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Gunwagons

 Post subject: Gunwagons
PostPosted: Fri Oct 12, 2007 11:33 pm 
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Since it keeps coming up... why the complaints?

As far as I can tell, they compare favorably to other wagons and the Blitz Brigades compare favorably with KoS set up to fulfill similar role.

===

V. Flakwagon:  Even if you think the gunwagon's extra range is nearly worthless, so is 30cm AA.

I also think the extra range is worth more than most people are giving it credit for.  It effectively doubles the area covered by the Gunwagons.  If you take the extra range into account when positioning the units it makes a substantial difference in the chances the Gunwagons will get to Sustain Fire (or attempt to Sustain) as opposed to Flakwagons.

Basically, you have to use them like Big Gunz.  Not only do you hit the best target of opportunity when they activate, you set up to optimize the next attack.  It's possible with Gunwagons to move/shoot/support AND end up in position to threaten 2 enemy formations with potential Sustained Fire at the beginning of the following turn.

That is substantially more difficult (nearly impossible) with the Flakwagons' 30cm range.  Further, Flakwagon can never threaten a Sustain Fire action against a unit that is outside of assault range.  A 15cm move, plus a 15cm FF range means if the Flakwagons can hit the target, the target can assault.

The Gunwagon definitely outguns the Flakwagon on the ground when used in that fashion.  I don't see how anyone can make the case that it's not a substantial difference.  I think the fact that you don't actually see very many Flak Brigades in Ork armies is good evidence that people recognize that, even if it's at a subconscious level.

The real issue has, imho, nothing to do with the Flakwagon being innately better.  It is that in certain combinations the advantages of the Gunwagon over the Flakwagon are nullified and there are a fair number of those combos in the Ork list.

As the list is constructed, with the KoS all 30cm or less and Ork Warbands at 30cm range, the 30cm range of an attached Flakwagon loses very little over a Gunwagon because the advantages of the Gunwagon's range are negated.  This range factor can also show up in a BB of Koptas and Flakwagons

In a Zzap Brigade the Zzap is so overwhelming in the amount of firepower it provides that the positive effects of taking Gunwagons over Flakwagons are proportionally quite small while the AA ability remains basically unchanged in its expected effectiveness.

====

Blitz v KoS - in the "fast fire support" role, the other competitor in the Ork list is the Warbuggy.

12 Gunwagons cost the same as 16 Warbuggies.

Gunwagons have better AT and worse AP in roughly equal proportions (+/- ~1/3).  Gunwagons have the better range and therefore the same kinds of advantages they do against Flakwagons.

Gunwagons are AV as opposed to LVs, so they have a greater per-unit toughness even at equal armor value.  That is offset by the greater numbers of the Warbuggies.

Warbuggies, due to numbers, are better at assault.  Depending on what kind of fire they face, they are nominally better with regards to Mob Up but that depends on how long they last (mostly on whether the enemy has good AP fire).

As formations, the BB has the option of having organic Flakwagons for a bit of AA, Deth Koptas for a few higher armor screens, or Oddboyz to make them shooty.  The KoS has the option of being more assault-oriented with Skorchas or Warbikes.  I put the formation options about equal.

On net, you might make the argument that the Gunwagon BB's better firepower options don't offset the Warbuggy KoS's better assault, but the options are not seriously out of line.

===

In the Speed Freeks list, the issues of negating the Gunwagons' range advantages is seriously mitigated.

There are no Zzap guns, just Speedstas.  Speedstas, while a nice firepower boost, don't have nearly the firepower of a Zzapwagon so the relative difference between Gunwagons and Flakwagons continues to be relevant.  Also, the 45cm range on the Speedsta matches up well with the Gunwagons.

Personally, my SF Blitz Brigades are usually 3 gunwagon, 1 Flakwagon, 1 Speedsta, and as they get better I'm less likely to keep the full ratio of Flakwagons.  The formation has to either waste their firepower or get closer to the enemy than is desirable.

I've also had good luck in the SF list with formations which combine Big Gunz and Gunwagons.  The formation ends up with about a 50/50 mix of 45cm and 30cm ranges, but that's enough to give a lot more fire options.

===

I think improving the Gunwagons would be bad.  It might make them more competitive in the niches which currently fit the Flakwagon better, but it would cause other internal balance problems.

For example (just picking one of the recent suggestions) if the Gunwagon went to 4+ armor, why would anyone ever take a Deth Kopta?  LV status and half the firepower is hardly a fair trade for Skimmer.

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 Post subject: Gunwagons
PostPosted: Sat Oct 13, 2007 11:10 am 
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Yes I considered 4+ Armour too good just in terms of balance which was kind of a shame. I have always found it a little strange that buggies are just as resistant to Leman Russ as the Ork gunwagon (until they get into heavy bolter range). I can see historical precendents for that maybe... ie in moderns rules I've played certain light vehicles are more resistant to being dying from tanks because
1: They are smaller and more difficult targets...
2: Sometimes the armour is so weak that a heavy shell can go in one side out the other and on their merry way without exploding... you make a hole but no critical damage.

Regarding this comment:
I think the fact that you don't actually see very many Flak Brigades in Ork armies is good evidence that people recognize that, even if it's at a subconscious level.

Correlation does not equal causation. I've seen significant numbers of ork armies based on old collections, where owners just don't have large numbers of flak wagons to include (and same deal with scorchers), or didn't want to have lots of a single limited model type for orks, or didnt' want to use something that opponents saw as cheesy. Which also relates to the problem of changing compositions of the ork list and background.

Also I'm not so sure I'd disparage the Ork AA so much.  If airpower is a consistent feature of your games then having that hail of fire spread all over the place really helps in my experience, at very little/no real cost (ork shooting tends to suppress for assaults rather than kill - except for oddboyz, gargants and flyboyz).  I've just bought a whole lot more flakwagons to up the numbers in my blitz brigades and mounted warbands (but obviously I still think the minimal tweak to restrict them and make sure appropriate cost is payed is necessary!).

So summary, given a flak mod, I'm not pushing strongly for any gunwagon mod at this stage. More playtesting with more appropriate points for flaks (the minimal tweak and restriction), and leave gunwagons alone for now sounds ok.

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 Post subject: Gunwagons
PostPosted: Wed Feb 10, 2010 10:15 pm 
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Necromancy!

Anyway, it is a valid point that Gunwagonz are a rare choice while they filled a role in previous epic editions. Generally basic armour seems to have declined vs. Inf and WEs.

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 Post subject: Gunwagons
PostPosted: Wed Feb 10, 2010 11:10 pm 
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Quote: (Irondeath @ Feb. 10 2010, 21:15 )

Anyway, it is a valid point that Gunwagonz are a rare choice while they filled a role in previous epic editions. Generally basic armour seems to have declined vs. Inf and WEs.

I always take Gunwagonz in my Blitz Brigades... range being the main factor.

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 Post subject: Gunwagons
PostPosted: Wed Feb 10, 2010 11:20 pm 
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Yeah, but Gunwagonz are taken to act as BM-buffers, no one in his right mind would take them on their own, they are worthless except for their range while in the old days hordes of Goff Lungburstas were the norm. Am I to assume that the effect is somehow subsumed into the Oddboy upgrade?

As a matter of fact, mass armour (or any armour) being neglible in some lists (IG and Eldar excepted) is something I regret. With Orks the Zzap brigade is a no-brainer, leaving the oddboy out makes the formation essentially worthless and adding 50points makes it killer.




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 Post subject: Gunwagons
PostPosted: Wed Feb 10, 2010 11:24 pm 
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Quote: (Irondeath @ Feb. 10 2010, 22:20 )

in the old days hordes of Goff Lungburstas were the norm.

Were Lungburstas a "heavier" type of Ork tank?  What kind of stats did they have in the old rules?

Perhas an "'Eavy Gun Wagon" unit could be introduced in a Goff list.

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 Post subject: Gunwagons
PostPosted: Wed Feb 10, 2010 11:38 pm 
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+1

Armour is barely support (for most armies, IG/Eldar excluded again!) these days.
That´s not Epic, and I´ve said as much in the SM thread.

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 Post subject: Gunwagons
PostPosted: Thu Feb 11, 2010 12:16 am 
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Quote: (beelzemetz @ Feb. 10 2010, 22:42 )

its the netepic ork source book.

Yeah, looks like the "Lungbursta" was a much tougher armour unit than the current Gunwagon... definitely looks like such an addition could fit in a variant list, even as just an "Armoured Gunwagon" or something.

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 Post subject: Gunwagons
PostPosted: Thu Feb 11, 2010 12:24 am 
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I've not played previous versions of Epic, so I can't comment on army style pre-E:A. I am aware that there were a wide variety of Ork wagonz that were all subsumed under the 'gunwagon' moniker. I think that, hile admirable in that it allows Ork players to build to a personal visual asthetic while keeping lists similar, the averageing of all weapon effects has marginalized Ork armor to some degree. Buggies are LVs with one pip less AT and 15cm shorter range, but 5cm faster (effectively 10cm on the double), for ~30% less.

The fact that buggies encroach on the role of Gunwagonz means that Gunwagonz are taken only when they bring something new to the table - say in the form of a TK weapon. the Zzap Brigade is the only role Gunwagons can perform that Buggies cannot for cheaper.

The questions I have are:

Is this desirable?

I have to say I think that armor on armor is an important role for Gunwagons, which would overwhelm through sheer weight of numbers. THey should not be religated to the WE-hunter role, though that too, is an important job.

How could it be changed?

A main gunwagon gun specialized in AT, say AP6/AT4 would make Gunwagons worthwhile. But is it something unbalancing? Harder to say, but I would tend towards yes. Orks are not meant to be good shots, and the current rules reflect this rather well. 12 AT4 shots for 350 pt would be rather good.

After this long winded ramble, I've come full circle. I think it is regretable that Gunwagonz don't get the attention they deserve, except in the presence of Oddboyz, but think that any attempt to fix the problem would be worse than the current situation.

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