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Comments on version 4.4.1

 Post subject: Comments on version 4.4.1
PostPosted: Fri Feb 16, 2007 5:21 pm 
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CS:
I think that making the Ion Cannon identical across the board on ground and air units in unworkable at worst, and extremely difficult at best. [...] Actually stats are possible, but the ranges could prove difficult.

Yes I meant the to-hit values, not the range. But you're right: let's just wait ion cannon stats for hammerhead get stabilized first.


CS:
I am happy to upgrade the DevilFish with SMS, but only where this would replace the Burst Cannons. I dont necessarily think that it makes a huge difference.
Not a huge difference? Less AP but ignore cover, same range as pulse rifle. The one change I expected to rehabilitate mechanized firewarriors, not to say one of my top-rated change for next ed just behind the firewarriors themselves. It really feels that you do half the work not having this one.


At last, I took a bit of time to make myself to the idea of firewarriors loosing their marking abilities, but I definately can't! Loosing markerlights just makes firewarriors unable to provive any form of support against armoured formations. Something unthinkable for a core troop type, supposedly the backbone of the army. How can we expect to see more of them if they're made so specialized?
And Firewarriors would have seekers on their devilfishs and no markerlights to trigger them? Definitely not.
And I bet firewarriors won't be the only ones to loose the markerlights. Certainly heavy drones will (sick: markerlight is the main reason justofying their presence in the list). Maybe stealth will as tehy don't deserve it especially more (for the record, markerlight is the sole reason I see to field stealth in a crisis formation).

IMO, keep the markerlights where they are now: they make our infantry appealing and encourage people to select a mixed balanced force of infantry and armour. If you're really bugged with pathfinders not being better than firewarriors at their ordinary marking job, let's just have a deadly +2 to hit for them (costed accordingly, of course. But even now pathfinders have the formidable coordinated fire going for them).






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 Post subject: Comments on version 4.4.1
PostPosted: Fri Feb 16, 2007 6:36 pm 
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(Chroma @ Feb. 12 2007,04:16)
QUOTE

(CyberShadow @ Feb. 11 2007,14:18)
QUOTE
Orcas

So, I guess that we are heading towards a limit of each Orca starting the game with at least one formation on board. Limiting the number of Orcas to one per Cadre would partially work, but with the above force list it would still allow five Orcas and may restrict players who actually wanted a 'drop force'.

Not to be pedantic, but maybe this current list is not a 'drop force' list at all; a different Tau army list may reflect that tactical doctrine and it doesn't need to be represented here.

To me, the best solution to the "Orca issue" is "one Orca per Cadre" in the army, but that they can be used to transport any formation(s) that fit in them.

I agree here.  1 per cadre sounds like an easy limiter.  Dobbsy's idea of adding it as an upgrade was something we did with the Dark Eldar Slavebringers; it is a list mechanic I still don't like to this day.

However, it does work and it forces the Orca to be 'assigned' to a specific formation from the get-go while still being an independant WE.

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 Post subject: Comments on version 4.4.1
PostPosted: Fri Feb 16, 2007 11:20 pm 
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Fire warriors - like the increase firepower, think its a mistake to drop markerlights, yet again the pathfinder has an advantage over them offensively! Instead though of pathfinders being a no brainer I feel its a tougher choice - unless I have a lot of gm, in which case pathfinders make far more sense, 50 points more for the same number of troops, but also an extra activation, markerlights and co-ord fire. Indeed if I were to take a firewarrior mechanised formation I would have to add pathfinder units to it to make the guided missiles on the transports worthwhile, giving a base cost of 400 for the formation.
Also more of a challenge between them and humans. 250 points of humans has similar firepower (3 2/3 hits, 7 on sustain) than 200 points of firewarriors (5 1/5 hits, 8 on sustain), leader, more numbers and the same armour if in cover. Considering I like infantry garrisons, one would lose out there.

Internal balance - Fighters, the Barracuda vs the Tigershark

3 Barracudas 250 points
Survivability
1 hit - 5/6 dead
2 hits - 25/36 of knocking two out (two chances at 5/6), on average 1 2/3 kills
3 hits - 125/216 (about 60%) of knocking all 3 out, on average 2 1/2 kills
Average Damage
Ground firepower
45cm - 1/2AT unguided, 1AT guided
30cm - 1 1/2 AT or 1 1/2AP
15cm - 1 1/2AP
Air firepower
30cm - 1 1/2
15cm - 1/2
With +1 rule
30cm - 2 1/2
15cm - 1
Is a fighter so more manoverable when ground attacking on approach move
50 points cheaper than two Tiger Sharks

2 Tiger Sharks 300 points
Survivability - the only jinking bomber!
Has WE squadron ability to 'minimise' damage (put a hit on an undamaged plane)
From 1 attack
1 hit - 1/9 dead
2 hits - 5/9 dead (the effect of criticals when two hits sustained somewhat overdone, but don't matter two much)
3 hits - 5/81 chance of knocking both out (5/9 for first and 1/9 for second)
Average Damage
Ground firepower
45cm - 2/6MW unguided, 2/3MW guided
30cm - 2AT or 2/3AT and 1 1/3AP
15cm - 1AP
Air firepower
30cm - 1 1/3
15cm - 1/3
With +1 rule
30cm - 2
15cm - 2/3
Can risk getting within 15cm more
Can transport drones for tactical flexibility
Needs on average 2-3 hits to lose 50% of firepower
With +1 to hit the new 'best' fighter in game in terms of firepower
Jinking less effective, but with 2 DC who cares? Stray shot has 1/12 chance of downing an undamaged bird.
Highly manoverable movement after ground attack.

Tiger sharks have better at ground attacks unless target completely undefended and barracudas can close to within 15cm, better at sustained operations due to survivability.Indeed no competition survivability wise. Barracudas better at AA if undamaged, loose a plane and Tiger Sharks have edge.... Unless the target has 15cm AA, here a barracuda shouldn't approach whereas the Tigershark can and the squadron then gets the AA edge. Tiger Sharks provide tactical options and the ability to attack defended targets due to survivability.
Given choice I would go for TigerSharks for the drone option, better survivability by far and normally better attack values.

Solution? 1-2
I would consider lower save to 6+.
The planes still the the WE assign damage boost and the ability to mostly ignore one hit, but where you take 2-3 hits in one go it becomes more dangerous - the ability to jink though makes it damn tough when leaving battlefield bomber wise. Values then become
From 1 attack
1 hit - 5/36 dead
2 hits - 5/6 dead (5/36 of critical, 25/36 of two failed saves)
3 hits - 25/216 (about 10%) chance of knocking both out (5/6 for first and 5/36 for second)
The difference in armour with the A-10? Either make them both 6+ and fiddle with the A-10 point value or say more armour and guns, less manoverability so A-10 a bomber.

And/Or
Make heavy interceptor missiles seeker missiles instead - ground firepower not effected (given up cert of 5+ to hit for extra range and GM means 5+ still possible), but squadron AA down from 1 2/3 hits unmodified to 1 hit - a 1/2 to 2/3s of a barracuda squadron.

Balance with other lists? Issue of being the powerful fighter background wise. Slightly improved survivability compared to before as bomber. Can't say without playing.

Of course you could just make it a bomber again - perhaps with the altered Heavy interceptor missile anyway for a stronger ground role definition (and fitting with AI apparently). In some ways it doesn't make sense that its just as good as a barracuda as thats a far lighter craft (1/3 of the armour and structure and less weaponsin our list) - if they are both fighters perhaps a F-14/F-15 comparision is called for?

Special rules
So you want to drop some? Follow the Eldars shining example of dropping 2? (And who would have agreed with that when those rules were being divised, well actualy I hope everyone!)

Edit - moved special rules stuff to seperate thread.

Question - a hero missile upgrade, what can it target, the core rules seem to suggest WE only, is that still the case?

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 Post subject: Comments on version 4.4.1
PostPosted: Sat Feb 17, 2007 7:40 pm 
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Hi Chris, it's been a long time!

About Tracer missiles from spacecraft:

Tracer missiles which are fired unguided from orbiting
spacecraft may only be targeted at War Engines ? Tracer missiles which are fired guided from orbiting batteries function as
normal.



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 Post subject: Comments on version 4.4.1
PostPosted: Wed Feb 28, 2007 11:15 pm 
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CS, where's the AT value on the Barracuda's interceptor missiles? Is it really gone?



I also have to say I agree with Chris on the Tigershark. The main balance issue is resilience.

3 Barracudas - 250 pts - 3.6 hits to down them if they don't jink.
2 Tigersharks - 300 pts - 6 hits to down them if they don't jink.

That's about twice the resilience for rather similar attack prowess and cost. Either reduce armor save to 6+, or up cost a bit (+25 pts per craft?). Difficult to say which option is better but 40K stats would pledge for armor 6+ (both crafts have armor 10 10 10 in 40K).






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