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Battlefleet Gothic => [BFG] Rules Questions => Topic started by: RayB HA on April 20, 2010, 09:54:12 PM

Title: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on April 20, 2010, 09:54:12 PM
Hello everyone,

I'm going to collate all post 2007 FAQ and then add this to a newer and eventually official BFG FAQ 2010.

Please help by putting up Ordnance questions unanswered by the 2007 FAQ or are unclearly resolved in official material.   

There are two other topics, one for fleet specific questions and general rules questions.

Fleet Specific Questions: http://www.sg.tacticalwargames.net/forum/index.php?topic=1345.0 (http://www.sg.tacticalwargames.net/forum/index.php?topic=1345.0)
General Rules Questions: http://www.sg.tacticalwargames.net/forum/index.php?topic=1352.0 (http://www.sg.tacticalwargames.net/forum/index.php?topic=1352.0)

I will be adding answers to the questions by editing this first post.

If an answer has the term ‘needs HA ruling’ it may change before publication.

Thank you very much for your help,

RayB HA

+++++++++++++
Ordnance

Attack Craft Marker Size: All attack craft markers should be based on a small square Warhammer infantry bases or bases/markers of square dimensions measuring 2cm by 2cm. (Needs a HA Ruling)

Overlapping Ordnance Markers: Ordnance may not overlap except during stacking when in a wave or it is a salvo of boarding torpedoes. (Needs a HA Ruling, this may be removed)

Attack Craft Waves Turning: Attack craft waves don’t have a limitation on turning, however no part of the wave may move more than its speed. I.e. you cannot gain extra speed by turning at the end of your movement making the corner move further than the waves speed. If you are intending on attacking at the fringe of your total movement, you should measure the distance before you move the wave.     

Torpedo Placement in Turn of Launch: Place the torpedo marker at the end of its movement in the turn of launch so that it is completely within the correct fire arc. Now retrace the markers movement reducing its strength as appropriate.  When launching torpedoes the torpedo marker will technically be in all arcs and may be in multiple arcs until its final position this movement, it may not interact with anything out of the torpedoes firing arc. (Needs HA Ruling)   

Massed Torpedo Salvoes: When launching a combined salvo from a squadron the salvo must be in ALL of the ships appropriate firing arcs and its furthermost edge at the limit of its speed from the furthest ships stem.

Reducing Torpedo Markers: When reducing a torpedo marker the centre must always be in the same point.

Turning Torpedoes: When turning torpedoes turn from the centre of the marker. Torpedoes can’t turn in the ordnance phase they were launched.

Splitting Torpedoes: You cannot split torpedoes.

Boarding Torpedoes hitting against armour values: Boarding torpedoes hit against armour just like normal torpedoes but instead of causing damage they cause a hit and run attack.

Boarding Torpedoes hitting other Torpedoes: When boarding torpedoes hit any other torpedoes unless other friendly boarding torpedoes they will be removed as normal.

Turrets

TURRET SUPPRESSION RULES:  Each fighter in a wave of bombers attacking a ship will add +1 attack to the total attack runs of the wave, regardless of whether they are shot down or not. The maximum number of bonus attacks that can be added in this way is equal to the number of turrets the target ship has on its profile (so not including bonuses from other ships in base contact using the massed turret fire rule). There must be at least one surviving bomber in the wave after turret fire to gain these bonus attacks and fighters are removed before any other type of ordnance.
Note: the number of attacks that each individual bomber makes is not altered by the addition of fighters. So if two bombers are attacking a two turret target they will each make 1D6-2 (minimum zero) attacks regardless of whether there are accompanying fighters or not. If one fighter accompanies the bombers, +1 attack is added to the total. If two or more fighters are accompanying the bombers then +2 attacks are added to the total (since it has two turrets).
Also note that crippling a vessel constitutes a permanent change to its turret value and thus the maximum number of attacks that can be gained by supporting fighters. A crippled Lunar will only have 1 turret and so you can only gain a maximum of +1 attack due to fighter support.

Massed Turret Limitations: There is a limitation of three to the number of ships you can benefit from when calculating massed turrets. Note: bomber attack runs are only affected by the ships actual turrets strength.

Massed Turrets and Ships with 0 Turret Strength: A ship with 0 turrets strength cannot offer a bonus to massed turrets, but may itself benefit from massed turrets from a ship with turret strength 1 or more.

Massed Turrets During the Movement Phase: You can't stagger movement of your fleet, so you will only be able to benefit from massed turrets after or before other ships have moved but not during. (Needs HA Ruling)

Turrets Reducing Attack Runs: Turrets reduce bomber attack runs even if they have shot at torpedoes.

Combat Air Patrol, CAP

Fighters on CAP and Launching Torpedoes/mines: Fighters on CAP don’t attack torpedoes/mines being launched from a ship it is protecting or from friendly ships in base contact including when launching a massed torpedo salvo.

Fighters on CAP in a Mixed Wave: Only attack craft with the fighter rule can be placed on CAP. So a fighter must be split from attack craft in a wave that don’t have the fighter rule. 

Fighters on CAP and Other Friendly Attack Craft: It is possible to defend friendly attack craft by putting them within the perimeter of a ship’s base that has fighters on CAP. Note: If fighters attack attack craft that are ‘hiding’ on a ship’s base they will not be attacked by turrets.

Fighters on CAP Attacking Enemy Ships: If attack craft on CAP can attack ships, like Thunder Hawks, they may not attack until they leave CAP.   

Fighters leaving CAP: There are only two moments when fighters can leave CAP excluding their destruction. The first is at the beginning of the owning player’s movement phase and the second is during the owning player’s part of their opponent’s ordnance phase. Note: If the attack craft on CAP is resilient it still moves with the ship even if it has made a save.

Exploding ship with fighters on CAP: If a ship explodes while having fighters on CAP treat the fighters as a wave against the effects of the explosion. If they survived and the fighters weren’t originally a wave they act as separate fighter markers, otherwise they will still be an attack craft wave.

Resilient Attack Craft and Mines

Resilient Attack Craft in Multiple Combats in a Single Ordnance Phase: If resilient attack craft make their save they lose their fighter rules for the rest of the ordnance phase. This means that only fighters can initiate combat with resilient attack craft after they have made a save where both markers are removed (unless the attacking fighters are also resilient). (Needs HA Ruling)

Resilient Attack Craft Against a Wave:  If a resilient attack craft marker contacts a wave of ordnance and makes its save it remains in play and can no longer interact with the wave until either of the markers can move again.         

Resilient Attack Craft in a Wave and Movement: If a wave containing resilient attack craft attacks or is attacked and a save is made that ordnance marker may no longer move. However it may be split from the wave to allow the wave to continue its movement.

Orbital Mines and Launch Bay Strength: Orbital mines completely replace ALL the attack craft in a ships launch bays in a one for one manner. E.g. an Imperial Dictator has four launch bays in total so if mines were taken it would have four mine launchers in total. 

Ork Orbital Mines: Orks may buy orbital mines like other fleets at 5pts per bay. In the case of the Hammer class battlekroozer this costs 20pts. Note: Ork Space Hulks cannot take mines as they are defences.

Eldar Orbital Mines: Eldar Orbital mines benefit from Eldar stealth and so will be hit by turrets on a 6+. (Needs HA Ruling)

Space Marines Taking Mines: Space Marines cannot take Orbital Mines. (Needs HA Ruling)

Tau Taking Orbital Mines: Tau may take orbital mines, however as the Explorer Class Starship is a battleship only the Hero or Demiurg Bastion can take orbital mines where the risk may outweigh the benefits. In the case of the Bastion you have the choice of firing torpedoes or mines.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on April 20, 2010, 10:12:34 PM
This will hopefully be the last 2010 FAQ splinter thread due to the character limit. But please keep throwing questions up here!

Cheers,

RayB HA 
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on April 21, 2010, 01:23:11 AM
How about

Attack Craft Marker Size.
Either 2cm x 2cm or 1cm x 4cm (since the cardboard/printout markers are 2x2cm but the blister comes with 1cm x 4cm)


Attack Craft Wave Size.
Maximum wave width is 4cm (or possibly 8cm?).
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on April 21, 2010, 09:54:02 PM
Fracas,

As the small warhammer base is so easy to get hold of and is so similar to the cardboard chits it over shadows the Epic bases in my eyes. Epic bases are still cool, just cut 'em in half!  :)

Cheers,

RayB
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on April 22, 2010, 01:11:36 AM
what about limit to a wave maximum width
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on April 22, 2010, 03:14:55 AM
Ray to help keep everything in one place, how about you put everything in a PDF and have it hosted here or someplace. Then you update it only when you think there's been enough changes. Say once or even twice a week.

Having just come from another game which extensively Field Tested their Mark 2 Rules, it works as people can playtest the changes you propose and then you can integrate the changes into the FAQ.

As it is, while I would like to comment, for some reason I have a hard time coming here with my connection at home and have to rely on another connection which I don't use regularly. But if we can consolidate the experimental FAQ into one PDF it would be easier on everyone I think.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on April 22, 2010, 02:30:32 PM
Ray,

I am not sure that it is as easy to obtain 2x2cm bases as you think. In addition, for people who do buy attack crafts models, it will seem at least odd if not frustrating that you cannot use the bases that came with the blister and have to scrounge up warhammer bases. We should allow the option to base attack crafts on 1x4cm bases
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on April 22, 2010, 02:34:17 PM
20x20mm epic bases pop up on ebay quite regularly and I've seen them stocked in a couple of online vendors. I think the greater concern is the models shipping with bases that are then useless.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on April 22, 2010, 03:27:15 PM
Well, you can still cut the Epic bases in half and then put them on top of differently marked warhammer bases, as I have done in the pic.

Warhammer bases are easy to get hold of. You can buy packs of them from GW stores, from the GW online store or if you like money, from an independant online store or ebay. 

Cheers,

RayB HA
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Commx on April 22, 2010, 03:35:37 PM
Ray,

As I indirectly asked in the thread about base sizes, does attacking as a wave allow Attack Craft (usually Bombers or Assault Boats) to exceed their normal movement to attack? For example, if the 'snake' example were to move length-wise for 19cm and touched a Vessel, would the remainder of the Bombers still be allowed to make Attack Runs despite being incapable of actually ending up in base contact with the Vessel themselves (due to their 1cm of remaining movement being utterly incapable of letting them cross the 5-15cm distance between them and the Vessel)? It seems logical that this is not the case, but your comments there make me think otherwise.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on April 22, 2010, 08:19:03 PM
Commx,

When an ordy wave of any type touches a ships base, ALL the ordy gets to attack. If it were as you described how ordy attacking in the movement phase work?  ;)

Cheers,

RayB
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Commx on April 22, 2010, 10:46:50 PM
That's an easy one: The Vessel continues its movement, and is then attacked by all of the AC it actually passed over.

This way a 'tight-packed' Wave would be less likely to obstruct something than a spread out one, but the former hits much harder when it does. That gives you the option of forming a wide screen to keep out Escorts or a single cluster to get in the way of a Battleship or other big ship.  ;D
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on April 23, 2010, 11:57:32 AM
Commx,

Funny, that would suck. The movement phase would shift into AC clean up as ships fly over 'bits' of waves.

Cheers,

RayB
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: russ_c on April 24, 2010, 12:32:41 AM
Mine Layer Option: When taking the mine layer option from Armada, you must convert all available launch bays to launch mines right?  Also, you can only launch 1 mine per Launch Bay not per launch bay capacity correct?

The confusion was brought up in this thread:
http://www.portmaw.com/e107_plugins/forum/forum_viewtopic.php?38469 (http://www.portmaw.com/e107_plugins/forum/forum_viewtopic.php?38469)

Thanks,

Russ


 
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on April 26, 2010, 09:06:36 PM
Russ,

I've answered your questions at the end of the Ordy FAQ.

Cheers,

RayB HA
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: trynerror on April 26, 2010, 10:56:29 PM
Overlapping Ordnance Markers: Ordnance may not overlap except during stacking when in a wave or it is a salvo of boarding torpedoes. (Needs a HA Ruling)

But

Quote from: FAQ 2007
Ordnance markers in a wave ust be spread in contact with each other and cannot be stacked.

Does this mean that stacking is no longer forbidden ? Or did I miss something since FAQ 2007 ?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on April 27, 2010, 02:05:40 PM
Hi Trynerror,

The stacking question comes up every FAQ, or rules revisement. It might be changed so that you can to tidy up the board and stop the abuse of 'two headed snake' waves.

Cheers,

RayB HA
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Klyith on May 03, 2010, 09:09:19 PM
Do turning torpedoes (guided, seeking, tau) have a turn on the same round that they are launched? IE, can ships with turning torps effectively launch a wave at a 90° angle from their heading?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on May 04, 2010, 03:06:34 PM
Klyith,

I'm sure this was already addressed...(anyone know where?) The answer is no, torps don't turn in the turn of launch. They already count as having turned.

Cheers,

RayB HA
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: russ_c on May 05, 2010, 06:35:49 PM
Klyith,

I'm sure this was already addressed...(anyone know where?) The answer is no, torps don't turn in the turn of launch. They already count as having turned.

Cheers,

RayB HA

This is addressed in the rules for boarding torps, page 28 in the BBB and PDF under the Boarding Torp section:

"They cannont turn 45 in the same turn they are launched."

BUT, this statement is not present under the entry of Seeking, Guided, or Tau torps.  Nor does it say "they act like boarding torps in regards to turning."

So I don't think it's been addressed and should probably be clarified in the FAQ that All torps that can turn can not do so on the turn they are launched.

Russ
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on May 05, 2010, 08:47:08 PM
Sigoroth adressed this as an answer mod on the former SG forum.

No turning in launch turn.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on May 11, 2010, 02:37:05 AM
Thanks Guys
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on May 12, 2010, 12:01:53 AM
Hi All,

As the speed of questions for the FAQ is slowing to a trickle, further answers will be added in bold to help me add them to a single FAQ document.

I’m going to mention anyone who has got any questions nailed onto the FAQ. If this is okay with you please let me know.

Cheers,

RayB HA
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Loec on July 01, 2010, 01:30:37 PM
Hi!

Can torpedo markers hit the same ship twice in a row, thanks to cunny measurements and reduction of markers' size?
I've always seen torpedo markers put beyond the base of the hit ship, so I think it shouldn't/couldn't be possibile.

The question originated from a chat with a Tau player, who said he could hit the same ship twice with a (quite big) torpedo salvo, by placing it this way, reducing the marker in size after turrets and hits (sorry for the poor picture):

(http://img36.imageshack.us/img36/8395/schemino.jpg)

Is it possible?

Thanks!
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on July 02, 2010, 02:01:00 AM
Reducing the torpedo strength can't get you an extra attack. If a ship ends its movement on torpedoes those torpedoes don't get to attack that ship again in the ordnance phase (unless they left its base and came back).

The only way you can hit the same ship twice is if you shoot in its direction of travel. E.g. so cobras fly past an enemy ship head on and then CTNH facing its aft, they then fire their torpedoes hitting it in the aft, the ship then moves into them again in its movement phase, they will hit against its prow armour.

As a side note, torpedo markers look to be replaced by small warhammer bases.

Cheers,

RayB
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on July 02, 2010, 04:26:54 AM
As a side note, torpedo markers look to be replaced by small warhammer bases.

Cheers,

RayB

you seem rather fond of using small warhammer base for BFG :)

yet neither the rules as written specify this and at least for attack craft blisters, not included.


just a friendly jab mind you :)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Valhallan on July 02, 2010, 09:36:37 AM
small 20x20cm bases are cool.
with - most - current bfg packaging, it would be easy to throw in 4 small warhammer bases, little change for them. or only a couple bucks for us ('less you already play WFB)
a base w/ 20mm front should represent 2 torps. simple to combine so easy for escorts and cruisers alike.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Loec on July 02, 2010, 10:06:40 AM
Thanks for your quick answer. :)

However, the situation we were arguing about was a bit more specific: if I hit a ship with a torpedo marker put the way I showed in the above picture (on the prow facing), then reducing in size the marker after turrets and hits, will the ship be hit again in its movement phase, because of its compulsory move? Or should the torpedo marker be put beyond the ship, after resolving its to hit rolls? I forgot to draw the facings of the ship, sorry. :) For example: I place 8 tau torpedoes in base contact with a Lunar: after hits and turrets, only 4 remain. The marker is now smaller in size, and no more in base contact (as the center of the marker must remain the same): if it stays where it is, the Lunar will get hit again in its movement phase, unless a Burn Retros order is issued.

The same situation could happen with all kind of non-tau torpedo, of course, provided you can get a good fire solution and the 'perfect' distance from the ship: quite difficult for non-tau cruisers, but not so much for Eldar or escorts, I think.

Thanks again. :)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: trynerror on July 02, 2010, 11:09:54 AM
The point is, that it does not stay where it is. you reduce the Marker after passing the target (behind the base) or if it ends it movement before passing place it in base contact. In the rare occasions that the movement end the movent it touches the base it may be possible that it hits twice, given the target ship doesn´t use Burn Rretros to turn away without touching. But this can Ray clear up, I think.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on July 02, 2010, 11:42:14 AM
Yes it would be easy to package 20mm bases with attack craft blisters . . . But will it be done?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on July 02, 2010, 01:26:47 PM
Ah, now I see where you're coming from. Because Tau torps have a varying speed they can be placed to exploit this. But in the interests of fairness (and the fact that each 6 torpedoes look to be represented by a warhammer base), you should talk to your opponent and ask if this is in the spirit of the rules. It's not!   ;D

Another exploit Tau torps can get away with is using their turn is to skim bases, meaning technically they can hit the side of a ship even if coming head on (this is also doable with boarding torps). Once again this is an unintended exploit and should be disallowed.

Cheers,

RayB HA
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: flybywire-E2C on August 08, 2010, 02:23:17 AM
Reducing the torpedo strength can't get you an extra attack. If a ship ends its movement on torpedoes those torpedoes don't get to attack that ship again in the ordnance phase (unless they left its base and came back).

The only way you can hit the same ship twice is if you shoot in its direction of travel. E.g. so cobras fly past an enemy ship head on and then CTNH facing its aft, they then fire their torpedoes hitting it in the aft, the ship then moves into them again in its movement phase, they will hit against its prow armour.

As a side note, torpedo markers look to be replaced by small warhammer bases.

Cheers,

RayB

This isn't in the FAQ, but it will be. Assuming torps hit twice in a single player turn is wong,  cheating and boo!

- Nate
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: flybywire-E2C on August 08, 2010, 02:35:35 AM
Thanks for your quick answer. :)

However, the situation we were arguing about was a bit more specific: if I hit a ship with a torpedo marker put the way I showed in the above picture (on the prow facing), then reducing in size the marker after turrets and hits, will the ship be hit again in its movement phase, because of its compulsory move? Or should the torpedo marker be put beyond the ship, after resolving its to hit rolls? I forgot to draw the facings of the ship, sorry. :) For example: I place 8 tau torpedoes in base contact with a Lunar: after hits and turrets, only 4 remain. The marker is now smaller in size, and no more in base contact (as the center of the marker must remain the same): if it stays where it is, the Lunar will get hit again in its movement phase, unless a Burn Retros order is issued.

The same situation could happen with all kind of non-tau torpedo, of course, provided you can get a good fire solution and the 'perfect' distance from the ship: quite difficult for non-tau cruisers, but not so much for Eldar or escorts, I think.

Thanks again. :)

This exact problem is one of the reasons Andy Chambers wanted us to resort to str-2 torp markers with a D6 for strength way back in 2003 when there wre still plans to release an actual 2nd Edition of the game. Thus teh marker never changes physical size, and the problem is avoided. This is why we are fixing it in the FAQ, so this can't be done.

The way it works with a str-2 marker (worst case) is like this: A defending player's Lunar stops its movement just in base contact with a str-8 torp marker, which then gets solved immediately. Turrets reduce this to 6, and torps score 2 hits to reduce the marker to str-4. Now at the end of the defending player's ordnance phase, the torps move on behind and away from the Lunar, not conducting any more attacks on the Lunar.

- Nate
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Don Gusto on August 10, 2010, 08:47:29 PM
Imho the current rules for torpedo salvos are a solid abstraction that plays well.
They remind me of the common WWII tactic of firing torpedoes in spreads to increase the likelihood of a hit against distant targets. Firing more torpedoes not only increases potential damage but also covers more area.

Reducing torpedo salvos to a fixed size will completely remove this advantage and weaken torpedoes in general in BFG. Just look at the discussion over the CWE Dragonships weapon options:
6 torpedo tubes is nothing compared to 4 launch bays and with this 'fix' the torpedo option will become even less appealing, despite its increase to 8.

Also I did some experimenting with 3D torpedo markers but gave up on it as its not practical. Torpedoes unlike other ordnance ist not removed on first contact and often has to be placed in a space which is already occupied.
The fact that torpedo markers are flat makes this a lot easier.
Think of a group of bunched up ships where you have to place a torpedo marker in the middle. And now you have to put a die on top of it?

Nah, I don't like it at all. >:(

Edit:
I totally forgot to mention that size does matter. ;D
One of BFG's perks is the fact that even innocent bystanders can get a quick grasp of what's going on. Blast markers show were the action is and the threat of a salvo is plain obvious.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on August 10, 2010, 08:58:34 PM
I like it a lot. And I play Tau. ;) And CWE Eldar!




Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on August 10, 2010, 09:39:54 PM
I like it as well, and I play IN. :) Ok, I'm not 100% behind it because I'm not sure how much of an effect it will have on torpedo effectiveness. I'm wagering not much since close in salvos won't change and long range I think can be adjusted for.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on August 10, 2010, 09:43:54 PM
Heck, even with mighty torp spread at long range wide waves aren't uber. Most people dodge them or use fighters. I do not see great changes in game play personally.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: russ_c on August 10, 2010, 10:07:10 PM
I like having a uniform size, but think the standard size should be larger than str2 to not sacrifice some of the current feeling.  Thus, str4 torps.  Oh, and I don't play Tau, Imperial, or CWE!  I mostly receive the torps instead of giving them. :D  I don't like mircomanaging the size of torp markers.  It's tedious, with few benefits to the game.

Russ
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: russ_c on August 10, 2010, 11:51:06 PM
Also I did some experimenting with 3D torpedo markers but gave up on it as its not practical. Torpedoes unlike other ordnance ist not removed on first contact and often has to be placed in a space which is already occupied.
The fact that torpedo markers are flat makes this a lot easier.
Think of a group of bunched up ships where you have to place a torpedo marker in the middle. And now you have to put a die on top of it?

Good point!  But hardly a reason not to standardize the size.

Russ
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on August 11, 2010, 01:08:30 AM
would the current torpedo markers fit vertically into the slot of a 2cmx2cm square slota base?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: russ_c on August 11, 2010, 02:11:58 AM
would the current torpedo markers fit vertically into the slot of a 2cmx2cm square slota base?

What an odd question...I can't wait to see where you are going with this!  :P

I would presume yes for the str2 marker, because the marker is only 1.5cm wide.

Russ


[A few minutes later..]

OH, I get what you want to do.  You want to stand them up vertically to use as strength indicators!?  I'm betting they won't fit because the length of the torp is 2cm.  Wouldn't that look rather silly as well!?  A leaning tower of cardboard torps! :D
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: silashand on August 11, 2010, 06:24:21 PM
Heck, even with mighty torp spread at long range wide waves aren't uber. Most people dodge them or use fighters. I do not see great changes in game play personally.

I do. In fact, IMO it does more to detract from the feel of the game than anything else really. The whole "hit a single target more than once" issue could be solved a lot more simply and elegantly than this kludge. JMO though.

Besides, as much as the HA are saying they aren't trying to rewrite the game, in some ways it appears they are doing just that. Are wholesale rule rewrites within the charter of the HA? I didn't think so, but I don't know that for certain.

Cheers, Gary
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on August 11, 2010, 07:40:35 PM
Hi Gary,

as said, the marker fix is not about hitting targets twice. It is about awkward angles, strechted out torps. With large markers it is easy to hit targets out of the front arc. In the first turn of fire. Essentially torps are Front Arc plus port/starboard to a degree.

Also, most torps are fired at 30cm range as shotguns. With all countermeasures long range salvo's are a waste most of the time. Only with plenty of AC support it can work. Thus only Tau/Imperial Navy strength, with Tau having an edge.
The 2marker won't change shotgun tactics at close range.

The HA does answer questions, they propose all rulesets to Andy Hall at GW. Mostly Andy does add nothing and the rules are placed online. Latest was the Ships of Mars pdf. No one at GW worked on it. And it is official.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on August 25, 2010, 04:16:16 AM
Hi Guys,

The 2cm Torp bases work. So do 2.5cm bases (when I tested them). 2cm seems more attractive as it matches AC but how would you feel about the slightly bigger bases?

My orginal intention was to have 2cm base represent each full 6 torps and the remainder. So a str 8 salvo would have 2 bases side by side.

The 2.5cm base actually has enough room on top to fit 2 D6 (or even 4D6!!!). So if only one marker/base is going to be used for every size salvo I vote for the 2.5cm base!

Cheers,

RayB HA

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: flybywire-E2C on August 28, 2010, 08:17:18 PM
Hi Guys,

The 2cm Torp bases work. So do 2.5cm bases (when I tested them). 2cm seems more attractive as it matches AC but how would you feel about the slightly bigger bases?

My orginal intention was to have 2cm base represent each full 6 torps and the remainder. So a str 8 salvo would have 2 bases side by side.

The 2.5cm base actually has enough room on top to fit 2 D6 (or even 4D6!!!). So if only one marker/base is going to be used for every size salvo I vote for the 2.5cm base!

Cheers,

RayB HA




I second that, but I only worry is where do we send players that DON’T have 2.5cm bases to get some? What do they use in the meantime? I’m NOT saying I don’t like the idea because I do and call it good. I just want to make sure we are thinking about all the players.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: flybywire-E2C on August 28, 2010, 08:27:17 PM

I second that, but I only worry is where do we send players that DON’T have 2.5cm bases to get some? What do they use in the meantime? I’m NOT saying I don’t like the idea because I do and call it good. I just want to make sure we are thinking about all the players.

Incidentally, 2.5cm is the width of a str-3 marker (I just measured it out of curiosity). With a D6 indicating the actual strength, this works out good because every BFG player out there should have easy access to str-3 torp markers!
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: flybywire-E2C on August 28, 2010, 08:28:48 PM


Incidentally, 2.5cm is the width of a str-3 marker (I just measured it out of curiosity). With a D6 indicating the actual strength, this works out good because every BFG player out there should have easy access to str-3 torp markers!

That was an observation by the way, not a ruling. The HA's have not had a chance yet to discuss it. Call it a "thinking out loud" moment.  :)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on August 29, 2010, 02:07:30 AM
Hi Guys,

The 2cm Torp bases work. So do 2.5cm bases (when I tested them). 2cm seems more attractive as it matches AC but how would you feel about the slightly bigger bases?

My orginal intention was to have 2cm base represent each full 6 torps and the remainder. So a str 8 salvo would have 2 bases side by side.

The 2.5cm base actually has enough room on top to fit 2 D6 (or even 4D6!!!). So if only one marker/base is going to be used for every size salvo I vote for the 2.5cm base!

Cheers,

RayB HA




I second that, but I only worry is where do we send players that DON’T have 2.5cm bases to get some? What do they use in the meantime? I’m NOT saying I don’t like the idea because I do and call it good. I just want to make sure we are thinking about all the players.

but if you want to ensure availability why not use the base that comes with the blister? the epic base that is. for attack crafts use number of models per base to represent the strength (though there is only slots for 5). bases line up deep rather than wide.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RayB HA on August 30, 2010, 04:10:52 AM
Fracas,

Epic bases are too wide. Cut them to fit!  :D

2.5cm bases are an easy order from GW. Or you could just cut them out or cardboard!

Cheers,

RayB HA
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: silashand on September 02, 2010, 02:04:49 AM
but if you want to ensure availability why not use the base that comes with the blister? the epic base that is. for attack crafts use number of models per base to represent the strength (though there is only slots for 5). bases line up deep rather than wide.

All this for a perceived problem that in what, 10 years now I have not once experienced. Oh well, I guess  :(.

However, I second what Fracas said. If you're absolutely intent on changing the rules to suit your liking, at least use the bases that actually come with the ordnance figs. I have no desire whatsoever to have to rebase all my fighters/bombers/etc. for all my fleets and frankly if it comes down to it I won't. JMO...

Besides, the whole D6 thing is just wonky if you ask me. So I have to move dice around indicating wave strength now? Sorry, but that just seems like too much trouble, not to mention it is asking for them to get mixed up with a wayward dice roll or two. The existing markers would seem to be *SO* much easier to use and keep track of, but that's just me.

Cheers, Gary
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Don Gusto on September 14, 2010, 02:01:46 PM
When launched from a refitted carrier, are orbital mines affected by the launch limit on attack craft?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on October 03, 2010, 09:23:39 PM
This may have been asked before, but why not use teh same rules for waves as we do for attack craft, with str indicated by a number, and not multiple markers on the table?

As for torps, when turning a at launch but keeping it in the front arc, do you turn it by simply turning it on its axis up to 44 degrees, or turn it by placing the marker in btb with the ship and not crossing the arc line?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 04, 2010, 04:04:35 AM
No turning in turn of launch for torps.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on October 04, 2010, 04:40:09 AM
If you launch torps at a ship of which the torps at start are in his side arc, but, say, the route of the torps when it grazes the side of the enemy ship's base it touches in the front arc, what armor is used?
Just clarifying, I think I know.

I have the following suggestions for torps and attack craft:

use the 2.5cm marker for torps, I do greatly agree.

For AC waves, only one marker per type used, with dice to count strength, all touching each other and the parent ship's base at release.

Also, potentially, on first turn ordnance is launched, you measure range from parent ship's base rather than tip of marker.  Helps curb alpha strike ordnance just the tiniest bit, and makes sense.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 04, 2010, 04:42:51 AM
We need be clear here.

Torpedoes can be put anywhere in the front arc facing any direction in the front arc. And only in the front arc, thus not partially in a side arc. Then torpedoes go in a straight line.

When you mentioned turn I read that as special torps which turn or missiles from Tau. These can make a 45 degree turn after the turn they are launched it.

I hope that seals it. ;)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on October 04, 2010, 05:14:19 AM
So, i could have sideways firing torps, so long as they are within the front lines of the bearing compass and are touching the ship, even end up firing slightly backwards?

Edit:  If ordnance, a salvo/wave moves through a BM, does it test on a d6 for the whole salvo/wave, or one d6 per strength now?

Also, I would just like to say I always wished fighters rolled a d6 against torps instead of being able to shoot down a whol salvo auto, no matter how big.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: russ_c on October 04, 2010, 07:50:12 AM
So, i could have sideways firing torps, so long as they are within the front lines of the bearing compass and are touching the ship, even end up firing slightly backwards?

No, regular torps must begin and completely end there placement anywhere in the front arc when they are fired.  They are moved 30cm in a straight line always and continue to travel in this manor until they are destroyed, exhausted, or have gone off the board.  So you can fire a torp marker at a 45 degree angle from the stem along an edge of the front arc, but the marker must never cross that arc boundary.  Thus, they can never be fired "sideways" such that they end in the port or starboard arc and they certainly can Never end up "backwards"!

Russ
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on October 13, 2010, 09:38:45 AM
Seems my old post got lost, ahem:

2.5cm torps, all the way.  If its going to be a standard size, make it the 3 marker.

For attack craft, why cant we do the same, with a wave consisting of one marker each for the type used, with strength marked for each, and all must touch ship base.  I also propose you measure from ship base on first turn ordnance are released.

Edit:  This may have been addressed, but to clarify my reading:  When torps begin phase in side arc of a ship, but graze the front arc as they move by, as they hit the front of the base, what armor do you roll with?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 13, 2010, 09:44:17 AM
Should be the front arc then.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 15, 2010, 01:17:46 PM
Well it was stated earlier that "grazing" torps to the side of a ship to attack the weaker side armour instead of the stronger front armour is against the spirit of the game. In which case I would say that any accidental grazes should also count as hitting the arc that the majority of their travel was in.

Regarding resilient attack craft. I would recommend ditching all those rules and replacing them with: Resilient attack craft may only make one save per turn. If failed they are removed as normal, if passed they count as non-resilient for the remainder of the turn. As it stands there is almost no benefit to a fighter being resilient. A bomber or a-boat being resilient has slight advantage, as they may still get to attack their target (or a target) in the same turn, and if they don't then they at least remain close to the enemy and as such a threat that needs to be dealt with. With a resilient fighter on the other hand, you can completely ignore it for the rest of the turn. And what bonus do they get for having stuck around next turn? Well they don't need to be relaunched, assuming you were still going to launch fighters. Well, big deal. This is a pathetically small bonus, and it's all resilient fighters get.

Let's face it, the only reason the rules neutralising them after first contact were made in the first place was because of the old ordnance rules where there was no AC limit tied to number of launch bays. At that time passing a save would be beneficial even if neutralised for the rest of the turn because that means you have more ordnance for next turn.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Trasvi on October 16, 2010, 03:07:32 AM
20mm torps IMO, if changing anything. Keep them the same size as other attack craft. However I do really like the current large waves of torps - as others have said it feels more epic.
GW sells bags of 20mm bases -Alternatively you can purchase them from eBay, and Litko/ GaleForce 9 do markers also.

Heck, someone should contact Litko can get a full complement of BFG tokens into production.

As for Resilient attack craft, I'd like to see some clarification about how to resolve attacks vs multiple markers of resilient attack craft (assuming the rules don't change)

Ie, 2 fighters attack 3 resilient bombers. Can both the fighters attack one bomber (thus guaranteed to destroy it) or do they both have to make attacks against separate craft (giving the bombers 2 rolls and potentially saving both).
If the former, do the other bombers get to continue moving, seeing as they didn't make a save?
If 4 fighters attack 3 bombers, what happens? Can the bombers attempt 3 saves, and the remaining fighter attacks one that passed? Or do the fighters need to allocate hits, such that the 'extra' fighter may only attack one selected bomber, and if that bomber fails its save then the extra fighter is effectively wasted?

Also... what does HA stand for?
 

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 16, 2010, 11:44:17 AM
HA = High Admirality = BFG rules committee.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on October 16, 2010, 01:49:23 PM
Still think attack crafts should use the epic bases it come with
Ok with torps on same epic base as well
Even better if the number of model on each base represents the strength of the wave or salvo
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 16, 2010, 05:50:34 PM
Quote
TURRET SUPPRESSION RULES:  Each fighter in a wave of bombers attacking a ship will add +1 attack to the total attack runs of the wave, regardless of whether they are shot down or not. The maximum number of bonus attacks that can be added in this way is equal to the number of turrets the target ship has on its profile (so not including bonuses from other ships in base contact using the massed turret fire rule). There must be at least one surviving bomber in the wave after turret fire to gain these bonus attacks and fighters are removed before any other type of ordnance.
Note: the number of attacks that each individual bomber makes is not altered by the addition of fighters. So if two bombers are attacking a two turret target they will each make 1D6-2 (minimum zero) attacks regardless of whether there are accompanying fighters or not. If one fighter accompanies the bombers, +1 attack is added to the total. If two or more fighters are accompanying the bombers then +2 attacks are added to the total (since it has two turrets).
Also note that crippling a vessel constitutes a permanent change to its turret value and thus the maximum number of attacks that can be gained by supporting fighters. A crippled Lunar will only have 1 turret and so you can only gain a maximum of +1 attack due to fighter support.

I've registered to post my strongest possible objection to the way this rule has been formulated.

#1. It's never worth sending less than the maximum number of fighters against a ship with 3 or more turrets. This alone should tell you that this rule is broken, when you only send a few token bombers because the fighters are doing more damage.

#2. Fighta-bommerz get completely gimped. Against most line cruisers they'll never roll more than one hit (and that only 1/3 of the time), and against anything with 3+ turrets they'll only ever get the up to 3 supression runs for the wave. In fact, it's specifically noted that fighta-bommerz are better off attacking individually so that their bonuses stack! I mean come on!

#3. Similiarly to #2, you're better off attacking 3+ turret targets with multiple small waves of mostly fighters and only token bombers. This is just exploitable. High turret targets won't find even large waves overwhelming.

It just doesn't feel right. It's counter-intuitive (fighters doing more damage than bombers), and exploitable (when have small waves ever been better than big ones?)

Far better would be to make each fighter in the wave negate a -1 from a turret. Fighta-bommerz negate the first 3. This means it's the bombers that do the damage, and makes the role of the fighter turret supression, not strike-fighter. Please, please consider this ammendment.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on October 16, 2010, 06:36:20 PM
Man, I just noticed this.  I have always played 'surviving fighters deduct 1 from the ship's bombing dice reduction, up to the total of the turret value'
aka, if 2 fighters and 2 bombers in a wave assault a Lunar, and one fighter gets shot down, then the remaining fighter causes the bombers to roll d6-1 rather than d6-2.  Was that the old rules, or did i just pull that out of the ether somewhere?

Anyway, I like it better.  And it doesnt gimp the way current fighta bommaz work as much.

Edit:  Also, is it really ok that escort size vessels can set out boarding torps?  Thats alot of crewmen from a widdle escort.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 16, 2010, 07:10:13 PM
Escorts are still 1km in length LastSpartacus.

RCG,
I dunno I think the rule changed. It got better then before.
In the previous surpession rules you could do 3 bomber, then 5 fighters in a wave to attack an Emperor. This way you had (3*(D6-5)) + 5 attacks from fighters.

Now it is capped at fighters not exceeding bombers, thus a 4+4 wave leading to:
 (4*(D6-5)) + 4 attacks from fighters.

So large waves are still better then small waves but the odness of having more fighters is neutered.



Fighter Bombers is another story :/
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on October 16, 2010, 07:50:11 PM
I've prefer the way lastspartacus described fighter suppression as this was how I originally interpreted the rule.
And as horizon stated this uses the bombers as the determinant of the number of attacks rather the fighters. Against a turret 5 ship the fighters do all the attacks rather than the bombers with the new interpretation. That would not make any sense
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 16, 2010, 08:56:49 PM
Not so, under old suppression (FAQ2007) they did more then under new (FAQ2010).

I think the turret reduction as LS or RcGothic described create to much high ends. I am not for it.

FAQ2010 is to be advocated to me, at least compared to that idea.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 17, 2010, 03:04:29 AM
Not so, under old suppression (FAQ2007) they did more then under new (FAQ2010).

I think the turret reduction as LS or RcGothic described create to much high ends. I am not for it.

FAQ2010 is to be advocated to me, at least compared to that idea.

Actually I remember proposing some years ago that turret suppression should work exactly as lastspartacus said; surviving fighters deduct 1 from the ships turrets as far as determining bombers number of attack runs is concerned. This way they had to survive to be effective, meaning that the ships turret fire mattered. When sending AC against an Emperor from a couple of carriers (or one big one) I'd always send 1 bomber and 5 fighters and the other 2 AC I'd either send against smaller targets or use as fighters to mop up other ordnance. The IN player would never even attempt to fire, even if there were no torpedoes to come. This is because even if he hit with all 5 turrets it wouldn't change the outcome at al.

One of the problems with the current turret suppression rules is that just about everyone that isn't used to them misinterprets them. People think that they actually "suppress" the turret making the bombers attacks stronger. Since this is the most common misinterpretation, the most intuitive ruleset and doesn't invalidate turret fire (if we're talking surviving fighters only) or even add any level of complexity then this is how it should be.

Now, in the case of 2 regular or 1 large carrier/s against an Emperor sending out 3 bombers and 5 fighters (no "left overs") we see a maximum of 3x 1D6 attacks. However, for every fighter shot down by the Emperor's turrets we subtract 1 from each d6 (minimum zero of course). For the attacking player to completely obviate the Emperor's turret fire he would need to send 10 fighters. Doing so would mean that no matter how many times the Emperor hit, each bomber would do 1d6 attacks. However, this isn't so bad because 1) it takes so damn many fighters to guarantee this and 2) each turret that didn't hit means that the attacking player could've sent in another bomber instead, meaning another d6 attacks. So it's a trade-off at all times.

As for fighter-bombers I'd make them the same as regular bombers with the exception of 1d3 attacks instead of 1d6. Declare number suppressing turrets before turret attacks rolled.

Basically, this version of turret suppression makes the number of turrets on high turret targets useful. A 4 turret BB against 6 AC (2 bombers & 4 fighters) gave away (1d6-4) + (1d6-4) + 4 attacks which averages 5 attacks total. A 5 turret BB against 6 AC (1 bomber & 5 fighters) gave away (1d6-5) + 5 attacks, which averages 5.16 attacks. This is pretty silly. I know, the extra turret really is a bonus when comparing larger wave sizes, and also for soaking that extra AC (people would normally just send 1 bomber & 4 fighters against a 4 turret target) but it's still silly that a higher turret ship gives up more average attacks at any given number of attackers than a 4 turret ship.

So, it's more intuitive, more credible, simple and adds much greater tactical depth to the game I don't see why this shouldn't be changed. Hell, I don't know why it wasn't this way in the first place.

Turret Suppression Rule

Fighters can accompany bombers on their attack runs to distract and suppress enemy turrets, clearing the way for the bombers attack runs. For each surviving fighter accompanying a wave of bombers attacking a ship the target ship counts as having 1 less turret when determining each bombers number of attacks. In the case of fighter-bombers the number assigned to suppress turrets must be declared before turret attacks are rolled.

This is how the rule should've been written, with maybe an example thrown in too. I dare say that there'd have been far less confusion and far fewer questions arising over turret suppression if this was how the rule was written in the first place.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on October 17, 2010, 04:38:56 AM
Wierd, thats the way ive always played it.  Where did I get that?! @.@

Horizon, why the dislike?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 17, 2010, 07:13:30 AM
High ends. LS, more high ends on the dice ;)
Sigoroth: new supresseron rules say that fighter attacks cannot exceed remaining bombers. So 3-5 as you say in excess. 4-4 is the trick now. ;)

I think your approach makes cruisers with low turret numbers defenceless vs large waves. And generally seen toast.

Lets see:
wave of 8: your approach. Being cautious you send in 4 fighters and 4 bombers.
The Lunar rolls good and destroys two fighters by turrets.
That means I would have : 4*(D6-0) attacks = ranging between 4 and 24 attacks.
Going by average one sends in 3 fighters and 5 bombers as 2 turrets would shoot down on average 1 marker. In that case you would get:
5*(D6-0) attacks = ranging between 5 and 30 attacks....hemmm



Under FAQ 2010 sending in 4 fighters is ludicrous as they don't need to survive. So the wave is 2f-6b.
That means: (6*(D6-2)) + 2 attacks = ranging between 2 and 26 attacks,

lol, so vs small rated cruisers it changes which system has the low and/or high end. When comparing number of dice it is not of a big change too effectiveness. It is easier to roll 4 sixes then 6 sixes. Thus... ;)


I think your (& LS & RcG) approach makes ordnance stronger. A tidbit I do not like to see in the game to be honest.

edit again: if the concept of FAQ2010 isn't liked add in that fighters must survive to give the bonus. Quite a neuter to it as well.
Heck, I like that idea. :)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 17, 2010, 10:46:49 AM
Yeah, I like the fact fighters must survive. Gives trade off of risk (all your fighters get shot down) vs damage (none of your fighters get shot down and you have more bombers).

I think the rule should be exactly as Sigoroth posted. And let's keep in focus that even a full 36 attacks (the absolute maximum a wave of 8 could possibly do to a cruiser) against armour 5 probably won't do more than cripple a braced healthy cruiser. The average number of attacks from a wave of 3f 5b against the same cruiser won't even cripple it. A wave of 8 assault boats will certainly cripple the same cruiser, if not in terms of hit points, they'll render it useless through lack of armament and inability to turn.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on October 17, 2010, 10:59:26 AM
I definitly dont want to increase the power of ordnance in any way, shape, or form.  Whatever option gives fighters something to do but at the same time makes ordnance weakest.  Seriously, they are pretty awesome :)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on October 17, 2010, 12:35:06 PM
I agree with sigoroth as well on this rule
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Don Gusto on October 17, 2010, 03:22:37 PM
I also like that rule much better than what is currently in the FAQ2010.
It will however make large waves a lot more effective against high-turret targets and turn Eldar bombing runs into a real hammer.

On the other hand I've never been a fan of the whole turret suppression idea.
I've always wondered why turrets are calculated twice against bombers whereas they only roll to hit against torpedoes. My best explanation is that in the original design it was just d6 per surviving bomber and since this was found to be overpowered the reduction was added.
I would have simply reduced the number of attacks from each surviving bomber to a fixed number: e.g. Each surviving bomber attacks with 2 dice against the targets lowest armor value. Much simpler.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 17, 2010, 04:11:19 PM
I also like that rule much better than what is currently in the FAQ2010.
It will however make large waves a lot more effective against high-turret targets and turn Eldar bombing runs into a real hammer.

The primary gain is against low turret targets really; a wave of 8 AC could do 16.25 attacks against a 2 turret target, whereas 8 bombers now would do 13.33 attacks. Against 3 turret targets it goes from 8 to 11.58 attacks. Against 4 turret targets the number of attacks goes from 6.56 (2 waves of 1b/3f) to 7.53 attacks. Against 5 turret targets the number of attacks drops from 5.5 attacks to 4.25 attacks. Of course, things really change against high turret targets when we're talking about a squadron of carrier BBs. A couple of Explorers could put out 26.3 attacks against an Emperor, compared to just 12.9 that we'd see from such a squadron under current rules.

Quote
On the other hand I've never been a fan of the whole turret suppression idea.
I've always wondered why turrets are calculated twice against bombers whereas they only roll to hit against torpedoes. My best explanation is that in the original design it was just d6 per surviving bomber and since this was found to be overpowered the reduction was added.
I would have simply reduced the number of attacks from each surviving bomber to a fixed number: e.g. Each surviving bomber attacks with 2 dice against the targets lowest armor value. Much simpler.

That's not such a terrible idea. Then fighter-bomber rules could be simplified to just each surviving fighter-bomber makes 1 attack against the target's lowest armour. Of course, it would mean that no one would bother shooting at torps when they've the choice, since each successful hit against a bomber would negate twice the attacks as a hit against a torpedo would, potentially at weaker armour.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 17, 2010, 07:43:04 PM
I really dislike all the ordnance loving.

The game is already dictated too much by ordnance.

Blech on you all. ;)


Sig, you really defend the high ends it gives, the fact ordnance becomes stronger, makes Chaos, Tau and Nids better. Something they don't need.

I say FAQ2010 where only surviving fighters add an additional attack up to number of bombers in wave capped at number of turrets.

I say again, and I am daft why no one responded to the issues I brough forward, the idea by Sigoroth makes ordnance to strong.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 17, 2010, 08:09:19 PM
This may come as a surprise to some of you, but I really think the entire concept of turret suppression is rather silly in this game. Why the turrets are "confused" and can't figure out what are bombers and what are fighters allowing more runs makes no sense to me. All it does is provide a means of making ordnance useful against high turret targets which I don't think is necessary. There should be a reason some ships just aren't efficient to attack with AC and I think high turrets does this. Currently turret suppression just makes an excuse for silly ordnance waves like one bomber + six fighters and provides a reason for fighters to do something more than just take out torpedoes.

I'd be preferable to the entire rule going away or making fighters more useful against bomber waves rather than 1:1... I'll explain more later.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 17, 2010, 08:20:32 PM
Yes, one should go back to the original rules to see how fighters developed.

Originally they did:
a) remove bomber marker on a 1:1 basis
b) remove fighters on a 1:1 basis
c) remove torpedoes on a 1:wave basis

Now, where and why is supression added? Well, to justify mixed fighter and bomber waves. In the original rules mixing waves had zero effect on all and anything in the game.

So, that is it.

Do fighters need to improve beyond what they do? Is that needed?

On a historical basis (refering to Vaaish here) WWI/WWII the fighter-bomber ratio was 1:1. When we apply the sci-fi approach from Wing Commander, Star Wars, Space: Above and Beyond fighters would be a lot stronger.

Perhaps all fighters are resilient then? (with something new for Eldar/THawk/Manta).

Or fighters roll D3 versus a wave they encounter and that is the number of removed markers. Where resilient makes it D3-1.
Just mind melting here.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on October 17, 2010, 09:43:50 PM
Why should turrets decrease the effectiveness of a bomber run at all?

If turrets can suppress bombers why shouldn't fighters suppress turrets?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 17, 2010, 10:08:31 PM
Ever see those WW2 clips with bombing runs where the pilots were getting shot at? Harrowing isn't it? Or heard about those stories from the pilots of how scary it was flying through flak while the bombers were making their attack runs?

Fighters can suppress turrets. It's just a matter of finding the right balance so ordnance would not become overpowered.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 17, 2010, 10:52:35 PM
Allow massed turrets to contribute to bombing attack run modifiers.

Eg, Lunar with 2 swords in contact has turret strength 2+1+1, shoots 4 times vs incoming ordnance, and then bombers roll D6-4. This can then be counter balanced with fighter turret suppression.

The balance goes back in favour of the gunline and we're left with two simple, intuitive rules: massing turrets simply adds one to the turret strength, and eliminates "wtf, why are fighters doing more damage than the bombers?" moments.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on October 17, 2010, 10:58:50 PM
turrets already had a chance to shoot down bombers. why does it has a second chance with bombers but not any other?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 17, 2010, 11:07:17 PM
Shooting down is different from distracting bombers during their runs? Sudden flak in the right place can cause bombers to miss. Games-wise, it's more a balance thing unless one revises the bomber rules to a hard, low number.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 18, 2010, 12:12:23 AM
This maybe a bit complicated and I don't know how well it will translate to BFG's KISS principle but I'll just throw out this idea for fighters suppressing turrets.

What if each fighter accompanying bombers roll D6 against turrets. On a 4+ a fighter can suppress 1 turret. Then bombers can do the normal (D6-remaining no. of unsuppressed turrets). Will definitely make waves more powerful though.

So sequence would be:

1. AC wave hits base.
2. Turrets shoot at bombers.
3. Fighters shoot at turrets. Suppresses on 4+.
4. Remaining bombers roll for # of attacks.

That's assuming following the current bomber rules.

If we give each bomber marker a fixed number of attack (say 2) or a small variable like D3, then we can go:

1. AC wave hits base.
2. Fighters shoot at turrets. Suppresses on 4+.
3. Remaining Turrets shoot at bombers. Usual hit on 4+.
4. Remaining bombers do their fixed or D3 attacks.

Whatchaallthink?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 18, 2010, 01:54:28 AM
Continuing from where I left off and with historical composition aside....

It's explained that fighters weapons can't make an impression on capital ship and that they avoid the turrets. It would seem to me that they shouldn't have any impact on a bomber wave attacking the ship either suppressing turrets or adding attacks. Second, I would think that the turrets would be capable of discerning between attacking ship types with the size difference between fighters and bombers or by their flight paths. IIRC the suppression rules are there to offset the turret massing additions.

I agree that fighters aren't worth much with out them, but I think the direction should be to make the more effective against ordnance rather than making the grant extra attacks against capital ships which seems somewhat counter intuitive to their purpose.

What I would like to see is fighters becoming more effective at escorting bombers/AB and eliminating enemy bombers/AB but give not benefit to attacking bombers. To do that I think we would need to get away from teh 1:1 marker concept and make a slight adjustment.

For starters, fighters would not grant any extra attacks to bombers attacking ships. Their role should be to escort the bombers to the target and protect them from enemy ordnance.

Second, (and this is just conjecture at this point) each fighter would remove two enemy markers unless enemy fighters are present. If enemy fighters are present, this would revert to the current system where one fighter would remove only one enemy marker.

I think that would keep the rules fairly simple and keep fighters emphasis on taking out enemy ordnance and remove their effect on capital ships. If turret massing is too much, I think it could be further limited to compensate.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 18, 2010, 02:08:11 AM
Nope. I do not agree that fighters can remove twice the number of enemy bomber/AB markers. Never have, never will.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on October 18, 2010, 03:31:04 AM
fighter already has 3 roles: as interceptors against torpedo waves, against other attack craft marker, and on CAP. they don't need another as turret suppressors.
simplify the turret rules to be 3+ against bombers but that each surviving bomber has a straight up D6 attacks (D3 for fighter-bombers)

i.e. eliminate fighter suppression of turrets and turret suppression of bombers (and god forbid we even contemplate bomber suppression of fighters)

simplify!
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 18, 2010, 04:24:02 AM
Quote
simplify the turret rules to be 3+ against bombers but that each surviving bomber has a straight up D6 attacks (D3 for fighter-bombers)

i.e. eliminate fighter suppression of turrets and turret suppression of bombers (and god forbid we even contemplate bomber suppression of fighters)

I disagree with the removal of turrets reducing the number of attacks by bombers. Doing this makes ordnance far more powerful since you are only increasing the odds of turrets taking out the bombers by 16% but ensuring that every surviving bomber will make at least one attack run. This makes even high turret value ships much more susceptible to ordnance thus refocusing the game onto who can put out the most AC rather than balancing the different options such as gunnery, torpedoes, and bombers to create situations where different tools are appropriate for the target.

Ships don't need to be WEAKER against AC!

Admiral: I was looking for a means of increasing the utility of fighters as escorts for friendly ordnance. Right now they serve no purpose except to increase attacks using the turret suppression rules. With the current rules, there is no reason to escort bombers with fighters because an enemy fighter marker will still just remove one of your chits be it fighter or bomber. You get the same result no matter what composition the bomber wave has. Fighters need to have some utility as escorts for bombers if you want to follow historical example. The currently have no role as escorts in BFG. If you have a method of making them better at defending friendly bombers that doesn't make them into pseudo-bombers by adding attacks, I'd love to hear it.

The simplest method I can think of doing this is to just make unescorted bomber waves take more casualties than escorted ones when intercepted by enemy fighters.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 18, 2010, 06:09:08 AM
The problem is that this is a game. One will be hardpressed to find a balance and utility for fighters going up against a bomber wave. Reality wise, unescorted bombers did suffer heavily but not to the point where it was a 2:1 disparity. Not even 1:1 in one of the hardest hit unescorted bomber raids of the war. What happened was when fighters started escorting the bombers, the casualty rates went down tremendously. That's something which would be hard pressed as well to show in the game.

Now if the game were such that there is only a limited number of fighters and bombers and assault boats on any given carrier, then the fighters will become more worth it since if the wave is unescorted by fighters, sooner or later one will run out of bombers. How we can model that on the table will be something worth doing. Chubbybob did something like it where one loses the ordnance if intercepted by fighters or turrets. I don't have the link anymore to his site. I'll do a search later at home. It's worth bookmarking the site as he has lots of wonderful conversions.

Personally, I still feel that fighters taking a more active role in turret suppression is the way to go with bombers getting a hard number of attacks, be it 2 or 3 per marker instead of using (D6-# of turrets).
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 18, 2010, 06:25:32 AM
Hi,
Admiral, you go by a ratio of 1:1 (per average). It is established a fighter marker represents 5 fighters and bomber markers 3 bombers. (Manta markers 1 Manta).

Thus 5:3 is already above 1:1.

Also consider this: if my 2 markers fighter wave hit 1 bomber marker it would be 2:1 on marker basis and 10:3 on ships basis.  Then 1:1 becomes 'hard-pressed.' ;)

hmmm

Also, to consider:
are we playing a sci-fi game with WWI/II Naval influences or a WWI/II Naval game with sci-fi influences.
From that viewpoint: Reality Check Can be Ditched and go more the Star Wars - Wing Commander route.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 18, 2010, 06:28:20 AM
Ok, as far as the argument goes that fighters can't hurt ships so why even bother firing at fighters, it doesn't say that fighters can't obfuscate and confuse turrets. It just says that they can't hurt the ship and, if they wanted to, they could avoid the turrets. Since they can't hurt the ship and they can avoid the turrets when there's just fighters, we see no effect. When accompanied by bombers, which can hurt the ship, then there might actually be a reason for the fighter to engage the enemy turrets, therefore an effect.

As for ordnance being too powerful, I don't really see this. It used to be too powerful when you could mass as many as you wanted. Now, not so much. What I really dislike is bombers being unable to hurt ships like the Emperor, or worse, a deactivated BSF. That's the real reason why turret suppression came in.

Now, I like the idea of turret suppression. This would represent them shooting the turrets to create explosions and hence blind spots on sensors, or just to make the turret shoot at them to avoid just such a thing, etc. On the other hand, I don't know why turrets get to fire normally at bombers (precision stuff) as well as get to distract them (flak). It should be one or the other. However, d'Artagnan's idea of allowing fighters to suppress turrets while giving a fixed amount of attack runs to bombers (regardless of turrets) isn't all that fantastic. If the "distraction" were removed and bombers had a fixed number of attacks then there'd be no need for turret suppression at all. Why send a fighter to possibly "suppress" a turret (ie, stop it from shooting bombers) if you could just send another bomber. At least if the turret missed you'd get some extra attacks

So for turret suppression rules to be viable you need to have the bombers attacks reduced by the targets unsuppressed turrets. Otherwise you could just ditch all these special rules and say bombers make a fixed number of attacks. This however would make them far more attractive to turrets than torpedoes and make their damage linear against various turret amounts, like torpedoes.

Again, I don't think that ordnance is currently too strong. I think that Eldar ordnance in particular is quite weak at the moment. Often overwhelmed in terms of sheer numbers the only real use for it is to remove enemy fighters from cap so you can hit with torpedoes. Even then their resilient fighters are a joke. Prior to the ordnance launch limits AC was overpowered. I don't think they are now. They're not "must haves". You can have a Chaos gunfleet without them. Necron don't use them. Eldar need only a few to clear CAP for their torpedoes I feel, but otherwise get no real benefit for trying to mass them. Same for Dark Eldar and not too far wrong with IN too. Also, making a carrier brace usually stops production for a turn too. Either they can't reload - no AC, or are reloaded and decide to launch - half AC or are reloaded and decide to wait so they don't have to reload next turn- no AC.

I'm in favour of AC getting a touch more powerful. Besides, who wouldn't want to see a 2 Emperor squadron putting out 16 AC into some hapless foe?  :o
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 18, 2010, 07:02:48 AM
Quote
Ok, as far as the argument goes that fighters can't hurt ships so why even bother firing at fighters, it doesn't say that fighters can't obfuscate and confuse turrets. It just says that they can't hurt the ship and, if they wanted to, they could avoid the turrets. Since they can't hurt the ship and they can avoid the turrets when there's just fighters, we see no effect. When accompanied by bombers, which can hurt the ship, then there might actually be a reason for the fighter to engage the enemy turrets, therefore an effect.

It doesn't say they CAN confuse turrets or effectively engage a turret either. That statement is just as much conjecture as my own that turrets can discern between bombers and fighters. It would seem to me that if they were capable of effectively engaging turrets there would be some form of permanent change to the turret strength as turrets were knocked out by the fighters. Even if we consider that turrets are simply abstracted values, the fact that fighters currently provide a temporary reduction in effectiveness seems evident that they aren't capable of engaging the turret defenses with hopes of doing any real damage to them.

The entire focus of what happens seems to rest on the turrets themselves either being incapable of discerning target types or simply being indiscriminate in their fire against AC. The current suppression rules seem to point to the turrets being incapable of discriminating targets, but that seems unlikely since one can choose to fire on either torpedoes or AC rather than simply firing on whatever comes in range. You can pretty much make it however you want to support either perspective.

I just dislike the idea that it's better to send 5 fighters and a single bomber against an Empy than sending 5 bombers and single fighter. The current suppression rules make weird situations like this the norm which seem counter intuitive to what you would expect. I would expect for the fighters to provide escort to ensure the bombers make it to the target through enemy "airspace" not provide extra attacks on the target while doing nothing to escort the bombers on the way in.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 18, 2010, 07:17:53 AM
However, d'Artagnan's idea of allowing fighters to suppress turrets while giving a fixed amount of attack runs to bombers (regardless of turrets) isn't all that fantastic. If the "distraction" were removed and bombers had a fixed number of attacks then there'd be no need for turret suppression at all. Why send a fighter to possibly "suppress" a turret (ie, stop it from shooting bombers) if you could just send another bomber. At least if the turret missed you'd get some extra attacks


Yup, not really ideal rules but it was more how to make the fighters take a more active role. Since there is a question of why turrets double dip against bombers, I was trying to find a way to eliminate the double dip and at the same time make the fighters be proactive.

It's why in my second situation, only the remaining turrets would shoot at bombers. So say a wave of 5 fighters and 3 bombers vs an Emperor. If fighters manage to suppress 2 turrets out of 5 on an Emperor battleship, then the Emperor can only roll 3 dice hitting at 4+ against the bombers. In the case of bombers having a fixed attack, I was just concerned about not making them too powerful. We could give them D3 attacks if only to show the uncertainty (fighta bommas and the like could just make a hard 1 attack each marker). So turrets shoot and say 2 out of the remaining bombers manage to attack then it would be a minimum of 2 and max of 6 attacks rolling vs 5+.

Against a cruiser, a wave of 4 fighters and 4 bombers can take out the 2 or 3 turrets and then the remaining 4 bombers can attack unmolested for a min of 4 and max of 12 attacks vs lowest armor.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 18, 2010, 07:55:20 AM
It doesn't say they CAN confuse turrets or effectively engage a turret either. That statement is just as much conjecture as my own that turrets can discern between bombers and fighters. It would seem to me that if they were capable of effectively engaging turrets there would be some form of permanent change to the turret strength as turrets were knocked out by the fighters. Even if we consider that turrets are simply abstracted values, the fact that fighters currently provide a temporary reduction in effectiveness seems evident that they aren't capable of engaging the turret defenses with hopes of doing any real damage to them.

Nope, it doesn't say that they can. Of course you're trying to argue that they can't, and since it doesn't say that they can't then it's a valid argument. Your basic question is "how can fighters that can't hurt a ship suppress turrets?" to which I provided an answer. It isn't necessarily correct, it just allows for the possibility. As for permanent damage, I think that I allowed for that in my hypothesis by saying that they were blinding the turrets with explosions, not destroying the turrets. EM sensor interference. In other words, transient. Not permanent.

Quote
The entire focus of what happens seems to rest on the turrets themselves either being incapable of discerning target types or simply being indiscriminate in their fire against AC. The current suppression rules seem to point to the turrets being incapable of discriminating targets, but that seems unlikely since one can choose to fire on either torpedoes or AC rather than simply firing on whatever comes in range. You can pretty much make it however you want to support either perspective.

Not necessarily. As I have explained, it could be that the fighters are able to temporarily blind the turrets. Normally there'd be no reason to expend all their fuel and ammo doing so as they could just avoid them, but since they're escorting some slower ships that would benefit from the turrets being out of commission and could actually damage the ship it would be worth doing.

Quote
I just dislike the idea that it's better to send 5 fighters and a single bomber against an Empy than sending 5 bombers and single fighter. The current suppression rules make weird situations like this the norm which seem counter intuitive to what you would expect. I would expect for the fighters to provide escort to ensure the bombers make it to the target through enemy "airspace" not provide extra attacks on the target while doing nothing to escort the bombers on the way in.

Agreed. In the proposed turret suppression rules where the surviving fighters actually do fully suppress the turret they would be helping the bombers do their damage, even though you'd see an increase in the proportion of fighters in the wave (they're still making the bombers attacks more efficient).
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 18, 2010, 08:00:42 AM
If you take Star Wars as the inspiration for fighter/bomber combat, fighters CAN hurt the turrets. The turrets are forced into defending themselves, and only taking shots at the bombers when they're unmolested.

I still think the simplest fix is to allow surviving fighters to negate a -1 modifier each. Yes, this does make attack craft a bit more powerful, but only slightly. particularly waves of more than 4 attack craft, but that's not necessarily such a bad thing. A full wave of 8 will still not cripple a braced cruiser on average. Even the 16 attack craft emperor squadron, which gains the best possible benefit from the change, wouldn't destroy a braced cruiser on average, and wouldn't cripple a braced 4 turret battleship.  A wave of 8 assault boats currently take a ship out of the game far more effectively than 8 bombers/fighters will do, even under the proposed rules.

And if people are really that worried about bombers becoming more powerful, the massing turrets rule can be changed to (+1 turret per ship in contact) rather than (+1 turret per ship in contact for the purposes of damaging the incoming wave only). Fighters could also remove bombers/assault boats on a 2:1 ratio, which would make them worth escorting and therefore damage their impact.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 18, 2010, 08:03:07 AM
Yup, not really ideal rules but it was more how to make the fighters take a more active role. Since there is a question of why turrets double dip against bombers, I was trying to find a way to eliminate the double dip and at the same time make the fighters be proactive.

It's why in my second situation, only the remaining turrets would shoot at bombers. So say a wave of 5 fighters and 3 bombers vs an Emperor. If fighters manage to suppress 2 turrets out of 5 on an Emperor battleship, then the Emperor can only roll 3 dice hitting at 4+ against the bombers. In the case of bombers having a fixed attack, I was just concerned about not making them too powerful. We could give them D3 attacks if only to show the uncertainty (fighta bommas and the like could just make a hard 1 attack each marker). So turrets shoot and say 2 out of the remaining bombers manage to attack then it would be a minimum of 2 and max of 6 attacks rolling vs 5+.

Against a cruiser, a wave of 4 fighters and 4 bombers can take out the 2 or 3 turrets and then the remaining 4 bombers can attack unmolested for a min of 4 and max of 12 attacks vs lowest armor.

Yeah, but why not instead just attack with 8 bombers and let the Emperor take its 5 shots? So you lose 3 bombers, that leaves 5d3 attacks, average of 10. Much better than the average of 4 in your example. Again, against the cruiser why not just use 8 bombers? Losing 1 bomber to turrets will give you 14 attacks on average.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 18, 2010, 08:44:17 AM
True. Points to ponder.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Don Gusto on October 18, 2010, 03:19:02 PM
Having each bomber make 2 attacks or d3 is basically the same thing. d3 adds some variance but average stays the same.
As for the concern that turrets would then always shoot at bombers because a hit eliminates more attack dice, well that depends on the situation.
In all fleets torpedoes can be fielded cheaper than ac and torpedoes can get multiple attack rolls.
2 dice per bomber would just seem about right to me.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 19, 2010, 02:16:21 AM
Having each bomber make 2 attacks or d3 is basically the same thing. d3 adds some variance but average stays the same.
As for the concern that turrets would then always shoot at bombers because a hit eliminates more attack dice, well that depends on the situation.
In all fleets torpedoes can be fielded cheaper than ac and torpedoes can get multiple attack rolls.
2 dice per bomber would just seem about right to me.

Well, consider your 3 turret ship is being attacked by 6 torpedoes and 2 bombers. Which would you shoot at? If you shoot at the torpedoes and score 3 hits you'll get 3 attacks from the torpedoes against facing armour and 4 attacks from bombers against lowest armour. That's with 3 turret hits. If you shoot at the bombers and score only 2 hits you'll receive only 6 attacks against facing armour. Less incoming attacks and you didn't even need 3 hits.

The only time you'd choose to shoot at torpedoes is when you have at least two times as many incoming salvoes as bomber waves. If those bomber waves all equal or exceed the number of turrets and you have some torpedoes against a higher armour value you'd still be better off shooting at the bombers even when there's twice the number of torpedo salvoes.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on October 19, 2010, 03:08:07 AM
Im against the torp or bomber rule, for the record.  Ordnance is both powerful enough without it, and it doesnt make sense.  Holdover from older rules flow, id imagine.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on October 19, 2010, 04:01:23 AM
An easier way to allow turrets to double dip against bombers is to allow tuurets to reroll misses against bombers. Then eliminate the fighter suppression rule and allow each surviving bomber a straight up d6 attacks
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 19, 2010, 05:37:38 AM
That won't work fracas. You'd have to limit the size of a wave to make it balanced. Even with rerolls there is a limit to how many bombers a ship can shoot down. Say a mechanicus Oberon, for ease of example, with 6 turrets would only kill 4.5 bombers. Every bomber above eight is pretty well home free, greatly increasing the effectiveness of larger bomber waves with no real counter to them. Subtracting the turrets from the number of runs helps to reign that in and makes for a more interesting game where these higher turret ships require different tactics to successfully engage than less well protected ships.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 19, 2010, 08:03:49 AM
Overwhelmed
When a wave with pure fighters encounters a smaller wave count the difference. If the difference is double one less fighter marker is removed.

Example:
2 fighter markers vs 1 marker = 1 enemy marker removed
3 fighter markers vs 2 markers =   2 fighter marker removed, 2 enemy markers removed.
3 fighter markers vs 1 marker =  1 enemy markers removed.
4 fighter markers vs 2 marker =  1 fighter marker removed, 2 enemy markers removed.


Well, that's fiddly haha.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 19, 2010, 12:54:24 PM
There's nothing wrong with the way bombers work. The problem is with the turret suppression rule, which has the following things wrong with it:

#1. Easily misinterpreted and unintuitive.
#2. Written so the fighters do damage, rather than clear space for the bombers.
#3. Makes high turret targets nearly invulnerable against bombers without a similar handicap to assault boats.
#4. Makes sending more than a token bomber against T3+ pointless, as fighters do more damage than bombers, even when shot down.
#5. Removes any point in shooting turrets, because fighters get the extra attacks anyway.
#6. Completely gimps fighter bombers, because they only roll a D3, which is easily negated by turrets.

The proposed rule is:
When bombers roll for number of attacks against a ship, surviving Fighters in a wave negate one -1 modifier from turrets each, allowing bombers to proceed with their attack runs more easily.

This eliminates all 6 of the above points, at the cost of a slight increase in power of bombers. (which would put them more on a par with assault boats). This isn't complicated, it doesn't mess with the fundamental way bombers work, and is the way many people play it anyway due to misinterpretation of the current rule.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 19, 2010, 01:56:01 PM
A couple of other things I wouldn't mind seeing changed, but by no means as essential as the turret suppression:

Massed Turrets:
If a ship is in base contact with other ships, it counts as having +1 turret for each ship in contact for all purposes.

Assault boats:
Turret fire can make attacking certain parts of the ship too risky. Each turret gives a -1 modifier on the critical hit roll. These modifiers can be negated by suppressing fire from escorting fighters as usual.

Critical hits:
Port/Starboard weapons offline: It's crazy that one side should be more likely to be taken offline than the other (3/36 vs 4/36). On a critical hit roll of 4/5 randomise to see which side is taken offline. 1-3: Port, 4-6 Starboard.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 19, 2010, 02:26:21 PM
There's nothing wrong with the way bombers work. The problem is with the turret suppression rule, which has the following things wrong with it:

#1. Easily misinterpreted and unintuitive.
#2. Written so the fighters do damage, rather than clear space for the bombers.
#3. Makes high turret targets nearly invulnerable against bombers without a similar handicap to assault boats.
#4. Makes sending more than a token bomber against T3+ pointless, as fighters do more damage than bombers, even when shot down.
#5. Removes any point in shooting turrets, because fighters get the extra attacks anyway.
#6. Completely gimps fighter bombers, because they only roll a D3, which is easily negated by turrets.

The proposed rule is:
When bombers roll for number of attacks against a ship, surviving Fighters in a wave negate one -1 modifier from turrets each, allowing bombers to proceed with their attack runs more easily.

This eliminates all 6 of the above points, at the cost of a slight increase in power of bombers. (which would put them more on a par with assault boats). This isn't complicated, it doesn't mess with the fundamental way bombers work, and is the way many people play it anyway due to misinterpretation of the current rule.

While I do think the rules are fiddly, wouldn't doing it the way you propose actually increase the number of attacks available? Consider:

2 fighters and 2 bombers vs 1 cruiser.

Normally, (D6-turrets)+(D6-turrets)+2.

Under your proposal, assuming the fighters both manage to suppress the turrets it becomes:

D6+D6 which is actually in effect adding an additional 2 attacks for a total of 4 (because the turrets have been removed from the equation).

Kinda makes bombers really overpowering.

I think if that is the way we want things to go then it's time to start marking how many fighters, bombers and AB are being taken in a fleet. I don't mind bombers effectivity being increased but their availability on the table should now be affected by attrition.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 19, 2010, 02:29:52 PM
RC: it does negate your points, but the problem is it makes fleets with high launch bays much more effective. For instance, GW Tau and their 28 LB. send in 10 bombers and 5 fighters against a high turret target like the empy and you are rolling d6 attacks for every surviving bomber rather than d6-5. that's a huge improvement to ordnance since nothing has been done to increase the effectiveness of turrets and you are likely to drop only two enemy markers with your shooting.

on number 3. I don't think this is necessarily a problem as AB are doing different things. bombers are attempting to make multiple passes at the target which is why the turrets are reducing their effectiveness while the AB are driving right into the ship and stopping. What it does do gameplay wise is give you different tactical options for dealing with high turret targets. I don't think we need to have bombers be effective against every target.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 19, 2010, 02:33:47 PM
Hi Admiral & Vaaish,
thanks for backing me up. :)

If ordnance increase it is time to restart Nate's pooling idea from Yahoo (some years back).

Or that a ship has:
2x supplement on board.
Thus a Devestation has:
8 fighters
8 bomber
8 assault boats

When a turret succesfully hits that marker is gone for good.
Fighters roll a D6 in the end phase it they have been removed due intercepting torpedoes or markers. On a 4+ they can be launched again. Otherwise disabled.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 19, 2010, 02:41:08 PM
Too much. I was thinking more total strength X2 so for a total of 8 markers you can use. You have to list down how many of what type of ordnance one has on a given carrier.

Example.

Dictator. 4 Bays. Max of 8 squadrons. Player chooses what type and how many. Say 4 fighters and 4 bombers. Or 6 fighters and 2 bombers.

Of course, there will have to be some repricing, with carriers generally getting a reduction in points since sooner or later they will run out of ordnance to use. Also since Chaos can use all 3 types of ordnance but are more constricted in the variety, there must also be some realignment there as well as fleets with resilient AC.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 19, 2010, 02:50:18 PM
Found it:
http://www.sg.tacticalwargames.net/forum/index.php?topic=1849.0
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 19, 2010, 02:55:25 PM
Quote
Of course, there will have to be some repricing, with carriers generally getting a reduction in points since sooner or later they will run out of ordnance to use. Also since Chaos can use all 3 types of ordnance but are more constricted in the variety, there must also be some realignment there as well as fleets with resilient AC.

would re-costing really be necessary? Weren't the ships originally costed based on running out of ordnance on a double?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 19, 2010, 03:54:36 PM
Yes because running out of ordnance then was as a result of chance. This time it's a certainty.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 19, 2010, 04:49:47 PM

While I do think the rules are fiddly, wouldn't doing it the way you propose actually increase the number of attacks available? Consider:

2 fighters and 2 bombers vs 1 cruiser.

Normally, (D6-turrets)+(D6-turrets)+2.

Under your proposal, assuming the fighters both manage to suppress the turrets it becomes:

D6+D6 which is actually in effect adding an additional 2 attacks for a total of 4 (because the turrets have been removed from the equation).

Kinda makes bombers really overpowering.

I think if that is the way we want things to go then it's time to start marking how many fighters, bombers and AB are being taken in a fleet. I don't mind bombers effectivity being increased but their availability on the table should now be affected by attrition.

Actually in that case, as one fighter would probably be destroyed, you would get (D6-1) + (D6-1) which is identical to (D6-2) + (D6-2) +2. This change would only really effect larger waves, and attacking high-turret targets.

Under optimum conditions, a Dictator would put out an average of 5 attacks from bombers vs a 2-turret target from its ordnance.
This is compared to perhaps 10 attacks with both broadsides, possibly with a re-roll, that don't ignore shields or seek out weakest armour.

The Dictator pays 40pts for the privilege of ignoring shields and fire arcs.  I don't think that's over the top.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 19, 2010, 06:24:06 PM
Quote
This change would only really effect larger waves, and attacking high-turret targets.

And those larger waves are what you will be seeing more of. High LB fleets will be stronger for it and that is something I believe is unwarranted.

For example, you have 10 bombers and 6 fighters (just to have an even 16 LB) going up against an oberon. For the sake of the example, assume they don't suffer casualties before turret fire. Under the current rules, each surviving bomber rolls (d6-5) and since fighters die first, all 10 bombers roll which nets you something like two attacks. Since you have at least 5 fighters with them you add another 5 attacks to that so a total of around 7 attacks against the 5+ armor.

Under your proposal, we would still have around 4 fighters remaining which lets ALL of the bomber roll (d6-1). Now I'm not going to take the time to figure out what they would roll on average for their runs, but you've completely reversed the odds. Where the bombers originally had 16% odds of getting at least one attack run, they now have 84% odds of getting at least one run since they only need a 2+ on the d6 roll to get an attack.

In our example, that equals out of eight of the bombers getting at least one attack run which is the low end. All it takes is a couple of those rolling 4+ to significantly increase the number of attacks. Say, for the sake of example, you roll 1,1,2,2,2,2,4,4,4,4. With your rules, we get 16 attack runs while with the current system we would only get five. To me, that's far too much of a boost.


Perhaps instead of all this contrivance, just say that any surviving fighters allow bombers to reroll their dice if they failed to score higher than the targets turret value.
basically it grants the bombers another shot at an attack run without the fighters themselves granting bonus attacks. It doesn't guarantee any extra attacks, but it could net you a few.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on October 19, 2010, 07:24:03 PM
Ill officially put forth my suggestions that turrets need not choose between ordnance, and fighters remove d6 torps rather than the whole wave.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 19, 2010, 07:49:11 PM
A wave of 16 attack craft vs an Oberon would need 8 fighters to defeat the turrets on average, giving 8D6 attack runs, or 28 attack runs on average. That's 4.6 hits on average if the Oberon braces.

But this is coming from a squadron of carriers worth at least 460pts, or nearly 800pts in the case of a squadron of Emperors. If that kind of firepower has a go at you, you're going to be in trouble regardless of whether it's ordnance or not. A brace of nova-cannon shells will render that squadron useless in moments, and 16 assault boats would be more than capable of crippling two battleships if launched in place of the bombers.

In addition, if you use the rules I proposed for massing turrets, (again, a minor change next to all the major re-writes others are proposing!) and the Oberon now has 3 Cobras in base contact, it has a turret value of 8. That then requires at least 11 fighters to reliably defeat, and down to a mere 17 attacks from the 5 remaining bombers, or 2.8 hits.

That's not even taking into account the possibility that there may be fighters on CAP, or large distances to traverse in the teeth of enemy guns. A lone cobra might fly into the squadron to save the battleship, and then you've just expended 460pts and 7 hits of overkill on a single 4+ armoured escort.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 19, 2010, 08:00:10 PM
And I don't agree on both under current rules LS.

And I agree with Vaaish. Doh, obvious...

And I like his idea pretty much.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 19, 2010, 09:09:39 PM
Quote
A wave of 16 attack craft vs an Oberon would need 8 fighters to defeat the turrets on average, giving 8D6 attack runs, or 28 attack runs on average.
The oberon only has 5 turrets but all that number needs to have happen is dial back significantly. On average the five turrets will kill 2.5 markers With six fighters, you would roll either d6-1 or d6-2 for attack runs. That's a pretty significant change from d6-5.

Quote
But this is coming from a squadron of carriers worth at least 460pts, or nearly 800pts in the case of a squadron of Emperors. If that kind of firepower has a go at you, you're going to be in trouble regardless of whether it's ordnance or not. A brace of nova-cannon shells will render that squadron useless in moments, and 16 assault boats would be more than capable of crippling two battleships if launched in place of the bombers.

You forget that the AC isn't all those ships are contributing. Say everything was launched from 4 devs. They still contribute 8 lances to the fight that don't have to target the oberon. two empys are also shooting off 32wb. You still aren't explaining WHY bombers are justified receiving the boost you want to give them. Turret massing isn't always possible or practical and again benefits high LB and ordnance fleets not to mention the shield disadvantages of doing it against gunnery fleets. Even taking into account your numbers, you ASSUME that the oberon should brace which ensures further AC dominance. You are still looking at a sizable increase in attacks which bombers should NOT be getting. A "mere" 17 attacks nets you 5.6 hits which is nearly enough to cripple the battleship outright for no cost to yourself since the AC can reload. No, all your are doing is making AC more powerful and I stand behind this being a very bad thing for BFG.


Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 19, 2010, 09:15:39 PM
The High Ends are unacceptable.
I mean, this fleet:
3x Explorer, 2x Hero, 9x Hero, 3x Defender
is so ordnance strong already and high on the table as the strongest list in the game it'll gain massively under this idea.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on October 20, 2010, 01:06:44 AM
Im just against the idea of being able to have a sure fire method of your fighter squadron being able to 100 percent shoot the same amount of torpedos, be they 2 or 12.  Torps were already nerfed slightly in the 2010 errata, as far as hitting ability by spread size.

Also, I dont see, as powerful as ordnance is, why, either by balance or by logic, there is any reason you have to choose between torps and bombers coming at you.  Anymore than two waves of bombers.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 20, 2010, 03:00:16 AM

And those larger waves are what you will be seeing more of. High LB fleets will be stronger for it and that is something I believe is unwarranted.

I disagree.

Quote
For example, you have 10 bombers and 6 fighters (just to have an even 16 LB) going up against an oberon. For the sake of the example, assume they don't suffer casualties before turret fire. Under the current rules, each surviving bomber rolls (d6-5) and since fighters die first, all 10 bombers roll which nets you something like two attacks. Since you have at least 5 fighters with them you add another 5 attacks to that so a total of around 7 attacks against the 5+ armor.

Why would anyone send a wave of 16 AC into an Oberon under the current rules? I would send in a wave of 1b/5f and 2 waves of 1b/4f, giving 13.24 attacks on average.

Quote
Under your proposal, we would still have around 4 fighters remaining which lets ALL of the bomber roll (d6-1). Now I'm not going to take the time to figure out what they would roll on average for their runs, but you've completely reversed the odds. Where the bombers originally had 16% odds of getting at least one attack run, they now have 84% odds of getting at least one run since they only need a 2+ on the d6 roll to get an attack.


The optimum number of fighters to send against a 5 turret target with a wave of 16 AC is 8. It is actually fairly easy to calculate what the average number of attacks are that would result. First, look at the odds for each possible result of turret fire. The chance of missing with all 5 turrets is 1 in 32. Missing with 4 turrets is 5/32. Missing with 3 is 10/32. Two misses = 10/32, one = 5/32 and no misses = 1/32. Now look at the consequences to an 8 fighter wave. If you hit with 0, 1, 2 or 3 turrets all turrets will be suppressed and result in a straight 8d6 attack runs (28 on average). If they hit with 4 turrets it is 8d6-8 attack runs (20 average). If they hit with all 5 turrets it's 8d6-16 attack runs (13.33 average).

So the total average = P(0-3)x28 + P(4)x20 + P(5)x13.33 = (1/32+5/32+10/32+10/32)x28 + 5/32 x 20 + 1/32 x 13.33 = 26.29 attacks on average. Against 5+ armour this translates to 8.76 hits, or 4.38 after BFI.

Quote
In our example, that equals out of eight of the bombers getting at least one attack run which is the low end. All it takes is a couple of those rolling 4+ to significantly increase the number of attacks. Say, for the sake of example, you roll 1,1,2,2,2,2,4,4,4,4. With your rules, we get 16 attack runs while with the current system we would only get five. To me, that's far too much of a boost.

As you can see, your maths is quite a ways off. Even according to your own calculations it goes from 7 to 16, not 5 to 16. Regardless, the proposal nearly doubles the effectiveness of a wave of sixteen AC against high turret targets.

Quote
Perhaps instead of all this contrivance, just say that any surviving fighters allow bombers to reroll their dice if they failed to score higher than the targets turret value.
basically it grants the bombers another shot at an attack run without the fighters themselves granting bonus attacks. It doesn't guarantee any extra attacks, but it could net you a few.

To be honest this seems more like a contrivance to me. It's also unclear. Does each surviving fighter allow each bomber to re-roll their attack runs? So 2 surviving fighters gives 2 re-rolls for each bomber?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 20, 2010, 04:45:21 AM
Quote
Why would anyone send a wave of 16 AC into an Oberon under the current rules? I would send in a wave of 1b/5f and 2 waves of 1b/4f, giving 13.24 attacks on average.
we aren't talking about the current rules. We were talking about RCGothic proposed rules.

Quote
So the total average = P(0-3)x28 + P(4)x20 + P(5)x13.33 = (1/32+5/32+10/32+10/32)x28 + 5/32 x 20 + 1/32 x 13.33 = 26.29 attacks on average.

See, this is why I didn't want to calculate the average runs :)

Quote
As you can see, your maths is quite a ways off. Even according to your own calculations it goes from 7 to 16, not 5 to 16. Regardless, the proposal nearly doubles the effectiveness of a wave of sixteen AC against high turret targets.

Well... I didn't do any math on that, I picked the numbers based on there being an approximately 50/50 chance to roll at least a 4. In any event, the point stays the same, RCGothic's proposal give AC a pretty sizable boost.

Quote
To be honest this seems more like a contrivance to me. It's also unclear. Does each surviving fighter allow each bomber to re-roll their attack runs? So 2 surviving fighters gives 2 re-rolls for each bomber?

I find it pretty clear :) I thought about making it each surviving fighter allows one bomber that didn't score any attack runs after turret value was subtracted to reroll but it seemed like there wasn't enough point in doing that and it seems to create a good bit of book keeping to calculate who got to reroll. I also felt it needed to be only surviving fighters allowed the re-roll or every bomber wave would have a token single fighter to grant the whole wave rerolls. Hence, any fighters surviving the turret fire allow all bombers who failed to score higher than the targets turret value for attack runs to reroll their dice.

I am, however, quite puzzled at how you got that out of what I wrote. It's really quite simple. If the wave has any surviving fighters after being fired on by the turrets, all bombers who got zero attack runs get to reroll their dice.

For example, attacking an oberon with five fighters and 5 bombers. Turrets fire on the wave killing 3 fighters leaving two fighters and 5 bombers. The bombers roll for attack runs and the numbers come up 1,1,3,5,6 leaving you with one attack run. Since there was at least one fighter remaining, you reroll the four dice that failed to roll high enough to attack.

The rationale being that the surviving fighters distract the turrets or cover the bombers allowing the bombers another shot at their attack runs. It gives fighters a purpose in a wave of bombers without the arbitrary extra attack dice per turret eliminating the weird 1 bomber and 5 fighter waves we have now. It also has the effect of making high turret value ships less susceptible to bombers making them more inviting targets for AB or torpedoes.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 20, 2010, 08:50:44 AM
Ok, so bombers get a fairly sizeable boost when you have a wave of 16 against one unescorted target. The end result is a crippled, braced cruiser or a braced battleship.

Now try sending 16 assault boats instead. Even if the ship braces, that's 1 point of damage and 5 critical hits on average. The end result is a weaponless, rudderless, braced battleship.

Assault boats are already that strong.

Now mass some turrets (you can get 8 escorts into base contact without even overlapping - this isn't hard.), add in some CAP, and suddenly your wave of 16 attack craft is up against 13 turrets and 4 fighters, for a grand total of 0 attacks ever. Worse than FAQ2010! In fact, if you can mass 14 turrets (Oberon and 9 escorts), then 16 attack craft will on average never roll a single attack against you,  even without a CAP. With a CAP of 4 fighters, you only need to have 6 escorts in contact to be completely impervious.
Massing 9 turrets brings the average damage down to current levels, without a CAP, and with a 4 fighter CAP, 7 turrets brings damage down to current levels.

OK, so the cost is that your escorts now become vulnerable to direct weapons fire. At least they're doing some actual escorting. And, can even escort multiple ships at once! The point is that there are defences against these uber waves. The proposed rule is simple, sorts out all the problems with the FAQ2010 version, and with a little extra strategy, isn't even any more powerful than FAQ2010.

To review:
Turret Suppression: each surviving fighter negates one turret for the purposes of rolling a bomber's attack runs.
Massed Turrets: If a group of ships are in base contact, their turret strength is increased by the number of other ships in the group.
CAP patrol: A wave containing fighters may move into contact with a friendly ship and form a Combat Air Patrol. If the ship is in base contact with other friendly vessels, the entire group is protected. When the group splits, decide which ship/group the CAP remains with.

In fact, there's room for making massed turrets even more effective by allowing the group to total all the turrets in the group together! Lack of shields is a pretty big drawback, so there's room for a pretty big benefit.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 20, 2010, 09:15:36 AM
Assault Boat.
Not every race has them. Plus one can repair damage.
(16 aboats is only possible from 2 squadroned Emperors/Despoilers in b2b or 3 Devestations/Mars/Dictator/or added in Styx in b2b).

16 assault boats vs 4 turrets
is 14 assault boats remain
14 times a D6 (unmodified depending on race).
Brace dice before crits are rolled:
4+ = 50%
7 assault boats remain.

1 = nothing = 0,16 = 1,12 assault boats miss
6 = 1 hit = 0,16 = 1,12 assault boats do a hit
2-5 = critical = 4,62 assault boats do this.

Repair Dice,
full health BB = 12 dice = 1,92 repairs
with bm = 6 dice = 0,96 repairs

Thus in the end: 1 hit, 3-4 criticals remain.
Remember from a weapon not available to every race.

Top Assault boats use:
Chaos, Tyranids, Orks

Medium use
Space Marines (as they have less available but do have a +1.
Dark Eldar, due cruiser restrictions less available.

Lesser use
Craftworld Eldar (as upgrade on restricted ship plus option buy the +1 as well)
Imperial Navy (only 2 ships have access).

None
Necrons, Tau, Corsair Eldar, Adeptus Mechanicus

Your to reviews:
Turret Supp: as said high ends. Overpowers ordnance loving fleets.
Massed turrets: this it too much, not fan of it.
CAP: I'd say single base only.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 20, 2010, 02:44:49 PM
This:

Quote
Assault boats are already that strong.

is a very bad reason for this:

Quote
Ok, so bombers get a fairly sizeable boost when you have a wave of 16 against one unescorted target. The end result is a crippled, braced cruiser or a braced battleship.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 20, 2010, 02:58:01 PM
Yup. BFG is not about ordnance. It's mainly about gun battles with AC and torps in support.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on October 20, 2010, 07:10:52 PM
You mean thats the goal, right admiral? :P
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: commander on October 20, 2010, 08:40:41 PM
Just a thought, instead of making carriers a costly affair, just limit their number you can take in a fleet. You can even change that parameter for each fleet (to stay fluffy). Result: less AC.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 20, 2010, 10:41:34 PM
You mean thats the goal, right admiral? :P


Nope, that was the main idea of BFG. It never was supposed to be AC heavy.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 21, 2010, 04:07:02 AM
In hindsight Andy Chambers said he would've never added attack craft.

To be honest: I think a large margin of players would've added house rules in such a case because of Star Wars, Wing Commander, etc.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 21, 2010, 04:35:35 AM
NOTE: Really long post, but please read it all before telling me how powerful AC become with the proposed turret suppression rule. I alternated my colours so you don't get hit by a wall of teal. ::)

I hardly see the problem with surviving fighters fully suppressing turrets. So the proposed rule gives a big bonus to massive waves of AC. So what? Ok, I get it that a lot of people don't want to see AC get stronger. Well the strength of smaller waves actually goes down, so it's large waves that are the problem right?

Well, let's see now, if there's a wave of 16 AC coming at you then you could shoot some torps at it to knock out the fighter screen (Falchions are great for this). You could send in some fighters to bring the wave down to a more manageable size or you could simply run an escort into the entire wave. You can even blow the entire wave up with direct fire!.  :o

If you have put yourself into a position whereby your opponent's reloaded and unbraced carriers could send out a wave of 16 AC and hit you in the one turn, and you have no massed turrets or escort screen or fighters on CAP, then you sir, are a bonehead. You deserve the pain that's coming your way. Since 1 AC is worth roughly 3WB in terms of hardpoints (and pays above this due to the ability to focus both sides) then you're looking at 48WBs at close range. Against an abeam cap ship with 5+ armour those weapon batts would get 24 dice, which is very close to the average shown by the wave of 16 AC against a 5 turret target. Sure, they'd have to deal with shields, but then again, that sort of firepower is far more likely to be on LO rather than RO. In which case we're looking 4.67 hits past shields on a braced battleship! More than the 16AC with 26.29 attacks! Hell, it's possible that the firing ships could be firing into the sun in one of the first 4 battlezones. In which case that firepower goes up to 34 dice at 5+ armour, which translates as 7.44 hits past shields against a braced battleship, not including crits!  :o

Note: a braced, closing, battleship with 6+ armour at close range against 48 locked on WBs gives up 43 attack dice, which equates to 4.57 hits past shields, not including crits. If you allow left shifts to go to the actual firepower column (meaning the double range-shift would give 48 attack dice) it translates as 5.33 hits past shields on a braced battleship.

Further, the direct fire method drops the BBs shields, enabling follow up lances to be effective. The AC does not combine so well at all. Also, putting a BM in contact will slow the ship, which may also be slowed due to crippling, and will also halve repair dice for any crits inflicted. If you try to do this before attacking with your AC you run the risk of losing your entire wave. These 1 in 6 rolls do happen ... just ask any Eldar player. So, you either don't get the benefit of slowing down the target and halving their repair dice, or you put a BM in contact and your 26.29 average attack runs drops down to 21.91 attack runs on average (3.65 hits after brace on average).

I think that it would be far harder to get a full wave of 16 AC into base contact with a battleship unmolested than it would be to get 48 WBs into close range on LO. So when you manage to do it you should get rewarded just as much, particularly as you pay a premium price for those AC (compared to direct gunnery). Also the direct gunnery combines well with further lance fire from the fleet. The AC does not combine.

Lastly, let's have a look at just what sort of squadron we're talking about putting out 16+ AC in a single wave.

In the above list we have two basic types capable of launching this sort of wave. The first are BBs which are slow and cumbersome and expensive (except Explorer) who hang back because of a combination of 5+ prow armour and either long range weaponry or too few shields to survive up close.

The second type are more capable of getting up close and personal but given just how many points they cost and how susceptible they are to direct fire (only 2 shields instead of 4) it is far more likely that they're going to have to brace, rendering the squadron useless in terms of RO if they're empty or even their offensive power if not (braced they could release only a wave of eight).

Of course, Eldar are not so hampered, but without getting into the foibles of MSM we can see that the very cheapest an Eldar player can field such a squadron would be 1000 points with 4 Eclipse (blech!) and even with Eldar rules we would only see an increase to about 6.67 hits against a braced 5 turret target. If I had a 1000 pts worth of Nightshades I'd get 12.5 hits past brace. Hardly overpowering, particularly as people don't stock up on Eclipses (CWE has a much higher cost for forming a squadron capable of doing this) and Eldar are almost always forced to launch fighters because of how effective single waves of enemy bombers are against them and the amount they're normally outnumbered.

So, in summation, the proposed ruleset removes a hell of a lot of confusion, is more intuitive, more richly rewards tactics, forces your opponent to actually think, works elegantly with fighter-bombers, makes it possible to actually overwhelm high turret defences (meaning 6 really doesn't need to be the absolute hard cap) and is not, in the final wash, overpowered. Do it.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 21, 2010, 05:07:36 AM
Well Sigoroth,
thank you for showing why that rules just means no good to the game.

Because AC increases, the gunnery player needs more cap, thus adds a carrier.
Because there is more defensive AC the ordnance player adds another carrier, "just to make sure.".

The Downward Spiral.
(Or Upward if you like to see an ordnance dominated game ;) ).



Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 21, 2010, 05:59:48 AM
Quote
more richly rewards tactics, forces your opponent to actually think,

I think we have differing ideas of what richly rewards tactics. For the high LB player, you reward him simply for having more AC to throw at the problem (read spamming) which I don't see as any great tactical depth that warrants a reward. For the other end, you penalize the lack of AC by forcing the player to counter his opponents AC by squeezing in another carrier, sacrificing ships as ablative wounds, redirecting firepower, or placing himself in a tactically weak position simply because his fleet can't bring as much AC or because his fleet is more gunnery focused. None of those things makes you THINK any more that you would already in a given situation.

High turret ships create situations where the attacking player has to put more thought into their actions as there isn't a one size fits all solution. Bombers should be less effective against high defense ships. This makes you think about launching AB at it instead, or perhaps using torpedoes on the ship rather than always launching X bombers to Y fighters and hoping for the best. By making bombers better at attacking than any other ordnance option, you remove tactical options and thought as the game devolves into who can get the most bombers out.

I'm going to make another plug for my idea here :) You want fighters to boost a bombers capabilities and get away from adding extra attacks themselves, just look at what survives the turret fire and see if there are any fighters left. If there are, reroll any dice that failed to get any attack runs.

That gives a small boost against high turret ships, helps make fighters useful and is extremely simple to use while requiring no additional math which is far more intuitive IMO. Finally, why are y'all holding to the 16 LB idea? I arbitrarily picked 16 LB for my example since it was an even number of LB and broke nicely into 10 bombers and 6 fighters.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on October 21, 2010, 06:33:59 AM
Both sides are making excellent points but am now kinda starting to get lost with which is what proposed AC rules. Can someone summarize the proposals again along with their authors?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 21, 2010, 06:52:56 AM
Ok,
1) Sigoroth/RcGothic:
a survived fighter marker reduces turret modifier by 1.
Thus is 1 fighter marker survived along 2 bombers against a Lunar they will roll:
(D6-1) + (D6-1) = number of attacks

2) Vaaish his idea
a surviving fighter marker allows bomber markers to re-roll a failed attack run dice.
Thus 1 fighter / 2 bombers survive after turret fire vs Lunar, then:
(D6-2) + (D6-2) per normal
But if the result of the D6 is 1 or 2 (thus no attack runs) that dice may be re-rolled.

One might argue if 1 fighter markers allows 1 bomber marker to re-roll or all bomber markers
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 21, 2010, 07:07:07 AM
My proposal was this:
After turrets fire on an attacking AC wave check to see if any fighters remain. If fighters are still present, you may reroll any dice that failed to give attack runs by rolling higher than the targets turret value.

For example, if a wave of 4 bombers and 4 fighters attack a lunar. The lunar rolls 2d6 for turrets destroying one fighter leaving 4 bombers and 3 fighters. The bombers then roll 1,2,3,4 for attack runs. Since there are surviving fighters, you reroll the dice for the two bombers who rolled the 1 and 2 since they didn't roll higher that the lunar's 2 turrets. This time they roll a 3, and 5 giving you 7d6 to roll against the targets lowest armor.

RCGothics propsal:
Any surviving fighters subtract 1 from the turret value of the target when calculating attack runs.

IIRC the in the example above, you have at least two fighters remaining so each bomber would have d6 attack runs rather than d6-2.


EDIT: Horizon, I did think about allowing the reroll on a 1:1 basis but it added more math and created a situation where you'd want more fighters than bombers to ensure you got the re-roll and didn't seem to do enough to affect the outcome. Plus it would be pretty easy to snipe the fighters on the way in so I went with even a single surviving fighter grants all the bombers who failed a reroll.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 21, 2010, 07:41:26 AM
Ok. less do this / Max-Min

1)
In all example a wave of 8 / 4 bomber - 4 fighters is attacking an Emperor Class Battleship with 5 turrets

FAQ2010
Turrets shoot down, per average 2-3 markers. Under FAQ2010 no effect on wave. Downed fighters appy attacks as well.

Result: (D6-5) + (D6-5) + (D6-5) + (D6-5) + 4 = max @ 8 // Min @ 4

Sigoroth/RcGothic
Turrets shoot down 2 or 3 fighters. Wave remaining = 4 bombers + 1 or 2 fighters.
With 1 f => (D6-4) + (D6-4) + (D6-4) + (D6-4) = maxed @ 8 / Min @ 0
With 2 f => (D6-3) + (D6-3) + (D6-3) + (D6-3) = maxed @ 12 / Min @ 0

for reference:
With 3 f => (D6-2) + (D6-2) + (D6-2) + (D6-2) = maxed @ 16 / Min @ 0
With 4 f => (D6-1) + (D6-1) + (D6-1) + (D6-1) = maxed @ 20 / Min @ 0

Vaaish
Turrets shoot down 2 or 3 fighters. Wave remaining = 4 bombers + 1 or 2 fighters. 1 surviving fighter is enough to secure re-roll.
Result: (D6-5) + (D6-5) + (D6-5) + (D6-5) = maxed @ 4 / Min @ 0

Conclusion vs Battleship
FAQ2010 is strongest on average. The 4/4 wave to be advised at all times. Possible balance change: only surviving fighters add attacks.
Sig/RcG is strongest on maxed dice. Adviced to sent in fighters at high rate.
Vaaish: neuters AC vs battleships, maxed very low, average on par with lowest expectation of Sig/RcG.


2)
In all example a wave of 8 / 5 bomber - 3 fighters is attacking a Lunar Class Cruiser with 2 turrets

FAQ2010
Turrets shoot down, per average 1 markers. Under FAQ2010 no effect on wave. Downed fighters apply attacks as well.

Result: (D6-2) + (D6-2) + (D6-2) + (D6-2) + (D6-2) + 2 = max @ 22 // Min @ 2

Sigoroth/RcGothic
Turrets shoot down 1 fighter. Wave remaining = 5 bombers + 2 fighters.
With 2 f => (D6) + (D6) + (D6) + (D6) + (D6) = maxed 30 / Min @ 5

Vaaish
Turrets shoot down 1 fighter. Wave remaining = 5 bombers +  2 fighters. 1 surviving fighter is enough to secure re-roll.
Result: (D6-2) + (D6-2) + (D6-2) + (D6-2) + (D6-2) = maxed @  20 / Min @ 0

conclusion vs Lunar
That the Sig/RcG option is totally skewed & overpowered. ;)

I should do an average thing but that is better left to other people since I might skew it up.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 21, 2010, 09:47:45 AM
Well Sigoroth,
thank you for showing why that rules just means no good to the game.

Because AC increases, the gunnery player needs more cap, thus adds a carrier.
Because there is more defensive AC the ordnance player adds another carrier, "just to make sure.".

The Downward Spiral.
(Or Upward if you like to see an ordnance dominated game ;) ).

Or they both decide to go gun heavy given how hard it would be to bring such large AC waves to bare. Needless to say, I don't see the problem like you do. The proposed rule seems to only reward players when they happen to be able to bring such a large wave to bare on the target, which is quite a rare occurence and, as I showed, comparable to doing the same with gunnery. Really don't see the problem.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 21, 2010, 10:15:41 AM

I think we have differing ideas of what richly rewards tactics.

So you don't think that being able to successfully manoeuvre a reloaded base-contacting squadron containing 16 launch bays to within 23cm (furthest one out) of an unguarded battleship is very hard to do? This sort of thing shouldn't be rewarded?

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For the high LB player, you reward him simply for having more AC to throw at the problem (read spamming) which I don't see as any great tactical depth that warrants a reward. For the other end, you penalize the lack of AC by forcing the player to counter his opponents AC by squeezing in another carrier, sacrificing ships as ablative wounds, redirecting firepower, or placing himself in a tactically weak position simply because his fleet can't bring as much AC or because his fleet is more gunnery focused. None of those things makes you THINK any more that you would already in a given situation.

Woah, you don't think that you should have to put any effort at all into deflecting 16 AC? So to you AC should be completely worthless? If your opponent simply "spams" AC then that gives you the opportunity to intercept. The onus should be on you to do something about it. If you let your opponents wave hit you unmolested then that is your fault! "Spamming" a 16 strong AC wave would be akin to firing your WBs at long range into braced, abeam 6+ armour escorts with BMs between! In other words, it's not terribly efficient.

Think about it. 16 AC is worth 48 WBs. If you only lose 1 escort in absorbing that wave of AC then that's tantamount to saying you only lost 1 escort to 48 WBs of fire! Without even bracing the squadron! If you think that a player shouldn't have to make that sort of sacrifice just to negate that awful naughty AC spamming opponent then you're high on crack or something. If you think that redirecting some fire, average it would take is 6 lances (18WBe) to negate 48WBe of your opponents shooting is so onerous then you've no idea of how to add.

As far as being forced to take more carriers, I don't believe this to be the case at all! If he has a squadron of carriers like that then take more guns and make him brace! Hell, take some incidental torps (Falchions!) and blow away his turret suppressing fighters! Then those bombers that do get through will have to deal with turrets as normal! Against a 5 turret target that means he'll get a little over 1 attack! Same deal with a defensive carrier too. Hell, you could also mass turrets to shoot down some of the fighter screen making his bombers terrible. There are so many defensive options that you can do and the penalty for doing none of them becomes so severe for the defender and rewarding for the attacker that it does make both players think more.  :o

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High turret ships create situations where the attacking player has to put more thought into their actions as there isn't a one size fits all solution. Bombers should be less effective against high defense ships. This makes you think about launching AB at it instead, or perhaps using torpedoes on the ship rather than always launching X bombers to Y fighters and hoping for the best. By making bombers better at attacking than any other ordnance option, you remove tactical options and thought as the game devolves into who can get the most bombers out.

Um, currently most people just send in 1b and 5f against a 5 turret target. You get nearly 2 hits in, which the defender doesn't bother to brace against. I can see the merits in sending in 8 a-boats. But when you have 16 AC why shouldn't sending a massive bomber based wave be a good idea?

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I'm going to make another plug for my idea here :) You want fighters to boost a bombers capabilities and get away from adding extra attacks themselves, just look at what survives the turret fire and see if there are any fighters left. If there are, reroll any dice that failed to get any attack runs.

Ok, I don't much like this idea. For Eldar it does nothing, since you can't re-roll a re-roll. For non-Eldar it basically turns their bombers into Eldar bombers. It also doesn't scale to the number of surviving fighters and makes bombers crap against high turret targets. You'd only get 0.3 attack runs each, giving an average of 1.2 attack runs for a wave of 4f/4b. Current rules give 5.16 attack runs. Also, it doesn't actually suppress the turrets.

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That gives a small boost against high turret ships, helps make fighters useful and is extremely simple to use while requiring no additional math which is far more intuitive IMO. Finally, why are y'all holding to the 16 LB idea? I arbitrarily picked 16 LB for my example since it was an even number of LB and broke nicely into 10 bombers and 6 fighters.

Actually, not that intuitive to me, as well as being a nerf to the current state of play.

As for the magic number of 16, well it's because performance dips against a 5 turret target with only 8 AC, but after you get over the suppression hurdle it increases both linearly and strongly. Since it's possible to get a squadron of a couple of Explorers or Emperors or 4 standard carrier cruisers then this is the magic number under consideration. However, since the maths is linear, once you get over the 8 fighter hump then any number from 12 (3 standard carriers) up to 25 (TE + 2 Despoilers) could be used.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 21, 2010, 10:31:14 AM
FAQ2010
Turrets shoot down, per average 1 markers. Under FAQ2010 no effect on wave. Downed fighters apply attacks as well.

Result: (D6-2) + (D6-2) + (D6-2) + (D6-2) + (D6-2) + 2 = max @ 22 // Min @ 2

Sigoroth/RcGothic
Turrets shoot down 1 fighter. Wave remaining = 5 bombers + 2 fighters.
With 2 f => (D6) + (D6) + (D6) + (D6) + (D6) = maxed 30 / Min @ 5

Gah! Disingenuous example! Under the 2010 FAQ you'd send in 6 bombers and 2 fighters. This adds another d6-2 to the result, giving 2-26 attacks!

Secondly, while under my and RCG's proposal you would send in 5b/3f you haven't accounted for the possibility of getting 2 hits with the turrets! Getting zero hits is the same as getting 1 hit, which is the average, so they'd be completely suppressed. Getting zero or 1 hit happens 75% of the time. The other 25% of the time they'd hit twice. In which case it drops from 5-30 to 0-25, making the average 3.75-28.75 attacks. The difference between this and the current ruleset is between 1.75 and 2.75 attack runs, or 0.3-0.46 hits after bracing, which comes to 0.047 hits per AC! To be quite blunt this is fck all difference!
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 21, 2010, 10:42:13 AM
Well, 26 is still lower then 30. :)

Plus the average may be only slight, the max end is important as wel.

Plus I like Vaaish his idea over FAQ2010. ;)


But I like to see that someone with time&knowledge would do a full spreadsheet on all three variants.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Mazila on October 21, 2010, 10:48:44 AM
The way I see it is:

Lunar VS 4 ordnance markers:

Pure 4 bombers -> 1 shot down, 3 remain - each does 3-2 hits on average -> 3 hits

2 bombers 2 fighters
FAQ 2010  ->   1 fighter shot down, 1 fighter, 2 bombers remain - bombers do 3-2 hits each +2 hit for fighter -> 4 hits

Sigoroth/RcGothic -> 1 fighter shot down, 1 fighter, 2 bombers remain - bombers do 3-1 hits each -> 4 hits

I see only a minor boost to maximum possible bombers attacks, which may actually put them in line with assault boats. The thing is that it just makes more logical sence to send equal or just a little bit more fighters than bombers with this and i kinda like it.

But you will brace in every single of those cases anyway because u are afraid that they will be lucky and score more than average hits on you.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on October 21, 2010, 11:32:36 AM
I do not think ACs are too powerful and a wave 16 requires two battle carriers to be in base to base contact at launch. Such a large wave is unlikely to survive long on the table top with a far launch while a near strike launch make the 2 carriers in btb to vulnerable to shared blast markers.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Don Gusto on October 21, 2010, 02:08:44 PM
Lunar VS 4 ordnance markers:

Pure 4 bombers -> 1 shot down, 3 remain - each does 3-2 hits on average -> 3 hits

2 bombers 2 fighters
FAQ 2010  ->   1 fighter shot down, 1 fighter, 2 bombers remain - bombers do 3-2 hits each +2 hit for fighter -> 4 hits

Sigoroth/RcGothic -> 1 fighter shot down, 1 fighter, 2 bombers remain - bombers do 3-1 hits each -> 4 hits
Your numbers are a good deal off.

If you roll d6-2 for the number of attacks the average is 10/6 = 1.67
If you roll d6-1 for the number of attacks the average is 15/6 = 2.5

Thus ...
Pure 4 bombers -> 3 after turret fire: 10/6*3 = 5 attacks.

2 bombers 2 fighters
FAQ2010 -> 1 fighter shot down (doesn't matter), 1 fighter, 2 bomber remain: 10/6*2+2 = 5,33 attacks.

Sig/Gothic -> 1 fighter shot down, 1 fighter, 2 bomber remain: 15/6*2 = 5 attacks.

If I was given the choice between the proposed FAQ2010 turret suppression rules, Vaaish's variant and Sig/Goth's variant (which I think was proposed in this thread by lastspartacus) I would be 100% in favour of Sigoroth's/RCGothic/whatever - I will simply call them 'True turret suppression rules'. ;D
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 21, 2010, 02:55:16 PM
If I was given the choice between the proposed FAQ2010 turret suppression rules, Vaaish's variant and Sig/Goth's variant (which I think was proposed in this thread by lastspartacus) I would be 100% in favour of Sigoroth's/RCGothic/whatever - I will simply call them 'True turret suppression rules'. ;D

Don Gusto indeed raises a good point. Why we can't determine true authorship of the idea? Was it Last that said it first? Or did Gothic give it its full due or did I propose it some years ago or something? Well the honest fact of the matter is that there is no true author of the rule because so many people all over the world all thought that this was how the rule was in the first place. I had to read it several times to reassure myself that it wasn't, in fact, the way it ought to be.

I did "officially" propose this change a long long time ago, but I doubt I was the first to do so (given that I don't really check a whole heap of back threads). While Someone other than Gothic might have even proposed these earlier in this thread, maybe he came up with the idea independently (ie, before reading this thread, or maybe he didn't read earlier posts like me). So that's some 3 people that might have proposed the same thing independently of each other.

The very fact that Don Gusto calls them [/i]True[/i] turret suppression rules is testament that that's how they ought to work. It seems obvious to everyone that reads them, and I would include people against the idea in that group. Most people that are against the idea are so from balance reasons which I have tried to address.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 21, 2010, 02:56:14 PM
Quote
So you don't think that being able to successfully manoeuvre a reloaded base-contacting squadron containing 16 launch bays to within 23cm (furthest one out) of an unguarded battleship is very hard to do? This sort of thing shouldn't be rewarded?


you assume that is what would be required. And in my experience, no it wouldn't be hard to do especially with two battleships. They already get a reward for doing this anyway since they can shotgun ordnance into a target with little intercept odds outside of fighters on cap. Isn't that enough? Why should they also get to drastically reduce his defensive capabilities?

Quote
Woah, you don't think that you should have to put any effort at all into deflecting 16 AC? So to you AC should be completely worthless? If your opponent simply "spams" AC then that gives you the opportunity to intercept. The onus should be on you to do something about it. If you let your opponents wave hit you unmolested then that is your fault! "Spamming" a 16 strong AC wave would be akin to firing your WBs at long range into braced, abeam 6+ armour escorts with BMs between! In other words, it's not terribly efficient.

Think about it. 16 AC is worth 48 WBs. If you only lose 1 escort in absorbing that wave of AC then that's tantamount to saying you only lost 1 escort to 48 WBs of fire! Without even bracing the squadron! If you think that a player shouldn't have to make that sort of sacrifice just to negate that awful naughty AC spamming opponent then you're high on crack or something. If you think that redirecting some fire, average it would take is 6 lances (18WBe) to negate 48WBe of your opponents shooting is so onerous then you've no idea of how to add.

Not completely worthless, there is a difference between bombers and AB and torpedoes. I think that each should have their own uses so that one option isn't optimal in every situation. So, in that sense, yes, bombers shouldn't be effective against an extremely well defended target and so if a person wants to waste a wave of them on a high turret target, it won't work so well. On the other hand, perhaps using a waves of 16 AB instead of bombers would be a better choice or targeting the same ship with torpedoes. My point is, pick the right type of AC for the job, don't make it all one type for everything. Making different targets respond differently promotes MORE tactical thought on the part of both players than letting bombers always be effective. Don't you think high AC fleets should put any effort into anything outside of reloading and launching ordnance?

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As far as being forced to take more carriers, I don't believe this to be the case at all! If he has a squadron of carriers like that then take more guns and make him brace! Hell, take some incidental torps (Falchions!) and blow away his turret suppressing fighters! Then those bombers that do get through will have to deal with turrets as normal! Against a 5 turret target that means he'll get a little over 1 attack! Same deal with a defensive carrier too. Hell, you could also mass turrets to shoot down some of the fighter screen making his bombers terrible. There are so many defensive options that you can do and the penalty for doing none of them becomes so severe for the defender and rewarding for the attacker that it does make both players think more.  Shocked

That is far easier said than done. Hiding them behind other ships makes you take target priority checks which may not succeed, you may not have the option to snipe fighters with low torpedo salvos and making them necessary forces list composition which is a very bad thing. Placing fighters on CAP just allows him to redirect to other, easier targets. The thing is, all the defensive options you mention can already be done which begs the question, why are you wanting to make AC better? You aren't suddenly creating new options or tactically diverse problems to work out for either player.

Quote
Ok, I don't much like this idea. For Eldar it does nothing, since you can't re-roll a re-roll. For non-Eldar it basically turns their bombers into Eldar bombers. It also doesn't scale to the number of surviving fighters and makes bombers crap against high turret targets. You'd only get 0.3 attack runs each, giving an average of 1.2 attack runs for a wave of 4f/4b. Current rules give 5.16 attack runs. Also, it doesn't actually suppress the turrets.

So what? it's not a guaranteed reroll for everyone else. Eldar are already quite different in other respects in that you only hit eldar bombers on a 6 and eldar can reroll ALL results not just ones that don't cause attacks. The whole point is to make the attack run mechanic unchanging so, yes, bombers are crap against high turret targets.... as they should be. There is no reason they should be good against low turret targets AND high turret targets as that effectively negates the purpose of having a high turret value. And yes, it does suppress the turrets, but not in the magic we have less now or grants free attacks ways. It simulates the suppression by giving bombers the rerolls which show the effect of the fighters distracting the turrets and providing the bombers more time to penetrate the ships defensive fire.

what you haven't answered is why you think bombers need a boost in any respect and how increasing their capabilities adds anything at all tactically that isn't already present in the game or focuses the game back to gunnery as was the original intent.


EDIT: Really sig? Everybody's doing it so it must be right? Everybody believed the sun orbited the earth too and that didn't make it right!
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Mazila on October 21, 2010, 03:44:29 PM
I think the reroll idea is a nonsence. It complicates things more than it solves, also, will Eldar bombers get 3 rerolls now?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 21, 2010, 06:01:18 PM
Quote
I think the reroll idea is a nonsence. It complicates things more than it solves, also, will Eldar bombers get 3 rerolls now?
That's fine, but you need to explain HOW it complicates things more than it solves. Eldar couldn't get three rerolls. you can't reroll a reroll so they would be unaffected since they have the reroll by default.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 21, 2010, 07:02:22 PM
Heya,

well Vaaish, what is the bonus for Eldar fighters doing a support run? :)

On who created the "bomber-lovin' ordnance rule:
At Warseer RcGothic started it. Last Spartacus stated it was how he played it and Sigoroth acted like the answer-mod he once was and properly written it down.
At least this is what happened in october.

The thing with that rule is that it is, I admit, easily written, easy to apply. But, heck, official Eldar holofield rules are also clearly written yet that doesn't make them balanced. ;)

My main worry is not the battleship under attack, but the regular cruiser.
I also disagree with RcGothic's reason and his assault boats comparision.
I also think Tau Armada will love it.
Chaos will see an increase of the ever popular Devestation. Hmm, as an oddball the Despoiler may become worthwhile...har har

Vaaish his re-roll isn't complicated. It also makes sense as form of true turret suppression.

And, I am going to think of something.
I can think. Cool huh?


edit
Say Sigoroth and others, this 'true turret' thing:

1) adds more random results to the game since low end and high end are further apart.

2) makes ordnance-bombers stronger

3) makes cruisers victims of the rule

4) empowers high end Tau fleet even more

Do you agree with that?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 21, 2010, 07:29:34 PM
Quote
well Vaaish, what is the bonus for Eldar fighters doing a support run? Smiley
Eldar are so proud in their technology and advanced nature that they do not deign to spare fighters to perform escort duty as their bombers are already more than capable. This allows them to use fighters to intercept enemy ordnance without sacrificing the efficiency of their bomber attacks. :)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Trasvi on October 22, 2010, 01:50:36 AM
Whats wrong with the current turret suppression rules? My club doesn't use them, but they seem fine to me.
Perhaps add additional caps to it:
If fighters attack with a bomber wave, turrets must target the fighters first (?). For any surviving (?) fighters, add +1 attack to the total inflicted by the run. Additional attacks from fighters cannot exceed the number of surviving bombers or the number of turrets(?).

-Doesn't have the cumulative effect of increasing the attacks of EACH bomber (where 5 bombers + 1 fighter effectively gives 5 extra attacks)
-Encourages a maximum on the number of fighters sent in a wave to be approximately equal to the bombers
-Doesn't do disproportionately large damage to ships with low or high turret values.
-Perhaps remove the clause on surviving or that turrets must attack fighters.


I think that people are trying to make these turret suppression rules into more than they really should be. As someone said before: Carrier fleets should be smart enough to determine where their ordnance will do the most damage, and not attack highly defended targets with bombers. Defenders should be smart enough not to get hit with a wave of 16 AC. Regardless of strategy, I don't think we're ever really going to end up with a situation where all AC waves are balanced. Large waves of AC should annihilate ships with low turret values. Large waves of AC against a high turret ship should feel like running into a brick wall.



Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 22, 2010, 05:28:32 AM
@Vaaish

You are unbelievably wrong. I cannot fathom how you can think the way you do given how much effort I have gone to to point out all the options.

Firstly, you suggest that this will allow the opponent to just "spam" large waves from afar. Wrong. If he does this then you can annihilate his entire wave with direct fire or an escort. You can remove his fighter screen with torps or fighters of your own (you'd only need to drop 2 or 3 to drastically reduce the effectiveness of his entire  wave). All of this requires far less commitment of resources for you than for your opponent, so if you do not do it then it is your fault.

Secondly, you imply that it will not be difficult to get a slow, ponderous BB squadron into shotgun range. Firstly, you're flat out wrong here, these carriers have 5+ prow armour. They will get cooked on the way in. At the very least they'll be braced before they get there, unless your opponent is a bonehead, in which case he deserves what he gets. Target priority tests are just that, tests. They don't prevent you from firing unless you fail them. You're going to fail them with so many ships so many times? I doubt it.

If you're thinking about cruiser based carriers, yes, they're faster and more agile. However, to avoid having to brace they're going to take a pounding on the way in, since they only have 2 shields, and Chaos ships (the cheapest option) only have 5+ armour. I'm certain that there'd be at least 2 crippled carriers out of that lot, most likely 1 destroyed and 1 crippled. A high price to pay.

Thirdly, you ask "why should we get to ignore their defences?" Well the answer to that is because they're actively being suppressed! They are not being "ignored"! Let's compare 5 turrets under the proposed rules to a 0 turret target, using 16 AC. If it didn't have any turrets at all the attacking player could send in 16 bombers and they'd all roll 1d6 attack runs. With the 5 turret target I'm forced to send in half the wave as fighters. So, assuming I do fully suppress all 5 turrets their mere existence has reduced my maximum potential by 50%! But that's not all. There's a chance that he'll hit with 4 or all 5 of those turrets, reducing their potential even further! So that is more than a 50% reduction! The "purpose" of high turrets isn't to make the ship immune to AC, but to increase defences against AC. So they get to shoot more down and it takes more effort to suppress them. Both of these combine against bombers!

What YOU have failed to do is show why any target, no matter how many turrets it has, should ever be completely immune to bombers. Hell, let's have a look at how those damn turrets work. Against 1 bomber a single turret will prevents 1 attack to the ship. Against a wave of 1 million bombers a single turret will prevent ONE MILLION attacks! You ask why 1 fighter should improve the performance of so many bombers, well why the hell do turrets get so good the more bombers you send in!?

As for "the right AC for the right job" I agree! However you're the one trying to limit the right jobs! In the true turret suppression proposal bombers won't cut it against a high turret target in smaller waves. So an Emperor won't just be able to send in a wave of 1b/5f/2ab to get a guaranteed 5 attacks and 2 crits, regardless of the enemy's turret rolls or his own bomber attack run rolls. Only in larger waves, where the defences of the ship can be overwhelmed would bombers come into their own.

On your re-roll idea, well it is way too weak, extraordinarily abstract, useless for some races and scales to neither the turrets on the target nor the number of fighters that survive. In short, it sucks.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 22, 2010, 07:23:27 AM
My main worry is not the battleship under attack, but the regular cruiser.
I also disagree with RcGothic's reason and his assault boats comparision.
I also think Tau Armada will love it.

Well, against the regular 2 turret cruiser I stipulated a tiny tiny increase in performance of 0.047 hits per marker in an 8 strong wave. However, that figure was arrived at off the cuff assuming an even distribution in the sample space of both rulesets, however there was only an even distribution in the proposed one. Since the current ruleset has a floor effect the distribution is right skewed, meaning the average lays to the left of centre. So the actual difference is +0.15 hits per marker in an 8 strong wave on average (going from 1.5 hits to 2.7 hits on a braced cruiser).

EDIT: Gah, must have been overloaded when I came up with this. There is a floor effect but it's not all that skewed when only talking 2 turrets. The problem was one of assumption. While I took a lot of effort to double check my maths for the proposed turret suppression rules I was just working off an assumed value of 1.167 attack runs per bomber against a 2 turret target under the current rules. As you all know it's actually 1.667 attack runs each. It's 0.167 against 5 turrets. Must've got this mixed up. This actually makes it better to use 7b/1f against a 2 turret target under current rules. This wave would get 12.25 attack runs on average, equals 4.08 hits, equals 2.04 hits after brace. Under proposed rules 5b/3f would get 75% chance at 17.5 attack runs (2.9 hits after brace) and 25% chance at 12.5 attack runs (2.1 hits after brace), making a total average of 2.71 hits after brace. This is an improvement of 0.67 hits total, or 0.08 hits per marker.

While you may not like the increase I believe it mearly brings AC on par with direct fire. Against an abeam cap ship (5+ armour) at close range (1 left shift only) on LO, 24 WBs will average 2.33 hits past shields on a braced cruiser. So equivalent firepower in equivalent circumstances does equivalent damage. Advantages of AC is its versatility. Disadvantages is that it would be harder to achieve this unimpeded 8 AC wave than it would to get the equivalent firepower into position. Advantage of the firepower route is it puts a BM in contact for movement/repair concerns and drops shields for further fire. Oh, and it's also possible to get much much better damage from the WBs. You can cross the T for another left shift (at 4+ armour against Orks and Explorers). You can get a double shift for range. Some fleets have 5+ prows (Explorers, Emperors, Chaos) in which case the WBs do better again. The above calculation only comes from the middle of the the gunnery table.

Against a 3 turret target the current ruleset delievers 8 attack runs from 8 AC. Proposed one delivers an average of 11.33 attack runs (41.67% increase). When only using 4 AC against a 3 turret ship the attack runs drop from 4 to 2.5 (decrease of 37.5%). No difference using 4AC against a 2 turret ship (by far the most common occurence).

If someone can send in a larger wave against the same target then we will see a much greater increase. Smaller waves will be punished more than under current turret suppression rules. I don't see the problem with this. Small waves are easy to produce. Large waves are much harder to produce, suffer greater chance of prematurely blowing up (moving through BM, getting shot, caught in an explosion) and come with risks to the parent ships (have to form squadrons meaning brace saves affect all and have to make base contact meaning shared shields).

As for Tau loving it, I don't think so. Even a squadron of 4 Heroes could only produce a wave of 8 AC, which is not all that much better than under current suppression rules for 2 and 3 turret targets (and who'd waste a wave of 8 on a 1 turret target?). That leaves only the Explorers. Explorers are great and cheap. However they are BBs, making their turning circle quite huge. They have only 15cm speed, making them not only very slow, but easy to deny turn ability. They have 5+ front armour making the prospect of closing to shotgun range an extremely daunting one. On top of this they have only 1 shield.

A couple of Carnages in a Chaos fleet would utterly destroy such a squadron if it tried to get close. No two ways about it. Forming a squadron in base contact would be extremely unwise against a NC toting IN fleet. A Nid fleet would be able to compete directly in terms of AC. An SM fleet would have several options from resilient fighters, sacrificial escorts, 4+ hitting BC targeting the wave, and even just relying on 6+ armour. Against Eldar there is absolutely zero difference. Necrons have no ordnance, but with SPGs, direct fire and either 6+ armour & 5+ save or 4+ armour and 2+ save they're in pretty good position. Of course, other Tau fleets with their incidental AC, directable torps and possibility of re-rollable turrets would also be in good stead. So we have both Tau fleets, all 3 Eldar fleets, Nid, Necron, Chaos and IN quite capable of dealing with this.

That leaves, what, Orks? Seems appropriate to me that the Tau would try to mass AC against Orks, their biggest enemies. Still, Orks have a lot of problems, and I don't see that they should be the reason why this doesn't go through, particularly as these rules brings FBs easily into the fold, meaning they need no special rules other than their lowered number of attack runs. Hell, even Orks might be able to successfully defend themselves. Remember, you don't have to destroy the entire wave. You just gotta strip away a bit of the fighter screen to drastically reduce the effectiveness of the wave.

In fact, the more I think about Orks the more I think that their points should just come down. Give them more ships, hits, guns, torps and fighta-bommas on the field. Fix up chain of command problems with each character able to attempt special orders for his ship/squadron regardless of whether there were earlier failures.


Quote
Chaos will see an increase of the ever popular Devestation.

I don't think so. I think that people use the Dev as much as they are ever likely to do. We have reached saturation point with them. They're already such a good ship that this change won't alter their usage at all.

Quote
Hmm, as an oddball the Despoiler may become worthwhile...har har

Yeah, this occured to me too. Might actually reduce the number of Devs used.

Quote
Say Sigoroth and others, this 'true turret' thing:

1) adds more random results to the game since low end and high end are further apart.

2) makes ordnance-bombers stronger

3) makes cruisers victims of the rule

4) empowers high end Tau fleet even more

Do you agree with that?

As pointed out above, I don't agree with point 4. I don't think that Tau would be made stronger.

I also don't agree with point 3, except as it relates to waves above 8, and then I think that the downsides make up for the upsides. Or rather, I should say, under the proposed rule the upsides finally make up for the downsides.

On point 2, I would say that it makes bombers more valuable in large waves, but does not make the bombers in smaller waves any better.

Lastly, on to the notion of more randomness. Let's have a look at a couple of bombers against a 1 turret escort. The turret may hit. It may not. If it does, there will be only 1d6-1 attacks, which might result in 0 attacks. If it results in 1 or 2 attacks they may miss. Of course, there could be 3 or 4 attacks, which would more likely result in a hit, so maybe he should brace. But if he does so he sacrifices a lot of firepower (half entire squad) to only get a save, which may fail anyway. On the other hand maybe the turret will miss and the 2 bombers will make 7 or 8 or even 10(!) attacks, getting 2, 3 or even 4 hits in, which makes it extremely unlikely a brace save will help. Should he brace? Uncertain.

So we already have uncertainty with bombers. However, this uncertainty drops drastically with high turret targets for some reason. This actually isn't a good thing. Do players launching the 1b/5f against an Emperor go "yay, I get 5 attacks at least"? No, they go, "eh, well that's 5 attacks". Do the defending players go "yay, I only have 5 attacks coming at me"? No, they go "why the hell would I even bother firing!?".

People want their turret fire to count. People want to be able to put enough bombers into the target for it to count. In the current situation, even if you do get into the position where you could overwhelm your opponent with an enormous wave of bombers, you just break it down into 1b/5f anyway. Yay. The defending player is not forced to think about his defences, because his turrets take care of it, without even firing. The attacking player is not rewarded for bringing overwhelming forces to bear in one attack, so doesn't even think about doing it. No thought, no reward. On top of all this the rule as it stands is counter-intuitive.

Besides, I have demonstrated that the equivalent firepower does just as much damage against a BB as ordnance, and it is easier to achieve. So what's the big deal?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 22, 2010, 07:35:11 AM
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You are unbelievably wrong. I cannot fathom how you can think the way you do given how much effort I have gone to to point out all the options.

You are entitled to that opinion, though it doesn't make you correct. I've gone through equally as much effort to show how that your chosen idea is bad for the game as a whole. I don't understand why you are so doggedly determined to see bombers become more powerful.

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Firstly, you suggest that this will allow the opponent to just "spam" large waves from afar. Wrong. If he does this then you can annihilate his entire wave with direct fire or an escort. You can remove his fighter screen with torps or fighters of your own (you'd only need to drop 2 or 3 to drastically reduce the effectiveness of his entire  wave). All of this requires far less commitment of resources for you than for your opponent, so if you do not do it then it is your fault.

This doesn't make any impact on his desire or ability to do this. The problem lies in the potential benefit from spamming large waves over and over. Sure you can shoot at it, sacrifice an escort or snipe the fighters, but that's not anything you couldn't already do. All you have done is increase the potential payoff if you roll badly and miss the wave or don't have escorts. If you lose the wave, so what? RO and launch them all over again. He's weaker for it and you've lost nothing.


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Secondly, you imply that it will not be difficult to get a slow, ponderous BB squadron into shotgun range. Firstly, you're flat out wrong here, these carriers have 5+ prow armour. They will get cooked on the way in. At the very least they'll be braced before they get there, unless your opponent is a bonehead, in which case he deserves what he gets. Target priority tests are just that, tests. They don't prevent you from firing unless you fail them. You're going to fail them with so many ships so many times? I doubt it.

Right... I see this happen EVERY game I play. At some point the fleets close and that ponderous BB is in shotgun range. These 5+ armor carriers also have 12 hits and 4 shields. 90% of the time they don't get targeted first because there are other things in position to cause more damage and are more efficient to shoot at.


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Thirdly, you ask "why should we get to ignore their defences?" Well the answer to that is because they're actively being suppressed! They are not being "ignored"! Let's compare 5 turrets under the proposed rules to a 0 turret target, using 16 AC. If it didn't have any turrets at all the attacking player could send in 16 bombers and they'd all roll 1d6 attack runs. With the 5 turret target I'm forced to send in half the wave as fighters. So, assuming I do fully suppress all 5 turrets their mere existence has reduced my maximum potential by 50%! But that's not all. There's a chance that he'll hit with 4 or all 5 of those turrets, reducing their potential even further! So that is more than a 50% reduction! The "purpose" of high turrets isn't to make the ship immune to AC, but to increase defences against AC. So they get to shoot more down and it takes more effort to suppress them. Both of these combine against bombers!

Yes, but you still fail to answer WHY ordnance deserves to get a boost! It doesn't matter that it takes a few fighters to drop a ship to 0 turrets, you can't assume that you should be allowed to roll d6-0 to attack a target and therefore are losing firepower by including fighters. The fact remains that doing so greatly increases the power of fleets that can exploit this by dropping larger waves like Tau.

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What YOU have failed to do is show why any target, no matter how many turrets it has, should ever be completely immune to bombers. Hell, let's have a look at how those damn turrets work. Against 1 bomber a single turret will prevents 1 attack to the ship. Against a wave of 1 million bombers a single turret will prevent ONE MILLION attacks! You ask why 1 fighter should improve the performance of so many bombers, well why the hell do turrets get so good the more bombers you send in!?

You don't get to pull this. The burden of proof lies with you to point out why bombers should get a boost against heavily defended targets. You have either refused to do this or attempted to deflect onto other issues every time this comes up. Turrets work how they do because that is how the rulebook says they do. It's not on me to prove to you why the rules allow that function. Talk to Andy Chambers if you want someone to explain that.

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As for "the right AC for the right job" I agree!

I'm glad we agree on at least the overall goal here.

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However you're the one trying to limit the right jobs! In the true turret suppression proposal bombers won't cut it against a high turret target in smaller waves. So an Emperor won't just be able to send in a wave of 1b/5f/2ab to get a guaranteed 5 attacks and 2 crits, regardless of the enemy's turret rolls or his own bomber attack run rolls. Only in larger waves, where the defences of the ship can be overwhelmed would bombers come into their own.

To be fair, smaller waves don't cut it in any proposal. They only work in the current suppression rules because 90% of the wave isn't bombers. We aren't talking about those smaller waves for the most part here. We are discussing the high end and how the benefits of reaching that high end make it preferable to take more carriers to access those benefits.

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On your re-roll idea, well it is way too weak, extraordinarily abstract, useless for some races and scales to neither the turrets on the target nor the number of fighters that survive. In short, it sucks.

Tell that to the eldar! :) You are right, it is weaker, but it only tones down bombers against high turret targets where the effects of the reroll diminish. Against less well shielded targets there is much greater benefit.

Please explain which part of the game ISN"T extraordinarily abstract? The whole concept of battery strength and turret strength is quite abstract. While some races don't benefit, why should the have to? We have all manner of variety of rules here and some races don't even HAVE turrets to give any benefit to including fighters.

Scales to the turrets as in has a means of bypassing their effectiveness? It does scale in that you get better benefit out of attacking low turret ships than you do high turret ships. It just doesn't have a way to boost the effectiveness of the bombers beyond reason.

I've mentioned this before, but it can quite easily be dependent on the number of fighters that survive, but I see doing that unnecessarily complicating the flow and making the effect so minimal as to have no justification for the mechanic's inclusion.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 22, 2010, 08:09:15 AM
Bombers deserve to get a boost because you pay 10pts per AC to replace your WBs with them.

But for a wave of 4, we've shown conclusively that there is no boost. In fact, waves of 4 get worse against battleships. For a wave of 8, battleships are only as vulnerable as they are now. For a wave of more than 8, you require a squadron in base contact, sharing shields, and close enough to get ordnance into contact without chance of intercept. As has been mentioned, this has massive, massive drawbacks.

In addition, your 'bombers shouldn't be good at everything' argument would hold a lot more water if assault boats didn't cripple cruisers just as well as battleships, and utterly obliterate escorts.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 22, 2010, 08:50:43 AM
You are entitled to that opinion, though it doesn't make you correct. I've gone through equally as much effort to show how that your chosen idea is bad for the game as a whole. I don't understand why you are so doggedly determined to see bombers become more powerful.

The difference being that my points made sense.

The point is this rule is much much simpler. Much more intuitive. And it gives large waves the possibility of overcoming high turret defences, which they should have. Any increase in total power is only comparable to what a fleet may get if it took other weaponry instead of AC anyway. Further, this makes fewer larger waves more powerful than multiple smaller waves which makes sense in both terms of pure logic (if you darken the skies over your enemy's city with a 1000 bombers it's more overwhelming than sending 1 bomber 1000 times!) and also in terms of game balance. It's harder to pull off larger waves, they're more fragile, and there're downsides to the parent ships.

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This doesn't make any impact on his desire or ability to do this. The problem lies in the potential benefit from spamming large waves over and over. Sure you can shoot at it, sacrifice an escort or snipe the fighters, but that's not anything you couldn't already do. All you have done is increase the potential payoff if you roll badly and miss the wave or don't have escorts. If you lose the wave, so what? RO and launch them all over again. He's weaker for it and you've lost nothing.

God, why don't people think before they opine!? So, he spams large waves of AC, instead of many smaller waves. Good! So if he has 32 AC in his fleet you think that it would be easier to get rid of 8 waves of 4 than 2 waves of 16? If you were to use sacrificial escorts to remove 8 waves of 4 bombers you'd lose 8 escorts. If you did it to remove 2 waves of 16 you'd lose 2! That's only 25% of the casualties.

If you think that wasting firepower means you "lose nothing" then you don't know how to play the game. Go to school and get yourself some learning. Let me make it real simple. Pretend that he had taken pure gunships instead of carriers, netting him some extra 48 weapon batteries worth of firepower. Now pretend that he went on LO and fired all those guns at your ships. Now pretend that you lost only 1 escort and didn't even have to brace the squadron. If that happened you'd have a massive grin on your face. If you did it to him over and over again?

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Right... I see this happen EVERY game I play. At some point the fleets close and that ponderous BB is in shotgun range. These 5+ armor carriers also have 12 hits and 4 shields. 90% of the time they don't get targeted first because there are other things in position to cause more damage and are more efficient to shoot at.

Then you need to learn to play. Perhaps this change would make you learn?

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Yes, but you still fail to answer WHY ordnance deserves to get a boost! It doesn't matter that it takes a few fighters to drop a ship to 0 turrets, you can't assume that you should be allowed to roll d6-0 to attack a target and therefore are losing firepower by including fighters. The fact remains that doing so greatly increases the power of fleets that can exploit this by dropping larger waves like Tau.

I have shown time and again why they should. It promotes tactical thinking. Rewards optimum positioning. Redeems defensive turret fire from redundancy. Is simpler than current rules and makes more intuitive sense. Removes the conceptual stupidity that a billion bombers are useless against a 6 turret target. Scales value of bombers to the size of the wave, matching the difficulty and penalties of forming large waves. Small wave = easy = weak. Large wave = hard = strong.

You still don't get it after all this?

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You don't get to pull this. The burden of proof lies with you to point out why bombers should get a boost against heavily defended targets. You have either refused to do this or attempted to deflect onto other issues every time this comes up. Turrets work how they do because that is how the rulebook says they do. It's not on me to prove to you why the rules allow that function. Talk to Andy Chambers if you want someone to explain that.

You're really starting to get on my nerves. Ok, here's a reason, BECAUSE 1 MILLION BOMBERS ARE USELESS AGAINST A 6 TURRET TARGET! There ya go, PROOF that bombers should get a boost against high turret targets. Tool.

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To be fair, smaller waves don't cut it in any proposal. They only work in the current suppression rules because 90% of the wave isn't bombers. We aren't talking about those smaller waves for the most part here. We are discussing the high end and how the benefits of reaching that high end make it preferable to take more carriers to access those benefits.

Sooo, smaller waves do work currently. This is the damn point. Currently large waves suck, small waves rule.

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Tell that to the eldar! :) You are right, it is weaker, but it only tones down bombers against high turret targets where the effects of the reroll diminish. Against less well shielded targets there is much greater benefit.

Please explain which part of the game ISN"T extraordinarily abstract? The whole concept of battery strength and turret strength is quite abstract. While some races don't benefit, why should the have to? We have all manner of variety of rules here and some races don't even HAVE turrets to give any benefit to including fighters.

Scales to the turrets as in has a means of bypassing their effectiveness? It does scale in that you get better benefit out of attacking low turret ships than you do high turret ships. It just doesn't have a way to boost the effectiveness of the bombers beyond reason.

I've mentioned this before, but it can quite easily be dependent on the number of fighters that survive, but I see doing that unnecessarily complicating the flow and making the effect so minimal as to have no justification for the mechanic's inclusion.

Right, so you're advocating a greater abstractions that doesn't effect all races equally and scales extremely poorly and nerfs AC into the ground because ... the game already has abstractions? Mind you, your abstraction is worse than any of those you mentioned.

So, why the hell would anyone go with this rule over the current ruleset? It has no advantages whatsoever over the current one, conceptually or practically.

And when you say "It just doesn't have a way to boost the effectiveness of the bombers beyond reason" what the hell do you base that thought on? A bomber against a defenceless target gets 1d6 attacks. Turrets are supposed to interfere with this process by basically distracting the bomber. Flak explosions throw off their runs, etc. Now, the more turrets there are the more difficult it is for bombers to get their runs in. Makes sense. However, the more bombers there are the more difficult it would be for the defences to disrupt them. At a certain critical mass some bombers would just slip through the net. That makes sense. It is implausible to believe that the turrets would be equally effective at disrupting any number of bombers. After a certain point the defences should be overwhelmed. This is what the turret suppression rules represent. Bringing reason back to fix an unreasonable situation. This is why they were introduced in the first place. Yes, that's right, the designers realised their rule was wrong. Everyone realised it in fact. So, turret suppression rules. Again, this rule was wrong, which again everyone realised, but made AC usable so not so much call to have it changed. This doesn't mean that it shouldn't be changed, and since this is the time and place to discuss it, it having come up, then obviously you'll see it proposed.

It could be done another way. You could have the turrets only able to reduce the total number of attacks by 1 each, rather than reducing each bomber. So 4 surviving bombers against an Emperor would make 4D6-5 attacks. Or you could use a square function, where you could suppress X bombers by X attacks each, where X is the ships number of turrets. So a dictator could reduce the first 3 bombers attack runs by 3 each, an Emperor could reduce the first 5 bombers by 5 attacks each, etc.

The point is that they should not be able to just keep on working at peak efficiency no matter how many bombers are coming in.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on October 22, 2010, 11:18:26 AM
Sigoroth is making alot of sense. Ofcourse it might be because i agree with him from the get go regarding turret suppression to begin with. The current interpretation doesn't make sense regarding turrets supressing bombers or fighters suppressing turrets.

The rule should be simplified to:
1 fighter removes 6 torpedo wave, 2 bombers or assault boats in a wave, but only one fighter, fighter-bomber or thunderhawks
Bomber runs as total of (D6 per bomber) - (D6 per turrets)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 22, 2010, 11:21:07 AM
Sigoroth, much as I appreciate your championing the change I'd like to see, you may want to dial back a bit on the frustration and ad hominems a bit.

You're making a very convincing case, but you're unlikely to pusuade people by calling them an idiot and telling them to go back to school.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 22, 2010, 01:12:25 PM
Sigoroth, much as I appreciate your championing the change I'd like to see, you may want to dial back a bit on the frustration and ad hominems a bit.

You're making a very convincing case, but you're unlikely to pusuade people by calling them an idiot and telling them to go back to school.

The man quite obviously has no idea of how to play the game if he's of the opinion that hitting with a 16 AC wave would be easy. I resent a good deal of calculation and consideration being dismissed by someone just championing the cause of "nuh uh". If he cannot come up with a good counter argument or point out something that hasn't been considered then he should just shut up rather than try. Alternatively he could simply state his opinion and leave it at that. 
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 22, 2010, 01:26:33 PM
I appreciate that; I'm going to work on a full spreadsheet of results myself this weekend, and I know it's a considerable investment of effort.

But you will be listened to even less when you intersperse your valid and substantial arguments with attacks on the people you need to convince, particularly with the HAs are likely to take a dim view if this descends into a slagging match.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 22, 2010, 02:57:50 PM
Seriously sigoroth, chill out. I disagree completely with the point you made and attacking me personally is uncalled for. Screaming I don't know how to play the game because my experience doesn't match what you believe it should be isn't a valid point or even one that makes sense.

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I have shown time and again why they should. It promotes tactical thinking. Rewards optimum positioning. Redeems defensive turret fire from redundancy. Is simpler than current rules and makes more intuitive sense. Removes the conceptual stupidity that a billion bombers are useless against a 6 turret target. Scales value of bombers to the size of the wave, matching the difficulty and penalties of forming large waves. Small wave = easy = weak. Large wave = hard = strong.

No, You haven't shown this. you have repeatedly said all the things people currently do as evidence of promoting tactical thinking. The game is abstract, you should know this. Despite that, sometimes there you just can't hurt a target for whatever reason. It mught be that the defenses are so strong you will be shot down or just that there is so much fire incoming you can't accurately target anything important. There is no reason gameplay or otherwise that bombers absolutely must be useful against all targets.

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Right, so you're advocating a greater abstractions that doesn't effect all races equally and scales extremely poorly and nerfs AC into the ground because ... the game already has abstractions? Mind you, your abstraction is worse than any of those you mentioned.

You are wrong. Please stop grouping all AC when you mean bombers. All my version does is dial back the effectiveness of bombers against high defense targets. AB will still have the same effect, torpedoes will have the same effect. What this does is focus the game on gunnery more than AC as was the original intent. It creates situations where the attacking player must think more about how he deals with a target than launch bombers every time.


@RCGothic:
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Bombers deserve to get a boost because you pay 10pts per AC to replace your WBs with them.

Then I pay +15 points for AB, shouldn't they get a boost too because I have to replace WB with them? If bombers were all you got I could see where you need them to be on par with what they replace, but you have a whole lot more tactical flexibility than just bombers for that cost.

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In addition, your 'bombers shouldn't be good at everything' argument would hold a lot more water if assault boats didn't cripple cruisers just as well as battleships, and utterly obliterate escorts.

I agree with you on the escorts, but here's to hoping that the 2010 FAQ changes help considerably on that front. I thought that the difference that made AB better was that they simply tried to ram into the ship and latch to the hull rather than flying around it giving the turrets more time to track them or that some of the smaller turrets were dedicated to shooting down enemy "bombs" which reduced the effectiveness of bombers.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 22, 2010, 06:01:37 PM
See, this is the sort of crap I have to deal with. Tard.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on October 22, 2010, 07:17:58 PM
So much dialogue 0.o

Anyone care to summarize the various proposals being thrown around?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 22, 2010, 08:02:44 PM
C'mon Sigoroth. Your able enough. RcG is right on his comment.

Well I think there is so many text the essence got lost somewhere in the middle or end. I dunno. I only picked up the fact that Sigoroth said the Tau w in ould not increase. I disagree.

If I look at the last Adepticon Winners (Orks, Tau & Dark Eldar) it where all launch bay VERY heavy fleets. Orks with Terror Kroozers maxed out at 1500, perhaps Deathdeala, see the article WR29, the Tau went by 3xExplorer,2xHero,9xOrca,3xDefender. Don't know DE exact but that should be launch bays as we all know on Tortures. ;)
So with true turret suppression I cannot see a change in the launch bay trend anytime soon.

Plus my Max ends haven't been adressed. ;)

I'm still thinking, somehow.

Going to read other threads. :)

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on October 22, 2010, 08:27:15 PM
I love carriers in BFG.  At the same time I think its been shown they are too powerful, even with the more points that you tend to pay for them.
Id love a balancing act.  Carriers that are still useful but dont at all take away from line ships.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 23, 2010, 05:51:11 AM
Let's say you are playing against Tau. Tau have a lot of ordnance. Most likely outnumbering you. So you can't, using your ordnance, mop up everything he's got. Against your 2 turret ship under the current rules he'll send in 7 bombers and 1 fighter doing a total of 12.25 attacks on average. Under the proposed rules he'd use 5b/3f doing 16.25 attack runs on average. Right, ok, a flat increase in power against 2 turret targets for 8 AC.

Now, that presupposes you can do nothing to stop it. I find it exceedingly difficult to believe you've let his slow, ponderous, fragile carriers get into shotgun range. IF you have, well, then I don't really care that there's an increase in power, you deserve it as far as I'm concerned. A gunship squadron in the same position would bend you over just as bad. The problem here is one of tactics, and the extra 0.67 hits on average isn't going to make any difference.

On the other hand, let's assume that you have the ability to knock out a couple of markers before the wave impacts your ship, dropping it down to 6. In the current rules, it'll be 6 bombers against 2 turrets, average of 5 after defensive shooting, = 8.33 attack runs = 2.78 hits, 1.39 after brace. Proposed rules: 5b/1f against 2 turret target. 1 turret hit = 50% chance = same as above. 2 turret hits = 25% chance = 4 bombers = 6.67 attacks = 2.22 hits = 1.11 after brace. 0 turret hits = 25% chance = 5 bombers against 1 turret = 12.5 attack runs = 4.167 hits = 2.08 after brace. Total average = 50% of 2.78 + 25% of 1.11 + 25% of 2.08 = 2.99 hits = 1.49 hits after brace. So a difference of (1.49-1.39) 0.1 hits on average against a braced ship (0.2 non-braced).

In other words, if you can do something against the wave, reducing its numbers a mere fraction, then they're practically the same animal. The above calculations assume equal capability to reduce the wave, i.e., you had at least 1 fighter and 1 other ordnance marker (fighter, bomber, torp, a-boat) to send into the wave. If all your carriers are junked, or braced or busy mopping up other AC or are out of range for some reason and you can only bring torps to bare on the incoming AC, then you would do better under the proposed rule system, because his wave would consist of more fighters meaning you could strip it down more, essentially turning the situation into a straight 7 bomber vs 5 bomber comparison.

All in all there is sod all difference between the two systems for wave sizes of 8 or less on 2 turret targets. Yes it does increase the effectiveness of unmolested AC slightly. Given the bonuses that the change brings then I don't think that this is such a huge problem, given that there is disagreement over the effectiveness of AC to begin with. Don't forget, this is an incidental increase. It wasn't as if the increase against 2 turret targets was the point of the change.

I'll describe most of the impact of this rule change:

Positive Changes

Neutral Changes

Negative Changes

Needless to say I think the positive changes of this rule far exceeds any negatives.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 23, 2010, 10:05:54 PM
I've been gone the last day or so but at this point, our differences are irreconcilable. You want to see bombers increase in power and I want to see it decrease. You believe that bombers should be at least as powerful as gunnery while believe I that they shouldn't be.

I see this as evidenced by the designers comments and the effects of unrestricted ordnance on the game previous to the AC limits. I also think it makes for a rather boring game to spam AC.

You want to see bombers as forcing the same defensive action against all targets no matter how well defended they are while I want to see other tactics being necessary before bombers can be effective. To bring back the Oberon example. With them being much more difficult to tackle with bombers, you can send AB to neutralize them or torpedoes to cripple them or directly shoot at them. Once it's crippled, bombers become much more effective to finish them off (going from needing a 6 to attack to a 4+). That means you have to use a variety of tactics to crack high turret targets rather than swamp them with bombers which requires more planning and thought to achieve.

The only thing we agree on is removing the odd wave construction the current rules make the most effective.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 24, 2010, 02:52:52 PM
Yes, bombers should be at least as powerful as gunnery. The whole point of games balance is that options are worth the price you pay for them.

You would nerf bombers into obscurity, whilst I want to see them having valid uses and counter-strategies, equally as valuable as a gun fleet, but ultimately as a matter of personal opinion.

Under the proposed rules, waves of 4 are no more effective vs cruisers, whilst suffering vs high turret targets, and waves of 8 do gain power vs cruisers, but again are not appreciably more powerful vs battleships. Wielding a wave of more than 8 requires either running a gauntlet of direct fire, or sharing shields at short range - both significant obstacles to their deployment.

And again, even against those targets that become more vulnerable, we would put in a provision to counter that increased vulnerability with a slightly modified massed turrets rule - again, making escorts more useful in an escorting role, rather than purely as glass hammers.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 24, 2010, 02:59:33 PM
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You would nerf bombers into obscurity, whilst I want to see them having valid uses and counter-strategies, equally as valuable as a gun fleet, but ultimately as a matter of personal opinion

This is untrue. I would have bombers return to their power levels before turret suppression came into effect and give them a slight boost to make escorting them with fighters useful. This is a far cry from nerfing to obscurity and promotes the valid use of all ordnance rather than a single type.

In other words, I would have bombers act appropriate to the points they were originally costed at under the BBB and Armada rules.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 24, 2010, 07:47:43 PM
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You would nerf bombers into obscurity, whilst I want to see them having valid uses and counter-strategies, equally as valuable as a gun fleet, but ultimately as a matter of personal opinion

This is untrue. I would have bombers return to their power levels before turret suppression came into effect and give them a slight boost to make escorting them with fighters useful. This is a far cry from nerfing to obscurity and promotes the valid use of all ordnance rather than a single type.

In other words, I would have bombers act appropriate to the points they were originally costed at under the BBB and Armada rules.

Under the BBB costs there was no such thing as ordnance launch limits. The turret suppression rules were brought in specifically to address the tremendous nerfing that the launch limit rules brought to AC. You would have us return to that nerfing. You don't give any reason why bombers should be so weak while people have to pay a premium for them.

You also espouse the use of different AC, citing torpedoes and a-boats. Firstly, torpedoes are not AC. AC = Attack Craft. Torpedoes + AC = ordnance. Carriers cannot launch torpedoes from their launch bays. People can take torpedoes without taking carriers.

You say that when you have a large wave of AC (such as 16) going against high turret targets, people should be encouraged to use a-boats rather than "just spam bombers". Well the fact is that no one, and I mean no one, goes through all the downsides necessary to launch such a large wave to just launch a-boats. Secondly, not all races have such easy access to a-boats. IN can only do it with a BB squadron (not a cruiser carrier squadron) and Tau can't do it at all.

Under the proposed true turret suppression rules (TTS) people would actually be encouraged to launch a-boats against high turret targets when we're talking a wave of 8 or less (possibly even waves of 10 or less).

The TTS rules simply make it possible, by going to an awful lot of trouble, for bombers to hurt high turret targets. There is no justifiable reason why a large enough wave of bombers shouldn't be able to hurt such targets.

You also say you want to have more gunfleet oriented battles. To maintain game balance there is no way of doing this without making AC useless, as the choice to take AC is personal preference. However, since large waves suffer a great deal more from attrition under the TTS it does allow someone to take a predominantly gun oriented fleet when going against AC fleets. Therefore reducing carrier creep. You do not seem to realise this or care, locked in your crusade to nerf AC.

The TTS rules have been proposed out of a common sense approach. They have many positives already spelled out. I, for one, don't think AC as it stands is overpowered, but I find it very hard to see how these rules could be even construed as overpowering by someone who does. At most it brings the potential for a very well executed bomber strike against high turret targets up to around direct gunnery levels, while being much harder to attain. It makes AC waves that are unimpeded more powerful, but reduces the capabilities of AC when the defender is on the ball.

Now, I am receptive to counter-arguments, it's just you haven't made any. Nothing you have said has not been overwhelmingly disproved. Hell, you've even backflipped once in your arguments. Still, if you or someone else can come up with a hypothetical situation that has been overlooked, or present some analysis that shows a normative increase in expected bomber performance that is significantly greater than alternatives or what a cost/benefit analysis would expect, or playtests a few games against high AC fleets with the proposed rule while being cognizant of all the defensive options available and experientially find it to be too powerful then I will listen to concerns.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 24, 2010, 08:09:48 PM
I gave my thoughts, they haven't been taken away. Seriously. ;)
I still think ordnance will increase to be a major factor.  Orks will cry because of this rule. Already very weak to enemy ordnance and with this rule even weaker and thus we will even see more Terror Kroozers as this is the only way to Ork success.

Also this:
Under the BBB costs there was no such thing as ordnance launch limits. The turret suppression rules were brought in specifically to address the tremendous nerfing that the launch limit rules brought to AC. You would have us return to that nerfing. You don't give any reason why bombers should be so weak while people have to pay a premium for them.[/quote]
Turret suppression was written before Launch limits. It was written because people asked why they should include fighters in a bomber wave. As it made no sense, never.

It gathered strength after the limit inclusion.


But since... ehm... no one besides me and Vaaish are really opposing the "wanna be" ;)  true turret suppression system I think I should let it slide. I mean, I cannot have everything in the game like I want it to be...

Hence, the best thing about the rule is that it is easy written and easy to understand.

If the HA doesn't want this ... ... then I advocate the FAQ2010 to be rewritten that only surviving fighters can add an additional attack. While it is not like some here think suppression works it does make for balance.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 24, 2010, 08:51:57 PM
I gave my thoughts, they haven't been taken away. Seriously. ;)

Sorry, what? This one went over my head I think.

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I still think ordnance will increase to be a major factor.  Orks will cry because of this rule. Already very weak to enemy ordnance and with this rule even weaker and thus we will even see more Terror Kroozers as this is the only way to Ork success.

Indeed, I did note that Orks would likely be the only fleet that might be impacted harshly by this. However I do believe that this is simply a case of ongoing balance problems with Orks. They're just too weak and need some love for their fleet list. Not really a reason to stop a sensible change to core mechanics. The TTS rule does neatly encompass FB rules though, so a small plus to Orks.

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Turret suppression was written before Launch limits. It was written because people asked why they should include fighters in a bomber wave. As it made no sense, never.

It gathered strength after the limit inclusion.

EDIT: Apologies, for some reason I had the impression Warp Rift came out later than it did.

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But since... ehm... no one besides me and Vaaish are really opposing the "wanna be" ;)  true turret suppression system I think I should let it slide. I mean, I cannot have everything in the game like I want it to be...

Hence, the best thing about the rule is that it is easy written and easy to understand.

It is still possible that there are good reasons not to use the rule, but there has not been much presented so far to suggest this. The very best reasons so far have been "this will potentially increase power of AC against cruisers, which I'm not too fond of" and "Orks are gunna get shafted". I've provided some counter-points to these while acknowledging that, yes, there may be a difference. I don't really buy the "carrier creep" argument at all really given the givens. The "encourage bomber spam/take tactics out of the game/drastically overpower bombers/discourage diversity arguments/I want gunfleets" arguments just seem a load of rubbish from where I'm sitting. Maybe they'll get too powerful. There hasn't been a scenario put forward to demonstrably prove this yet. Perhaps someone will think of something I haven't, or do a more comprehensive analysis. Perhaps playtests disprove some of my assumptions. When something like that comes in I'll pay it due heed.

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If the HA doesn't want this ... ... then I advocate the FAQ2010 to be rewritten that only surviving fighters can add an additional attack. While it is not like some here think suppression works it does make for balance.

If this was the only change then this would result in a massive nerf to bombers against high turret targets. Current scenario: 8 AC carrier sends 2 AC off to do CAP duty or clear away enemy CAP or whatever. Sends in 1b/5f against enemy Explorer, gets 5 attacks at 4+ armour. With this change as only change: sends in 1b/7f (luckily no CAP!), 3 fighters get shot down, he gets 4 attacks at 4+ armour. So he's sent in 2 more AC but received 1 less attack. Of course, there's no guarantee that the turrets will hit 3 times, but anything less merely equals the current number of attacks for the input of +25% AC. Whereas he could hit with 4 or even 5 turrets (particularly if he has a Custodian or Messenger with range) in which case the attacking wave gets even less attacks. So average attacks go down even with +25% AC.

It does allow defensive turret fire to be useful, but doesn't make sending in bombers useful.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: commander on October 24, 2010, 09:32:25 PM
Suggestion by my brother who found me playtesting some rules.

Allow fighters to suppress/destroy turrets by shooting at them, each fighter once against the lowest armour value of target ship.
Limit number of fighters that can babysit bombers in a wave.
When in base contact, turrets open fire, reducing fighters first. Surviving fighters shoot at turrets.
Bombers and fighter-bombers get their number of attacks, reduced by the number of surviving turrets, against the lowest armour value of target ship.

Also each carrier has only so much AC which get shot down, damaged, have accidents and so on. Limit the number of fighters / bombers / fighter-bombers / torpedobombers that a carrier can throw out (resembles the pooling idea, I believe), up to its launch limit. No further limits on AC, so that one can have ALL of ones AC in play after several turns of launching.
Once your AC are all down, well, no more AC.

Fighters alone would also be allowed to attack ships in order to reduce the turret value.

Massed turrets: count all the turret values of the ships together, not just + for each additionalship.

I will be testing this tomorrow.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on October 24, 2010, 09:49:57 PM
This is similar to the proposal that each surviving fighter suppresses one turret for each bombers making a run
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: commander on October 24, 2010, 10:01:24 PM
Yes similar; and my brother does not read this forum nor plays BFG. But suppressing is not automatically; just as the turrets have to hit to reduce the attackers, the attackers also have to hit to reduce the turret value.
But, I will try this out and post my findings within a couple of days.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 25, 2010, 01:36:36 AM
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You don't give any reason why bombers should be so weak while people have to pay a premium for them.
I'll try this one last time. BFG was originally meant as a gunnery simulation rather than a midway simulation. Because emphasis should be on gunnery, people should pay a premium to field AC. Second, bombers won't be "so weak" as you put it. They will be incredibly useful against low turret ships and crippled high turret ships. You will just have to use more varied tactics to make them pay off which rewards those who are able to use them effectively.

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You also espouse the use of different AC, citing torpedoes and a-boats. Firstly, torpedoes are not AC. AC = Attack Craft. Torpedoes + AC = ordnance. Carriers cannot launch torpedoes from their launch bays. People can take torpedoes without taking carriers.

I'm sorry if I haven't made the distinction clear. I assumed you would be able to figure out that they are separate things when I was referring to alternative means of dealing with high defense targets and didn't see the need to split them. I did rewrite several paragrahs here and there to include torpedoes so there may be instances where AC is used grouping all ordnance.

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You say that when you have a large wave of AC (such as 16) going against high turret targets, people should be encouraged to use a-boats rather than "just spam bombers". Well the fact is that no one, and I mean no one, goes through all the downsides necessary to launch such a large wave to just launch a-boats. Secondly, not all races have such easy access to a-boats. IN can only do it with a BB squadron (not a cruiser carrier squadron) and Tau can't do it at all.

Yes, I realize that. This is why I mentioned multiple other methods of approaching the problem including gunnery and torpedoes. Tau has excellent access to guided torpedoes and chaos has excellent gunnery capabilities. Do I really need to break down every single possibility by fleet?

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The TTS rules simply make it possible, by going to an awful lot of trouble, for bombers to hurt high turret targets. There is no justifiable reason why a large enough wave of bombers shouldn't be able to hurt such targets.

It's the 41st century, turret defenses could just be that good or that closely packed. It's not like an emperor only has 5 turrets defending it. Even today we have advanced tracking systems capable of engaging multiple targets simultaneously. It would seem to me, though, that in gameplay terms, the maximum attack runs a bomber can make and the max turrets on a single ship being the same aren't a coincidence. That would seem to me that in some situations, bombers just can't hack it for whatever reason and are neutralized by the ships defenses. Even today we don't send bombers up against certain targets because the defense grid is just too capable to give a reasonable success compared to the risks.

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Now, I am receptive to counter-arguments, it's just you haven't made any. Nothing you have said has not been overwhelmingly disproved. Hell, you've even backflipped once in your arguments.

No, actually you aren't by your own statement here. Anything counter to your arguments you have decided are immediately invalid. You have yet to disprove that large waves aren't helped by this or prove that bombers even NEED the boost you want to give them. You keep citing making them equal to gunnery, but you haven't said WHY they even should be in light of the developers comments about the place of AC in the game.

I apologize, but I don't recall backflipping on any arguments. I believe examples have changed but I don't believe my arguments have reversed on the issue.

Now, finally, I'm going to leave you with this:
How are you creating a richer tactical experience by making bombers more powerful? Everything you have mentioned as promoting a richer tactical experience already exists and is already used defensively and everything you mentioned as rewarding the skilled use of AC already exists. You aren't adding anything new or deeper tactically; you are simply rewarding a player for building a list with more AC! You are in fact simplifying the tactical experience by increasing the capabilities of a single type of AC so as to be effective against any target. This removes the need for tactical complexity and variety in dealing with certain targets. Why shoot at it when you could send AC? Why send AB when you can send bombers? Why use torpedoes for anything other than clearing CAP?

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If the HA doesn't want this ... ... then I advocate the FAQ2010 to be rewritten that only surviving fighters can add an additional attack. While it is not like some here think suppression works it does make for balance.

While not what I believe to be ideal, I could accept that. It at least gives you some benefit to shooting down stuff with the turrets.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 25, 2010, 07:39:02 AM
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You have yet to disprove that large waves aren't helped by this or prove that bombers even NEED the boost you want to give them. You keep citing making them equal to gunnery, but you haven't said WHY they even should be in light of the developers comments about the place of AC in the game.

We freely admit that waves larger than 8 will get a significant boost, however, this requires a squadron of ships in base contact in order to launch. This means either having your WAVE OF DOOM(TM) run a gauntlet of direct fire, where it will be a very high priority target, or have your fragile carriers within shotgun range, where they will almost certainly be picked on in the following turns and suppressed. More risk, more reward.

In addition, I would advocate changes that make it easier to defend against attack craft: allowing massed turrets as a true stat increase, and not just for shooting down incoming, and allowing fighters to form a cap around any ship, not just the one they were launched from. This will make it easier for low AC fleets to defend themselves, and will directly benefit escorts, which could use an additional role in game.

Regardless of the developers comments, they did include attack craft, and fleets already pay a premium to field them. Pure gunfleets should be a valid list, but pure carrier should also be one. Just playtest the proposal and see what you think. The rules are simple and elegant compared to what we currently have.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 25, 2010, 08:51:39 AM
Quote
RcG:
Yes, bombers should be at least as powerful as gunnery. The whole point of games balance is that options are worth the price you pay for them.

You would nerf bombers into obscurity, whilst I want to see them having valid uses and counter-strategies, equally as valuable as a gun fleet, but ultimately as a matter of personal opinion.
Actually looking at tournaments bombers/ordnance are already stronger, eg more prevailant (sp?) compared to gunnery.

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and allowing fighters to form a cap around any ship, not just the one they were launched from.
Is already allowed.


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We freely admit that waves larger than 8 will get a significant boost
Versus 2 turret ships str8 waves will have a boost.
Versus 1 turret ships str4 waves will have a boost.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 25, 2010, 10:13:29 AM
I'll try this one last time. BFG was originally meant as a gunnery simulation rather than a midway simulation. Because emphasis should be on gunnery, people should pay a premium to field AC. Second, bombers won't be "so weak" as you put it. They will be incredibly useful against low turret ships and crippled high turret ships. You will just have to use more varied tactics to make them pay off which rewards those who are able to use them effectively.

The fact is that AC should be just as competitive as gunnery. The TTS does not make them better than gunnery. It gives them some utility against high turret targets. There is absolutely no reason whatsoever why bombers should NOT be useable against high turret targets. NONE.

The ordnance launch limits were proposed because people were lurking out of reach with their carriers and gunships were unable to compete because by the time they got in there were just too many AC out. Any system whereby one can take a gunship, i.e., where AC does not automatically win achieves the WWI gunfleet option. In WWII things turned to carrier warfare because carriers were more effective than gunships. This is not the case under TTS.

The only way to make the game a complete gunnery simulation would be to remove AC from it altogether. Since it is a part of the game then the difference between choosing gunnery or AC fleets should be one of personal preference. So if someone wants to take nothing but carriers then that's his prerogative. Someone shouldn't be able to defeat his entire fleet simply by taking one Admech Oberon!

Get this clear. You are not trying to bring the rules back to the envisaged gunfleet possibility, you are trying to nerf AC. Gunfleets compete well under the ordnance limit rules. Given higher effects of attrition under TTS they would continue to do so, while requiring less defensive carriers.

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I'm sorry if I haven't made the distinction clear. I assumed you would be able to figure out that they are separate things when I was referring to alternative means of dealing with high defense targets and didn't see the need to split them. I did rewrite several paragrahs here and there to include torpedoes so there may be instances where AC is used grouping all ordnance.

There is no need whatsoever to mention torpedoes. Carriers do not have the option of launching torpedoes. You may as well say WBs, or lances, or whatever. The ability of WBs or lances or torpedoes to, in sufficient numbers, damage any target is not in dispute. What is in dispute is the ability of bombers to do so.

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Yes, I realize that. This is why I mentioned multiple other methods of approaching the problem including gunnery and torpedoes. Tau has excellent access to guided torpedoes and chaos has excellent gunnery capabilities. Do I really need to break down every single possibility by fleet?

This is totally irrelevant. If I have a billion WBs I will be able to overcome any defence in the game, whether it is Necron 6+ armour with a 4+ reactive hull save or if its a braced abeam SM BB at long range with BMs intervening. Give me a billion bombers however and that AdMech Emp or Oberon is immune. Fck you. This is plain wrong. Hence we have turret suppression. Current suppression rules are clunky, illogical, unclear, untactical and make turret fire redundant. This is what needs fixing.

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It's the 41st century, turret defenses could just be that good or that closely packed. It's not like an emperor only has 5 turrets defending it. Even today we have advanced tracking systems capable of engaging multiple targets simultaneously. It would seem to me, though, that in gameplay terms, the maximum attack runs a bomber can make and the max turrets on a single ship being the same aren't a coincidence. That would seem to me that in some situations, bombers just can't hack it for whatever reason and are neutralized by the ships defenses. Even today we don't send bombers up against certain targets because the defense grid is just too capable to give a reasonable success compared to the risks.

Well this is all just a bunch of crap. Well, why not just put 6 turrets on every damn ship and make your fleet immune to them. Then you don't even have to have any fighters or bombers of your own. Just depend on turrets because they're wonderful.

Even if I were to stipulate that the number of turrets has been figured specifically with bombers max attack runs in mind, which I'm sure they did, and say, yes, a bomber could be rendered useless by such defences, there is still no damn reason to suspect that a million bombers could be rendered so useless. Let's face it, the TTS is already a compromise. Turrets really should not scale in ability according to the amount of bombers they face. There is no reason why this should be the case. They should simply deduct 1 attack run each from the total. That might mean that, for balance reasons, the overall number of attack runs that an individual bomber makes has to come down (to say, 1d3), but eventually the turrets should be overrun.

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No, actually you aren't by your own statement here. Anything counter to your arguments you have decided are immediately invalid. You have yet to disprove that large waves aren't helped by this or prove that bombers even NEED the boost you want to give them. You keep citing making them equal to gunnery, but you haven't said WHY they even should be in light of the developers comments about the place of AC in the game.

Absolute toss. I have quite dramatically demonstrated, time and time again, that in terms of overall expected returns the TTS does nothing to improve the relative power of AC. It improves the potential power. Let's have a look at Ork Heavy Gunz. They do 2 damage each. Now, if I were to change that 2 damage to 1d3 damage then I have increased their potential, but not their expected value. The same is true here. However, here the offensive potential is manipulable by the attacker and the defensive potential is manipulable by the defender (hence the increased use of tactics). A single large wave, if delivered intact, will do much more than at present, and more even than the current multiple smaller waves do. Much harder to achieve and much much more susceptible to defensive attrition.

The main reason for this rule is to remove a logical absurdity. To put back into the players hands to choice of how to use the resources that he paid the points for.

As for the "designers", 2 things. First, they never ever said that gunnery should be more powerful than AC. Never. They brought in the ordnance launch limits to prevent the game simply becoming a carrier battle. If gunships are viable then that's all they need to be to get that job done. If people are willing to take a Murder or Carnage in their fleet instead of all Devs then that goal has been achieved. No need to nerf AC. Secondly, even if the designers really wanted no one to have more than 1 carrier in their fleet maximum so damn what? Who gives a toss what a bunch of spindly pommy nerds wanted to do a decade ago? This is our game now. They've long since abandoned it to the fans. There is not even a GW employee on the HA any more.

So all of your (loosely and laughingly called) "arguments" have been addressed on a point by point basis. You have not addressed any of these counterpoints nor come up with a new, un-addressed argument (which may exist) against the proposal. Instead you say the same thing again and again.

"Oh, bombers shouldn't be boosted" - not boosted, altered. Any actual total overall boost is incidental, not designed. There's no proof that there is going to be any actual total overall boost (this is where you should be attempting to show, using example scenarios, statistics, typical best practice approaches, experience, etc that I'm wrong).

All your arguments have been terribad so far. However, let's assume that, despite your inability to actually argue your point you are borne out to be right. That is to say, with a experience and a fuller impact assessment on the game, bombers turn out to become more powerful/attractive/necessary such that we see a greater increase in carrier creep. Right. This is a balance issue, not a logic, clarity, rule elegance issue. This could then be addressed in a straight up nerf to the number of attacks bombers actually make (say 1d3). Or maybe there might be a negative impact of the extra variability of bomber attacks on peoples brace decisions. Then a solution might be to reduce the variability rather than overall strength (say 1d3+1) or to allow brace decisions to be made after seeing defensive turret fire.

So even if your argument about balance held water, this would not, in itself, be a reason not to implement the TTS rule. TTS solves so many more problems than it may create.

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I apologize, but I don't recall backflipping on any arguments. I believe examples have changed but I don't believe my arguments have reversed on the issue.

You started off suggesting that people wouldn't have the torpedoes or CAP fighters or massed turrets or expendable escort to defend themselves against large waves. You also suggested that people couldn't or wouldn't want to "waste" direct firepower in shooting such a large wave. You then suggested that someone expending a single escort to remove would, in effect, be playing into the opponents hands because you've lost a ship and they've "lost nothing". They can just "relaunch again". All of which is, of course, absurd. If someone meets all the above then they deserve to be hit by the massive incoming waves.

No doubt your view on the above is why you think that carriers can just sit back and "spam" large waves to their hearts content and get full effectiveness out of them.

Anyway, you later go on to argue against the notion that this change will promote increased tactics by saying that people already do all the above anyway. So you first argued that people can't/won't/shouldn't have to do it, then argue that there's no difference because people actually do that as it stands. This is a backflip.

Quite obviously all of the above mentioned defences are not only valid but highly tactical, and would only get more rewarding the greater the size of the wave. In fact, one of the reasons to have smaller waves is to avoid some of these sorts of defences. The reason no one forms large waves against Eldar is because it is more survivable not to and they give up nothing by doing so.

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Now, finally, I'm going to leave you with this:
How are you creating a richer tactical experience by making bombers more powerful? Everything you have mentioned as promoting a richer tactical experience already exists and is already used defensively and everything you mentioned as rewarding the skilled use of AC already exists. You aren't adding anything new or deeper tactically; you are simply rewarding a player for building a list with more AC! You are in fact simplifying the tactical experience by increasing the capabilities of a single type of AC so as to be effective against any target. This removes the need for tactical complexity and variety in dealing with certain targets. Why shoot at it when you could send AC? Why send AB when you can send bombers? Why use torpedoes for anything other than clearing CAP?

Mate, if you would only get your head out of your arse for just a few minutes you might be able to see more clearly.

Firstly, not an absolute increase in power, a potential increase in power. This can only be achieved via large waves. Large waves = increased difficulty and risk for the launching player and increased opportunity for the opponent. He squadrons his carriers - you are free to hammer them without brace saves OR your fire makes the entire squadron brace. Therefore you do more damage OR he gets no AC.  He goes to BtB contact to launch larger waves - you can drop shields on both ships at the same time, increasing firepower of your fleet (some will no doubt be closer to one, others closer to the other, this gives hull hits against both instead of wasting fire against a second lot of shields). He tries to get close to you so he can shotgun his AC - you get to fire your WBs at his soft nose.

So just in his attempt to form larger waves you get advantages. Just in his attempt to get close you get advantages.

Since this is an increase in risk/rewards then the person with the better tactics is going to come out ahead. Not the person with the higher AC.

If there's an increase in rewards for performing a risky tactic (squadrons of carriers) then there's a greater incentive to actually do it. Therefore more people will do it. If they manage to traverse the risks successfully they will be rewarded more for doing so. So their insight and ability translates into effectiveness. If someone faces greater punishment for not maximising their defensive capabilities then they will be rewarded more (ie, not getting hammered) for taking advantage of their tactical opportunities. Lesson: GREATER RISK = MORE TACTICS.

Larger torp waves are just as useful as always, escorts can still combine their torps where appropriate and a-boats would still be useful in the smaller waves against high turret targets. The only thing that really changes is the incentive to form large waves has increased.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 25, 2010, 10:35:26 AM
Versus 2 turret ships str8 waves will have a boost.
Versus 1 turret ships str4 waves will have a boost.

Yep, str 8 is better against 3 turrets or less. However, under TTS rules that wave decreases more in effectiveness as it loses its fighter screens down to equal effectiveness when just down to bombers.

Note though, that against 1 turret ships under current rules a wave of 4 bombers would get an average of 8.75 attack runs. Under TTS rules a wave of 3b/1f would get an average of 9. Minuscule upgrade. Particularly as there's only a handful of ships in the entire game with 1 turret that're worth sending 4 AC against. Three of which are Orks, 1 IN and 1 Necron. Orks need reworking anyway, Dauntless won't be harmed by the minor difference and Necrons are very strong against bombers anyway.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 25, 2010, 10:39:23 AM
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Sigoroth:
Carriers do not have the option of launching torpedoes.
What? Despoiler variant, Protector, variant Strike Cruiser, Dictator. Custodian, Hero. Anything else. ;)

Totally obnoxious quote from a large post.


   
4b + 0f vs daun   4*(d6-1) = 0 - 20
3b + 1f vs daun   3*(d6-0) = 3 - 18
   
4b + 0f vs lunar   4*(d6-2) = 0 - 16
3b + 1f vs lunar   3*(d6-1) = 0 - 15
2b + 2f vs lunar   2*(d6-0) = 2 - 12
   
   
8b + 0f vs daun   8*(d6-1) = 0 - 40
7b + 1f vs daun   7*(d6-0) = 7 - 42
   
8b + 0f vs lunar   8*(d6-2) = 0 - 32
7b + 1f vs lunar   7*(d6-1) = 0 - 35
6b + 2f vs lunar   6*(d6-0) = 6 - 36

turret shot down a marker:   
7b + 0f vs lunar   7*(d6-2) = 0 - 28
6b + 1f vs lunar   6*(d6-1) = 0 - 30
5b + 2f vs lunar   5*(d6-0) = 5 - 30


/////
hmmsels...Kinda kinky on the max ends. I must retract a previous comment: str4 waves would be better with soley bombers on the max end.

Larger waves with fighters will gain. Most funny is Lunar 6b/1f vs 5b/2f.

From this I gain that when facing a 2 turret vessel the most effective wave will be 5 bombers and 3 fighters in the long run.
Which under FAQ2010 would lead to overkill on fighters... under FAQ2010 6 bombers and 2 fighters would do the trick for (6*(D6-2)) + 2 for a range between 2 and 24.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 25, 2010, 01:16:57 PM
The torpedos are incidental. It doesn't matter if a carrier has them or not as far as this discussion goes.

In fact, torpedos are another example of ordnance that, along with assault boats, can overwhelm turrets in large numbers. They take their casualties, and after that it doesn't matter how many turrets the target has. Even with TTS, the bombers still have to jump through more hoops than that. There's no good reason T6 targets should be invulnerable to them, nor that T6 should be a hard cap on the number of turrets something can have.

>>Note though, that against 1 turret ships under current rules a wave of 4 bombers would get an average of 8.75 attack runs. Under TTS rules a wave of 3b/1f would get an average of 9. Minuscule upgrade.

Less than 3% in fact.

Note also that bombers decrease in effectiveness for Wave4 vs T2. Average attack runs is 5, compared to 5.3 under FAQ2010.

Yes, a Wave of 8 vs T2 is up to 16.25 attacks, compared to 11.7 under FAQ 2010 (39% increase).
However, add just one massed escort, and the two systems are within 2% of each other at 11.8 (FAQ2010) and 11.58 (TTS)
Adding one fighter on CAP as well drops TTS to 8.7, and FAQ 2010 to 10.14, making FAQ2010 14% more powerful against a moderately defended cruiser.

So, TTS will make large, unmolested AC waves more powerful, but it will also vastly reduce their effectiveness if you put a little effort into defending against them. The best case scenario gets better, and the worst case scenario gets worse, and which one you get is dependant on player skill.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 25, 2010, 01:24:29 PM
So, TTS will make large, unmolested AC waves more powerful, but it will also vastly reduce their effectiveness if you put a little effort into defending against them. The best case scenario gets better, and the worst case scenario gets worse, and which one you get is dependant on player skill.
And thus you'll see a growth in carriers taken in any allround / tournament fleets. ;)
The gunnery player needs more cap.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 25, 2010, 01:35:04 PM
With the changes, (Massed turrets = +1T for each ship in contact, &TTS Rules as discussed), 1 ship in contact to mass turrets is more effective than 1 fighter on CAP, which will allow gun fleets to be competitive against pure carrier fleets. You can get protection either by CAP, or by massing turrets, or a mixture of both. I honestly believe these changes will make guns more competitive with carriers.

It will see a new dawn for the escort.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 25, 2010, 03:58:38 PM
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Anyway, you later go on to argue against the notion that this change will promote increased tactics by saying that people already do all the above anyway. So you first argued that people can't/won't/shouldn't have to do it, then argue that there's no difference because people actually do that as it stands. This is a backflip.

Seriously... you are picking at straws. Whether or not people should have to do something has no bearing on if they can. I don't believe I argued they COULDN'T or WON'T do it, that's a complete fabrication on your part of a failure to communicate on mine. Second this is two separate arguments. One argument is that those shouldn't be the normal means of dealing with a resource that simply reloads and reappears on the table at full strength after it's intercepted. The second argument is against the notion you posted that your chosen rules set somehow adds more tactical richness to the game by pointing out that all of your examples are already possible with the current rules.

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GREATER RISK = MORE TACTICS.

Ok, that's just complete bunk. So the more risks I take equals out to the more tactics I have? That makes a tactical genius if I launch myself at a brick wall from a cannon because it has far greater risk than jumping into the same wall on foot! In a game sense, it's far riskier to take all gothics against eldar but that doesn't equal out to more tactics. Taking your own example, squadrons of carriers are risky so boosting bomber power makes it more worthwhile because they can damage all targets efficiently. So I squadron my carriers to boost wave size. Now what? I still send AC out in waves to hit targets. I still screen my carriers. I still try to use phenomena to block LOF to the carriers. My tactics remain unchanged for the application of the AC I have, what changes is my desire to bring more AC to increase my benefits which in turn reduces the risk involved because I have greater access to AC to account for poor dice or interception. The net effect is that I find it more desirable to bring more carriers at the cost of gunnery.

In any event, there isn't much point in continuing this discussion since you seem to have taken things rather personally and there's no reason to exacerbate the situation by restating what I've already said.

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The torpedos are incidental. It doesn't matter if a carrier has them or not as far as this discussion goes. In fact, torpedos are another example of ordnance that, along with assault boats, can overwhelm turrets in large numbers. They take their casualties, and after that it doesn't matter how many turrets the target has. Even with TTS, the bombers still have to jump through more hoops than that. There's no good reason T6 targets should be invulnerable to them, nor that T6 should be a hard cap on the number of turrets something can have.

This is true, but I pointed out torpedoes not because they are bound to carriers, but because they are a way of attacking ships with high turrets. The same goes for assault boats. I think the key difference here why AB and torpedoes "overwhelm" turrets is that, unlike bombers, they aren't just swooping around again and a gain making attack runs. They are just running right at the target once and trying to impact the hull.
 
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 25, 2010, 04:41:12 PM
By more risk = more tactics, what is actually meant is "This is more difficult, but it does reward the skillfull application of force."
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 25, 2010, 05:42:39 PM
Seriously... you are picking at straws. Whether or not people should have to do something has no bearing on if they can. I don't believe I argued they COULDN'T or WON'T do it, that's a complete fabrication on your part of a failure to communicate on mine. Second this is two separate arguments. One argument is that those shouldn't be the normal means of dealing with a resource that simply reloads and reappears on the table at full strength after it's intercepted. The second argument is against the notion you posted that your chosen rules set somehow adds more tactical richness to the game by pointing out that all of your examples are already possible with the current rules.

Jeez. This is not "picking at straws". You first said that the defences against large waves I mentioned were not applicable because of the difficulties associated with it or the value in doing it. Things like having the torps to sacrifice, "wasting" an escort or directed fire, etc. This line of reasoning suggests that there is no value in doing these things, therefore people won't/don't/shouldn't have to do these things, therefore there is no defence against large AC wave spam from the back of the battlefield. This IS how you started out your counter-argument. You don't believe me then just scroll back and read it again.

After your "logic" was soundly defeated you then shifted your point away from people being able to spam large AC waves from afar and instead attacked the notion that the changes would increase tactical play. You did this by suggesting that since all the above mentioned defences against ordnance are currently possible that this adds no tactical ability whatsoever. This is, of course, inane as well as directly contradictory to the argument you used suggesting they would become too powerful.

If the Voss cruiser becomes balanced, even if just by reducing its cost with no other change, then wouldn't this increase tactical options? Even though people could have bought it before, it now becomes attractive which increases its tactical use. Soooooo, if all these defences against AC which have been hitherto only partially explored become much more attractive due to the GREATER RISK that the enemy's larger wave of AC represents then they will result in MORE TACTICS being used by the player. At the moment, it's not necessary to explore all your defensive options in detail. So people don't.

Oh, and btw, every damn resource except ordnance simply "reloads". Ordnance requires taking and passing a command check! Weapon batteries are a resource that simply reloads and comes at you again next turn. So are lance batteries. And Bombardment Cannon. And Heavy Gunz. When someone shoots at you the expend a resource. The same is true when they launch ordnance. Ordnance has some downsides in that it can be intercepted before it reaches the target. Direct fire can't. So the advantage goes to direct fire, not ordnance.

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GREATER RISK = MORE TACTICS.

Ok, that's just complete bunk. So the more risks I take equals out to the more tactics I have? That makes a tactical genius if I launch myself at a brick wall from a cannon because it has far greater risk than jumping into the same wall on foot! In a game sense, it's far riskier to take all gothics against eldar but that doesn't equal out to more tactics. Taking your own example, squadrons of carriers are risky so boosting bomber power makes it more worthwhile because they can damage all targets efficiently. So I squadron my carriers to boost wave size. Now what? I still send AC out in waves to hit targets. I still screen my carriers. I still try to use phenomena to block LOF to the carriers. My tactics remain unchanged for the application of the AC I have, what changes is my desire to bring more AC to increase my benefits which in turn reduces the risk involved because I have greater access to AC to account for poor dice or interception. The net effect is that I find it more desirable to bring more carriers at the cost of gunnery.

You don't follow context too well. I never said GREATER STUPIDITY = MORE TACTICS. The risk in this context, obviously, is the risk of that large wave of AC getting to your ships intact. Therefore you're forced to more fully explore your defensive options to prevent that from happening. Since bombers have low expected yield against high turret targets there has been very little reason to even bother trying to defend them at all in the past.

As for your premise that you'll just be encouraged to bring more AC, well that might be the case for a fleet that depends heavily on AC to win the day. The only one I know of to depend so heavily on AC is Tau. So this would mean that they'd be encouraged to, what, take more Heroes? Oh wait, they take maximum possible anyway. Umm, so how about take more Explorers at the expense of Heroes and Orcas? Well if you can't beat an all Explorer fleet then you really should try another game. Maybe checkers is for you.

But apart from Tau, let's run with your premise for, say, Chaos. They don't have to go ordnance heavy, but they can. Ok, so you take more carriers because you want to be able to strip away defensive CAP or make sure that you'll be able to form larger waves. So what? If you want to play a carrier fleet, go ahead. Why shouldn't you? Hell, if you want to try to win by sitting behind terrain and sending out large waves then go ahead. I could guarantee you that with an equally pointed gunfleet I could sit back on the other side of that terrain you're hiding behind and never get hit by a single bomber. At 1500 points you could have 6 Explorers for a total of 48 AC and if you split that into just 3 waves of 16 and spammed from afar then not a single one would get into contact with any of my ships. Sorry to bust your bubble. You would have to split into smaller waves to have a chance. You'd have to figure out a way to get close enough to get through my defences in order to make those large waves effective.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 25, 2010, 06:03:56 PM
I'll give you a scenario and demonstrate what gunships would do in the circumstances compared to carriers.

So, let's say you're an IN player and have managed to break the enemy line. You haven't crossed his T, but you have abeam targets on each side of you at close range (5+ armour, 2/2 shields/turrets).

In the gunship scenario you have a squadron of 4 Dominators on LO. Since the target is abeam and close ranged (cap ship) then you're only using the middle column of the gunnery table. You get 24 dice at each target. On average 8 of those will hit, giving you 16 re-rolls, from which we get another 5.33 hits for a total of 13.33 each side. Subtract 2 for shields gives 11.33 and then halve for brace gives 5.67 hits. Total of 11 hull hits, both targets crippled/braced.

In the carrier scenario you have a squadron of 4 Dictators on RO and in btb contact. Your 24 WBs net you 12 dice each side, which is 4 hits, 2 past shields, 1 after brace. Now your 13b/3f wave attacks one ship. It has 2 turrets so you will net an average of 42.25 attack runs (only 42 if you went 12b/4f). This translates as 14.08 hits, 7.04 after brace saves. However, you had to run through a BM, so have a 1 in 6 chance of the entire wave detonating prematurely giving 5.87 hits on average, plus the 1 from the fire = 6.87. Turns out it would be more beneficial to not even bother shooting at that target. In which case you'll get 7.04 hits on 1 target (crippled/braced) and 1 hit on the other (braced) for a total of 8 hull hits and 1 crippled ship.

Which would you rather? Before you answer that, take into account that the Doms were only using the middle of the gunnery chart, the Dictators are in base contact (so easily damaged), and the gunnery ships are 120 points cheaper than their AC counterparts. I don't see how this is so unbalancing.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 25, 2010, 07:06:49 PM
Well, aside of that it is 4 Dominators who could break a carrier force early on due Nova Cannons the key factor for gunnery cruisers is to break that enemy line in the first place. Isn't it?

The Dictators could decide to move in contact in the turn they think it is most essential to deploy the largest possible wave. They do not need to be in contact/close contact all the way in.
Also, the Dictator can break the line but do no need to do.

But I think the problem being in the discussion is the tactical approach one might have, or not have. Not everyone acts the same.
There are so many examples around the game, most actually in IN and Chaos were tactics are different.

So, what I want to say is that comparing these rules and ordnance vs gunnery is almost impossible to do in regards to tactics,

So that's frigged.

In no way I am denouncing your calculations Sigoroth but you need to keep in mind the whole history before such a situation can be created.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 25, 2010, 07:38:34 PM
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...After your "logic" was soundly defeated you then shifted your point away from people being able to spam large AC waves from afar and instead attacked the notion that the changes would increase tactical play. You did this by suggesting that since all the above mentioned defences against ordnance are currently possible that this adds no tactical ability whatsoever. This is, of course, inane as well as directly contradictory to the argument you used suggesting they would become too powerful.

Lets go back over that, shall we?

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I think we have differing ideas of what richly rewards tactics. For the high LB player, you reward him simply for having more AC to throw at the problem (read spamming) which I don't see as any great tactical depth that warrants a reward. For the other end, you penalize the lack of AC by forcing the player to counter his opponents AC by squeezing in another carrier, sacrificing ships as ablative wounds, redirecting firepower, or placing himself in a tactically weak position simply because his fleet can't bring as much AC or because his fleet is more gunnery focused. None of those things makes you THINK any more that you would already in a given situation.

Did I say not applicable? Nope... not seeing it. I'm saying here your proposed idea doesn't make the game more tactically rich and penalizes a player simply based on his choice of race... which, incidentally was a response to this:
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more richly rewards tactics, forces your opponent to actually think,

Continuing....
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If the Voss cruiser becomes balanced, even if just by reducing its cost with no other change, then wouldn't this increase tactical options?
Can you not see the logic behind, if X exists and X=Y then Y already exists? No it wouldn't increase tactical options. Those options already exist and are accessible and usable because the voss cruisers exist. Making them more attractive or more effective does nothing to increase tactical options.

Ok, to sum this whole thing up. One. I'm not being contradictory. I begin by saying your idea is overpowered with large waves and, as the discussion moves to tactical depth, that it doesn't give any added tactical depth to the game. Two. I supported this as evidenced by your stated examples of expanded depth already being possible in the current game. Finally. Stop restating my posts as you want them to read instead of how they actually read.

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Oh, and btw, every damn resource except ordnance simply "reloads". Ordnance requires taking and passing a command check!
Sigh.... none of those lets you sit 170cm off and maneuver at 50cm per turn to hit at full strength with skillful use. Gunnery degrades based on facing and range, most SO further reduce it. It has a limited maximum range and it requires you to put the shooting vessel in close proximity for retaliation much less hiding out of LOF. Apples to Oranges here.

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Maybe checkers is for you.
Ok, I understand you get off on belittling people who disagree with your viewpoint. But really, you know very little about me or my skill and know absolutely nothing of my opponents so please, stop assuming things.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 25, 2010, 07:47:44 PM
Note also that the carrier's targets in Sigoroth's example were complete undefended, in that they had no CAP or massing of turrets. With a CAP or an escort in contact, the 16 strong wave would have been severely neutered. It doesn't take too much prescience to anticipate the wave of doom, and even if the escort is shot up first, now your wave is flying through blastmarkers, which is almost as bad.

This wouldn't make ordnance overpowering, and in any case, any adjustment in power up or down is incidental. The reasons for making the change are:
Positive Changes
  • Conceptual - this change removes the conceptual oddity that 6 turret targets (BSF, AM Emp/Ober, 5 turret ships which have received a +1 turret refit) are completely immune to bombers. Sending in a single wave of 1 million bombers would not do any good.
  • Elegant - this change is pretty much how people read the rule anyway until they look at it closer. Actually suppressing the turret is the assumed rule and is very easy to implement and conceptualise. It makes more sense and is a little less abstract.
  • Parity - this rule brings back parity in offensive and defensive scaling. 1 turret can reduce the the attacks by the number of bombers (be it 1 or 1 million). Under this rule 1 fighter could increase the bombers attacks by the number of bombers (be it 1 or 1 million).
  • Redundancy - the proposed change makes the targets actual turret fire useful again. The better they do the less turrets get suppressed. So this rule removes turret fire redundancy.
  • Scaling - This rule scales the value of bombers to the size of the wave such that larger waves are more powerful than smaller waves against high turret targets. In the current rules, if you had the opportunity to form a wave of 18 AC (3 Styx) against an Emp/Ober/Explorer you wouldn't do it. You'd simply send in 3 waves of 6 against. Since forming larger waves is much much harder and comes with a slew of downsides you should get rewarded for doing so.
  • Tactics - This change strongly rewards tactical thinking. The net changes to effectiveness are small at 8 AC or less but this change introduces the potential to do very good damage at higher wave sizes. This means that the ordnance heavy player will try harder to achieve this and the opponent will try harder to prevent it. As the stakes go up so to do the tactics as each player is forced to think more, rather than just coast. Some people (and I use that word loosely) don't get this. However, at present you know that your high turret ship is going to take only 2 damage on average from any one carrier. Hardly even worth bracing. Sure, you might brace if there's 3 such carriers about to pummel your BB, but it's not something you need to concern yourself with so much that you start thinking about CAP or massed turrets or anything. No, the only thing people worry about with bombers is their cruisers, and waves larger than 8 aren't really rewarded there so players have no real incentive to squadron their carriers and launch large waves. Smaller waves of 8 do just as well.

    However, since this rule would encourage forming large waves against high turret targets (less incentive against low turret targets) then that means that they have all the drawbacks of doing so. Which makes it easier for the opponent to take his carriers out of contention. If a player does manage to bring a large wave into base contact unmolested somehow then he should be rewarded for doing so. Risk/reward trade-off increases, therefore so does tactical play.
  • One rule to rule them all ... - the proposed change brings fighter-bombers neatly into the fold. Absolutely no need to have special rules for automatic turret suppression of up to 3 blah blah. Simply have some on suppression duty, some on bomb duty, declared before turret fire. Sorted.
  • Escorts - I feel that with the proposed rule escorts would become more valuable for 4 defensive reasons. 1) They'd be more attractive for small torpedo salvoes to knock out the fighter screen of large waves. 2) There direct fire would become more useful in knocking out large waves. 3) They will be able to easily provide extra turrets to larger ships. 4) As a last resort they will make excellent fodder to run into large waves.

    In essence I feel that escorts would increase in their escorting value. That is, they'll be used to protect larger ships. This is on top of their current role as flankers/opportunists.

And again, for recap, the proposed changes are:

(True)Turret Suppression:
For each surviving fighter in a wave, one turret is negated for the purposes of each bomber's number of attacks.

Turret Massing:
For each ship in base contact, a ship counts its turret value as +1. (for all purposes)

And as I was very nearly ninja'd:
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Sigh.... none of those lets you sit 170cm off and maneuver at 50cm per turn to hit at full strength with skillful use. Gunnery degrades based on facing and range, most SO further reduce it. It has a limited maximum range and it requires you to put the shooting vessel in close proximity for retaliation much less hiding out of LOF. Apples to Oranges here.

I find myself agreeing with Sigoroth. If you want to stay at 170cm, then even if I have nothing but 30cm range weapons, you're going to be exposed to at least one course of fire, and even if you survive that gauntlet I'll easily be able to castle up enough to render the AC next to useless, and with fleet launch limits, you'll be launching one wave every 6-7 turns.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 25, 2010, 07:57:51 PM
So with this rule I would deploy like 8 Iconoclasts around my Desolator. Giving it 12 turrets for all purposes. Making every attack craft wave with or without fighters operating at a -12 modifier to begin with. So I need to have a wave of ... ehm at least 7 surviving fighters to do something?

I mean that is what you are telling, right?

Yes, gunnery could finish some escorts before but that'll little the area. I could even deploy some heavier escorts (better armour) in front of a capital ship, touching the base making sure AC needs to fly around some extra.... centimetres. Or even impossible to touch ship at all.

Well, then we can start rewriting squadron rules as well : escorts & capital ships may form a group.

This leads to BFG: Apocalypse ;)

I think Massing Turrets is fine for adding additional fire, but not in the suppression area. Really, makes for more +/- as well etc..


(ps I am exaggarating but do not forget these anomalies.)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 25, 2010, 08:09:47 PM
RC:
What about Tau tossing in missile salvos to intercept cap?

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I find myself agreeing with Sigoroth. If you want to stay at 170cm, then even if I have nothing but 30cm range weapons, you're going to be exposed to at least one course of fire, and even if you survive that gauntlet I'll easily be able to castle up enough to render the AC next to useless, and with fleet launch limits, you'll be launching one wave every 6-7 turns.

This was meant as an example of why direct fire and AC aren't a good comparison for stuff reloading rather than actual tactical use. The fact remains you can't snake WB or NC around or through an asteroid field to hit a target on the other side but you can do that with AC.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 25, 2010, 09:15:13 PM
So with this rule I would deploy like 8 Iconoclasts around my Desolator. Giving it 12 turrets for all purposes. Making every attack craft wave with or without fighters operating at a -12 modifier to begin with. So I need to have a wave of ... ehm at least 7 surviving fighters to do something?

I mean that is what you are telling, right?

Yes, gunnery could finish some escorts before but that'll little the area. I could even deploy some heavier escorts (better armour) in front of a capital ship, touching the base making sure AC needs to fly around some extra.... centimetres. Or even impossible to touch ship at all.

Well, then we can start rewriting squadron rules as well : escorts & capital ships may form a group.

This leads to BFG: Apocalypse ;)

I think Massing Turrets is fine for adding additional fire, but not in the suppression area. Really, makes for more +/- as well etc..


(ps I am exaggarating but do not forget these anomalies.)

The escorts themselves would be vulnerable in that case. The Desolator may have 8 ships in contact, but the iconoclasts will probably only have 2 or 3, so AC could eventually wear a fleet down that way. The escort squadron would also be twice as vulnerable against direct fire. In the case of a fleet trying to operate solely at range, yes, a fleet could be next to invulnerable against that. Trying to attack an ordered formation with attack craft would be suicide. But ships with ships that become separated from the fleet, or that under the pressure of direct fire weaponry can't come to each other's mutual aid, will be left vulnerable.
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What about Tau tossing in missile salvos to intercept cap?

And those missiles themselves have to run a gauntlet of fire, counter-barrages and fighter screens. Just play test it, try and break it, and see what you think. I think it works very nicely.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 25, 2010, 09:41:10 PM
The Desolator will add 4 turrets to the escorts. All escorts? One escort? Spread?

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 25, 2010, 09:49:28 PM
The Desolator still only counts as one ship. +1T to each ship it is in contact with.

If the Iconoclasts are in contact with the Desolator and 2 other Iconoclasts, they get 1+(3) =4 turrets.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 25, 2010, 10:34:09 PM
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And those missiles themselves have to run a gauntlet of fire, counter-barrages and fighter screens. Just play test it, try and break it, and see what you think. I think it works very nicely.

The same gauntlet all the rest of your ordnance has to deal with. There's always something you can counter with in theoretical discussions. For instance, if you have ordnance saturation and 28 LB and 24 missiles, such fighter screens and counter barrages become much more difficult to employ simply by nature of one side having extreme access to ordnance.

I don't think it even matters at this point if I try it or try to break the proposal. If I do break it Sig comes back with I must be playing wrong or am inept and should go play checkers and if I don't test it nothing changes. So out of curiosity, have you tried playing using the rules as they stand in the BBB for ordnance without any of the turret massing or fighter suppression rules? If so did you find ordnance too weak?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 25, 2010, 11:00:22 PM
@Vaaish

Do you recall me pointing out that there were a lot of things that people could do to stop a large AC wave from ever making contact if it wasn't shotgunned? Do you deny arguing that these things were not good enough? Some of the things I mentioned, just to recap, were: defensive torp salvos ...

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... you may not have the option to snipe fighters with low torpedo salvos ...

... and massing turrets ...

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... Turret massing isn't always possible or practical ...

... and, specifically regarding shooting at, or suiciding an escort into, a large wave while the ordnance player sits back and spams AC ...

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... If you lose the wave, so what? RO and launch them all over again. He's weaker for it and you've lost nothing.

So you've said that torp sniping may not be possible and that turret massing is too inconvenient. Then you've gone on to say that even with all the defensive options that it's a good trade off killing an escort with a wave of 16 AC because "he's weaker for it and you've lost nothing".

I then made it apparent that this trade-off is not good. So now we're not talking about whether or not these defences are possible, doable or viable, but rather if the proposed rule adds tactical depth to the game.

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Can you not see the logic behind, if X exists and X=Y then Y already exists? No it wouldn't increase tactical options. Those options already exist and are accessible and usable because the voss cruisers exist. Making them more attractive or more effective does nothing to increase tactical options.

I'm trying pretty hard to even see the logic behind that statement. What is X in this example? What is Y? In what way does X = Y? Nonsensical rubbish that. However, since you've provided an example I understand your misconception.

I never said add tactical options, I said add tactical depth. It would make the game more tactical because people would be forced to think more. If you were playing a game that gave you the option of doing 17 different things but only 1 of those things was worthwhile doing then the game would not be very tactical. You would simply do that 1 thing. You might say "but hey, I can do 17 different things, therefore there's already tactical options". You'd be wrong of course. You have 2 options in that case. Take the worthwhile option or take one of the 16 non-worthwhile options.

I'll give another example, related to BFG. Let's say that when a ship gets crippled it gives up the same amount of VPs as if it were destroyed. There would be no incentive whatsoever to disengage once crippled. You'd just fight to the death. You could disengage. It's an available option. But it's not very tactical to do so. Therefore giving the player the incentive to disengage before destruction increases tactical depth to the game, even though the options remain the same.

Again, regarding the current issue, it's possible to form a squadron of Emperors. There's just no reason to do so since large waves suck at the moment. In fact, there's good reason not to. Making large waves useful increases the tactical depth by making what was merely a possibility now a tactical choice.

On the flip side there just has never been much reason to think overly hard about defensive options against ordnance. They have a cap on their effectiveness so large waves aren't all that much better than smaller waves and in fact, depending on turret size, there comes an upper limit on effective wave sizes.

So, with large AC waves truly becoming a threat then the player is forced to think, because he can no longer afford to just coast as he once did.

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Ok, to sum this whole thing up. One. I'm not being contradictory. I begin by saying your idea is overpowered with large waves and, as the discussion moves to tactical depth, that it doesn't give any added tactical depth to the game. Two. I supported this as evidenced by your stated examples of expanded depth already being possible in the current game. Finally. Stop restating my posts as you want them to read instead of how they actually read.

So, to sum up. The TTS rule brings a lot of positives to the game that are unrelated to actual bomber balance issues, including increased tactical depth. Bombers don't get overpowered by the change, though might get a marginal increase in general performance. This increase, if there is one, is incidental, not intentional.

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Oh, and btw, every damn resource except ordnance simply "reloads". Ordnance requires taking and passing a command check!

Sigh.... none of those lets you sit 170cm off and maneuver at 50cm per turn to hit at full strength with skillful use. Gunnery degrades based on facing and range, most SO further reduce it. It has a limited maximum range and it requires you to put the shooting vessel in close proximity for retaliation much less hiding out of LOF. Apples to Oranges here.

There is no weapon system in the game that does that, though the Nova cannon could hit starting from 170cm out. As I said, you could take a pure AC fleet, hide yourself away and spam large AC waves to your hearts content. I, with a gun fleet, would never get hit by a single bomber. So it is fair to say that AC gets just as bad as guns at such extreme ranges.

Further, if you are in range of guns then you can't block their fire. On the other hand there's a lot you can do to reduce incoming AC waves. Even when shotgunned you could have CAP fighters. But even if they get removed by other ordnance first then it still requires that the enemy carrier be in very close range. Gunnery at that range is pretty much going to do just as well, plus or minus. In fact, gunnery has far more potential than AC. In my examples I just use average armour and the middle column on the chart.

When considering these proposed rules and large waves you are taking all the positives of AC (avoids shields, no theoretical upper range limit, high potential damage) and totally ignoring all the downsides. Have to reload (can fail leadership test and lose fire for a turn, can be forced to brace and lose fire for a turn). Have to form squadrons and get in base contact (dropping both shields increases incidental hull damage to second ship). The fact that forming one large wave means you no longer have more numerous smaller waves. So eggs in one basket. Wipe out a wave of 16 cheaply and easily through either direct fire or an escort ram and you've got much less of the enemy ordnance to worry about. Knock the fighter screen down and watch the effectiveness of that massive wave plummet. If he wants to get close to shotgun then pummel his soft closing cap ship 5+ prows! He'll have to brace or lose a carrier.

There are so many downsides all in all that if someone does manage to get such a large wave into contact then they've done well and out-manoeuvred their opponent. They deserve the pay-off.

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Ok, I understand you get off on belittling people who disagree with your viewpoint. But really, you know very little about me or my skill and know absolutely nothing of my opponents so please, stop assuming things.

No, I don't get-off on belittling people, I just call a tool a tool. And the contingent isn't based upon disagreement, it's based on delusions of adequacy. You think that you're "arguing" whereas you're not. Despite showing just how implausible your "sit back and spam" idea is you hold to it. Despite showing mathematically and axiomatically how negligible the difference is of overall utility of AC you hold to the "encourages AC fleets" idea. Despite being shown how it makes it possible for a gunfleet to hold its own without carriers now you still maintain that they'll be required to take more.

If you were to actually put forward an argument that encapsulates my argument and provides a counter then the discussion would be progressing. Alas all you're doing is putting forward an opinion (that you don't like it) based on your fears that it'll do X (make bombers too powerful, encourage more AC fleets). This is fine as a starting point but when all that has been taken on board and argued against merely restating it over and over again is not an argument. Every single thing you have said I have countered. So just ignore all your arguments up to the is point and try something new if you're intent on arguing. Give an example that hasn't been considered. Run an analysis that shows that bombers do increase in power far more than has been stipulated. Play a few games to see if you're suspicion that it overpowers AC is right (it is just a suspicion after all, you don't have anything to back this up).

As for my assumptions about your skill levels, well I can tell you that they aren't just drawn out of the air. They're based on your notions that sitting back and spamming large waves from afar will do the trick. By your statement that 8 AC carriers always get to shotgun in your games, etc. Tighten up your games a little. Alternatively, don't pretend to know how to adjust play balance.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 25, 2010, 11:03:11 PM
So out of curiosity, have you tried playing using the rules as they stand in the BBB for ordnance without any of the turret massing or fighter suppression rules? If so did you find ordnance too weak?

I have, yes they were insanely weak. My IN opponent had a very carrier heavy fleet (Emperors, Mars, Dictators as his main choices). We got the ordnance launch limit rules before we got turret suppression. He nearly quit.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on October 26, 2010, 12:26:06 AM
Quote
I never said add tactical options, I said add tactical depth.
Actually... you did say tactical options:

Quote
If the Voss cruiser becomes balanced, even if just by reducing its cost with no other change, then wouldn't this increase tactical options? Even though people could have bought it before, it now becomes attractive which increases its tactical use.

That whole bit you are having difficulty understanding started by quoting the above. I'm just using your own words here.

Quote
o, I don't get-off on belittling people, I just call a tool a tool.

Sigoroth, again with the insults but whatever...

Quote
And the contingent isn't based upon disagreement, it's based on delusions of adequacy. You think that you're "arguing" whereas you're not. Despite showing just how implausible your "sit back and spam" idea is you hold to it. Despite showing mathematically and axiomatically how negligible the difference is of overall utility of AC you hold to the "encourages AC fleets" idea. Despite being shown how it makes it possible for a gunfleet to hold its own without carriers now you still maintain that they'll be required to take more.

I have nothing more to say to you on this subject because you refuse to entertain any point of view but your own. If that point of view is attacked it is easy to discount the opposition as "not arguing" and "prove" your point when you decide unilaterally that their argument is invalid.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 26, 2010, 06:18:09 AM
Quote
I never said add tactical options, I said add tactical depth.
Actually... you did say tactical options:

Quote
If the Voss cruiser becomes balanced, even if just by reducing its cost with no other change, then wouldn't this increase tactical options? Even though people could have bought it before, it now becomes attractive which increases its tactical use.

Ah, well yes, I did say options once. However, your opposition to the concept of added tactical thinking (which is how I've phrased it in my list of positive, neutral and negative impacts) long predates this, and, to be fair, I myself didn't notice the fine distinction till just last post. Either way, the change would necessitate an increase in tactical thinking. Or if that's too abstract, an increase in tactical play regardless of what you (the putative player) may or may not have previously thought.

Quote
That whole bit you are having difficulty understanding started by quoting the above. I'm just using your own words here.

Eh? What am I having difficulty in understanding? The fine distinction you make between theoretical option and actual play? No no, I understand that just fine. I happen to disagree with you on that score too by the way, since you previously would have had the option of doing certain things but it certainly wasn't tactical to do so. If you want you can turn around and fly off the table as soon as the game starts, but unless there's some beneficial effect for doing so it isn't "tactical".

Nevertheless, I doubt that this was ever the real issue to begin with. It would be pedantic in the extreme to have argued against the concept of increased tactics with a counterpoint that could at most amount to a technicality, not a true barrier to understanding.

Quote
I have nothing more to say to you on this subject because you refuse to entertain any point of view but your own. If that point of view is attacked it is easy to discount the opposition as "not arguing" and "prove" your point when you decide unilaterally that their argument is invalid.

So you say. However, you could say this under any circumstances, whether it was you that were arguing sense and me ignoring your points or whether it was you with your fingers in your ears screaming "lalalalalalalalalalalalalalah". If you were around when they were arguing that the world wasn't flat your counter-argument to the argument that "since a ship sinks over the horizon the earth must be curved" would be "tosh, why don't I fall off then?".

In argument it is expected that one use reasoning. I have used inductive reasoning while stating my premises (at least implicitly) using mathematical and axiomatic categorisation of those premises. I have even tried numerous different examples and comparisons. But each and every time you either just say the same thing again or you say that I'm not listening. The truth is that you're not listening. I have invited you to bring an argument to the table and said that I would give fresh consideration to it (from whomever it came).

You are the one that won't give consideration to reason. You think I'm wrong? How? Saying "it'll encourage people to sit back and spam AC" is not an argument. It is a statement. You have yet to show any proof of this. Maybe you're right, but how would I know? You haven't supported your stance in any way! You said that the effectiveness of large waves gets bigger, and this encourages people to launch large waves. Yes. Stipulated. This is, in fact, the point. However, how does it guarantee that those large waves will make base contact with their target unmolested? With even a relatively minor depletion of just a quarter of the wave size (4 AC/torps being spent on the wave) the effectiveness of that wave will (mathematically proven) drop to below what a comparable amount of AC under the current rules would.

So we have a mathematical model of increased susceptibility to attrition and a modus ponens argument of greater risk should the AC heavy player try it. You have speculated that this will increase the amount of carriers in the game for both the ordnance player and a gunship player. I have stipulated that it might do so for an AC heavy player. My speculation is that since a greater proportion of the AC of an ordnance rich player will suffer an increased risk of being destroyed prematurely this will result in a lowered burden on the gunline player to bring carriers. Further to this, since bomber waves under this rule suffer greater value of attrition it takes less effort to reduce the effectiveness of more AC, therefore again a decreased need for AC for the gunfleet player. This is all the more salient as more guns = more spare firepower to target both the opponent's large AC waves and his carriers.

On top of all this you have assumed that an all AC fleet should not be viable. Why shouldn't it? If the player wants to take it and it doesn't invalidate a gunfleet (see my arguments above before simply declaiming "it does! it does!") then it should be a viable option for the player. Saying that the designers didn't want WWII style warfare is an utterly irrelevant point. I will state the two reasons for this again. The first reason is that WWII style battles came about because the "big gun" philosophy of naval warfare was redundant given aircraft carriers. Thus one side could not take all big guns and hope to achieve victory (though this was not clear to everyone at the time). Therefore, to avoid this scenario of WWII style all we need do is have gunships viable. If they're viable then they're not redundant and therefore it comes down to personal preference therefore we will not see the game devolve into WWII style fighting unless both players want that. The second reason is, of course, that there is no onus on us, the fans, players and present caretakers of the game to adhere to a philosophy that was a personal preference of some pom over a decade ago who has since abandoned the game. Screw that.

So this is a stance based upon a reasoned argument. If you want to argue your point then you need to show some point of logic or assumption on my part to be flawed, either mathematically or axiomatically. Alternatively, you could put forward an assessment that has not yet been covered.

Until you do so it's very much a case of the pot calling the kettle unilateral.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on October 26, 2010, 06:27:33 AM
Better yet, point out to me just one argument of yours that I've either ignored or dismissed out of hand.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Mazila on October 26, 2010, 08:18:52 AM
Dudes, this is not gona get you anywhere, you are wasting time with those arguments.

Sigoroth, I bet that people are not even bothering reading your poems since they are too long. Did you guys try using skype or icq instead of forum?

Sry but i am not trying to trol you, just feel like you all got off the point.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on October 26, 2010, 10:39:53 AM
It is going round in circles. The problems with the current rule have been clearly stated, the arguments for TTS have been made clearly and strongly, objections have been aired, and alternatives have been discussed. What we need now is an HA to bring an end to the discussion with, if not a ruling, then at least a 'Thank you, we'll take this into consideration.'
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: commander on October 26, 2010, 01:14:24 PM
Playtested (no maths involved here, only dices) my brothers idea sofar. Also borrowed rules from proposals made on this forum. It 'feels' good. Playtesting will continue.

Max number of attack craft (AC):
- battleship: 3 x capacity of launch bays
- cruiser: 2 x capacity of launch bays
Each carrier must decide how many squadrons of each it has on board.
Can launch its total number of AC in successive rounds, eventually to form 'gigantic' waves of AC.
Fighter squadrons: additional rule: can shoot once at turrets against lowest armour value of target ship. Turrets that are hit, are taken off-line. This 'damage' can be repaired as normal.

F vs F: 1 / 1 basis removal. For each fighter involved, roll a D6. On a 4+ the fighter survives and can be re-used next turn.
F vs B: 1 / 2 basis removal. For each fighter / bomber involved, roll a D6. On a 4+ the fighter / bomber survives and can be re-used next turn.
F vs AB: 1 / 1 basis removal. For each fighter / AB involved, roll a D6. On a 4+ the fighter / AB survives and can be re-used next turn.

B vs Ships: (D6 - turret value target) attacks per bomber. Fighters can reduce the targets turret value by taking turrets off-line. Those that survive turret fire can be used again. Others survive on a D6 roll of 4+.

To reduce carriers in the game (just a proposal; not all fleets included; those with more experience can put forward a better parameter):
IN: 1 carrier in 5 capital ships involved in a battle/raid
Chaos: 1 carrier in 4 capital ships involved in a battle/raid
Tau: 1 carrier in 3 capital ships involved in a battle/raid
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 26, 2010, 02:09:13 PM
Quote
IN: 1 carrier in 5 capital ships involved in a battle/raid
Chaos: 1 carrier in 4 capital ships involved in a battle/raid
Tau: 1 carrier in 3 capital ships involved in a battle/raid

Eh... no.

GW Tau:
Explorer carrier (8 or 4)
Hero carrier (2)
Merchant non-carrier

FW Tau:
Custodian carrier (6, hopefully 4)
Protector carrier (1)
Emissary carrier (1 fighter)

So, impossible limits.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: commander on October 26, 2010, 02:38:07 PM
Maybe not ships then but number of launch bays. Not worked out yet but some restriction is necessary to reduce the amount of AC and get back to (most) gunnery.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on October 26, 2010, 02:42:17 PM
Nah, if you keep the current 1:1 launch bay limit it isn't needed.
Check the exp.ordnance thread I started (Nate's idea) for a total different approach.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Trasvi on November 10, 2010, 02:10:46 AM
Maybe it might be better if we look at it from a grass-roots level.
Why do we need turret suppression? Pick any combination of the below.
a) Because ordnance is too weak without it
b) Because we want our escort fighters to do something other than look pretty while the bombers do all the dirty work
c) Because we want the feeling that we can actively increase out bomber's offensive power
d) Because ordnance is too weak (completely useless) against high-turret ships.
e) Something else

What is the end goal of turret suppression? What do we want to give the most damge?
a) Always best results with all bombers
b) Best results with all bombers + token fighters
c) Always best results with all fighters + token bomber
d) Best results with 50/50 split
e) Send the appropriate number of fighters for a particular target

Why exactly is it that people want to reduce the number of carriers/fighters? I think it adds depth to the game and allows for different types of fleets: otherwise you're just kind of stuck with the 'lance fleet' and the 'gun fleet'.


Personally I think the problem is that a Turret 6 ship is 100% immune to bombers, no matter how many you send. Sure, a small wave of bombers should be decimated by the turrets, but if you somehow manage to put together a wave of 50 bombers, they should be able to leave some kind of mark by overwhelming the enemy. Whilst turrets don't suffer from being overwhelmed, we're always going to get situations where either bombers do enormous amounts of damage or too little damage.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on November 10, 2010, 12:55:59 PM
A few suggestions to the HA.

Consideration of the 'or' limitation when turrets target bombers and torpedos.

Torpedos ignoring each other.

Blast markers and the like effecting torpedos by marker strength rather than as a whole.

Fighers removing D6 torpedos.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Trasvi on November 11, 2010, 01:50:20 AM
@LastSpartacus.

1) Shooting torpedoes OR bombers; I think this is  necessary to give bombers any hope at all against 3+ turret ships. Combined with the fact that bombers do average 1 attack each vs a 3 turret ship, the possibility of losing 3 AC from your wave brings the damage potential down to pitiful levels. If you can team up your torpedoes with your bombers you can give them SOME hope of doing a little damage.

2) Torpedoes ignoring each other. I wouldn't really mind, but it could take something out of the tactical ordnance game of using small waves or torps (escort torpedo boats) to protect against larger waves.

3) Blast Markers / Fighters vs Torpedos. The idea is that it is a trade-off, sending either one large wave or many smaller waves of AC/Torps. In a large wave you can do more damage, but also get taken off the board by a bad roll/chance fighter encounter. On the other hand, small waves do less damage after turrets, but let you split your eggs into many baskets just in case one of those nasty 6's shows up. Fighter - D6 torps also takes away from the strategy IMO - it would be alright for carrier fleets who have many fighters in reserve, but for fleets with only a few launch bays, using their AC totally for defense, suddenly they can't rely on their fighters to do the job anymore.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Trasvi on November 11, 2010, 02:52:12 AM
Also, just a generic question that came up at my club:

Ordnance, Ships on special orders and Crippled ships.
Ships on special orders are said to 'halve their weapon strength/firepower'. In the ship Data Sheets section at the front of the book, Strength is said to refer to special weapons like torpedoes and lances. But then in the special orders section, all orders except for BFI say that whilst Firepower/Strength is halved, Ordnance is full strength.
... So is torpedo Strength affected by orders or not?

Similarly, crippled ships halve their weapon Strength, Firepower, Turrets and Shields. Again, no mention is made in the book (pg23) of halving Launch Bays, and torpedoes again are slightly ambiguous. Does this mean a carrier ship can launch its initial full capacity even when crippled?

BFI against bombers. Can you declare BFI after you know how many attacks are going to be made, but before the actual rolls to hit? Or must you declare before you know how many attacks to brace against?

Reload ordnance and launching ordnance over multiple turns: For a ship that has multiple types of ordnance, or for some other reason decides to launch only half of its AC in one turn. Ie a Tau Protector launches its Bombers in turn one but waits until turn two before launching its torpedoes. If a ship in this situation has some of its ordnance remaining, must it still reload ordnance before it launches those remaining AC? Referencing page 27: "However, once a ship has launched its ordnance it must use the Reload Ordnance special order before it can launch ordnance again."
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 11, 2010, 04:10:04 AM
Hi Travsi,

Ordnance = Torpedoes + Attack Craft.
When loaded a ship can always launch full waves (AC+torps) on Special Orders. Except on Brace for Impact. Then it is halved.
When crippled ordnance (AC+torps) is halved as well.

BFI vs Bombers = declared before turret rolls!

Reload ordnance = You can carry a non-launched torp wave over to other turns.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Trasvi on November 11, 2010, 04:37:36 AM

When crippled ordnance (AC+torps) is halved as well.

BFI vs Bombers = declared before turret rolls!

Could you clarify these with a page reference or are they just inferred rules? The only thing I can see about crippled ships (pg23) makes no reference to launch bays.
For BFI, the rules on pg23 again state "BFI only comes into effect against attacks whose hit rolls are made after the special order is declared" which would seem to imply that you may declare after turrets as they still haven't made their hit rolls.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 11, 2010, 05:10:09 AM
The crippled issue is clarified in the FAQ2010:
"Brace For Impact does NOT halve turret values (note that being crippled does). However, it is the only special order that halves a ship‟s ability to launch ordnance, provided the launching vessel is already reloaded. This effect is cumulative, meaning if a ship is both braced and crippled, its weapons and ordnance are halved (rounding up) again! For example, a Styx heavy cruiser that is both braced and crippled has a launch bay strength of 2, or 6/2 =3, then 3/2 =1.5 (rounding up) =2."

Turret & BFI:
FAQ2010:
"A decision to brace for impact must be made before ANY attempt to shoot (rolling dice) by the opponent is made, including modifier rolls for variable weapons such as Ork Gunz. When being attacked by ordnance, the decision must be made before rolling turrets."

Both on page2.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on November 11, 2010, 07:23:53 AM
For the sake of clarity, a non-braced ship with LB capacity 4 launches 2 bombers only. Does it have to reload before launching another 2?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 11, 2010, 07:29:38 AM
Don't know where it is stated but I would say no reload.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Trasvi on November 11, 2010, 08:46:55 AM
Ahh I see. Not actually in the book then.

Then, to the HA: when this FAQ is published, could an effort be made to separate out the changes/errata from the clarifications, or at least label each clearly as such? The INAT FAQ does a fairly good job of this for 40k, if you are familiar with that.
Good headings would include:
"Rules change - new rules" for additions such as turret suppression which was not in the rules previously.
"Rules change - unclear/game flow" for changes such as BFI vs Turrets, where that is the chosen way of playing but not explicitly defined in the rules, or when the rules are explicitly defined but make no sense at all and no-one would seriously play that way (can't think of one in BFG but there are quite a few in 40k, see here (http://www.dakkadakka.com/dakkaforum/posts/list/278461.page))
"Question - unclear" for when the rules are slightly murky, but defined in the rules if you know the 5 different paragraphs to reference
"Question - RAW" for very simple things that require only a single page number+paragraph to answer.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Masque on November 11, 2010, 12:15:21 PM
For the sake of clarity, a non-braced ship with LB capacity 4 launches 2 bombers only. Does it have to reload before launching another 2?

This is actually a very good question I have encountered a couple times in games.  If a ship with 4 bays is braced it may only launch 2 squadrons.  If it does so, may it launch the other 2 next turn?  Is the answer different if the ship isn't braced but chooses to only launch 2 squadrons?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 11, 2010, 01:09:26 PM
When braced 2 is 2 and nothing is carried over.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on November 11, 2010, 06:44:29 PM
That is totally not the question I thought I asked this morning. *doh*

Ship has LB Capacity 4, launches 2. Still has to reload before it can launch 2 more? Is it even possible to launch only 2 if not braced/crippled?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on November 11, 2010, 07:03:35 PM
I don't see why not. You are allowed to remove your own ordnance if you want to recall them before the start of the ordnance phase as per page 27 of the BBB. Since you place them in the shooting phase, I don't see why you couldn't just recall two of them before the start of the ordnance phase or more simply just put two out to begin with.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 11, 2010, 07:31:12 PM
RcG,
A ship with capacity 4:

* may launch 2 in turn 1
* may launch 2 in turn 2 without reloading.

* when braced may launch 2 in turn 1
* may not launch 2 as ship was braced before thus 2 was maximum available.

* crippled is halved before.
* crippled - braced is half-half (quartered).

I am like pretty sure that's how it goes. Someone may correct me though.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on November 11, 2010, 07:39:26 PM
So if it's possible to not launch all Ordnance, can a Retribution fire 6 torps in one turn and 3 in the next?

What about cruisers, perhaps firing one torp every turn for six successive turns?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 11, 2010, 07:43:55 PM
Torpedoes are not carried over, I am sure that's ruled.

In FAQ2010 The Retribution can split its wave in one turn though.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on November 11, 2010, 08:11:40 PM
Why are torpedoes different? Both are Ordnance.

It seems odd to me to rule one way for AC and a different way for Torps. There should be consistency, either launching individually is OK for all, or it isn't.

My personal ruling would be that if you fire/launch a particular weapon hardpoint, it must be fired at full power, no holding back! But if you are going to allow less than full power for AC, why not other weapons systems?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on November 11, 2010, 08:58:22 PM
Horizon, I'm not sure about what you are saying there. The ordinance rules say you have to RO before launching again so even if you launch just two fighters on a ship with a capacity for four you'd have to RO before launching again just like with torpedoes. Maybe I missed something in the FAQ?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 11, 2010, 09:07:19 PM
RcG, if you wish to fire only 3 batteries from a Lunar there is no rule preventing to do so. (eg splitting fire).

I kinda see the logic of torps vs ordance and the difference of loading mechanic.

To hold back AC can be a tactic, holding back batteries might seem... odd?

Vaaish,
I believe answer-mod Sigoroth ruled that once upon a time. And I do believe it was in a FAQ...

It also makes sense for attack craft:
you are loaded, launch 1 wave in a turn and keep another wave for a later turn.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on November 11, 2010, 09:21:06 PM
So why can't you launch 2 torps, and hold back 4 for the next turns?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: BlueDagger on November 11, 2010, 09:32:57 PM
While that makes sense fluff wise, it would make tracking of what has what loaded a little complicated. Imagine a Tau Missile Fleet launching odd numbers of salvos each turn and trying to keep track of every ship and how many it has left vs what is full or depleted. For game simplicity it should really be all or nothing.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on November 11, 2010, 09:33:27 PM
Horizon, I'm not seeing that in the current draft FAQ so I'd fall back to the original rules in the book. You launch ordnance and must reload before launching again regardless of how much you launched. It reduces paperwork since you don't need to track which ship has which markers on the board and it works the same for all ordnance types.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on November 11, 2010, 09:48:13 PM
Each marker is considered its own entity as far as being launchable is concerned. If you have a Dictator you can launch 4 AC markers, each of strength 1, and 1 torpedo marker with a strength of up to 6. Whatever you decide to fire is expended. Whatever you don't fire is still loaded. So if you fire 2 torpedoes, say, to fit the salvo through a narrow gap in your lines, then your torpedo marker has been expended and it requires a reload order to be able to fire your torpedoes again.

Both these issues (the holding over of AC and the inability to hold over torpedoes) have been ruled upon by the HA a long time ago, not that I could be bothered looking for the rulings.


However, there are some common sense considerations that confirm this ruling to a degree. Firstly, a Dictator that fires its torpedoes in one turn could not possibly have to RO in order to launch its AC. This would be ridiculous. By extension a carrier that launches from its port bays only should certainly not need to reload again before launching from its starboard bays.

As for the rule which says that when a ship has launched its ordnance it must RO before launching again, this strongly implies having launched all its ordnance. For example, the ordnance complement of an Emperor BB is 8 AC. So once it has launched its ordnance (8 AC) then it must reload before launching again. While it still has AC then it hasn't yet launched its ordnance complement.

Again, torpedoes are launched as a single marker, of variable strength. A single fighter can take out a single torpedo marker, whether it is a strength 1 or 27.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on November 12, 2010, 04:01:04 AM
So if it's possible to not launch all Ordnance, can a Retribution fire 6 torps in one turn and 3 in the next?

What about cruisers, perhaps firing one torp every turn for six successive turns?

great question
this seems an odd loophole

perhaps all ordnance must be launched with each launching; partial launches should not be allowed.
or that reload is necessary for each launch, regardless of the size of the launch
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Trasvi on November 12, 2010, 04:24:47 AM
Further reading of pg28 shows that "Torpedo salvos have a strength value and a speed value, which are shown on the ship's characteristics. The higher the strength, the more torpedoes there are." This would imply that if you have S6 torpedoes, you have no option but to fire S6 torpedoes.

On the other hand "Launch bays are rated by the number of squadrons they must launch at once." Use of the word CAN might suggest that you can launch less than that if you wish.

I would suggest that once ordnance has been launched from one hard point, you may not launch ordnance from that hard point again before reloading.
This way if you have a ship with Port and Starboard launch bays, and prow torpedoes, and you fire the torps+ even one of your Port AC in one turn, you may still launch from the Starboard side before you need to reload.


Edit: What about a ship that has launched a portion of its ordnance, and then is crippled or braced? I assume you would just halve the amount remaining, but some might say that if you have launched 2 out of 4 and then are crippled, you now have 0 out of 2.


Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 12, 2010, 04:42:57 AM
Phew,  I am glad Sigoroth backed me up on the ancient rulings.... :)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on November 12, 2010, 07:31:56 AM
Further reading of pg28 shows that "Torpedo salvos have a strength value and a speed value, which are shown on the ship's characteristics. The higher the strength, the more torpedoes there are." This would imply that if you have S6 torpedoes, you have no option but to fire S6 torpedoes.

On the other hand "Launch bays are rated by the number of squadrons they must launch at once." Use of the word CAN might suggest that you can launch less than that if you wish.


Firstly, if as Horizon says, there is nothing forcing you to fire an entire salvo of weaponry at once, if you fired 4 you would still have 2 loaded. Weapons Batteries are also described as firing by Salvoes.

Secondly, I don't think "CAN LAUNCH 4" is used in any sense other than "CANNOT LAUNCH MORE THAN 4".
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Trasvi on November 12, 2010, 07:48:11 AM
Further reading of pg28 shows that "Torpedo salvos have a strength value and a speed value, which are shown on the ship's characteristics. The higher the strength, the more torpedoes there are." This would imply that if you have S6 torpedoes, you have no option but to fire S6 torpedoes.

On the other hand "Launch bays are rated by the number of squadrons they must launch at once." Use of the word CAN might suggest that you can launch less than that if you wish.


Firstly, if as Horizon says, there is nothing forcing you to fire an entire salvo of weaponry at once, if you fired 4 you would still have 2 loaded. Weapons Batteries are also described as firing by Salvoes.

Secondly, I don't think "CAN LAUNCH 4" is used in any sense other than "CANNOT LAUNCH MORE THAN 4".

On the contrary, there is nothing allowing you to fire less than your allocated amount of weaponry. The rulebook says 'this is how many dice you roll'. It does not say more, or less, ergo you roll the number of dice you are told to.
Also, on the first page of the general 2010 FAQ: "Splitting Weapons Fire Against a Single Ship: You cannot split your fire at a single target!". Only firing half your weapons counts as splitting fire, right?

As for the 'can' vs 'can only' thing... that debate crops up every now and again on DakkaDakka's YMDC forum in regards to many rules in 40k. It can get pretty heated at times. If you have been given permission to launch 4 bombers, is it more or less right to assume that means 'up to 4 bombers' or 'exactly 4 bombers'? The latter requires less assumptions about the intent of the rules.

(please note that I may or may not actually agree with what I'm writing here; just playing devil's advocate)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on November 12, 2010, 07:56:03 AM
I'm not particularly interested which way the ruling goes - I actually think S1 torp salvos over 6 turns would be pretty devastating in a war of Ordnance superiority. I just want some consistency; Either everything has to fire at full strength or nothing does.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Mazila on November 12, 2010, 08:05:23 AM
If fighters on cap as per FAQ 2010 don't count as a wave for the purpose of killing torps you should allow the torps to be fired separately. If it counts as a wave then just as it has always been - full salvo shot.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 12, 2010, 08:11:51 AM
Wot Wat Wit ???

RcG: Torpedoes:
A ship can decide to fire a torpedo salvo.

The Lunar with strength 6 can decide to launch:
a salvo of strength 6  or 5 or 4 or 3 or 2 or 1
It cannot launch 6 markers of str1.

No matter how much torps it launched it always needs to reload to fire new torpedoes.


Mazilla,
what's the difference? the fighter wave only offers 1 marker to intercept the torp marker. the remaining markers remain in place.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Mazila on November 12, 2010, 08:23:02 AM
Thats if fighters are intercepting because you are splitting a wave and sending 1 in, but if torpedoes are hitting  a wave of fighters in front of them they are all removed. Or did i get it terribly wrong? At least this is the way it seams by the bluebook
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 12, 2010, 08:26:58 AM
No wai.

Yes, you send 1 torp in to remove 1 marker.
But you need to have more str1 markers to remove all fighters.
But you cannot launch 6 str1 markers from a Lunar.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on November 12, 2010, 02:19:24 PM
The issue of firing up to your maximum weaponry was settled soon long long long ago. If I remember correctly, and it has been a loooong time, it was settled in the original forums, before the SG forums, before the black backed BFG forums. In essence, you don't have to fire all your weapons. If you have 12 WBs you could decide to fire only 6 if you wanted to. If you want to split your fire amongst multiple ships then you need to take a test to do so.

Similarly the HA ruled that you could fire less than your maximum torpedoes. This was to allow people to sneak them through holes in their line so they didn't shoot their own ships, though there are other reasons why someone might want to do so. At the same time the HA said that any unfired torpedoes were lost.

It comes down to how the game treats ordnance. A single salvo of torpedoes is treated as a single marker, regardless of strength. Whereas a wave of AC is made up of individual markers. Therefore once your torpedoes have fired, at whatever strength, they must be reloaded before firing again.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on November 12, 2010, 02:27:12 PM
Quote
Each marker is considered its own entity as far as being launchable is concerned. If you have a Dictator you can launch 4 AC markers, each of strength 1, and 1 torpedo marker with a strength of up to 6. Whatever you decide to fire is expended. Whatever you don't fire is still loaded. So if you fire 2 torpedoes, say, to fit the salvo through a narrow gap in your lines, then your torpedo marker has been expended and it requires a reload order to be able to fire your torpedoes again.

Both these issues (the holding over of AC and the inability to hold over torpedoes) have been ruled upon by the HA a long time ago, not that I could be bothered looking for the rulings.


However, there are some common sense considerations that confirm this ruling to a degree. Firstly, a Dictator that fires its torpedoes in one turn could not possibly have to RO in order to launch its AC. This would be ridiculous. By extension a carrier that launches from its port bays only should certainly not need to reload again before launching from its starboard bays.

As for the rule which says that when a ship has launched its ordnance it must RO before launching again, this strongly implies having launched all its ordnance. For example, the ordnance complement of an Emperor BB is 8 AC. So once it has launched its ordnance (8 AC) then it must reload before launching again. While it still has AC then it hasn't yet launched its ordnance complement.

Again, torpedoes are launched as a single marker, of variable strength. A single fighter can take out a single torpedo marker, whether it is a strength 1 or 27.

Thanks, perhaps this should be added back to the FAQ?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Gron on November 13, 2010, 10:11:48 PM
(This may already been adressed)
Boarding Torpedoes
Just had a discussion about this and the question came up as of why b-torps require to hit vs armour? They are more agile than regular torps and I can't really see as why one would want to use b-torps vs normal torps (when this option is available). Sure it can be useful to remove a broadside but those are often repaired immediately vs a permanent hitpoint of damage.
Would make more sense that they hit like a-boats? In this case I see their use.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Zelnik on November 15, 2010, 10:59:28 AM
Now that all torpedo strengths are determined by a single counter, here are some questions.

Is the counter supposed to be on a 2x2cm square like the rest of the ordnance markers? (the wording is a little vague in the pdf)

When a slavo reaches greater then 6, should you add a second torpedo square next to it and use a separate dice for the rest of the salvo?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on November 16, 2010, 10:02:08 PM
Think boarding torps should be noted as preloaded if you want to shoot them as the first game salvo, like other specialty torps, and state what you are reloading when you go on RO.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Mazila on November 17, 2010, 07:51:03 AM
Boarding torps are so broken atm so noone apart from the Tyranids really uses them anyway. So this further nerf is not needed really.

With regards to Fighters on Cap - for some reason i think it was intended to keep al fighters as a wave on the cap so that they pass only 1 check for being in contact with BM when ship is under fire.

A clarification about torpedoes hitting a wave of fighters is needed in that case or clarification that 1 torpedo salvo, no matter what strength counts as only 1 ordanance marker.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on November 17, 2010, 08:13:02 PM
Boarding torps are so broken atm so noone apart from the Tyranids really uses them anyway. So this further nerf is not needed really.

With regards to Fighters on Cap - for some reason i think it was intended to keep al fighters as a wave on the cap so that they pass only 1 check for being in contact with BM when ship is under fire.

A clarification about torpedoes hitting a wave of fighters is needed in that case or clarification that 1 torpedo salvo, no matter what strength counts as only 1 ordanance marker.

The higher the strength, the more torpedoes there are in a salvo and the larger the marker placed to represent the salvo (BBB pg 28 Torpedo Rules section, first paragraph - emphasis mine).
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 17, 2010, 08:15:55 PM
Boarding torps are so broken atm so noone apart from the Tyranids really uses them anyway. So this further nerf is not needed really.

With regards to Fighters on Cap - for some reason i think it was intended to keep al fighters as a wave on the cap so that they pass only 1 check for being in contact with BM when ship is under fire.

A clarification about torpedoes hitting a wave of fighters is needed in that case or clarification that 1 torpedo salvo, no matter what strength counts as only 1 ordanance marker.

The higher the strength, the more torpedoes there are in a salvo and the larger the marker placed to represent the salvo (BBB pg 28 Torpedo Rules section, first paragraph - emphasis mine).
Per FAQ2010 torpedo markers are no longer used. Place a marker of str3 or a 2cm x 2cm base with a dice on top to represent the strength.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on November 18, 2010, 01:32:56 AM
Per FAQ2010 torpedo markers are no longer used. Place a marker of str3 or a 2cm x 2cm base with a dice on top to represent the strength.

I know the rules have been changed. I was merely pointing out that there was no need to clarify that torpedoes count as a single marker regardless of strength, as they always have been.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Zelnik on November 18, 2010, 01:57:21 AM
My question has not been resolved, do you put down a second marker side by side for the next six torps?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 18, 2010, 05:17:03 AM
I gave my opinion/idea. HA should chip in.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Mazila on November 18, 2010, 03:12:03 PM
For TAU torpedoes - Do they act as normal torpedoes on the 1 turn and fly only in 90 degree arc, or can I turn them straight away and launch between 45 and 135 degree?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 18, 2010, 07:13:04 PM
No, has been ruled (somewherel, ah yeah Armada itself iirc) that they may only turn after the first ordnance phase they been fired.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on November 18, 2010, 10:01:25 PM
My question has not been resolved, do you put down a second marker side by side for the next six torps?

What is your question? Is it whether the salvo counts as 1 marker for things like fighter interception, etc, even when there're 2 physical markers? If so, then yes, it counts as 1 marker. If you're asking for a clarification of whether you place an extra marker (therefore double the width) or just an extra dice, I don't know, since I haven't read the new rule.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Zelnik on November 19, 2010, 04:52:03 AM
If you would read back to the last post..

When you have a salvo of torpedos greater then 6, (through combined squadron salvo's or battleship launches), do you still use just one token with two dice, or two tokens with one dice for each. Effectively making each token worth up to strength 6.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on November 19, 2010, 10:05:05 PM
I saw what you wrote, but the reason you ask is still unclear. Are you just asking to know if larger salvoes will be wider or to determine if larger salvoes will require more fighters to knock down?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Zelnik on November 20, 2010, 02:13:27 AM
Wider. I know it just takes one to remove it.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on December 01, 2010, 06:24:41 AM
I kind of struck upon something while I was working the night shift the other day.

This is another alternate proposal to how AC work.  It will be more than the HA wish to do because a real update seems to go against whatever their MO is.  But bear with me, for theory and sake of local play.

Not discussing price changes in carriers, though this will almost surely cause them to not need to be as pricey.  I find its best to argue out the actual rules before points costing is discussed.  I will along with the rules, the logic that led to them.

Turrets roll to shoot down ordnance, they roll their dice and then they are mostly done.

Bombers are certainly nowhere near the size of 200 foot long torpedoes packed with ship-killing explosives.  There is no way they could do exponentially more damage.  They do however benefit from seeking out the weakest armor, and through this can sometimes achieve more precise strikes at weak points.  Bombers roll 2d6 against the weakest armor of a ship.

Fighters protect the bombers on their attack runs, and run interception/diversion as needed.  If there is not at least one remaining fighter marker in a wave to divert enemy fire after turrets have been rolled, bombers only roll 1d6 on their attack runs.  Markers that have the option to act as fighters must have their role in the attack run declared before turrets are rolled.

Fighter bombers act as both fighters and bombers.  When attacking a ship, markers with the fighter-bomber rule roll 1d6 against weakest ship armor, but do not have their roll reduced by lack of dedicated fighter markers.

Assault boats work as normal.  Surviving fighters in a wave with assault boats, -1 if bombers are also in same wave, may give a +1 bonus to the hit and run roll of the assault boat at a 1:1 ratio, as they cover the advance to the most optimal boarding location.

It always bothered me that bombers could do more damage than torpedoes could, to massive city sized ships covered in armor.
I feel these rules brings AC down to a good attack option with its own advantages and disadvantages.  It also saves minutes in the game by eliminating a dice mechanic.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on December 03, 2010, 05:55:58 AM
Alternate idea is 3 and 2 if unsupported instead of 2 and 1 unsupported, but I'm not sure if thats too powerful or not.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on December 03, 2010, 06:36:18 AM
More dice on one str3 marker per FAQ2010...
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on December 03, 2010, 07:10:20 AM
Say what?  Oh, you are talking of torps I assume?  Thats a good thing right?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on December 03, 2010, 07:33:50 AM
Yes. Dunno if it is good. I would rather have two str3 markes with seperate dices in b2b contact if strength is above 6.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on December 03, 2010, 08:20:37 AM
Oh, simply for the reason of not having 2d6 on/behind a marker, id assume.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on December 04, 2010, 08:11:12 PM
Thoughts on squadrons combining AC like they do torps?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on December 04, 2010, 09:38:44 PM
LS, don't combine AC, it'll get messy. All you really do is then make it so a single fighter takes out the whole combined wave which no one will want to have happen.

Even putting the dice behind the torpedo marker gets pretty messy once you hit 3d6 which isn't that hard to have happen. It gets even more so when you have ordnance from both players in close proximity. Putting the d6 on the marker makes it obvious what goes with what and having one marker per s6 torpedoes doesn't neuter IN.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on December 04, 2010, 09:54:34 PM
Ok, I get the torp argument more I think, except from a fluff perspective, which is what won me over from the long torp lines in the first place.

Do you know what I mean when I say combining AC?  I don't mean fighters and torps, though that is an interesting idea id like to pursue.  I mean, say, 2 Defiants in a squadron in btb being able to make a str4 wave.  I don't know why a fighter would wipe out the whole wave.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on December 04, 2010, 10:02:30 PM
They  can do it as per the rules already.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on December 04, 2010, 10:31:07 PM
^ This.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on December 04, 2010, 11:04:01 PM
You mean squadroned wave combinations?  Psh, wish I had known that.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on December 04, 2010, 11:29:41 PM
To be fair, I think the rule for it is in the Squadron section of the Rulebook and not in the Ordnance section.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on December 04, 2010, 11:51:41 PM
So it IS just for squadroned vessels then.

Gives me a reason to squadron 3 Protectors, really.  Otherwise I was just wishing that bay would drop altogether to lower points cost.  Now at least I can have a modest wave.  Still need squadron and btb, I assume?

While I'm thinking about it, would 'combined salvo/wave for squadrons' be broken if it was 5cm and not btb?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on December 04, 2010, 11:58:49 PM
Squadroned and in B2B. For changes you have to ask Nate about that.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on December 05, 2010, 04:23:33 AM
i noticed no standard base size for attack crafts.
good.



would still have preferred the epic bases with variable strength
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Lord Duggie The Mad on December 05, 2010, 09:54:36 AM
I use the small square bases to represent a single squadron of attack craft, and the epic bases (which are conveniently twice the size of a square base) to represent a two-squadron wave.

I'd be hesitant to use a die to represent all my attack craft having spent longer than I really should have painting them up  ;D
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Zelnik on December 14, 2010, 06:30:58 PM
You can always use the fantasy 2x2 or the old epic bases, which are designed to take BFG ordnance mini's.

Also. flybywire: PLEASE make a ruling on the torpedo markers, and PLEASE have each marker 1-6.  Vaaish and I have been arguing this point, i really cannot see a good reason to keep everything down to a single 2x2..
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on December 14, 2010, 07:20:32 PM
Hey, I support the 1-6 per marker as well as I stated a time or two, three, more?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on December 14, 2010, 08:57:15 PM
should squadron launching combined torpes be allowed one torp base per ship, all lined up together?
a wider front for squadron may make squadrons more appealing beyond the leadership sharing.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Zelnik on December 14, 2010, 09:49:27 PM
Okay, add Horizon to the list then :P

It is simple. The strength per base is 1-6. If fired in a squadron in a single salvo, you place down the minimum number of counters for the full salvo (no having 9 st 1 markers in a lone).  Since it is in a squadron, you have the option to fire each strength individually, just like you can now.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on December 14, 2010, 11:34:28 PM
Isn't max squadron size 6?
Seems odd that 6 escorts in a line has an attack profile of torps less than a single small base
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Zelnik on December 15, 2010, 12:01:07 AM
Well your average escort is going to launch two counters (unless you play with falchions), which isn't TOO bad. It still works, evidently. 

The way the HA have it now, your getting one token for any strength, so, go-go gadget dice!
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on December 15, 2010, 01:24:32 AM
not a fan


maybe the rule should say each ship launch one marker of 1-9 strength torpedo attack
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Zelnik on December 15, 2010, 05:25:34 PM
I can understand why your not a fan, fracas. I wasn't in the beginning, but it grew on me quickly.  Allow me to explain it's merits and flaws to the best of my detail.

Merits:
1. It replaces the torpedo counters with something far more durable and easy to acquire. True you can just print them out, but paper counters are flimsy and can be blown around on the table, or in some cases, be impossible to pick up :P

2. It makes it easier to manage the number of torpedo's on the table, instead of replacing counters, you just adjust a dice.

3. According to play testing, it still does a good job of area denial

4. It standardizes the ordnance of the game.

5. Destroying salvo's of torpedo's is now more difficult (there being significantly less surface area that a single fighter can get to)

Flaws
1. Area denial is weakened.

2. Ruins the value of boxed sets

3. makes torpedo escorts less intimidating

4. you now have to make new counters.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on December 15, 2010, 05:37:06 PM
Zelnik, it doesn't really affect the value of boxed sets or cause you to make new counters. The FAQ specifies them as being the size of a s3 marker which means you just have to clip all those s6 markers from the box set and those you've printed in half to match the new standard size.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on December 15, 2010, 06:10:27 PM
I am fine with using a 20mm square base as torpedo markers, with a die to represent the strength
What I would prefer is that each ship launches it's own marker and thus a squadron of 3 combining launch would use three bases, one for each ship of the squadron
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on December 15, 2010, 08:45:17 PM
I am fine with using a 20mm square base as torpedo markers, with a die to represent the strength
What I would prefer is that each ship launches it's own marker and thus a squadron of 3 combining launch would use three bases, one for each ship of the squadron

+1.  1 Marker per S6 or part thereof of each ship firing.

If a Retribution and a pair of Dauntlesses could hypothetically combine torps, it would be 4 markers:

S6(Dauntless)
S6(Dauntless)
S6(Retribution)
S3(Retribution)

No stupid dice stacks like at present. Simply remove torp casualties from the weakest marker until it is dead, then carry over on the next weakest.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on December 21, 2010, 08:37:08 AM
So there is some confusion I'm having on fighta bommaz acting as just fighters.

So each fighta-bomber will do (D3-T)+1 Each right? Well it says that a fighta bomber can act as just a fighter and give another marker +1 to it's attack runs. This seems pointless, as it would already give itself +1 if it survived. Shouldn't this be in addition to it's own attack, so instead it would donate 2 attacks?

So I guess what I'm asking is does it work like this:

2 FBs attack a Murder class cruiser, one decided to act solely as a Fighter; the Bomber then gets (D3-2)+2 attack runs.

Or like this:
2 FBs attack a Murder class cruiser, one decided to act solely as a Fighter; the Bomber then gets (D3-2)+3 attack runs?

Sorry this section is very confusing. Also from what I understand turret supression works differently than normal for FBs, who will simply always add 1 attack run to themselves regardless of turrets? Or does there need to be one turret in existence?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on December 21, 2010, 12:53:02 PM
The examples for fighter bombers make it clear.

If you decide on is a fighter then it does not roll d3-3 but adds + 1 even if destroyed.
If not as fighter then it is D3-3 plus +1 if it survives.

So vs low turrets (2,1) better to use fighter bomber only. Against high turrets adviced to make some fighters.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on December 21, 2010, 02:14:37 PM
So what was the final ruling for fighter bombers?  What was the one we like better?


That reminds me of the Tau, of course.  Something that has been bothering me about Mantas.
If they could lose their resilient status, that would go a long way to making the Korvattra just about perfect as a fleet, along with -2 ions on the Hero and buffs to the Merchant.
Then there is no need to limit or increase cost of the Explorer.

My reasoning is thus:  The supposed reason for the manta being Resilient is its size and sophistication.  I see this as flawed reasoning.
A Fury interceptor is around 70 meters long, and the Starhawk bomber is larger still, small ships in their own right.
Then, one marker represents not just one, but a squadron of these vessels, 3-5 seeming to be the average, depending on class.  These ships are as large as the Manta.

My point is, the Manta should be considered to be flying in squadrons as the other ships just to be counted as a full marker, much less resilient.
But lets say a lot more resources go into the Manta, much more than the usual bomber.  Then we could say that it by itself has the power of a squadron.  Thats a stretch, but it certainly is more of a stretch to suggest that one Manta is more resilient than a squadron of its counterparts.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Zelnik on December 22, 2010, 06:10:03 AM
good lord someone talk to flybywire and have him do something about the torpedo rules!!!
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on December 22, 2010, 06:46:37 AM
I did I did.

ps it is also the work of Patriarch & Raysokuk.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on December 22, 2010, 07:46:03 AM
Well that's the thing, you wanted a consistently sized torpedo marker, and that is what you get. Still the argument happens with bigger torp markers and the fact that every torp get's a bigger 'vision' area because there are more torps?

I really do think that they should've gone with a marker size 4-5 to try to hurt the IN less, as they are the only ones really affected by it. Or well I guess douchey nightshade lists would be better.....
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Zelnik on December 23, 2010, 10:34:16 PM
Hey folks, just had a game the other day using the current torpedo rules.

They are not as.. bad... as i thought they were, since the most torpedo's i launched in a single token was 12. (two d6's side by side behind the counter)

I am pushing for a revision of the rules, but a little less firmly, there were a lot of moments where the counters were not needed (directly shooting into the enemy vessel, next round fly into oblivion). However, I stress that 1-6 really is the better deal.

Plaxor, the imperial navy really does not need a huge advantage in this case, they have gotten plenty of glitter in the FAQ, and there is nothing special about their torpedo's.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on December 23, 2010, 10:36:36 PM
Plaxor, the imperial navy really does not need a huge advantage in this case, they have gotten plenty of glitter in the FAQ, and there is nothing special about their torpedo's.

Truest.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on December 23, 2010, 11:24:36 PM
If the torps dont have a possibility of hitting anything else in the next turn, I almost always just draw a line and not bother with markers.
Same with AC.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on December 23, 2010, 11:41:13 PM
Agree:
1-6 per marker
Combine launches from squadron uses 1+ marker per ship
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on December 26, 2010, 10:03:23 AM
We also remove markers, even full strength ones if they passed something and they will never hit anything in the game for the coming xillion turns.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on December 26, 2010, 05:36:19 PM
If it must change, which I dont believe it should, I'd vote 12 per.  You can fit 2d6 on it easy.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 12, 2011, 08:28:29 PM
Quick question.  Im so immersed in the many turret/AC variant rules that I have forgotten what is official?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 13, 2011, 06:37:17 AM
FaQ2010
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 13, 2011, 08:33:45 PM
Is it agreed that they are acceptable, or that they suck? :)

Also.  Random idea for the specialty torps.

Silent Running Torpedoes:
A variant that came to popularity during the Third Armageddon War, SR Torps fire an explosive burst on launch that propels them into space, and activate their manouvering thrusters only when their sensors register a target.  Though much slower than normal torpedoes, this tactic made the tiny (by space standards) torpedoes incredibly difficult to track for the opposing Ork fleet.

SR Torpedoes only move at 10cm per ordnance phase, but turrets need 6s to hit them.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 13, 2011, 08:37:01 PM
I think the FAQ rules are sufficient. But would find them better if only surviving fighters added an +1 attack.

I dislike all special torps so don't care. (serious) :)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on January 13, 2011, 08:53:58 PM
I would agree with Horizon, however the FAQ 2010 rules for turret suppression at least removes the bizarre one bomber and X fighters.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on January 14, 2011, 12:56:49 AM
Having considered turrets further, I don't think that battleships should necessarily have more turrets than cruisers, or escorts for that matter. After all, there may physically be more turrets on the ship, but the turret rating doesn't just represent the physical number of turrets. It also represents coverage. More turrets on an Emperor than on a Cobra, but also far more area to cover and far more blind spots.

So what if an Emperor has 400 AAC guns and a Cobra has only 4 if the bombers only attack from an angle that exposes them to 4 of the Emperors guns? There may be some variance in coverage of course, but I don't think on the level that we're seeing.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 14, 2011, 02:31:46 AM
I agree with you completely Sig.  I've been saying that for awhile, just never was the single purpose of a post. 
It should be density, not size.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: skatingtortoise on January 14, 2011, 03:04:25 AM
it could be argued that since a BB is much more than 4 times the size of an escort, density has been taken into account. you could reason that BBs would also have greater power/space reserves for better turrets, and density would all depend on turret 'range' too. if a 1km escort had a turret at each end with a 1km range each, it would have a coverage of 2 turrets/km. if the range was 2km, it would have a coverage of 2 turrets/km, as there are only two turrets. scale this up to a 10km BB, and the 1km range turrets have the same coverage, but the 2km range turrets have a coverage of 4 per km.

this is obviously very simplified, but if the turrets have a very large range compared to ship size (and massed turrets suggest they do) then suddenly actual numbers of turrets makes a significant difference.

 
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 14, 2011, 03:31:49 AM
Well you are right, battleships can be assumed to have the very absolute best in energy tech, since their shields are twice the strength of a cruiser, even though spread over a larger area.  So more power for turrets?  Maybe, but turrets aren't really the kind of thing I would think would be linked to the core power of a ship.  I would not in theory at all be against larger ships not always having more turrets.

Its one of the reasons I think 6 turrets on an ork hulk is so ludicrous.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 14, 2011, 01:11:14 PM
This is why i think bomber attack runs should be independant of turrets.

A turret has a long range, and if a battleship has more of them then they can put out more fire on the bomber's approach and therefore kill more of them.

But if they only have the same DENSITY on the ship, once the bombers start making their close-range attack runs, the turrets are going to be no more effective than those on cruisers.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on January 14, 2011, 02:06:48 PM
It's not only density. Battleships will have much more turrets and more powerful turrets than an Escort. More turrets means more chances of shooting a bomber down.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 14, 2011, 02:19:36 PM
And the greater number of turrets represents the additional casualty caused whilst closing.

But whilst the number of casualties in the closing stages depends linearly on the number of turrets, when the bombers are making their attack runs suppression should depends on the turret per area.

Now suppose a battleship has twice the turrets of a cruiser (4 vs 2). Whilst the bombers are closing, they'll be able to score twice as many kills. Up until this point, the rules are a good fit.

However, once the bombers have closed to close range and the turrets have to track tens of degrees to aquire a new target rather than a fraction of a degree, the bombers are flying every which way instead of nicely lined up in formation, and the contours of the ship itself are obscuring firing lines, the turrets required for suppression should depend strongly on the turret density.

A battleship with twice as many turrets and twice the surface area would be no better than a cruiser at suppressing close-range bombing runs.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on January 14, 2011, 11:10:54 PM
And the greater number of turrets represents the additional casualty caused whilst closing.

But whilst the number of casualties in the closing stages depends linearly on the number of turrets, when the bombers are making their attack runs suppression should depends on the turret per area.

Now suppose a battleship has twice the turrets of a cruiser (4 vs 2). Whilst the bombers are closing, they'll be able to score twice as many kills. Up until this point, the rules are a good fit.

However, once the bombers have closed to close range and the turrets have to track tens of degrees to aquire a new target rather than a fraction of a degree, the bombers are flying every which way instead of nicely lined up in formation, and the contours of the ship itself are obscuring firing lines, the turrets required for suppression should depend strongly on the turret density.

A battleship with twice as many turrets and twice the surface area would be no better than a cruiser at suppressing close-range bombing runs.

Sorry, I don't agree. Yes you've closed in a certain area. So let's say density is the same. Fine. However, that doesn't change the fact that the area of a battleship is much bigger than a cruiser and so the number of turrets shooting at you from the adjoining areas are still much more than that of a regular cruiser. There is still more flak being thrown up compared to a regular cruiser which may throw one's aim off. Whether actively shooting down the attacking bombers or passively suppressing them, the amount of shots being fired are still almost the same even assuming some turrets won't be able to shoot at the bomber in the said area.

The only way for your scenario to happen would be for the bombers to be on top of the target at point blank range. Anything beyond that turrets would still be able to shoot at the bombers.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: skatingtortoise on January 16, 2011, 09:37:18 PM
And the greater number of turrets represents the additional casualty caused whilst closing.

But whilst the number of casualties in the closing stages depends linearly on the number of turrets, when the bombers are making their attack runs suppression should depends on the turret per area.

Now suppose a battleship has twice the turrets of a cruiser (4 vs 2). Whilst the bombers are closing, they'll be able to score twice as many kills. Up until this point, the rules are a good fit.

However, once the bombers have closed to close range and the turrets have to track tens of degrees to aquire a new target rather than a fraction of a degree, the bombers are flying every which way instead of nicely lined up in formation, and the contours of the ship itself are obscuring firing lines, the turrets required for suppression should depend strongly on the turret density.

A battleship with twice as many turrets and twice the surface area would be no better than a cruiser at suppressing close-range bombing runs.

Sorry, I don't agree. Yes you've closed in a certain area. So let's say density is the same. Fine. However, that doesn't change the fact that the area of a battleship is much bigger than a cruiser and so the number of turrets shooting at you from the adjoining areas are still much more than that of a regular cruiser. There is still more flak being thrown up compared to a regular cruiser which may throw one's aim off. Whether actively shooting down the attacking bombers or passively suppressing them, the amount of shots being fired are still almost the same even assuming some turrets won't be able to shoot at the bomber in the said area.

The only way for your scenario to happen would be for the bombers to be on top of the target at point blank range. Anything beyond that turrets would still be able to shoot at the bombers.

shape is also a factor - RC's scenario is good for spheres, or surfaces where each turret has a limited field of fire, but if the defended object is a flat surface and the turrets have a wide field of fire, assuming they have enough range to hit anything they see they can at least provide some flak. in terms of density its not number of turrets per square metre, its numbers of turrets that can see bombers.

an extreme comparison would be 4 turrets on the outside of a sphere, which couldnt see each other at all and youd have blind spots, and 4 turrets on the inside of the same sphere. same surface area, same number of turrets, but the latter could bring 4x the weight of fire to bear on bombers.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 16, 2011, 10:26:58 PM
In my personal envisioning of BFG, attack runs do take place at point blank range, star wars style.

But it's not just field of fire that counts - at long range, all the turrets can suppress all the bombers at once, because the bombers are all located within a tiny fraction of angle and a miniscule traverse of the turret threatens all the bombers. At close range, even they can traverse fast enough to track a bomber (unlike in star wars for example), they can't threaten all the bombers at once because the bombers most likely massively outnumber the turrets. 1 group of targets becomes a hundred. It's like the difference between tracking a formation of geese flying over a field with a flock of bats swarming round your head.

Diminishing field of fire, inability to traverse fast enough, and a target rich environment all play a part at allowing bombers to break suppression at close range and are a good argument for suppression being independent of turrets.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on January 16, 2011, 10:58:35 PM
Diminishing field of fire, inability to traverse fast enough, and a target rich environment all play a part at allowing bombers to break suppression at close range and are a good argument for suppression being independent of turrets.

Increased number of turret fire, forcing the target to jink at ranges much farther out until the bombers get into point blank range and so mess up targetting runs and again more turrets shooting at the bombers all play a part in suppression of the bombers. Sorry but turrets will suppress bomber runs in addition to shooting down bombers.

If we followed your idea then the cruiser would also have to have its turret suppressing weakened to 1 since that is the lowest amount of turret available in a cruiser. Why? Because we can then say I don't think a regular cruiser would have more turret density than a light cruiser. So now we're going to say a bomber attacking a battleship would be rolling at (D6-1)? Uh...NO!

Just makes things more terrible. The existing rules are fine. It would and should be a suicide run for bombers to deliberately attack battleships and even if they do get to attack there would still be that measure of difficulty.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on January 16, 2011, 11:43:16 PM
It's not only density. Battleships will have much more turrets and more powerful turrets than an Escort. More turrets means more chances of shooting a bomber down.

It is about density. Turret weaponry is pretty much the same as 40k weaponry. There would be no difference in size of turret between an escort and a battleship. BBs would not have more powerful turrets. While they would have more, they would also have a lot more blind spots. They're over 5km long.

So no, they wouldn't force the bombers to jink from further out. No there wouldn't be more firepower coming at the bombers.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 17, 2011, 12:00:24 AM
I think this just is being said that future designs dont have to have 4 turrets?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on January 17, 2011, 12:38:59 AM
It is about density. Turret weaponry is pretty much the same as 40k weaponry. There would be no difference in size of turret between an escort and a battleship. BBs would not have more powerful turrets. While they would have more, they would also have a lot more blind spots. They're over 5km long.

So no, they wouldn't force the bombers to jink from further out. No there wouldn't be more firepower coming at the bombers.

5 km isn't that all a big distance when it comes to weapons. It's about as flat as one can get on a ship and this means on a battleship, one would have around twice the number of turrets vis a vis a cruiser available and so more firepower would be coming at the bombers. Even the turrets farthest from the prow can target a bomber coming in on the area of the prow and blind spots while existent can be covered until a bomber gets underneath the turret's threat axis.

Note also that ordnance can be engaged from a hundreds of kilometers out and can extend further on a battleship's big base if we follow the ratio of 1 cm=1,000 km.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 17, 2011, 02:10:33 AM
I wouldn't hold base size as maximum turret threat range.  Though turrets would have a more effective range in space, I think 5km sounds about right.
Turrets would be limited by their own swivel joints, but I could see more being able to be focused at incoming bombers.  Still don't think they would count as double.  I think its best to agree that both parties are right, size doesnt equal density, but we just accept that battleships are very valuable and packed to the teeth with turrets.

Now extra turrets on carriers, that I dont get.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on January 17, 2011, 10:28:33 AM
Well, ships in Gothic just aren't all that flat. There are crenellations, buttresses, towers, folds, etc. Also, we are talking 40k weaponry here, burst cannons, lascannon, autocannon, multi-lasers, etc. That gives them a range of, like, a couple hundred yards! I really don't see BBs being more protected than even an escort, let alone a cruiser. Maybe if you're going for a lot of AA then the turrets/km2 could be upped to a rating of 3 I suppose.

I just don't see ratings of 4, 5 or 6. I suppose it's possible, if the ship is just bristling with AA guns. But if we're going to be using the whole "d6-turrets for attack runs" thing then I think that the most well defended anti-ordnance ship should be 4 turrets. Bonuses to hit or re-rolls to hit and/or being able to fire at both torps and bombers are possibilities, but give bombers a chance to overwhelm a target.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 17, 2011, 12:06:22 PM
If we followed your idea then the cruiser would also have to have its turret suppressing weakened to 1 since that is the lowest amount of turret available in a cruiser. Why? Because we can then say I don't think a regular cruiser would have more turret density than a light cruiser. So now we're going to say a bomber attacking a battleship would be rolling at (D6-1)? Uh...NO!

Sorry, what sort of weird logic is that? A BB has twice as many weapons, but has twice the surface area, therefore its turret density and suppressive ability remains the same. IIRC, Cruisers are 5km long (FFG numbers), and thunderhawks are 26m long, up to 7 million times smaller. There are going to be blind spots.

Turret lethality scales with number of turrets, whilst turret suppression scales with turrets squared. An increase to 5 turrets from 4(to 120% lethality) would only be an increase to 110% suppression. On the other hand, a difference between -2 and -3 modifiers is a drop of 40% for the bombers. How is that fair? 4,5and6 turret ships are also effectievly invulnerable to bombers.

It makes far more sense to go for a flat D6-2 attacks. This makes BBs just as vulnerable to bombers that survive the initial flack wave as cruisers, which is how it should be.

Now on top of that, you can add in a couple of modifiers. +1 if the bombers are attacking a crippled ship, +1 for surviving fighters in the wave, -1 for ships in BtB contact. +/- 1 for particularly well defended/poorly defended ships, which would be noted on their profile special rules. These similtaneously provide a risk/protection trade off - increased vulnerability to bombers vs invulnerability in close formations vs risk of taking direct fire.

It could even be D6-3 attacks base, in which case a bomber wave would need fighters to help it break through suppression, even in the case of lone ships. It's a very star-warsy feel, which I find very appealing.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 17, 2011, 12:12:29 PM
I don't care. Keep it as is.

Honestly.

The game is already dominated by ordnance (check Adepticon for example).

This idea will make ordnance stronger once again.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 17, 2011, 12:20:09 PM
It does nothing to harm most cruisers, whilst at the same time providing tools to make give those same cruisers additional defensive powers.

EG, a Dominator with 3 Cobras in base contact encounters a S8 wave with 3 fighters and 5 bombers. The Dominator/Cobras mass turrets, and shoot down 2 fighters.

Under current rules, the bombers then get D6-2 each, +3 from the fighters (IIRC there was no neccessity for fighters to survive in FAQ2010). That makes an average 11.3 attacks.

Under proposed rules, the bombers get D6-2+1(surviving fighter)-3(cobras in contact) for D6-4, and 0.5 attacks each, 2.5 attacks.

Similiarly, an Emperor in the same situation would be no different than at present. Life would actually get easier against ordnance heavy fleets.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 17, 2011, 12:39:46 PM
Ya, you are adding your idea of turret suppression to it. That makes a difference. Say so ;)

Quote
Under current rules, the bombers then get D6-2 each, +3 from the fighters (IIRC there was no neccessity for fighters to survive in FAQ2010). That makes an average 11.3 attacks.
Between 3 - 7 attacks.

Quote
Under proposed rules, the bombers get D6-2+1(surviving fighter)-3(cobras in contact) for D6-4, and 0.5 attacks each, 2.5 attacks.
Between 0-2 attacks.

Given, official rules should be surviving fighters only as well imo (your example would be (D6-2)+1 =  between 1 - 5 attacks

But in your idea you must have escorts in contact thus hamper their tactical uses to soley one role.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 17, 2011, 12:49:33 PM
It doesn't have to be escorts, other capital ships would work too.

Also, I don't agree with your figures. 3-7 attacks? I make it min of 0 per bomber, plus max of 4 per bomber, +3 from fighters, 3 - 23 attacks, with an average of 11.3

New case, again, min of 0 per bomber, max of 2, 0-10 attacks, average 2.5.

How are you calculating those?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on January 17, 2011, 10:15:15 PM
Well, ships in Gothic just aren't all that flat. There are crenellations, buttresses, towers, folds, etc. Also, we are talking 40k weaponry here, burst cannons, lascannon, autocannon, multi-lasers, etc. That gives them a range of, like, a couple hundred yards! I really don't see BBs being more protected than even an escort, let alone a cruiser. Maybe if you're going for a lot of AA then the turrets/km2 could be upped to a rating of 3 I suppose.

I just don't see ratings of 4, 5 or 6. I suppose it's possible, if the ship is just bristling with AA guns. But if we're going to be using the whole "d6-turrets for attack runs" thing then I think that the most well defended anti-ordnance ship should be 4 turrets. Bonuses to hit or re-rolls to hit and/or being able to fire at both torps and bombers are possibilities, but give bombers a chance to overwhelm a target.

Having seen a lot of footages where battleships can throw up almost a wall of flak, I would still believe a battleship can throw off a bombers attacks much better vis a vis a cruiser. However, I can agree to battleship types getting capped at (D6-4) with cruiser types getting capped at (D6-2) meaning change the modifier to "Type" rating rather than "Turret" ratings. Escorts at 1, cruisers at 2 and battleships at 4. There would be a problem with the Light Cruiser though. Would it be a 1 or 2?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on January 17, 2011, 10:26:13 PM
If we followed your idea then the cruiser would also have to have its turret suppressing weakened to 1 since that is the lowest amount of turret available in a cruiser. Why? Because we can then say I don't think a regular cruiser would have more turret density than a light cruiser. So now we're going to say a bomber attacking a battleship would be rolling at (D6-1)? Uh...NO!

Sorry, what sort of weird logic is that? A BB has twice as many weapons, but has twice the surface area, therefore its turret density and suppressive ability remains the same. IIRC, Cruisers are 5km long (FFG numbers), and thunderhawks are 26m long, up to 7 million times smaller. There are going to be blind spots.

Your idea states that because of turret density, a battleship should not have not much more turret suppression than a cruiser. I just showed you that the Light Cruiser, a Dauntless, only has 1 turret. So basically that's the baseline that you should be following. So you should be rolling at (D6-1) for bombers attacking battleships. That's what my logic is about.

Turret lethality scales with number of turrets, whilst turret suppression scales with turrets squared. An increase to 5 turrets from 4(to 120% lethality) would only be an increase to 110% suppression. On the other hand, a difference between -2 and -3 modifiers is a drop of 40% for the bombers. How is that fair? 4,5and6 turret ships are also effectievly invulnerable to bombers.

Which is why I would agree to subject the modifier to "Type" rating rather than "Turret" ratings but I wouldn't agree that a battleship can only do a -2 for turret suppression. I would cap Type: Battleships to a max of -4, Type: Cruisers to -2 and Type: Escorts to -1. Crippling halves this to a min of modifier of -1.

It makes far more sense to go for a flat D6-2 attacks. This makes BBs just as vulnerable to bombers that survive the initial flack wave as cruisers, which is how it should be.

No it does not make sense as battleships have more turrets, even if they have similar density, to suppress bomber attacks.

Now on top of that, you can add in a couple of modifiers. +1 if the bombers are attacking a crippled ship, +1 for surviving fighters in the wave, -1 for ships in BtB contact. +/- 1 for particularly well defended/poorly defended ships, which would be noted on their profile special rules. These similtaneously provide a risk/protection trade off - increased vulnerability to bombers vs invulnerability in close formations vs risk of taking direct fire.

And this is what I do not like. To add more modifiers that you have to figure out what total modifier one needs which will just interrupt the game more.

It could even be D6-3 attacks base, in which case a bomber wave would need fighters to help it break through suppression, even in the case of lone ships. It's a very star-warsy feel, which I find very appealing.

I don't find it appealing. I find the current rules ok but changing the modifiers to the way I suggest would increase the bomber efficiency but not add any need to add or subtract modifiers or making bombers too powerful (and D6-2 or even -3 would make them too powerful) against battleships.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on January 18, 2011, 06:09:14 AM
Having seen a lot of footages where battleships can throw up almost a wall of flak, I would still believe a battleship can throw off a bombers attacks much better vis a vis a cruiser. However, I can agree to battleship types getting capped at (D6-4) with cruiser types getting capped at (D6-2) meaning change the modifier to "Type" rating rather than "Turret" ratings. Escorts at 1, cruisers at 2 and battleships at 4. There would be a problem with the Light Cruiser though. Would it be a 1 or 2?

Ah, well this is probably where the confusion stems from.  Current day ships are much smaller in comparison to the size of a turret than what we're talking about. Factor in the rather open plan of a BB and the range of the weaponry and you get more and bigger AA guns with more coverage on battleships compared to destroyers. Whereas in BFG the size of the ships means you're already using the largest size turret, which are much smaller in comparison to the entire ship. Also the size of the ships means that there just isn't the same coverage. The range of the weapons would be unlikely to even cover from one end of the ship to the other. Combined with all the LoS blockages typical to BFG ships and you're looking at density of turrets being a greater predictor of AC defence, rather than overall number of turrets.

I don't mind a larger ship having more defence against AC than a smaller one, but this should be a simple linear relationship. So more turrets equals more enemies shot down. The suppression of attack runs is fine in principle, but in execution it's terrible. Six turret ships being immune to bombers is silly. The turret density that value represents is insane too.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: skatingtortoise on January 18, 2011, 12:48:21 PM
how about a small alteration to current rules to represent density: maximum turret suppression -2, OR bombers get +2 to their runs vs battleships. this makes BBs better at shooting bombers down, but no better than cruisers when suppressing.

possibly add in a caveat to make escorts slightly better vs ordnance (better massed turrets?) and you would get more escort squadrons solely for the purpose of protecting BB's.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 18, 2011, 01:35:33 PM
RcG
Excuse on the numbers I forgot to add the bombers themselves (took one d6 only).

It doesn't have to be escorts, other capital ships would work too.

So you create a rule that dictates tactics.

Also: if I plant the bomber wave few centimetres before your ship you will lose the b2b status when moving (as this is fact per current rules).

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on January 18, 2011, 02:38:15 PM
I don't mind a larger ship having more defence against AC than a smaller one, but this should be a simple linear relationship. So more turrets equals more enemies shot down. The suppression of attack runs is fine in principle, but in execution it's terrible. Six turret ships being immune to bombers is silly. The turret density that value represents is insane too.

Am fine with D6-4 for battleships, D6-2 for any cruiser type and D6-1 for Escorts.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 18, 2011, 05:32:02 PM
RcG
Excuse on the numbers I forgot to add the bombers themselves (took one d6 only).

It doesn't have to be escorts, other capital ships would work too.

So you create a rule that dictates tactics.

Also: if I plant the bomber wave few centimetres before your ship you will lose the b2b status when moving (as this is fact per current rules).



True, but it does give the opportunity to fly an escort through that enormous bomber wave first.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 18, 2011, 07:07:14 PM
But that is an option currently available as well.
Though I do dislike the concept I understand the merit of such an action.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 18, 2011, 10:04:30 PM
I don't mind a larger ship having more defence against AC than a smaller one, but this should be a simple linear relationship. So more turrets equals more enemies shot down. The suppression of attack runs is fine in principle, but in execution it's terrible. Six turret ships being immune to bombers is silly. The turret density that value represents is insane too.

Am fine with D6-4 for battleships, D6-2 for any cruiser type and D6-1 for Escorts.


Thats a damn novel idea.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 19, 2011, 10:52:32 AM
Apart from the fact it still leaves battleships as near as invulnerable to bombers, which is where we have the disagreement in the first place.

The fundamental problem is that a linear increase in turrets does not result in a linear decrease in damage potential.

0 to 1 Turret is a 29% reduction to 71% potential
1 to 2 is a further 33% reduction to 48% potential
2 to 3 is a further 40% reduction to 28% potential
3 to 4 is a further 50% reduction to 14% potential
4 to 5 is a further 67% reduction to 5% potential
5 to 6+ gives total invulnerability.

All the while, each additional turret gets MORE effective, when from first principles you'd normally expect an increase proportional to the ^0.5 power, and possibly diminishing returns on top of that, and to a large extent this is already represented by the turrets shooting!
If you take into account hull size, there's no significant reason T4 should be any better on a BB (subsequent to turret shooting) than T2 is on a Cruiser.

D6-T is just not fit for purpose.

Note: I am NOT trying to make Ordnance in general more powerful, except in the case of bombers vs battleships. I'm just saying that D6-T is nowhere near optimal. As it is, assault boats will score nearly as many hits against BBs purely from critical damage AND cause a huge number of criticals on top. There's just no incentive to send Bombers against BBs, even with fighter escorts, unless you have no other options.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 19, 2011, 10:56:27 AM
Note: I am NOT trying to make Ordnance in general more powerful, except in the case of bombers vs battleships.
Why? Battleships aren't overpowered.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 19, 2011, 11:22:05 AM
Because it makes no sense that they should be so nearly invulnerable to bombers. They're not nearly invulnerable to ABs or Torps.

They won't be significantly harmed by it being equally sensible to send bombers against them as to send Assault boats.

And, if in re-making the D6-T mechanic we find a sensible way to boost escorts and fighter escorts for ordnance waves, all the better!
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 19, 2011, 11:28:11 AM
Then again a problem lies in the assault boats.

Not in the bombers.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Admiral_d_Artagnan on January 19, 2011, 12:35:55 PM
Apart from the fact it still leaves battleships as near as invulnerable to bombers, which is where we have the disagreement in the first place.

And battleships should not be as vulnerable as you think. Sorry but D6-3 (or lower) makes them too vulnerable to bombers. Why should bombers be stronger? D6-4 is a fair enough cap already especially if fighters are accompanying the bombers giving extra attacks. If you want to make them that strong then fine, introduce attrition rules then so that counters knocked out by turrets and fighters are removed from the table permanently. Then I'd agree to D6-2 or 3.

Battleships in the game aren't even overpowered as Horizon has pointed out. Battleships can be killed, just that one really needs focused firepower from ships. Bombers can still contribute to battleships demise. Even then, just clear the board of cruisers and escorts first and even the remaining battleship will run.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Xyon on January 19, 2011, 01:19:44 PM
Why not try crippling the BB before bombing it? 1/2 turrets :D

I think the turret rules are fine as is.  Dont send your bombers against battleships if you dont think it will be effective.  I'm sure there's a whole rest of the fleet worth of ships you can send your bombers after.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 19, 2011, 01:27:25 PM
I don't know what more I can say about D6-T


Now I'm not saying battleships can't be ebtter defended against bombers than cruisers - perhaps 50% better protection in addition to more hits/better armour in some cases. But 3 1/2 times better protected is ludicrous. (whilst still being equally vulnerable to torps/ABs).
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 19, 2011, 01:37:01 PM

Hi's again!
I don't know what more I can say about D6-T
You just did. ;)

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  • It gives an exponential bonus to ships with high turrets, far more than a simple linear increase, which in itself would be tenuous. - There's no physical reason why extra turrets should impact so hard.
I see no problem with this increase.

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  • It discriminates against bombers, but not against torps/ABs (which are both fine - the problem is defnitely with the bombers). There's no reason a battleship should be more than 3.5 times better defended against bombers, yet only shoot down one additional AB/Torp on average.
A-boats is more of a problem. Torps are good.

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  • It gives no concessions to wave size - there's no ability to overwhelm with numbers.
Yes, there is.

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  • Turret suppression is horrible, and frequently played incorrectly. (probably because people see the -4/-5 modifiers as so overpowered there must be a way round them)
Turret suppression is clear (with add I would use surviving fighters only).

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  • It wouldn't be a serious harm to battleships to be more vulnerable to bombers - as is people just send ABs instead.
Assault boats is only available to half of the races.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Vaaish on January 19, 2011, 01:48:18 PM
I don't have any issue with the current system or the suppression rules in the new FAQ. Some ships SHOULD be a fools mission to take down with bombers so stop expecting ordnance to do everything. Shoot the battleship until it's crippled and then attack it with bombers if you want and you will have d6-3 rather than d6-5 or d6-6. You don't HAVE to send bombers at a target you know they can't do much against. There will be plenty of other, softer targets to use bombers on in the mean time.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on January 19, 2011, 06:41:15 PM
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  • It gives an exponential bonus to ships with high turrets, far more than a simple linear increase, which in itself would be tenuous. - There's no physical reason why extra turrets should impact so hard.
I see no problem with this increase.

You see no problem with this? Really? It's insane. Why does 1 turret reduce incoming attacks by 1 against a single bomber, but when there's 100 bombers that single turret reduces the incoming attacks by 100! This is pure nonsense.

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Quote
  • It discriminates against bombers, but not against torps/ABs (which are both fine - the problem is defnitely with the bombers). There's no reason a battleship should be more than 3.5 times better defended against bombers, yet only shoot down one additional AB/Torp on average.
A-boats is more of a problem. Torps are good.

Eh? I agree that there's a problem with a-boats, namely that they're pretty weak. They were only useful against escorts but this rubbish FAQ has nerfed them further. So, given that they're weak, and the problem with high turret targets is that it's more worthwhile sending in a weak substitute (ie, a-boats instead of bombers) then how is it a problem with a-boats? Assuming that a-boats were "fixed" to be a worthwhile choice against capital ships then this would just make the decision to take a-boats even easier when attacking high-turret targets. Therefore the problem becomes exacerbated, not fixed. This is a problem with the turret rules. Like MSM it's a bad mechanic. It makes no sense.

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  • It gives no concessions to wave size - there's no ability to overwhelm with numbers.
Yes, there is.

What ability is that? You used to at least be able to get an average of 5.17 attacks against an Emperor from a wave of 6 AC. Boring, stupid, invalidates turret fire, yes, but you could do something. Now with the suppression up to the number of bombers in the wave you'd have to send in 3f/3b, giving you 3.46 average attack runs. Once you get past 5 fighters (meaning turret hits are once again meaningless) then every AC will be worth +0.58 attack runs. Wow. Really overwhelming. Not to mention we still have the logical absurdity of the fighters doing the damage.

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Quote
  • Turret suppression is horrible, and frequently played incorrectly. (probably because people see the -4/-5 modifiers as so overpowered there must be a way round them)
Turret suppression is clear (with add I would use surviving fighters only).

It is unclear simply by the choice of name. There is no actual turret suppression going on. The turrets still reduce bomber attack runs. Oh, and if you add "surviving fighters" to the current FAQ rule with no other change then you're just making battleships immune to bombers.

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  • It wouldn't be a serious harm to battleships to be more vulnerable to bombers - as is people just send ABs instead.
Assault boats is only available to half of the races.

Yes, and those that have them available send in a-boats against BBs instead of bombers. At least, they will once people start playing the new turret suppression rules.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on January 20, 2011, 03:20:24 AM
What is the logic behind the turret supression rules... I always thought this system was better:

N[D6-(T-F)]  so long as f is not greater than t.

Where N=number of surviving bombers
T=turrets
F=surviving fighters


As opposed to what it is now... which is confusing and... what the hell?

N[d6-T]+F so long as f is not greater than N

Where F=fighters that died and lived? doesn't make sense.

I don't know, I always played with the first listed method, but that might've been my reading the turret suppression rules wrong. My idea, when a turret is supressed, it doesn't reduce the number of attack runs a bomber gets anymore.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 20, 2011, 04:14:01 AM
Hi Sig,
Quote
Quote
Quote
  • It discriminates against bombers, but not against torps/ABs (which are both fine - the problem is defnitely with the bombers). There's no reason a battleship should be more than 3.5 times better defended against bombers, yet only shoot down one additional AB/Torp on average.
A-boats is more of a problem. Torps are good.

Eh? I agree that there's a problem with a-boats, namely that they're pretty weak. They were only useful against escorts but this rubbish FAQ has nerfed them further. So, given that they're weak, and the problem with high turret targets is that it's more worthwhile sending in a weak substitute (ie, a-boats instead of bombers) then how is it a problem with a-boats? Assuming that a-boats were "fixed" to be a worthwhile choice against capital ships then this would just make the decision to take a-boats even easier when attacking high-turret targets. Therefore the problem becomes exacerbated, not fixed. This is a problem with the turret rules. Like MSM it's a bad mechanic. It makes no sense.

Then why does RcG suggest that people always sent assault boats to battleships in stead of bombers? Against 6+ armour it is better to sent in assault boats. I've experienced this from facing a lot of Marines.

I HATED the (almost) auto kill from assault boats on escorts. It made no sense at all. It was a rubbish rule to begin with. ;)

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Quote
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  • It wouldn't be a serious harm to battleships to be more vulnerable to bombers - as is people just send ABs instead.
Assault boats is only available to half of the races.

Yes, and those that have them available send in a-boats against BBs instead of bombers. At least, they will once people start playing the new turret suppression rules.
The turret suppression rule in FAQ2010 is a neater written version of the previous FAQ versions. So nothing new here.
They actually made it weaker as in the fact that a single bomber must survive.

(Again: I say a fighter must survive to help).
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on January 20, 2011, 05:18:59 AM
Yes, the almost auto-kill that assault boats did to Escorts really made it hard for people to ever want to take them.

I mean... 2 abs would kill an ork onslaught   90.2% of the time?  when 6wbs would kill the same escort what? at best 15% of the time. And 2 lances 1/4 of the time. Way too absurd of a difference for the weapons effectiveness.

Some things can be more effective than others, but that much just made people who liked escorts run into any of the fleets with assault boats and explode.

It actually very much killed the idea of ever running any escort heavy list, as it would just get blown up if anyone had assault boats.

Now with the 4+ thing, it makes them just a little more effective than bombers at killing escorts.

Lets look at the Sword with the 4+ H&R rule, vs 2+:

2+  2 Assault boats: 66% chance of death
4+  2 Assault boats: 43.75% chance of death

Actually not all that different. Even though it seems like a lot.  Effectively 1/3 less effective. Now for the 2 bombers:

They have a 36% chance of killing the same sword. Still the assault boats are quite a bit better at murder, 1.2x as good in fact.

However there is a point where bombers become slightly better than abs at killing escorts, and that is against ones with low armor and low turret strength, like the ork onslaught, but iirc. this isn't that big of a difference still.

The advantages of assault boats are that they have a longer range than bombers, by a whole 10cm (in most fleets) and they can stop a ship from shooting back sooner than bombers. However they are quite unreliable, as you were hoping for anything but port, and that is what you got.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on January 20, 2011, 06:47:13 AM
Then why does RcG suggest that people always sent assault boats to battleships in stead of bombers? Against 6+ armour it is better to sent in assault boats. I've experienced this from facing a lot of Marines.

Because the bombers are too weak against high turret targets. Against capital ships a-boats are a joke. They're extremely weak. Would you send in 4 bombers or 4 a-boats against a cruiser? Of course, bombers. Would you prefer 4 a-boats or 12WB? Again, 12WB. A-boats are weak. This makes it a very telling indication of how overpowering high turrets are against bombers when their effectiveness, even having survived the actual turret fire, is dropped so low that it becomes preferable to send in a-boats instead of bombers. The argument goes:

P1 - A-boats are weak
P2 - against 4+ turrets, a-boats are preferable to bombers

C1 - bombers are too weak against 4+ turrets

The conclusion is inescapable assuming the premises are true. I can see some people arguing that a-boats aren't weak, but they are. They are not worth their weight in pure firepower. They used to be good against escorts, but now they're much of a muchness with bombers. You might also argue the 2nd premise, but even if not actually weaker, bombers are, again, much of a muchness which is enough to arrive at the same conclusion.

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I HATED the (almost) auto kill from assault boats on escorts. It made no sense at all. It was a rubbish rule to begin with. ;)

I very much liked this rule. It shouldn't take much to render an escort useless, and dumping around 100 armed men equipped with explosives into the equation should make life extraordinarily difficult for an escort. The chances of overwhelming the intruders quickly and efficiently enough such that they cannot disrupt operations would be quite low. We've all seen Stargate SG-1 right? Imagine 25 SG teams boarding your ship.  :P

Besides, this almost auto-kill gave a real reason to use a-boats. What is, in effect, happening here is pretty much a full scale boarding attempt. At the end of the battle you should do a roll off to see who comes away with the ship!  :D It also well represented the fragility of escorts. They shouldn't, after all, be anything but fleet support. Being easily destroyed or captured by AC is par for the course.

Balancing escorts should have been done by making them more worthwhile, not by making a-boats less worthwhile.

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The turret suppression rule in FAQ2010 is a neater written version of the previous FAQ versions. So nothing new here.
They actually made it weaker as in the fact that a single bomber must survive.

(Again: I say a fighter must survive to help).

Um, no, it's not. The old turret suppression rules meant you needed only 1 bomber, and max fighter support was limited by the number of turrets. Therefore you could throw 1b/5f against an Emperor for 5 or possibly 6 attack runs. Now you need to have 1 bomber per fighter for the fighter to contribute. So if you sent in the same wave of 1b/5f you'd get 1 or possibly 2 attack runs. Instead you'd send in 3b/3f and get an average of 3.46 attack runs (not 3.5 because of the possibility of turrets shooting down some bombers). If you sent in 5f/5b then you'd get an average of 5.83 attack runs. So +4 AC to get +0.66 attacks (only +0.22 hits from 4 extra AC!).

This is not a "neater written version" it's a flat out nerf, which bombers certainly did not need against high turret targets. If you were to enforce that fighters had to survive on top of all this then there would be no point in even bothering. Your pitiful 3.46 attacks from 6AC would drop down to 1.64 attack runs using a 4f/2b wave.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 20, 2011, 06:59:17 AM
Indeed. 8 ABs against a BB can expect 1 hit and 3 critical hit that survive past the end phase. That's a significant portion of the BBs firepower crippled, and some damage on top.

The Bombers would be lucky to get more than 1 hit.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 20, 2011, 07:07:26 AM
I think we are on the line:
Group A: Attack Craft are too weak.
Group B: Attack craft are too good.


Tell me : why are tournaments so heavy dominated by carrier fleets? It is because aboats & bombers. Not fighters. It is because ordnance is strong.

Aboats are a b*tch to any capital ship.
Aboats should not overwhelm escorts on auto kill, that is impossibel giving the size of these vessels.


Ok, FAQ2010 nerved them (bombers+fighters) => AWESOME.
:)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on January 20, 2011, 08:47:59 AM
apparently I was describing, and had been playing with TTS for a long time.


The only issue with ordinance winning all the time is that you can attack from far away with little or no consequence. From any angle, and even in their turn. Nightshade list anyone? Ordinance works fine, it's only in the extent of douchebags that makes it problematic.

And honestly, most people are too desperate for opponents to regularly pull some ordinance spam list that never allows their enemy to shoot.

It's just that boring.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on January 20, 2011, 09:31:49 AM
I think we are on the line:
Group A: Attack Craft are too weak.
Group B: Attack craft are too good.

I don't think so. Even if you think that ordnance in general is too powerful it is quite obvious that against high turret targets it is far too weak. It also doesn't take a genius to realise that the current ordnance rules are completely fucked up. Desiring a fix to this situation has nothing to do with current balance. Balance is the easiest thing to get right. Throw more points on.

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Tell me : why are tournaments so heavy dominated by carrier fleets? It is because aboats & bombers. Not fighters. It is because ordnance is strong.

Because tournament fleets are all tiny. Ever seen a 4000 pt tournament? Don't think so. I very much doubt there is even a 2000 pt tournament. In true battlefleets AC becomes really rather mediocre. You need to form squadrons to make sure they reload and the weight of incoming gunfire is enough to annihilate at least one carrier per turn. In small games you can run them solo and even run the risk not bracing.

Also because the types of fleets that are winning are unbalanced in favour of ordnance. Orks, for example, had FBs that were stronger than regular bombers and they were able to launch a heap of them (max on table = max possible). Apart from that there was the Tau. Now let's face it, if the Tau were ever going to win a tournament then that would automatically make it an ordnance fleet win. That's because Tau have no viable alternative. How many carrier IN fleets win tournaments? Or Eldar carrier fleets? The fact is that AC is not overpowered in itself, it's just that some fleets have an ordnance break. This doesn't make AC overpowered.

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Aboats are a b*tch to any capital ship.

Rubbish.

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Aboats should not overwhelm escorts on auto kill, that is impossibel giving the size of these vessels.

What? Why is it impossible? A strike force in a sensitive area could easily disable an escort. What would be difficult is for the escort to go on as if nothing had happened.

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Ok, FAQ2010 nerved them (bombers+fighters) => AWESOME.
:)

Not awesome, ridiculous. Why are you letting your fear of AC sway your judgement of what is a terrible terrible system? Let's say that we develop a system that works perfectly in abstraction and provides good tactical usage, but this happens to massively overpower AC. Oh noes, what would we do!? Well, presumably balance them. This is what points are for. Why were bombers nerfed against high turret targets when they were already weak as piss against high turret targets? If AC is too powerful then it's against cruisers, not BBs, and yet they were nerfed against BBs. Worse, the abstraction is made even more fail. Sending in 1 bomber and 5 fighters it could be argued that those fighters are escorting that one bomber squadron into the target and providing cover and support, therefore allowing it to maximise its potential. Now what? You can't have more fighters than bombers? What? How does that represent anything? If you send in 20 fighters and 1 bomber those 20 fighters can't suppress the 5 turrets? If you send in 10f/20b only the first 10 bombers get the "benefit", even though there are only 5 turrets? You can't ever overwhelm the turrets? Absolutely every thing about this change is stupid. It's unnecessary and illogical.

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 20, 2011, 09:45:27 AM
I think we are on the line:
Group A: Attack Craft are too weak.
Group B: Attack craft are too good.


Tell me : why are tournaments so heavy dominated by carrier fleets? It is because aboats & bombers. Not fighters. It is because ordnance is strong.

Aboats are a b*tch to any capital ship.
Aboats should not overwhelm escorts on auto kill, that is impossibel giving the size of these vessels.


Ok, FAQ2010 nerved them (bombers+fighters) => AWESOME.
:)

I am definitely not of the opinion that Ordnance is too weak. Torpedoes and ABs are fine IMO, and I don't actually agree with Sigoroth that ABs should be made more powerful. Bombers are fine IMO EXCEPT against high turret targets, and this is because D6-T is a bad mechanic. Each additional turret grants far more than its fair share of protection, and they somehow gain effectiveness the more craft the ship is under attack from, as though the bombers are just lining up in succession to be shot.

That's not how it would work, it would be one great swirling melee, and against truly large waves even the most powerful turrets should be just a drop in the ocean.

So the general concensus is that each turret is worth 5pts? The first turret reduces incoming damage to 70% of what it would be otherwise. By the second turret, bombers are half as effective as without turrets. Is half as effective really worth only 5pts more than 70% as effective? By T4 we're at 14% effectiveness. Is that really only worth 15pts more than 1 turret? by T5 you're effectively bomberproof. I'd pay an extra 5pts for that on my BB any day!

D6-T is just a bad mechanic.

My ideal system:


Some abstraction obviously required, but the current system is just apalling, both conceptually and in practice.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on January 20, 2011, 09:51:32 AM
+1 on Sig.

In small battles whenever you spam anything it generally works better.

4000 points.... good luck on reloading.

One other interesting thing about playing 2000+ points is that the limits on cruisers actually matter.

Unless you're taking cls (or simply a lot of them) you can buy 2000 points of cruiser. 12 cruiser limit... dumb, that's not a limit at all. Hell if you did it out of all dauntlesses you would still get to 1330 points. Then with the cheapest admiral, you're still sitting with enough to add a modest cobra squadron.

The only times the cruiser limit has ever mattered was in the ork lists, where it is 6, and with the cheaper cap ships, you run out at 1110 pts. Then you fill with maxed warlords, 3x40 so 120, and then you have 270 points to mix with re-rolls/extra power fields.



Tell me sig, what would your Ordinance system look like?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 20, 2011, 10:48:10 AM
Za well,

why don't we see 4000 pts tournaments? Because BFG isn't suited to such big battles due multiple factors (squadron rules, special orders). But it can be played.

If you ask around the average points people play will be 1500pts. Ranging between 1000-2000.
In small games under 1000pts spam is less ideal since you have less. eg a 1000pts gunnery fleet has a better chance to beat a carrier fleet then at 2000pts.
I'd wonder about 4000pts carrier fleet vs gunnery on what happens.

True Battlefleets?

Imperial Navy :
Well a sector has between 50-75 warships. This includes destroyers & frigates.

Lets go by Gothic:

12 Cruisers
6 Battle cruisers
6 Battleships
will be above 5000points.

That is 24 capital ships. Leaves room for 50 escorts.
Sensible numbers to me regarding all background of 40k.

So 50 escorts is, say about 1700points.

So our fleet is nearing 7000points for a complete sector.

Now I know a lot (?) of people like to play those big battles. But in background they are very rare and all.


Ah well, back to ac...

In a game of abstractions the turret suppression can be seen as an abstraction about what happens. The fighters do not attack, they make sure the bombers get at least 1 good go at bombing.

I am not against changing the turret reduction versus bombers to fixed values. (eg the battleships is d6-4, capitals d6-2 etc).

cheers!
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Eldanesh on January 20, 2011, 11:35:15 AM
Quote
Because BFG isn't suited to such big battles due multiple factors (squadron rules, special orders). But it can be played.
Completly disagree. The balancing ~ 3000 to 4000 points is WAY better than in small 1500 games. Single aspects (be it dominant ships (Cairn, Voi Stalker) or spamming of a particular ship/feature) are less dominant in big games.

Also the whole "chain of command" rule and squadrons of capital ships as well as the overprized 3rd reroll makes only sense in large games: you'll almost never have a problem with special rules in small games, but if you have plenty of capital ships you'll have to squadron them or you are running out of rerolls quikly.

-> It is never "said" but I think BFG was designed with larger battles in mind. It simply makes sense with the original box in mind: 4 cruiser each is almost 800 points, add a commander and rerolls and you  hit 900 - why should you plan a tabletopgame when the customer only has to buy one or two Blisters to have a "finished" fleet? GW wants to sell boxes...
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 20, 2011, 11:47:15 AM
D6-4 is too high. It wipes out 86% of the value of attack runs. Even D6-3 is far, far better than D6-2.

This is why D6-X is a bad mechanic.

The possible rolls of a D6 are 6,5,4,3,2,1, and each -ve knocks one off the left hand side. That's never going to produce a scaling that will make sense, and it hard-caps at 6.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 20, 2011, 11:55:45 AM
Hi Eldanesh,

BFG was intended to be around the size of 1500pts.
The 4 cruisers exactly do build up to that. Battleships where advertized as unique centerpieces to your fleet.
Thus 4 cruiser, 1 Battleship, 2-3 blisters of escorts.

All in my opinion.
As I like to collect multiple fleets instead of one big one. ;)


Hi RcG,
then lets start from scratch with the complete concept. Bombers do not do D6 attack runs. But they do a fixed numbers of attack runs.
Then what do fighters & turrets do?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Zelnik on January 20, 2011, 12:36:03 PM
Personally, The game flows best in the 1500-2000 range.

Once you get above that, the mechanics of the game alone force the game down to those levels, simply due to the destructive power of the ships at hand.

Ships die a hell of a lot faster in large point games, due to higher concentrations of 'super' weapons (nova cannons, tau torpedo's, etc).  After the first few rounds of true weapon exchange, one side usually has crushed the other under it's boot by sheer force of overwhelming power.

I am not saying this happens every time, but it does happen a LOT.  This is not 40k where there are heavy restrictions on how much damage you can unleash in a round. big fleets usually result in a LOT of dead ships the moment they get close enough to shoot.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 20, 2011, 12:40:20 PM
I've already posted one possible system (D6-2, with modifiers NOT related to the turrets).

Other than that, I don't know? We'd need to come up with a system.

EG: Bombers do D3 attacks. These are halved/D3-1 if the number of turrets equals the number of surviving attack craft in the wave. Surviving fighters count as double their number.

The difference in attacks for a T2 target under this new system against a wave of 4 would be 5.5 compared to 5.0 at present. It's not a perfect exchange, but it's not too different. The main difference is that there's no possibility of rolling 16 attacks anymore, the maximum is 12
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 20, 2011, 01:16:37 PM
Why a random number for bomber runs?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 20, 2011, 02:08:04 PM
Partly psychology. "A potential 16" which we have at the moment for 4 bombers vs T2 is scarier than "definitely 8". Rolling a dice for the value also feels less like we've just picked an arbitrary number.

But I'm perfectly happy to make it:


The beauty of this is: it's simple; it benefits having more turrets, but not overwhelmingly so; it benefits large wave sizes; it has built in fighter suppression that doesn't read like it's the fighters doing the damage. Also, because the effect of additional turrets isn't completely overpowering, it allows massed turrets to be used and actually count as additional turrets for all purposes.

If we really wanted to push the boat out, we could even add: "If the number of surviving AC in the wave outnumber the turrets by MORE than 2-1, the Bombers roll 3 attacks each." I know that last bit might prove unpopular, but even without it you've got nicely represented the effects of turrets, wave size, massed turrets and turret suppression.

But there could be a better system, I'm not especially tied to any particular one. I just know the one we have is pants, both in abstract and execution.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Xyon on January 20, 2011, 06:23:32 PM
How about this,  each surviving bomber rolls its D6,   each turret rolls D6,   subtract the turret total from the bomber total and thats how many attack dice you get, +1 per each fighter as now.

So... a wave of 3 bombers and 2 fighters attacks a battleship with 4 turrets.  The turrets roll to hit as now, lets say they take out 1 fighter.  Roll 3d6 for bombers, 4d6 for turrets.   And you end up with  (3d6) - (4d6) +2 for the total attack dice.


Hopefully edited before anyone read it:

Or just get rid of the whole "shooting bombers down" thing completely and just straight up roll the D6 from bombers and minus the D6 from turrets, and keep fighters out of it.  Keep fighters on the board intercepting torpedoes bombers and other ordinance instead of helping in bomber runs.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 20, 2011, 07:14:30 PM
Too much variation.

Small wave sizes would get even worse against anything with moderate turrets than they are at the moment, whilst S8 waves are rolling a potential 48 attack dice.

A S4 Bomber wave is severely harmed against T2 targers, down to 3.5 from 5, and S2 waves such as the Defiant have pretty much no hope whatsoever.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 20, 2011, 07:55:31 PM
Bombers doing 2 or 1 is what i suggested.  However, thats a big undertaking, as it will likely effect carrier prices?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 20, 2011, 07:58:15 PM
Why should it? Performance remains the much the same, a bit better against BBs, a little worse against T1 and T0.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 20, 2011, 08:53:25 PM
I'm all for less steps in the ordnance phase.  Most confusing part to learn.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: skatingtortoise on January 21, 2011, 01:54:44 AM
idea from another thread:

remove suppression altogether, every bomber gets d6 attacks.
turrets hit incoming bombers on a 3+ instead of 4+? not sure on the maths, but the downside is the guarantee of at least 4d6 attacks.

in essence its putting all the work in the hands of the '4+ to shoot down ordnance' rule as this seems to be agreeable to most people, so why not buff it up a bit to compensate? needs work, but until theres a consensus on what needs to change and by how much, all we can do is chip in with ideas, try them out and see what feels best.


Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Xyon on January 21, 2011, 02:48:47 AM
I don't see the fuss about "too much variation" it would at least give you a better chance against battleships than now. They would either wiff hard with turrets, or completely nullify your bomber attacks. I thought I'd suggest something, I could probably come up with other ideas too, but seeing as how nobody likes anything, or at least there are a lot of vocal people about how some things should be or have their own agendas and dont think anything else could work, I think I'll just keep my eyes off of this discussion about how bombers should work,   I also think this should be bought into its own thread as this is no longer a question about how bombers should work.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on January 21, 2011, 05:35:31 AM
I actually really like the idea of turrets subtracting D6 attacks each, rather than just a staple total turret subtraction.

Seems more sensible to me.

So it would look like this;  ND6-TD6

The advantage would go to any fleet that could form large waves. 
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 21, 2011, 09:47:54 AM
The reason not to use ND6-TD6:

#1. Ships like the Defiant would effectively not be able to hurt other ships, they're so unlikely to beat the turret roll.
#2. The standard 4B vs T2 gets significantly worse - Down to 3.5 attacks on average from 5, a reduction to 70%. This would neccessitate a rebalance of all carriers.
#3. 8B vs T2 gets significantly better - Up to 17.5 from 11.7, an increase to 150%
#4. Potential damage for a wave of 8 against T2 goes to 48 attacks from 32. This is far too dependant on luck - Defensively, you can do everything right, not brace because you don't expect a wave to penetrate your defences, fluff your turret roll and get annihilated.

This will require an extensive rebalancing - if it even can be balanced! The Emperor certainly doesn't need to get better, and the IN's other carriers certainly don't need to get worse. This is why number one on my ideal system is that the standard outcome for most waves isn't much changed.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 21, 2011, 10:35:39 AM
Also, it requires addition/subtraction of a large number of dice - though you've reduced it to two dice rolls, it won't necessarily be faster than three quick rolls that don't require a lot of mental calculation.

Let's compare the mental overhead of the four systems currently proposed/in use:

D6-T/D6-2+Modifiers:
Roll normally not more than 4 D6, and spot values higher than 4(Easy/Quick). Roll normally not more than 8D6, calculate their actual values, then sum (Difficult/Moderate). Roll up to 32D6 and spot values that beat armour (Easy/Moderate).
Rating: 3 Rolls, Moderate Difficulty, Moderate Delay

2 Attacks:
Roll normally not more than 4 D6, and spot values higher than 4(Easy/Quick). Calculate wave size for outnumbering and compare to number of turrets (Easy/Quick). Roll up to 16 D6 and spot values that beat armour Easy/Quick).
Rating: 2 Rolls, Easy Difficulty, Quick Delay

ND6-NT:
Roll normally not more than 12D6, sum bombers, sum turrets, subtract. (Difficult/Long) Roll up to 48D6 and spot values that beat armour.(Easy/Long)
Rating: 2 Rolls, Moderate Difficulty, Long Delay
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Xyon on January 21, 2011, 03:29:38 PM
The reason not to use ND6-TD6:

#1. Ships like the Defiant would effectively not be able to hurt other ships, they're so unlikely to beat the turret roll.

Defiant can launch 2 waves, not as bad as one wave.

#2. The standard 4B vs T2 gets significantly worse - Down to 3.5 attacks on average from 5, a reduction to 70%. This would neccessitate a rebalance of all carriers.
What exactly do you mean?   4d6 would be... 14 attacks average, minus 7 average from turrets, so 7 attacks. (this is if you take away shooting down bombers, which i did suggest).   While 4(d6-2)  is on average 6 attacks.

#3. 8B vs T2 gets significantly better - Up to 17.5 from 11.7, an increase to 150%
I'd expect 8 bombers to utterly destroy any ship with t2 in the first place, how often do you see a wave of 8 bombers anyways?  This is what fighters are for.
In my system 8d6 would be 28 average, minus 7 average from 2 turrets is 21.    Granted,  its much better than the average of 12 you'd get from 8(d6-2).

#4. Potential damage for a wave of 8 against T2 goes to 48 attacks from 32. This is far too dependant on luck - Defensively, you can do everything right, not brace because you don't expect a wave to penetrate your defences, fluff your turret roll and get annihilated.

This will require an extensive rebalancing - if it even can be balanced! The Emperor certainly doesn't need to get better, and the IN's other carriers certainly don't need to get worse. This is why number one on my ideal system is that the standard outcome for most waves isn't much changed.

46, not 48. I see your point. I do like my system in principal.  It does get wonky with big wave sizes like you point out.   Balancing it out would actually call for a different turret system,  which I'm sure some people would be happy with, one based on turret density.

Off the top of my head, you would see it in ship profiles something like...    1 turret per wave,  1 turret per 2 waves, 1 turret per 3 waves.  Something like that.  

1 turret per 2 waves would still be the standard t2 vs a wave of 4,  it would be bumped up to t4 vs a wave of 8.

Or of course a small table could be created showing how many turret dice to use vs a specific wave size, and have columns for the different turret density,  kind of like how there's the gunnery table for weapon batteries.   So you'd see a ship profile be like.. Turrets A, B, C, D, etc.  Look up the A column, or B column, etc. VS the size of the bomber wave, and thats how many d6 you'd roll vs the bomber wave.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: RCgothic on January 21, 2011, 04:18:08 PM
The reason not to use ND6-TD6:

#1. Ships like the Defiant would effectively not be able to hurt other ships, they're so unlikely to beat the turret roll.

Defiant can launch 2 waves, not as bad as one wave.

2 waves of 1 are even worse than 1 wave of 2, as you'd subtract an average 14 attacks from a potential of just 12.


#2. The standard 4B vs T2 gets significantly worse - Down to 3.5 attacks on average from 5, a reduction to 70%. This would neccessitate a rebalance of all carriers.
What exactly do you mean?   4d6 would be... 14 attacks average, minus 7 average from turrets, so 7 attacks. (this is if you take away shooting down bombers, which i did suggest).   While 4(d6-2)  is on average 6 attacks.
My mistake - my calculation included casualties from turret shooting. 7 attacks is also a substantial increase from 5 though - 4x more of an increase than the 2 attacks/outnumbering system.

#3. 8B vs T2 gets significantly better - Up to 17.5 from 11.7, an increase to 150%
I'd expect 8 bombers to utterly destroy any ship with t2 in the first place, how often do you see a wave of 8 bombers anyways?  This is what fighters are for.
In my system 8d6 would be 28 average, minus 7 average from 2 turrets is 21.    Granted,  its much better than the average of 12 you'd get from 8(d6-2).

Explorer, Emperor, Despoiler, 2x any S4 carrier in the game... This is such a massive incentive to squadron that you'd see  S8 waves all the time. There's even the possibility for a S16 wave in 1500pts from 2x Emperors squadroned together. 16 bombers would on average destroy an unhurt T2 cruiser even AFTER brace saves.

Fighters are completely unable to intercept bombers if it isn't their ordnance phase and they don't get to move first.

#4. Potential damage for a wave of 8 against T2 goes to 48 attacks from 32. This is far too dependant on luck - Defensively, you can do everything right, not brace because you don't expect a wave to penetrate your defences, fluff your turret roll and get annihilated.

This will require an extensive rebalancing - if it even can be balanced! The Emperor certainly doesn't need to get better, and the IN's other carriers certainly don't need to get worse. This is why number one on my ideal system is that the standard outcome for most waves isn't much changed.

46, not 48. I see your point. I do like my system in principal.  It does get wonky with big wave sizes like you point out.   Balancing it out would actually call for a different turret system,  which I'm sure some people would be happy with, one based on turret density.

Off the top of my head, you would see it in ship profiles something like...    1 turret per wave,  1 turret per 2 waves, 1 turret per 3 waves.  Something like that.  

1 turret per 2 waves would still be the standard t2 vs a wave of 4,  it would be bumped up to t4 vs a wave of 8.

Or of course a small table could be created showing how many turret dice to use vs a specific wave size, and have columns for the different turret density,  kind of like how there's the gunnery table for weapon batteries.   So you'd see a ship profile be like.. Turrets A, B, C, D, etc.  Look up the A column, or B column, etc. VS the size of the bomber wave, and thats how many d6 you'd roll vs the bomber wave.
The fundamental problem with this is that changes to turrets require a rewrite of every ship profile in the game. It's no longer a quick fix to the core rules.
Anything that increases the power of AC also requires a points adjust on the ship profile. The AC also have to remain roughly equal to the WBs they replace, and if they don't, that's yet another profile re-write.

Meanwhile, the proposed system simultaneously boosts large waves and nerfs small ones. Escort carriers/Light Carriers become unviable.

The proposed system has taken a replacement of one single rules interaction (how bombers behave when intercepting ships) and turned it into an extensive rewrite that may not even be balanceable!

Now I'm not saying 2 attacks/outnumbering is the only way to go (one could say it turns bombers into not much more than maneuvrable torpedos that attack the weakest armour), but it does address a number of the problems with the current system - all ships are reasonably vulnerable to all wave sizes, it benefits having larger wave sizes without making them overpowered, and it's quick and easy to play - things Nd6-Td6 doesn't do.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Xyon on January 22, 2011, 02:27:09 PM
Small waves are still viable, just not as bombers,   you can launch fighters from those ships you mentioned, some of them can even take assault boats.  Maybe bombers shouldn't be effective in small waves?, except against escorts or things with 1 turret or less, like MSM eldar,  or orks. There is still the potential for small waves to do damage,  its just the averages would nullify them out.

There are two possible fixes to this, one is to escort the carriers together and launch a combined wave.  Or the other is an overhaul of the turret system where it gains a table similar to the WB table.

I guess what I'm saying is,  if we're looking to fix how bombers work (if you think they need fixing, some people dont),  why look for a simple solution. Why not look for something that might be complex, but would fix bombers and turrets and maybe how the other ordinance interacts with ships and turrets as well.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Xyon on January 22, 2011, 02:48:14 PM
Thought of a modified version of the Nd6 - Td6.    Keep the turrets shooting down bombers as now.   And instead of rolling 1d6 for each turret to reduce bomber attacks, roll 1d3+1 for each bomber that is attacking.


The final result would look something like this,  Nd6 for bomber attacks minus Nd3+1 for turrets reducing incoming attacks.     This is just assuming any ship with turrets has equal turret density as bombers get ready to attack, but bigger ships with more total turrets will have an advantage in shooting down potential threats from range.   This also gives bombers a slight advantage over now against battleships without being too overpowering vs smaller turret ships.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on January 23, 2011, 09:07:54 AM
I've actually changed my thinking a little. It always seemed weird to me that turrets affected bombers in multiple ways, meaning that they both shoot down bombers, and subtract from the number of attacks that they get. This is different from torpedoes, and assault boats which makes it weird.


Due to this fact the number of turrets that you have becomes exponentially good the more that you have. Lets look at a wave of 6 bombers going against every turret value 1-6 on a ship with 5+ armor:

Turret number(theoretical) Damage caused
14.58
22.778
31.5
4.667
5.19

This table shows it about halving every time one turret increase is gained.

However I think that the turrets shouldn't affect bombers this way. They should be a consistent gain between turret ratings. So therefore I pose that Turrets only affect bombers by blowing them up on the way in. Then each bomber gets only D3  attack runs rather than d6.


This would make the damage caused look like this instead
Turret number(theoretical) Damage caused
13.667
23.333
33
42.667
52.333
62

This would fix the 'immune to bomber' problem, and keep turret values similar. It does make things with less turrets a little more resistant to bombers, and things with more turrets a little less resistant. (well a lot in the case of 5&6).

but to me it never made sense that battleships were just immune to bombers, and perhaps this value could be altered to something like a set D6-3 for bombers rather than d3. However it never really made sense to me how bombers functioned originally.

This would probably mean a reduction in the cost of the turret upgrades on ships that have that option, such as the cypra probattii
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Xyon on January 23, 2011, 04:15:22 PM
I like that idea,  would ork fighta-bombers need to be weakened or changed?  If they stayed the same they'd be better than every other race's bombers.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 24, 2011, 12:05:20 AM
What value would fighters have?  Same as current?

If there was a way to have a good ordnance system without the extra d6 rolling, thatd be great.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: skatingtortoise on January 24, 2011, 12:10:45 AM
id say limit FBs to 1 damage each, or d3-1 or something.

to make fighter escorts better how about fighters being resilient on CAP vs bombers? ie. 4+ to take down 2 bomber, unless bombers have fighter support in which case the fighters remove each other normally.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on January 24, 2011, 06:19:47 AM
Fighter bombers would have d2 attack runs. We could do something on fighter escorting but this would be difficult.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on January 24, 2011, 07:14:48 AM
There is one possibility:

When enemy fighters engage a squadron of bombers escorted by fighters, the opposing fighters will prefer to attack the bombers rather than the fighters. However the bombers are defended by the friendly fighters. Therefore for every fighter in the squadron, you receive a save for your bombers accordingly. This save is 6+ for 1 fighter in the squadron, 5+ for two, and 4+ for three or more. If this save is failed you must remove a bomber.

This would probably result in fighter bombers receiving a 5+ or 6+ save when defending against fighters. This would function exactly the same as a resilient ordinance save, and things that are already resilient of course are unnaffected by this rule.

It also would work for fighters escorting assault boats, giving them the same benefit. In the case of Orks it would give the ABs the same benefit as normal. Reverting to normal FB rules after all the ABs are dead.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Valhallan on January 24, 2011, 07:03:33 PM
interesting thought on bombers.
ever played x-wing alliance? it takes frakkin forever to take out a star destroyer with a wing of bombers.

similarly, bombers tend to suck against high turrets enemies. albeit quite annoying, once your target is crippled, bombers sweep. i think the system works fine as is - though it is quite convoluted. your proposition is nice and simple, but may make bombers too strong [no judgement, just observation, i'll test out a few dozen rolls later]. also eldar bombers get even better as those turrets never hit them anyway and they'd have >50% chance to roll a 3 (per bomber).
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on January 24, 2011, 10:15:46 PM
Why would eldar bombers have a >50% chance of rolling 3?

The statistic is similar.

Eldar bombers would look like this:

Turretsnumber of hits
13.88
23.77
33.66
43.55
53.44


Making them quite consistent. However this is not different enough from normal bombers to really be significant. For one thing no eldar ship can have 6 bombers (like this experiment shows).

Eldar bombers don't really show so much benefit in the scope of eldar either. Most eldar players have a lower number of launch bays than their opponent (in fact nearly all) due to the fact that their ships are more expensive (which was the reason for eldar ordinance being better overall).

As far as bombers becoming more dangerous. Well, they actually kind of become a bit worse in this system. Against most opponents their effective damage is reduced (against anything with 3 or less turrets). Meaning that against most fleets they only become better against 1 vessel (the battleship) and all other vessels (cruisers, cls, escorts, battlecruisers, grand cruisers) they become worse.

In this system they are more consistent. Certain abilities such as the tau messengers' ability become more worthwhile. Which will make messengers become taken more often (as they aren't) also massed turrets and FDTs become more valuable as well.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on January 24, 2011, 10:27:23 PM
As far as the Eldar becoming more resistant to turrets, well... if you were around when Horizon, RayB, and Sigoroth were developing MMS they noted that eldar are actually relatively weak against bombers.

This is due to the fact that they have fewer hits than normal, and are more expensive than normal. So in actuality, an eldar cruiser with 6 hits and at 250 points makes each hit worth about the equivalent of 1.85 hits. Also with the way criticals work for them, that could be considered higher.

Not only that but Eldar can't fire at ordinance the same as other fleets, because the thing to do against 'normal' fleets is to form your ordinance up into waves, whereas what you do against eldar is have a bunch of singles. Meaning that if eldar shot at the bombers, they would only kill 1 rather than a whole wave.

The same analogy can be applied to orks. Since orks are cheaper, but have more hits, each one of their hits is equivalent to 2/3 of an IN hit. Meaning that it makes sense that it would be 1/3 easier to do a point of damage to them than IN with bombers. (also with 4+ rear armor, it makes it slightly easier to do damage to them with direct fire, and the lower shields.)

This in a sense is good balance.

'Flawed Ships' will eventually be going MMS for eldar and DE (well modifying how they work), but for now successful Holofield saves will have to be re-rolled against Attack Craft.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 25, 2011, 02:32:56 AM
interesting thought on bombers.
ever played x-wing alliance? it takes frakkin forever to take out a star destroyer with a wing of bombers.

similarly, bombers tend to suck against high turrets enemies. albeit quite annoying, once your target is crippled, bombers sweep. i think the system works fine as is - though it is quite convoluted. your proposition is nice and simple, but may make bombers too strong [no judgement, just observation, i'll test out a few dozen rolls later]. also eldar bombers get even better as those turrets never hit them anyway and they'd have >50% chance to roll a 3 (per bomber).

Tie Fighter was sooooo much cooler ;)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on January 25, 2011, 01:51:44 PM
But also much easier and less hardcore.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 25, 2011, 07:41:13 PM
I WAS IN THE SECRET ORDER OF THE EMPEROR!  YOU SHUT YOUR MOUTH!

;)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Valhallan on January 25, 2011, 10:08:41 PM
exactly LS... we were ALL in the secret order, cuz it wasn't that hard.

okay. so i give. it doesn't change eldar bombers that much... (no time myself to run stats... just more and more HW. i was just thinking: chance to roll a 3 = 1/3. w/ reroll that is 1-(2/3)^2 = 5/9).

still i really like the idea that bombers prey on crippled/low turret ships. the immunity is annoying. overall the current system is too complicated: ie too much dice rolling for a 'single' attack. though imho your system linearizes bomber damage which implies marginalizing turrets to some degree (though an IN CL based fleet would get a hellava lot better... ultima!)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Eldanesh on January 26, 2011, 03:28:58 PM
Under the new rules for Assault Boats attacking Escorts.

Do Tyranid Escorts
(a) force the enemy to roll 2D6/take the lowest, meaning both must show a 4+ to destroy a Escort
(b) are destroyed on a roll of 5+. the negative modifier overwrites the regular rules for h&r attacks
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 28, 2011, 11:37:50 AM
Tested the +1 for boarding torps in a 2000 point game of RS Orks vs Admech yesterday.

I am leaning towards 'this is broken'.  I really liked the idea, and maybe I just had good dice, but I was able to launch chain of salvos from long range, steer them to hit targets that tried to move out of the way, and hit alot of 5 and 6 armor on 4s and 5s, knocking out weapon systems and nova cannons, which might as well have been a death knell.  It just left me feeling 'wrong'.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Plaxor on January 28, 2011, 04:04:06 PM
I was actually thinking retool against armor for boarding torps rather than +1 lately. You think it's broken? Remember they Are slower spd.20 and cant turn the turn that they are launched.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: lastspartacus on January 28, 2011, 10:21:31 PM
Is a reroll or +1 more likely to hit?  Only thing about that is it would conflict with existing eldar torp rules.

Where do you see that boarding torps are spd20 and cant turn on the turn they are launched?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Xyon on January 31, 2011, 05:00:38 AM
for sake of argument, lets math out str 8 board torp wave,  against 4+/5+/6+ armor with both +1 and reroll.


With the +1 to hit
5.333 hits vs 4+ armor, 4 hits vs 5+ armor, 2.666 hits vs 6+ armor.

With reroll to hit.
6 hits vs 4+ armor, 4.4444 hits vs 5+ armor, 2.4444 hits vs 6+ armor

so reroll is generally better vs 4+ and 5+ armor,  but +1 to hit is generally better vs 6+ armor.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Eldanesh on February 05, 2011, 03:31:02 AM
Quote
Under the new rules for Assault Boats attacking Escorts.

Do Tyranid Escorts
(a) force the enemy to roll 2D6/take the lowest, meaning both must show a 4+ to destroy a Escort
(b) are destroyed on a roll of 5+. the negative modifier overwrites the regular rules for h&r attacks

Sorry if I am a bit penetrant, but can anyone give me an answer to this question?

Basically it is the question if the new rules for ABoats vs. Escorts overwrite all previous rules (in this case is (b) the answer) or if the prevous rules still apply.

Oh, an in both cases: please change the point cost of tyranid escorts: they are now way to cheap and powerfull.....
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on June 30, 2011, 12:11:34 AM
I know it is a bit late but I would like to suggest a tau merchant variant that has 3-4 hooks
Each model comes with 2 hooks and 2 weapon platforms
The current 2 variants are 2 hooks +2 weapons or 4 weapons
Thus if you buy 2 ships and build a 4 weapon variant you are left with bits for a 4 hooks variant . . . which doesn't exist!
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on June 30, 2011, 05:35:48 AM
I know it is a bit late but I would like to suggest a tau merchant variant that has 3-4 hooks
Each model comes with 2 hooks and 2 weapon platforms
The current 2 variants are 2 hooks +2 weapons or 4 weapons
Thus if you buy 2 ships and build a 4 weapon variant you are left with bits for a 4 hooks variant . . . which doesn't exist!

Eh, well presumably you'd still be using the "hook" piece on the Merchant, but just clipping off the top and placing a turret on the newly flattened arm. So no left over pieces.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on August 18, 2011, 06:37:12 AM
Hi,

can we already make Sigoroth's resilient ordnance idea official?

thanks

:)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on August 18, 2011, 10:29:01 AM
Which is what again?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on August 18, 2011, 10:46:12 PM
My idea is to chuck out all the resilient rules and replace with: resilient ordnance receives a single 4+ save per turn against removal by ordnance interaction.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on August 19, 2011, 03:29:19 AM
Why one rather than till failed?
Less record keeping as to which has used it's save and which has nit
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on August 19, 2011, 06:54:14 AM
While easier to remember that could result in a bit too strong fighter result.

The only problem in remembering are the larger battles.

So far we have the following resilient ordnance:
Eldar fighters
Tau Manta's
Marine Thunderhawks

Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on August 19, 2011, 08:30:15 AM
Why one rather than till failed?
Less record keeping as to which has used it's save and which has nit

Limiting it to one save (without limiting movement or number of interactions) sets resilient ordnance at 1.5 times enemy ordnance. For fighters it means launching 4 fighters is the equivalent of 6 non-resilient fighters. Similarly it would take 6 fighters to remove 4 resilient bombers, rather than 4. Allowing a save against each and every interaction is pretty much doubling the value of the resilient AC compared to normal. I think that the intention behind resilience is to make them worth 1.5 times as much.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: fracas on August 19, 2011, 10:34:13 AM
I know "till failed" would make them much better
Just don't want to keep track of which one has already saved
1.9 isn't much more than 1.5
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Sigoroth on August 20, 2011, 02:44:29 AM
The value asymptotically approaches 2, so it's more like 2 times rather than 1.9 times. Yes, it is slightly more "bookkeeping" but no more than keeping track of which ships have moved and fired. It's also better than having to adjust ship values. It's fine for the Eldar Eclipse, since that ship is overpriced, but not for the other Eldar ships, let alone Tau.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Malika on May 26, 2017, 12:59:26 PM
How about

Attack Craft Marker Size.
Either 2cm x 2cm or 1cm x 4cm (since the cardboard/printout markers are 2x2cm but the blister comes with 1cm x 4cm)


I'm wondering, how strict are you guys when it comes to this rule? Personally I prefer to either use rectangle bases (1x4 cm) or even round ones.
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Eldanesh on November 27, 2020, 10:05:18 PM
A little bit of necromancy, for some short Questions

1) what is the correct price of an Avenger grand cruiser?
The profile in armada lists it at 220p, the segmentum obscurus list at 200p.

And i haven't found any clarification in the FAQ, but probably I just missed it.
200p seems more reasonably to me, if compared to the Vengeance, but I just want to be sure.

2) what are the exact wespon-configuration of the different cruisers?

I think it is:
Vengeance: the (Chaos) single-Lance-turrets on Top. The "double-battery-with-four-guns"-Strip bottom
Exorcist: Chaos-battery(?) on Top, imperial Hangars bottom.
Avenger: Chaos Battery(?) on top, imperial Battery (?- looks a bit odd on the armady-Picture) bottom.

Am i correct?

3) Why is the upper deck designed with a 4x2 Lance layout, when no official class uses it? Is this just a "recycled" upper deck from a desolator?   


Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 28, 2020, 07:51:29 AM
Heya,

1) The Avenger is 200pts but on earth I need to find an old FAQ...

2/3) do you mean how to build the models?
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: Eldanesh on November 28, 2020, 06:08:51 PM
Hi.
Thanks for the Quick reply.

I just looked up the 2010 FAQ and dind't find anything in the Imperial section.

2/3: Yes.

I got my hands on an old grand cruiser model (in bad shape, but nothing that can't be fixed with glue, craft knive, key maker file, green stuff and the proper sacrifice to Khorne^^)

I think I rebuild it as Vengeance (I miss the Chaos-Batterys for the other variants, and it also seems to me the most flexible/potent Configuration)
Title: Re: BFG FAQ 2010 Ordnance Questions
Post by: horizon on November 29, 2020, 08:02:51 AM
Yeah, I know, the FAQ2010 dropped that line. So I'll delve into some older material.
edit: scrolling through the discussions thread it seemed 200points is the correct one but they omitted it from the FAQ.

As for choosing the Vengeance: yes, it is a really good vessel and rounded.

As for modelling them: think you are right.
This is how Vaaish put the Vengeance together:
(http://www.digitalequinox.com/wip/bfg/in1500fleet.jpg)