Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 49 posts ]  Go to page Previous  1, 2, 3, 4  Next

Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids

 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 11:50 am 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 6:40 am
Posts: 423
Location: Duisburg , Germany
Nice Report Tac,
enjoyed it. Why you didn?t snipe the Synapses? Someone posted that you may move right into the target formation so the desired target is the first to be removed! I think it was TRC or Neal? Dunno. And like CW said , you battled against the worst list for the Tau. As I wrote in my replay against the SM - small formations and affectable by BM , are at a great disadvantage. And with a non optimal List even more.
So , if it is not true that you may "snipe" then it is definitely not the ?ber-Plane. It is reduced to a mere RA Hunter like TRC tells us. But again , if you can and take enough AA , they will have a hard time , if not due to the lots of BM accumulating.

Cheers!
Steele

_________________
Quid pro Quo


Top
 Profile Send private message  
 
 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 2:52 pm 
Brood Brother
Brood Brother

Joined: Thu Jul 07, 2005 2:02 pm
Posts: 916
Location: Glasgow, Scotland
Quote (Dobbsy @ 30 Jan. 2006 (05:02))
isn't great against ('Nid, LatD or Ork horde, Necron pylon-heavy list), but there are a lot more that are (SM, IG, Eldar, OGBM, AMTL, BL and their variants).

So, against 4 army types it's ok but against 6 it's not? Put one of those 6 lists into the other basket and you have a 5:5 tie. Given that the majority of these lists are experimental (6 out of 10 - and not balanced themselves in a lot of ways) plus the fact it would struggle vs any infantry based established list, sounds almost a good balance to me CW.

Dobbsy, remember that the "6" lists also have a bunch of variants that I didn't specifically mention (white scars, ulthwe, etc etc).  There are wip lists on both sides, in fact the Ork horde (not a list but a specific army selection from a particular list) is the only established list that would be especially resisitant to the "5 Aces", with Necrons, Nids and LatD still being developed.

The "5 Aces" doesn't necessarily struggle against infantry based lists.  It's just not as good (or too good depending on your opinion) against hordes of low-point units.

In Tactica's game he was against such a horde.  In fact a horde that also regenerated its destroyed AA units (how many Zoanthropes did he manage to kill?) and a list that is immune to BMs.  So what we have is the Nid special rules nullifying the main effects of the "5 Aces" list.  And dispite that Tactica still came out with more VPs.


Top
 Profile Send private message  
 
 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 5:32 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
All,

"Aircraft Sniping"

The reason I did not snipe is at least two-fold. My opponent and I even talked about it.

FIRST: He's had people try to do this more and more recently with his list. He (like myself) sees 'airforce sniping' as a loop-hole in the main rules, not a problem with any given flier. That didn't stop me from taking out two of his lessor synapse nodes with fliers as you will see, it also didn't stop me from trying to carve a hole in his formations and then using the planes to get as close as reasonably possible to angle for a shot on them. However, I'm still using bombers, disengagement flight paths were still in question if I wanted to maintain my planes for later use. What the airforce sniping mentality did keep from doing was using all activations to fly right up in the face of one formation over and over again, regardless of AA cover, and just try to snipe his hivetyrants regardless of AA cover. That would have been suicide in this game.

Also, my only AT shots outside of the planes were going to come from devilfish, AMHC, or crisis. The devilfish were not even close to what it would take. The crisis would have to get too close to take out the zoanthropes, and that left me the two HH formations. My opponent knew full well the danger of the HH formations to his army. That's why I placed my HH outside of his indirect fire range.

In hindsite, he said placement of his indirect would go in the center next time, to insure that he can punish the HH formations early. I have to agree, I don't know what he was thinking placing his indirect exocrines on the corner vs. in the center of the field. Definitely an error in the aftermath on the bug's part.

SECOND: To stop 'sniping' of his bugs, he intentionally insulates his synapse with heavy amounts of AA zoanthroapes and always recovers them first when facing airforce heavy lists. The point is that in order ot make the synapse the closest, you have to fly right in there and deal with a LOAD of AA. Good luck!

So with little (if any) chance to widdle down his AA vehicle targets prior to the planes moving in, sniping wasn't only very gamey, but it wasn't tactically practical. Keep in mind, I was angling to take out the AA zoanthropes regularly, he kept spawning them back when I did work them down. I quickly realized in turn 1 that the price for trying to widdle down the AA was too costly for the planes as disengagement moves were going to be painful. Also keep in mind - we well knew that synapse had to die, I killed 4 of the 7 synapes units and obtained BTS, that's wasn't for NOT trying to kill those synapse as objective number 1 !

'wave'

Rob

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 6:22 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Quote (clausewitz @ 29 Jan. 2006 (22:38))

Tactica,

Very nice battle report.  Thanks.

I hope you don't mind me playing devil's advocate a little.

Me?

Heh, no - of course not, that's why I post these things and that's how we all learn. By all means, put holes in it and tear it apart, disect it - whatever! Be my guest. :)


Questions:
Did you use the aircraft to snipe synapse units?  Seems like the Hive Tyrants would be an easy way to take out 2 formations in that manner with last activations.

See the report - it just wasn't in the cards. Also,

I've added a general response to aircraft sniping. This player was not only aware of the 'sniping my big bugs' tactic and planned for it, but it really wasn't feasible when I tested those waters on turn 1. Too much of the 5x AX-1-0 tactic relies on the long term success and punishment of the bomber. Losing them sacrificially early would not be a good thing. Aircraft sniping is not a power of the AX-1-0, its just an area of the main rules that allows anyone with fliers to try and ruin the nid synapse in a gamey manner. Furthermore, there were many runs where the AX-1-0 in question missed or only got a single hit. That's a very risky prospect.

How many Nid players use 10 Zoanthropres, no WE-bugs and no (or few) AV-bugs? (It's not something I've seen in any of the batreps in the Nid section, but perhaps with the new list that will change)

Cw,

Its a fair question. Since I don't play bugs as a main list, so I don't know. The couple times I have fielded them myself, I tried to take the all infesting all smaller bug horde - but I couldn't get it to work in the old lists. Local bug players feared the shadowsword then. We were trying to find a way around it as at the time, the big bugs were mandatory for the list to be effective - like you've already said.

I know its been a big complaint amongst several locals that they don't have to take SHT bugs in 40K, but when you go to epic - your list doesn't work and you 'have' to take the big bugs "in the older bug lists".

Jaldon's new rework of the list may afford a more versatile way to play the bugs competatively. I definitely applaud that effort if its intentional!

I can tell you this - having that many wounds on the field is like playing against even more aggressive orks. For me playing a list that couldn't fight its way out of a wet paper bag, it was very daunting. One lictor unit killed my entire crisis formation with SC!!

There's no winning that attrition game if you can't get into the synapse fairly quickly and decisively. Even then, the bug player can move another synapse to 'reclaim' the remenants of a recently killed synapse swarm - so the synapse become increasingly harder and harder to kill as the game progresses when coupled with spawning.

I actually liked the list he fielded quite a bit. It was very 'bug horde' and 'I don't care what you have or do, the heart of my army is always sound and growing. Very - "fear me" and "unstoppable impending doom". That established the bug horde feel to me better than any bug game I've played in the past. So - from the adversary perspective, hats off to Jaldon on the efforts thus far and from what little I've seen. :cool:

Also, how many IG and Marine players 'have' to take titans or even SHT in a viable tourny list? I've seen more than one tourny list with each where no SHT or titans are taken - and the list has placed if not won. Should the bugs be any different? Its definitely a design question, but my opponent doesn't own a terrible amount of the bigger bugs. He's read enough of the forums and played against the Tau enough with his marines to know what the Tau are capable of.

Also, Andy is one of the players in my local gaming group that meets every Saturday. He knows I go air - heavy, no matter what I play (IG, eldar, chaos or tau) so its no suprise for him to take a bunch of AA against me.

Finally - did you look at the bug list Cw? The warp blast zoanthroape is a great purchase in the current list! Its 30cm AP4+/AT4+/ AA4+

When you are always on the move, who wouldn't want these things - if you can always spawn them back into any formation as needed! (especially if you know aircraft sniping means quick death for your synapse - and your synapse are AT targets while the majority of his formation is AP targets - you have to put some kind of AT insulation there... what would you put there in the bug list if you were playing them Cw?)


Comment:
Dispite playing against a list which is particularly resistant to the AX-1-0, you still managed to be ahead on VPs (if not quite getting a win).

True. My 1 BTS victory condition came from the tyranid special rule of obtaining BTS. If you kill the majority of the synapse choices, you get awarded BTS. Well, I did that - but only because I was able to capitalize on killing all 3 of his 30 point lessor synapse nodes prior to my opponent activating them and carrying out a spawning action. I worked very hard to make sure that if he did get to spawn them before I could shoot at them, that he only got a single D6... as luck would have it, right after deploying 4 teleporting formations (2 of which were synapse on turn 3) he had to decide to activate a synapse or do something else first. Unfortunately, he got his only roll of a "1" to activate in the game at a very crucial time for him! So I have my opponent to thank for his contribution to my obtaining BTS there.

Furthermore, he could have played it safe an not teleported the lessor synapse node on my side of table in turn 2, and he could have teleported both 2nd and 3rd synapse to safter locations in his own lines under his AA umbrella if he wanted to keep me from obtaining BTS. It was all in his control frankly. However, on turn 2, he was going for some luck... we even discussed his decision after he made it and before he rolled the dice for strategy. It was a calculated gamble with uphill odds since I had +2 to the roll, but if we tied - he got the tie breaker even. My blitz obj was basically undefended and he was going for the juggler with the move. It didn't pan out. A similiar decsion was made when he teleported the 2nd and 3rd synapse to the bug left field objective. He was not planning on activating one of them but he was planning on getting to the other. Unfortunately, the activation dice god threw him a curve ball at the wrong time during this second, but lessor gamble.

Fortunately for me, when I charged the first one with my pathfinders - I won - we had to go two rounds as we drew the first go! I got lucky there. Again, fortunately for me - I had planes that could get over there and dispatch the 2nd and 3rd teleporting zoanthropes. Keep in mind though - I wouldn't have gotten BTS at all if my opponent was just playing safe and didn't throw the lessor synapse out in 'go for the win' situations.

Was it his smartest plays? If it had worked, many would have probably said - well, he got lucky Tactica... come on, he took a risk and it paid off. If he hadn't gotten lucky, you would have had BTS. LOL - well, he didn't get lucky, I did, and I got BTS for his gamble.

How valuable is that 1-0 result considering the context? That's for you guys decide.


I think we would all agree that it is possible to put together a list that the "5 Aces" isn't great against ('Nid, LatD or Ork horde, Necron pylon-heavy list), but there are a lot more that are (SM, IG, Eldar, OGBM, AMTL, BL and their variants).

OGBM and AMTL may never even make it to 'actual' lists. AMTL and OGBM can take a load of AA too BTW (unless things have changed since I last played with/against these lists - which is quite possible). Also, many locals would challenge that the BL list falls in the Nid and Ork category. Their strongest version - IMHO, is the almost all infantry and daemon version.

Your point is well taken, the AX-1-0 will underperform if not become marginal against ~50% of list or list variants out there and has the potential to be quite effective against ~50% of list or list variants out there.

I fully agree with that.

In fact, with the ability to spawn destroyed AA units, and immunity to BM, the Nids are possibly the worst possible opponent for the "5 Aces", one might expect that against the worst possible scenario the "5 Aces" should expect to be soundly thrashed.  IMO, the Nids in general present one of the most difficult match-ups for the Tau, with the disrupt weapons being nullified and losses not building up due to respawning, and, of course, the strangth of the bugs is the Tau weakness - assaults and especially CC (infiltrate...).

I would agree with much of this, not all. I don't think the bugs are the worst match up for the 5 aces. I think the all infantry list of 'whatever' would be the absolute worst for the TS AX-1-0... that could be eldar, that could be bugs, that could be orks, BL, LatD - there are a host of such lists that could be 'worse' for the "5 aces" list.

However, for this game, I told my opponent to bring whatever he wanted - knowing full well that he could use my IG, his marines, or his bugs. I actually was not expecting bugs and I was expecting IG - as he likes the way my army is painted and the way it plays. I did tell him I was playing my Tau and that I had a new tactic I was going to wreck him with - whatever he played.

He does know Tau have good AA - and then there's the 'knowing me' factor.

Before deciding that the previous expreiences shown in battle reports (of the "5 Aces") has not been proven to your mind I would request that you try it again against some other list.  I propose that you have seen the lowest performance of the "5 Aces" against the Nid horde.

Fair enough. I'll give it another go or two.


(On a side note I believe you once mentioned that it would be a better test of a new list to try it against one, or more, of the establised lists, from the rulebook, or perhaps Swordwind.  Something to consider.)

Also a fair request.

I'd like to play it against eldar actually. Unfortunately, the guy with Eldar in our group has recently seperated from his wife and the armies are all at the old house and well, you can imagine that whole situation. This is the guy's house we normally played at so we are without a large portion of our armies right now as he had many of them.

I own Tau and IG myself. Andy owns bugs and marines. So, I can play against any of those.

Since marines are really a flawed list anyway IMHO - I would fully expect to beat them with most anything I played.

That leaves IG. So in the short term, the only thing I can play the "5 aces" against would be the IG. TRC already posted what you can do against IG. I guess it would be neat to see if another player can generate a different result.

I'll have to look at setting that up perhaps.

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 6:26 pm 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
He (like myself) sees 'airforce sniping' as a loop-hole in the main rules, not a problem with any given flier.


I agree that the cheese factor on this is high, but it is a legal tactic that impacts directly on the effectiveness of the aircraft.  If you are going to evaluate it accurately, it should be power-gamed.

To stop 'sniping' of his bugs, he intentionally insulates his synapse with heavy amounts of AA zoanthroapes and always recovers them first when facing airforce heavy lists. The point is that in order ot make the synapse the closest, you have to fly right in there and deal with a LOAD of AA. Good luck!


I crunched some numbers.  Flying through the AA zones of 4 Zoanthropes gives ~60% chance of survival for DC2, 5+armor.  If you fire only the TK and MW attacks (so you avoid the Hive Tyrant taking a normal AT hit in allocation), that takes your kill% for a "down the barrels" run to somewhere in the 50% range.  That's 100 points v a probable loss of 175, but with the extra value of killing a Synapse it's still worth consideration even if it won't automatically cause the swarm to go to ground.

If you caught one of the formations far enough away from the other that you could make the approach move with only 2 shots, that takes the survival rate up to ~90% and the kill rate to ~70%.

Basically, if you can hit them when either 1) swarms are separated outside mutual AA support range, or 2) close enough to the end of the turn that another Synapse creature cannot move in to keep the swarm from going to ground, a close attack run to pick of a Synpase is a high-percentage tactic.

Indirect fire on bunched FW + DF on tau table edge midfield in 4+ cover. Exocrine's 120 range proves brutal on a 4x6 field. They place 4 BM, killed 1 DF, 1 PF, broke one formation of PF's due to disrupt!

Is that right?  2 exocrines would be 2 BP, disrupt under the most recent list.  That's phenomenal for a 1 template, AP5/AT6 attack.

_________________
Neal


Top
 Profile Send private message  
 
 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 6:37 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Quote (Dobbsy @ 29 Jan. 2006 (23:02))


Nice batrep Tac'. Interesting to see the AX-1-0 in numbers isn't really the hob-goblin people are reporting it to be.

Thank you for the comp, and agreed. The plane is built to take on AT formations, or more specificially SHT and Titans. Its no suprise that it will work good against those.

Its also no suprise that lists with no fliers and good 30cm AA coverage can thwart the efforts of the plane. Atleast that's what we seen. The plane wasn't even the right choice against this bug list. I went from using them first and being excited about them while taunting my opponnt - to listening to him laugh and point at them as they took more damage... I quickly started looking at the value in what I could do with my PFs, crisis, and Hammerheads while the looming indirect disrupting exocrines sat off on the horizon.

It was a fun game, and it was also clear, the AX-1-0 are nice and have a place in the list, but they are far from the end all if the opponent doesn't have the right targets.

One still has to be able to eliminate enough of the enemy ground formations to make objectives available, and one still needs enough of his own formations to take objectives.

I'm beginning to understand that being able to tailor a force to a single opponent's, can tilt the balance of a list somewhat, leaving one side or the other feeling a little hard done by.

Agreed. I think multiple perspectives from multiple posters in multiple locations will give us the real deal on the AX-1-0. At this point, I'm hard pressed to say its even close to the end all unit, moreover, I don't even think its the ideal tau list to take to a tournament. I think the 5 aces list will really hammer blow the unsuspecting. I think the tau are in for a rude awakening against somebody whom which regularly plays against aircraft, worse yet, someone whom which has all infantry or all mixed infantry and AT formations.

Cheers Dobbsy,

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 7:12 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Quote (nealhunt @ 30 Jan. 2006 (11:26))

@NH,


He (like myself) sees 'airforce sniping' as a loop-hole in the main rules, not a problem with any given flier.


I agree that the cheese factor on this is high, but it is a legal tactic that impacts directly on the effectiveness of the aircraft.  If you are going to evaluate it accurately, it should be power-gamed.

Not going to disagree, you have to power game when testing.

However, the reasons of not sniping were not limited to this view point alone. There was no real opportunity to snipe IMHO that would also allow for safe disengagement moves of the planes in question. You may disagree of course. I can only say what I felt as I analyzed the situation and unit placement.


To stop 'sniping' of his bugs, he intentionally insulates his synapse with heavy amounts of AA zoanthroapes and always recovers them first when facing airforce heavy lists. The point is that in order ot make the synapse the closest, you have to fly right in there and deal with a LOAD of AA. Good luck!


I crunched some numbers.  Flying through the AA zones of 4 Zoanthropes gives ~60% chance of survival for DC2, 5+armor.

We didn't always fly through 4, but if you look at his formations, in order to snipe, you'd be flying into 4+ and you'd probably be fliying out of 3+ more to disengage. Also as the game progressed, more zoanthropes were put into other formations. Just want to be clear that thinking you were only going to fly through 4 zoanthropes on approach and disengage when attempting a snipe is not really a reasonable hypothesis for this game... kudos to my opponent for placement perhaps.

 If you fire only the TK and MW attacks (so you avoid the Hive Tyrant taking a normal AT hit in allocation), that takes your kill% for a "down the barrels" run to somewhere in the 50% range.  That's 100 points v a probable loss of 175, but with the extra value of killing a Synapse it's still worth consideration even if it won't automatically cause the swarm to go to ground.

If you caught one of the formations far enough away from the other that you could make the approach move with only 2 shots, that takes the survival rate up to ~90% and the kill rate to ~70%.

If you look at the game, I'm not sure where you are saying this would be feasible. He used his AA umbrella really effectively. In order to snipe and 'get past' the INFANTRY insulation of his formations and get to the synapse, you had to get right on top of the heart of the formation - that meant you were in all kinds of AA. The one formation that he did seperate from the others - I did punch a hole in the side of it and I did kill the synapse hive tyrant. The other formation that I alsmost killed all of the synapse was a t warrior formation of three synapse creatures, and I killed two of the three out of that formation. Aircraft sniping just wasn't in the cards on the remaining 3 formations IMHO.

Basically, if you can hit them when either 1) swarms are separated outside mutual AA support range, or 2) close enough to the end of the turn that another Synapse creature cannot move in to keep the swarm from going to ground, a close attack run to pick of a Synpase is a high-percentage tactic.

I understand the math and the point in the first point, but the second point assumes they are not close enough already. If you look at the game, there's marginal opportunity to do this and even when you do, you have to fly in the face of soooo much AA to get on top of the synapse, that its just not a viable tactic IMHO.

I'd rather have a AT specific gun - a LANCE weapon for example would be ideal to pull off the snipe of the synapse. It would be much more effective at getting by the AP targets without having to get right on top of the synapse target. The MW force you to get on top of the synapse node in order to make it the closest.

If you really want to get gamy... the synapse node could put himself into base to base with other AP targets adn other AT targets. Then when you fly your plane in and mange to set it on all that crap somehow, you can start measuring your gun muzzles to the base of each model or whatever you want to do to determine which one is the closest and which isn't... then when you get one AT hit from your missle and one MW hit from your light railcannon, the enemy can allocate your AT hit to the hive tyrant and your MW hit to the infantry bob stand right next to him... and now he can make his save with his hive tyrant, and Mr. Gargole will go 'pop'... and that assumes your plane actually survived the approach move and got over that mess somehow.

So, I hear you NH, but I think the numbers analysis only goes so far. Angles of approach and model positioning, cover all come into account as to whether you can really be as effective as your math is showing.

In game, cover played a big role as to whether or not planes could hit. When those light railcannons need 5+ to hit, GM's needs 7+ and Missle Pod needs 6+ - flying through 4+ AA4+ on the approach does not look very exciting. Not to mention disengage moves.

Then there's the fact that aircraft sniping, like sustain-fire pop-up on skimmers - is just wrong.

We all agree, if the entire of AX-1-0 being too strong is based upon a loop hole in the main rules, any plane becomes too strong for the same reasons - not just the AX-1-0...

My vote is to fix the problem in the rules, just like we did with sustain-fire pop-ups. Just make it so that whereever you stop a plane before you fire - you have to be able to set it on the field or a piece of terrain.

"You may pass over of course, but you cannot set a plane on enemy models." Kind of a no-brainer anyway IMHO.


Indirect fire on bunched FW + DF on tau table edge midfield in 4+ cover. Exocrine's 120 range proves brutal on a 4x6 field. They place 4 BM, killed 1 DF, 1 PF, broke one formation of PF's due to disrupt!

Is that right?  2 exocrines would be 2 BP, disrupt under the most recent list.  That's phenomenal for a 1 template, AP5/AT6 attack.

Yes - I agree, phenominal... except he was sustain fring (thus the indirect) so it really was AT5+ and a single template by your analysis...

However, what is more alarming is that my opponent "ANDY" said it was a 4-point barrage for having 2 exocrines at 2BP each... so by his math it was was AP4+/AT5+ modified to AP3+/AT4+ for sustain fire. So, he was using two templates at AT4+ instead of AT5+ :angry:

On the other hand, my tanks were all next to each other behind a wood due to the previous move of trying to get to a specific location and getting shots via pop-up - so I needed to be closer to the wood than my target on the other side... he could have caught 4 tanks with one template easily enough... but not all 6... and he did roll really good. I don't recall how many were 4's and how many were 5+ though...

Going to check the latest jaldon bug list now... ANDY...   :/

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 8:04 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 6:40 am
Posts: 423
Location: Duisburg , Germany

So, I hear you NH, but I think the numbers analysis only goes so far. Angles of approach and model positioning, cover all come into account as to whether you can really be as effective as your math is showing.

In game, cover played a big role as to whether or not planes could hit. When those light railcannons need 5+ to hit, GM's needs 7+ and Missle Pod needs 6+ - flying through 4+ AA4+ on the approach does not look very exciting. Not to mention disengage moves.

Then there's the fact that aircraft sniping, like sustain-fire pop-up on skimmers - is just wrong.

We all agree, if the entire of AX-1-0 being too strong is based upon a loop hole in the main rules, any plane becomes too strong for the same reasons - not just the AX-1-0...


Another thing that seems odd , is that flak (besides beeing a free attack) dont has any modifiers due to movement.....

Cheers!
Steele




_________________
Quid pro Quo


Top
 Profile Send private message  
 
 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 8:15 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Quote (Steele @ 30 Jan. 2006 (13:04))


Another thing that seems odd , is that flak (besides beeing a free attack) dont has any modifiers due to movement.....

Cheers!
Steele


Steele,

(This isn't exactly a Tau question so please forgive me, but throwing it out there for clarity...)

Are you saying that the zoanthropes should have modifiers on their AA when they move? This woudl be unprecidented. Think about a hydra moving 60 cm ( a double) to get his 45cm 2x AA5+ shots in range.

Come to think of it, maybe you are talking about E:A in gneral... anyway, just looking for clarification.

Cheers,

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 8:22 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 6:40 am
Posts: 423
Location: Duisburg , Germany
Quote (Tactica @ 30 Jan. 2006 (20:15))
[quote="Steele,30 Jan. 2006 (13:04)"][/quote]

Another thing that seems odd , is that flak (besides beeing a free attack) dont has any modifiers due to movement.....

Cheers!
Steele


Steele,

(This isn't exactly a Tau question so please forgive me, but throwing it out there for clarity...)

Are you saying that the zoanthropes should have modifiers on their AA when they move? This woudl be unprecidented. Think about a hydra moving 60 cm ( a double) to get his 45cm 2x AA5+ shots in range.

Come to think of it, maybe you are talking about E:A in gneral... anyway, just looking for clarification.

Cheers,

I thought that I mention it , because all units that are in some sort of cover modifiy the to hit throw. And you were "complainig" that the Zoa?s have a 4+ AA attack versus your 5+ , 6+ and 7+ attacks with your planes if shooting at units in cover. Besides that , yes it fits more in a general Rule question. But what would have happen if that modifiers would apply as well?

Cheers!
Steele

_________________
Quid pro Quo


Top
 Profile Send private message  
 
 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 8:38 pm 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
I just don't understand anything you did with the air cover for the first turn of that game.

Why did you go with the aircraft first?  You had 11 activations, 6 on the ground, to his 5.  There was no reason not to stall.  The Stealers were also a threat, so taking them on first would have been a good way to start.

Forcing him to activate would 1) keep Zoanthropes from moving and "intercepting" your aircraft and 2) keep them from being spawned back into your disengage flight path the same turn.  That would have been 5 less Zoanthropes to worry about in the first turn alone (2 moved, 3 spawned).

Why did the zoanthropes with the exocrines get any shots at all on the approach?  Can you explain how you set up the attack run?  They seem to be closer to each other than 15cm, so you could get at least 2 in range (45cm) without taking any return fire.  If you work the geometry with 2 formations you should take no flak shots on the engage and only 1-2 on the disengage unless you get poor die rolls.  You would have had to disengage off the wrong table edge, but it beats being fired at.

Why did you even go after that formation anyway?  The exocrines were a threat, but the chances of stopping them were practically nil and there was no way you would pick off 3 Warriors.  It also had the strongest flak defense.  That seems like a big risk with next to no tactical payoff.

I'm also not sure why all the aircraft took 4 flak shots on the way out.  There were 4 Zoanthropes with the Exocrines and 2 more moved into range with the HT formation.  You killed 3.  That should have meant 3 per aircraft before they got off the table edge, rather than 4.

I'm trying to understand, but it looks from the description and pics that you took 6-10 more flak shots than you should have in Turn 1.

===

Then there's the fact that aircraft sniping, like sustain-fire pop-up on skimmers - is just wrong.


As is allowing ground-based flak to rush over and "intercept" aircraft, but that didn't stop you from allowing the Zoanthropes to do it.

We all agree, if the entire of AX-1-0 being too strong is based upon a loop hole in the main rules, any plane becomes too strong for the same reasons - not just the AX-1-0...


No, we don't agree on that.  It is a loophole and should be fixed (along with the host of other problems with the air rules), but it's not true that any plane becomes too strong for the same reasons.  Because of its direct-fire weaponry, Tau air is much better suited to abuse this than the BP-based bombers of other forces.  The TS's 2DC makes it even more attractive because the chances of surviving long enough to pull it off are much greater.

_________________
Neal


Top
 Profile Send private message  
 
 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 10:02 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Quote (nealhunt @ 30 Jan. 2006 (13:38))

I just don't understand anything you did with the air cover for the first turn of that game.

Why did you go with the aircraft first?  You had 11 activations, 6 on the ground, to his 5.  There was no reason not to stall.  The Stealers were also a threat, so taking them on first would have been a good way to start.


Good - I'm glad 'somebody' asked!  :D

Ok, appearently my opponent was using the 6.0 version of the bug list which had 60cm 2BP each Exocrines which also caused disrupt.

Also, with the higher strategy, I had to deploy the first garrison, he didn't put bugs into the woods until I put the PF's next to the woods. Premeasuring allowed, he knew he could engage 1 PF and 1 DF if he got to go first. In deployment, I countered by placing crisis nearby to stifle any attempt to charge (or so I hoped). As the geanstealers don't have FF, 2 geanstealers in base to base, one  that would be FF due to DF skimmer, meant on geanstealer stand vs. 4 PF, 2 DF, and supported by 4 crisis. There was no significant geanstealer charge threat as a result of deployment.

On the other hand, my AMHC formations could not impact the game (deployed all the way to the Tau right side of the table) until the exocrines either fired or were dealt with. I couldn't really move any formations out of cover lest they be hammered from afar. I knew every shot would count against the bugs and if the game only went 3 turns, simply 'stalling' and 'moving' insignificant moves early on would have meant wasted shots for those formations. I would also tip my hand as to where my force was moving. So, I could either sit back with the planes and wait for him to activate and move stuff while I wasted my own PF and DF moves (and shots) or try to quiet them early on with the planes and then move ground formations accordingly while making the opponent come to me vs. moving to the opponent.

As the AX-1-0 was tauted as "all that and a bag of chips" by some recently, I wanted to see how much they really would do against his T. Warrior with exocrine formation since 4 AA zoanthropes and 2 exocrines were out of cover while the rest of his formation was in cover. Also, as a double bonus, they were the closest models in the formation if I was to fly across the center line or up from the left flank.

So although I may not have come to the most tacitcal decision, I deliberated over what was the best play early on here. I made a call based upon the above.

Forcing him to activate would 1) keep Zoanthropes from moving and "intercepting" your aircraft and 2) keep them from being spawned back into your disengage flight path the same turn.  That would have been 5 less Zoanthropes to worry about in the first turn alone (2 moved, 3 spawned).


I can't disagree with this analysis. The largest point being that he wouldn't have been able to respawn the zoanthropes. I've thought about this one a lot. Should I have simply moved the PF's and sacrificed any hope to fire or worked on the geanstealers early on just to provoke more activations with the bugs while I waited on activating... don't know. I was fearing the indirect 4BP + disrupt, and I wanted to get my HH into the mix. Perhaps I jumped the gun a bit on turn 1.

I can tell you that I would play the game differently next time. If the bugs have goods in reserve, they make use of them. I would have to weigh the value of making my early moves while not firing at the bugs vs. firing at the bugs and making him spawn the units elsewhere in other formations.

I agree that not giving him more stuff to spawn is valuable though.

BTW: I still never received an answer on the attempting to shoot at scouts with 10cm ZOC when in the same woods with them and LOF is only 10cm. Can you see them? If not, then the PF's would have been hard pressed to go shoot the geanstealers. (which we eventually overcame this issue, but don't know if we overcame it the right way! LOL)

Why did the zoanthropes with the exocrines get any shots at all on the approach?  Can you explain how you set up the attack run?  They seem to be closer to each other than 15cm,
They were closer than 15cm.

so you could get at least 2 in range (45cm) without taking any return fire.

True, I wanted to make use of the 30cm missle podes of AT5+ shot on the TS-AX-1-0 as well as the GM 6+ at 45cm and the Lt. Rail's at 45cm 4+. I only was in range of 2 of the Zoa's as a result on the first plane's approach. I wanted to see if I could 'punch' through early.

You'll note that I quickly realize that the 30cm shot isn't worth angling for as the game goes on. Lesson learned and all that... :blush:

If you work the geometry with 2 formations you should take no flak shots on the engage and only 1-2 on the disengage unless you get poor die rolls.  You would have had to disengage off the wrong table edge, but it beats being fired at.

LOL - I hear you there! I did go off of the wrong table edge to avoid more flak with multiple planes on multiple occasions! I wasn't about to try and circle past all that flak again.


Why did you even go after that formation anyway?  The exocrines were a threat, but the chances of stopping them were practically nil and there was no way you would pick off 3 Warriors.

See above. I deliberated over this for some time. Perhaps making the wrong decision, perhaps not. I wanted to pick on the 6 units that were out of cover since they were deployed that way. It seemed like a prime opportunity. The difficulty of moving any other unit on the field out of cover while the v6.0 Exocrines with 4BP, Disrupt, Indirect were threatening me just didn't seem like a good prospect. I figured if I could just kill one of them, I could effectively 'break up' the 4BP formation into a two seperate 2BP single template formations and he'd have to marshal to get them back which means effectively slowing down formations.

 It also had the strongest flak defense.  That seems like a big risk with next to no tactical payoff.
Perhaps, see above for thought process - for better or worse.

I'm also not sure why all the aircraft took 4 flak shots on the way out.  There were 4 Zoanthropes with the Exocrines and 2 more moved into range with the HT formation.  You killed 3.  That should have meant 3 per aircraft before they got off the table edge, rather than 4.

I'll have to go back and read through the notes to be for sure. The ones that were dieing were also coming back. The ones that shot at me all died, so all that remained on the field got to come back.

Unfortunately, I didn't have a way to document the flight paths of the planes. We talked about this and may use some string or yarn in the future to represent where planes entered and flew through. That would definitely help for flight paths.

Keep in mind, the first plane entered just right of center tau table and flew left and then off table. The two that flew up the tau left flank had to turn into the fray a bit to angle for firing. Then in disengagement, they had to move another 30cm into the fray before they could adjust left and then fly off of the nid back table edge.

Believe, we accurately accounted for the AA and I made every effort to pre-measure and skirt AA where I could - outside of intentionally wanting to use the 30cm AT 5+ shot early on - which I later abandoned due to insignificance it was adding to the mix.

I'm trying to understand, but it looks from the description and pics that you took 6-10 more flak shots than you should have in Turn 1.
Hmm... well, it depends if you are factoring in the intentional use of the 30cm AT 5+ shots or not. If you are - OK... I'll concede that I took on more shots than needed, but if I recall, that risk netted a single hit and 2-3 extra blast markers. My opponent and I were talking about what I risked vs. what I gained by trying to get that 30cm gun into range on the first couple planes in turn 1.

I would have to say the net differece was less than 6 extra flak shots though. Again, I was testing the waters so-to-speak.


===
Then there's the fact that aircraft sniping, like sustain-fire pop-up on skimmers - is just wrong.

As is allowing ground-based flak to rush over and "intercept" aircraft, but that didn't stop you from allowing the Zoanthropes to do it.


LOL apples and oranges IMHO. The turn is supposed to be what happens over 10 minutes. Could flak drive for 9 minutes and then set-up to fire in 60 seconds? Don't know.

Aircraft sniping a model out of a unit at epic scale is completely different.

Also, I think (hope) we can safely agree that E:A game system needs flak to be able to move and counter aircraft as a game system mechanic.

On the other hand, I think many would challenge (and again I hope you and I agree) that someone trying to defend that aircraft without the sniper ability, somehow NEED to be able to be able to effectively snipe ground units as an E:A game mechanic.

Apples and oranges to me - if you see it differently, fair enough. We'll agree to disagree as this is just plain logic and generates fun and fair game play to me.

We all agree, if the entire of AX-1-0 being too strong is based upon a loop hole in the main rules, any plane becomes too strong for the same reasons - not just the AX-1-0...

No, we don't agree on that.  It is a loophole and should be fixed (along with the host of other problems with the air rules), but it's not true that any plane becomes too strong for the same reasons.  Because of its direct-fire weaponry, Tau air is much better suited to abuse this than the BP-based bombers of other forces.  The TS's 2DC makes it even more attractive because the chances of surviving long enough to pull it off are much greater.


First, perhaps you missed the *IF* in my statement.

Second, fine - I shouldn't say that the loophole in the rules makes "any" aircraft better at sniping. I should say that the loophole in the rules makes any "non-barrage" and "target capable" aircraft better at sniping. Therefore, "FOR THIS ISSUE" the problem is the sniping, not the aircraft - regardless of the list the aircraft is in.

So in defense of my revised statement:

1. Aircraft with AT and AP fire are going to be effective at sniping a target of choice as compared to a blast marker - that's true. That's a sniping problem.  

2. Aircraft with MW fire are all going to be decisively effective at sniping as well when compared to blast marker weaponry from aircraft - that's also true. The downside with MW in this particular use of the aircraft is that mixed formations pose a new problem of having to get right on top of the model in question in order to affect it, and then you get into goofy measuring games between muzzle end of aircraft weaponry and models in the target unit you are somehow trying to position your plane over - which is challinging and rather 'gamey' to say the least since you can't even set your plane on the table at that point.

3. Aircraft with lance are one of the best at sniping when compared to blast marker weaponry from aircraft. The reason I have this opinion is because the lance weapon gets to pick out an AT target and then you get the effective benefits of being a macro-weapon while bypassing any probability of hitting any AP targets that may be attempting to 'shield' the AT target of choice!

So yes - we'll agree that "any" targetted weaponry is better at sniping its choice targets than compared to aircraft with blast marker weaponry.

Cheers,

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 10:11 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Quote (Steele @ 30 Jan. 2006 (13:22))
Quote (Tactica @ 30 Jan. 2006 (20:15))
Quote (Steele @ 30 Jan. 2006 (13:04))


Another thing that seems odd , is that flak (besides beeing a free attack) dont has any modifiers due to movement.....

Cheers!
Steele


Steele,

(This isn't exactly a Tau question so please forgive me, but throwing it out there for clarity...)

Are you saying that the zoanthropes should have modifiers on their AA when they move? This woudl be unprecidented. Think about a hydra moving 60 cm ( a double) to get his 45cm 2x AA5+ shots in range.

Come to think of it, maybe you are talking about E:A in gneral... anyway, just looking for clarification.

Cheers,

I thought that I mention it , because all units that are in some sort of cover modifiy the to hit throw. And you were "complainig" that the Zoa?s have a 4+ AA attack versus your 5+ , 6+ and 7+ attacks with your planes if shooting at units in cover. Besides that , yes it fits more in a general Rule question. But what would have happen if that modifiers would apply as well?

Cheers!
Steele

Steele,

If I follow - it would impact all AA in the game of E:A. All fliers would gain a net boost as flak across the board would take a penalty if they moved to fire on planes.

I don't know how often on average that happens in a turn over the course of the game, but in general - all fliers would gain an uptick in survivability of all flak in the game of E:A took a penalty to fire on planes if/when the flak moved.

In my particular game, you would have to compare the proposed modifier vs. the dice thrown when a plane took a hit. I have no means to really perform that analysis.

As I mentioned to NH above, I think moving flak is the nature of the E:A game system. Adding a penalty to moving flak will make aircraft stronger.

I don't really think that's necessary anyway.

BTW: I wasn't attempting to 'complain' about the zoanthrope AA, I was merely attempting to relay why I did what I did with the planes on turn 1 and what situations I was considering in doing so.

Cheers for the question Steele,

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: Tau v4.3.3 'Five Aces' vs. Jaldon's v6.0 'nids
PostPosted: Mon Jan 30, 2006 11:45 pm 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
I wanted to pick on the 6 units that were out of cover since they were deployed that way. It seemed like a prime opportunity. The difficulty of moving any other unit on the field out of cover while the v6.0 Exocrines with 4BP, Disrupt, Indirect were threatening me just didn't seem like a good prospect.


Fair enough.  I don't think I would have made the same call, but I can understand the reasoning.

Hmm... well, it depends if you are factoring in the intentional use of the 30cm AT 5+ shots or not. If you are - OK... I'll concede that I took on more shots than needed, but if I recall, that risk netted a single hit and 2-3 extra blast markers.


Yeah, I was counting that because it caused a lot of shots.  That aggressive move cost you 4 approach AA shots in the first turn (2 on A, 1 each on C and E).  I think you probably also gave up the ability to disengage without triggering fire from the Zoanthropes farther away, which would be another 2-3 attacks.

Keep in mind, the first plane entered just right of center tau table and flew left and then off table. The two that flew up the tau left flank... had to move another 30cm into the fray...

??? I really don't understand this.  Why did you bring them on at those spots?  Are you pre-plotting aircraft entry points or something?  

That entry/approach cripples the attack run and allows far more flak shots than are necessary.

====

Also, I think (hope) we can safely agree that E:A game system needs flak to be able to move and counter aircraft as a game system mechanic.

Actually, I don't think it is necessary.  I think it is insanely unrealistic and feels horrible that a ground unit can zip across the board and "intercept" an air unit.  There are other mechanics that could be used to address balance issues.

_________________
Neal


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 49 posts ]  Go to page Previous  1, 2, 3, 4  Next


Who is online

Users browsing this forum: No registered users and 20 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net