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Land Speeder Tornado

 Post subject: Land Speeder Tornado
PostPosted: Fri Jan 12, 2007 3:22 pm 
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I've tried using them... as compared to the normal MW5+ Land Speeders I find they're markedly inferior, certainly not worth extra points.

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 Post subject: Land Speeder Tornado
PostPosted: Fri Jan 12, 2007 4:26 pm 
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Heh.  I find it amusing the way "this unit is too good/this unit sucks" discussions cycle back and forth on the same unit.

===

In the SM Armor discussions, one of the points made to suppoort a 250 point Predator cost was that a formation of 5 Tornadoes for 250 points is as good as a formation of Preds.

Advantages:

Slightly better assault ability
Same armor save.
Greater numbers.
Scout.
Skimmer.
+5cm move.

Disadvantages:
LV vulnerability
Slightly worse firepower - 10 shots v 12, of roughly equal power.
slightly worse assault with 4+FF Pred modification.
Less flexible formation composition.

===

In comparing the Melta version to the Tornado, I think the major factor is the battlefield role.  The Melta Speeder is really best assaults - double move/fire/support.  I think what it comes down to is most marine players use a style that favors the Melta.  I certainly do.  In that kind of role I completely agree the Melta version is much better.

The Tornado is a more traditional speeder role according to the background because the added weapon range allows them to use their Scout ability to screen for area denial without risking the in-your-face positioning that would make Melta Speedas too vulnerable in that role.  The Melta's short range also effectively renders popup attacks useless because you're so close the enemy will be able to maneuver for LoS.  A Tornado could potentially use that, especially in conjunction with their screening function.

Comparing the Tornadoes to formations with similar scout/screen functions, say, a SM Scout formation with Razorbacks (also 250 points), Tornadoes measure up pretty well.

They might need a point tweak but at 250 for 5 they're pretty darn close as far as internal balance.

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 Post subject: Land Speeder Tornado
PostPosted: Fri Jan 12, 2007 4:31 pm 
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In the SM Armor discussions, one of the points made to suppoort a 250 point Predator cost was that a formation of 5 Tornadoes for 250 points is as good as a formation of Preds.


Aye, but it doesn't matter that they're roughly equivilent in potency, since Predators too are markedly inferior to other available choices, IMHO.





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 Post subject: Land Speeder Tornado
PostPosted: Fri Jan 12, 2007 5:54 pm 
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Nealhunt makes a good point that used appropriately in its particular battlefield role the Tornado can be similiarly effective to a unit of the same points cost fulfilling that role.

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 Post subject: Land Speeder Tornado
PostPosted: Mon Jan 15, 2007 5:59 pm 
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The relative value of the Preds is a discussion which has been beaten to death.  I framed the comparison in terms of a reduced point value rather than their current 300 point value.

More importantly than the Pred comparison, they compare favorably to Scouts in Razorbacks, which has a similar battlefield role and which people seem to think is fine.  Tornadoes can cover the same frontage for screening.  They have more firepower.  They have better mobility.  They have better saves (all 4+ instead of 4+/5+) and popup.  The Scouts are tougher overall and better in assaults  due to numbers.


Hena:  You're missing the point on the "in your face" bit.  A theoretical "all units have 30cm assault range" is vastly different than actual in-game results.  Tell an Ork player that his footslogger warband can assault at 30cm range and he will laugh in your face because anything behind the front line still won't reach.  Throwing a Warband into a FF where only half a dozen troops can get into range while all the enemy will be able to countercharge and return fire is hardly a high percentage tactic.  Even mounted infantry formations are usually dismounted, meaning their assault range is restricted to the speed of the infantry.

But it's not just about trying to resist an assault from the to-be-screened formation, anyway.  Screening formations can be cleared by ranged fire as well.  Having 30cm range to find cover to hide behind means they have 4x the area to use for popups that Melta Speeders do.  That means it's harder for them to be cleared by fire.  Going back to the assault, it's also harder for them to be prepped by fire (BMs) for an assault.

Even if successful and the extra range didn't protect the Speeders, the enemy had to maneuver more aggressively to accomplish the same effect, possibly overextending.

They can also be used for fire support from a flanking position.  Move them to the outside of an enemy formation and popup from near 30cm range and the enemy has to either make a substantial detour to reach them (by either assault or range fire LoS) or let the Tornadoes peck away at them and possibly grab objectives later.


All that said, they still don't fit my personal style.  I use a "mud marine" style with Tac detachments for bulk and flexibility and Melta Speeders for in-close work on hard targets.  Nonetheless, a person who wanted to go with a more typical drop pod/air assault force full of specialists could find the flexibility of the Tornadoes very useful.

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 Post subject: Land Speeder Tornado
PostPosted: Thu Apr 05, 2007 7:14 pm 
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(Hena @ Jan. 12 2007,09:19)
QUOTE
How many people uses tornado? I've noticed two problems with it

1. Point cost. This causes the problem on how to spend the points. At 10 points each, I have to buy 2 and then leave 5 points unused as nothing else in marine list have suitable cost. Or buy 5 and then it's 50 points.

2. I'm not sure at all that the usefulness of the vehicle is there. It gains 2 shots to 30cm, but loses macroweapon. In most cases my use has been support fire where the upgrade helps none.

So I'm thinking some changes.

1. Allow free trades to Tornado. This sounds nice, but is it too good?

2. Add FF4+ and cost to 25 a piece. This causes the problem of is it good enough cost for the speeder?

Any comments on anyone?

I'm sorry to chime in late on this, but I just noticed the thread courtesy of a thread over on the SG Forum.  (A place I don't normally get a chance to go.)

After reading this thread I decided to shove the stats for all three Land Speeders through my mathematical system that I like to use.  (Yes, the same mathematical system that almost sparked the Finnish - American War.)  Part of what made the analysis easy to do was that the stats for the three units are the same except for the weapons.  While I do not give my system 100% accuracy, the more I have used it the more I have seen my results corroborated by published stats generally held to be good, playtesting, and commentary on the forums.  In other words, no, my system is not completely correct, but I am finding more and more that it is a very good predictor.

After running the numbers I found that the basic Land Speeder and the Land Speeder Tornado are both equal, while the Land speeder Typhoon came in with a higher rating.

I have to say that I agrre with Hena most whole-heartedly on this.  Either the the cost of the Tornado needs to be made equal to the basic Land Speeder or the Tornado's FF should be changed from 5+ to a 4+.  While I am indifferent to what should be done, I think the cleanest solution would be to make the two units cost the same.  That way you can get rid of the troublesome 10 points each -vs- 25 point increments problem and you don't have to change stats.

Take it for what it is worth, I thought I'd just give my opnion...

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 Post subject: Land Speeder Tornado
PostPosted: Thu Apr 05, 2007 8:48 pm 
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I'd also drop the 10pts extra and make it a 'free' upgrade ala Attack Bikes.

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 Post subject: Land Speeder Tornado
PostPosted: Fri Apr 06, 2007 4:30 am 
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They are in my experience slightly better than 5 mm speeders as they don't need support to be effective and are excellent at ripping up mixed AV/AP formations.

Certainly as it stands I would never take destructors over tornados, I save 50 points and get similar results - I am concerned that the 4+ and -25 points boost however will give the edge to the destructors that are also of course air transportable.

From the thread
Pred vs tornado
250 points gets you 5 tornados with 5 heavy bolter and 5 assault cannon vs 275 points for 4 preds with 8 heavy bolter and 4 autocannon.

Obviously the preds are tougher not being LV's. They are also slower and not skimmers, never mind scouts. Preds though get a better FF attack, though the skimmer factor means no CC ever for tornados. Against infantry the preds have more firepower and I think the range over the assault cannon means they aren't that much worse AT.

Its hard to say who wins out, the preds are ahead power wise but then again do cost 25 points more. What do others think?

Incidentally Blarg what would your famous system (still don't think it can do assaults :) ) think of 1 typhoon in a formation of mm's?

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 Post subject: Land Speeder Tornado
PostPosted: Fri Apr 06, 2007 12:01 pm 
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That way a formation of them would cost 325 points.


I'd never pay that much for five LV's with 4+ armour saves.

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 Post subject: Land Speeder Tornado
PostPosted: Fri Apr 06, 2007 1:55 pm 
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Blarg:  I agree your system is a pretty good estimation, but the biggest disagreement I have with it is your valuation of MW.  Your valuation of CC/FF is the second concern I have because of the way you determine "effective range" for assaults.  IIRC, you also don't discount assault firepower due to the fact that using it renders the unit vulnerable to return fire (but I could be wrong on that - it's been a while).

That's just from memory, but both those issues would obviously apply to the basic Speeder.

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 Post subject: Land Speeder Tornado
PostPosted: Mon Apr 09, 2007 6:21 am 
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Incidentally Blarg what would your famous system (still don't think it can do assaults ?) think of 1 typhoon in a formation of mm's?


Nothing.

The system is pretty much a multiplication of to-hit probability, number of attacks, and range, with a lot of modifiers based upon weapon characteristics such as MW, TK, first strike, slow fire, etc. ?It is safe to use when you try to make like items equal to each other like land speeder variants; once you start comparing things like land speeders to Predators it breaks down because it is not designed to handle gross differences like LV -vs- AV, skimmer -vs- non-skimmer, etc. ?There are a lot of assumptions built in to the system, some of them worth arguing over, and it is definately not a perfect system, but as I have applied it more and more I am becoming more confident in it, especially when it comes to basic ranged weapons. ?Anything dealing with FF comes in a close second.

The land speeders were pretty easy because the stats for the three different land speeders were the same, the only differences were the weapons. ?I plugged the weapons in (Yes, I did account for the Multi-melta's special FF rule) and compared the results. ?The base model and the Tornado had the same rating while the Typhoon came in higher.

The only thing I feel safe in definately declaring is that the Tornado is not worth the 10 point price increase because it and the base model have the same Firepower Potential. ?I can say with certainty that the Typhoon is worth more than the base model (as anyone else can see too) because it has a higher Firepower Potential, but I can't say by how much.

Blarg: ?I agree your system is a pretty good estimation, but the biggest disagreement I have with it is your valuation of MW.

Actually how it handles MW weapons is pretty solid, and I am very confident in that aspect of it. ?Take a look at the Imperial Titan weapons in the AMTLv2 realease. ?The Gatling Blaster (60cm, 4 attacks, AP4+/AT4+) compared to the Plasma Cannon (60cm, 4 attacks, MW4+, Slow Fire). ?Pretty much everbody agrees that the two weapons are equal in capability, the Gatling Blaster has the Jervis Johnson Seal of Approval while the Plasma Cannon has pretty much universal endorsement from us in the Proletariat. ?My system doubles the effectiveness of MW weapons and halves their effectiveness if they are slow fire. ?Compare the two weapons above, and you can see that the Plasma Cannon is pretty much a MW, slow fire version of the Gatling Blaster.

Your valuation of CC/FF is the second concern I have because of the way you determine "effective range" for assaults. ?IIRC, you also don't discount assault firepower due to the fact that using it renders the unit vulnerable to return fire (but I could be wrong on that - it's been a while).

Yeah, my system has a problem with comparing CC weapons to ranged combat weapons, and relies heavily on shaky assumptions for comparing FF to ranged combat. ?I feel that it is sufficient for comparing CC weapons against each other, though. ?The FF aspect part of things, while rather weak, have shown to be rather close in mathematical comparisons -vs- accepted stats.

<<<--->>>

I really didn't want to get into my system with you guys. ?Hardly anybody understood it when I explained it years ago, and everybody back then wanted to tear apart something that was only intended to be a design aid and diagnostic tool. ?I had always said from the beginning that anything I produced from it would require playtesting, but that important caveat always seemed to fall on deaf ears.

Ever since I stopped being very active with Epic:A and AMTL development I have been using my system on a wide variety of different units. ?A lot of the results have shown that the system is surprisingly good, and I am going to continue to use it to generate my own comprehensive list of units, variants, and army lists for my group.

When I resurrected this thread all I wanted to do was show support for Hena's assertion that something is not quite right with the Land Speeder Tornado. ?Instead of sounding like another gamer lobbing an uninformed opinion I wanted to show that I had actually put some thought and work into the question. ?Take it for what you will, I know you guys are going to do whatever you want to do. ?In my "Giant Epic: Armageddon Excel Spreadsheet Of Doom" I am going to set the base Land Speeder and the Land Speeder Tornado equal to each other in points.





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 Post subject: Land Speeder Tornado
PostPosted: Mon Apr 09, 2007 6:33 am 
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(Blarg D Impaler @ Apr. 09 2007,11:21)
QUOTE
Take a look at the Imperial Titan weapons in the AMTLv2 realease.  The Gatling Blaster (60cm, 4 attacks, AP4+/AT4+) compared to the Plasma Cannon (60cm, 4 attacks, MW4+, Slow Fire).  Pretty much everbody agrees that the two weapons are equal in capability, the Gatling Blaster has the Jervis Johnson Seal of Approval while the Plasma Cannon has pretty much universal endorsement from us in the Proletariat.  My system doubles the effectiveness of MW weapons and halves their effectiveness if they are slow fire.

Didn't we dissagree about this back then? :) Stuff to do with alpha strikes and there affect on formations breaking, plus the mobility/assault aspect when you are recharging weapons etc.

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