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Tau support Crafts and Spacecrafts for 4.2

 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Tue Oct 25, 2005 10:28 pm 
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I think that the Spacecraft should be dealt with in a separate topic, when we try and debate them alongside the support craft one type of unit or the other takes over - which usually ends up being the Support Craft...

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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Wed Oct 26, 2005 1:05 pm 
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Nerroth is right, the discussion on spacecraft is growing so I will recentre this topic on support crafts only.


Just a quick answer to your lastest questions, Nerroth:

Remember, the Lunar costs the same as the Lar'shi as is and trades in the extra PP for that 3BP Macro-weapon barrage -

You're right here. So it may not be appropriate yet. I tried to balance our cruisers according to Eldar cruisers that seem more similar in design and use (bombardment + planetfall).

you give the Tau pinpoint attacks D3+1 instead of just D3, was that intentional?)

D3+1 was intentional. It is a way to tone down the 2x pin-point attack as well as representing Tau applying their firepower in a more focused way than usual.

The list isn't exactly crawling with TK hits as is
It's true for now. But with a beefed-up Railcannon Moray and the new Whiteshark bomber, this may change very quickly :8): , and I don't see a reason to keep a local imbalance then. Well, it is rather suspicion since you mentionned the Lunar being as good as the Hero for the points. I'll investigate further then :blues: ).





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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Wed Oct 26, 2005 9:58 pm 
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BaronP,

OK, digested all. I'm of the opinion that 2x PP on the light cruiser is working on a list that is long range MW light. For now, I'd like to leave it as it works and mess with the more critical things in the list.

The moray and Manta are more topical concerns for me so I'll reply there.

I want to make sure the Manta remains seperate from the Moray.

I like the Main Rail Gun alternatieve idea that Clausewitz had early on in a similar thread which suggested:

MORAY:
======
Cool Rail Tech Name: 2x 75cm MW3+ TK(D3) @ 300 pts each
(DC, other auxillary systems, notes, and crit remain)

MANTA:
======
I would see the main rail-tech gun on this one going to 90cm and I would see the MW going to 2+, but the same otherwise for this system... so:

BETTER-Rail-Tech Name: 2x 90cm MW2+ TK(D3)


Regarding Baron P's auxillary weapon proposals. I don't have any immediate problems with those at the moment. However, my focus is on the rail weapon system alternate for the Moray. Other considerations are tertiary for my focus on this topic. Furthermore, the Manta is really somewhat tied to the Moray development to me. So the main gun issue extends to that vessel for my consideration in development.

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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Thu Oct 27, 2005 3:44 am 
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Ok, it's late, but I feel the need to ask something that nags at me because I'm not sure what the intent is. Here goes:

Why don't we have one range for the same weapon? Isn't a rail cannon a rail cannon regardless of what's carrying it?

The reason I ask is that Tactica lists two ranges for what I thought was supposed to be the same weapon. What are we going to do when we start looking at the Whiteshark? Does it get the Manta RC or the Moray RC? Seems like there ought to be one stat line for the RC and it gets mounted in different vehicles that have different capabilities, but the vehicle doesn't change the weapon.

Thoughts?

?:/

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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Thu Oct 27, 2005 4:22 am 
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Honda,

1) the _existing_ E:A 4.1 list does not have both Moray and Manta Support Craft with the same weapon system. So the precident is for them to be similar, but different.

Moray Today:
RailCannon, 75cm, MW2+, TKd6, Slow Firing, FF Arc


Manta Today:
TwinRailCannon, 75cm, MW2+, TKd6, FF Arc


2) I'm not proposing the Moray and Manta have the same weapon system in the future either.

3) My proposed weapon systems do not specify RailCannon as a name intentionally. In fact, one uses the name of "Cool Rail Tech Name" and the other has "Better Rail Tech Name" just for this purpose.

4) You'll notice in our list today that ALL rail technology has 75cm precident.

5) You'll notice in our list today that there's six different types of Rail Technology today and each has varying name differences.

Broadsides: 2x Twin-Linked Rail Gun, 75cm, AT2+
Hamerhead: Railgun, 75cm, AT3+
Swordfish: Twin-linked Railgun, 75cm, AT2+/AP3+
Whiteshark Bomber: 2x Railgun, 45cm, AT3+
Moray: Railcannon,75cm, MW2+, TKD6, Slow Firing, FFA
Manta: Twin Railcannons, 75cm, MW2+, TKd6, FFA

5) I think the Manta should have longer ranged Rail tech compared to the Moray and the shots should be even more accurate, thus the recomendation of MW 2+ and 90cm on this vessel. I think the moray should have the same amount of shots, but be limited in range to 75cm like all other rail tech in our list. MW 3+ on the moray is also adequate considering the rest of my suggestion IMHO.

6) The Whiteshark is a seperate beast. Its a flier. Their are flier potency considerations and what not to consider when talking about E:A fliers. First off, I don't think the rail-tech on the whiteshark flier should exceed 45cm. This however is a different discussion... ?:;):

7) Although FW:IA3:TC describes both the 1) Tiger Shark alternate main weapon system and 2) the Manta rail main weapon system as the same system - i.e. TL Heavy Railguns, this is for 40K. This is not necessarily the vision in E:A.

Before anyone says FW:IA3:TC in the epic section also has the Manta and the Whiteshark with the same weapon system there too - I would ask you to consider this... E:A has lots of planes that have the same weapon system as ground units, but they are typically reduced in effectiveness due to speed of plane, limited reaction times, and game balance. Also, look close at that FW:IA3:TC E:A Tau list - its all messed up. Its based upon an older version of the E:A Tau list and has concepts we've long since dropped. It also lacks enhancements we've long since adopted too. There wasn't much consideration given to Epic:A list in FW:IA3:TC. So although FW appears to have the same name weapon system extended to whiteshark and Manta, as developers, I would argue that we should know better.

Hope that helps explain my perspective and recomendation Honda.

PS - I know you're not simple minded either.  :alien:





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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Thu Oct 27, 2005 6:36 pm 
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Ok, I understand your logic and some of your concerns. So I would also like us to think about "simple" logistics.

>>
Broadsides: 2x Twin-Linked Rail Gun, 75cm, AT2+
Hamerhead: Railgun, 75cm, AT3+
Swordfish: Twin-linked Railgun, 75cm, AT2+/AP3+
Whiteshark Bomber: 2x Railgun, 45cm, AT3+
Moray: Railcannon,75cm, MW2+, TKD6, Slow Firing, FFA
Manta: Twin Railcannons, 75cm, MW2+, TKd6, FFA
<<



So it seems like we have some trends that might let us set some definitions like:

(I'm only stating these for the purpose of the discussion)
a) Railgun = 75 cm, AT3+, twin-linked AT2+
b) Rail cannon = 90 cm, AT3+, twin-linked AT2+ or (enter appropriate MW value)

Then it becomes a matter of what does the vehicle carry? Item A? Then A does this...
Item B? Then B does this...

That was along the lines of what I was thinking. So define the weapon and match vehicle abilities, then you have some sort of common ground for comparison.

Thoughts?

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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Thu Oct 27, 2005 9:47 pm 
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Honda,

If you are familiar with HTML tags, this will be very easy to understand.

Explanation 1:
==========
Open bracket, followed by the word QUOTE folloed by closed bracket.

Then type quoted text.

Then Open Bracket, followed by forward slash, followed by QUOTE followed by closed bracket.

Explanation 2:
==========
The process is Use a 7 character string to identify text to be quoted. Then type text. Then use an 8 character string to indicate the text should no longer be quoted.

Start Quote String looks like this, but with now " marks:
"[""QUOTE""]"

Next you type or cut and past the text you wish to highlight.

Then the Quote Close string, looks like this but no " marks:
"[""/""quote""]"

The result is:

Showing honda how to quote text.


Explanation 3:
If none of the above makes sense, find the "Quote" button on the page. Press it. now type text. Press it again.

:)




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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Thu Oct 27, 2005 10:28 pm 
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[quote="Honda,27 Oct. 2005 (18:36)"][/quote]
Honda,

Great question.

I would counter that what you've suggested is exactly what we have. Con-fuzzled yet? :)

I'll attempt to explain....

As you know in 40K, the broadside formation can fire more shots than the hammerhead, but cannot fire the submunitions round. Thus, the broadsides Railgun must only have an AT stat but more shots per unit - as is the precident with devistator squads, obliterators, and the alike. The Broadside however is also twin-linked, so it does have +1 to the 'to hit' value. Thus, it's 2x shots and is AT2+ instead of AT3+.

The Hammerhead does have a submunitions round, so it has an AP value as well as an AT value. The Hammerhead is not twin-linked though, so its one less accurate AT3+/AP4+. It doesn't have the shots that a broadside formation has either. Therefore, it only has a single main railgun shot per unit instead of 2 like the broadsides.

The swordfish has a modified version a twin-linked version of the Hammerhead system. So it does have equally good broadside AT value due to that twin-linking and also has +1 AP value when compared to the hammerhead. Like the Hammerhead though, it only has one shot per unit. Thus AT2+/AP3+.

So you see, we have exactly what you suggest here.

Note, Jervis has also stated that any gun which has different stats, must have a different name, so that's already three different guns.


TODAY:
Broadsides: 2x Twin-Linked Rail Gun, 75cm, AT2+
Hamerhead: Railgun, 75cm, AT3+/AP4+
Swordfish: Twin-linked Railgun, 75cm, AT2+/AP3+


And these units have proven to work - no changes needed.

Now we look at the Moray, Manta and Whiteshark. As the latter (Whiteshark) is a flier, let's table that one for a second as there are special design considerations with fliers.

First, nobody says we have to have the same main gun on the Moray that we have on the Manta. We know we don't want slow firing on the Moray. We also don't want to lose the value of the Manta.


TODAY:
Moray: Railcannon,75cm, MW2+, TKD6, Slow Firing, FFA
Manta: Twin Railcannons, 75cm, MW2+, TKd6, FFA



MY SUGGESTION FOR TOMORROW:
Moray: 2x RailCannon, 75cm, MW3+, TK(D3), FFA
Manta: 2x Long Barrelled Twin-Railcannons, 90cm, MW2+, TK(D3), FFA


The Moray's Railcannon would be the base system, and has base rail-tech range. It has 2 of these guns - (thus the x2). The range is still 75cm.

The Manta gains the "long barrelled" feature (+15cm range) and gains the "twin" feature (+1 to hit) and still has 2 of these systems (thus the x2)

So here still, I follow your suggested modus operandi, still adhere to design considerations of naming conventions, and the Moray and Manta do not have the same main rail weapon system.

Now that takes us to the Whiteshark....


Today:
Whiteshark Bomber: 2x Railgun, 45cm, AT3+


The concerns for this thing are layered:
1) Originally, the Tau development community designed this v4.1 Whiteshark before we knew of the new AX-10 or Tigershark alternate model in FW:IA3:TC was going to debut. So the current stats are not even representative of the FW vision of this thing.

2) In the 40K reference as well as the E:A reference in FW:IA3:TC, they have made both the main railguns on the alternate Tigershark and the Manta the same. They had no regard for current Epic:A development practices of 'toning down' fliers. In 40K, flier weaponry and ground weaponry of the same name has the same stats and the same effect on the game.

3) In E:A, there is a precident that fliers absolutely _cannot_ have the same weapon _effects_ as a ground unit with the equivilents weapon. Thus, the _effect_ of the same weapon on a flier must be reduced and thus, the weapon name must be changed.

4) Fliers generally should not have main weapons with ranges exceeding the 45cm precident.

Ergo a 6th weapon name and stats needed for our tigershark alternate (Whiteshark) flier. Regardless if it has the same gun as the Manta in theory.

Now, I think the Whiteshark gun should be more representative of a Moray variant rather than a Manta variant in E:A - for balance.


MY SUGGESTION FOR TOMORROW:
Whiteshark: 2x Shark Railcannons, 45cm, MW3+, TK(1), FFA


Honda, so you see - in the end, we need 6 different guns, and we are already following your suggested practice of simplification.

Hope that helps.

PS, knowing some more of the background behind these concepts, what do you think of the suggestions?




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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Sun Oct 30, 2005 9:31 pm 
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Honda:
Why don't we have one range for the same weapon? Isn't a rail cannon a rail cannon regardless of what's carrying it?
...

I quite agree with Honda. Maybe I?m slow minded aswell :p , but IMO having varying stats for the same weapon complicates the understanding of the list. So I don?t see this as a favoured solution unless we have a reason to do that. And in the case of the Manta, I don?t think it?s necessarily the best way to solve a balance issue. I?d rather have a look at the point cost first.

Still, adding differences is possible as long as we stick to general rules when doing so. For instance:

1) Consider the very basic weapons:
> Battlesuit railgun 75cm AT3+ -
> Submunition railgun 75cm AT3+/AP4+ -
> Railcannon 90cm MW3+ Macro Weapon, Titan Killer (D3)

2) Add enhancements to these weapons
> Twin-linked means +1 Firepower, (+1 Damage in case of a Titan killer weapon)
> Aircraft mounted means range reduction.
> Long barrelled means range increase
> ...

That?s the only way you should make weapon stats easy to remember and consistent throgout the list.


TacticaMY SUGGESTION FOR TOMORROW:
Moray: 2x RailCannon, 75cm, MW3+, TK(D3), FFA
Manta: 2x Long Barrelled Twin-Railcannons, 90cm, MW2+, TK(D3), FFA

Ok then it seems you already favour the consistent weapon stats ;)

I am too of the opinion that the Manta is a little undergunned for its cost. Upgunning it is an option, but in truth I had other plans for it (see next post).





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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Sun Oct 30, 2005 9:46 pm 
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Ok guys. I'd like to present you a new possibilty to rework the Manta.

New Manta developpement guideline:

+++ Manta should be fully playable in a typical 2700 pts Grand Tournament game. +++

What does that mean? Fully playable means that you will be able to use all the features of the Manta in a typical GT game, including planetfall & transport. In a 2700 pts game, you have a 900 pts air caste allowance. You?ll need to take a 150 pts spacecraft first, and therefore the Manta's cost should not exceed 750 pts.

From a balance perspective, a Manta should be classified at the very midpoint between a Reaver Titan and a Warlord Titan. In truth, we?re not too far from it already:

if you evaluate carefully the current main weapon in the Living proposal...
> Twin-linked Railguns ~= an upgunned Volcano Cannon (+1hit)
> Heavy Ion Phalanx ~= Gatling-Blaster/Turbolaser
...this weapon set fits perfectly for a 750 pts war engine. Just tweak the toughtness and we're done. :8):


New 4.2 Manta

Changes corresponding to the big rework are highlighted in >yellow<
Other changes to 4.1 are highlighted in orange

Army list entry: 1 ground support craft for >750< points

Type M Ar CC FF
War Engine 20cm >5+< 6+ 5+

Damage Capacity >10<. Tau Deflector Shield.
Critical Hit Effect: The Manta?s fire control systems are damaged. No weapons may be fired at ranges greater than 45cm, and the Manta suffers an additional blast marker. Further Critical hits will cause an additional point of damage.
Notes: Support Craft, Planetfall, Reinforced Armour, Fearless, Transport (may carry 16 of the following units: Fire Warriors, Pathfinders, Stealth, Gun Drones, Heavy Drones, Crisis, Broadsides; Crisis and Broadsides take up two spaces each; additionally, up to four of the following vehicles may be carried as well: Devilfish, Hammerhead, Swordfish, Skyray, Stingray, Piranha, Tetra).

Weapons Rng Fp Notes
Twin-linked Railcannons 90cm MW2+ Fixed Forward, Titan Killer(D3+1)
2x Heavy Ion Phalanx 60cm 3x AP3+/AT3+ Fixed Forward
Twin-linked Missile Pod 45cm AP4+/AT4+ Fixed Forward
4x Long Barrelled Burst Cannons 30cm AP4+/AA6+ ?-
2x Hunter Missiles 75cm AT6+/AA6+ Fixed Forward, Guided Munitions


Other side effects

A positive side effect of this change is to increase concistency with WH40K stats for the Manta as described in Imperial armor 3 :8): :
- Armor 5+ Reinforced (E:A) <-> Armor 13/12/10 (WH40K)
- DC 10 (E:A) <-> DC 10 (WH40K)

The Manta will inflict more hits in an assault, but will take a lot more hits aswell. So the DC increase won't necessarily mean that the Manta would be better in an assault (I would rather suspect the contrary) :blues:


New Manta?s toughtness:
- Armor toned down to 5+ Reinforced
- Damage capacity upped to 10
- Change deflector shield to the following: Tau deflector shields work like an invulnerable save in all respects, with the single exception that >they will always save on 5+ rather than the usual 6<. A Deflector shield does not work at all in assaults, where the angle of incoming attacks does not allow for deflecting shots completely away from the craft.


Why the deflector shield rule must change?

The balance of the 4.1 deflector shield is tightly dependent on the 4+ Reinforced armor save. Downgrading the armor to 5+ causes an imbalance.

Above are presented the probabilities to inflict a hit depending on armor save, shielding and weapon class:

4+ Reinforced & variyng Deflector (as in v4.1 list)
AT -> 21%
MW -> 33%
TK -> 50%

As you can see above, the current combination of 4+ Reinforced armor and deflector shield works nicely and ensures that Titan-Killer weapons are the best thing you could bring to bear against a Support Craft.


5+ Reinforced & varying Deflector (imbalanced combination of armor and shield)
AT -> 37%
MW -> 44%
TK -> 50%

This reveals the imbalance if armor is downgraded but the deflector is unchanged: the smoothing effect of the deflector when combined with a 5+ reinforced becomes huge, and renders Titan-killer weapons cost inneffective to deal with the Manta -> Hence the rule has to change. :(

5+ Reinforced & Simplified Deflector, giving always 5+ inv (retained solution)
AT -> 30%
MW -> 44%
TK -> 66%

Does not render Titan-Killer weapons useless at killing our ?titans? and therefore is the way to go in the scope of downgrading armor.


Balancing the damage capacity

I made some calculation using the following war engine templates to determine the damage capacity increase:

V4.1 Manta: 850 pts, DC8, 4+RA ? Varying Deflector

% to pass armor
AT: 21% MW: 33% TK: 50%

Number of hits before destruction
AT: 38,4 MW: 24 TK: 16 Average: 26 hits

War Engine #2 ? 850 pts ? DC8 ? 4+RA ? Always 5+ Deflector

% to pass armor
AT: 17% MW: 33% TK: 67%

Number of hits before destruction
AT: 48 MW: 24 TK: 12 Average: 28 hits

War Engine #3 ? 650 pts ? DC6 ? 4+RA ? Varying Deflector

% to pass armor
AT: 21% MW: 33% TK: 50%

Number of hits before destruction
AT: 29 MW: 18 TK: 12 Average: 20 hits

V3 Manta ? 650 pts ? DC6 ? 4+RA ? Always 5+ Deflector equivalent

% to pass armor
AT: 17% MW: 33% TK: 67%

Number of hits before destruction
AT: 36 MW: 18 TK: 9 Average: 21 hits


The New 750 pts Manta should be in the middle. Damage capacity 10 does this nicely:

New 4.2 Manta ? 750 pts ? DC10 ? 5+RA ? Always 5+ Deflector

% to pass armor
AT: 30% MW: 44% TK: 67%

Number of hits before destruction
AT: 34 MW: 23 TK: 15 Average: 24 hits


Do you think this way has a future?






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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Sun Oct 30, 2005 10:13 pm 
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Big note, big thoughts, I'll try to provide some intelligent feedback. ?:D


New Manta developpement guideline:

+++ Manta should be fully playable in a typical 2700 pts Grand Tournament game. +++

What does that mean? Fully playable means that you will be able to use all the features of the Manta in a typical GT game, including planetfall & transport. In a 2700 pts game, you have a 900 pts air caste allowance. You?ll need to take a 150 pts spacecraft first, and therefore the Manta's cost should not exceed 750 pts.


Interesting assumption. Don't know that it is right or wrong to make that assumption, but I can certainly appreciate what you are trying to accomplish. Also, if you pull this off, we (Tau) might add a new dimension to our list that will cause consternation to opponents. As it stands now, I don't know that I'd ever field one except in Greg Lane's Titan Wonderland battle (i.e. one-off).

So, we're off to the races...


Type M Ar CC FF
War Engine 20cm >5+< 6+ 5+

Damage Capacity >10<. Tau Deflector Shield.


Interesting...as you quote later, easier to damage, able to take more damage. Do they work out the same? If yes, then you might have to question why would one do that. If not, who does the change favor?


A positive side effect of this change is to increase concistency with WH40K stats for the Manta as described in Imperial armor 3:
- Armor 5+ Reinforced (E:A) <-> Armor 13/12/10 (WH40K)
- DC 10 (E:A) <-> DC 10 (WH40K)

The Manta will inflict more hits in an assault, but will take a lot more hits aswell.


So that means that if you don't assault, then it's harder to bring down. Personally, I'm not sure why you'd want to get in an assault, but I understand stuff happens.




5+RA & varying Deflector (this one is discarde for balance reasons)
AT -> 37%
MW -> 44%
TK -> 50%

This combination shows the problem if I had kept the deflector unchanged: the smoothing effect of the deflector when combined with a 5+ reinforced is so huge that it renders Titan-killer weapons cost inneffective to deal with Support crafts -> Hence the rule has to change.


Another way to look at this is that my "regular" weapons are good enough to deal with the threat, therefore I don't have to spend money (pts) on more expensive weapons (i.e. TK).

However, I don't think we want to build a weapon system that is susceptible to TK weapons just because we can. Instead we want our opponents to field TK weapons because they are the only thing that can stop a particular type of unit.

So, very interesting proposal. I'll be interested in hearing from those who are more mentally aligned with numbers as to whether or not your proposal is giving up 100 pts of functionality to justify the cost reduction.

However, I do like the idea of producing a version that is accessible at 2700 points.

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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Mon Oct 31, 2005 5:50 am 
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BaronP,

Thank you for a well thought out and very interesting post.

I don't know that the premis is a given though. More to the point, I don't know if a manta should _or should not_ be 'fully functional' at 2700 point games. I'm not sure that GT games should govern our units costs.

As far as points go, i'm with you - I'd like it to be, but I don't know that it 'should' be.

BTW: all tournaments that I've seen locally are 3K games. In those events, one would receive 1K points of aircaste. However, I have heard that the GT size is 2700 points by various folks online... though I don't know where they've gotten that from.

Jervis also states in the rule book that tournament lists are based around 2K-5K point games. Middle of the road is therefore 3500 point games.

If you look at the range of points to be played at 500 point incriments, and then assume the 850 point Manta with a 150 point ship needed to use planetfall, let's look at what games that allows both to be fielded (1000 points of the restricted to no more than 33% aircaste)

Army ... Max AirCaste Points
2000 ?... 667
2500 ?... 833
3000 ?... 1000
3500 ?... 1167
4000 ?... 1333
4500 ?... 1500
5000 ?... 1667

If you further extrapolate that we are talking about 2700 point games and we look at 100 point incriments, starting at 2000 point games and working up to 5000 point games, I think we are talking about 31 possible point levels. That means we are talking about ~25% of games where the the Manta and spaceship at current points wouldn't be legal.

Should we develop all units in a list to be fully functional at >75% of point levels possible for tournaments just because GTs are at 2700 points?

I also like the idea of keeping things close to the 40K models, but as we all know, we cannot always do this as a list has to be balanced in the end and work in E:A.

In that same veien, Tau are known to have a problem in the number of MW in the list. The current proposed v4.2 aircaste have some formations that work to rectify it (we'll see if they do in playtest).

Furthermore, 40K's version of the Tau Manta is like the IG Vulture and Valkyrie, it's a flier in 40K but something different in Epic. That change alone means it operates differently in this system. In Epic, the Manta is made much more vulnerable than it is in 40K. In 40K, all weapons are reduced in range by 12" to fire at it and the typical max range is 48"... furthermore, any blast or ordinance marking weapons ( the big ones) can't even fire at fliers in 40K. In 40K, its also only on the table for a limited period of time and moves after the enemy has moved but before they've shot - so it has manouvering advantages. In Epic, its a support craft and can _always_ be seen by the enemy for the entire turn. In 40K it has a frontal hull armor of 13 and 10 Structure points. It also always has a 4+ Invunerable save against all shots. In Epic it currently has an equivilent armor to a Hammerhead and but only has 8 DC and has a variable save. In the v4.2 list, we start to accomidate for its loss of resilence from 40K and its weapon loadouts change to work to satisfy it's intended roll of being our Warlord titan equivilent.

Your proposal may work to bring points down and get some statistics aligned with a 40K, but you've also made concessions in your proposal.

For now, I would say we playtest out the agreed upon Manta in the Tau WIP v4.2 and see what needs to be done from there to make the overall list work vs. making changes for GT tournament considerations.

Final thought:
==========

I do have to admit that I think "Interceptor Missles" are out of flavor for the Epic:A Manta. I thought this before too.

I do think your suggestion of the following 2 weapon systems should replace our Tau WIP v4.2
4x TL-Burst Cannons 15cm, AP4+/AA6+, FFA
Interceptor Missles 30cm, AA5+, FFA


4x Twin Long Barrelled Burst Cannons 30cm AP4+/AA6+
Twin-linked Missile Pod 45cm AP4+/AT4+ Fixed Forward


That would
1) add 15cm to the burst cannons (like 16 BC on the 40K variant)
2) remove out of character AA missles from this vehicle
3) add targetted Missle Pods (like the 40K variant)

On the Deflector Shield note, I think a simpler static Invulnerable save is easier, future proof and always works as designed. It also tends to make the vehicle more durable than it probably should be in E:A.

I have a personal suggestion for a Deflector shield change if you are interested. I'll create a seperate thread for that one as its around a special rule that affects more than just the Manta.

Thoughts?




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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Tue Nov 01, 2005 10:53 pm 
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Honda
Interesting assumption. Don't know that it is right or wrong to make that assumption, but I can certainly appreciate what you are trying to accomplish.

The reason is that 2700 pts is somewhat the Epic equivalent of 2000 pts in Wahammer Battle: the minimum format that allows you to use everything an army list can offer. I personally often play Epic between 3000-3500 pts though.


HondaInteresting...easier to damage, able to take more damage. Do they work out the same? If yes, then you might have to question why would one do that.

The reason is simple: I wanted to make the manta slightly less resilient to make it fit into 750 points. Options are quite limited then:

Solution 1) Tone down the DC to 7. This one is extremely simple but feels bizarre. I mean, DC seems to be quantified in some way as a multiple of something: 2, 4, 6, 8... 3, 6, 9... COuld have worked well though.

Solution 2) Tone down armor to 5+ (Reinforced): this one works, and has a positive side effect: the DC increase to 9 or 10 required to balance things out makes the Manta have a high DC count for its cost/class. Hence High DC count becomes a characteristic trait of the Manta like it is for ork Gargants as a representation of their 'mass factor', or rather size in ?the case of the Manta.

It also tends to make the Manta have a different feel from other existing war-engines: it is big but easy to damage (soft/flabby like fish flesh is).

"The Manta will inflict more hits in an assault, but will take a lot more hits aswell."

Honda
So that means that if you don't assault, then it's harder to bring down.

Not necessarily that much hard. But I would lean toward giving Support Crafts an edge in ranged combat as a couterpart.

I see two simple adjustments variables as of now:
- Damage capacity: 9 or 10?
- Deflector shield: works or doesn't work in an assault?



5+RA & varying Deflector (this one is discarde for balance reasons)
AT -> 37%
MW -> 44%
TK -> 50%

Honda
Another way to look at this is that my "regular" weapons are good enough to deal with the threat, therefore I don't have to spend money (pts) on more expensive weapons (i.e. TK).

Straight to the point. I will borrow this formulation if you don't mind.

HondaHowever, I don't think we want to build a weapon system that is susceptible to TK weapons just because we can

Well, so far the v4.1 Manta still retains some vulnerability to Titan-Killing weapons. And if you except Eldar Titans, all Titans share such vulnerability. So I don't think be have a real choice here: big stuff must be vulnerable to Titan Killing Weapons.

@ Tactica, I'll reply to you later :(8:





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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Tue Nov 01, 2005 11:50 pm 
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baronp,

@ Tactica, I'll reply to you later  


 :/

Seriously - LOL, no problem.  :cool:

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 Post subject: Tau support Crafts and Spacecrafts for 4.2
PostPosted: Fri Nov 04, 2005 7:33 pm 
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Hi!

I was thinking about the shas'o and/or aun of a force being on board a Dragonfish when not taking the field, and it occured to me that in the Taros Campaign the Mantas themselves were used as mobile command platforms as well as fire support and Cadre transport vehicles.

Could it be possible to place the shas'o and/or Aun onboard the Manta in its command deck - as opposed to its hangar bay - in larger battles, instead of relying on a Dragonfish?

Gary

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