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Hell Blade and Talon

 Post subject: Hell Blade and Talon
PostPosted: Tue Nov 06, 2007 3:53 pm 
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To get the opinions of all those who don't frequent the SG site, here is the current proposed chaos aircraft stats, and the feedback from a couple of friends in the UK.

SG discussion here.


PG's current suggestion/summary of concencous.
Here are some preliminary stats for the Hell Blade and Hell Talon. The idea is to move the Swiftdeath to an Archive section and make the two Forge World aircraft the official CSM aircraft.

Hell Talon
Type Fighter-Bomber
Armour 5+,

Weapons
Twin Lascannon 45cm AT4+ Fixed Forward
OR 30cm AA4+ Fixed Forward
Havoc Launcher 45cm AP4+ Fixed Forward,
Bombs 1BP Ignore Cover Fixed Forward

Price
200 points for 2

Hell Blade
Type Aircraft
Speed: Fighter
Armour -

Weapons
2x Twin-linked Autocannons 45cm AP4+/AT5+ Forward Arc
OR 30cm AA5+ Forward Arc

Price
225 points for 3


I have gone through all this stuff and chatted on messenger to a couple of friends, one in Eltham and one in Sittingbourne, who have been giving the list another occasional go since it was finalised. They look at the planes slightly differently to me, primarily seeing how it fits into the list before comparing to other races, though obviously limited to WYSIWYG model wise.

I really should include their game experience! They play Epic with their Ork and Marine armies (both have marines, one has Orks), the games are 2000 points with the aim being to play 2 in 3 hours or so. The BL have been part proxies, part stuff off ebay (hence why trying them out). Gaming experience apparently shows them the proposed Hell Blade is two good and a bit pricey to get into their points (and they theorise it would be at 3000 too) whilst the Hell talon is possibly okay, hard to be sure.

The conclusions were the following:

Chaos needs a fighter more than other races, having more problems getting flak.
Chaos needs 'cheap' formations'.
It should reflect the model.
The plane should be relative in power to other races.
The first two combined indicate there should be an artificial discount on the planes to make up for deficiencies elsewhere. In our combined opinion Chaos should view a formation of planes for AA nigh compulsory in a GT setting.

The comparison made for me to illustrate the plane relative to others was the following (I presume there is nothing else to do in Sittingbourne all day). It is not directly relevant but amused me so I include it here :)

Orks - Mig 21
Eldar - F-22
Chaos - JSF
Thunderbolt - Tornado
Lightning - Eurofighter

Make of it what you will :)

Back to cost. Ideally it would be 200 points for the formation allowing a Banelord to be taken and some fighters. Factoring in the idea about a points break means the formation could 'really' cost in direct comparison to other races 225 points, putting it per plane closer to a thunderbolt than an Ork fighter (bear in mind squadron size three vs two). An alternative points level to aim for is 175 (effective 200) to allow a couple to be bought with a ravenger or 2 Ferals.

Reflecting the model means there are several possible weapon options.
1 x Quad Autocannon - 45cm AP3+/AT4+/AA?+ (note autocannon weapons are not yet set AA wise, just the Hydra

Long Barreled autocannon, giving an element of freedom).
2 x Twin Autocannon - 45cm AP4+/AT5+/AA?+
4 x Autocannon - 45cm AP5+/AT6+/AA?+
1 x Twin Reapers - 30cm AP3+/AT5+/AA?+
2 x Reaper - 30cm AP4+/AT6+/AA?+

An Imperial Thunderbolt (and smaller formation size)
15cm AP4+/AA5+ (AA4+ intercept) Fixed Forward Arc
30cm AP5+/AT6+/AA5+ (AA4+ intercept) Fixed Forward Arc
30cm AT4+ Fixed Forward Arc

As an air superiority fighter it is reasonable to assume better AA for the squadron and worse ground firepower.

The current suggestion (2x45cm AP4+/AT5+ 2x30cm AA5+ (AA4+ intercepts)) is both a lot better ground firepower (range and attack values) and better AA range, in both cases making up for the lighter armour on the attack run. Even with a 25 point discount at least 250 points for the squadron.

We all think that rules out autocannon due to their range advantage, leaving reaper autocannon.

Assuming 30cm AP4+/AT6+/AA6+ (fixed forward) for a reaper there are two options:

Twin Reaper - 30cm AP3+/AT5+/AA5+ (AA4+ intercept)
Similar ground firepower, better range but poorer attack averages for intercepts.
Would reckon this is a good candidate for 175 points for 3. Perhaps even 150 for 3. Misses the air superiority objective though.

Two Reapers - 2x 30cm AP4+/AT6+/AA6+ (AA5+ intercept)
Slightly better ground firepower, better intercept (same hits but longer range).
This would be the candidate for 200 points.

If either weapon fit too good at ground attacks for points change to fighter bomber status (which limits manoeuvrability on the ground attack run).



The same considerations apply for the Hell Talon (points wise) as outlined above for Chaos airpower, with the flak being an issue and with these chaps. So aiming at 200 points (real value 225).

They also thought that from what I told them the wrong comparisons had been made. The Marauder should never have come in, if you really wanted to compare it it should have been with another fighter bomber like the Thunderbolt.

But they argued me round to thinking it shouldn't be compared outside the list at all, just to the Hell Blade (assuming the stats for 200 points for three for them are correct), with better ground attack and worse AA.

Innately the Hell Blade has better ground attack manoeuvrability and a larger squadron size, making getting to the target easier and being able to go through flak better unless there was a big difference in armour, and is 5+ vs 0+ a big enough difference? 1/3 less casualties, compared to 2/3's numbers and higher value for each plane.

The comparison weapons wise then is
6 x Reapers 30cm AP4+/AT6+/AA6+ (AA5+ intercept)
vs
2 x Lascannon 45cm AT4+
2 x Lascannon 30cm AA4+ (3+ intercept)
2 x Havoc 45cm AP4+
1 x Bombs 15cm 2BP, Ignore Cover (AP5+/AT6+ unmodified)

Thats hits wise (assuming three units covered by template)
AP3/AT1
AA2
vs
AP2
AT1.33
AA1.33 (with better AT and worse AP range)

In addition Lee (more of a 40k fan than I) points out the Havoc Launcher is range 48, Strength 4, AP6 (is AP 6 good?) and at most should be Range 45 (maybe 30 add I?) AP6+.

This would make the above AP1.33, AT1.33, AA1.33.

They don't feel that it is currently worth taking the Hell Talons as performance is similar to the 'blades and with their armour saving rolls :) and more importantly shorter ranges less survivable. Only reason to take them is points, otherwise the 'blades are more of an all rounder and with limited air they feel that's important.

Saying that I reckon the Talons have far better ground attack values if they can close and attack a nice clump of targets.

They are more unsure what to do here. Currently they reckon the weapon fit is slightly better than a Thunderbolt, with the Havoc change it would be about par. Though with better survivability (45cm stand off range and higher armour). They do have three ideas though.

Leave as is, see if can compete with changed Hell Blade.

Change the Havoc launcher and re-point at 175 for two.
Option 2 b) Change the Havoc launcher, reduce the armour to 6+ and re-point at 150 for two.

Radical change, drop the lascannon AA value as it looks weird, change the Havoc to 30cm AP6+/AA6+ and re-point at 125 for two.



Regardless I would like to see what you think and they would like some advice at what to try.

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 Post subject: Hell Blade and Talon
PostPosted: Thu Nov 08, 2007 1:02 am 
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Speaking from a purely stylistic standpoint (I havent done any playtesting with BL yet, hope to change that soon!) I get a very "Tie Fighter" feel from the Hell Blade. Fast, limited armament, lots of them making lots of noise.

150-200 for 3 would be my ideal, low ground attack power, AA attack power not exceeding the thunderbolt, save perhaps better

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 Post subject: Hell Blade and Talon
PostPosted: Thu Nov 08, 2007 2:48 pm 
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Throw in your last, best suggestions and I will most probably test either/both within week =]

(that 125 for 2 fighta-bombers sounds interesting)


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 Post subject: Hell Blade and Talon
PostPosted: Thu Nov 08, 2007 2:56 pm 
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@ Kleomenes:

The no-save for the HBs is based on their AI stats, as discussed extensively in the link Chris provided. Remember they can always jink if they want to for that 4+ Jink save.


With regards to 45cm ranges, we?ve been there before, I still think it is a bad idea but pixelgeek as a the Army Champion is concerned about consistency with 40k stats and precedent E:A weaponry, namely the 45cm TL Lascannon on the imperial Marauder.

Again, see previous discussion.

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 Post subject: Hell Blade and Talon
PostPosted: Sat Nov 10, 2007 4:55 am 
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Very Good work there TRC ...  :D  Since we don't play AI, we'll drop all the AA options ! :)  So this data + the Harbinger stats on that thread, I think my Chaos AF is ready to take to the skies. But I have to paint them first ... :blush:   Thanks TRC ! :D

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 Post subject: Hell Blade and Talon
PostPosted: Mon Nov 19, 2007 1:57 pm 
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Fought two battles last weekend fielding 2xHell Blades 1xHellTalons in a 3000pts game vs Eldar and vs 2700pts IG.

I used the "official" stats form the CSM air thread over at SG.

In the Eldar game my list was:

150 Devastation Class Cruiser
225 Hell Blades
225 Hell Blades
200 Hell Talons
440 BL Retinue (Khorne) + Daemon Prince (winged) + Pact + Icon Bearer (@DP) + 8x Dreadclaws
450 BL Retinue (Nurgle) + Pact + 1x Obliterators + 1x Defiler
550 BL Retinue (Nurgle) + Daemon Prince + Pact + Icon Bearer (@DP) + 2x Obliterators
170 Forlorn Hope (Nurgle) + Pact + 4x Dreadclaws
170 Forlorn Hope (Nurgle) + Pact + 4x Dreadclaws
170 Forlorn Hope (Nurgle) + Pact + 4x Dreadclaws
240 Daemon Pool: 12x Lesser Daemon
----
2990


A drop army ... suffice it to say the Eldar got mauled badly, not so much by the initial bombardment & Deathwinds but by failing 5 activations in a row in turn 1, which allowed the Forlorn Hopes to actually do something. My opponent (Warphead) made a habit out of rolling abysmally and I lost some 5 stands of Forlorn Hope CSM and a couple of daemons in the whole game while destroying a Scorpion SHT (lanced by the Devastation), 3 formations of Guardians, most of a Sword of Vaul and assorted Aspect Warriors.

The Hell Blades and Talons had a field day picking off isolated formations, the HBs generally avoiding Flak as this was either broken or out of range, 6x 45cm AP4+ on a ground attack is quite nasty against guardians in the open. The long range had them operating at optimum efficiency as I could turn and exit at leisure.

I used the HTs on a "hot" attack run on some guardians crowded into a building, braving Revenant AA on the way in, doing average damage with the "ignore cover" bombs being a nice touch.

I lost 1 HB in both formations to Flak and Nightwings, while downing a Nightwing of my own in an Intercept.


Game 2 vs Elias?guards was another story altogether.


225 Hell Blades
225 Hell Blades
200 Hell Talons
275 Death Wheel
275 Death Wheel
475 BL Retinue + Daemon Prince + 1x Obliterators + 1x Defiler
125 Forlorn Hope
300 Armoured Coy: 4x Chaos Land Raider
300 Armoured Coy: 4x Chaos Land Raider
300 Armoured Coy: 4x Chaos Land Raider
300 Armoured Coy: 4x Chaos Land Raider
----
2700

A CSM armour list.


IG had a Tank Coy, Reg HQ, Artillery Coy (Basilisks), Vultures, Rough Riders, 2x2 T-Bolts, and Hydras attached whereever possible.

On the ground, I was unable to smash either the Reg HQ or the Tanks despite crossfiring them repeatedly as Elias kept making saves, failing to break these formations also meant that an AA umbrella was up over the most critical area of the battlefield, the one I _had_ to strike. With the CAPping T-Bolts added in I had lost most ?of my air assets by Turn 4, with only 2 Hell Blades surviving.


Conclusions:

- The no-save on the HBs works very well, any amount of hits forces you to jink at once as otherwise you?ll have nothing left to attack with

- "Ignore Cover" on the Hell Talons bombs for a 2 BP attack hitting on a 5+ is just the way they should be.

-45cm on the HB?s ground attack makes for perfect moves in a light / no-AA environment. Facing heavier AA, you can?t help but try to brave Flak, where the no-save comes into play. I still think 45cm is wrong on any aircraft, but with the HBs it isn?t as bad as I had feared.

- Prices for both formations seem okay.

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 Post subject: Hell Blade and Talon
PostPosted: Mon Nov 19, 2007 3:31 pm 
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I haven't had any issues with the aircraft the way they currently are in the BL list on the SG site and I definitely haven't had a problem with getting flack into my BL lists.  They have obliterators which give them really good flack coverage in my opinion.  (especially since you can teleport flack right where you need it to support any units that are in danger of being bombed, along with some chosen CSMs to protect them in CC).

I don't have much to say about swiftdeaths at the moment as I haven't playtested them much lately, maybe they do merit some changes to make their stats more reflective of their intended battlefield role, but I really do think the Hell Talons are fine as is.

I can see how incendiary bombs getting ignore cover makes sense as far as the fluf is concerned but I don't see why they need to be dropped 1 BP and the points cost dropped 100 on the formation.  I have found them to be fairly well balanced and a useful choice in the army as is.

Being 2BP each makes them worth more points than the current version of the swift deaths.  Having a 4BP attack means they have two templates and the value of this comes in in that it is often easy to hit multiple units with high barrage point attacks, thus applying blast markers to multiple units with one attack.  In the two games I have had with them over the last week they have applied blast markers to three unactivated units in one shot in one game as well as a couple of times when they have put blast markers on two formations.

Thus my opponent is more likely to fail to activate them and is forced to make their plans without being able to rely on these formations as much as they would normally be able to.  Perhaps even pushed to spend time marshaling rather than pushing for objectives and trying to disrupt my units.

As far as I am concerned this makes them really effective it doesn't matter if Swiftdeaths are just as effective at killing things, hell talons can disrupt the enemy more effectively (by the placement of BMs) thus making them much more effective at helping you keep the initiative, have better control over your units than your enemy does, thus making it easier to claim objectives and win the game.

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 Post subject: Hell Blade and Talon
PostPosted: Tue Nov 20, 2007 8:37 am 
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(Mark_Logue @ Nov. 19 2007,20:31)
QUOTE
Being 2BP each makes them worth more points than the current version of the swift deaths.  Having a 4BP attack means they have two templates and the value of this comes in in that it is often easy to hit multiple units with high barrage point attacks,... *snip*

General point, due to the barrage table 2bp bombers are hard to point as losing one leads to a 2/3 - 3/4 drop in firepower. You go from 2 templates AP4+/AT5+ to 1 template AP5+/AT6+.

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 Post subject: Hell Blade and Talon
PostPosted: Tue Nov 20, 2007 8:38 am 
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(Irondeath @ Nov. 19 2007,18:57)
QUOTE
6x 45cm AP4+ on a ground attack is quite nasty against guardians in the open. The long range had them operating at optimum efficiency as I could turn and exit at leisure.

-45cm on the HB?s ground attack makes for perfect moves in a light / no-AA environment. Facing heavier AA, you can?t help but try to brave Flak, where the no-save comes into play. I still think 45cm is wrong on any aircraft, but with the HBs it isn?t as bad as I had feared.

- Prices for both formations seem okay.

Flat out my old regular opponents simply do not want to fight aircraft with 45cm range as standard. Unless you are fighting Eldar I have never had to expose planes like that to incoming flak.

Note those stats? That's pretty much what you can hope to expect from a 2 template barrage attack. Except from a plane that is 15cm range. Here we have 45cm range. Anything below 60cm hasn't a hope of hitting on the approach, unless you are actually attacking the flak directly. After a while of using planes you always strike from a 45 degree angel to the target at max range. Indeed once you get quite use to planes they just stop dying unless chased by enemy fighters, unless they have to do a dangerous strike there is never any reason to brave flak, at least on approaches. Every time I play Imperials I have two thunderbolts and I have never lost both and rarely lose even one.

You were losing planes to Thinderbolt CAP? Why not intercept them? You have on average 3 AA hits from a squadron, Thunderbolts have 2 and they have to close to 15cm.

If you really want to be funky and are going for flakless targets you can do all sorts of fun plane positioning so your defensive fire catches any attackers (something like
Your flak and troops
               v
        > target <
)

As to the price I would have thought 225 for three was more than fine. You have better firepower than a marauder bomber formation, you have excellent long ranged AA. With the ability to drop chosen if you are really worried about enemy CAP you can cover your own planes - note the enemy fights at 15 or 30cm.

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 Post subject: Hell Blade and Talon
PostPosted: Tue Nov 20, 2007 1:12 pm 
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To repeat myself, I completely agree that 45cm is a bad idea on any plane.

I couldn?t really get at those T-Bolts as they operated inside their Hydra?s AA bubble. You know how cowardly/defensively IG fights whenever given the opportunity.

AA coverage was made worse by the fact that we had done corner deployment and my opponent all but fled from his "long" table edge to prevent my from flanking him at the short end, which lead to the main action taking place in a box of about 45cmx120cm. which considerably limited my exit vectors and might be a kunning plan on how to deal with HB?s :;):

Believe me, I tried my best to take out those T-Bolts but only got a single one. As you can see in the list, I had no Chosen in the fight against IG, though these would surely have helped, as would a garrison with Oblits or actually causing mass carnage in those crossfires as planned ...


With regards to 2BP on a single Hell Talon, this is out of question as stated in the original thread: They carry nowhere near as much payload as a Marauder.

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 Post subject: Hell Blade and Talon
PostPosted: Tue Nov 20, 2007 1:37 pm 
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I have actually found that I can line the Hell Talons up so that they bomb their target as well as lining up whatever is on CAP to get a shot in on them.

Last weekend in the situation where I bombed a formation clipping two others it was done so that the opponents thunderbolts on CAP were lined up so that I had them in my front fire arc when they started their move and managed to shoot both down.  Granted that involved some freaky rolls but it definitely supports the change in AA down from 45cm.

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 Post subject: Hell Blade and Talon
PostPosted: Wed Jan 09, 2008 10:38 am 
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Quite quiet on this topic. Has anybody been testing these new ones lately? I would definately want them to become new "official" flyers at some form and will keep on testing them on my EC army...

(I'm using: Hellblades with 2x 30cm 4+/6+/6+, 3 for 200,  and Helltalons with 2 for 125, AA only in Havoc Launcher)


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 Post subject: Hell Blade and Talon
PostPosted: Wed Jan 09, 2008 11:29 am 
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On any point 2 for 125 is too cheap. They are more worth than Tbolts, sure not in AA but in ground attack.

my 0,002 cent

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 Post subject: Hell Blade and Talon
PostPosted: Wed Jan 09, 2008 11:35 am 
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(Soren @ Jan. 09 2008,12:29)
QUOTE
On any point 2 for 125 is too cheap. They are more worth than Tbolts, sure not in AA but in ground attack.

Now with those stats I was using as proposed earlier on this thread, i.e.

Hell Talon
Type: Fighter-Bomber
Armour 5+

Weapons:
Lascannon 45cm AT4+ FxF
Havoc L   30cm AP6+/AA6+ FxF
Bombs     15cm 1BP Ignore Cover FxF

I would prefer tbolts.


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 Post subject: Hell Blade and Talon
PostPosted: Wed Jan 09, 2008 11:44 am 
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You should note that in Imperial Armour Apocalypse the Hell Talons weapons don't have AA-mounts and thus will hit flyers only on a 6+
Only the Hell Blades two Twin Autocannons have AA-Mounts which enables it to use its BS to hit aircrafts.

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