but suggest we make minor changes as needed to achieve balance and acceptability by the masses as well as being mindful to CS's vision.

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 Post subject: Tigershark
PostPosted: Tue Jan 17, 2006 6:04 pm 
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I have: all the original IA books (the thin softcover ones), IAvol1 (Guard), Vol2 (Marines & =I=), and Vol3 (Taros), except the 2004/05 Updates.  Based on those, Eldar fliers are _not as well armed_ as the Tau 'cuda, although the Vampire Hunter is broadly comparable to the AX10 (comparing FW stats to FW stats).  The Eldar fliers are disgustingly fast, 3300 to 3600 kph, while tau fliers are in the 2100 to 2400 kph range.  (I will refrain from smacking FW about 'Trans-atmospheric aircraft' that can't leave the atmosphere)

I need to apologise, had some stuff come up this weekend and forgot to bring in IA3 for the AX10's debut fluff.  It may be thursday before I can get back online.

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 Post subject: Tigershark
PostPosted: Tue Jan 17, 2006 8:16 pm 
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Lion,

Thank you for commenting on armorment and speeds.

Cheers,

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 Post subject: Tigershark
PostPosted: Fri Jan 20, 2006 1:55 am 
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Well, the tuesday game was unavoidably canceled, so i played marines vs eldar instead with a different chap. The same Eldar player had a go against the Tau Thursday. I'm unsure as to his Epicomms name, and don't know if he would want his real name up, so until he posts the bat rep he shall remain nameless..... :)
The game didn't last long in turns however, by turn 1 1/2 the Eldar surrendered. Bat rep to follow.

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 Post subject: Tigershark
PostPosted: Fri Jan 20, 2006 3:38 pm 
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My game for this weekend also fell through.

Though honestly, we probably would have tried out the Nids instead of Tau...

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 Post subject: Tigershark
PostPosted: Sat Jan 21, 2006 4:08 am 
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Edited to remove the battlerep to the main Tau thread
Hi

Here is the Battle rep Chris referred to.

Biel-Tan Vs Eldar (2700 points)

You should note that I am relatively inexperienced, and had designed my army to try out an idea (see the battlerep), possibly making it possibly a little unbalanced. Equally, from our subsequent discussions (and this thread), Chris seems to have been trying out some of the theories discussed in this thread.

Finally, from the length of this thread (which I have not read in depth) I appear to be walking into a somewhat heated debate, so I hope you will forgive me if I present a few conclusions drawn from my limited experience.

Comments as a result of the game
(Here I gather that I am probably repeating past discussions, but here goes)

While I managed (with some assistance from Chris) to avoid the majority of the Tau ground fire, my army was ripped to shreds by the Tiger Sharks which consequently seem somewhat overpowered, underpriced or both.

  • Their 3 dice, 45 cm attack is devastating, giving a probability of over 1x MW hit each turn (more at closer ranges), thus laying at least 2x BM on a formation per ?lone? Shark.
  • Although arguably realistic, the 45 cm weapon range (over 2Km under the ?elastic range? principles) allows ?air sniping? at particular targets while minimising or avoiding light or medium AA completely. By luck, I happened to choose the one weapon in any EA race that has a slim chance (1:4) of killing a ?lone? Shark. But . . .
  • The Army points system allows lots of the beggars ? each of which has a 3:4 chance of getting through my one AA unit defence at long range, flattening the air defences, and then taking out all my ground formations with impunity in subsequent turns.
  • Being a DC2 WE makes them almost impossible to shoot down, even by Eldar Pulse AA (at least 2x AA are needed to provide an average of over one hit). Normal AA need batteries of 6 in range to achieve 2 hits on average (assuming AA 5+)
  • A formation of the things is possibly even worse, as they are cheaper and a pair will automatically flatten any AA without trying as they need 4 hits to stop them ? or typically at least 12 dice (at AA5+)

Consequently, I would suggest dropping the WE classification, possibly replacing it with Reinforced armour, and possibly upping the price of each by 50 points to reduce the swarms of the things a tad.

Even so, you need a lot of AA for self protection, which dramatically reduces the formation options in any moderately serious game. IMHO this is a pity as it will tend to spoil the ?flavour? of armies as it obviously reduces the choice of sensible formations which in turn results in a few, ?power? armies per race.

All the best

Ginger





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 Post subject: Tigershark
PostPosted: Sat Jan 21, 2006 10:36 pm 
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OK -

Having now skimmed through the thread to some extent, I gather that the TS stats are based on some "fluff" to the effect that a single ?pilot succeeded in destroying an Imperial Warhound in a single pass!! (presumably being decorated for the feat).

History is littered with similar stories of bravery, heroic deeds etc that are often related by those who were witnesses - quotes like ?"C'est magnifique, mais ce n'est pas la guerre!" ring down the centuries.

But - these comments usually mark out something deemed quite exceptional or rare by the experienced authorities present (hence the medals that often accompany such feats)

Put another way, in a wargame context, the stats should permit this to occur occasionally, but not to be the "norm" - you can work the math, but I would suggest no more than 1 chance in 5 and probably much less (but it should be possible).

The issue here is to consider and build into the stats the possible alternative outcomes - failed initiative (lack of availability), being shot down, missing the target, failing to penetrate the armour, and failing to find the weak spot being amoung them.

Hopefully the "fluff" might also give some indication as to the more usual outcome so :-
  • If our intrepid hero 'braved a storm of fire where many colleagues died',
    :- the range of the TS weapons should be shortened to allow more AA shots, and the TS armour capacity reduced.
  • If 'the remaining a/c were otherwise engaged but this lone pilot . . .'
    :- then increase the initiative roll to 3 or 4
  • If 'the target was usually missed, but a lucky shot struck home' ?
    :-the TS weapons need to have a lower probability (so MW6+ or even changed to AT6+ and incremented to give an increased number of Die rolls to raise the chances of a crit hit)
  • If 'A few of the advanced TS were allocated to support the attack, one of which struck home . . .'
    :- Increase the points cost and limit the number of formations permitted per 1000 points
  • Etc

Having been "abused" by five of these things, (admittedly controlled by an experienced opponent) and extrapolating the effect, I can see no reason why the Tau should ever lose any engagement with such a formation - even in the hands of a relative novice like myself.

As things stand at present, even the loss of one or two to opposing air or ground AA would seem to result in them suppressing or destroying at least 3-4 formations per turn, which would IMHO cripple an opponent unnacceptably, especially if they attack un-activated formations.

All the best

Ginger

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 Post subject: Tigershark
PostPosted: Sun Jan 22, 2006 4:45 am 
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Quote (Ginger @ 21 Jan. 2006 (13:36))
OK -

Having now skimmed through the thread to some extent, I gather that the TS stats are based on some "fluff" to the effect that a single  pilot succeeded in destroying an Imperial Warhound in a single pass!! (presumably being decorated for the feat).

History is littered with similar stories of bravery, heroic deeds etc that are often related by those who were witnesses - quotes like  "C'est magnifique, mais ce n'est pas la guerre!" ring down the centuries.

But - these comments usually mark out something deemed quite exceptional or rare by the experienced authorities present (hence the medals that often accompany such feats)

Put another way, in a wargame context, the stats should permit this to occur occasionally, but not to be the "norm" - you can work the math, but I would suggest no more than 1 chance in 5 and probably much less (but it should be possible).

A "fresh" Warhound would require 5 AT hits, all unsaved, to go from full shields to smoking hulk.  The current TS can only put out 4 AT/MW/TK shots in a turn.  Seeing that the Warhound does not have an "instant-kill" crit, it is already highly unlikley to duplicate the effects in IA:3.  In fact, it would require the following:
Attacker rolling 1x6 and 1x5 to hit with the Heavy Interceptor and Tracer Missiles, then rolling 2x4 to hit with the Railcannons, then rolling a 6 out of 2 chances for a crit.  Then the random direction is determined and the Warhound stumbles D6cm that way into another unit or impassable terrain to take its third and last hit and die.

Possable?  Yes.  Highly Unlikley?  Also, yes.
As powerful and decisive as in the "fluff"?  No way at all.

In other words, we have done the math and the TS is weakened already, and actions described in IA:3 would be far outside the norm and would have far less than 1 in 5 chance of happening.

The issue here is to consider and build into the stats the possible alternative outcomes - failed initiative (lack of availability), being shot down, missing the target, failing to penetrate the armour, and failing to find the weak spot being amoung them.

Hopefully the "fluff" might also give some indication as to the more usual outcome so :-
  • If 'A few of the advanced TS were allocated to support the attack, one of which struck home . . .'
    :- Increase the points cost and limit the number of formations permitted per 1000 points
  • Etc

This would be the only piece of fluff that might apply;  There are no mentions of the range at which the A-X-10 fired, or what resistance it came against other than that it came in low, popped over a slight rise, took down the Warhounds shields with its missiles, them killed it with TWO railgun shots. The book also states that this version had never been seen before by any imperial commander, and was not seen again on Taros after this one sighting.

Having been "abused" by five of these things, (admittedly controlled by an experienced opponent) and extrapolating the effect, I can see no reason why the Tau should ever lose any engagement with such a formation - even in the hands of a relative novice like myself.

This continues to be why I advocate limiting this to one formation of 2 tops (A 0-1 formation).  The fluff supports this, as stated above, IA:3 states that this version had never been seen before by any imperial commander, and was not seen again on Taros after this one sighting.  Moreover, the book estimates that there were 40 Tigersharks on Taros (pg 79), but one A-X-10 appears one time.  Thats it.

Some people think the unit is unbalanced as it is.  Most, however, come to this conclusion only after meeting TRCs bomber-train.  Thats an important distinction.

I really hope that nobody on these boards is suprised that someone took 10 DC worth of bombers against a list that was, for all intents and purposes, devoid of meaningful anti-air defense, and lo and behold, they perform well.  News-Flash:  An IG army heavy in air assets will have them perform above expectations when the opponent fails to take proper anti-air precautions.  This is not Tau-Exclusive

As things stand at present, even the loss of one or two to opposing air or ground AA would seem to result in them suppressing or destroying at least 3-4 formations per turn, which would IMHO cripple an opponent unnacceptably, especially if they attack un-activated formations.
An 0-1 limitation would prevent this.





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 Post subject: Tigershark
PostPosted: Sun Jan 22, 2006 8:48 pm 
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Thanks for the response Heckler, but I think I may have missed something, as I am not that experienced with the rules.

As I understood the rules and FAQ on Titan Killer weapons, don't you get to roll 1x D6 of damage for each TK hit?

This being so, with the two TK railguns on board, you should expect an average of 3x damage from each pass, and up to 12x damage that would need to be saved!

Assuming these are unsaved, that is more than enough to destroy a Reaver! With lucky hits from the other two weapons you could even take out a Warlord - but I agree this is highly unlikely (and just the sort of thing that legends are made of) ? ?;0)

As I said, it is a question of how rare the event is deemed etc, Note, potentially a single railgun could actually have the desired effect.

Also, your insight into the "fluff" is interesting. If the Tiger Shark is deemed that rare, then I would fully support your proposed restriction of 'up to 1 per army', but would seek advice on the wording to avoid the confusion with the "1 per army formation" style of wording that usually prevails in E:A lists.

As to TRC's views, I accept my army was not geared up for an air heavy opponent - but the views expressed were as the result of discussing with him in detail the mechanics of one aircraft attacking the fringe of the AA 'umbrella' and flattening the AA very ?easily! IMHO, this would then pave the way for other air formations to exploit and tear ground troops to shreds.

Yes in hindsight, I could have included 2x or 3x Falcons / Fire prism formations and 2x Nightwings - approx 1100 - 1350 points of AA Vs 875 of Tiger Sharks, but there are several fundamental issues here :-
  • The disparity in the points required (a third of his army Vs almost half of mine)
  • The DC2 armour which makes it highly unlikely to stop a lone A/c, let alone a formation of two, with the effects predicted
  • The way this forces armies to sit under AA umbrellas, making the whole game much too static.
  • And finally, they way this forces people to take armies that do not really match the background for their race to have any sort of decent game, - a sort of "arms race" that ultimately does not benefit anyone
I don't know about you, but I would much prefer to defeat someone through my own skill and cunning - OK perhaps having a better understanding of the rules would help etc, but as things stand, even I with my limited knowledge of the game, could thrash virtually anyone else without really trying
(except possibly TRC) ? :o)

For what it is worth, there seem to be a number of alternatives here, not least of which would be to swap the weaponry stats (or some such) to provide something along the lines of 2x AT5+ at 45 cms and 1x MW4+ TK(2) at 30cms.

This would answer several fundemental issues - that the thing is leathally devastating at long range and is also able to "air snipe" at particular targets with impunity. ?

The 2x MW hits give a probability of at least 1 per shot on normal troops (which is what they will usually face). IMHO this is really OTT - but by raising the TK hits, you still retain the intent to kill a Warlord (assuming you survive the AA etc of course) while reducing the effect on other troops.

(this actually raises the average to 3.5 TK dammage on a single target in line with the above discussion) - LOL


Regards

Ginger





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 Post subject: Tigershark
PostPosted: Sun Jan 22, 2006 9:18 pm 
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As I understood the rules and FAQ on Titan Killer weapons, don't you get to roll 1x D6 of damage for each TK hit?

Ginger, I'm afraid you are incorrect here.  TK weapons do a varied amount of damage as determined by the weapon stat line.  e.g. the Volcano Cannon is TK(D3), so it does 1-3 damage against WE's.

The AX-0-1's railcannon is TK(1) so it does just the one point of damage for each hit.  But, of course, there are only special saves allowed against TK hits, e.g. character Invulnerable Saves or Eldar Holofield saves (also Tau Deflector Shields).

It was brave of you to post your batrep on the AX-0-1, as it has been a highly debated issue of late.  Which is why you might take more flak than is normal (sorry for the bad pun).  TRC had mentioned that he was going to try out his AX-0-1 list against an AA-heavy Eldar list, to prove it was still too good, even against good, some might say the best, AA.

Which is why TRC's "detractors" (on this issue) will point to the lowish amount of AA in your list.

FYI, I tend to agree with the sentiment that aircraft power should be kept quite low, to improve gameplay.  But I accept that this is an unrealistic measure by todays warfare standards.

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