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Tigershark

 Post subject: Tigershark
PostPosted: Wed Dec 21, 2005 2:50 pm 
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Someone referenced Eldar bombers with a 45cm range.  The Tigershark is not like the Eldar because the Eldar's primary weapon is not its 45cm gun.  It still has to get close to maximize firepower.  The Tigershark's primary weapon is 45cm and it has a couple other potshots at 30/45cm, making it effectively much longer ranged.

====

I don't really have a proposal for what to do.

To be honest, I really don't care for the air rules at all as I've never thought they flowed smoothly.  Generally, I take a bit of defensive AA ability to slow down enemy air and leave it at that.

All I can tell you is that I read the Tau list and it looked like the air was very powerful, so I made a list that I thought could exploit it and it worked.

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 Post subject: Tigershark
PostPosted: Wed Dec 21, 2005 6:05 pm 
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That sounds to me like your opponents weren't prepared to deal with it.  None of the guys in my group play with airforces really.  I walked in there with just my 3 Barracudas and ripped stuff up.  Had I taken Tigersharks it would have been worse.  I don't think taking just a couple of Hydras is going to help you against Tau air superiority.  He'd need some Thunderbolts in there, and maybe take a Hydra formation instead of attachment.


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 Post subject: Tigershark
PostPosted: Wed Dec 21, 2005 9:07 pm 
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Leave it be.  When you face IG you need to worry about DeathStrikes.  When you face Space Marines you need to worry about ThunderHawk assaults with chap etc. etc.  All lists have a "nice" unit or "quirky" unit.  If we can't even fully agree that its broken, then leave it as our "good" or "quirky" unit.


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 Post subject: Tigershark
PostPosted: Wed Dec 21, 2005 10:50 pm 
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I'm definitely with RD on this one.

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 Post subject: Tigershark
PostPosted: Thu Dec 22, 2005 11:07 am 
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Quote (Breten @ 21 Dec. 2005 (22:05))

That sounds to me like your opponents weren't prepared to deal with it.  None of the guys in my group play with airforces really.  I walked in there with just my 3 Barracudas and ripped stuff up.  Had I taken Tigersharks it would have been worse.  I don't think taking just a couple of Hydras is going to help you against Tau air superiority.  He'd need some Thunderbolts in there, and maybe take a Hydra formation instead of attachment.


There was a big debate a while back in part triggered by the Chaos Fighter Bomber of Doom. It sorta showed up the problems with air. In essence it was that they are hard to counter in low point games but hard to use in high point games, relating mostly to the density of flak.

Air also has to be dealt with in a special fashion. Deathstrikes and the like can just be shot when you get down to it. Air - unless you have flak - is immune to everything.

So the flak race starts. I've seen it now in the last tourney I went to with ork lists that had more flak wagons than gun wagonz (with the 4 strong crisis squadron being popular).

Guard wise I tend to run with 5 Hydras and 2 thunderbolts at 2700-3000 points. The more powerful airpower gets in other lists, the more that changes.

Air can be very powerful if used carefully. In the Guard armies I always have 2 thunderbolts and they invariably kill 2-3 times their points in the game and I have never ever lost them both, losing one in a mere handful of occasions. They are incidentally 6+ saves, 1 hit point.

I've got a 3500 point game coming up Friday it seems and seeing this I'm awful tempted to take 3 Squadrons of these things and go tank hunting. I'll be dealing with a couple of hydra formations probably and an intergral couple of hydras, nothing to harsh. I should be laughing I reckon. Against the inevitable LR company I should be scoring 8 or so kills and therfore 11 BM a turn. Thats a dead company!

Hell if he turns up with marines instead I'm even better off, I can wipe out 1-2 formations a turn!

Oh and since when did Mauraders have disrupt? (This is the Imperiums plane?)

Actually I'd be torn between 6 individual planes to up activations and firepower (more blast markers) or 3 squadrons for survivablilty. I reckon I'll go with 1 squadron and 4 individuals.

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 Post subject: Tigershark
PostPosted: Thu Dec 22, 2005 11:09 am 
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And if it works guess what I'll take to the next tourney I go to :)

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 Post subject: Tigershark
PostPosted: Thu Dec 22, 2005 9:06 pm 
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I think a big chunk of the chaos debate was due to the 'Ignore Cover' ability when combined with '4BP' ability and then putting it on a plane that has 100% access to the field. It was a better at 'bombing' than the Maurader Bomber for some unknown/justified reason. It was further complicated by the unit existing in a list that was already over the top at the time. So there were several factors contributing to the debate TRC mentions - if memory serves.

We are not talking about the same situation. First, the Tau are justified with the plane having the abilities it has - even better stats actually. However, we've toned it down.

It may still need to be reduced to a single plane in the formation instead of 2 - to address the situation the NH brought up. However, unless more people report that problem, I don't think we want to make hasty changes to a list that has been working off of one report. They due need to be adequately counterable for game play purposes lest we have an effective 'invincible' air formation. Nobody wants that.

BTW: disrupt on maurader... well, I was confuzzled.  :p

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 Post subject: Tigershark
PostPosted: Mon Dec 26, 2005 10:31 am 
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Well I would suggest that people check out the two reports I've finally finished.
In essence left to my own devices I would change the plane to 1DC, 4+ save, range 30cm on the TK guns, points reduced to 150.
Hell, I would consider reducing both varients to 125 (allowing the Tau to have a bigger airforce) if they had one hit only.

This would allow all races a flak chance against the chaps, and mean you would be less gung ho with them (having only one hit).

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 Post subject: Tigershark
PostPosted: Mon Dec 26, 2005 8:27 pm 
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I am not wild about dropping them to 1DC, as I feel that it make over-compensate. I would like them to be a little frightening. However, I would like to hear opinions on all of these ideas. I do think that they could be reduced slightly, but I would like to take small steps.

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 Post subject: Tigershark
PostPosted: Mon Dec 26, 2005 10:22 pm 
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In essence left to my own devices I would change the plane to 1DC, 4+ save, range 30cm on the TK guns, points reduced to 150.


So what you are saying is that you don't want us to use these in our lists anymore.  :p

I'm trying to be humorous, but really, what would be the point of taking them?

Reducing them to the above level would just make them unattractive as an option.

I'd rather not see the Tigersharks turned into the above.

My two yen...

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 Post subject: Tigershark
PostPosted: Tue Dec 27, 2005 10:22 am 
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Maybe a bit harsh :) I admit I was thinking of the eldar but on reflection they are a fighter bomber, more when I get back from wedding reception!

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 Post subject: Tigershark
PostPosted: Tue Dec 27, 2005 8:11 pm 
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The IA3 fluff has one kill (not damage, not supress, kill) a Warhound in it's first pass.  It was a very rude surprise to the Imperials, and caused the Warhounds to withdraw rather than face another run.

I would rather it be very scary and costed appropriately, than smacked hard with the Nerf Bat™.

Am I completely misunderstanding the TK rules?  I thought that TK weapons only did one hit to a non-WE, so how is a formation of two putting 10+ BMs on a Russ company? (or am I getting confuzzled with the 40k WE rules again?)

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 Post subject: Tigershark
PostPosted: Tue Dec 27, 2005 9:58 pm 
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Quote (Lion in the Stars @ 27 Dec. 2005 (11:11))
The IA3 fluff has one kill (not damage, not supress, kill) a Warhound in it's first pass.  It was a very rude surprise to the Imperials, and caused the Warhounds to withdraw rather than face another run.

It seems to me that the missiles take down the shields, then the 2x RC hit hard and some sort of pain/power feedback fries the brains of the crew.  The TS Pilot musta rolled 6s for everything :p , which can happen.  Not the sort of Crit we have in Epic, but close enough for me.  Unshielded WEs will still fear this plane.

I would rather it be very scary and costed appropriately, than smacked hard with the Nerf Bat?.

Yup.

Am I completely misunderstanding the TK rules?  I thought that TK weapons only did one hit to a non-WE, so how is a formation of two putting 10+ BMs on a Russ company? (or am I getting confuzzled with the 40k WE rules again?)

I think he was using 2 formations of 1 TS each.  Each TS can do 4 AT shots of varying lethality, so 2 TS A-X-10s that hit with all their AT weps can place 10 BMs on a formation that fails all its saves.


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 Post subject: Tigershark
PostPosted: Wed Dec 28, 2005 12:01 am 
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Even at 30cm and availible singaly (as limited or whatever fluff) I think the planes a steal.
What would I do with such a plane? Fly to the centre of a LR frmation, take the 2 5+ shots (which odds on won't kill) and ensure through the hit allocation rules the Hydra buys it. The Tau can deal with Hydra formations easily enough.
(10bm, whats that from, I believe I was refering to more than 2 planes.)
With the Hammerhead flak fomrations I reckon I have flak superiority, letting me have some fun with the bombers. If facing a massive airforce at 3000 points I can go with 4 TS and 1 fighter formation for roughly the same points and don't forget the big activation advantage I can manufacture.

Now I have no idea how this would do against a Horde, but I've got a lot of scouts with funky weapons and stuff so I can have a damn good go.

Remember utimately that these are tournament lists - i.e. balanced for a tornament. The fact someone can turn up with this plane means marine and Guard lists (also Titan list if it ever comes to fruition) in particular have to massively increase their flak levels. The last WPS epic tourney already featured very high numbers of flak pieces, indeed Orks were running around with 20+ flak guns.

How would anyone here defend against the list I used in the two batreps, and be competitive against other lists. Batreps

Oh and for anyone in the UK if its possible to get to you I can come and demonstrate how to use aircraft. Used and supported properly they are untouchable, the only plane I don't rate is the marauder bomber as its pants. I can't understand how people are losing these aircraft, especially against Imperials. I would be hard pressed to lose a fomration of two planes with 5+ saves and 2DC each which evreyone seems to use. Hell, I'd choose indiviudal planes every time with this list to maximise BM and activations.

Upping the points is one way to go and making them compulsory 2 plane formations (to limit the activations and firepower) means they are a problem, but a less common one. The other angle - max 1 formation is another thing to do and makes them a compulsory problem for the enemy to deal with in 80% of cases (without the massive numbers of them they are not as decisive a weapon).

If you want a fomration which adheres to the fluff of beng able to kill a warhound with a single pass, well its possible. But used properly air is untouchable. How do you cost that? Airs a bit funny in epic, it doesn't quite work and the plane stretches things to the limit.

As it stands the Tau have the best bomber in the game, congratuations, that will show those eldar pretenders a thing or two. :)

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 Post subject: Tigershark
PostPosted: Wed Dec 28, 2005 12:11 am 
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Someone had mentioned breaking a Russ company (which takes 10 BM's) with the AX10.  I see how that could happen, now (a BM or two before you lay the smack down upon the Gue').

Again in IA3, there's only one instance of the AX10 showing up (granted it was the only time the Titans, all 4 Warhounds, showed up to play), and it didn't show up even when the Tau hit the imperial's extraction LZ with a couple Mantas.  Maybe it should be 0-1 per 5k points.

Could we tweak it to hit one target harder, but lack a bit in the general AT department, instead?

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