Matt-Shadowlord wrote:
yme-loc wrote:
The idea of a single AX-1-0 for say 200pts is certainly a very good one and if Matt wants to trial or run with that version in the Vior'la list that would be fine.
I could add it as a trial, but it's obviously the sort of unit that has to be changed with caution, both because of its high damage output and its controversial development history.
So at the moment we are filling the Vior’la tread with a discussion about a formation option that might get included. Seems to me that the strength of the opposition is such that IT SHOULD NOT. I think that the opposition is biased by the history of the AX-1-0 and experiences when is was a DC2 warengine with 2 x MW1+ (TK) shots for 175 points for each unit. But ultimately getting an army approved requires some consensus that it is balanced and the amount of work to do that here seems, . . . astronomical; equivalent to getting Philae to Comet/67P.
The rest of my post is about the current play test version: 2 x AX-1-0s for 350 points with stats as in the Approved Tau Army List. Discussion about the effectiveness of the pair of units needs to keep the cost more firmly in mind. In particular, what I might call, the opportunity costs are large.
The_Real_Chris wrote:
The comments about the pair being too risky to activate - if used properly they should be a 2+ or at most 3+ and you have a re-roll.
Here is the first opportunity cost. If you need to use a re-roll you cannot use it for other purposes. You don’t get a re-roll unless you spend points on a supreme commander and in basic 3rd Phase Tau that is a Crisis Suit formation with commander upgrade (minimum cost 325 pts under 6.7.2, or, 100 pts added to a Vior’la Fire Warrior Cadre). You need to allocate some fraction of this cost to the effective use of the squadron.
The_Real_Chris wrote:
On the AA if you are guarding a 350 point formation with one skyray you are making a mistake . . .
Here you need to provide more AA cover to ensure an effective bubble. Now some gaming metas have more or less airpower operating (locally the space marines tend to walk but Mark’s orcs often come with a flying circus, and the Black Templars like to fly) but at least some of those assets needed to be included in the opportunity costs needed to make the squadron effective.
The_Real_Chris wrote:
But the trick with them I found was to hit things after they had moved up and your army was in place to cover, different from the deep strike unit some imagine it to be.
A Guard army with artillery and Shadowsword type units don’t really need to move up much so there are some fractions of tournament blind games where that tactic is not viable and this is an opportunity cost paid game to game.
The_Real_Chris wrote:
? Really - I thought with a ML they do on average 2AT hits and 3 1/3 TK hits on targets in the open? (2 twin Railcannons, 2 missile pods, 4 seekers.) Should have specified the small superheavies that give Tau a hard time, not the big titans that upset everyone.
Here we have markerlights being a requirement to ensure the performance of the AX-1-0s. Now any Tau army will need/have markerlights but they are a touch more difficult to get into place for an aircraft (since they can’t come together with a coordinate fire). If you don’t have to deep strike then the opportunity costs are very low. However ensuring you target the small enemy super-heavies that can stand back outside 30 cm from a Tau markerlight means there are some costs.
Matt-Shadowlord wrote:
It's a unit that costs a lot, is notoriously unreliable and easy to kill, can't claim or contest, but is also powerful and almost an obligatory inclusion because of the TK gap it fills.
Like all aircraft, if it fails to activate it can’t do anything to the enemy. It can never claim or contest objectives. So here are two further significant opportunity costs.
CONCLUSION
As a general principle to reduce the relative impact of the opportunity costs on each unit/squadron you take more of them. Supreme commander, heavy AA cover, vulnerable markerlight cover all cost the same but can be spread over more units. If I was going to set up for AX-1-0 operations I’d take two pairs in a 3000 point game. If they were capped to restrict numbers the opportunity costs for me would be too high. Please don’t cap numbers.
To finish I think Onyx highlights the issues, admittedly here he is discussion singletons.
Onyx wrote:
If 5x TK(D3) plane based attacks are effective on a turn it can literally rip the heart out of some armies.
It would be easy to build a Tau army with excellent 60cm range AA to keep the flyers protected (I regularly used to have 5/6 Skyrays scattered about the army) and they have plenty of long ranged firepower to suppress ground based AA (which the A-X-10's shouldn't really be flying into as they are not a deep strike unit).
“If” they work, and peoples probability calculations (gut feel though various averaging assumptions to (?) a complete modelling) vary, then that would not be a fun army to play against. Really binary and nasty to lose to. Never nice to have the heart ripped out of your army.
So Mark, Glynn, other local dudes, want to face six AX-1-0s in a 3600 points or upwards game?
For the Greater Good.