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Stealth Teleport

 Post subject: Stealth Teleport
PostPosted: Thu Nov 03, 2005 7:15 am 
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I say we do NOT add Teleport to Stealth. The Tau already have a very cheap Orca to ferry folks around the battlefield and we also have the Tigershark + Drones for small insertions. Adding Teleport to the list will just make it easier to abuse the thing.

The infiltration abilities of Stealth troops are already modelled with Scout (Garrison), First Strike and with their fast movement.


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 Post subject: Stealth Teleport
PostPosted: Thu Nov 03, 2005 8:19 am 
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Honda,

Asaura voices the concerns people had previously with the teleport ability being added to the stealths. Scout plus teleport basically.

I disagree that first strike has anything to do with the stealth's infiltration, but that's besides the point.

Just playing devils advocate, one could ponder whether teleport or scout are better suited for this formation.

From a 40K perspective, both are actually justified, but in this particular case - we are talking about balance.

I think the consensus is to play the formation, get feedback, and see if the formation now works with the minor reduction in points from v4.1 to WIP v4.2.2

Cheers,

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 Post subject: Stealth Teleport
PostPosted: Thu Nov 03, 2005 10:13 am 
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Quote (Tactica @ 03 Nov. 2005 (07:19))
Honda,

Asaura voices the concerns people had previously with the teleport ability being added to the stealths. Scout plus teleport basically.

I disagree that first strike has anything to do with the stealth's infiltration, but that's besides the point.

Just playing devils advocate, one could ponder whether teleport or scout are better suited for this formation.

From a 40K perspective, both are actually justified, but in this particular case - we are talking about balance.

I think the consensus is to play the formation, get feedback, and see if the formation now works with the minor reduction in points from v4.1 to WIP v4.2.2

Cheers,

Scout plus Teleport is always something to be wary of - it almost happened with the Swooping Hawks in the Eldar list. The general consensus was that it was far, far too potent - I don't think anyone should have the ability to simply appear in a loose formation in front of the enemy, close enough to force them out of the scouts' larger ZoC and disrupt a large portion of the enemy force all at once...


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 Post subject: Stealth Teleport
PostPosted: Thu Nov 03, 2005 2:17 pm 
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Ok, I understand why a single formation should be discouraged from having scout and teleport and go with the flow on this one.

However, the Stealth are a most unimpressive formation for the cost.

Of the two abilities, I would much rather have teleport. I think as Tactica pointed out regarding first strike, if they were a CC type of unit that would be of value, but let's face it, we don't have those kinds of units in our lists, nor should we.

So, I'm fine with leaving it as is for the points cost, but when we get to discussing changes on this list, swapping teleport for scout would be high on my list to discuss.

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 Post subject: Stealth Teleport
PostPosted: Thu Nov 03, 2005 4:49 pm 
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Scout plus Teleport is always something to be wary of - it almost happened with the Swooping Hawks in the Eldar list. The general consensus was that it was far, far too potent


Swooping Hawks do have Scout and Teleport.  It's not nearly the issue it might first appear.  Teleport rules specify that the formation must have 5cm coherency, so the huge scout coverage cannot be used.  Still nasty, but not an uber-effect.

====
I think as Tactica pointed out regarding first strike, if they were a CC type of unit that would be of value, but let's face it, we don't have those kinds of units in our lists, nor should we.


I don't understand this.  First Strike FF seems to be precisely what they need because it provides them a good assault defense, which raises the question:

What are you guys using Stealths for?

Scout, Tau Jetpacks, First Strike FF ability, 5+RA, ML.  That sounds like a primo screening unit for Tau - darn near perfect.  I can't really think of a better combination to keep assaults off of the main Tau force.

Scout allows you to spread out and screen a good sized area.  Jetpacks allow you to possibly move out of range and stall an assault, but just as importantly it allows a dispersed formation to consolidate so that at least the majority of the formation gets involved in the FF and possibly get within support range of another formation.   Then, you get to First Strike in the FF.  Finally, you have good armor saves to help them survive the assault.  That is a highly defensive screen - far better than most skirmish-style troops in the game.

On top of that, because Stealths will likely be closer to the enemy than most troops, they have Markerlights.  A formation of them with markerlights is absurdly effective for area denial if you have a GM-heavy formation on OW.

I can understand if the points are off that they points could be tweaked, but why the desire to change the combination of their special abilities?

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 Post subject: Stealth Teleport
PostPosted: Thu Nov 03, 2005 7:10 pm 
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Neal,

All good points, but where I think I differ in my perspective is in how the Stealth suits should be used.

From codex fluff, we know that the Stealths are "lone wolves" (my emphasis) who are not included in the normal operations and who specialize in special operations.

Yes, they do a decent job of screening, however, they are not a screening unit, they are special ops and to tie them to another regular unit is not taking advantage of what they are truly capable of. Do regular units operate more effectively with special forces attached? Yep, they do. Is that how most SF units are deployed? No.

Also, the fact that they come on the board (paraphrasing) with all the other Tau units means that yes, they can screen, but also be screened.

So the way I would want to use this unit is as a deep striking independent unit (i.e. contingent), that roams in the opponent's backfield, using their markerlights to call in additional firepower to take out high value units.

This mode of operation is very similar to Force Recon units in the Marines (U.S., not Space). Should the unit get the attention of the opponent, then they are able to melt away (i.e. with jetpacks) and should they actually get in contact or FF range, then they get a chance of shooting their way out (First strike) and potentially saving any hits that are delivered (+5RA).

This operational use is consistent with what is described in the Codex. What we have now is a fairly expensive unit that is best used as ablative armor for other units. JMO, but that isn't a correct interpretation of either the Codex or of what a SPEC OPS force should be doing.

You also ask, "How are you guys using them?". My question back to you is "Who is using them?". Based on what I've seen, not a lot of people are and I think it is fair to ask why. I think BaronP hit the nail on the head and was able to articulate what was annoying me about the Stealths. They are equipped and tasked (i.e. scout vs. teleport) incorrectly.

My two yen...





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 Post subject: Stealth Teleport
PostPosted: Thu Nov 03, 2005 7:25 pm 
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Honda,

First, please allow me to clarify my statement of:
I disagree that first strike has anything to do with the stealth's infiltration, but that's besides the point.


That comment was in direct response to Asaura summation of where 'Stealthiness' of the foramtion in question comes from:
The infiltration abilities of Stealth troops are already modelled with Scout (Garrison), First Strike and with their fast movement.


I don't think First Strike in this case has anything to do with where our Stealthiness comes from. Whether its justified or not is a different topic and worthy of discussion.

Now, moving on...

NH and Honda, I could easily see where somebody would challenge that First Strike is a close combat bonus. E:A Tau don't get close combat bonus' - so why do E:A tau Stealth have a close combat bonus? From E:A only perspective, I would have a hard time defending that challenge considering the design principle for tau in E:A. Others have previously said that First Strike was crucial to the formation's utility, so I've left it alone. It has always bothered me though.

On a related note and personal opionin - I do not think the stealth are accurately reflected in EA at all. Frankly, they (and crisis) were one, and continue to be, of my biggest disappointments coming from a vast 40K background and veteren of Tau.

That, to me, is an injustice to one of our 'elite' unit types.

NH,

How do I use them you ask?

I continue to try and playtest with Stealths, but they do not fulfil a significant role beyond ablative damage and marker lights _to me_ that's something many units can do, and that's what Drones are for. Their disrupting abilty has its uses, but only if you can get your stealth to where the enemy infantry is - and keep them alive long enough. In E:A the formation is very anti-AP - which is good, but has lost its trick factor to stay alive and get into position quickly (short of scout). Scout is OK and flavorful, but garrisons are placed before main lines, so getting forward works, but doing so before knowing where the formation is needed has its downsides considering in 40K, the formation can Deep Strike (E:A teleport)

Frankly, and you guys are going to hate me, based upon the human auxilia precident, I don't understand why the heck Stealths are allowed markerlights and human auxilia are not! I've heard that human auxilia shouldn't have markers because you can only have one marker per unit of 6 men in 40K and that wouldn't equate to much significance in E:A.

Well, OK, but on that premis - theirs a case to be made that Stealths have no more right to a markerlight "in Epic" if a human auxiliary _unit_ doesn't have the right.

Furthermore - and not trying to stir the pot - but Firewarriors can be taken in 6-12 man squads in 40K. You can have only a single leader there as well. Only the leader again can carry the markerlight in these 6 man+ squads.

Pathfinders are the only units in the existing codex that have a marker light per model. (Forgeworld Further allows the Tetra, Command Crisis Suits and his Reteinue of Crisis, Heavy Gun Drones, along with Skyray, and Tiger Shark to have markerlights per model as well)

Now before you bite my head off, allow me to explain - in 40K, (our reference) the max squad size of Human Auxilia, Firewarriors, and Stealths are 6 man. All three squads can have a leader figure. The leader is the ONLY model in the squad that can have a marker light.

So I ask you, why should Stealth & Firewarrior units in E:A get Markers if Human Auxilia units should not? Shouldn't the standards be the same?

(The more I think about this though - the more it's a human auxilia question and not a Tau Stealth question - so perhaps I digress...)

Anyway, back to the point about my dissapointment in the Stealths in E:A vs. the elite quality of the Stealth in 40K...

In 40K (a historical perspective from whence the formation was created) Stealths are brilliant and feared by the enemy. They are used to:

1) disrupt the enemy (tons of fire, maximized by evasion)

2) Maximize Markers - (if the target is marked - per mark the burst cannons of 3 shots each go down from 4+ to hit to 2+ to hit at S5!!) (Note: Markerlights have a much wider array of value as they affect all weapons in 40K, not just guide missles as is the case in E:A.)

2) distract the enemy (fast moving, terrain ignoring, flanking)

3) draw the enemy out (have to be close to see them due to suit technology of 'stealth' - forces night fight vision levels - impossible to see them from outside of 36" on a 40K battlefield and the typical required range to get to see them is 21" - that equates to what _should be_ E:A Heavy Bolter max site range distance in E:A!!)

4) Infiltrate forward in deployment (E:A scout)

5) deep strike (E:A teleport) onto the field behind enemy lines to fire at tank weak, break artillery, eliminate snipers & heavy weapon formations, etc.

6) Evasion (E:A hit & run) to maximize their damage and minimize the chances of them being targeted or seen.

7) Assault force - what other 40K unit can fire 3x S5 shots per man at an enemy formation, and then charge in with 3x S4 attacks per model? A 6 man stealth unit will fire 18x S5 shots then charge in with 18x S4 Attacks.

8) Stealths, like crisis, are 3+ (power armor) save models in 40K. However, they also get Strength upgrade and an Attack upgrade from their stealth suit. These guys actually can fight h-t-h (like the crisis) pretty well once in base to base in 40K!

For reference, Firewarriors are toughness 3 in 40K and only have a space marine scout save of 4+.

9) Detect hidden troops - all battlesuits (Stealth, crisis, broadsides) have

So to have this our elite formations and specifically the Stealth formation lose
1) stealth limited targetting distance (unknown E:A precident)
*2) deep strike (E:A teleport)
*3) evasion (E:A hit & run)

Well - its dissappoiting. I don't know how else to say it guys. These are three of the major concepts that make the Stealth unit unique in 40K and give it a battlefield presence and role to be feared by adversaries.  

Its a real pain in the @ss to target in 40K and thats on a much, much smaller battlefield compared to E:A. One wonders how they are even seen on the E:A field by weapons that can target at 3+ times the distance that they are capable of being seen in 40K?

Losing Deepstrike means trick lost.

Losing evasion means trick lost.

So from my perspective - they've turned into ablative markers in E:A... They (like crisis) have completely lost their elite trick factor in E:A. (items *2) and items *3) pertain to crisis) OK - if that's the way you guys want it be and are happy with it fine - but wow, what a waste and diversion from what used to be prized elite foramtions in 40K.

So if there's not a balance issue of 'scout' and 'teleport' coexisting on the same unit, I would like to see that considered for the formation at some point. This would serve as a starting point to align them with their historical prowess on the field. I also would like to see a required distance for visibility rule for them considering what their suit actually does.

Howeve, like we've already stated, playtest them _as is_ in WIP v4.2.x for a bit with the previously agreed upon minor point reduction (25 points) from v4.1 to WIP v4.2.x and see if it was enough to make them valuable to the list and to maintain a role of what they should be doing for the list?

[OT]Just a side bar comment. I hear in the new 40K codex, crisis suits get cheaper - like they did in FW:IA3:TC, and Stealths will obtain all sorts of new weapon options - they will not be limited to burst cannon and leader with burst cannon + marker! ... not that this has any bit of imact on the E:A discussion above at all...[/OT]

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 Post subject: Stealth Teleport
PostPosted: Thu Nov 03, 2005 8:39 pm 
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What we have now is a fairly expensive unit that is best used as ablative armor for other units.


I continue to try and playtest with Stealths, but they do not fulfil a significant role beyond ablative damage and marker lights _to me_ that's something many units can do, and that's what Drones are for.


So you guys are only fielding them in formations with other kinds of units?  Or am I misunderstanding?  The obvious use to me would be, as I said, a homogenous formation used to screen the main force of the Tau.  I think this is clearly a situation where if you mix them in with other kinds of units their abilities are diluted too far to be useful.

I was unaware of their special-ops background material, but that seems very much in keeping with the way their stats should function.  A screening role is precisely what you describe - harassment and distraction of the enemy.

So to have this our elite formations and specifically the Stealth formation lose
1) stealth limited targetting distance (unknown E:A precident)
*2) deep strike (E:A teleport)
*3) evasion (E:A hit & run)

They don't lose any of that.

1)  Plenty of precedent, lots of units.  Stealth, along with many other non-armor defenses, is included in the armor save.

2) Not every unit with Deep Strike in 40K has Teleport.  It depends strongly on the rationale.  Drop Pods have Planetfall and Assault Marines get nothing.  The Epic scale special abilities need to fit the effect of the special abilities and background of the unit in Epic scale, not mirror as closely as possible 40K abilities.

I'm not saying Stealths don't deserve Teleport, but I want to hear much more rationale than "Deep Strike."  To reference a precedent, Lictors use ambush abilities as rationale for Teleport.  Are the Stealth's stealth and ambush abilities comparable to a Lictor?  Even using Teleport for Lictors was highly debated, so unless Stealth are very close they probably don't deserve it.

3)  Again, individual abilities simply don't scale up 1:1.  As a small-scale defense (the ability to hop a few meters in and out of cover), this is modelled into the armor save.  For precedent, Eldar Warp Spiders have a high armor save for a very similar in-and-out of cover ability.

"Hit and Run" is not a function of an individual unit's abilities, not least of which is because hopping a few meters individually is vastly different than rapid redeployments covering hundreds of meters.  Hit and Run is a function of overall army doctrine.  This is no different than CF for Tau.  If CF were based on individual abilities and the commander's tactical ability, Space Marines would undoubtedly deserve it at least as much as the Tau.  SMs don't have CF because they don't specialize in it to the extent Tau do and Tau don't have Hit and Run because they don't specialize in it to the extent Eldar do.


You have military experience.  Is commanding a squad the same as commanding a company?  A battalion?  No.  The factors that need to be considered and the actions that can be taken are necessarily dramatically different because of the scale.

Same with 40K v Epic.

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 Post subject: Stealth Teleport
PostPosted: Thu Nov 03, 2005 9:50 pm 
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NH,

I can't disagree with anything that you've said in context. I also am not proposing we change anything.

As Honda said, if the stealths don't prove worthy/valuable/balanced - whatever in the WIP v4.2.x list, I hope we can keep 'teleport' on the list of ideas to consider for this formation - that's all. :8):

My post was simply addressing why I _feel_ dissappointed in the once elite Stealth formation, as its realized in E:A Tau.

To your comments specifically, I don't know if the forces night fight ability of the suits is accurately reflected in E:A. I would personally think the suits would become more affective at concealing them as distances between the enemy were increased and larger threats of scale were introduced onto the field. I could see an argument to say that these guys just can't be targetted until one is within X amount of range, just like 40K as the suits effects would be extended to this scale of conflict.

In fact, I'd refer you to the flavor text in our XV15 Stealth Suits - they begin to describe how the suit works to conceal/hide the suit wearer...

Of all the various Battlesuit variants of the Tau, the XV15 Stealth is the smallest - a Tau in an XV15 is hardly larger than a Fire Warrior in standard armour. However, this perfectly suits their role as infiltrators and saboteurs. In addition to the Tau Jet Pack, which is common to most Battlesuits, the Stealth suit has the unique capability of camouflaging its wearer. This is achieved by a number of holographic disruptors which are arrayed all over the suit and distort the wearer?s form, blending him into the background like a high-tech chameleon.


Regarding the lictor's ambush ability, no, Stealth really are not really lictor like "ambush" troops. The lictor is a chameleon, so they are similar there, but the lictor will hide in terrain and blend in with it, waiting for the enemy to approach.

Stealths on the other hand are anything but static. They are very mobile and have suits designed to conceal them on the move to the point that they 'aren't there' unless you are looking for them at close ranges. They most definitely _are_ Ambush troops in the sense of very unique and elite shock troops!

I don't know if this answers the question you posed to me, but again, I would refer you to the exact flavor text within our Tau list:

Stealth teams either work in support of larger formations or range ahead of the main army, as ?lone wolves? of the Tau. They are encouraged to fight independently and have great autonomy within their mission parameters, as befits their style of fighting. They ambush enemy units and disrupt their supply lines, like vengeful ghosts striking at will.


hit&run at 40K scale on infantry definitely doesn't scale up to this level of play, I agree. Eldar vehicle redeployment is much more grandoise though I'm still puzzled why they got our ability... but nonetheless, I agree with you. Hit and Run is a tactical level value that is relivant and factored into the stats of the unit but lost in actual strategic warfale scale. I only mention it - not to suggest a rule change - but to further describe my perspective.

[EDIT]: note to self, don't use yellow highlight on quoted text.

Cheers,




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 Post subject: Stealth Teleport
PostPosted: Thu Nov 03, 2005 10:01 pm 
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Fair enough.  I'll buy all of that.

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 Post subject: Stealth Teleport
PostPosted: Fri Nov 04, 2005 7:24 am 
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From the sounds of it I think I'd much prefer teleport than scout. Pathfinders can screen as scouts so it seems more fluffy that Stealths should teleport. In my mind(and experience) teleport is a great tactical ability - keeps the enemy thinking when they're going to appear etc. and let's me take ground without having to advance across it. Plus, nearly every army has a unit with the teleport ability except Tau.

My plan would be teleport them in then jump back if assaulted - careful placement of them could mean the enemy couldn't assault you even if they win initiative - more than I can say for Terminators (lose the Initiative and they generally get swamped - from my experience anyway)

Just my 2 pesos






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 Post subject: Stealth Teleport
PostPosted: Fri Nov 04, 2005 2:14 pm 
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while I was swimming laps last night (like you really care  :/ ), I kept thinking about what Stealths with teleport could mean for the Tau.

As Dobbsy pointed out, we would have the ability to stretch the engagement zone and keep the opponent offbalance. Now, you'd still have to use them wisely because if someone really wanted to, they could wipe them out pretty quickly.

 :D

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 Post subject: Stealth Teleport
PostPosted: Fri Nov 04, 2005 5:30 pm 
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Well listen guys,

I'm hearing a lot of "we want teleport for stealths." I think its exactly what the formation would do in fluff and is exactly the role the formation plays. I also think this might be what it takes to make the formation usable - i.e. an elite trick. (forward deployed antagonists, disruptive force, forward marking, ambush, shock troop, etc.) Most importantly, I don't think we have a blance issue - but playtest will tell.

So, if the significant majority is in favor of trying teleport on the Stealths in v4.2.x, I'm not opposed.

NOTE: If we do this though, we have to move the points back to where they were... i.e. 275 / formation. I don't want to lower points _and_ then give them new abilities too.

So give me some feedback gentlemen, of these two options, which do we want to test in v4.2? Please note that there is a point reduction in one, and teleport added to the more expensive.

The proposed changes on the table are as follows and noted in red!

So Option A:
=====================
6x XV15 Stealth = 250

Notes: Tau Jet Pack, scouts, RA, ML

So Option B:
=====================
6x XV15 Stealth = 275

Notes: Tau Jet Pack, scouts, RA, ML, teleport

Tactica nods and thanks you for feedback in advance

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 Post subject: Stealth Teleport
PostPosted: Fri Nov 04, 2005 6:52 pm 
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Option B

However, I'll just throw this out for consideration:

Option C

Same as B except, four stands for 225. Very fragile and unlikely to initiate an assault alone.

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 Post subject: Stealth Teleport
PostPosted: Fri Nov 04, 2005 7:28 pm 
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Without a playtest experience to back it up, option B or C, preferably C.

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