Specialist Arms Forum

Battlefleet Gothic => [BFG] Discussion => Topic started by: Plaxor on November 29, 2010, 10:09:09 AM

Title: List of flawed ships
Post by: Plaxor on November 29, 2010, 10:09:09 AM
I have combined all my flawed ships threads into this one as they seemed to lose interest/were close to finished.

Confirmed Changes:
Chaos:
Despoiler: Use modified stats (Horizons)
Devestation: Lance range @ 45cm
Idolator: 'New Fraal tech'
Infidel: 2 turrets
Iconoclast: 25 points
Retaliator Side wbs @45cm, 6 launch bays. No free improved engines
Warmaster must be on the highest class of ship, not the most expensive.

IN:
Retribution: Side WBs fp18@45cm Cost 355
Apocalypse: Firing lances over 30cm causes blast marker to be placed on ships rear rather than critical. Dorsal Wbs to FP 9
Avenger: FP20@30cm cost 200
Tyrant: 180 base cost, 190 upgraded version
Endeavor/Endurance/Defiant: 6+ prow, maintains 90' turns
Dictactor: 210 points cost.
Dominator: 45cm upgrade @ -10 points
Oberon:Prow and Dorsal Weapons at 60cm, costs 355
Mars: Cost 260
Firestorms: Cost 35
Falchion 2 turrets
Defiant: +2 prow torps
Exorcist: 6lb cost 260 (+5 AB upgrade)

Astartes:
Strike cruiser: Now has assault carrier option, which swaps P/S weapons batteries for 1lb each @+15 points. As well as an option to swap prow lb with 3 torpedoes. 2 shields 1lb. Upgrade to replace prow LB with str. 3 Bombard F only for no points.
Battlebarge: Shields at 4, turrets at 4 Cost 440
RSV: Deleted
Gladius, cost 40
Nova cost 45


GCs: 25 points prow torp upgrade (6) no longer resists prow criticals if upgraded
Improved engines @ 5 points
20 point prow sensor array (see emperor)


Fleet list changes:

Bastions Fleet: No longer contains Endeavor Variants
Armagedon list: Loses RSV (as they no longer exist), however gains the Sword.


Confirmed Changes
Tau:
Hero: -2lances, -2FP (one each side), No longer restricted.
Merchant: 105pt cost, 6hits standard, upgrade to 8 hits for 20 points. +10 for lance variant

Corsairs:
Nightshade 50pts
Hemlock 50pts +1 f wb@30cm
Aconite 60pts
Hellebore: 80pts with profile change: 2wb, 1 pl, 1 fighter launch bay
Solaris: weapon range @45cm, no right shift.
Shadow: +2 torps, +2wb

Craftworld Eldar
Hero destroyed; Now just +25 point upgrade on characters
Flame of Asuryan-> Void Dragon CG loses vampires and aspect warriors. May upgrade vampires for +10 points. Permanent part of CWE list, restricted as 3:1 with cruisers.
Shadowhunter: old special rule. Speed bands +5cm, DE variant lance, +1wb, 45pts
Ghost Ships: Using MMS version with conversion for similarity to msm.
Wraithship: +5 point vampire upgrade.


Dark Eldar:
Mimic engines for free
Torture can buy two impalers for 20 points, not 2 for 20 each
The Torture carrying the fleet commander can upgrade its' hits by 2 for +35 points, if done so then it can purchase an additional weapon system.
Addition of Incubi Bodyguard on the Archon's ship; these add an additional +1 to the ships boarding modifier. 2d6 on teleport attacks pick which counts. +15 points
Addition of Wych Cult. Doubles boarding value +15 points.



Ork Changes
Gorbags Revenge: Prow torpedoes increased to D6+4, Cost 305
Kroolboy: +2wbs to p/s guns. 255 cost
Slamblasta: Lances changed to str d3+2, Cost 285
Hammer: No stats change, just upgrades added (as listed)
May reduce the strength of P/S Guns to 2, and add soopa engines for no cost
May replace p/s heavy guns for 1 launch bay (total 2) for +10 points

Kill-Kroozer: Prow guns increased to D6+6, P/S guns increased to D6+2. Torps made into a 10 point upgrade. Cost reduced to 150, Turrets upgraded to 2
Upgrades:
May reduce P/S guns to str 2 and add soopa engines at no cost
May replace P/S heavy guns with D6 torpedoes for free.
Of course may replace prow heavy guns for d6+2 torpedoes for 10 points


Terror ship: Prow weapons at D6+4, sides at D6+1. turrets upgraded to 2, Base cost 175
Upgrades:
May reduce P/S guns to strength 2 and add soopa engines at no cost.
May upgrade prow heavy guns to Str D6+2 torpedoes for 10 points.


Onslaught: 30 points firepower D6+1
Upgrades:
may exchange 1 firepower for soopa engines at no cost
may upgrade turrets to two for 5 points

Savage: 30 points, has soopa engines
May upgrade its turrets to two for +5 points

Ravager:
May swap 1 gun for soopa engines at no cost
May upgrade its turrets to three for 5 points

Brute Ramship:
May exchange 1 firepower for soopa engines at no cost
May upgrade its turrets to two for 5 points

all the escorts in a squadron must have the same upgrades. All soopa engines or none, all turrets or none etc.

Torpedo Bombers/Minelayers: use old cost upgrades (based on averages rather than max)

Warlord upgrades:

Maniak gunners: 10 points, may re-roll lance strength as well (in the case of the Slamblasta)
Looted Torpedoes: 10 points
Mad Meks: 10 points
Extra power fields: 20 points


Fleet lists:
2 new characters added:
Big Mek: Makes the ship replace one shield with D3, comes with a re-roll 40 points
Freeboota Kapitan: Adds +1 ld to the ship, comes with a re-roll 40points
Both characters are in the warboss category, so you may not include more than 1 character per 500 points. Each may take 'warboss upgrades' which with the big mek will make the shields go to d3+1, or d3+2 on bb/bc.

Pirates: Now includes Kroolboy, and Roks, may include all three character options but must include 1 freeboota kapitan if over 750 points as it's leader. Other two are 0-1 each.

WAAGH: May include all three characters, however it must include a warboss at 750 points or greater. Both other characters are 0-1

Mechanicus Changes

Archmagos Veneratus @ 75 points

Ark Mechanicus @390 pts
Emperor @385
Retribution @375
Oberon @375
Lunar, Gothic, Tyrant @200
Dictator @230
Endeavor/Endurance @125 Comes with 30cm dorsal lance (without sacrificing torps)
Defiant @135 Comes with lance, without sacrificing torps

Vessels no longer come with a free, randomly rolled gift of the ommnisiah, every vessel must purchase one

Emergency Energy Reserves: 15 points
Advanced Engines: 15 points
Fleet Defense Turrets: 10 points
Gyro Stabilized Targeting Matrix: 10 points
Repulsor Shielding 15 points
Augmented Weapon Relays: 30
Auto Reloaders: 25 points (makes a vessel able to do an additional order if they pass RO)

Firestorm, Gladius @35 points
Nova @40points
Title: Re: List of flawed ships
Post by: RCgothic on November 29, 2010, 11:36:47 AM
My comments and additions:
Devestation/Styx: Yup, the Dev needs an internal rebalance. Make it more expensive, or nerf range to 45cm. I see no reason a cheap CB can't be less expensive than an expensive CA.
Carnage/Murder: F/L/R wouldn't be game breaking.
Retaliator: No thoughts on this one
Despoiler: No thoughts on this one
Iconoclasts: Agreed, 5pt price drop.

IN:
Oberon: Desperately needs its 60cm range back.
Retribution: Horribly conflicted roles. At 60cm it's either outgunned by or barely outunns the carriers, and doesn't have AC. Closing with the cruisers it's nearly outgunned by an Armageddon, and doesn't need the 60cm range it's paying for. FP18 @45cm please.
Apocalypse class: The Critical Fix should be sufficient, but it would possibly be easier just to make it 45cm standard.
Emperor: Needs a 10-15pt price hike.
Overlord: Hideously undergunned. FP10 please.
Tyrant/Dominator: Possibly a 5pt price drop for the Tyrant.
Dictator/Mars: I actually prefer the Dictator! One RO Check gets you more. Both are overpriced, but deliberately. Hiking the Emperor's price may help.
Endeavor Variants: Need 6+ prows and 90' turns to make them proper Light Cruisers of the Line. Defiant needs torps to make it worth reloading. Willing to trade down S2 Lances to FP4 WBs to make this happen.
Firestorms: Agreed. Loss of L/F/R makes up for slightly increased firepower. Price drop of 5pts.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on November 29, 2010, 11:57:17 AM
Battleships:
IN
Oberon needs 60 cm WBs back as noted.
Ret needs to have firepower brought up while range goes down to 45 cm.

Chaos:
Despoiler needs to have armaments changed as per Horizon's suggestion.


Grand Cruisers:

Retaliator is the only GC that has a problem? You should have a look at the Avenger then. hideously overpriced. Retaliator should have it's weapons changed. Probably should have Str 3 LBs per broadside while weapons should all be at 45 cm.
Exorcist should also increase the LB stat. WBs are ok.
Vengeance and Executor also undercosted.

Battlecruiser:
Overlord should just have FP12@45 cm broadside.

Heavy Cruiser:
Styx cost needs to be lowered to 250.

Cruisers:
IN:
Dictator actually ok at its price.
Tyrant needs to make all 45 cm WBs as standard for the 195 points.

Chaos:
Dev undercosted for its performance. Lower to 45 cm the broadside lances at 200.



Title: Re: List of flawed ships
Post by: horizon on November 29, 2010, 12:14:33 PM
Chaos
Despoiler: per Horizon's suggestion. :)
Devestation: lower lance range (45cm)

Imperial Navy
Retribution: per Revolution(!) str18 @ 45cm broadsides
Overlord: per admiral d'artagnan's suggestion
Tyrant: drop 5pts.
Dictator: might drop to 210.
Endeavour & Endurance: 90* / 6+ prow needed
Defiant: complete rehaul. PM me for stats. :)

Grand Cruisers
Avenger: cost drop, large margin!

Corsair Eldar
Aside of rules:
Hellebore: stat change (launch bay instead of tops).
Nightshade 50-60pts
Hemlock 50-60pts
Solaris: extended battery range (45cm)

Tau Armada ECF
Hero: drop of Ion cannons to 2, same points, done.
Merchant: hitpoint upping per standard.
Defender: 2hp escort (!)

Frigates & Destroyers (non-Eldar)
Before we start changing things with these I want more experience and playtest feedback and general "feel" on how the new assault boat rule will work. For instance the Iconoclast does not need a price drop.



Title: Re: List of flawed ships
Post by: Zelnik on November 29, 2010, 02:04:34 PM
All of these ships are very 'fuzzy logic' issues with balance. Here is my take.


Styx/dev: The HA made it clear that a Heavy cruiser cannot cost less then a cruiser. The only option is to reduce points to the styx... something i am not entirely against.

Carnage/murder: these ships are just fine thanks. They have different purposes in the fleet, as the murder is the only chaos vessel aside from the devistations that was built to squadron.  Carnages were designed for Independent action.

Retaliator: Yeah, at it's cost, it desperately needs better firepower. perhaps st 8 batteries.

Battleships: Aside from re-allocation of launch bays on the despoiler, your barking up the wrong tree. This is not likely something that will change.

Imperial navy battleships: Sheesh, again your barking up the leg of the wrong battle. The apoc has been fixed, and has now been made MUCH more effective now that it does not suffer damage.  When people start using the weapon overcharge, the complaints will end.

Retrib.. Eh i like it how it is. Perfect WYSWYG, fast battleship. if you want your st18, reduce speed to 15.

Oberon: Drop it. It does not need 60cm batteries. most conflicts close into the 45cm range without issue and it does not need to be elevated to 'best battleship ever'.  Right now it is the cheapest imperial battleship, and it is fine where it is.

Overlord: I won't resist a strength upgrade, but i am worried it will overpower the vessel.

Dictator: Bite me, i love this ship. Don't call something unpopular without asking other people in the community first.

Dominator: Unique to Gothic list, you don't get it elsewhere without reserves.

Endeavor variants: This issue is being addressed by the HA.

Firestorms: you sir, are quite mad.

Avenger: This ship works great when there are a pair in a squadron.  I suggest you give it a try sometime.


Tau stuff.
I won't comment on the cap ships. I have not used them aside from the explorer.
Don't you dare belittle the Dhow.  It's one of the best escorts in the game.
Warsphere: It's the Faberge' egg of doom!

orks:
Give the Hammer a better bombardment cannon strength, problem solved.

Title: Re: List of flawed ships
Post by: Sigoroth on November 29, 2010, 03:46:45 PM
I was going to just post my suggestions, but this post caught my eye and I felt I had to respond. I'll post my suggestions later.

Carnage/murder: these ships are just fine thanks. They have different purposes in the fleet, as the murder is the only chaos vessel aside from the devistations that was built to squadron.  Carnages were designed for Independent action.

What? Murders designed to squadron? Carnages designed to act alone? You have this arse backwards.

Quote
Retrib.. Eh i like it how it is. Perfect WYSWYG, fast battleship. if you want your st18, reduce speed to 15.

Firstly, not WYSIWYG at all. People look at the ship and expect 18 WBs. Therefore not WYSIWYG. Secondly, why would we decrease the speed when upping the strength? That defeats the point. We would decrease the RANGE, which is useless to the ship.

Quote
Oberon: Drop it. It does not need 60cm batteries. most conflicts close into the 45cm range without issue and it does not need to be elevated to 'best battleship ever'.  Right now it is the cheapest imperial battleship, and it is fine where it is.

The prow and dorsal weaponry on the Emperor is absolutely pathetic. The Oberon's combined prow and dorsal armament is surpassed by a CBs dorsal armament. Very similar strength, but lower range. This is ridiculous. This ship already has the worst armament in these hard points, there never was any reason to nerf them even further. It should never have been done, and it should be undone. The fact that it would become a comparable long range fire platform to a Retribution while also outputting AC just shows how shit the Retribution is.

The Ret is faster, has extra armour, a much stronger dorsal weapon and 9 torpedoes as opposed to the 4 AC of the Oberon. That is a fair amount of extras. It's just that none of them combine so well with the role of long range weapon platform as it does on the Oberon (and Empy). Thus the problem is with the Ret, not the Oberon, and so the comparison between the two should NOT be used to justify the further nerfing of the worst weapon strengths of any BB in prow and dorsal hardpoints.


Quote
Overlord: I won't resist a strength upgrade, but i am worried it will overpower the vessel.

Seriously? Are you high?

Quote
Dictator: Bite me, i love this ship. Don't call something unpopular without asking other people in the community first.

Hmm. 40 pts more than a line cruiser. Sooo if a Dev (even one with only 45cm lances) were to swap its AC for guns we're looking at a ship with 2L@30cmL+R, 2L@45cmL+R and 6WB@30cmLFR and 25cm speed for 150 pts. You fine with this?

Dictator is too expensive. 210 pts at most.

Quote
Firestorms: you sir, are quite mad.

No, he's right, they're rubbish. They have slightly more firepower than a Sword, for which they pay 5 pts more. This by itself is quite debatable. It means that across a full squadron you're paying 30pts for 6WBs. A bit much. Add to this the fact that it is pretty rubbish against either Eldar fleets, since it has a useless lance or SM style fleets since it has 40% of its weaponry in WBs. Making it only useful if you come up against one of the more general armour fleets (whereas a Sword, for example, is useful against Eldar or a general armour fleet).

Then add to all this the fact that it has to point its prow at the enemy to fire its lance you get a less able and less defensive unit. This ship really is overpriced. Hell, there's a case for the general argument that all escorts are overpriced. This one is overpriced on top of that.

Quote
Avenger: This ship works great when there are a pair in a squadron.  I suggest you give it a try sometime.

Why would I take this ship when I could take a Vengeance?
Title: Re: List of flawed ships
Post by: commander on November 29, 2010, 04:58:45 PM
I only play IN, so I'am not going to say anything about the other fleets.
The one thing that I complain about is that the IN in general is seriously overcosted.
Fluff says they are using less sofisticated technology, easier and cheaper to produce, less powerful weapons, cheaper weapon systems (missiles/torpedoes) etc because they needed to replace half of the fleet (Horus Herecy) as soon as possible. So why do they cost so much more than the more high-tech chaos vessels? It should be less.
I know, it's not going to happen  :'( I can live with that.

On topic: as far as the list goes, everything IN is allready covered.
Title: Re: List of flawed ships
Post by: Sigoroth on November 29, 2010, 05:53:27 PM
Oh, one thing, the Murder should not get LFR on its prow lances. Not unless it gets a large price bump or Carnage gets all it's weaponry boosted to 60cm (not that I expect either of these changes).

The Murder is a cluncky ship and I personally prefer the Carnage. However, it is cheaper than the Carnage, so one would expect the Carnage to be slightly better. If you make the prow lances LFR you will make the Carnage completely redundant. About equivalent firepower at 60cm, superior at 45cm, equivalent at 30cm or less and just as defensive as the Carnage (can go abeam) while being cheaper. Bad idea.
Title: Re: List of flawed ships
Post by: fracas on November 29, 2010, 06:26:14 PM
i think all ships should be flawed in some way.

i really do not want fleets of ships perfect for their role.


give it serious thoughts folks.
ships were designed by thoughts in reaction to perceived challenges and needs by hands guided by imperfect knowledge.
what we are risking here is applying omniscience of the meta game instead.
don't do it.


having said that, best way to "fix" "flawed ships" is to allow each fleet commander to take one refit and assign it to a ship of his choice. this will allow some rarely seen ships to be fielded.
Title: Re: List of flawed ships
Post by: Sigoroth on November 29, 2010, 06:51:45 PM
We're not using flawed in that sense fracas. Well, not for the most part anyway. In most cases we're talking pure balance. In some cases we're talking role competition and redundancy. In particular cases (such as the Ret) we're talking stupendous flaws of design that should never have been in the first place.

There are some tolerable flaws. For example, the Emp/Ober prow and dorsal weapons are very very weak. They're nowhere near optimised. However, we're not suggesting replacing them with 3L@60cmLFR each. Suboptimal flaws can add character to the game. Even redundancy can be forgiven when we're talking old ships. So it wouldn't matter terribly if an Executor Exorcist was made redundant (for the most part) by a Dictator. However, a Retribution being made redundant by an Emperor or Oberon as a preferred gunship means that the Retribution needs fixing.
Title: Re: List of flawed ships
Post by: fracas on November 29, 2010, 07:13:47 PM
i understand
but there seems to be an underlying perception that ships should be perfectly balanced, which really isn't much differnet from being flawed free

i take a ret as my BB because it can keep up even if the emp may have a slight l edge in firepower, though slower and less armored.


just thought i throw a little word of caution out there.
carry on :)
Title: Re: List of flawed ships
Post by: Plaxor on November 29, 2010, 08:04:46 PM
Updated the first post to account for suggestions/thoughts.
Title: Re: List of flawed ships
Post by: RCgothic on November 29, 2010, 08:20:05 PM
The Emperor doesn't have a LITTLE edge in firepower. It has an edge big enough to pilot itself down. It has pretty much double the focussed Abeam firepower including AC. For a ship staying with the fleet, the Retribution outguns the Armageddon by just one lance and 3 torpedoes.  

I don't agree with this "not everything should be balanced" idea either. Sure, let there be old and outdated ships that are undergunned with no clear role. But it shouldn't be a handicap to take these vessels, and that's what the points system is for. If it turns out that something is worse than its stats would suggest, and fluff dictates that the profile shouldn't change, then that ship should get a price cut.

But all this is besides the point, because the Retribution is not old and outdated according to fluff. It is, along with the Emperor class, the shining pinnacle of His Imperial Navy. But it doesn't behave that way on the table. And it's not worse than the Emperor because AC are fundamentally better - it's worse because it is confused about its role and undergunned up close. Now it could get a price break, but that would be to accept it as an obsolete class of vessel, which it clearly isn't. What it needs is more firepower. FP18 at 45cm, and the loss of 60cm WBs. Job done.

Edit: A good revision to the first post. A couple of things though:

Retribution: Possibly leave Lances at 60 whilst dropping WBs to 45? Alternatively all to 45cm.

Dominator: Absolutely nothing wrong with it, 190pts is what you should be paying for FP12 and a forced Nova Cannon. Do Not Touch.
Tyrant: Price drop by 5-10pts.

Mars/Dictator: If the Emperor gets more expensive, then perhaps no price adjustment is required.

Avenger: What LBs? Perhaps raising just a portion of the WBs to 45cm would help. FP8 would be enough without competing with the Tyrant.

Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on November 29, 2010, 10:08:15 PM
I forgot to put in the Apocalypse. It wasn't fixed enough. Fluff says it only suffered problems when firing at long ranges. The Apoc should be able to fire up to 45 cm without any penalty.
Title: Re: List of flawed ships
Post by: Plaxor on November 30, 2010, 12:07:09 AM
What [the Retribution] needs is more firepower. FP18 at 45cm, and the loss of 60cm WBs. Job done.

Retribution: Possibly leave Lances at 60 whilst dropping WBs to 45? Alternatively all to 45cm.

That is what I was thinking. I didn't include the lances in the range reduction.

Dominator: Absolutely nothing wrong with it, 190pts is what you should be paying for FP12 and a forced Nova Cannon. Do Not Touch.
Tyrant: Price drop by 5-10pts.

The issue here, as stated by others, is that then the tyrant would compete too much with the lunar. Although near-everyone upgrades the wbs, so the ship is almost as though it costs 195. Perhaps a compromise? -5 to the tyrant +5 to the Dominator?


Mars/Dictator: If the Emperor gets more expensive, then perhaps no price adjustment is required.

Possibly, I would like to hear others thoughts on this.


Avenger: What LBs? Perhaps raising just a portion of the WBs to 45cm would help. FP8 would be enough without competing with the Tyrant.

Oops, sorry. Typo. Will fix, I do like the Avenger though for it's current pc. It is worse than a Vengeance, but not that noticeably. I usually run one as the flagship in my IN.

I forgot to put in the Apocalypse. It wasn't fixed enough. Fluff says it only suffered problems when firing at long ranges. The Apoc should be able to fire up to 45 cm without any penalty.

Fixed.

Also, if we get this done well enough. I'll submit an article to Warp Rift, and try to convince Bluedagger to make an alternate selection for each fleet with these costs/stats. (Helps a bit to personally know the guy)
Title: Re: List of flawed ships
Post by: Vaaish on November 30, 2010, 12:38:51 AM
I would not like the see the emperor go up in price. If the point is most IN carriers are overpriced why raise the price on the empy and then say the others are fine for their points?
Title: Re: List of flawed ships
Post by: Sigoroth on November 30, 2010, 12:39:16 AM
IMPERIAL NAVY

Ships not to touch:

Lunar
Gothic
Dominator
Emperor
Dauntless
Cobra
Sword

These ships are the core of the IN fleet and trying to nerf these ships would simply make the IN uncompetitive.

Ships to have at:

Dictator - nice design, just too costly compared to other fleets. IN aren't supposed to be encouraged to spam AC but they shouldn't be so harshly punished either. Drop it by 10 pts.

Tyrant - Increase cost to 190 pts, set range to 45cm. This ship is pointless without the range upgrade and there's no way it's worth 195 pts. It's not worth 190 pts, but that's the "premium" for range for you. I still wouldn't take it.

Voss CLs - just add 6+ prow to original profiles of End/End, delete Defiant.

Battlecruisers - Drop cost across the board by 10 pts. All the IN CBs are extremely weak, in terms of cost/benefit ratio. Mars/Armageddon are nice ships, but way way too expensive. A 10 pt drop will make them more tolerable, though still expensive.

Overlord - as well as the above mentioned price drop, increase firepower to 12 at 45cm. Maybe include a 5-10 pt option to go to 10WB at 60cm.

Oberon - restore its range and put its price again 10 pts less than the Emperor. This ship was never broken compared to the Emperor.

Apocalypse - the weakness of dorsal WBs compared to lances really annoys me. Not only do lances outperform WBs over 30cm but 1 lance is the equivalent of 3 WBs even when at 30cm or less. So why do lance equipped vessels get a +50% firepower increase on top of this advantage? Increase dorsal WBs to 9 (people countering with the notion that lance armed ships should be decreased instead be warned; I have counter-arguments to this position).

Retribution - duh, 18WB@45cm broadsides. Potentially a cost increase of 10+ pts.

Firestorm - crappy escort, confused roles, fixed arc weaponry, drop by 5 pts.

Falchion - could stand to go to 2 turrets, but really no change is necessary. I did not include this in the above list of untouchables because it isn't really a core element of the IN fleet, though I do like it.

Vengeance series CGs - Avenger needs a boost of some kind, Vengeance is OK, Exorcist is OK, but it would be reasonable to push it to 6AC with commensurate cost increase.

Biggest issue with these ships is the missing armour and weaponry. I would recommend a table of refit options for these CGs and allow upto 1 refit to be taken per CG, with maybe a caveat that no two CGs can have the same refit (as various attempts were made to make them viable these refits were considered failures and never standardised, blah blah). One such refit might be a 6+ prow OR torpedoes OR some dorsal WBs (range/strength trade-off variations perhaps) OR a NC. The base ships themselves could be balanced with the options costing over the odds.
Title: Re: List of flawed ships
Post by: Plaxor on November 30, 2010, 01:06:27 AM
The only ones on your untouchable list are the Emperor and Dominator considered for changes. The Emperor considered due to its massively imposing 'take me' compared to other carriers and even gunboats in the list. Although I could see it left alone in favor of changing the other carriers.

The dominator is only up for change in competition with the tyrant. It's been thought as a better method than reducing the Tyrants cost. The dominator is probably rightly costed, but 5pts is something that wouldn't kill it.

I think the Tyrants basic stats shouldn't change, yes pretty much everyone takes the upped version, but the option shouldn't be removed. It is much like the dominators choice for decreased cost/altered wbs.
Title: Re: List of flawed ships
Post by: Sigoroth on November 30, 2010, 01:46:51 AM
CHAOS WARFLEET

Ships not to touch:

Slaughter
Carnage
Murder
Hades
Repulsive (beyond what has already been FAQ'd)
Desolator
Infidel

Again, these are core ships and there's no need to mess with them at all.

Ships to have at:

Devastation - also a core ship, but just really quite strong compared to its IN analogue. Also strong compared to Chaos alternatives, with some usurpation of the Styx' role and devaluation of the Acheron's xeno-tech enhanced broadsides. Drop range to 45cm, demarcating this ship from both the Acheron and the Styx, improving internal balance and, in conjunction with the IN CV price decrease, greatly increasing external balance.

Idolator & Iconoclast - both these ships are too expensive. Like the Firestorm the Idolator suffers from a lack of role focus. The Iconoclast is a Cobra but swaps 2 torps for 2 WBs. Not a good trade. Note: even though I put the Infidel in the "don't touch" basket, it's not terribly strong. If it had 2 turrets it would certainly be worth its points, but the Cobra is a better ship for its cost. Still, it doesn't need any change.

Acheron - No change needed. This ship is certainly an odd duck but if the Dev comes down in range it certainly becomes more palatable. If I were to make one change to this ship it would be to increase the dorsal range to 60cm (+10 pts). This isn't in an attempt to usurp the role of the Hades, merely out of a desire to attain some sort of consistency. Hell, it could've dropped the broadside range to 45cm added some WBs or something and then increased the dorsal range to 60cm (ie, sort of like a lance variant Murder being upgraded to a Hades). Since it has gone for the the 60cm broadsides one would assume that the only reason to do this would be in addition to the dorsal lance range, rather than at its expense. Still, no change needed, just one of those niggling inconsistencies.

Styx - Drop cost to 260. It's still expensive at that price.

Vengeance series CGs - Vengeance and Executor are fine, Retaliator definitely needs some work. Increasing to 6AC seems a good start. Again, like their IN counterparts a refit table might be a nice addition, with the same caveat.

Despoiler - this model really needs to have its profile changed to match. I myself have done a conversion of one "closing" the prow bays and by simply replacing 1 WB hardpoint with a launch bay hardpoint this model matches the profile and it becomes fine (though perhaps a touch expensive). I have also done a conversion swapping the prow with a Repulsive prow and with the WB/launch bay swap this could represent the torp version of the current profile.

However, in the absence of such conversions it should have 4AC in the prow, instead of lances. Likewise, the broadside launch bays should be only 2 AC each, not 4 (there's only 1 bay on each side!) and the WBs should be upgraded to at least 10WB at 60cm. Strength 6 is unacceptable for 2 hardpoints. In this iteration I would drop the torp option, as there's no torp launchers on the model and the trade-off (lances) are no longer there.

Despoiler-based Power flagships - these should be adjusted accordingly.

Planet Killer - fine.

ABSF - a note giving rules for inclusion would be nice.
Title: Re: List of flawed ships
Post by: Sigoroth on November 30, 2010, 02:00:24 AM
The only ones on your untouchable list are the Emperor and Dominator considered for changes. The Emperor considered due to its massively imposing 'take me' compared to other carriers and even gunboats in the list. Although I could see it left alone in favor of changing the other carriers.

The IN have a hard time with ordnance, with the Emperor being such a take me because they desperately need some way of redressing the balance. Without this option then IN would just be boned against AC and become less competitive. The ability to take defensive AC in the form of their cruisers (which surely is the point of their inclusion) would then make the other BB options more palatable to an IN player and would also make the Emp an offensive AC platform (since it's the only ship capable of taking more than 4 AC in the IN fleet) rather than just a way of maintaining parity. Therefore this promotes diversity according to player desire (either guns or AC).

Quote
The dominator is only up for change in competition with the tyrant. It's been thought as a better method than reducing the Tyrants cost. The dominator is probably rightly costed, but 5pts is something that wouldn't kill it.

The Dom should not be compared to the Tyrant. The Dom has a NC. The closest analogue of the Tyrant among the IN CAs is the Lunar. Among the CBs the closest analogue is the Armageddon.

Even if we were to compare it to the Dominator I see absolutely no reason to nerf a balanced vessel in a doomed attempt to make a rubbish ship more attractive. That is what we're talking about here, a rubbish ship. Not only is it unbalanced in terms of pure cost, it's a conflicted design. Paying a premium for longer range makes no sense on a line-breaker, particularly when sacrificing firepower to do so and even more so when it's on weapons that attenuate with range.

Quote
I think the Tyrants basic stats shouldn't change, yes pretty much everyone takes the upped version, but the option shouldn't be removed. It is much like the dominators choice for decreased cost/altered wbs.

Of course the basic stats should change. Its base profile is utterly pointless. Utterly. Though you are right that it's like the Dominators choice for decreased WBs. This is also utterly pointless. Ditch this one too.
Title: Re: List of flawed ships
Post by: Vaaish on November 30, 2010, 02:07:49 AM
I disagree with the tyrant being utterly pointless. In a Gothic list, yes there isn't much need to take it since lunars and dom/gothics can do it all better. In an armageddon or solar list they do have use where dominators aren't available except via reserve. They are particularly helpful with armageddons where I've used them to good effect either squadroned with the cb or on their own. They provide the IN a way to build a fleet based around longer range shooting if you'd rather go that route. Once you switch to admech they again have some utility.
Title: Re: List of flawed ships
Post by: Sigoroth on November 30, 2010, 02:25:55 AM
I disagree with the tyrant being utterly pointless. In a Gothic list, yes there isn't much need to take it since lunars and dom/gothics can do it all better. In an armageddon or solar list they do have use where dominators aren't available except via reserve. They are particularly helpful with armageddons where I've used them to good effect either squadroned with the cb or on their own. They provide the IN a way to build a fleet based around longer range shooting if you'd rather go that route. Once you switch to admech they again have some utility.

No matter which way you look at it the Tyrant is a rubbish ship. Also the reserve limitation on the Dom in the Armageddon fleet is not much of a concern really. Lunar, Dom, Geddon, Geddon, Gothic, Dom, Geddon, Geddon, etc.

Anyway, whatever limited use you may be able to find out of a range upgraded Tyrant, that is not the profile I was calling utterly useless. The base Tyrant profile is utterly useless. 6WB@30cmL+R & 4WB@45cmL+R for 185 pts.
Title: Re: List of flawed ships
Post by: BaronIveagh on November 30, 2010, 03:16:20 AM

Exorcist should also increase the LB stat. WBs are ok.


Why is it when you say it, no one argues, but when I say it, Horizon tells me I'm out of my mind?
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on November 30, 2010, 04:02:48 AM
Depends on what you present. If you present something which is logical and makes sense, I'd back you up.

Personally, I think all the GC carriers should get Str 3 LBs per broadside and up the cost. They are much bigger than the Styx even packed with weapons.
Title: Re: List of flawed ships
Post by: BaronIveagh on November 30, 2010, 04:16:44 AM
Depends on what you present. If you present something which is logical and makes sense, I'd back you up.

Personally, I think all the GC carriers should get Str 3 LBs per broadside and up the cost. They are much bigger than the Styx even packed with weapons.

In a nutshell, mine was to make it more appealing compared to Mars (since most of the time, players seem to favor it over the Exorcist) and that it wasn't WYSIWYG.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on November 30, 2010, 04:24:14 AM
In a nutshell, mine was to make it more appealing compared to Mars (since most of the time, players seem to favor it over the Exorcist) and that it wasn't WYSIWYG.

You increase the LB strength and you have to increase the points. Maybe you had not proposed the price increase?

Mind you I'm not one of those who like the Mars over the Exorcist. I prefer the Exorcist personally. Mars is just too expensive to take. People like to take it for a flagship but I prefer my flagship's a little more durable. Also if I wanted NCs then I would go Dominator. Since I can't take one with the Exorcist, I would take an upgraded Lunar which still comes out cheaper than the Mars. For the Gothic list, for a flagship, I would most likely go with the Emperor.
Title: Re: List of flawed ships
Post by: horizon on November 30, 2010, 04:40:14 AM
BaronI did do the same as you but I did not post to argue, I just gave my list. :)

And I still am not convinced for a change on the Excorsist, not by B_I, Sig, or A_A.

:)
Title: Re: List of flawed ships
Post by: BaronIveagh on November 30, 2010, 04:42:33 AM
In a nutshell, mine was to make it more appealing compared to Mars (since most of the time, players seem to favor it over the Exorcist) and that it wasn't WYSIWYG.

You increase the LB strength and you have to increase the points. Maybe you had not proposed the price increase?

Mind you I'm not one of those who like the Mars over the Exorcist. I prefer the Exorcist personally. Mars is just too expensive to take. People like to take it for a flagship but I prefer my flagship's a little more durable. Also if I wanted NCs then I would go Dominator. Since I can't take one with the Exorcist, I would take an upgraded Lunar which still comes out cheaper than the Mars. For the Gothic list, for a flagship, I would most likely go with the Emperor.

I think in the course of our debate, I mentioned bringing it to 260-270ish.
Title: Re: List of flawed ships
Post by: Vaaish on November 30, 2010, 05:22:57 AM
Quote
Anyway, whatever limited use you may be able to find out of a range upgraded Tyrant, that is not the profile I was calling utterly useless. The base Tyrant profile is utterly useless. 6WB@30cmL+R & 4WB@45cmL+R for 185 pts

That i'll agree with, though it wasn't apparent from your post you were referencing that particular version and not all versions of the tyrant. TBH, the non upgraded version needs to just get a footnote in the fluff that all tyrants have been upgraded to 45cm batteries after the success on the zealous and dominion.
Title: Re: List of flawed ships
Post by: Plaxor on November 30, 2010, 05:41:27 AM
As far as the Idolator goes, how do people feel about changing its fraal weapon special rule to be like how it is in the Rogue Trader pdf, where you don't get a column shift for shooting over thirty + it counts enemies as closing if within 30?
Title: Re: List of flawed ships
Post by: Plaxor on November 30, 2010, 06:50:44 AM
Revised first post to reflect everyone's views/solutions. Feel free to comment/vote on each.
Title: Re: List of flawed ships
Post by: horizon on November 30, 2010, 07:07:25 AM
Hi,
From your first post, two options are flawed in what people actually said:

Chaos:
Quote
Despoiler: Change lances to 45cm [Admiral d Artagnan], Move 4lbs from sides to front [Sigoroth], Remove prow lances, change WBs to 10@60 [Sigoroth]
Admiral D'Artagnan said Horizon's suggestion, Sigoroth likes this as well:
prow launch bays str4
port launch bays str 2
starboard launch bays str2
port weapon batteries str10 @ 60cm
starboard weapon batteries str10 @ 60cm
dorsal lance str3 @ 60cm (LFR)

May replace prow LB with str8 torpedoes.

Acheron: Increase lances to 60cm @+10 pts [Sigoroth]
This was a change of lesser priority*.

Quote
Apocalypse: 45cm on its lances [Admiral d Artagnan, RCgothic]
This should say: no penalty for firing up to 45cm, shooting at 60cm is still critical hit.

Priority
I think changes should go in order of priority. Some are needed, some less.

Also: good luck on general consensus. :)
Title: Re: List of flawed ships
Post by: Plaxor on November 30, 2010, 07:38:24 AM
Well, considering the fact that there are only really 5 people involved (Horizon, Plaxor, Admiral D Artagnan, RCgothic, and Sigoroth), then consensus will mean 4/5 will need to agree (as my arbitrary amount for a solution is 75% agreed).

If others get more heavily involved then this value will change. So far of those we have (in order of most involved) Vaaish, BaronIveagh, Zelnik, Fracas, Commander.

I will fix problems. Priorities... well I don't think it's too necessary atm, as we have about 1/4-1/3 of ships already pretty concluded on.

Put the ships closest to consensus in red. These will be priority 1 to 'finish' first. Please comment on these vessels.

Despoiler: I think there isn't really much discussion here. Horizons stats are widely/happily accepted.

Devestation: I think it's a sure thing we're reducing it's lances to 45, the question is, will it still need to be 200 points after that. I'm torn here, but still think it's plausible.

Oberon: there is a consensus here, but the question is to increase its points value to 355. It seems real pretty for 335 with current stats (so much that I might change my vote). I've never used one as I don't run BF Armageddon.

Overlord: I think everyone can agree to a mixed solution, where its weapons batteries are dropped to 12@45, as well as its points cost by 10, however you can up its wbs to 60cm, with a loss of 2fp.

Endeavor Variants: Everyone seems set on a 6+ prow. However 90' turns are a bit of discussion material. I feel that a heavily armored prow ship shouldn't be able to turn 90', and this is shown in the Rogue Trader document. Defiant is up for getting torpedos to make it more worthwhile to reload.

Tyrant: Looks like a 5pts reduction. I'm against removing the option to leave it with its standard weapon layout however  It rarely gets used that way, but it's a fun little fluffy quirk/downgrade.
Title: Re: List of flawed ships
Post by: RCgothic on November 30, 2010, 10:23:31 AM
Oberon: there is a consensus here, but the question is to increase its points value to 355. It seems real pretty for 335 with current stats (so much that I might change my vote). I've never used one as I don't run BF Armageddon.
The Oberon would still be more conflicted than the Emperor, wasting more of its off-side firepower and therefore being less expensive. I could see it going to 345-350pts with new stats.

Overlord: I think everyone can agree to a mixed solution, where its weapons batteries are dropped to 12@45, as well as its points cost by 10, however you can up its wbs to 60cm, with a loss of 2fp.
FP12@45cm (225pts), with option to upgrade to FP10@60cm for 235pts.

Endeavor Variants: Everyone seems set on a 6+ prow. However 90' turns are a bit of discussion material. I feel that a heavily armored prow ship shouldn't be able to turn 90', and this is shown in the Rogue Trader document. Defiant is up for getting torpedos to make it more worthwhile to reload.
Strongly disagree here. The 90' turns are vital to distinguish them from just being a small cruiser. Note that the HAs are dropping the price to remove the 90' turns, but we don't want a price drop.

Tyrant: Looks like a 5pts reduction. I'm against removing the option to leave it with its standard weapon layout however  It rarely gets used that way, but it's a fun little fluffy quirk/downgrade.
So we're talking 190pts for FP10@45cm. I'd maybe even go for a 10pt decrease.

Chaos:
Despoiler: Use modified stats [Horizon, Admiral D Artagnan, Sigoroth, Plaxor, RCgothic]
Styx: Lower cost to 250 [Admiral d Artagnan], 260 [Sigoroth, RCgothic] (Can we assume Ad'A would support a price drop to at least 260pts?)
Acheron: Increase lances to 60cm @+10 pts [Sigoroth]
Retaliator: 3LB per side WBs at 45cm [Admiral d Artagnan, Sigoroth, RCgothic]
Executor: Increase cost [Admiral d Artagnan], Don’t touch [Sigoroth, RCgothic]
Vengeance: Increase cost [Admiral d Artagnan], Don’t touch [Sigoroth, RCgothic]
Devestation: Lower lance range to 45cm [Admiral d Artagnan, Sigoroth, RCgothic, Horizon, Plaxor], Possibly increase by 10pts [Plaxor, Sigoroth, RCgothic]
Infidel: Give two turrets [Sigoroth, RCgothic]
Iconoclast: Reduce by 5pts [RCgothic, Plaxor]
Idolator: Revise with new Fraal tech [Plaxor]

GCs:
Add several upgrade options [Sigoroth]

IN:
Oberon: Up range to 60cm [Admiral d Artagnan, RCgothic (350pts), Plaxor, Sigoroth(10pts less than emperor)]
Retribution:  FP to 18 but reduce its range to 45. [Admiral d Artagnan, Horizon, RCgothic (possible reduction in lance range or possible +10pts), Sigoroth (possible +10 pts)]
Apocalypse: no penalty for firing up to 45cm, shooting at 60cm is still critical hit. [Admiral d Artagnan, RCgothic]
Emperor: Nothing [Sigoroth], Increase by 10pts [RCgothic, BaronIveagh]
Exorcist: Increase LBs to 6, increase cost [Sigoroth, RCgothic], Don’t touch [Horizon]
Avenger: Drop Cost [Horizon], 8WBs to 45cm [RCgothic]
Armageddon: Drop by 10 points [Sigoroth, RCgothic]
Mars: Drop by 10 points [Sigoroth, RCgothic]
Overlord: Firepower 12@45cm [Admiral d Artagnan, Sigoroth, Horizon, Plaxor, RCgothic], Drop by 10 points [Sigoroth, RCgothic, (after changing firepower)], add 60cm range option (after mods) [Sigoroth, Plaxor, RCgothic]
Tyrant: Make 45cm standard [Admiral d Artagnan, Sigoroth], drop by 5points [Sigoroth, RCgothic(5-10pts), Horizon, Plaxor]
Dictator: Drop by 10 points [Sigoroth, Horizon, Plaxor, RCgothic]
Endurance: 6+ prow [Sigoroth, RCgothic, Horizon, Plaxor], 90' turns [RCgothic, Horizon, Sigoroth, lastspartacus]
Endeavor:6+ prow [Sigoroth, RCgothic, Horizon, Plaxor], 90' turns [RCgothic, Horizon, Sigoroth, lastspartacus]
Defiant: 6+ prow[Sigoroth, RCgothic, Horizon, Plaxor], give torps [Plaxor], Use Horizon's Profile (Exchange Lances for S2 Torps, FP4 Total WBs {either FP2 Prow and Dorsal or FP4 Prow}) [ RCgothic, Horizon] 90' turns [RCgothic, Horizon, Sigoroth, lastspartacus], Delete Ship [Sigoroth]
Firestorms: Drop by 5pts [Sigoroth, RCgothic, Plaxor]
Falchion: Increase turrets to 2 [Sigoroth, RCgothic]

I've taken the liberty of adding Horizon's support to the Retribution and Defiant proposals (given that he proposed them in the first place). I also know for a fact that Sigoroth and lastspartacus support 90' turns.
Title: Re: List of flawed ships
Post by: commander on November 30, 2010, 11:08:21 AM
I would drop the R60 option on the Overlord. It's a line breaker (front armour 6) and goes with the cruisers. No R60 needed, just as Ret.
The Vengeance GC can easily take over the support role. Altough one could include torpedoes on these GC at an extra cost. Dorsal weaponry is not needed as it is designed with more port and starboard hard points to compensate but the prow has been 'forgotten'. S6 torpedoes, just as with Repulsive, would be nice. Or some extra guns on the prow.
Avenger is trash. FP10 R60 weapons on Vengeance!! That is practically the equal of the Repulsive with FP14 R45. Avenger gets only FP16 at R30 in return??? Tsk Tsk. As a line breaker it's a joke.
Title: Re: List of flawed ships
Post by: Sigoroth on November 30, 2010, 11:14:01 AM
As far as the Idolator goes, how do people feel about changing its fraal weapon special rule to be like how it is in the Rogue Trader pdf, where you don't get a column shift for shooting over thirty + it counts enemies as closing if within 30?

My issue with this ship is that it is even more conflicted than the Firestorm. Mixed weaponry and fixed fire arc is a bad start. On top of this 40% of its weaponry has a range boost and a special rule rewarding that range bonus. What the hell is the point of that? If it were dropped by 15 pts and simply didn't have the lance then it would be much more balanced with a much clearer role.

If the special rule were modified as you suggest then it would at least reward the player for getting into 30cm range, at least while flanking the opponent (with fixed forward lances say goodbye to LO). So this removes the reward factor for range making this ship a tiny bit less conflicted. Mind you, with such good batteries I've no idea why they'd put a lance on the ship in the first place. Just load it out with 4WB@45cmLFR. Much much better.

Still, this suggestion is a step in the right direction, so this or the price decrease would be appropriate.
Title: Re: List of flawed ships
Post by: Sigoroth on November 30, 2010, 11:57:39 AM
Oh, you've forgotten to add my preferred solution to the Defiant; *delete*.
Title: Re: List of flawed ships
Post by: BaronIveagh on November 30, 2010, 03:55:34 PM
I guess I'll just make an official list:

Exorcist: Increase LB's by +1 per side, cost to 260/270ish
Defiant: increase speed to 25, possibly increase LB to 2 per side as a purchasable upgrade.

Reasons: The Defiant worked better as the Enforcer.  Mind you, I wouldn't drop it to 110 points, but it seemed to work a lot better as a flagship for small point IN.  As is, it's more or less worthless.  And as far as the ideas for making a carrier into a line cruiser go, Sigoroth has the best idea there.   No matter how you cut it, it won't work.  It'd be better to have it set up to drop AC and withdraw rather then try to make it into a hybrid, as it would never be balanced. 

Exorcist: Not WYSIWYG.  This is really the big one.  That and it gives IN an answer to the Styx.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on November 30, 2010, 06:18:55 PM
Exorcist getting an additional LB per side is because of its size not because it's supposed to be an answer to the Styx because IN isn't supposed to have a lot of AC anyway,
Title: Re: List of flawed ships
Post by: BaronIveagh on November 30, 2010, 07:37:40 PM
Exorcist getting an additional LB per side is because of its size not because it's supposed to be an answer to the Styx because IN isn't supposed to have a lot of AC anyway,

I did, I might point out, put that reason first.  It would also have the other, additional effect  Which I don't think of as a bad thing, personally. 

One more thing on the Defiant: in all the official lists it has appeared in so far, the Defiant either has to compete with the Strike Cruiser or Dictator for points value and is additionally crippled by it's special requirement. 
Title: Re: List of flawed ships
Post by: RCgothic on November 30, 2010, 08:01:31 PM
Luckily the requirement is going to points rather than Endeavours in future.
Title: Re: List of flawed ships
Post by: BaronIveagh on November 30, 2010, 08:25:53 PM
Still, that's not a great improvement over how things are, unless we're neutering the SC or eliminating the Armageddon list. 
Title: Re: List of flawed ships
Post by: fracas on November 30, 2010, 09:34:08 PM
 the IN firestorm is fine as is
Title: Re: List of flawed ships
Post by: RCgothic on November 30, 2010, 10:27:29 PM
It's easily the worst of the bunch. Its marginal increased firepower doesn't make up for its reduced firing arc.
Title: Re: List of flawed ships
Post by: Plaxor on November 30, 2010, 10:45:30 PM
Fixed top. Added a section for 'confirmed changes'.

Horizon need your vote on:
Styx Cost

Admiral D Artagnan need your vote on:
Endeavor prows. Tyrant cost. Dictator cost.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on November 30, 2010, 11:12:37 PM
Endeavors need 6+ prow and 90' turns. It's that simple.

Tyrant just make everything 45 cm and 190 points.

Dictator, well, to be honest, while it is expensive, I think the points come out right. It is an effective ordnance ship which can launch and fire torps at the same target.
Title: Re: List of flawed ships
Post by: commander on November 30, 2010, 11:26:46 PM
Dictator cost 40 points more than a lunar, only for having S2 lances swapped for LB and +1 turret??? very pricey.
Title: Re: List of flawed ships
Post by: Plaxor on November 30, 2010, 11:33:50 PM
Updated

@everyone; please vote on any ship/option your name isn't listed.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on November 30, 2010, 11:43:46 PM
Dictator cost 40 points more than a lunar, only for having S2 lances swapped for LB and +1 turret??? very pricey.

Yup. Unfortunately AC are more expensive especially on the side of IN. Even if you knock it down to 210, it's still 30 points more.
Title: Re: List of flawed ships
Post by: commander on December 01, 2010, 12:02:00 AM

IN:
Oberon: Up range to 60cm [Admiral d Artagnan, RCgothic (350pts), Plaxor (345), Sigoroth(355)]
Retribution: Reduction in lance range [RCgothic], +10 points [Sigoroth, RCgothic]
Apocalypse: no penalty for firing up to 45cm, shooting at 60cm is still critical hit. [Admiral d Artagnan, RCgothic, Plaxor]
Emperor: Nothing [Sigoroth], Increase by 10pts [RCgothic, BaronIveagh, Plaxor]
Exorcist: Increase LBs to 6, increase cost [Sigoroth, RCgothic, BaronIveagh], Don’t touch [Horizon, Plaxor (no increase in LBs, others fine)]
Avenger: Drop Cost [Horizon], 8WBs to 45cm [RCgothic], FP 20 [Plaxor]
Armageddon: Drop by 10 points [Sigoroth, RCgothic]
Mars: Drop by 10 points [Sigoroth, RCgothic, Plaxor]
Overlord: Drop by 10 points [Sigoroth, RCgothic], add 60cm range option [Sigoroth, Plaxor, RCgothic]
Dictator: Drop by 10 points [Sigoroth, Horizon, Plaxor, RCgothic]
Defiant: 6+ prow[Sigoroth, RCgothic, Horizon, Plaxor], Use Horizon's Profile [ RCgothic, Horizon, Plaxor], Delete Ship [Sigoroth]
Firestorms: Drop by 5pts [Sigoroth, RCgothic, Plaxor], Don’t touch [Fracas]
Falchion: Increase turrets to 2 [Sigoroth, RCgothic]

IN:
Overlord: Side WBs fp12@45cm
Retribution: Side WBs fp18@45cm
Tyrant: 180 base cost
Endeavor/Endurance/Defiant: 6+ prow, maintains 90' turns[/color]



Well,
Oberon: Always played it at R60 for 355. Fine ship.
Retribution: FP18 R45.
Apocalypse: no penalty for firing up to 45cm, shooting at 60cm is still critical hit but no damage.
Emperor: fine as it is.
Exorcist: Increase LBs to 6, increase cost.
Avenger: FP20 R45; we are talking Repulsive equivalent here.
Armageddon: Drop by 10 points
Mars: Drop by 10 points
Overlord: Side WBs fp12@45cm
Dictator: Drop by 10 points
Tyrant: 180 base cost + 10 points for all R45
Firestorms: Drop by 5pts
Falchion: Increase turrets to 2
Endeavor/Endurance/Defiant: 6+ prow, maintains 90' turns
+ Vengeance class GC: add S6 torpedoes to all as an option
seems fine to me.

Title: Re: List of flawed ships
Post by: lastspartacus on December 01, 2010, 12:09:42 AM
I played against an admech list with 4 endeavors in it.  They proved quite alot more resilient actually with the armored prows!
I was very pleased.  I still believe str4 torps would make them just right, but that may necessitate a price increase?
Compared to a Lunar, is +2 lances per broadside, a shield, turret, and 2hp worth +60 points?
Title: Re: List of flawed ships
Post by: BaronIveagh on December 01, 2010, 01:12:54 AM
When did I vote to increase the Emperor by 10 points???

Can't say I have an opinion on them, I rarely take IN BBs, they're mostly too slow.  As far as I know, the Emp is fine.

(I also noticed my idea on the Defiant was not listed)
Title: Re: List of flawed ships
Post by: horizon on December 01, 2010, 04:43:38 AM
Since 4lb on a CL will never get accepted I guess. ;)


Styx?
pfft, I use it 275 but if you can get it at 260 I'll nod along.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 01, 2010, 07:25:23 AM
Since 4lb on a CL will never get accepted I guess. ;)


Styx?
pfft, I use it 275 but if you can get it at 260 I'll nod along.

Yeah, but a speed of 25 should be fine.  As far as the LB 4 on a CL: I can dream, dammit.  Imagine, real navel strategies could be used from wars after the Russo-Japanese War of 1905.  *sigh*  (And before anyone says 'But...but...Jutland!' Most WWI battles at sea were primarily about maneuver.  AND there was a aircraft carrier (I would call it a LB of 1 since it was a seaplane tender) of the period present with the English fleet, the HMS Engadine.

And when I say maneuver...

(http://upload.wikimedia.org/wikipedia/commons/4/41/Jutland_fleet_action.png)

I mean maneuver! 
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 01, 2010, 12:14:01 PM
Maneuver...well yes, I guess you can call it a maneuver where during the encounter A's subunit retreats back to his line of battle after getting a beating and then when the the line of battle starts hitting the B's subunit, then B goes back to his line of battle. Then shooting begins and A and B both get hammered and B pulls out during the night bec his confidence is shot.
Title: Re: List of flawed ships
Post by: RCgothic on December 01, 2010, 04:45:29 PM
Everyone should remember they can vote for multiple options. I also think that in order to make progress, there's going to have to be compromise on a few issues. If you really object to an idea that's fine, but it would be helpful if we could come to unanimous decisions once a general concensus has been reached.

Anyway, my thoughts on the updated list:

Chaos:
Acheron: Increase lances to 60cm @+10 pts [Sigoroth]
Could someone do the math for how this compares to the other vessels please?

Retaliator: 3LB per side WBs at 45cm [Admiral d Artagnan, Sigoroth, RCgothic]
More opinions needed Yes/No/Other

Devestation: Possibly increase by 10pts [Plaxor, Sigoroth, RCgothic]
Now that the Dev is getting a range reduction to 45cm, I propose we put this one on hold until it's been play tested in its current form.

Infidel: Give two turrets [Sigoroth, RCgothic]
More opinions needed Yes/No/Other

Iconoclast: Reduce by 5pts [RCgothic, Plaxor]
More opinions needed Yes/No/Other

Idolator: Revise with new Fraal tech [Plaxor, Sigoroth], Drop by 5 points [Sigoroth, Plaxor, RCgothic]
I think I'll go for the drop points option

GCs:
Add several upgrade options [Sigoroth, Plaxor, Commander]
This could be interesting. I'd like to see what the options are.

IN:
Oberon: Up range to 60cm [Admiral d Artagnan, RCgothic (pts dependent on Emp), Plaxor (345), Sigoroth(355), Commander (355)]
Surely we're just quibbling over price now, and 60cm is going through? 350 is a midpoint, but I think it should be 20 less than an Emperor. If the Emperor goes up to 375, then 355. Otherwise 345.

Retribution: Reduction in lance range [RCgothic], +10 points [Sigoroth, RCgothic]
Ok, I withdraw my proposal for reduced lance range. It will need the +10pts to 355 now I think.

Apocalypse: no penalty for firing up to 45cm, shooting at 60cm is still critical hit. [Admiral d Artagnan, RCgothic, Plaxor, Commander]Emperor: Nothing [Sigoroth], Increase by 10pts [RCgothic, Plaxor]
Come on, we're near concensus on this one. I think definitely 45cm, and definitely a critical hit over 45cm, but I'm not sure about the convoluted "Critical hit but not ALL of a critical hit" thing going on. Surely it would be better if it took a Port/SB Weapons offline Critical to whichever/both broadsides fire at over 60? Good suggestion? More opinions needed Yes/No/Other

Emperor: Nothing [Sigoroth], Increase by 10pts [RCgothic, BaronIveagh, Plaxor]
I still think this needs to go up by 10pts to make it slightly less attractive. Could we have a few more opinions pls.

Exorcist: Increase LBs to 6, increase cost [Sigoroth, RCgothic, BaronIveagh, Commander], Don’t touch [Horizon, Plaxor (no increase in LBs, others fine)]
It should go to 6LBs because it has 4 LB hardpoints. 4 just isn't enough for the model. Increase in cost to compensate.

Avenger: Drop Cost [Horizon], 8WBs to 45cm [RCgothic], FP 20 [Plaxor, Commander (45cm)]
You don't think FP20 is excessive? Even the Retribution won't have FP20 broadside hardpoints. The other GCs have about FP8 per double hardpoint. I don't think the Avenger's problem is its firepower, its problem is its range and role. Giving it GC refits may help (so I'd like to see some suggestions), or upping its range (as suggested). FP20 is excessive. Neither will dropping its price help, because it's already in cruiser territory and being a GC has to be worth something extra.

Armageddon: Drop by 10 points [Sigoroth, RCgothic, Commander]
More opinions pls, Yes/No/Other.

Mars: Drop by 10 points [Sigoroth, RCgothic, Plaxor, Commander]
We're near concensus on this one. Couple more Yes/No/Others pls.

Overlord: Drop by 10 points [Sigoroth, RCgothic], add 60cm range option [Sigoroth, Plaxor, RCgothic]
Without 60cm, it's just a Battlecruiser Tyrant, and needs a price drop. With the Dictator at 210 there's some clear space to drop the price into at 225pts. But I do think it should have a 60cm option, at +10pts for FP10 or +20pts for FP12.

Defiant:Use Horizon's Profile [ RCgothic, Horizon, Plaxor], Delete Ship [Sigoroth]
I really don't want to delete this ship. With FP4, Torps and LBs it has strong focusable forward firepower comparable to a Dauntless. I could perhaps see a price drop for this ship to 120pts in line with the others.

I'd also propose a motion to increase Torp Firepower to 4 to bring all variants up to 130pts. Not sure about this, but I'd like to see it discussed.

Firestorms: Drop by 5pts [Sigoroth, RCgothic, Plaxor, Commander], Don’t touch [Fracas]

More opinions Yes/No/Other please.

Falchion: Increase turrets to 2 [Sigoroth, RCgothic]
More opinions Yes/No/Other please.

Title: Re: List of flawed ships
Post by: BaronIveagh on December 01, 2010, 05:58:02 PM
I wouldn't say Scheer's confidence was shot.  Scheer had never intended to fight the entire British fleet in a head on battle 'except under circumstances unfavorable to the enemy'.  That he was able to fight a head-on battle, and inflict a surprising amount of damage in the process before withdrawing, shows considerable skill.  

And the map above is only part of the action.  It more or less started around 5 pm, and more or less ended around 2 or 3 am.

And I never voted for the Emperor point change.  


Chaos:
Acheron: Increase lances to 60cm @+10 pts [Sigoroth]

No opinion.  I don't really use them.

Retaliator: 3LB per side WBs at 45cm [Admiral d Artagnan, Sigoroth, RCgothic]

No opinion.  I don't really use them.

Devestation: Possibly increase by 10pts [Plaxor, Sigoroth, RCgothic]

Should hold off on this until we see how new stats play out.  If they're ditching the 45 cm idea though, yes.

Infidel: Give two turrets [Sigoroth, RCgothic]

No opinion.  I don't really use them.

Iconoclast: Reduce by 5pts [RCgothic, Plaxor]

Hell yes!

Idolator: Revise with new Fraal tech [Plaxor, Sigoroth], Drop by 5 points [Sigoroth, Plaxor, RCgothic]

Point drop.  I dislike the 'new' Fra'al.

GCs:
Add several upgrade options [Sigoroth, Plaxor, Commander]

Agree.

IN:
Oberon: Up range to 60cm [Admiral d Artagnan, RCgothic (pts dependent on Emp), Plaxor (345), Sigoroth(355), Commander (355)]

Agree (pts dependent on Emp)

Retribution: Reduction in lance range [RCgothic], +10 points [Sigoroth, RCgothic]

+10 points

Apocalypse: no penalty for firing up to 45cm, shooting at 60cm is still critical hit. [Admiral d Artagnan, RCgothic, Plaxor, Commander]

Agree.

Emperor: Nothing [Sigoroth], Increase by 10pts [RCgothic, Plaxor]

Never use them, and tend to primary them.  Don't see a need to change them.

Exorcist: Increase LBs to 6, increase cost [Sigoroth, RCgothic, BaronIveagh, Commander], Don’t touch [Horizon, Plaxor (no increase in LBs, others fine)]

I agree with myself on this.  ;)

Avenger: Drop Cost [Horizon], 8WBs to 45cm [RCgothic], FP 20 [Plaxor, Commander (45cm)]

I'd increase range to 45 cm or give her +5 speed.  She's supposed to close with the enemy, but can't ever seem to.

Armageddon: Drop by 10 points [Sigoroth, RCgothic, Commander]

Yes!

Mars: Drop by 10 points [Sigoroth, RCgothic, Plaxor, Commander]

I'm not a big fan of this, but will go along with it if Exorcist gets a boost.

Overlord: Drop by 10 points [Sigoroth, RCgothic], add 60cm range option [Sigoroth, Plaxor, RCgothic]

I agree with both points.  This ship is underused.

Defiant:Use Horizon's Profile [ RCgothic, Horizon, Plaxor], Delete Ship [Sigoroth]

Increase speed to 25.  Possible options: Torps (4)/LB increase as a possible purchasable upgrade.  (I know how much hate AC have, but I have similar levels of hate for NC and necrons)


Firestorms: Drop by 5pts [Sigoroth, RCgothic, Plaxor, Commander], Don’t touch [Fracas]

Increase lance range.

Falchion: Increase turrets to 2 [Sigoroth, RCgothic]

Agreed.
Title: Re: List of flawed ships
Post by: Vaaish on December 01, 2010, 06:31:57 PM
Oberon: 60cm weapons would be fine with a points increase. It's only found in one list and can't easily combine with toys like the dominator or the CG and almost requires a second carrier to keep up your ordnance.

Retribution: Again, I don't want to see the point value go up. It's considered somewhat underpowered so it makes little sense to increase it's cost without doing anything else.

Emperor: do NOT touch it's points. This ship is fine as it stands. It would be just as attractive at 10 points more and does nothing to bring the ships that actually have issues with their points down to a level that's more attractive if you want more variety. Just because a ship is used often doesn't make it unbalanced or necessitate nerfing it to make it show up less.

Exorcist: leave it as is, it does a nice job alternating with the Vengeance and provides a good alternative to the Mars. If you want to add an option to increase LB for more points that's fine, but don't change the base stats.

Avenger: drop cost. It's just too expensive for what it brings.

Armageddon: I don't find this ship problematic at its current cost and 10 points won't really change the dynamic much.

Firestorm: cheaper would be nice.

Falchion: extra turret would be a nice boost to bring them up to the sword levels.
Title: Re: List of flawed ships
Post by: Sigoroth on December 01, 2010, 07:09:55 PM
Everyone should remember they can vote for multiple options. I also think that in order to make progress, there's going to have to be compromise on a few issues. If you really object to an idea that's fine, but it would be helpful if we could come to unanimous decisions once a general concensus has been reached.

Anyway, my thoughts on the updated list:

Chaos:
Acheron: Increase lances to 60cm @+10 pts [Sigoroth]
Could someone do the math for how this compares to the other vessels please?

Well, for the same price as a Hades it would have the same firepower at 60cm. At 45cm it will be able to focus 6WB more, though a Hades will be able to put 10WB into a secondary target (fore/side targets; not hard to get). So a trade-off of focus for firepower here. When there is a target in all fire arcs in the 30-45cm range band the Hades has roughly +5WBe firepower. At 30cm or less this jumps up to +8WBe firepower when using all broadsides, only +4WBs when just the fore/side. So generally speaking, the Hades has the advantage in weight of fire though it has less focus.

The real advantage of the Acheron would be that it goes abeam to achieve this end, rather than closing. This combined with its extra turret make it more survivable. The Hades closing does however make it more likely to use its off-side firepower.

Of course, all the above regarding comparisons at 45cm or less is the same as we have now, just that the Acheron does it for 10 pts less than it is now proposed. So the only effect would be to increase the cost, increasing the VPs of the ship and getting 2 extra lance shots for the few times that you're in the 45-60cm range band. Presumably you would want to sit in the 30-45cm range band with this ship (as now) to get the extra firepower. So just a couple of extra shots at the start, and maybe a few incidental shots as the vagaries of the game play out.

Quote
Devestation: Possibly increase by 10pts [Plaxor, Sigoroth, RCgothic][/color]
Now that the Dev is getting a range reduction to 45cm, I propose we put this one on hold until it's been play tested in its current form.

Note: I do not support a price increase. I support a range decrease. I feel this better satisfies all discrepancies. I do not feel both nerfs are warranted. Any residual imbalance compared to IN CVs should be addressed in their profiles.

Quote
GCs:
Add several upgrade options [Sigoroth, Plaxor, Commander]
This could be interesting. I'd like to see what the options are.


Well, I was thinking a refit table with different prow and dorsal options, individually costed, from which one refit could be taken, with the caveat that they must be modelled on the ship. Another optional caveat would be that no 2 CGs could have the same refit, as they were experimental, considered failures, and never standardised.

So the refits would look something like this:

Prow

Frontal armour plates - +35(?) pts: added to enable the cruiser to join the line, blah, blah. Modelled with plasticard/green stuff.
Prow Torpedoes (6) - +20 pts: extra punch to help break the enemy line, blah. Drill some holes to model.
Prow Nova Cannon - +45(?) pts: experiment designed to reinvigorate these CGs as fleet support vessels, power management proved too difficult, with the result that few were given this refit. Could add a plastic NC in place of the front spike or just use that as the NC.
Prow sensor array - +20 pts: +1 Ld. Attempt to convert a CG into a C&C vessel; failed. Model prow with aerials as per Empy.

Note: NC/torps go offline when the ship suffers a prow critical.

Dorsal

Lance battery (str 2, rng 60cm, LFR) - +45 pts: attempt to up-gun CGs. Costly process due to overcoming power grid shortfalls. Model with Chaos or IN lance turrets (suggestion).
Weapon Battery (str 9, rng 45cm, LFR) - +40 pts: As above, model with Chaos tri-barrel turrets (suggestion).
Bombardment Cannon (str 6, rng 30cm, LFR) - +40 pts: As above, can't fire simultaneously with ships other weaponry, BMs placed by previous fire do interfere. Model with SM BC turrets (suggestion).

Quote
IN:
Emperor: Nothing [Sigoroth], Increase by 10pts [RCgothic, BaronIveagh, Plaxor]
I still think this needs to go up by 10pts to make it slightly less attractive. Could we have a few more opinions pls.

Oberon: Up range to 60cm [Admiral d Artagnan, RCgothic (pts dependent on Emp), Plaxor (345), Sigoroth(355), Commander (355)][/color]
Surely we're just quibbling over price now, and 60cm is going through? 350 is a midpoint, but I think it should be 20 less than an Emperor. If the Emperor goes up to 375, then 355. Otherwise 345.

With other changes to IN CVs, the Ret and the Oberon, the Emp would no longer either be a "must take" because of weak CVs, nor a tremendously attractive option compared to the alternatives. It would simply be an option for those that want to use AC instead of guns. Also, upping the cost of this ship would go some way towards reducing the effect of nerfing the Dev (since it would just be a nerf each) and would be odd since we're going to some trouble to decrease the cost of the Styx.

As for the cost on the Oberon, I know that at +20 pts we'd be paying over the odds compared to the Emperor, since more off-side firepower is wasted and it benefits less from the 5 pts a-boat upgrade and you could take an Emp and gunboat instead of a Oberon and CV. However I don't mind this. With the Ret getting a range decrease the Obi would be the premiere long range fire platform. If the Ret went up to 355 with the change then I don't see anything wrong with these 2 ships being direct equivalents.

Quote
Apocalypse: no penalty for firing up to 45cm, shooting at 60cm is still critical hit. [Admiral d Artagnan, RCgothic, Plaxor, Commander]
Come on, we're near concensus on this one. I think definitely 45cm, and definitely a critical hit over 45cm, but I'm not sure about the convoluted "Critical hit but not ALL of a critical hit" thing going on. Surely it would be better if it took a Port/SB Weapons offline Critical to whichever/both broadsides fire at over 60? Good suggestion? More opinions needed Yes/No/Other

Actually, I prefer this idea. You can shoot at long range, but you'll blow out any guns that try it. Repair as normal. If you manage to shoot at a target in the 45-60cm range band on both sides then it's 2 crits, one each side.

Apart from this, I strongly suggest the dorsal WBs go up to str 9. I have no idea why WBs are made so weak on BBs. I can see it on the Desolator, since it's CB level firepower on all hardpoints except prow (BB strength torps) which is presumably due to it being a fast BB. On the prow of the Emp/Obi then this can be rationalised as being due to the space taken for the sensor array. As for the dorsal hardpoint one can only imagine that the designers wanted the prow and dorsal to add neatly to 10. Rationalisation from a fluff PoV could come in the form of "it's only a carrier, no need to put premiere weaponry on it". For the Apocalypse however there is no excuse. Just as the Ret gets its guns plumped up so too should the Apocalypse. Strength 6 is woeful on a gunship such as this.

Quote
Avenger: Drop Cost [Horizon], 8WBs to 45cm [RCgothic], FP 20 [Plaxor, Commander (45cm)]
You don't think FP20 is excessive? Even the Retribution won't have FP20 broadside hardpoints. The other GCs have about FP8 per double hardpoint. I don't think the Avenger's problem is its firepower, its problem is its range and role. Giving it GC refits may help (so I'd like to see some suggestions), or upping its range (as suggested). FP20 is excessive. Neither will dropping its price help, because it's already in cruiser territory and being a GC has to be worth something extra.

I don't think it's excessive. Potentially quite powerful, but not excessive. Don't forget it has to close with the enemy to get into 30cm range, which is quite nasty with its soft nose. The Vengeance has 16WBe at 45-60cm range. In fact, the Vengeance WB hardpoints amount to 10 at 45cm, the Avengers would just be 10 at 30cm (each).

Quote
I'd also propose a motion to increase Torp Firepower to 4 to bring all variants up to 130pts. Not sure about this, but I'd like to see it discussed.

I prefer str 2, for the character of it. Apart from just preference, I think that str 2 fits the process better. This ship has half the firepower/shields of a line cruiser with three quarters the hits and full turrets at two thirds cost. The upside to the lowered firepower is meant to be the manoeuvrability. Of course, half of 6 torps is 3 torps. This is an uneven amount, so they were given 2WB@30cmLFR as compensation for the loss of the 3rd torp, which I think fits the ship well. If you were to give it 4 torps then I would say that it would have to lose the prow WBs. Of the 2 options I prefer to leave it as is. Just give them (End/End) 6+ prows, with no other change at all. Perhaps make the Defiant 4 torps.
Title: Re: List of flawed ships
Post by: Sigoroth on December 01, 2010, 07:16:06 PM
Retribution: Again, I don't want to see the point value go up. It's considered somewhat underpowered so it makes little sense to increase it's cost without doing anything else.

Well this is in reference to a Ret with 18WB@45cm. The current Ret is so cheap because it doesn't really use what it's got. A more streamlined design that sacrifices range (not used) for an increase in firepower (used!) should get a bump in cost. I actually think that only +10 pts is conservative. Original Ret price was 365 with the Emp at 345. I'm sure that everyone would've been quite happy to play the Ret at original cost if it got 18WB@45cmL+R. That's without an increase in price of the Emp/Obi and without a decrease in its own cost.
Title: Re: List of flawed ships
Post by: commander on December 01, 2010, 07:18:13 PM
FP20 @ R45 for Avenger: not over the top.
- Repulsive: FP14 R45 & S3 dorsal lances R30 upgrade to R45 possible.
- Avenger: no dorsals but extra hardpoint on the side to compensate. The armament of the Vengeance is S2 lances R45 and FP10 R60 WB. This practically equals the output of the Repulsive. Avenger swaps S2 R45 lances for FP6 R45 WB and the FP10 R60 for FP14 R45 WB and that gives us, yes, FP20 R45 WB. Going further down to R30, the FP would have to increase to at least 24, AT LEAST.

So yes, Avenger FP20 R45 WB.
Title: Re: List of flawed ships
Post by: horizon on December 01, 2010, 07:41:34 PM
Firestorm/Idolator : a point change to them is either both or none.
The metagame should be kept in check if we lower points on these ships. It'll make a Sword and Firestorm equal in cost but the one better prow on (especially in squad)(Firestorm) and the other little more versatile (swing arcs)(Sword).

Iconoclast: NO cost change. People should learn to play them before they change them. :)

Retribution with the point increase: I'm on the fence. Initially a good idea to raise the costs.

Acheron: don't touch.



Avenger with 20wb
Vengeance
Excorsist with 6 lb.

Lets not overplay all IN CG.

Options: they will get the torp option officially as it stands.



Title: Re: List of flawed ships
Post by: RCgothic on December 01, 2010, 08:14:40 PM
Updated to make things easier for Plaxor. Red is close to consensus, having 5 or more in agreement.

Chaos:
Acheron: Increase lances to 60cm @+10 pts [Sigoroth, RCgothic] Don’t Touch [horizon, RCgothic]
Retaliator: 3LB per side WBs at 45cm [Admiral d Artagnan, Sigoroth, RCgothic]
Devestation: Possibly increase by 10pts [Plaxor], Wait and see [RCgothic, BaronIveagh, Sigoroth]
Infidel: Give two turrets [Sigoroth, RCgothic]
Iconoclast: Reduce by 5pts [RCgothic, Plaxor, BaronIveagh] Don’t Touch[horizon,]
Idolator: Revise with new Fraal tech [Plaxor, Sigoroth], Drop by 5 points [Sigoroth, Plaxor, RCgothic, BaronIveagh]

GCs:
Add several upgrade options [Sigoroth, Plaxor, Commander, RCgothic, BaronIveagh]

IN:
Oberon: Price 345 [Plaxor, Vaaish, RCgothic (If Emperor as is)] Price 355[Vaaish, RCgothic (If Emperor 375), Sigoroth, Commander], Dependant on Emperor[BaronIveagh]
Retribution: +10 points (to 355) [Sigoroth, RCgothic, BaronIveagh, horizon(maybe)] No Increase [Vaaish]
Apocalypse: no penalty for firing up to 45cm, shooting at 60cm is still critical hit. [Admiral d Artagnan, RCgothic, Plaxor, Commander, BaronIveagh] Shooting at 60cm causes WB Offline critical to side that fires instead of Thrusters Critical [RCgothic, Sigoroth] Dorsal WBs to FP9 [Sigoroth]
Emperor: Nothing [Sigoroth, Commander, BaronIveagh, Vaaish], Increase by 10pts [RCgothic, Plaxor]
Exorcist: Increase LBs to 6, increase cost [Sigoroth, RCgothic, BaronIveagh, Commander] Option to Increase LBs to 6 at upgrade price [RCgothic], Don’t touch [Horizon, Plaxor (no increase in LBs, others fine), Vaaish]
Avenger: Drop Cost [Horizon, Vaaish], 8WBs to 45cm [RCgothic], FP 20 [Plaxor, Commander (45cm), Sigoroth, horizon], Increase Range to 45cm [BaronIveagh] +5 Speed [BaronIveagh]
Armageddon: Drop by 10 points [Sigoroth, RCgothic, Commander, BaronIveagh] No change [Vaaish]
Mars: Drop by 10 points [Sigoroth, RCgothic, Plaxor, Commander, BaronIveagh]
Overlord: Drop by 10 points [Sigoroth, RCgothic, BaronIveagh], add 60cm range option [Sigoroth, Plaxor, RCgothic, BaronIveagh]
Defiant:Use Horizon's Profile [ RCgothic, Horizon, Plaxor], Delete Ship [Sigoroth], +2LBs and +5speed [BaronIveagh], No to +2LBs and +5speed [RCgothic, Horizon] Torps 4 [RCgothic, BaronIveagh, Sigoroth]
Firestorms: Drop by 5pts [Sigoroth, RCgothic, Plaxor, Commander, Vaaish, horizon(dependent on Idolator)], Don’t touch [Fracas], Lance to 45cm[RCgothic, BaronIveagh]
Falchion: Increase turrets to 2 [Sigoroth, RCgothic, BaronIveagh, Vaaish]

No objections/confirmed:
Oberon@60cm.
Title: Re: List of flawed ships
Post by: horizon on December 01, 2010, 08:23:10 PM
I said this at the beginning, lost in mud?

Devestation, no point change. Lances @ 45cm.

Firestorms : No 45cm lance (c'mon!).

You should add to Retribution that we want 45cm str18 and following that is a possible +10pts.
Title: Re: List of flawed ships
Post by: Plaxor on December 01, 2010, 08:31:13 PM
Both the Devestations range and the Retributions new guns were confirmed. Read the first post again horizon.
Title: Re: List of flawed ships
Post by: horizon on December 01, 2010, 08:33:30 PM
ugh, I was referring to Rc's latest posting. He only mentioned the cost. For someone dropping in at the end that might get confusing.
Title: Re: List of flawed ships
Post by: Plaxor on December 01, 2010, 08:35:11 PM
True.
Title: Re: List of flawed ships
Post by: RCgothic on December 01, 2010, 09:00:07 PM
Now my comments on the above (luckily the Ninja's haven't much affected what I'm typing!):

Acheron: I could be argued either way. 60cm range and a price increase or not, I'd be happy either way.

Retaliator: It's like a Styx, but trading 60cm and the ability to fire forwards for off-side firepower, regardless of 4 hardpoints. With the GC upgrades and the change to the Styx, I think it will be properly costed at 275 with 45cm and 6LBs.

Devestation: Need to see what effects the 45cm has first.

Infidel: Similar to the Firestorm, but with more speed and range. 40cm seems fair, but needs the turret for parity.
Idolator: Again, similar armament to the Firestorm, but with more speed and range. Needs to come down if the Firestorm is.


GCs:
Yup, the refits sound interesting. Don't think they should get BCs, and the Dorsal WBs should come down to cruiser level, not BB level. FP6.

Avenger: Still very much against FP20. With the Lance refit, it would nearly outgun a Retribution, and it shouldn't have that level of firepower. I'd be willing to concede FP16@45cm and a +5cm speed boost.
Exorcist: Effectively the same as a Retaliator, but with Lances traded for fewer WBs. Definitely LB6, definitely large price increase, possibly 60cm batteries.

Oberon: The wasted off-side firepower and reduced LBs (and premium thereof), means at least 20pts less than an Emperor. Then again, it would have the best 60cm gunnery of any IN BB (bar the Apocalypse on Lock On)
Emperor: I still think it should go up by 10pts. It's just such an attractive option, 375pts would boost all the other BBs and Carriers.
Apocalypse: I'm going to have to insist that if the Apocalypse gets FP9 WBs (Which it should, as a gunship), then they should be 45cm. It can't be allowed to compete with the Oberon at 60cm. 60cm Lances are good enough. I'd also like to strongly advocate swapping the Thrusters Critical for a WB Offline critical on the side that fires. You know it makes sense.
Retribution: 355pts is a fair price for the new package.

Armageddon: A price cut keeps it in line with Mars (+10 for Nova, +20 for LBs) and Overlord (New firepower level is broadly equivalent).
Mars: Price Cut needed to make more attractive and to keep in line with Dictator.
Overlord: Overlord is the 60cm cruiser, and it needs to maintain that. It sorely needed both the additional firepower and price cut, but it should keep its 60cm option.

Defiant: Horizon's profile just makes the most sense. It doesn't combine with the torps into a Dauntless prow armament, and it avoids LB upgrades, and keeps its role as 'Light Cruiser of the Line'.

Firestorms: Yeah, the +1WBe is compensated for by reduced versatility and toughness. -5pts makes sense.
Falchion: Making it a sword equivalent.
Title: Re: List of flawed ships
Post by: Vaaish on December 01, 2010, 09:51:42 PM
Raising the price of the emperor does nothing to make it a less attractive option. It's 8 lb. +1 ld, and long range for 370 points with AB. the next closest options for 8 LB is two dictators which come in at 440 points (or 420 points if you reduce the price by 10) and doesn't have the option of AB. Even upping the cost of the emperor to 380 points with AB is still 60 points cheaper for the same number of LB and longer range (obviously there is some play with the hits and shield differences). People take the empy for the support it provides and its availability in every IN list giving them greater flexibility in constructing their fleets.

Upping the cost by 10 points does nothing to address why the empy is popular nor is there any particular reason it is a problem for the empy to have that popularity. Just because a ship is popular is never a reason to change it unless that popularity is caused by the ship being over powered. In this case, the empy is not overpowered and therefore has no reason to increase in price. If you address the problem of the other IN CV's you will also affect the attractiveness of the Empy without resorting to ultimately fruitless point increases.
Title: Re: List of flawed ships
Post by: Plaxor on December 01, 2010, 09:54:16 PM
Removed the Emperor due to intensified opposition to increasing its cost. I do still feel that it is undercosted compared to other carriers and the despoiler especially

The Emperor for 35 (30 with the assault boats) points less than a despoiler gains +1ld (great on a fleet carrier), +6wbs capable of firing in an arc.

The Despoiler Gets +5cm speed, 3 lances (but can't fire its weapons batteries forward).
Title: Re: List of flawed ships
Post by: RCgothic on December 01, 2010, 10:05:15 PM
Apocalypse:

No penalty for firing up to 45cm, shooting at 60cm is still critical hit. [Admiral d Artagnan, RCgothic, Plaxor, Commander, BaronIveagh] Shooting at 60cm causes WB Offline critical to side that fires instead of Thrusters Critical [RCgothic, Sigoroth]
Dorsal WBs to FP9 [Sigoroth, RCgothic(as long as they are also reduced to 45cm)]

I'd particularly like to talk about the 2nd two. FP6 isn't the Dorsal of a gunship, but with FP9 the Apocalypse would comfortably outgun the Oberon, which has a niche as best in the 45-60 band. I think it should definitely be 45cm if it's increase to FP9.

I also think the WB Offline critical makes far more sense than a Thrusters hit, and is actually more of a handicap in most situations.

With those changes, I'm not sure lances need to get up to 45cm with no penalty. Thoughts?
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 01, 2010, 10:22:26 PM
Emperor is fine at 365+5 already.
Oberon return all the 45 cm guns to 60 cm and price at 365.
Even with the proposed changes to the Apoc, I still think it should be able to fire the lances up to 45 cm without any penalty.

Avenger can go to FP20@30 cm and it would still be overpriced. Right now, Smotherman puts it at 133 points. That's how badly priced it is.
Exorcist can retain the WB ranges. Just up the LB and add the points to 245-250.
Vengeance is undercosted. Has similar firepower but longer ranges as the Overlord but on a more robust chassis.

Surprisingly, Smotherman has got all the IN BCs costed either spot on or within 1-2 points. Does the Mars really need to go down? I'm not so sure. Even the Dictator is costed at 224.5 so there's a discount already and I don't really know if it's price should go down. The Mars points at the moment isn't in a factor in attractiveness as I know a lot of people take it even at the cost where it is at right now which is 270.
Title: Re: List of flawed ships
Post by: RCgothic on December 01, 2010, 10:28:06 PM
Armour 6+, 2 Shields and 8 hits can absorb 48 shots whilst closing.
Armour 5+, 3 Shields and 10 hits can absorb 39 hits whilst closing.

The shields and hits only make a difference from an Abeam position, so whether a GC is more durable is debatable. I still think FP20 is far too much. Increase the Avenger's speed or give it additional range, but FP20 competes with a retribution, and a GC is not a heavy BB.
Title: Re: List of flawed ships
Post by: commander on December 01, 2010, 10:28:28 PM
Avenger: FP16 R45 is as crap as FP16 R30. Vengeance and Repulsive are very near in firepower, a S1 lance difference. So why are people so shy to give the Avenger the firepower it deserves, coming from Vengeances S2 R45 lances and FP10 R60 WB a side? With an increase in pointcost offcourse if necessary.
Speed increase I don't see with this class and it chaos counterparts.

Apocalypse: FP9 R60 is asked, IMO, to compensate the S3 lances of the Retribution. With the proposition to allocate the critical to the lances fired, it's not so overpowered as some might think.
Title: Re: List of flawed ships
Post by: RCgothic on December 01, 2010, 10:32:44 PM
I'm not saying that FP9 is overpowered, I'm saying it competes with the Oberon and it shouldn't, because that's the only thing the Oberon really has going for it. 45cm dorsal would prevent the Apoc being as good in the abeam position, and it shouldn't be too much of an issue as it will want to line break anyway.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 01, 2010, 10:35:03 PM
Armour 6+, 2 Shields and 8 hits can absorb 48 shots whilst closing.
Armour 5+, 3 Shields and 10 hits can absorb 39 hits whilst closing.

However, the Vengeance will not be approaching once it reaches the 60 cm mark. It will now turn abeam and start shooting. If the Overlord does turn to unmask, then the Vengeance is now a much better and more robust platform. You also have to look at how the ship performs and not just think it would be in the closing aspect all the way.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 01, 2010, 10:36:55 PM
Avenger: FP16 R45 is as crap as FP16 R30. Vengeance and Repulsive are very near in firepower, a S1 lance difference. So why are people so shy to give the Avenger the firepower it deserves, coming from Vengeances S2 R45 lances and FP10 R60 WB a side? With an increase in pointcost offcourse if necessary.

If any increase in the current WB firepower is added, there should be no points increases whatsoever.
Title: Re: List of flawed ships
Post by: commander on December 01, 2010, 10:37:00 PM
Armour 6+, 2 Shields and 8 hits can absorb 48 shots whilst closing.
Armour 5+, 3 Shields and 10 hits can absorb 39 hits whilst closing.

The shields and hits only make a difference from an Abeam position, so whether a GC is more durable is debatable. I still think FP20 is far too much. Increase the Avenger's speed or give it additional range, but FP20 competes with a retribution, and a GC is not a heavy BB.

Avenger DOES NOT compete with 'new' Retribution. FP18 R45 AND S3 lances R60 = FP27 versus total FP20 R45 of Avenger.
The Vengeance is as powerful as repulsive, only the guns are placed differently, all on the side versus side and dorsal. So give the ship its rightfull firepower.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 01, 2010, 10:40:34 PM
I'm not saying that FP9 is overpowered, I'm saying it competes with the Oberon and it shouldn't, because that's the only thing the Oberon really has going for it. 45cm dorsal would prevent the Apoc being as good in the abeam position, and it shouldn't be too much of an issue as it will want to line break anyway.

Sorry but the Apoc should be competing with the Oberon because the Apoc is pure gunship. So getting at most 2 additional dice for the dorsal proposed FP9 WBs vs the Oberon's FP10 WBs, even assuming that they are returned back to 60 cm, I think is fine. The Oberons should be having a tougher time getting to that much firepower as it is not a pure gunship. It's still a carrier-battleship. Priced at 355 vs the Apoc's 365, I think there will still be people who will get the Oberon. It just makes things more interesting for IN players as they now have 4 attractive battleships to choose from (should the changes happen).
Title: Re: List of flawed ships
Post by: RCgothic on December 01, 2010, 10:43:41 PM
Re the Avenger:

The Repulsive is a line-breaker with 30cm weaponry, and it's FP8 short of competing with the Retribution in this role.
The Vengeance is very definitely an abeam ship, and so wastes off-side firepower. It actually has half the Avenger's FP when the Avenger gets into position.
The New Retribution is also a line-beaker, but it's a battleship. It's FP8 better than the Repulsive AND has better range.
The Avenger as proposed with FP20 would be within 4WBe of the Retribution, and so better than the Repulsive.

And it IS Competing with the Retribution, because both are line breakers, and you have to count both sides. The Avenger gets FP40, 46 with Lance refit and 49! with WB refit. The Retribution gets 45. Considering it costs more than 100pts more, that's completely unacceptable.

Find a different way to make it worth its points besides giving it a FP8 boost.

The Apoc and Retribution are both line-breaking gunships. The Apoc has more effective long range power thanks to the lack of attenuation in lances, whilst the Retribution has more close-range damage potential. The Apoc should definitely compete with the Oberon in terms of direct-fire damage potential. It should annihilate it even. But the Oberon should have the long range edge, as it's vital for its support role.

The Oberon is the one you take if you want long-range abeam weapons fire with a bit of AC support. The Emperor is the one you take if you want a carrier-gunship. They all have distinct roles, and I don't want the Apoc treading over the Oberon, because it's the most conflicted of the variants, and it doesn't much harm the Apocalypse to only have 45cm dorsal weapons, but it greatly affects the Oberon to be competed with.
Title: Re: List of flawed ships
Post by: commander on December 01, 2010, 11:05:42 PM
Re the Avenger:

The Repulsive is a line-breaker with 30cm weaponry, and it's FP8 short of competing with the Retribution in this role.
The Vengeance is very definitely an abeam ship, and so wastes off-side firepower. It actually has half the Avenger's FP when the Avenger gets into position.
The New Retribution is also a line-beaker, but it's a battleship. It's FP8 better than the Repulsive AND has better range.
The Avenger as proposed with FP20 would be within 4WBe of the Retribution, and so better than the Repulsive.

And it IS Competing with the Retribution, because both are line breakers, and you have to count both sides. The Avenger gets FP40, 46 with Lance refit and 49! with WB refit. The Retribution gets 45. Considering it costs more than 100pts more, that's completely unacceptable.

Find a different way to make it worth its points besides giving it a FP8 boost.

The Apoc and Retribution are both line-breaking gunships. The Apoc has more effective long range power thanks to the lack of attenuation in lances, whilst the Retribution has more close-range damage potential. The Apoc should definitely compete with the Oberon in terms of direct-fire damage potential. It should annihilate it even. But the Oberon should have the long range edge, as it's vital for its support role.

The Oberon is the one you take if you want long-range abeam weapons fire with a bit of AC support. The Emperor is the one you take if you want a carrier-gunship. They all have distinct roles, and I don't want the Apoc treading over the Oberon, because it's the most conflicted of the variants, and it doesn't much harm the Apocalypse to only have 45cm dorsal weapons, but it greatly affects the Oberon to be competed with.

Repulsive has FP14 R45 and S3 lances upgradable to R45. So 4 less WB a side but practically same lance strength. NOT a big difference.
Avenger, with 3 hardpoints a side just as a BB but no dorsals, designed to be a suicidal linebreaker, would have, in total, FP2 WB a side more than Retribution, yes, but you do not count the S3 lances, equaling FP9, of the Retribution.

Title: Re: List of flawed ships
Post by: commander on December 01, 2010, 11:06:55 PM
I've pushed my point hard enough. Will be silent about Avenger now  ;)
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 01, 2010, 11:12:17 PM
I don't understand. How would the Oberon be harmed by virtue of it's conflicted-ness (you did mean the Oberon is conflicted, right)? I don't even see anything conflicted with the Oberon. It's a carrier-battleship which uses its guns and AC to help it survive at range esp since it is a slow ship.

The Apoc is NOT a linebreaker. It's a slow ship and any BMs would slow it even further. What it would do it move up and try to get to 30cm (at the moment) which is why it needs the prow armor. Allowing it to fire up to 45 cm just means that it has to turn earlier which isn't really a problem. the FP9 dorsal WBs would be helping it by allowing it to shoot at the enemy as it is closing to 45 cm. Then it unmasks the lances. Not much conflict there.
Title: Re: List of flawed ships
Post by: RCgothic on December 01, 2010, 11:32:06 PM
Avenger:
But the three are line breakers, Repulsive, Avenger and Retribution.

Repulsive gets FP28 WBs and FP9 WBe lances for 37WBe in a line breaking position.
Retribution gets FP36 WBs and FP9 WBe lances for 45WBe in a line breaking position.
Avenger currently gets FP32WBe in a line breaking position. OK, slightly less than a repulsive, but it's cheaper. The big difference is the Repulsive can fire forwards.
Avenger as proposed gets FP40WBs whilst line breaking, with options for WBe 46 or even WBe 49!

That's very definitely battleship level firepower, and grand cruisers are not battleships.

Oberon/Apoc:
The Oberon is conflicted because it wants to lock on and reload. It also wants to be in the middle of an enemy fleet but can't get there.
The Apoc has broadsides as powerful as the new Retribution. It does not want to be wasting the off side. It also has a nova cannon, which it can keep firing up to 30cm so long as the prow is towards the enemy. Therefore line breaker. It doesn't need WBs to support its advance, because it has a Nova Cannon. Its ability to go abeam at long range is a bonus.

The Oberon is a long-range gun platform, with AC support, as opposed to the Emperor, which is a long-range carrier platform with gun support. The Oberon is therefore more vulnerable to comparisons with the pure gunships that the Emperor, and it comes off badly except at the longest range. The only thing the Oberon has over the Apoc is an ability to fire at 60cm without restriction. When the Apoc chooses to fire at 60cm, even without WBs it can match the Oberon in damage output. The 45cm dorsal just gives the Oberon that slight extra edge, in that the Apoc must expend a SO to match it at range, rather than have the WBs naturally reach out that far.
Title: Re: List of flawed ships
Post by: Plaxor on December 01, 2010, 11:34:46 PM
Avenger can go to FP20@30 cm and it would still be overpriced. Right now, Smotherman puts it at 133 points. That's how badly priced it is.

Really? my math is 169pts.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 02, 2010, 01:16:44 PM
What I meant was at even at FP20 per broadside, it would be overpriced as it is costed around, yes, 169 points. 133 points if the value using the current set-up of FP16 per broadside. There's a big problem with the Avenger.

Sorry for the confusion.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 02, 2010, 01:23:50 PM
Oberon/Apoc:
The Oberon is conflicted because it wants to lock on and reload. It also wants to be in the middle of an enemy fleet but can't get there.

No more conflicted than the Emperor. With carriers, one always wants to RO instead of LO unless you think you can kill a ship by going on LO.

The Apoc has broadsides as powerful as the new Retribution. It does not want to be wasting the off side. It also has a nova cannon, which it can keep firing up to 30cm so long as the prow is towards the enemy. Therefore line breaker. It doesn't need WBs to support its advance, because it has a Nova Cannon. Its ability to go abeam at long range is a bonus.

It's not a linebreaker like the Retribution is a line breaker. It's more an artillery piece. It's slow as I mentioned. A linebreaker needs to be fast so that it can get to the line and break it before it itself gets attacked. It should also be maneuverable so that it can react to an opponent's changes to his line.

In a sense, the Apocalypse is more suited to a long range gun platform than the Retribution. The only thing preventing it performing as such is the crit when firing at more than 30 cm.

The Oberon is a long-range gun platform, with AC support, as opposed to the Emperor, which is a long-range carrier platform with gun support. The Oberon is therefore more vulnerable to comparisons with the pure gunships that the Emperor, and it comes off badly except at the longest range. The only thing the Oberon has over the Apoc is an ability to fire at 60cm without restriction. When the Apoc chooses to fire at 60cm, even without WBs it can match the Oberon in damage output. The 45cm dorsal just gives the Oberon that slight extra edge, in that the Apoc must expend a SO to match it at range, rather than have the WBs naturally reach out that far.

So again, why should the Apoc be hampered because of the Oberon? The Apocalypse is a gunship so let it be the gunship. The Oberon is a wannabee gunship so it should be "harmed" going by your definition. Battleship carriers should not have more firepower than the pure gunships, whether on focus or not. Even real life examples like the Ise and Hyuga sacrificed their aft guns to add a flight deck.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 02, 2010, 03:51:24 PM
Even real life examples like the Ise and Hyuga sacrificed their aft guns to add a flight deck.

A better example might be the US AVP boats for purpose of comparison.  Admittedly, they were rebuilt destroyers, but the basic principal stands. 
Title: Re: List of flawed ships
Post by: RCgothic on December 02, 2010, 08:23:41 PM
Apocalypse:
No penalty for firing up to 45cm, shooting at 60cm is still critical hit. [Admiral d Artagnan, RCgothic, Plaxor, Commander, BaronIveagh]
Shooting over 45cm causes WB Offline critical to each side that fires over 45cm instead of Thrusters Critical [RCgothic, Sigoroth]
Dorsal WBs to FP9 [Sigoroth, RCgothic]
Reduce Dorsal WBs to 45cm [RCgothic]

Are we pretty much in agreement about 45cm lances with no penalty?
What about the different Critical hit?
FP9?
Reduced range?

Mars:
Drop by 10 points [Sigoroth, RCgothic, Plaxor, Commander, BaronIveagh]

Are we pretty much agreed?

Firestorms:
Drop by 5pts [Sigoroth, RCgothic, Plaxor, Commander, Vaaish, horizon(dependent on Idolator)], Don’t touch [Fracas], Lance to 45cm[BaronIveagh]

Again, are we pretty much agreed on -5pts?

Grand Cruiser Refits:
Frontal armour plates - +35(?)pts
Prow Torpedoes (6) - +20 pts
Prow Nova Cannon - +45(?) pts
Prow sensor array - +20 pts
Dorsal Lance battery (str 2, rng 60cm, LFR) - +45 pts
Weapon Battery (str 9, rng 45cm, LFR) - +40 pts
Bombardment Cannon (str 6, rng 30cm, LFR) - +40 pts

Firstly, points: agreed, agreed, NC 40pts, agreed, agreed, WBs 35pts.
Secondly: No BCs, and WBs at CB, not BB level. FP6.
Thirdly: Additional turret +15pts. Any other ideas?
Title: Re: List of flawed ships
Post by: Vaaish on December 02, 2010, 08:44:15 PM
I think enough that it would warrant testing although given the relatively low numbers of lances beyond 30cm IN fleets traditionally possess I don't think it would be too problematic unless you managed to get off both broadsides.
Title: Re: List of flawed ships
Post by: fracas on December 02, 2010, 09:13:59 PM
there has been no HA post on this thread at all
regardless of what our concensus is it won't make it official


and we are talking about alot of changes, all metagaming without much playtesting ... even points changes require play testing imho
Title: Re: List of flawed ships
Post by: RCgothic on December 02, 2010, 09:32:28 PM
I'm not surprised no HA has posted in this thread. It's come about as a direct result of their hands being tied.

Still, a Warp Rift article is better than nothing at all, and the good thing about the less-than-official nature of this review is that it's easy to change our minds about decisions that turn out to be the wrong ones.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 02, 2010, 09:41:46 PM
Even real life examples like the Ise and Hyuga sacrificed their aft guns to add a flight deck.

A better example might be the US AVP boats for purpose of comparison.  Admittedly, they were rebuilt destroyers, but the basic principal stands. 

You can't really get any better than the Ise and Hyuga which are battleships and carriers.
Title: Re: List of flawed ships
Post by: Plaxor on December 02, 2010, 09:46:23 PM
The Avenger:

People have been arguing over this one lately so I am going to step in as moderator. Stop flaming each other please!

Currently we are just trying to balance the GCs and they will be balanced at their appropriate points value before adding on upgrades (If they go through), the upgrades will then be balanced. I hope that the upgrades will be slightly overcosted, to represent a rarity and lack of replaceable parts to the upgrades. As well that it costs you to get more out of the ships.

Anyways we will talk about the primary argument, increasing the ship to FP20@30cm

Argument Against: With firepower 20 the Avenger will compete too easily with the Retribution at FP18. Especially with a dorsal lance upgrade. A better way to compensate could be increasing the vessels range to 45cm. Unlike the Vengeance, who wastes a lot of off-side firepower, the avenger will have it by about 24fp.

Argument For: The Avenger is obviously underpowered at firepower 16, increasing its side batteries up to twenty is not a large difference, and will make it fulfill the fluff behind it much better. At range thirty it has a significant disadvantage when compared to the Retribution. Short range weapons batteries are always more powerful. The retribution is much better at taking damage, has torpedos and of course longer range, so it will be able to engage the enemy sooner and longer than an Avenger, which has a first strike attitude, and will get maybe one or two shots in before having to turn and reengage.

The Vengeance could go into the firefight, just the same as the Avenger, and have comparable firepower, at a total of eight less. Although the Vengeance has the option of this. The Avenger has to close, and will take a lot of damage in this process.


Also I want to put on a few tier levels of things that I don't think we should conclude until playtesting. Oh and my suggestions would be for the GCs; removing improved thrusters from the Retaliator and making it an upgrade for all GCs.
Title: Re: List of flawed ships
Post by: Plaxor on December 02, 2010, 09:52:59 PM
Oh and the firestorm cost/mars cost went through. Only disagreement on the mars is AdmDArt, citing the smotherman formula. Firestorm, well Fracas didn't think it needed reduced, but didn't cite any evidence.

The Armageddon range modification I want a larger group to agree before that is confirmed, as the reasons for this seem loosely founded. Port/Starboard weapons critical makes sense after firing the guns at  long range.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 02, 2010, 10:04:53 PM
FP16 isn't really underpowered. It's quite a lot if and when the Avenger can get to use it. The problem is its siblings are more useful at longer ranges. If it had FP16@45 cm it becomes slightly better but would still be horribly costed at  210 since Smotherman puts it at 178. Make it FP18@45 cm then it gets bumped to 184 which I think is a much better deal and not so much overcosted anymore by 26, less if we can get the price down to 200.

I'm not against the Mars recosting per se. I'm just pointing out some more info for the board's perusal.
Title: Re: List of flawed ships
Post by: RCgothic on December 02, 2010, 10:29:27 PM
I agree that FP16 isn't underpowered, it just doesn't often get to use it. FP20 isn't going to change the fact that the Avenger has a horrible time getting to close range. Ideally it would hide behind another ship with a 6+ prow until in gun range, but that's not always possible.

So give it +5cm speed, +D6 AAF, and/or 45cm range and most of those problems go away without giving it BB level firepower. It simply can't be allowed to be the IN ship with the most damage potential ahead of even the most gunship-y of BBs.

Do Grand Cruisers count as Cruisers/Battlecruisers for the purposes of Squadrons?
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 02, 2010, 10:58:32 PM
They count separately. They can't squadron with the regular cruisers like the BCs though one needs 2 regular cruisers to get 1 GC like the BCs in an IN fleet.

+5 speed, +D6 AAF still won't cover the cost it is currently at, even if the 30 cm range becomes 45 cm.
Title: Re: List of flawed ships
Post by: Plaxor on December 02, 2010, 11:00:15 PM
Hmmm... for some reason to me the avenger doesn't seem like it should have long range. Just an absurd amount of guns so that if it ever shoots, it does significant damage. Its a linebreaker, a badly designed one and that's why it is obsolete. With longer range players will use it like how they use the vengeance, and treat it as such.

I think that with FP20@30cm it makes it unique and a tempting buy (even though it is still considered underpowered by smotherman). Sure it has more fp than a Ret, but there are justifications for this, as in the fluff it says they didn't use dorsal weapons and instead increased port/starboard firepower.

At fp18@45, that competes way too directly with the retribution, and really is just the same firepower in a different package. Vessels when they exchange range for more weapons batteries this usually is quite a bit of difference. (by an average of 25% increase in firepower) meaning that at firepower 20@30cm is the equivalent of fp15@45cm, less than a retribution. Of course by this the retribution would have about fp25@30cm.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 02, 2010, 11:02:23 PM
Well, if you want to just use FP20 then the price really has to come down. I won't be paying that much for it. At 180 points, I will most likely take it even though it still is overpriced.
Title: Re: List of flawed ships
Post by: Plaxor on December 02, 2010, 11:12:43 PM
Ick... 180.... this is one thing that there isn't an easy answer for. I don't think the smotherman formula is perfect here. I would like to see it playtested.

However we should find some solution that leaves the ship with only wbs, and makes it cost around 200-210 points.

Lets look at suggestions that we have, Half weapons @45, this would smotherman out to 199. (wbs twice as expensive at 45 as they are at thirty? what?). Increase speed by 5, well this doesn't do much per terms of smotherman, but does a lot for actual gameplay.

Ultimately I think this ship will be 10-15 points overcosted as compared to smotherman.
Title: Re: List of flawed ships
Post by: Plaxor on December 02, 2010, 11:37:19 PM
Note: you guys may have already stated your opinion, but I didn’t catch it. Please tell me if you are for or against all of these options.

Horizon, would like your comment on:

Retaliator changed to 6 LBs and 45cm guns
Infidel with two turrets
Idolator with new fangled fraal tech

GC upgrade options

Apocalypse Str9 dorsal wbs and critical to port/starboard weapons rather than engines when firing 60cm.
Armageddon dropping by 10 points
Overlord dropping by 10 points
Defiant torps to 4
Firestorm lance to 45
Falchion turrets to 2


Other people later, have to move.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 03, 2010, 12:14:40 AM
Hmmm... for some reason to me the avenger doesn't seem like it should have long range. Just an absurd amount of guns so that if it ever shoots, it does significant damage. Its a linebreaker, a badly designed one and that's why it is obsolete. With longer range players will use it like how they use the vengeance, and treat it as such.

I think that with FP20@30cm it makes it unique and a tempting buy (even though it is still considered underpowered by smotherman). Sure it has more fp than a Ret, but there are justifications for this, as in the fluff it says they didn't use dorsal weapons and instead increased port/starboard firepower.

At fp18@45, that competes way too directly with the retribution, and really is just the same firepower in a different package. Vessels when they exchange range for more weapons batteries this usually is quite a bit of difference. (by an average of 25% increase in firepower) meaning that at firepower 20@30cm is the equivalent of fp15@45cm, less than a retribution. Of course by this the retribution would have about fp25@30cm.

Actually, that's the reverse of 40k fluff (older = better).  IN fluff states that they're moving way from line breaking and carriers toward pre-dreadnought period tactics.  (not in those exact terms, but...)

Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 03, 2010, 02:34:24 AM
Made a mistake in my computations. Avenger with current stats would be at 157 at the moment. Making every weapon 45 cm pushes the price to 205 which is near the price it is costed at now. Making half at 30 cm and half at 45 cm just pushes it to 180.

So I am more in favor of pushing the current FP16 to 45 cm.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 03, 2010, 02:45:28 AM
Um, Plaxor, I jsut read the front page and my idea on the Avenger was an either/or proposition, not both, the way it's worded there.  Either give it a +5 to speed or a range of 45, not both, that's be stupid broken. 
Title: Re: List of flawed ships
Post by: Plaxor on December 03, 2010, 02:53:36 AM
Oh and comparison to the Executor converting 1 lance into 3 wbs puts it at 18wbs per side.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 03, 2010, 03:26:18 AM
Oh and comparison to the Executor converting 1 lance into 3 wbs puts it at 18wbs per side.

Not necessarily. Depends on what range you are using for reference.
Title: Re: List of flawed ships
Post by: horizon on December 03, 2010, 04:03:25 AM
Quote
Horizon, would like your comment on:

Retaliator changed to 6 LBs and 45cm guns
No 6 LB.

Infidel with two turrets
Yes.

Idolator with new fangled fraal tech
Should get LFR lance, nothing else

GC upgrade options
Only the torpedo option, nothing else.

Apocalypse Str9 dorsal wbs and critical to port/starboard weapons rather than engines
Str9 dorsal wb = ok. Critical hit remains Thrusters/Engines.

Armageddon dropping by 10 points
Fine

Overlord dropping by 10 points
Fine or WB @ str12 @ 45cm.

Defiant torps to 4
No.

Firestorm lance to 45
Already mentioned: Big No.

Falchion turrets to 2
Fine

Hey, in the fleet list in Armada (Bastion) the Avenger is listed as 200pts! Not 220 as the profile says. Is this in the faq? Since 200 is better.

With +/- on the ship it should cost 170. But the fluff says squadrons of Avengers are uses (two or three squadrons!). I can see why from doctrine.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 03, 2010, 04:08:46 AM
Still expensive at 200 for the current stats. Making the range 45 cm would be ideal or putting a 6+ prow onto it and costing it at 200. That way, it can be the linebreaker it was meant to be.

Of course at 200 points for the Avenger, poor Dictator.

On another note though, it would mean my 200 point Gothic BC would be more acceptable. Having a BC cheaper than the most expensive cruiser in the same faction is something that bothers me.
Title: Re: List of flawed ships
Post by: Sigoroth on December 03, 2010, 04:36:15 AM
GCs:
Yup, the refits sound interesting. Don't think they should get BCs, and the Dorsal WBs should come down to cruiser level, not BB level. FP6.

Yeah, the BCs were just thrown in to give more options. I don't think it's OTT though. As for the dorsal WBs, well, I like the idea of a CG, particularly one like this, sacrificing range for firepower. So this isn't really BB level weaponry, because on a BB the WBs would be 60cm range.

Quote
Avenger: Still very much against FP20. With the Lance refit, it would nearly outgun a Retribution, and it shouldn't have that level of firepower. I'd be willing to concede FP16@45cm and a +5cm speed boost.

Hmm, you know that this is more powerful than 20WB@30cm right? I had a set of stats based on Admiral d'Artagnan's Governor class model. I called it the Warspite class, and it was a beast in terms of firpower. However, its combination of soft nose, mediocre speed and low range means it was balanced. Think of a slow Slaughter. This is what you have with a 20WB Avenger.

Quote
Oberon: The wasted off-side firepower and reduced LBs (and premium thereof), means at least 20pts less than an Emperor. Then again, it would have the best 60cm gunnery of any IN BB (bar the Apocalypse on Lock On)

Apocalypse: I'm going to have to insist that if the Apocalypse gets FP9 WBs (Which it should, as a gunship), then they should be 45cm. It can't be allowed to compete with the Oberon at 60cm. 60cm Lances are good enough. I'd also like to strongly advocate swapping the Thrusters Critical for a WB Offline critical on the side that fires. You know it makes sense.

OK, I think that at this point we should review what's really going on here. Let's compare the Oberon with the Apocalypse. For the moment let's ignore the +1 turret/leadership vs 6+ prow/NC and move onto the armament. Let's also assume a successful LO and make the comparison in the 45-60cm range band. Now let's establish an equivalency of 1 lance = 4.5WBs in this range band (see Murder/Carnage comparison).

OK, at 60cm, with current rules, the Apocalypse gets 6 x 4.5 + 6 = 33WBe. The Oberon gets 2 x 4.5 + 16 = 25WBe. So under the current rules the Apocalypse already dominates the (proper) Oberon at 60cm. Yet the Oberon is still a more attractive ship. Increasing the dorsal WBs by 3 would do little to change the appeal of the Oberon, though perhaps it would increase the Apocalypses appeal in general.

Consider 9WB@45cm instead of the current 6WB@60cm. Now the Apocalypse would only beat the Oberon 27WBe to 25WBe in the 45-60cm range band, which would reduce the appeal of the Apocalypse further.

So one must ask, "if the Apocalypse current soundly thrashes the Oberon as a long range weapons platform then why is the Oberon preferred?". To which the answer is that the Oberon is a carrier. So it adds 4 AC to its total firepower, bring its firepower up to 37WBe at long range, for which the +1 LD acts synergistically as opposed the competitive nature of the Apoc's NC. On top of which it's a cheaper ship and reduces the number of carriers you have to take, meaning you can take a gunship in its place AND it doesn't completely fall over if it fails its special order test (like the Apoc does) and doesn't suffer a crit from shooting.

When the Apoc fires it's broadsides it suffers a penalty. If it fails to LO it'll fall short and miss, if it passes it can shoot but takes a crit. The Apoc is more expensive. It has broadsides and can close, but wants to use its long range lances and doesn't have the speed to close. So there's no balance reason the Apoc shouldn't get 9WB@60cm compared to the Oberon.

But you say that the Apocalypse shouldn't be able to compete with the Oberon in this range bracket (even though it currently does and still would be able to if the dorsal range was dropped to 45cm at any strength). Why shouldn't it? It's a pure gunship (expensive and with downsides), whereas the Oberon is a hybrid. Why shouldn't the pure be able to do what it does better than the Oberon? I don't see a role conflict.

So is there a reason why there shouldn't be a 9WB@60cm dorsal armament? Well, the alternative BB level lance weapon is of equivalent value at 30cm or less and gains +50% effectiveness at higher ranges. Soooo the WB is pure loss in this comparison. So no, no reason.

OK, finally, what about balance against the upgunned Ret. Well, both have equivalent profiles (9 torps vs NC is about right) with the exception that the Ret has extra speed, allowing it to close. Hmm, the Apoc potentially has longer range, but then again, potentially has shorter range (I'd prefer to keep the 30cm/60cm rule). So the range itself isn't an issue, particularly when you view the 60cm potential as a
balance against the loss of speed (and further loss of speed if you manage to do it).

So now it becomes a strength calculation. Apoc has 6 x 4.5 + 9 (proposed) = 36WBe, the upgunned Ret has 18 + 3 x 4.5 = 31.5 WBe. The Ret is cheaper and more likely to get to use both broadsides and more likely to close to 30cm where the WBs of the Ret come good (being now equivalent of the lances of the Apoc) but since the Apoc is still at range its dorsal weaponry is not as good as that of the Ret.

Without increasing the Apocs dorsal WBs while leaving them at 60cm range there's no reason to take it over the cheaper Ret.

Quote
Defiant: Horizon's profile just makes the most sense. It doesn't combine with the torps into a Dauntless prow armament, and it avoids LB upgrades, and keeps its role as 'Light Cruiser of the Line'.

I might agree, if I could be bothered traulling through this thread to find his proposed stats. What were they again?
Title: Re: List of flawed ships
Post by: Sigoroth on December 03, 2010, 04:42:46 AM
The Emperor for 35 (30 with the assault boats) points less than a despoiler gains +1ld (great on a fleet carrier), +6wbs capable of firing in an arc.

Yes, but the Despoiler is flawed. Firstly there's the model/profile incongruity, and then secondly there's the Despoiler/Devastation comparison. As you note the Emperor compares well with alternative CVs. The Despoiler does not. Proposals have been to improve IN alternative CVs and to nerf the Dev somewhat. This reduces the ordnance disparity between IN and Chaos somewhat, reducing the need for the Emperor.

Fixing the Despoilers profile sees it as being faster (and hence more manoeuvrable) and considerably more powerful as a support gunship (23.5WBe@60cm vs 16WB@60cm). Also has more offside firepower, not that this will be worth a tremendous amount, but since it's faster it might come into play.
Title: Re: List of flawed ships
Post by: Sigoroth on December 03, 2010, 05:13:00 AM
Avenger:
But the three are line breakers, Repulsive, Avenger and Retribution.

Repulsive gets FP28 WBs and FP9 WBe lances for 37WBe in a line breaking position.
Retribution gets FP36 WBs and FP9 WBe lances for 45WBe in a line breaking position.
Avenger currently gets FP32WBe in a line breaking position. OK, slightly less than a repulsive, but it's cheaper. The big difference is the Repulsive can fire forwards.
Avenger as proposed gets FP40WBs whilst line breaking, with options for WBe 46 or even WBe 49!

That's very definitely battleship level firepower, and grand cruisers are not battleships.

There is nothing wrong with a CG that has more hardpoints than a battleship having BB levels of firepower at shorter range.

You compare the Avenger to the Repulsive and the Retribution, as you suggest that all these ships want to break the line, whereas an Avenger will go abeam. Firstly, breaking the line is hard. The Avenger is able to do what it does at longer range, earlier and in a more defensive aspect. Therefore the only benefit from the Avenger would come if it did manage to break the line.

On the other hand, both the Ret and Rep have 45cm range, so if they need to they can go abeam and take longer ranged shots. They have alternatives, the Avenger does not. An important point that I'll come back to later regarding the Rep.

The Repulsive and Retribution both have torpedoes which are fantastic weapons to use while closing in a line-breaking role. You have not calculated this firepower in your comparison. That adds 9WBe to the Rep and 13.5WBe to the Ret. Very good weapon, very useful in line-breaking role, Avenger has no alternative role, therefore this should very definately be factored in. According to my proposed refits and also according to the HAs current suggestion, the Avenger would be able to equal the Rep in this regard by taking torps but this would cost points and would exclude the Avenger from taking dorsal weaponry.

So total firepower of Avenger = 20+20+9 = 49WBs. Ret = 18+18+9+13.5 = 58.5WBe. Rep = 14+14+9+9 = 46WBe.

Now don't forget that the Retribution has 6+ prow armour. Quite apart from the extra shield, turret and hits greatly increases its survivability because a line-breaker has to come prow on. So not only does the Ret win in shields, turrets, hits, total firepower and versatility but also the prow armour dramatically increases its survivability, greatly reducing the likelihood it will be forced to brace (halving firepower) and increasing the likelihood it can LO or RO. Far far far better ship.

The Repulsive doesn't have the prow armour, but due to its range advantage it can take a more circumspect approach and still contribute significant fire at medium range, providing an abeam target to the majority of the enemy fleet. Increased survivability and damage.

Yes, the Avenger could purchase the 6+ prow making it far more likely to be successful in its one and only role, but that would drop its total potential firepower to 40, which is less than either the Rep or Ret.


Quote
Oberon/Apoc:
The Oberon is conflicted because it wants to lock on and reload. It also wants to be in the middle of an enemy fleet but can't get there.
The Apoc has broadsides as powerful as the new Retribution. It does not want to be wasting the off side. It also has a nova cannon, which it can keep firing up to 30cm so long as the prow is towards the enemy. Therefore line breaker. It doesn't need WBs to support its advance, because it has a Nova Cannon. Its ability to go abeam at long range is a bonus.

The Oberon is a long-range gun platform, with AC support, as opposed to the Emperor, which is a long-range carrier platform with gun support. The Oberon is therefore more vulnerable to comparisons with the pure gunships that the Emperor, and it comes off badly except at the longest range. The only thing the Oberon has over the Apoc is an ability to fire at 60cm without restriction. When the Apoc chooses to fire at 60cm, even without WBs it can match the Oberon in damage output. The 45cm dorsal just gives the Oberon that slight extra edge, in that the Apoc must expend a SO to match it at range, rather than have the WBs naturally reach out that far.

The Apocalypse is conflicted because it wants to close but can't and wants to fire at long range but it hurts. It's also expensive and a pure gunship. Not a hybrid. Consequences of failing the LO test can mean the target is not in range, therefore you lose 6 lances of firepower that turn.
Title: Re: List of flawed ships
Post by: Sigoroth on December 03, 2010, 05:31:02 AM
Apocalypse -  Dorsal WBs increased to str 9. Broadside lance range extended to 60cm and special rule changed. Special rule:

The power requirements of the Apocalypse's multiple lance banks is enormous and firing them often requires redirecting vast amounts of energy from engine and shield reserves. If firing at greater than 30cm range with the broadside lances place a single blast marker directly behind the Apocalypse in base contact.

How's that? No blow outs so no crit at all so no weapons or engines taken off-line, no LO requirement and it automatically "repairs" next turn, ie, the energy recharges. So you've basically got a 4 shield 15cm ship with 30cm range or a 3 shield, 10cm ship (no further BM reductions) with 60cm range.
Title: Re: List of flawed ships
Post by: horizon on December 03, 2010, 06:58:41 AM
Lovely Apocalypse idea! I am not opposed the critical thrusters hit but your idea is quite elegant.

Quote
I might agree, if I could be bothered traulling through this thread to find his proposed stats. What were they again?
Defiant
hits 6
speed 20
turns 90
armour 6+/5+
turrets 2
shields 1

prow torps str.2
prow battery str2 (30cm lfr)
port launch bay str1
starboard launch bay str1
dorsal battery str2 (30cm lfr)
Title: Re: List of flawed ships
Post by: RCgothic on December 03, 2010, 07:37:39 AM
Apocalypse -  Dorsal WBs increased to str 9. Broadside lance range extended to 60cm and special rule changed. Special rule:

The power requirements of the Apocalypse's multiple lance banks is enormous and firing them often requires redirecting vast amounts of energy from engine and shield reserves. If firing at greater than 30cm range with the broadside lances place a single blast marker directly behind the Apocalypse in base contact.

How's that? No blow outs so no crit at all so no weapons or engines taken off-line, no LO requirement and it automatically "repairs" next turn, ie, the energy recharges. So you've basically got a 4 shield 15cm ship with 30cm range or a 3 shield, 10cm ship (no further BM reductions) with 60cm range.

That's a fantastic idea! Does it become two blast markers if firing out both sides?
Title: Re: List of flawed ships
Post by: Plaxor on December 03, 2010, 07:58:26 AM
All right, updated the first post. Remember to check what changes have already been approved before commenting. Thanks Horizon for your comments. Sigoroth, couldn't have described the Avenger situation better myself.

Anyways, I have updated the first post to show people against the decision in red. People in orange will accept either or. In order for a change to go through, there must be five more people agreeing with the change than disagreeing. I.E. if there were 3 people in dissagreance, then there would need to be 8 who vouched for the change. Often we have gotten by on a few sixes this way.
Title: Re: List of flawed ships
Post by: horizon on December 03, 2010, 08:07:33 AM
Per hindsight: drop 10pts on Overlord is good. The ship is restricted.
Title: Re: List of flawed ships
Post by: Plaxor on December 03, 2010, 08:13:26 AM

Admiral_D_Artagnan please tell me if you are for or against each change. You can pick multiples from the same one, although not all will necessarily go through.
   
Acheron lances range
Infidels 2 turrets proposition
Iconoclast -5 points
Idolator Fraal tech revision
LFR lance on the Idolator
GC Upgrades
Retribution Increase in cost to 355
Apocalypse Port/Starboard critical instead of thrusters
Apocalypse blast marker instead of critical
Dorsal fp to 9 on apocalypse
Avenger Dropping cost
Avenger at fp20
Avenger at rng 45
Avenger +5 speed
Overlord dropping by 10 points (This is after the change we already made, making its wbs 12@45cm) and adding a 60cm range option (fp10@60) free swap.
Using horizons profile on the defiant
4 torps on defiant
Firestorms 45cm range lance

RCgothic;

New Fraal tech on Idolator, LFR lance on Idolator
Dorsal weapons on Apocalypse to 9
+5 speed on Avenger

Sigoroth:

Iconoclast -5 points
Idolator LFR lance
Avenger Increase speed
Avenger 45cm range
Avenger Reduce cost
Defiant (use horizons profile)
Firestorms: lance to 45cm
Title: Re: List of flawed ships
Post by: Plaxor on December 03, 2010, 08:35:48 AM
Baron Please vote on the following:

Chaos:
Acheron: Increase lances to 60cm @+10 pts
Retaliator: 3LB per side
Infidel: Give two turrets
Idolator: Revise with new Fraal tech, LFR lance

Apocalypse: Shooting at 60cm causes WB Offline critical to side that fires instead of Thrusters Critical, Dorsal WBs to FP9, Blast marker instead of critical
Avenger: Drop Cost, FP 20
Defiant:Use Horizon's Profile

Title: Re: List of flawed ships
Post by: Sigoroth on December 03, 2010, 08:42:29 AM
Sigoroth:

Iconoclast -5 points --YES--
Idolator LFR lance --NO--
Avenger Increase speed --NO--
Avenger 45cm range --NO--
Avenger Reduce cost --YES (in addition to WB increase)--
Defiant (use horizons profile) --NO .... idea what it was--
Firestorms: lance to 45cm --NO--

That's a fantastic idea! Does it become two blast markers if firing out both sides?

Nup.
Title: Re: List of flawed ships
Post by: Sigoroth on December 03, 2010, 08:58:49 AM
Ah, Horizon just pm'd me his stats. Well, the only objection I'd have to this profile would be that dorsal weaponry doesn't appear on the others so why should it appear here?

I think that 4 torps would be a better fit (2 AC 4 torps no guns). Of course this opens the question why couldn't the other variants have 4 torps. The potential reason would be that they prefer the extra swinging firepower to combine with a broadside against the primary target. Not quite as strong though, and not quite believable. I'd prefer not to change the other 2 variants beyond just adding the prow armour. Therefore, I think the simplest and most elegant solution remains to just delete this ship.
Title: Re: List of flawed ships
Post by: RCgothic on December 03, 2010, 09:12:23 AM
Argh this post was only supposed to be previewed. Still being modified.

Chaos:
Acheron: Increase lances to 60cm @+10 pts [Sigoroth, RCgothic, horizon, Plaxor]

Retaliator: 3LB per side [Admiral d Artagnan, Sigoroth, RCgothic, Plaxor, Horizon ]

Infidel: Give two turrets [Sigoroth, RCgothic, Horizon, Plaxor]
Iconoclast: Reduce by 5pts [RCgothic, Plaxor, BaronIveagh, Sigoroth, horizon,]
- The Cobra has equivalent firepower in torps alone, and doesn't have to get close to use it. The Iconoclast is a more vulnerable design
.

Idolator: Revise with new Fraal tech [Plaxor, Sigoroth, RCgothic(as already price dropped to 40), Horizon], LFR lance [Horizon, RCgothic(as already price dropped to 40), Sigoroth]

GCs:
Add several upgrade options [Sigoroth, Plaxor (yes to anything non-dorsal), Commander, RCgothic, BaronIveagh, Horizon (no to anything but torps)]
My consent to this is only because I want to see the idea developed. I may also come down against dorsal weaponry completely.

IN:
Retribution: +10 points (to 355) [Sigoroth, RCgothic, BaronIveagh, horizon, Vaaish] - The new package is far more effective.

Apocalypse: Shooting at 60cm causes WB Offline critical to side that fires instead of Thrusters Critical [Sigoroth,RCgothic (I think the BM idea is better), Horizon] Dorsal WBs to FP9 [RCgothic(still not entirely convinced, but would prefer to FP6), Sigoroth, Commander, Horizon, Plaxor], Blast marker instead of critical [RCgothic,Sigoroth, Plaxor]

Exorcist: Increase LBs to 6, increase cost [Sigoroth, RCgothic, BaronIveagh, Commander, Admiral Artagnan, Horizon, Plaxor (no increase in LBs, others fine), Vaaish]
- If the Retaliator gets an increase, surely the Exorcist should too?

Avenger: Drop Cost (From 200pts or 220pts? A target price would be better)[Horizon, Vaaish, Sigoroth (in addition to wb increase), RCgothic(make more specific) ], FP 20 [Plaxor, Commander (45cm), Sigoroth, horizon, RCgothic], Increase Range to 45cm [BaronIveagh, Admiral_D_Artagnan, RCgothic, Sigoroth], +5 Speed [BaronIveagh (instead of 45cm), RCgothic, Sigoroth]

Overlord: add 60cm range option [Sigoroth, Plaxor, RCgothic(For +10pts), BaronIveagh]
- Who said anything about this beng free? (as in your latest post) Would expect it to cost +10pts.

Defiant:Use Horizon's Profile [RCgothic, Horizon, Plaxor, Sigoroth], Torps 4 [RCgothic, BaronIveagh, Sigoroth, Horizon]
- The space for Dorsal WBs is created by the LBs taking up half the internal space they would if they were a full S2 per side.


Firestorms: Lance to 45cm[BaronIveagh, RCgothic (With the cost reduction there's no need), Horizon, Sigoroth, Plaxor]

Confirmed Changes (by all 5 in solidarity):
Chaos:
Despoiler: Use modified stats (Horizons)
Devestation: Lance range @ 45cm
Styx: costs 260
Idolator: Cost 40
Retaliator Side wbs @45cm

IN:
Overlord: Side WBs fp12@45cm, Costs 225
Retribution: Side WBs fp18@45cm
Apocalypse: No penalty for firing lances up to 45cm. - I withdraw my support for this if the BM idea goes through.
Tyrant: 180 base cost
Endeavor/Endurance/Defiant: 6+ prow, maintains 90' turns
Dictactor: 210 points cost.
Oberon:Prow and Dorsal Weapons at 60cm, costs 355
Mars: Cost 260
Armageddon: Cost 235
Firestorms: Cost 35
Falchion 2 turrets
Title: Re: List of flawed ships
Post by: horizon on December 03, 2010, 12:35:33 PM
The Cobra has equivalent firepower in torps alone, and doesn't have to get close to use it. The Iconoclast is a more vulnerable design.[/quote]
Cobra needs to reload. Iconoclast doesn't.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 03, 2010, 01:08:27 PM
Ah, Horizon just pm'd me his stats. Well, the only objection I'd have to this profile would be that dorsal weaponry doesn't appear on the others so why should it appear here?

I think that 4 torps would be a better fit (2 AC 4 torps no guns). Of course this opens the question why couldn't the other variants have 4 torps. The potential reason would be that they prefer the extra swinging firepower to combine with a broadside against the primary target. Not quite as strong though, and not quite believable. I'd prefer not to change the other 2 variants beyond just adding the prow armour. Therefore, I think the simplest and most elegant solution remains to just delete this ship.


He's not sent me it yet, but it sounds like he wants a pure carrier to be some sort of Jr strike cruiser from this description. 

This is completely inverse to the intent of this design. It's like the Invincible class fast battleship.  It's not meant to be a line ship, and to try and use it that way WILL get it killed.  I've been using it's speedy brother the Enforcer class for years in my old fast IN fleet, and actually favored it over the dictator despite a HP and LB size drop, as it was easy to maneuver it out of danger. 
Title: Re: List of flawed ships
Post by: horizon on December 03, 2010, 01:14:38 PM
ARGH! BLINDNESS| :/

Defiant
hits 6
speed 20
turns 90
armour 6+/5+
turrets 2
shields 1

prow torps str.2
prow battery str2 (30cm lfr)
port launch bay str1
starboard launch bay str1
dorsal battery str2 (30cm lfr)


(these stats have been posted about thirty times on this forum by now)
Title: Re: List of flawed ships
Post by: RCgothic on December 03, 2010, 01:22:57 PM
Ninja'd by Horizon. ;)

It's not a mini strike cruiser. The purpose of the Voss ships, unlike the Dauntless and Enforcer, is to support the main line. With a 6+ prow, the Defiant won't be any more vulnerable than the other Voss ships, and its CAP may come in useful. Combined with a dictator it enables S6 Attack waves, which are more offensive than the more defensive S4 and S2 waves.

It may not be perfect, but it fulfils the role it's meant for.
Title: Re: List of flawed ships
Post by: commander on December 03, 2010, 02:36:38 PM
Well, one really last time to talk about Avenger.  :D

My opinion.
The design trades dorsal weaponry for an extra hardpoint on the sides. Fluff states that they were used as suicidal linebreakers, sitting in the middle of the enemy fleet and pump out shots. The rest of the fleet than shows up for the mopping up.
To get into the enemy fleet, they will take damage, heavy damage. To perform their role they need heavy short ranged firepower. They have the juice, let them have the fun to.  ;)
FP up in strength (at least 20!!!  ;D), range can stay at 30.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 03, 2010, 02:36:46 PM

Admiral_D_Artagnan please tell me if you are for or against each change. You can pick multiples from the same one, although not all will necessarily go through.
   
Acheron lances range - probably no. I don't think it needs the range upgrade. It really is good for it's points.
Infidels 2 turrets proposition
Iconoclast -5 points
Idolator Fraal tech revision
LFR lance on the Idolator - I'll skip the escorts for now.
GC Upgrades - depends on the upgrades. Prow torps should be enough.
Retribution Increase in cost to 355 - For FP18@45 cm 355 points to 365 should be good.
Apocalypse Port/Starboard critical instead of thrusters - Have to playtest.
Apocalypse blast marker instead of critical - Have to playtest.
Dorsal fp to 9 on apocalypse - I'm good with this.
Avenger Dropping cost - Not enough.
Avenger at fp20 - Workable but not enough to cover the cost disparity.
Avenger at rng 45 - Prefer this.
Avenger +5 speed - No, conflicts with the other Vengeances.
Overlord dropping by 10 points (This is after the change we already made, making its wbs 12@45cm) and adding a 60cm range option (fp10@60) free swap. - No need to drop points. Just change the broadside stats and add the option.
Using horizons profile on the defiant - nah.
4 torps on defiant - nah.
Firestorms 45cm range lance - And give the SM access to 2-6 45 cm lances? Nah.


Done with my answers.
Title: Re: List of flawed ships
Post by: horizon on December 03, 2010, 02:42:57 PM
Curious admiral, what's your idea about the Defiant then? *Delete* ? :)
Title: Re: List of flawed ships
Post by: RCgothic on December 03, 2010, 02:44:39 PM
Why not use Horizon's profile for the Defiant?

It Really REALLY needs the torps as well, because who bothers to risk a RO check for just two AC? The FP4 F/L/R Wbs and S2 F Torps roughly balance out with S2 F/R/L Lances, so the only real difference is an exchange of some of its original firepower for torpedoes to help it with RO checks.

This is a change that the Defiant really needs.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 03, 2010, 02:52:48 PM
ARGH! BLINDNESS| :/

Defiant
hits 6
speed 20
turns 90
armour 6+/5+
turrets 2
shields 1

prow torps str.2
prow battery str2 (30cm lfr)
port launch bay str1
starboard launch bay str1
dorsal battery str2 (30cm lfr)

(these stats have been posted about thirty times on this forum by now)



What's really funny is that I actually used the search in the forums trying to find it first and nothing came up.


And, reading it, this actually makes the problem worse, not better, by making it a watered down Endeavor (which is, of the Voss set, the ship I believe should be deleted as useless.  It's actually designed to reduce the effectiveness of the other ships by cluttering up your list with them to select the superior Endurance and Defiant.)  

RC, I'm not sure what you mean by the Dauntless and Enforcer not being there to support the main line.  With IN I have had a great deal of success using dauntless and enforcer as mobile reserves to shore up the line.  Not that I like line of battle at all, IN I prefer a flying wedge and to then break formation to cross the T against individual ships.

Why Defiant was so horribly nerfed compared to the other two escapes me.  It should have been LB 2 per side in keeping with the other two Voss ships proportions of fire power to a regular cruiser.  The fluff and mini design make it very plain that this is meant as a baby flat top, not a line cruiser.  

The Defiant needs to be either brought into line with the rest of the Voss ships firepower in it's specialty, or given soem other option to make it more viable. 


Title: Re: List of flawed ships
Post by: horizon on December 03, 2010, 02:56:22 PM
?
Compared to the current Defiant my proposal has:
-2 lances
+ 4 weapon batteries
+ 2 torpedoes
+ 6+ prow armour

What is wrong about the Endeavour? I think it is pretty okay (with 6+ prow/90* turns, 8 wb in a broadside ain't bad at all).

Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 03, 2010, 03:00:23 PM
You add Str 2 LBs per side to the Defiant for the cost and you basically make IN an AC oriented fleet. I don't think it should get Str 2 LBs per side.

As for the stats, I've always been the proponent of just adding one more lance and the option to switch them for full Str 6 torps and I think it should be fine.

One thing I noticed. People keep referring to the Voss ships as vessels which can keep up with the line. While the design does support this to be true in the case of the Endeavor and the Endurance, I think it's a mistake to extend that line of thinking with the Defiant. The Defiant is not a ship of the line. It should stay back and support the line by launching fighters and/or bombers.  Carriers should not be sticking with the gunline. Disconnect the thought that the Defiant should stick with the line of battle and you can dispense with the idea that the Defiant should have as much guns as the Endeavor.

As with the Apoc vs Oberon, pure gunships and carriers are a different breed. Do not expect a carrier to have as much firepower, whether by direct or indirect comparisons. Carriers should always lose out the gun battle.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 03, 2010, 03:47:16 PM
You add Str 2 LBs per side to the Defiant for the cost and you basically make IN an AC oriented fleet. I don't think it should get Str 2 LBs per side.

As for the stats, I've always been the proponent of just adding one more lance and the option to switch them for full Str 6 torps and I think it should be fine.

One thing I noticed. People keep referring to the Voss ships as vessels which can keep up with the line. While the design does support this to be true in the case of the Endeavor and the Endurance, I think it's a mistake to extend that line of thinking with the Defiant. The Defiant is not a ship of the line. It should stay back and support the line by launching fighters and/or bombers.  Carriers should not be sticking with the gunline. Disconnect the thought that the Defiant should stick with the line of battle and you can dispense with the idea that the Defiant should have as much guns as the Endeavor.

As with the Apoc vs Oberon, pure gunships and carriers are a different breed. Do not expect a carrier to have as much firepower, whether by direct or indirect comparisons. Carriers should always lose out the gun battle.


See, here I agree and disagree: I agree that this strange idea people have of shoving the Defiant into the line of battle is a mistake.  It's the reason I originally proposed+5 cm to it's speed, so that in the event of a break through it could beat a hasty retreat. 

Considering the current list limits, I don't see +2 lb turning IN into a AC fleet, as it would then only match the Dictator rather then exceed it.  (being a Voss ship is either half a Lunar or half a dictator.  As far as the new fleet list limits on Voss variants, I haven't tried them yet to see how this may have changed things.

Horizon: the Endeavour is short ranged and lacks firepower and hit points compared to other line ships.  Where as the other two are useful by increasing LB or lances, both being in demand in IN fleets, the Endeavour simply brings more of the same, in a much more fragile package.

Title: Re: List of flawed ships
Post by: RCgothic on December 03, 2010, 04:10:16 PM
Light cruiser role analysis:

The Dauntless is a patrol cruiser. It can chase down pirates and raiders single handed and overpower individual opponents of a similar tonnage by itself. The profile reflects this, focussing on  heavy forward firepower and speed at the expense of all-round protection and toughness. It's essentially a battlecruiser-light, able to outgun or outrun individual opponents, but it really doesn't want to be surrounded.

The Endeavour and Endurance are "Light Ships of the Line". Their focus is on supporting the larger cruisers in a fleet situation. They're more durable than the Dauntless, and thanks to their heavy broadsides they don't mind being surrounded and can more easily engage an enemy that stands and fights. Unlike the larger vessels, they can still react quickly to changing battleship conditions, but pursuing enemy vessels isn't their strongest suit.

The Defiant is an Escort Carrier, not a Fleet Carrier. Its pitifully sized bomber waves are overwhelmed by even modest turret defense, so unlike the other CVs it cannot operate from long range - it MUST stick with the fleet and pick on crippled vessels that the gunline leaves behind, regardless of what speed it may have - this is what makes it a Cruiser of the Line. It's much more useful in a defensive role, using its Fighters and manoeuvrability to put its AC where they're most needed within the battle line.  

Unfortunately, its low Ordnance count makes it a low priority for RO checks, and it's even more outgunned by its gunship couterparts (6WBe to 17) than the other CVs are (21 to 33 for Dictator), even before accounting for the fact it has half the Ordnance it's supposed to have on board.

So what's to be done? It can't really fit any more weaponry onto the prow, S2 Lances is already stronger than FP2 WBs and S2 Torps of other Voss.

Option 1: Massive price break. It's a support ship, and it still wouldn't be undercosted at 90pts. This still wouldn't really help it much, as it's a badly broken ship.
Option2: Give it some more AC. This would breaks its ECV role, and will never be accepted officially.
Option3: Give it some Torps. This would help it gain more of a priority in the RO stakes, but the prow is already at max capacity, so this would necessitate a weapons change.
Option4: Give it some more Broadside weaponry. Not reflected by the model.
Option5: Give it some dorsal weaponry. The Zeus-class models can certainly take a dorsal hardpoint, and the argument is that the room not taken up by the undersized launch bays creates enough space to install a modest dorsal armament.
Option6:] More prow weaponry. But the Defiant already has more than standard Voss armament on the prow, there isn't really any capacity left for more.

Of these options, Option 1 is viable, but not attractive, as it doesn't really fix the ship. Options 2, 4 and 6 are not viable. This leaves swapping torps onto the prow and adding and dorsal weaponry.

Horizon accomplished this by S2 Lances -> FP2 WBs and S2 Torps, a slight trade down in firepower to the same as other Voss. FP2 Dorsal was added.

Another option could be:
Prow S1 Lance F/L/R
Prow S2 Torps
Dorsal S1 Lance F/L/R
OR
Dorsal FP3 WBs F/L/R

This is slightly more firepower than Horizon proposed, maintaining its current prow strength but adding Dorsal Weaponry up to half that of a standard cruiser dorsal mount. It would then be able to bring a broadside of 8WBe to one side (2AC are roughly equiv to 2Wbe) similar to the other Voss, and have S2 torps to bump it up the RO priority list, but at the complete expense of any off-side firepower.

Horizon actually took a conservative approach with his profile because the Dorsal mount is a bit controversial, but the Defiant would still be underpowered even with the more powerful upgrade, but as a support ship it may just find enough of a nich supporting an otherwise all-gun fleet line.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 03, 2010, 06:00:57 PM
Light cruiser role analysis:

The Dauntless is a patrol cruiser. It can chase down pirates and raiders single handed and overpower individual opponents of a similar tonnage by itself. The profile reflects this, focussing on  heavy forward firepower and speed at the expense of all-round protection and toughness. It's essentially a battlecruiser-light, able to outgun or outrun individual opponents, but it really doesn't want to be surrounded.

The Endeavour and Endurance are "Light Ships of the Line". Their focus is on supporting the larger cruisers in a fleet situation. They're more durable than the Dauntless, and thanks to their heavy broadsides they don't mind being surrounded and can more easily engage an enemy that stands and fights. Unlike the larger vessels, they can still react quickly to changing battleship conditions, but pursuing enemy vessels isn't their strongest suit.

The Defiant is an Escort Carrier, not a Fleet Carrier. Its pitifully sized bomber waves are overwhelmed by even modest turret defense, so unlike the other CVs it cannot operate from long range - it MUST stick with the fleet and pick on crippled vessels that the gunline leaves behind, regardless of what speed it may have - this is what makes it a Cruiser of the Line. It's much more useful in a defensive role, using its Fighters and manoeuvrability to put its AC where they're most needed within the battle line.  

Unfortunately, its low Ordnance count makes it a low priority for RO checks, and it's even more outgunned by its gunship couterparts (6WBe to 17) than the other CVs are (21 to 33 for Dictator), even before accounting for the fact it has half the Ordnance it's supposed to have on board.

So what's to be done? It can't really fit any more weaponry onto the prow, S2 Lances is already stronger than FP2 WBs and S2 Torps of other Voss.

Option 1: Massive price break. It's a support ship, and it still wouldn't be undercosted at 90pts. This still wouldn't really help it much, as it's a badly broken ship.
Option2: Give it some more AC. This would breaks its ECV role, and will never be accepted officially.
Option3: Give it some Torps. This would help it gain more of a priority in the RO stakes, but the prow is already at max capacity, so this would necessitate a weapons change.
Option4: Give it some more Broadside weaponry. Not reflected by the model.
Option5: Give it some dorsal weaponry. The Zeus-class models can certainly take a dorsal hardpoint, and the argument is that the room not taken up by the undersized launch bays creates enough space to install a modest dorsal armament.
Option6:] More prow weaponry. But the Defiant already has more than standard Voss armament on the prow, there isn't really any capacity left for more.

Of these options, Option 1 is viable, but not attractive, as it doesn't really fix the ship. Options 2, 4 and 6 are not viable. This leaves swapping torps onto the prow and adding and dorsal weaponry.

Horizon accomplished this by S2 Lances -> FP2 WBs and S2 Torps, a slight trade down in firepower to the same as other Voss. FP2 Dorsal was added.

Another option could be:
Prow S1 Lance F/L/R
Prow S2 Torps
Dorsal S1 Lance F/L/R
OR
Dorsal FP3 WBs F/L/R

This is slightly more firepower than Horizon proposed, maintaining its current prow strength but adding Dorsal Weaponry up to half that of a standard cruiser dorsal mount. It would then be able to bring a broadside of 8WBe to one side (2AC are roughly equiv to 2Wbe) similar to the other Voss, and have S2 torps to bump it up the RO priority list, but at the complete expense of any off-side firepower.

Horizon actually took a conservative approach with his profile because the Dorsal mount is a bit controversial, but the Defiant would still be underpowered even with the more powerful upgrade, but as a support ship it may just find enough of a nich supporting an otherwise all-gun fleet line.


Why option 2 will not be accepted has not been explained to me, please elaborate.

Secondly: A Defiant is not a CVE but rather a CVL.  CVEs are modified cargo ships, or quickly constructed carriers with insufficient engine power to keep up with the fleet.  (In BFG they count as Escorts, and are, as of FAQ 2010, part of some fleets lists now, in the RT PDF.)

A CVL is a light carrier used more typically as a patrol carrier with a small group of escorts or as part of a larger carrier force, supplementing fleet carriers.    This would make it, almost be definition, the carrier version of the Dauntless.

In all honesty, no fleet in BFG has a true CV.  The Emperor comes close, but still reminds me of the Graf Zeppelin class with it's 15 cm cruiser guns under the flight deck.  This ironic, considering how hard people insist that IN should not be an ac fleet.  
Title: Re: List of flawed ships
Post by: RCgothic on December 03, 2010, 07:39:12 PM
Firstly, because the HAs would never make a 4AC CL official, and whilst this document probably won't be, there's no point producing anything that couldn't be.
Secondly, because the proposed ship would be more heavily biased towards Ordnance than any other ship in BFG:

Defiant 12WBe Ord to 6WBe Direct Fire 2:1
Dictator 21WBe Ord to 12WB Direct Fire 1.75:1
Styx 18WBe Ord to 12Wbe Direct Fire 1.5:1
Emperor 24WBe Ord to 22WBe Direct Fire 1.09:1

Thirdly, Voss are Supposed to be Light Cruisers of the Line. A mini-flat top would not be.

Fourthly: The distinction between ECV and CVL is not as important as you may think, and the Casablanca class ECV, the most numerous class of carrier ever built, was far more frequently used in fleet operations than not.
Title: Re: List of flawed ships
Post by: horizon on December 03, 2010, 07:53:37 PM
Quote
Horizon: the Endeavour is short ranged and lacks firepower and hit points compared to other line ships.  Where as the other two are useful by increasing LB or lances, both being in demand in IN fleets, the Endeavour simply brings more of the same, in a much more fragile package.
Lances aren't in demand in the demand by the Navy with the Lunar & Gothic being mainstay cruisers. Launch bays are to an extend. But the Emperor is very good, and the Mars/Dictator not bad (though on the heavy costed site). Plus IN has torpedoes en masse to edge out lesser launch bays.

The Endeavour/Endurance are identical. 6 wb broadsides or 2 l broadsides is the same in essence power. Both have same prow.

By the same prow token the Defiant should have the same prow weaponry as the other two. Thus Defiant also 2wb/2 torps on the prow. So no lances on the prow.
So VOSS design.

Then the odd thing comes. 6 batteries = 2 lances = 2 launch bays. However given the size of the ship I think and quite know the 4lb on the Defiant is off limits. Thus a variant token is needed.
I give it 2 dorsal wb to get that balance.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 03, 2010, 09:28:52 PM
Considering the current list limits, I don't see +2 lb turning IN into a AC fleet, as it would then only match the Dictator rather then exceed it. being a Voss ship is either half a Lunar or half a dictator. 

You're missing the cost of the thing. If you add the LBs and then it stays at 130, it's now cheaper than a Dictator. 3 Str 4 LB Defiants plus 1 Emperor is would be how many AC for how many points?

Title: Re: List of flawed ships
Post by: horizon on December 03, 2010, 09:35:48 PM
Rawr..

3x130 = 390 = 12AC
1x365 = 365 = 8 AC

total 755 = 20AC
add admiral 50 = 805 = 20AC


What could Tau do?
3x Explorer = 660 = 24AC
1x Merchant = 120 = 0AC
add kor = total 830 = 24AC

Chaos?
Devestation = 4x190 = 760
add wm = 810 = 16AC


Title: Re: List of flawed ships
Post by: Plaxor on December 03, 2010, 09:37:14 PM
Considering the current list limits, I don't see +2 lb turning IN into a AC fleet, as it would then only match the Dictator rather then exceed it. being a Voss ship is either half a Lunar or half a dictator. 

You're missing the cost of the thing. If you add the LBs and then it stays at 130, it's now cheaper than a Dictator. 3 Str 4 LB Defiants plus 1 Emperor is would be how many AC for how many points?



Art I do agree with you that IN should have a hard time getting lbs, it's in their fluff. However your list is incorrect, you'd need 3 endeavors, 3 defiants, to get the emperor. This little thing is a nice way to make sure you don't ordinance spam, and in fact it is cheaper to buy launch bays with the dictators.
Title: Re: List of flawed ships
Post by: horizon on December 03, 2010, 09:44:20 PM
/Oddly the restriction on Endurance & Defiant has been waived. What is it know? 2 per 500?
Title: Re: List of flawed ships
Post by: RCgothic on December 03, 2010, 09:45:02 PM
That's being changed. It's 2 Endurances/Defiants per 500pts, which is effectively unlimited when you take into account other things you need to buy. I did want these tied into points, but I think the HAs have taken it too far again.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 03, 2010, 09:49:48 PM
The Defiant is an Escort Carrier, not a Fleet Carrier. Its pitifully sized bomber waves are overwhelmed by even modest turret defense, so unlike the other CVs it cannot operate from long range - it MUST stick with the fleet and pick on crippled vessels that the gunline leaves behind, regardless of what speed it may have - this is what makes it a Cruiser of the Line. It's much more useful in a defensive role, using its Fighters and manoeuvrability to put its AC where they're most needed within the battle line.

Of course not. If the role is just to pick off crippled vessels, it can just stay off and then use the legs of its bomber wings and escorts to assist in killing the cripples. That's how Escort carriers operated in real life. in Hunter Killer groups. They do well vs escorts (u-boats or destroyers in real life). They may even do well vs light cruisers and cruisers. But no one expects to take them into a line of battle.

Note that in Leyte Gulf, the one major fleet battle where escort carriers went up against gunships, the American Escort Carrier group mostly ran in the opposite direction of the approaching Japanese fleet. They did do well in that engagement, sinking a couple of cruisers with the help of the escorting Destroyer Escorts and throwing their aircraft (in fairness of 3 Escort Carrier Groups) and torpedoes into the mix but the point is they never should have even gotten within gun range of the enemy battlewagons. Only the inexperience of the Japanese prevented what should have outrightly been a massacre of the 3 Escort Carrier groups.

If there were gunships about, they would do their best to be undetected. Of course hard to do that in this game but if you want to refer to how an escort carrier operates in real life, that's how they do it.

Unfortunately, its low Ordnance count makes it a low priority for RO checks, and it's even more outgunned by its gunship couterparts (6WBe to 17) than the other CVs are (21 to 33 for Dictator), even before accounting for the fact it has half the Ordnance it's supposed to have on board.

Who cares about low ordnance? You have a ship like that, if you do not use RO, then you're doing the opponent a favor by eliminating half the weapons on board. RO all you want.

So what's to be done? It can't really fit any more weaponry onto the prow, S2 Lances is already stronger than FP2 WBs and S2 Torps of other Voss.

So what? This is a different type of animal from the other Voss ships.

Option 1: Massive price break. It's a support ship, and it still wouldn't be undercosted at 90pts. This still wouldn't really help it much, as it's a badly broken ship.
Option2: Give it some more AC. This would breaks its ECV role, and will never be accepted officially.
Option3: Give it some Torps. This would help it gain more of a priority in the RO stakes, but the prow is already at max capacity, so this would necessitate a weapons change.
Option4: Give it some more Broadside weaponry. Not reflected by the model.
Option5: Give it some dorsal weaponry. The Zeus-class models can certainly take a dorsal hardpoint, and the argument is that the room not taken up by the undersized launch bays creates enough space to install a modest dorsal armament.
Option6:] More prow weaponry. But the Defiant already has more than standard Voss armament on the prow, there isn't really any capacity left for more.

Of these options, Option 1 is viable, but not attractive, as it doesn't really fix the ship. Options 2, 4 and 6 are not viable. This leaves swapping torps onto the prow and adding and dorsal weaponry.

And yet there's my proposal which isn't included. Str 3 forward firing lances and option to change to Str 6 torps. And I don't understand why the Defiant can't have it.

What Zeus model? Is it an official BFG model?

Horizon actually took a conservative approach with his profile because the Dorsal mount is a bit controversial, but the Defiant would still be underpowered even with the more powerful upgrade, but as a support ship it may just find enough of a nich supporting an otherwise all-gun fleet line.

Yes, definitely controversial and I don't like dorsals on non-Battlecruiser ships other than AM and even they don't have it on LCs if I am not mistaken which is why I don't understand why not just have one weapon on the prow for this particular Voss. They do not all have to have the same 2 prow weapon.

You worry about it being underpowered but worry at the same time about it being overpowered compared to the Endeavor and Endurance by presenting WBes. Well, really, pick one because it can't be both.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 03, 2010, 09:52:46 PM
Art I do agree with you that IN should have a hard time getting lbs, it's in their fluff. However your list is incorrect, you'd need 3 endeavors, 3 defiants, to get the emperor. This little thing is a nice way to make sure you don't ordinance spam, and in fact it is cheaper to buy launch bays with the dictators.

What Horizon said.
Title: Re: List of flawed ships
Post by: RCgothic on December 03, 2010, 10:04:35 PM
I'm not remotely worried about the Defiant outgunning the Endeavour/Endurance. Even with the Dorsal mount, it's physically impossible to squeeze enough weaponry onto the hull to compensate for the 1/3 strength broadsides. Using the maximum firepower configuration (Not Horizon's profile), it will have equivalent weapons strength (AC included) to the other Voss ships in 2/3 of its arcs, and 0 firepower in the third.

Your proposal, S3 Lances, is WBe9 on the prow, far in excess of what the Prow is shown to be capable of holding (far in excess of what a cruiser prow can hold as well. The Dauntless is a special case - its entire prow is built around its weaponry at the expense of armour), and therefore falls down under option 6.

Your objection to Dorsal CL weaponry is also not backed up in this case by fluff or reason - we know those S2 LBs take up less space than the S12 WBs they replaced, so there must be additional space that in the case of the Defiant but not the other Voss may be used to install a Dorsal Weapons system.

Zeus class Light Cruisers (Voss stand ins) (http://www.resinaddict.com/blog/)

Now I realise this discussion will ultimately be about compromise, and I want this Defiant profile more than I want the Avenger to not have FP20, so I have a proposal. Let this Defiant profile with Dorsal WBs and S2 Torps go through and I'll withdraw my objection to a FP20 Avenger.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 03, 2010, 10:10:58 PM
And you think 6+ prow can be justifiably added to S2 LFR lances? Compared to Str 3 F only lances? If that's the only problem, then forget the 6+ prow for the Defiant and put the same weapons of the Dauntless on it especially since it's not supposed to be part of the Line of Battle anyway.

And don't drag the Avenger into this. Each ship has to be fixed by itself. The Avenger even if you put FP20 on it would still be horribly overcosted.

My objection about dorsal weaponry is based on the game itself. There are no dorsal weaponry on non BC cruisers for the IN. If you can show me there is one, I will withdraw my objection. Reminder: FOR THE IN. And don't use stand ins as well. Not everyone can get access to it. But people can get access to the stats.

Sure they replaced FP12 but game balance and race mechanics has to come into play in a situation like this. Giving Str 4 LBs would let IN get cheap access to AC.

Those 2 LBs are on a light cruiser chassis which is even skinnier than norm and thus they get the boarding modifier. There will be limited space on such a ship. Remember that such a ship does not only need to carry the attack craft but also the ordnance for those attack craft and other auxiliaries which also take up space unless you think they are all placed outside the skin of the ship.
Title: Re: List of flawed ships
Post by: RCgothic on December 03, 2010, 10:14:03 PM
As justifiably as a 6+ prow could be added to FP2 WBs and S2 Torps, yes (+/- 1WBe).

I don't see why I shouldn't drag the Avenger into it. I don't agree that FP20 or a price drop would fix it, I think it needs something else. You disagree. I want a Defiant with the profile mentioned. Without compromise, it seems neither of us will get what we want.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 03, 2010, 10:29:46 PM
As justifiably as a 6+ prow could be added to FP2 WBs and S2 Torps, yes (+/- 1WBe).

You're missing the point. We're talking about lances. You're saying that Str 2 LFR is different from Str 3 F only and the latter would be wrong to have 6+ prow when both are basically lances, one which is more flexible but has all those other equipments allowing it to be flexible in its firing arc than the other which is more powerful but fixed. I do not see any real difference as to why the Str 2 LFR lance can get 6+ prow while the Str 3 F only lances cannot.

I don't see why I shouldn't drag the Avenger into it. I don't agree that FP20 or a price drop would fix it, I think it needs something else. You disagree. I want a Defiant with the profile mentioned. Without compromise, it seems neither of us will get what we want.

We don't need each other's agreement. We're not the only ones involved in this discussion. There will be a consensus sooner or later. You might very well get your Defiant version. I might well get my Avenger or Defiant version. We both may or may not like the results but it's not entirely up to us. There are others who while affect the decision as well. So I or you do not need to compromise. I just need to present my opinion and you yours and the above posts are my idea of fixing the Defiant. It's well within the existing rules of the game. The weapon profile exists in the game. I don't need outside models to model it. I can just take a lance or torp Dauntless and stick LBs onto it.
Title: Re: List of flawed ships
Post by: Plaxor on December 03, 2010, 11:00:56 PM
Also as a note guys, this is V1.0 we will playtest whilst doing the other fleets and determine if more change is needed or things need changed back etc.

At some point if consensus can't be met, but an option is close. I will make a judgment call and that is the profile that will be playtested.

Most people agree that the avenger needs dropped in points, but the amount is variable on the profile chosen. I will delete this until consensus is agreed on a profile.

Now the two proposed profiles:

20wbs@30cm - The only one in opposition to this is RCgothic, for consensus on this item 1 more person would have to agree.

16wbs@45cm - Sigoroth is in opposition to this, meaning that there would need to be 3 more to pass this one.

There are really two compromises out there:
fp18 total, some portion at 45, the rest at 30
Making one an upgrade of the other

It looks like the opposition to each other group is due to these ideas:

Against FP20; this would compete with larger vessels, and makes it potentially have more firepower than the Retribution. Also it doesn't do much for the flaws of the ship (I.E. it burning and dying while closing)

Against rng 45; this doesn't seem fluffy for a linebreaker, and doesn't compete with larger vessels the same due to overall less firepower and different playstyle.

As far as the defiant... I really don't get what is up with you guys, can't you agree on some profile? I wouldn't mind it being 4lbs if it were still restricted by endeavor purchases. Otherwise, I'm against that change.

So of the proposed changes:

Swapping the lances for 2 torps and 4 dorsal/prow (why can't we just make these prow?) wbs.

Making the lances str 3 prow, but swappable with str 6 torps.

Making it have str 4 torps.

Guys, rank these on a 1-3 scale, 1 being the one you want most etc.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 03, 2010, 11:27:27 PM
I know where I stand in those options.

I still think people need to take a step back and look at the Defiant and figure out what the role for the ship is. People are thinking about it as a linebreaker because it's siblings are linebreakers when clearly it is not. And because of the idea that it is a linebreaker then it should have firepower comparable to its siblings.

I'm more of the opinion that it is a support ship, providing fighter support mainly to the line but does not have to be in the line itself. Staying in the rear a bit bet the main fleet and the enemy fleet and looking for opportunity targets to engage.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 03, 2010, 11:36:05 PM
I know where I stand in those options.

I still think people need to take a step back and look at the Defiant and figure out what the role for the ship is. People are thinking about it as a linebreaker because it's siblings are linebreakers when clearly it is not. And because of the idea that it is a linebreaker then it should have firepower comparable to its siblings.

I'm more of the opinion that it is a support ship, providing fighter support mainly to the line but does not have to be in the line itself. Staying in the rear a bit bet the main fleet and the enemy fleet and looking for opportunity targets to engage.

I'm totally in agreement with this statement.  And I don't see what the problem is giving it 4lbs is, as the HA has already given us a semi-IN fleet list that lets us take all the LBs we want at 60 points per 2.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 03, 2010, 11:46:48 PM
It's giving IN access to 4 LBs for the cost of 130 points. You still can't see that? Even if you bump it to 150, it's still 4 LBs.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 04, 2010, 12:22:14 AM
And?  In the RT list they give it for 120.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 04, 2010, 12:42:52 AM
That's RT. Do the RTs have nearly as much access to quality ships like what IN has?

And what about IN not being an AC fleet do you not understand? IN is a torp fleet.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 04, 2010, 02:27:45 AM
That's RT. Do the RTs have nearly as much access to quality ships like what IN has?

And what about IN not being an AC fleet do you not understand? IN is a torp fleet.

Technically, RT has access to anything that's not necrons, nids, or orks.  But that aside:

IN (Arma) as an AC fleet

2 dicts, 1 Emp, 3 sc

Sharks, torp bombers, 1 FA, 1 rr.

Thats: 22 AC though the thawks and torp bombers will make it more effective then it would otherwise be at that number.

Does that make them Tau, no.  But I would say that's a pretty effective AC fleet there.

Title: Re: List of flawed ships
Post by: Plaxor on December 04, 2010, 04:16:54 AM
The escort carrier is crap. A Defiant with 4 ordinance... not crap. There seems to be a problem here.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 04, 2010, 05:01:51 AM
The escort carrier is crap. A Defiant with 4 ordinance... not crap. There seems to be a problem here.

A defiant with 4 torps = crap.  a defiant with 4ac = not crap.

Last I checked, the point was to make it not crap.  And limited at 1 to 500, not overly imbalanced, as Horizon's nightmare 20 ac for 800 points scenario becomes impossible.  
Title: Re: List of flawed ships
Post by: Plaxor on December 04, 2010, 05:19:45 AM
Hmmm... perhaps 1 defiant and/or 1 Endurance per 500?
Title: Re: List of flawed ships
Post by: Plaxor on December 04, 2010, 06:13:01 AM
All right, since we are at 1/3 remaining for imperial/chaos optional changes we will now expand our changes further to include all the IN and Chaos fleet lists, noting any changes there (Doubtful if any)

Additionally fleet commanders, and Daemonships, marks of chaos Etc. If anyone thinks there needs to be changes. Oh Blackstone fortresses as well/Really any IN/Chaos planetary defenses.

After we get through these then SMs and both Eldar fleets (Probably monday or tuesday)
Title: Re: List of flawed ships
Post by: BaronIveagh on December 04, 2010, 06:28:43 AM
Hmmm... perhaps 1 defiant and/or 1 Endurance per 500?

I think that's the new limit for them rather then the old limit based on the number of Endeavours, IIRC.  A lot of the chest beating against seems to avoid the fact that they're still limited in number, an so should be powerful to offset this.

I'm actually surprised by the amount of resistance to the idea of IN as a viable AC fleet.  The idea that a fleet must be limited so that it overwhelmingly favors a particular play style makes for very boring and predictable games.
Title: Re: List of flawed ships
Post by: RCgothic on December 04, 2010, 08:01:34 AM
It's 2 per 500pts. Which is not very limited at all.

With 4AC it would become the carrier of choice, beating out all other options. Why buy a dictator when you could get the same AC for 80pts less? It would also allow AC spam on a scale the IN has never before been capable of. 6 Defiants, an Emperor and a Dictator for under 1500pts, or 36AC, an increase to 150% of the current maximum at those points.

Even with a more severe limitation, 1 per 500pts, it would make no sense to take any other carrier until you'd maxed out on Defiants. You'd have broken the ship in the opposite direction. This is why it could never be AC4.

Now Admiral d'A would like to give it S3 forward facing Lances or S6 Torps, armour5+ and 25cm speed - that's not a Voss, that's a Carrier Dauntless. I'm not averse to such a thing. I'll even propose one:

Furious Class Light Cruiser 130pts
Cruiser 6
Speed25
Turns 90'
Armour5+
Shields 1
Turrets 1

Port/SB LBs S2 Total
Prow Lance S3 30cm F

Special Rules:
+D6 AAF
Prow Lance may be exchanged for S6 Torps.

There. Now that's out of the way, we can return to what to do with the Voss pattern carrier. It has neither the speed, range or power to strike from afar, and will do best hidden amongst the ships of the line, mainly providing CAP, as its bombers are otherwise only good for attacking cripples.

In this role it lacks two things: firepower and incentive to reload. It is not more important to reload 2AC than it is to lock on your 45Gun Battleship or to CTNH with an entire escort squadron. Giving the Defiant Torps will help with this a little. As for other weaponry, after the torps the Defiant would be at max capacity with 1 prow lance or 3 WB, which isn't enough, so it requires dorsal weaponry as well. We want to add to its weight of broadside and not to overpower the prow, so L/R arc would be sufficient.

The new Defiant would therefore have weaponry in the range:

Prow:
2-3WB or 1 Lance 30cm F/L/R

Dorsal:
2-3WB or 1 Lance 30cm F/L/R
2-4WB 30cm L/R

Personally, I don't think it would be overpowered picking the upper end of those ranges, but Horizon's profile has conservatively gone low end.
Title: Re: List of flawed ships
Post by: Sigoroth on December 04, 2010, 01:45:47 PM
And what's wrong with deleting the ship? The Dauntless variant you proposed is much more in keeping with what's being proposed.

Assuming that you absolutely must take a line support CVL then the inescapable conclusion for this ship, since it's not allowed to have 4 AC, is that it would only be used as a direct support ship. In which case forming a squadron with a Dictator or, if given torps, another cruiser would certainly put it up there in the priority list to reload. I see nothing wrong with it having to form a squadron with another ship to get this priority.

Give it the same prow armament as the other 2 variants, cost it at 100 pts, give it a limitation of 1/750 or thereabouts (remove the Endurance limitation altogether) and call it quits. If in squadron with a Dictator it brings it up to around CG level firepower (6AC, 8 torps, 14WB) and better survivability (more hits total and 6+ prow). It would get reloaded with the Dictator and if you need to brace then it's not so bad as forming a squadron with another ship, since it's only an extra bit of firepower that gets halved. Also, if you're near a crippled/destroyed threshold with the Dictator you can push the CVL forward to take the next attack. When joining a non-carrier obviously its main role would be to simply provide offensive or defensive fighters and adding a little to the main broadside attack and torps.

I can't see any other use for this ship even if it were given dorsal weapons. Therefore there's no issue about reload priority, or role. The rest is just balance. I think that at 100 pts it would be quite favourably balanced against the other variants, given that AC is supposed to pay above the odds over their equivalent WB strength and this ship would lose only 3 strength each side for 20 pts less.

If you really really wanted to rationalise the sheer weakness of the Defiant's weaponry then you could give them a-boats as standard (at greater cost), with the argument being that the ship has limited capabilities to to sustain and man so many different AC. Space converted to cater to the extra crew for boarding parties, etc. Hell, can even give it a bonus in a boarding action, such as +2 BV, etc.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 04, 2010, 04:27:00 PM
It's 2 per 500pts. Which is not very limited at all.

With 4AC it would become the carrier of choice, beating out all other options. Why buy a dictator when you could get the same AC for 80pts less? It would also allow AC spam on a scale the IN has never before been capable of. 6 Defiants, an Emperor and a Dictator for under 1500pts, or 36AC, an increase to 150% of the current maximum at those points.

Even with a more severe limitation, 1 per 500pts, it would make no sense to take any other carrier until you'd maxed out on Defiants. You'd have broken the ship in the opposite direction. This is why it could never be AC4.

Now Admiral d'A would like to give it S3 forward facing Lances or S6 Torps, armour5+ and 25cm speed - that's not a Voss, that's a Carrier Dauntless. I'm not averse to such a thing. I'll even propose one:

Furious Class Light Cruiser 130pts
Cruiser 6
Speed25
Turns 90'
Armour5+
Shields 1
Turrets 1

Port/SB LBs S2 Total
Prow Lance S3 30cm F

Special Rules:
+D6 AAF
Prow Lance may be exchanged for S6 Torps.

There. Now that's out of the way, we can return to what to do with the Voss pattern carrier. It has neither the speed, range or power to strike from afar, and will do best hidden amongst the ships of the line, mainly providing CAP, as its bombers are otherwise only good for attacking cripples.

In this role it lacks two things: firepower and incentive to reload. It is not more important to reload 2AC than it is to lock on your 45Gun Battleship or to CTNH with an entire escort squadron. Giving the Defiant Torps will help with this a little. As for other weaponry, after the torps the Defiant would be at max capacity with 1 prow lance or 3 WB, which isn't enough, so it requires dorsal weaponry as well. We want to add to its weight of broadside and not to overpower the prow, so L/R arc would be sufficient.

The new Defiant would therefore have weaponry in the range:

Prow:
2-3WB or 1 Lance 30cm F/L/R

Dorsal:
2-3WB or 1 Lance 30cm F/L/R
2-4WB 30cm L/R

Personally, I don't think it would be overpowered picking the upper end of those ranges, but Horizon's profile has conservatively gone low end.

Because that solution breaks fluff, which utterly dooms it ever being accepted by GW. 

BTW: we already have a dauntless carrier in the Enforcer, minus the torp option and AAF bonus for 110.

I say we make it AC 4, limit it to 1 per 500.  As to why you'd take a dictator over this: survivability and additional firepower.

And if you think this is the worst AC spam IN was ever capable of, you don't remember the dictator/Emp fleets before the AC limit.  ONLY 36 ac meant someone got bored with launching and reloading.
Title: Re: List of flawed ships
Post by: Penumbra on December 04, 2010, 06:36:14 PM
Been keeping an eye on this thread and I like what I see so far, howeverI have decided that I must be blind as I cannot see Horizons proposal for the Despoiler anyware, could someone post it please?  ;D
Title: Re: List of flawed ships
Post by: BaronIveagh on December 04, 2010, 07:53:59 PM
Poor Horizon, the search function cannot find his ships.... LOL


IIRC:

prow launch bay str4
port/starboard launch bays str 2
port/starboard weapon batteries str 10 @ 60cm
dorsal lance str 3 @ 60cm lfr
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 04, 2010, 09:37:25 PM
Technically, RT has access to anything that's not necrons, nids, or orks.  But that aside:

Operative word: "Technically". Means there are limitations.

IN (Arma) as an AC fleet

2 dicts, 1 Emp, 3 sc

Sharks, torp bombers, 1 FA, 1 rr.

Thats: 22 AC though the thawks and torp bombers will make it more effective then it would otherwise be at that number.

Does that make them Tau, no.  But I would say that's a pretty effective AC fleet there.



And did you notice it can only do that by having access to SM's SC? This would actually be the same situation if Defiants were taken under a 2 in 500 limitatio. Now to extend that further, if you double the Defiant's AC loadout, that would add another 6 AC for a total of 28 rivalling quite a bit of the AC heavy fleets out there and note these can all be fighters and/or bombers. With the Armageddon fleet, there's 6 AC performing as fighter-ABs so not doing direct damage.

Lastly, quite a few of us believe that the SC should only have 1 TH available to it since by following the game designers own rules, 1 TH is the equivalent of 2 LBs. This means the SC should be able to carry the equivalent of 4 AC on top of all the other stuff it has. On a chassis not any more bigger than the Dauntless. Quite unbelievable.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 04, 2010, 11:02:30 PM

And did you notice it can only do that by having access to SM's SC? This would actually be the same situation if Defiants were taken under a 2 in 500 limitatio. Now to extend that further, if you double the Defiant's AC loadout, that would add another 6 AC for a total of 28 rivalling quite a bit of the AC heavy fleets out there and note these can all be fighters and/or bombers. With the Armageddon fleet, there's 6 AC performing as fighter-ABs so not doing direct damage.

Lastly, quite a few of us believe that the SC should only have 1 TH available to it since by following the game designers own rules, 1 TH is the equivalent of 2 LBs. This means the SC should be able to carry the equivalent of 4 AC on top of all the other stuff it has. On a chassis not any more bigger than the Dauntless. Quite unbelievable.

Access to SC or no, it's an IN fleet. 

As far as Space Marines and unbelievable.... I don't advise talking to me about that.  GW fanboys scream and tear at their greasy beards when I point out that a single squad of space marines annihilating whole armies on their own is impossible, no matter how upgraded they are, as eventually someone will start shooting them with something heavy enough to do the job.

As I said, 1 per 500.  Which would allow 3, as that is a 1500 pt fleet. 

In this case: 1500pts,
28AC

Tau, 1500pts
40ac. and all of them can be mantas.

What's rivaling who here?
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 04, 2010, 11:22:18 PM
Access to SC or no, it's an IN fleet.  

Never said it wasn't. Was pointing out what it takes for IN to get them.

As far as Space Marines and unbelievable.... I don't advise talking to me about that.  GW fanboys scream and tear at their greasy beards when I point out that a single squad of space marines annihilating whole armies on their own is impossible, no matter how upgraded they are, as eventually someone will start shooting them with something heavy enough to do the job.

So let them have their delusion. It is 40k. It does not extend to BFG.

As I said, 1 per 500.  Which would allow 3, as that is a 1500 pt fleet.  

In this case: 1500pts,
28AC

Tau, 1500pts
40ac. and all of them can be mantas.

What's rivaling who here?

And what about Chaos which is the benchmark you should be using and not Tau? With 6 Devs and 1 Styx they come out to 30 AC.

You also have to revise your math. Even assuming your 1 Defiant in 500 points, I can take 3 Dictators (660)+3 Defiants (390 assuming 130 with 4 LBs)+Emperor (365)=1415. So that comes out to 12+12+8=32 LBs. All of those can be bombers as well. Close enough to Tau's 1,500 points.

Assuming 2 in 500 points. That comes out to 3 Dictators and 6 Defiants bringing a total of 36 AC on the table. Closing in on Tau now and definitly much more than Chaos cab bring.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 05, 2010, 12:19:17 AM
Access to SC or no, it's an IN fleet.  

Never said it wasn't. Was pointing out what it takes for IN to get them.

As far as Space Marines and unbelievable.... I don't advise talking to me about that.  GW fanboys scream and tear at their greasy beards when I point out that a single squad of space marines annihilating whole armies on their own is impossible, no matter how upgraded they are, as eventually someone will start shooting them with something heavy enough to do the job.

So let them have their delusion. It is 40k. It does not extend to BFG.

As I said, 1 per 500.  Which would allow 3, as that is a 1500 pt fleet.  

In this case: 1500pts,
28AC

Tau, 1500pts
40ac. and all of them can be mantas.

What's rivaling who here?

And what about Chaos which is the benchmark you should be using and not Tau? With 6 Devs and 1 Styx they come out to 30 AC.

You also have to revise your math. Even assuming your 1 Defiant in 500 points, I can take 3 Dictators (660)+3 Defiants (390 assuming 130 with 4 LBs)+Emperor (365)=1415. So that comes out to 12+12+8=32 LBs. All of those can be bombers as well. Close enough to Tau's 1,500 points.

Assuming 2 in 500 points. That comes out to 3 Dictators and 6 Defiants bringing a total of 36 AC on the table. Closing in on Tau now and definitly much more than Chaos cab bring.

So: chaos and IN would be within 2 of each other (balanced, in the pure LB race.  Chaos universal a-boats offsetting a possible +2 lb), and Tau would dwarf them both.  (Since the manta is to a starhawk what eldar darkstars are to IN furys)

Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 05, 2010, 12:43:42 AM
You're missing the point. IN are not supposed to be able to have that much AC compared to Chaos. It's why IN have lots of torps.

And access to AB doesn't offset the 2 AC imbalance. You can still only put the same number of markers on the table as you have total LBs anyway.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 05, 2010, 01:37:35 AM
You're missing the point. IN are not supposed to be able to have that much AC compared to Chaos. It's why IN have lots of torps.

And access to AB doesn't offset the 2 AC imbalance. You can still only put the same number of markers on the table as you have total LBs anyway.

LOL I always thought Chaos was about speed and 60cm fire while IN was about torps and hoping to corner the enemy against a magic barrier known as the table edge so that you might use your 30 cm weapons.  

It seems like a lot of people around here have very preconceived notions about what a given fleet 'should' be.   How do we balance, for example, the people calling for limiting AC to 60 cm with IN's lack of speed?  If we're raising the price/nerfing Devastation, do we similarly have to nerf Dictator to ensure that IN stays 'below' chaos in the AC race?  

The SC nerf would conflict with (brand new and currently in print) fluff, and most likely not be approved by GW.  As far as 40k and BFG being 'separate' things, that's not true, at least as far as the corporate weasels that the HA have to report to go.  It's a single IP as far as they're concerned.  This is the problem that the HA is going to run into is balancing existing fluff with correcting game balance.  

And the big reason that GW has instructed them not to is that GW gave the rights to use the ships as they are, to FFG as part of their licensing deal.  FFG is paying GW a lot of bread for this, and I'm betting, knowing what I do about how long it takes to finish a book and get it published, that FFG has probably already written quite a bit about the ships in question if Battlefleet Koronus is due to hit shelves in Q1 of next year, and GW is anticipating a payday from that.


An aside: the HA may wish to consider contacting FFG and coordinate with them if they want to make new ships, as this would help sell this FAQ to GW, since they could have RT and BFG stats for their ships, and sell to both groups of players.
Title: Re: List of flawed ships
Post by: Plaxor on December 05, 2010, 03:08:33 AM
The AC restrictions were written into the fluff/theme of IN as chaos doesb't have access to torps in anywhere near the amount that IN does. Done solely as a balancing between the two lists.

My question is how do we make a prt/sbd lb ship have 3 lbs?
Title: Re: List of flawed ships
Post by: Plaxor on December 05, 2010, 03:16:50 AM
Although you guys aren't really going anywhere, It's kind of funny to watch the conservative Admiral fight with first RCgothic, then Baron, about everything.

Just as a thought, it looks like Sigoroth is pretty much for everything, and Horizon is against pretty much everything. Oh and Horizons job is to write up new ship profiles for us.
Title: Re: List of flawed ships
Post by: RCgothic on December 05, 2010, 11:14:38 AM
Quote from: BaronIveagh
Because that solution breaks fluff
How exactly does it break fluff? Surely the only relevant fluff is how much additional weaponry can be put on a hull - In the case of a Standard cruiser, it can have extra weaponry without increase in mass. In the case of a light cruiser that clearly has space going spare, what's preventing the extra weaponry, particularly given that it has a reactor capable of powering full broadside lance decks with power going spare when replaced by LBs?

And what's wrong with deleting the ship? The Dauntless variant you proposed is much more in keeping with what's being proposed.

I don't doubt that a Dauntless variant would probably be more effective. But it's not a Voss, which has the fundamental characteristic of 20cm speed and weak forward armament.

And we can't just delete it. No matter what we do, the Defiant is still going to exist. We could ignore it, but it would still be on an official GW document, and it would still suck. Ignoring it is an admission of failure on our part.

Assuming that you absolutely must take a line support CVL then the inescapable conclusion for this ship, since it's not allowed to have 4 AC, is that it would only be used as a direct support ship. In which case forming a squadron with a Dictator or, if given torps, another cruiser would certainly put it up there in the priority list to reload. I see nothing wrong with it having to form a squadron with another ship to get this priority.

This is an extremely good point, but torpedoes would still help in aligning it to the purpose of the ship it's squadroned with compared to Lances alone.

Give it the same prow armament as the other 2 variants, cost it at 100 pts, give it a limitation of 1/750 or thereabouts (remove the Endurance limitation altogether) and call it quits. If in squadron with a Dictator it brings it up to around CG level firepower (6AC, 8 torps, 14WB) and better survivability (more hits total and 6+ prow). It would get reloaded with the Dictator and if you need to brace then it's not so bad as forming a squadron with another ship, since it's only an extra bit of firepower that gets halved. Also, if you're near a crippled/destroyed threshold with the Dictator you can push the CVL forward to take the next attack. When joining a non-carrier obviously its main role would be to simply provide offensive or defensive fighters and adding a little to the main broadside attack and torps.

This is a combination Option1/Option3, Massive Price Break and Torpedoes. There's nothing really wrong with this, but I'd prefer to see it on a closer par to the other Voss. This actually leaves it slightly weaker overall in terms of firepower to how it is now, because 2 Lances F/L/R are worth more than 2torps forward and 2WB L/R. One dorsal lance L/R would not bring it up to firepower levels of the other Voss, but would help significantly.

Not giving it additional weaponry would mean it could only be a support ship, but giving it dorsal weaponry would give it a limited ability to operate alone with firepower of slightly more than a Firestorm if forced to.

Equivalent WB strength and this ship would lose only 3 strength each side for 20 pts less.
It's actually closer to 4WB strength each side because of proportionally higher casualties on the bombers in half strength waves. Adding dorsal weapons would make up less than half that, and would cost about the 120pt mark.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 05, 2010, 12:43:09 PM
LOL I always thought Chaos was about speed and 60cm fire while IN was about torps and hoping to corner the enemy against a magic barrier known as the table edge so that you might use your 30 cm weapons.  

Nope. Chaos was always meant to be the AC heavy fleet between the two (Chaos and IN I mean). Chaos does have the range. IN has more armor as well as torps. IN has an easier time approaching the enemy.

It seems like a lot of people around here have very preconceived notions about what a given fleet 'should' be.   How do we balance, for example, the people calling for limiting AC to 60 cm with IN's lack of speed?  If we're raising the price/nerfing Devastation, do we similarly have to nerf Dictator to ensure that IN stays 'below' chaos in the AC race?  

Well, I don't have much problem with the Dictator retaining its points. It's quite an effective shotgun given the chance (AC and torps vs 1 ship).

The SC nerf would conflict with (brand new and currently in print) fluff, and most likely not be approved by GW.  As far as 40k and BFG being 'separate' things, that's not true, at least as far as the corporate weasels that the HA have to report to go.  It's a single IP as far as they're concerned.  This is the problem that the HA is going to run into is balancing existing fluff with correcting game balance.  

We're talking about BFG, not 40k. The SC should be rebalanced by reducing the TH strength to 1 and in exchange 1 more shield for no points change. So it's not really a nerf.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 05, 2010, 01:58:25 PM
How exactly does it break fluff? Surely the only relevant fluff is how much additional weaponry can be put on a hull - In the case of a Standard cruiser, it can have extra weaponry without increase in mass. In the case of a light cruiser that clearly has space going spare, what's preventing the extra weaponry, particularly given that it has a reactor capable of powering full broadside lance decks with power going spare when replaced by LBs?

The ship's entire description in armada swings around how it has no guns.  How it's kept at the back of the fleet because it has no guns.  How it's fast and agile because it has no guns, and how everyone died trying to reload the bombers in a hurry when the orks over ran them, because they had no guns.  

One must then ask: hows does giving them guns NOT break existing fluff here?  Since what you're suggesting would be the exact opposite of existing fluff.  Not a modification, a total reversal.   It's sort of like making the Ultramarines one of the traitor legions (as an example taken to the extreme).  It wouldn't fly.

@D'Art: the HA would have to get it approved by GW.  GW DOES NOT SEE BFG AND 40K AS SEPARATE THINGS.  Right now, as we speak, GW is making money off the SC having two thawks because BL just put out a book where several scenes take place in a SC's LB.  (and a lot of other internal areas.  It's actually mildly interesting, the internal differences described between IN and SM ships.)

If you try and alter fluff that they're currently making money off of, to benefit a system they are thinking of canceling, they're going to say no.

It's going to be hard enough to get minor changes done without making major ones.  +2 AC might make it through GW's approval.  Adding guns would not.  Remember, they've licensed all these ships 'as is' to FFG.  They're making money off them.  They are most likely NOT going to let us put guns on as ship who's entire description is about how it lacks guns.  

Title: Re: List of flawed ships
Post by: RCgothic on December 05, 2010, 02:39:18 PM

The ship's entire description in armada swings around how it has no guns.  How it's kept at the back of the fleet because it has no guns.  How it's fast and agile because it has no guns, and how everyone died trying to reload the bombers in a hurry when the orks over ran them, because they had no guns.  

One must then ask: hows does giving them guns NOT break existing fluff here?  Since what you're suggesting would be the exact opposite of existing fluff.  Not a modification, a total reversal.   It's sort of like making the Ultramarines one of the traitor legions (as an example taken to the extreme).  It wouldn't fly.

You're overstating things a bit here:

Quote
The Defiant is the least common of the Voss triumvirate but it is the last piece in the jigsaw. A capable carrier, the Defiant is regarded as too vulnerable to operate without support. lacking any guns for self defence [Clearly incorrect, or referring to broadside guns only - it factually already has WBe FP6 lances.] the Defiant is usually relegated to a support role, operating behind the main fighting ships, out of the line of fire. [all the Voss do this, not just the Defiant, which would still do this even with dorsal guns - we're not really increasing its gun firepower anyway.]

A relatively recent development of the Endeavour, the light carriers of this class proved to be a vital lynchpin of the Imperial fleet's desperate struggle to stem the relentless tide of of destruction and death that accompanied the Ork's massive invasion force into the Armageddon sector. Being more agile than the much larger Ork Kroozers arrayed against it [So not faster, more agile (as are all Voss) - and could it be because the kroozers are twice the mass and just generally sluggish? No mention that this is because of a lack of weapons.], these vessels were able to push deeply into the vast greenskin host before unleasing their bombers upon the capital ships of the invasion fleet. Though the Forebearer and Archangel were lost above St Jowen's Dock when they were overrun while struggling valiantly to refuel and rearm their beleaguered attack craft in the heat of battle, [any carrier would be doing this, with or without guns] their brave pilots were responsible for destroying the kill kroozer Grimzag's Ammer and crippling two Terror ships.

And in terms of guns, you're going from 6WBe lances F/L/R to at very most 3WBe F/L/R and 4WBe L/R. (In fact Horizon's proposal has just 4WBe - much fewer guns)

So yes, we're adding torps, but then again a lack of torps isn't mentioned in fluff, is it? We're just redistributing that firepower to make room for the torps.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 05, 2010, 05:55:26 PM

The ship's entire description in armada swings around how it has no guns.  How it's kept at the back of the fleet because it has no guns.  How it's fast and agile because it has no guns, and how everyone died trying to reload the bombers in a hurry when the orks over ran them, because they had no guns.  

One must then ask: hows does giving them guns NOT break existing fluff here?  Since what you're suggesting would be the exact opposite of existing fluff.  Not a modification, a total reversal.   It's sort of like making the Ultramarines one of the traitor legions (as an example taken to the extreme).  It wouldn't fly.

You're overstating things a bit here:

Quote
The Defiant is the least common of the Voss triumvirate but it is the last piece in the jigsaw. A capable carrier, the Defiant is regarded as too vulnerable to operate without support. lacking any guns for self defence [Clearly incorrect, or referring to broadside guns only - it factually already has WBe FP6 lances.] the Defiant is usually relegated to a support role, operating behind the main fighting ships, out of the line of fire. [all the Voss do this, not just the Defiant, which would still do this even with dorsal guns - we're not really increasing its gun firepower anyway.]

A relatively recent development of the Endeavour, the light carriers of this class proved to be a vital lynchpin of the Imperial fleet's desperate struggle to stem the relentless tide of of destruction and death that accompanied the Ork's massive invasion force into the Armageddon sector. Being more agile than the much larger Ork Kroozers arrayed against it [So not faster, more agile (as are all Voss) - and could it be because the kroozers are twice the mass and just generally sluggish? No mention that this is because of a lack of weapons.], these vessels were able to push deeply into the vast greenskin host before unleasing their bombers upon the capital ships of the invasion fleet. Though the Forebearer and Archangel were lost above St Jowen's Dock when they were overrun while struggling valiantly to refuel and rearm their beleaguered attack craft in the heat of battle, [any carrier would be doing this, with or without guns] their brave pilots were responsible for destroying the kill kroozer Grimzag's Ammer and crippling two Terror ships.

And in terms of guns, you're going from 6WBe lances F/L/R to at very most 3WBe F/L/R and 4WBe L/R. (In fact Horizon's proposal has just 4WBe - much fewer guns)

So yes, we're adding torps, but then again a lack of torps isn't mentioned in fluff, is it? We're just redistributing that firepower to make room for the torps.

Let me ask this: what would pass GW scrutiny: claiming that their fluff is wrong and it should have guns, or that the fluff is right, and it needs more bombers to match fluff?
Title: Re: List of flawed ships
Post by: RCgothic on December 05, 2010, 06:09:42 PM
It clearly does have guns, so the fluff can only be referring to lack of broadside guns. And it will neither have more guns than it does now, nor will they be located on the broadsides.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 05, 2010, 10:01:30 PM
@D'Art: the HA would have to get it approved by GW.  GW DOES NOT SEE BFG AND 40K AS SEPARATE THINGS.  Right now, as we speak, GW is making money off the SC having two thawks because BL just put out a book where several scenes take place in a SC's LB.  (and a lot of other internal areas.  It's actually mildly interesting, the internal differences described between IN and SM ships.)

So what? The SCs and BBs are the size of small cities. Lots of space for them to play with for the book equivalent of movie special effects. However the SC still isn't large enough to house Str 2 THs as per scale. The fluff even states that it masses slightly less than the Dauntless. Now if the Dauntless is the base comparison then it obviously cannot have more than Str 2 THs since the other equivalent, the Defiant can only house Str 2 total AC.

If you try and alter fluff that they're currently making money off of, to benefit a system they are thinking of canceling, they're going to say no.

Alter fluff? Who's altering the fluff? Nothing in the SCs fluff can be deemed as proof they carry a lot of THs. On the contrary, SM fluff says they mostly move from one point to another via Escorts and that while Companies might have 1 SC, a Company is typically 100 men. Do you really need more than 1 squadron of TH to transfer the men and material onto the planet? Especially when said ship also carries drop pods or can teleport the SM down?

It's going to be hard enough to get minor changes done without making major ones.  +2 AC might make it through GW's approval.  Adding guns would not.  Remember, they've licensed all these ships 'as is' to FFG.  They're making money off them.  They are most likely NOT going to let us put guns on as ship who's entire description is about how it lacks guns.  

You will not be able to put more LBs on an LC any more than one can add guns to it. Guns would be easier to justify in the case of the Defiant on the prow. How many guns and what type is the question. The Defiant already breaks the design of the Voss by having lances instead of WBs and torps. I'm just pushing things further by just upping the lance strength with options for a full Str 6 salvo torp. I think that would be more simpler to do even with 6+ armorr than redesigning the whole thing by giving it the same prow weapons as the Endeavor/Endurance and adding dorsals.
Title: Re: List of flawed ships
Post by: horizon on December 06, 2010, 04:13:32 AM
Hey Plaxor,me against everything???

Quote
Chaos:
Despoiler: Use modified stats (Horizons)
Devestation: Lance range @ 45cm
Styx: costs 260
Idolator: Cost 40
Infidel: 2 turrets
Retaliator Side wbs @45cm

IN:
Overlord: Side WBs fp12@45cm, Costs 225, 60cm range swap at fp10
Retribution: Side WBs fp18@45cm Cost 355
Apocalypse: No penalty for firing lances up to 45cm. Dorsal Wbs to FP 9
Tyrant: 180 base cost
Endeavor/Endurance/Defiant: 6+ prow, maintains 90' turns
Dictactor: 210 points cost.
Oberon:Prow and Dorsal Weapons at 60cm, costs 355
Mars: Cost 260
Armageddon: Cost 235
Firestorms: Cost 35
Falchion 2 turrets
iirc I went along with all of above, either very in support or just a nod along (re: Overlord point drop).

And, yes, someone needs a conservative approach around here.
Title: Re: List of flawed ships
Post by: Plaxor on December 06, 2010, 10:14:39 AM
@BH was looking at the list yesterday and you were against nearly everything still proposed.

Anyways since you guys have started arguing about the defiant... after arguing about the Avenger....

There are a lot of things that need stapled down for our first write up.

The Retaliator: 3lb per side, doesn't really do anything to alter chaos fleet balance, and yet would flesh out the overcosted ship nicely. Otherwise any other solutions? This only needs one more vote to pass. Baron? Commander? Someone else?

Iconoclast: -5 points, there is something about this ship that feels like it should be slightly cheaper. As we are balancing every escort as in comparison to the sword. So for 5 points the sword gains an extra turret, 5+ armor (1/3 survivability) and 1wb. It loses 5cm speed. Doesn't look worth it here.

Compared to a brute, the iconoclast gains 1wb, lfr guns, and 5cm speed. It loses the ram ability, and 6+ front armor.

According to smotherman the ship should cost 25.5 points. Considering all the 'good' escorts are discounted a few points (brute at 3 less, sword at 1 less etc) this should be on the less than side of cost when rounding.

Cobras comparatively would cost 29.5 much closer to their current price.

As far as the gc upgrades go. I don't know if any will pass, other than torps. Honestly I don't think the GCs should get any weaponry, other than torps, but I could live with it if they did. Please vote on these

The apocalypse... does anyone else want sigs blast marker idea? it is probably the best way of representing the apocalypses detriment IMO.

The exorcist. like the retaliator got swept under the rug. Horizon and I are of course against increasing launch capacity on imperial ships. And the vessel is just fine where it is with our current change. Vaaish voted against this, but I don't think he's part of the conversation anymore. So two? more people would need to vote for it.

The Avenger: I think people got tired of arguing about this one. I still want to hear about peoples thoughts on the two compromise ideas; making one an upgrade of the other or increasing the ships firepower and making a portion 45cm.

The defiant: the more time goes on the more I agree with sigoroth.... Come on... this is a light carrier, it's supposed to have fewer squadrons.

So far proposed changes:
Swap prow lances for prow&dorsal wbs, as well as prow torps.
add prow torps
Add 1 prow lance, make F only, swappable with torps
make it have 4 LBs increase cost.

I'd like to see you guys rank these on a number system. 1 being the one you want most, 4 being the least.
Title: Re: List of flawed ships
Post by: Plaxor on December 06, 2010, 10:31:08 AM
Oh and as it is monday, it is now officially ok to talk about space marine vessels. Also daemonships, and fleet lists/marks etc. Adm D Art opened up with his thought on SC.
Title: Re: List of flawed ships
Post by: RCgothic on December 06, 2010, 10:33:28 AM
So given that we're stalemated on the Defiant and Avenger, let's go back to what's under discussion:
(I see Plaxor only just beat me to the punch)


Chaos:
Retaliator: 3LB per side [Admiral d Artagnan, Sigoroth, RCgothic, Plaxor, Horizon ]
Iconoclast: Reduce by 5pts [RCgothic, Plaxor, BaronIveagh, Sigoroth, horizon,]

We need more people to cast opinions on the above.

GCs: Upgrade options passed, Now details: , note if a prow weapon is taken the GC loses it's 'resist prow damaged critical' ability. GCs can only take one upgrade, and we'll leave the points out for now. All proposed are courtesy of Sigoroth:

Frontal Armor Plates [Sigoroth, Horizon]
Prow Torpedos (6) [Sigoroth, Horizon, Admiral D Artagnan, Plaxor]
Prow Nova Cannon [Sigoroth, Horizon, Admiral D Artagnan]
Prow Sensor Array  [Sigoroth, Plaxor, Horizon]

(Dorsal weapons, can't fire with ships other weaponry)
lance battery (2@60cm lfr) [Sigoroth, Plaxor (wouldn't care so much if just made prow) Horizon]
Weapon Battery (9@45cm lfr) [Sigoroth, Plaxor Horizon]
Bombardment cannon (6@30 lfr) [Sigoroth, Plaxor Horizon]

Improved engines (remove improved engines on Retaliator) [Plaxor]  

I've decided to reject all the Dorsal options. I think these upgrades may be controversial enough without them, and the "No other weapons may fire" rule is horribly convoluted even if I was in favour.
I also don't think it would be possible to balance 6+ prow, particularly for the Avenger, which would not only cure its fluff-borne obsolescense, but fix everything that's wrong with it as well. So no to that too.

Torps, Nova Cannon, Sensor Array and Improved Engines I'm all for, appropriately costed.


IN:
Apocalypse: Blast marker instead of critical, Revoke previous 'safe' range mod. [RCgothic, Sigoroth, Plaxor]

Need more opinions. I think this is a really good and fluffy solution, with no convolution to the rules at all, and I can't see why people wouldn't support it over the current rule set. So vote for it people!

Exorcist: Increase LBs to 6, increase cost [Sigoroth, RCgothic, BaronIveagh, Commander, Admiral Artagnan, Horizon, Plaxor (no increase in LBs, others fine), Vaaish]

This one looks like it's going to the recycle bin. With only five for and three against, the for side needs to find at least another three votes, which seems unlikely.

Avenger:  FP 20 [Plaxor, Commander (45cm), Sigoroth, horizon, Admiral D Artagnan RCgothic], Increase Range to 45cm [BaronIveagh, Admiral_D_Artagnan, RCgothic, Sigoroth].

Ok then. So long as neither Dorsal Weapons nor 6+ Prow gets passed, I am perhaps willing to relent on FP20, but ONLY at 20cm range, or if a range upgrade option loses it FP again.

Defiant:Use Horizon's Profile [RCgothic, Horizon, Plaxor, Sigoroth, Admiral D Artagnan], Torps 4 [RCgothic, BaronIveagh, Sigoroth, Horizon, Admiral D Artagnan], Lance battery to 3, option to swap with str 6 torps [Admiral D Artagnan, Plaxor], Make LBs str4 (increase cost/revise limitations in fleet) [RCgothic, BaronIveagh, Plaxor (if limited with endeavor again) Admiral D Artagnan]

To recap:

I would argue for maintaining its current direct-weapon strength (1 lance on prow and 1 lance dorsal L/R or equiv WBs), but I'd be willing to accept Horizon's reduction for 120pts.

I also vote against 4LBs on a LC.
I also vote against S3 Lances or S6 Torps - that's a Dauntless, not a Voss.[/i]

Confirmed Changes (by all 5 in solidarity):

We're not really 5 any more now, are we? Perhaps "By a Majority of at least 5"

Chaos:
Despoiler: Use modified stats (Horizons)
Devestation: Lance range @ 45cm
Styx: costs 260
Idolator: Cost 40
Infidel: 2 turrets
Retaliator Side wbs @45cm

IN:
Overlord: Side WBs fp12@45cm, Costs 225, 60cm range swap at fp10
Retribution: Side WBs fp18@45cm Cost 355
Apocalypse: No penalty for firing lances up to 45cm. Dorsal Wbs to FP 9
Tyrant: 180 base cost
Endeavor/Endurance/Defiant: 6+ prow, maintains 90' turns
Dictactor: 210 points cost.
Oberon:Prow and Dorsal Weapons at 60cm, costs 355
Mars: Cost 260
Armageddon: Cost 235
Firestorms: Cost 35
Falchion 2 turrets
Title: Re: List of flawed ships
Post by: RCgothic on December 06, 2010, 10:54:09 AM
Strike Cruiser:
+1 Shield
-1 Thunderhawk. (maybe)
+1BC

Battle barge:
+1 Shield

They're supposed to be tough. 1 Squadron of Thunderhawks is enough for the SC to deploy a company of marines along with drop pods, so they don't really need more. The only problem with reducing the Thunderhawks to 1 is that it may remove much incentive to reload.
Title: Re: List of flawed ships
Post by: horizon on December 06, 2010, 11:35:25 AM
Apocalypse, I like Sig's idea on the BM instead of etc..


Strike Cruiser, per draft 2010 to work from:
-1 T-Hawk
+1 shield (thus option becomes standard).
instead of 5BombCann only 3 BombCann replacement
Title: Re: List of flawed ships
Post by: commander on December 06, 2010, 12:37:24 PM
So given that we're stalemated on the Defiant and Avenger, let's go back to what's under discussion:
(I see Plaxor only just beat me to the punch)


Chaos:
Retaliator: 3LB per side [Admiral d Artagnan, Sigoroth, RCgothic, Plaxor, Horizon ]
Iconoclast: Reduce by 5pts [RCgothic, Plaxor, BaronIveagh, Sigoroth, horizon,]

==>All Vengeance family class carriers should have S3 LB a side

We need more people to cast opinions on the above.

GCs: Upgrade options passed, Now details: , note if a prow weapon is taken the GC loses it's 'resist prow damaged critical' ability. GCs can only take one upgrade, and we'll leave the points out for now. All proposed are courtesy of Sigoroth:

Frontal Armor Plates [Sigoroth, Horizon]
Prow Torpedos (6) [Sigoroth, Horizon, Admiral D Artagnan, Plaxor]
Prow Nova Cannon [Sigoroth, Horizon, Admiral D Artagnan]
Prow Sensor Array  [Sigoroth, Plaxor, Horizon]

==>Only Torp option, S6

(Dorsal weapons, can't fire with ships other weaponry)
lance battery (2@60cm lfr) [Sigoroth, Plaxor (wouldn't care so much if just made prow) Horizon]
Weapon Battery (9@45cm lfr) [Sigoroth, Plaxor Horizon]
Bombardment cannon (6@30 lfr) [Sigoroth, Plaxor Horizon]

==>NO dorsals

Improved engines (remove improved engines on Retaliator) [Plaxor]  

I've decided to reject all the Dorsal options. I think these upgrades may be controversial enough without them, and the "No other weapons may fire" rule is horribly convoluted even if I was in favour.
I also don't think it would be possible to balance 6+ prow, particularly for the Avenger, which would not only cure its fluff-borne obsolescense, but fix everything that's wrong with it as well. So no to that too.

Torps, Nova Cannon, Sensor Array and Improved Engines I'm all for, appropriately costed.


IN:
Apocalypse: Blast marker instead of critical, Revoke previous 'safe' range mod. [RCgothic, Sigoroth, Plaxor]

==>Good one, I like it

Need more opinions. I think this is a really good and fluffy solution, with no convolution to the rules at all, and I can't see why people wouldn't support it over the current rule set. So vote for it people!

Exorcist: Increase LBs to 6, increase cost [Sigoroth, RCgothic, BaronIveagh, Commander, Admiral Artagnan, Horizon, Plaxor (no increase in LBs, others fine), Vaaish]

This one looks like it's going to the recycle bin. With only five for and three against, the for side needs to find at least another three votes, which seems unlikely.

Avenger:  FP 20 [Plaxor, Commander (45cm), Sigoroth, horizon, Admiral D Artagnan RCgothic], Increase Range to 45cm [BaronIveagh, Admiral_D_Artagnan, RCgothic, Sigoroth].

Ok then. So long as neither Dorsal Weapons nor 6+ Prow gets passed, I am perhaps willing to relent on FP20, but ONLY at 20cm range, or if a range upgrade option loses it FP again.

Defiant:Use Horizon's Profile [RCgothic, Horizon, Plaxor, Sigoroth, Admiral D Artagnan], Torps 4 [RCgothic, BaronIveagh, Sigoroth, Horizon, Admiral D Artagnan], Lance battery to 3, option to swap with str 6 torps [Admiral D Artagnan, Plaxor], Make LBs str4 (increase cost/revise limitations in fleet) [RCgothic, BaronIveagh, Plaxor (if limited with endeavor again) Admiral D Artagnan]

To recap:
  • Horizon's Profile brings the Defiant's Prow in line with the Other Voss.
  • Adds Torps to make it a better partner for line ships/more of a relaod priority.
  • Does NOT break no-gun fluff (since it patently has guns already - fluff only refers to broadsides)
  • Does NOT Increase gun strength, merely redistributed it to make room for torps in the Prow.
  • Because the Launch bays only take up half the internal space that the normal batteries do, there is clearly space available for systems to service Dorsal mounts.
  • The only currently available model for pure IN fleets has a facility to accept for Dorsal mounts.

I would argue for maintaining its current direct-weapon strength (1 lance on prow and 1 lance dorsal L/R or equiv WBs), but I'd be willing to accept Horizon's reduction for 120pts.

I also vote against 4LBs on a LC.
I also vote against S3 Lances or S6 Torps - that's a Dauntless, not a Voss.[/i]

Confirmed Changes (by all 5 in solidarity):

We're not really 5 any more now, are we? Perhaps "By a Majority of at least 5"

Chaos:
Despoiler: Use modified stats (Horizons)
Devestation: Lance range @ 45cm
Styx: costs 260
Idolator: Cost 40
Infidel: 2 turrets
Retaliator Side wbs @45cm

IN:
Overlord: Side WBs fp12@45cm, Costs 225, 60cm range swap at fp10
Retribution: Side WBs fp18@45cm Cost 355
Apocalypse: No penalty for firing lances up to 45cm. Dorsal Wbs to FP 9
Tyrant: 180 base cost
Endeavor/Endurance/Defiant: 6+ prow, maintains 90' turns
Dictactor: 210 points cost.
Oberon:Prow and Dorsal Weapons at 60cm, costs 355
Mars: Cost 260
Armageddon: Cost 235
Firestorms: Cost 35
Falchion 2 turrets

Comments added
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 06, 2010, 12:51:12 PM
The only reason why the Voss ships are called such is because of the prow design. It has nothing to do with the weapon on the prow. What I can say, however, is the Defiant is not exactly an Endeavor/Endurance since it's prow weapons are different from its siblings and much closer to a Dauntless which are pure lances with the only difference being the Defiant has Str 2 LFR while the Dauntless has Str 3 F only.
Title: Re: List of flawed ships
Post by: RCgothic on December 06, 2010, 01:09:06 PM
==> Commander
I agree, All the GCs should have S6 LBs, and it's weird for one to be on course to get S6 LBs whilst specifically denying it to others.

==>Admiral d'Artagnan
But there is already an Enforcer class LC that does exactly what you've proposed, except better. Making the Defiant a sub-standard clone wouldn't fix it at all. Also, the Defiant clearly got its S2 lances only because the designers thought it wouldn't have enough guns with the standard FP2 prow. It makes much more sense for it to be similar to its brothers and have a Dorsal Mount to compensate instead.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 06, 2010, 01:39:41 PM
Enforcer isn't legal.

And does the Defiant's siblings have dorsal mounts? Does any LC for that matter have dorsal mounts? The designers could still have kept the FP2 WBs and Str 2 torps but obviously they decided to change it to something closer to a Dauntless' prow weaponry, lowering it by 1 and giving it more flexible firing arcs. Otherwise it is a Dauntless' style prow. I was actually rather surprised they didn't give it Str 2 torps. Sure it would be a more powerful prow but then it would fix your issues about it not having enough equivalent WB firepower esp if pointed correctly.
Title: Re: List of flawed ships
Post by: horizon on December 06, 2010, 01:45:44 PM
Doh, Defiant:

prow torps str2
port launch bay str.1
starboard launch bay str.1
prow weapon battery str.4 @30cm lfr

dorsal issue solved. Strength remained. Different prow weaponry on voss is non-issue to some.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 06, 2010, 01:50:51 PM
Doh, Defiant:

prow torps str2
port launch bay str.1
starboard launch bay str.1
prow weapon battery str.4 @30cm lfr

dorsal issue solved. Strength remained. Different prow weaponry on voss is non-issue to some.

Could be done that way but then I would know how people would reply: if they can do that to the Defiant, why not the Endeavor or Endurance.

At this point, I think giving it Str 2 torp would probably be best though the same argument would crop up, short of deleting it. One would argue that maybe the extra space leftover was enought to upgrade the WBs to lances. We could also stick it with Str 1 torps but Str 2 Lances with Str 1 torp just feels odd.

So I would say keep the Defiant's profile and add Str 2 torps and retain the cost at 130. With 6+ prow, cost has to go 140 or 150 even tho the others would remain the same.
Title: Re: List of flawed ships
Post by: RCgothic on December 06, 2010, 02:09:52 PM
That profile is effectively identical to the one initially proposed, the only difference is where the weapons are located.

I just think it's more incongruous to locate them all on the Prow, because of comparisons with the Endeavour/Endurance, than to locate them above the half-size launch bays in full-size hardpoints. (The Endeavour/Endurance can't have Dorsal mounts because tehy fully utilise these hardpoints - there's no space available to squeeze anything in above).

Apart from the "Where did the additional space in the prow come from?" question, Adding S2 torps to the existing profile of S2 lances is my ideal solution as well. I'd just move one of the lances back into a Dorsal mount.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 06, 2010, 02:17:08 PM
Why would there be a problem with putting all the lances in the prow? The turrets would definitely have to be modeled sitting on top of the prow so there's no issue there. Power would be supplied by conduits which go directly to the engines. THere would be space for these conduits because precisely launch bays replaced the broadsides. So while the space was limited to a squadron per side plus their ordnance, enough space would have been freed up along the spine for those conduits to sit side by side with the torps armament and its auxiliaries. You do not have to go through the dorsal route. Even FP4 WBs on the prow could be justified that way.
Title: Re: List of flawed ships
Post by: RCgothic on December 06, 2010, 02:33:18 PM
Because lances take up three times the space WBs do, and the Defiant's prow is already loaded to the maximum level without people going "Why not the Endeavour/Endurance also?", and replacing the broadside hardpoints creates space in the central region, not in the prow.

I suppose I could rationalise that as extending the prow hardpoint back along the spine to create extra space in the prow hardpoint itself, but I do think that a seperate Dorsal hardpoint is more consistent with the vessel layout.
Title: Re: List of flawed ships
Post by: Sigoroth on December 06, 2010, 04:18:14 PM
Still talking about this ship?

Defiant class system enforcer     100 pts
Hits -  6     Speed - 20cm    Turns - 90°
Armour - 5+/6+  Shields - 1   Turrets - 2

Armament      Speed/Range  Strength   Arc
Prow WB           30cm         2      LFR
Prow Torps        30cm         2       F
P/S Launch Bays as craft       2       -

Notes: The Defiant is a refit Endeavour and has converted some of its broadside weaponry to launch bays. The rest of the space is given over to extra crew quarters and supplies to accommodate a contingent of armed soldiers. The Defiant is equipped with assault-boats as well as fighters and bombers. In addition it gets a +1 modifier in boarding actions. The Defiant is a very rare vessel. You can only include 1 per full 750 pts.

There, this ship has identical prow firepower to the other variants, has torps to help make it reload, is cheap enough to squadron with a bigger ship to ensure the reload attempt, has a point of difference from the norm in the form of a-boats giving it both a play reason to take it and a fluff justification for the low strength. [It doesn't warrant the resources of a full battle carrier but with a-boats it will be more deadly against escorts and with the extra military personnel can act as an enforcer when operating alone.] All this without adding dorsal weaponry or 3 prow lances, the former being unsupported on such a small ship and the latter causing inconsistency and balance problems since the other 2 variants don't have it and the strong prow armament competes directly with the Dauntless, which is its hallmark.

File it and forget.
Title: Re: List of flawed ships
Post by: RCgothic on December 06, 2010, 05:11:50 PM
I still think that version is hideously weak, even for 100pts, and I don't think it should have assault boats either. Only the IN BBs have those.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 06, 2010, 06:49:17 PM
Enforcer isn't legal.

And does the Defiant's siblings have dorsal mounts? Does any LC for that matter have dorsal mounts? The designers could still have kept the FP2 WBs and Str 2 torps but obviously they decided to change it to something closer to a Dauntless' prow weaponry, lowering it by 1 and giving it more flexible firing arcs. Otherwise it is a Dauntless' style prow. I was actually rather surprised they didn't give it Str 2 torps. Sure it would be a more powerful prow but then it would fix your issues about it not having enough equivalent WB firepower esp if pointed correctly.

Enforcer is varyingly legal.  It's not in the official FAQ, but it's pretty rare to have someone say no to it, at least in my experience.  As I said: increase LB.  Defiant will be fine with 4lb, and this solves the problem of it being so broken as to not be used.  A limit of 1 to 500 or 1 to 750 sounds good, and despite all the AC haters screaming, it won't be a second coming of the all AC IN fleet from 1.0 that they're all saying they see in their crystal balls and puffs of green smoke.

AS far as an Aboat option, sure, if it's going to be 2 lb, aboats are fine, as it's supposed to be a specialist ship like the rest of the voss.

As far as SC -1thawk +1 shield: No.  It would absolutely cripple existing pure SM fleet lists against AC by nearly halving their LB, and they're weak enough against AC as is, unless you're also giving them all +2 turrets too.  (And never be approved by GW for fluff reasons)

Title: Re: List of flawed ships
Post by: horizon on December 06, 2010, 07:07:24 PM
I'd play the version Sig posted as a Defiant. Weak & Cheap for what it does. I am for it.

I am against 4LB on the ship.




Title: Re: List of flawed ships
Post by: lastspartacus on December 06, 2010, 07:34:49 PM
A-boats are a neat option, its got plenty of room for extra crew after all.  I still say auto-pass RO makes sense too.
Title: Re: List of flawed ships
Post by: Vaaish on December 06, 2010, 07:44:23 PM
I just don't see a ship that small managing 4lb much less 4lb and AB. Just too small for hanger decks and crew necessary for AB since you are now talking about housing and supporting three different AC types. I'd rather see the ship forced to choose before the battle what type of ac it has available. I think that could explain having 4lb since it would be supporting only a single craft type and wouldn't need space to support three types.
Title: Re: List of flawed ships
Post by: RCgothic on December 06, 2010, 07:57:30 PM
So the options are:

#1. Leave it as it is with S2 Prow Lances, with massive points drop.
#2. LB Increase to S4, possible price increase and additional restriction.
#3. Swap S2 Lances for FP2 WB and S2 Torps, with massive price drop.
#4. Add S2 Torps, possibly redistribute/change type of firepower.
#5. S3 Lances or S6 Torps forward.

Title: Re: List of flawed ships
Post by: horizon on December 06, 2010, 08:05:25 PM
For ease and purpose: option 3.

Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 06, 2010, 09:58:30 PM
Enforcer is varyingly legal.  It's not in the official FAQ, but it's pretty rare to have someone say no to it, at least in my experience. 

If you have to ask for permission, then it isn't legal.

As I said: increase LB.  Defiant will be fine with 4lb, and this solves the problem of it being so broken as to not be used.  A limit of 1 to 500 or 1 to 750 sounds good, and despite all the AC haters screaming, it won't be a second coming of the all AC IN fleet from 1.0 that they're all saying they see in their crystal balls and puffs of green smoke.

No.

As far as SC -1thawk +1 shield: No.  It would absolutely cripple existing pure SM fleet lists against AC by nearly halving their LB, and they're weak enough against AC as is, unless you're also giving them all +2 turrets too.  (And never be approved by GW for fluff reasons)

No, it would not cripple the SM. Because enemy ordnance would still have to go through the remaining THs and 6+ armor. SC already has 2 turrets. BB should get 4. Even if they would lose out on the ordnance war, so what? They're not supposed to win it anyway or even equal it.

And again, I do not know where you are getting your fluff reasoning. This is BFG, not 40k. If you want your supermen, stick with 40k. In BFG, SM are ordinary in most circumstances. SM handles the planetary assault. IN handles the fleet action.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 06, 2010, 10:00:49 PM
Because lances take up three times the space WBs do, and the Defiant's prow is already loaded to the maximum level without people going "Why not the Endeavour/Endurance also?", and replacing the broadside hardpoints creates space in the central region, not in the prow.

Lances take up 3 times the space? the 1:3 ratio generally refers to the strength, not necessarily the space taken up. That a Dauntless can take Str 3 lances supported by FP8 total WBs means space is managed differently from weapon strengths.

I suppose I could rationalise that as extending the prow hardpoint back along the spine to create extra space in the prow hardpoint itself, but I do think that a seperate Dorsal hardpoint is more consistent with the vessel layout.

I see no weapon on the dorsal. Do you?
Title: Re: List of flawed ships
Post by: Plaxor on December 06, 2010, 10:28:16 PM
Does anyone else like option three? I like it but I think that the restriction should remain at 1 per 500, pointless to take the ship en masse with sigoroths stats.
Title: Re: List of flawed ships
Post by: RCgothic on December 06, 2010, 10:31:24 PM
And lo, there was a dorsal hardpoint:

(http://img.photobucket.com/albums/v723/rcgothic/LGIM0088.jpg)

Admittedly this isn't a Defiant, but the turret and WB deck came to hand faster.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 06, 2010, 10:38:28 PM
Sure you can stick any turret in but do you see it on any of the Endeavors pics in the Armada book? Cause really, that's the only thing that's important here.
Title: Re: List of flawed ships
Post by: horizon on December 07, 2010, 03:59:11 AM
DING DING DING

The AdMech Light Cruisers do have a dorsal hardpoint (single lance). Official rules and all.

Title: Re: List of flawed ships
Post by: BaronIveagh on December 07, 2010, 04:12:09 AM

If you have to ask for permission, then it isn't legal.

Hmm... interesting point.  However, I might point out that before this faq, IIRC, Custodians were an FW only mini, with no official stats outside IA.


No, it would not cripple the SM. Because enemy ordnance would still have to go through the remaining THs and 6+ armor. SC already has 2 turrets. BB should get 4. Even if they would lose out on the ordnance war, so what? They're not supposed to win it anyway or even equal it.

And again, I do not know where you are getting your fluff reasoning. This is BFG, not 40k. If you want your supermen, stick with 40k. In BFG, SM are ordinary in most circumstances. SM handles the planetary assault. IN handles the fleet action.

I vote for 2.  It has the most chance of the HA getting it approved.

@D'Art: Achem: as I said: read The Emperor's Finest for my fluff reasoning.   In a nutshell, if you're going to do close air support and not leave your ship unprotected against enemy AC, you'll need at least two squadrons.  Particularly since SC seem to often work alone.  And in EF, it's made very plain that SC launch bays are much more efficient then regular IN lbs, (Caine notes that much of the usual detritus is missing, such as stacks of cargo pallets, and general care being taken to maintain the bay in a state of readiness.)

Second: Let me try this again, as you seem to have a serious disjoint here, GW does not, I repeat, DOES NOT, see these things a two separate entities, but rather a single IP.  Anything the HA does has to be approved by them. I would prefer that we gave them fixes that might actually get passed.  ATM, GW thinks Space Marines piss petrol and shit hundred pound notes, as they're the posterboys for their main line of minis.  Regardless of balance issues (which this is also one of) this is a revision unlikely to get approved.  

And, frankly, nearly halving an entire fleet's LB strength IS going to cause balance issues.  This WILL make them easy meat for, at the very least, Tau and Chaos, and most likely Eldar and IN.

@Horizon: The admech LC, IIRC, isn't a Voss cruiser, though.
Title: Re: List of flawed ships
Post by: horizon on December 07, 2010, 04:17:35 AM
The AdMech available light cruisers are Endeavour, Endurance and Defiant. Same as Voss.

Quote
Hmm... interesting point.  However, I might point out that before this faq, IIRC, Custodians were an FW only mini, with no official stats outside IA.
Yes, FW did have the stats on a freely downloadable pdf (which is no longer available online, but if you ask them on the mail they'll sent it). That pdf had a fleet list which was not in the book IA3. So, the pdf being labeled as FW produced made it into such status everyone accepted them. Even at tournaments and such.

With the fact that every Strike Cruiser does have a launch bay and the Barge 3 the Marine fleet will still have a good ordnance presence.

Of course one should keep in mind that a fan-proposal is also to include an assault strike cruiser with more launch bays (restricted, less gunnery).
Title: Re: List of flawed ships
Post by: BaronIveagh on December 07, 2010, 06:26:34 AM
The AdMech available light cruisers are Endeavour, Endurance and Defiant. Same as Voss.

Quote
Hmm... interesting point.  However, I might point out that before this faq, IIRC, Custodians were an FW only mini, with no official stats outside IA.
Yes, FW did have the stats on a freely downloadable pdf (which is no longer available online, but if you ask them on the mail they'll sent it). That pdf had a fleet list which was not in the book IA3. So, the pdf being labeled as FW produced made it into such status everyone accepted them. Even at tournaments and such.

With the fact that every Strike Cruiser does have a launch bay and the Barge 3 the Marine fleet will still have a good ordnance presence.

Of course one should keep in mind that a fan-proposal is also to include an assault strike cruiser with more launch bays (restricted, less gunnery).

So, how is a FW produced list more official then BFGM was?  (And, I'm surprised, as that's the reverse of my own experiences with FW minis)
Title: Re: List of flawed ships
Post by: horizon on December 07, 2010, 06:55:57 AM
Hi BaronI,
not so strange. It was all about timing. The FW Tau (pdf) rules where released at the time of the former Specialist Games website/forum. That forum/website had a download page labeled (per Specialist Games separate section) : OFFICIAL downloads and FAQ downloads and OTHER downloads.

Now quite straightforward names. OFFICIAL contained the pdf's as available now is from GW (plus Rogue Traders). Thus rulebook, armada, powers of chaos, doom of the eldar etc. NOTHING from BFGM, planetkiller, annual or fanatic online.
FAQ was FAQ.
OTHER old fanatic articles and new fo ones.

So at that point FW released rules for their models. So semi-official status. They where available on the page Experimental Rules. Everyone used them, thus they become standard.
Title: Re: List of flawed ships
Post by: RCgothic on December 07, 2010, 07:27:17 AM
Quote from: Ships of Mars
Adeptus Mechanicus Endeavor and Endurance light cruisers may replace
their prow torpedoes with a single 30cm range dorsal lance
turret firing left/front/right for no cost

So there you have not only LCs with both Prow and Dorsal HPs, but VOSS Cruisers with Dorsal Hardpoints.

Endeavour and Endurance have to lose their torps to make way for these, but Defiant would already have made half of each broadside hardpoint available.

So that's killed the LCs shouldn't have Dorsal HPs argument stone dead, how about we have Option 4?

One of these profiles:

Code: [Select]
Defiant Class Light Cruiser - As is, but with S2 Torps and 1 Lance moved backwards into Dorsal
130pts

Cruiser 6
Turns 90
Speed 20
Armour 45
Shields 1
Turrets 2

Prow Torps 30cm S2 F
Prow Lance 30cm S1 F/L/R
Dorsal Lance 30cm S1 F/L/R
Port/SB LBs As Craft S1 -

OR

Code: [Select]
Defiant Class Light Cruiser - Identical Prow to other Voss, with FP2 Dorsal Hardpoint - about 30% weaker gunnery overall.
120pts

Cruiser 6
Turns 90
Speed 20
Armour 45
Shields 1
Turrets 2

Prow Torps 30cm S2 F
Prow WBs 30cm FP2 F/L/R
Dorsal WBs 30cm FP2 F/L/R
Port/SB LBs As Craft S1 -
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 07, 2010, 08:48:43 AM
@D'Art: Achem: as I said: read The Emperor's Finest for my fluff reasoning.   In a nutshell, if you're going to do close air support and not leave your ship unprotected against enemy AC, you'll need at least two squadrons.  Particularly since SC seem to often work alone.  And in EF, it's made very plain that SC launch bays are much more efficient then regular IN lbs, (Caine notes that much of the usual detritus is missing, such as stacks of cargo pallets, and general care being taken to maintain the bay in a state of readiness.)

And the Emperor's finest was the one who broke up the SM's supremacy just after the Horus Heresy to prevent such a thing from happening again. IN handles the spaceways. SM handles the planetary assaults. If SM think SM needs more AC support, then its time to ask for help from the IN. If SM are working alone, then usually it means they sneak in. On anything major, they work hand in hand with other SM Chapters or IN.

Second: Let me try this again, as you seem to have a serious disjoint here, GW does not, I repeat, DOES NOT, see these things a two separate entities, but rather a single IP.  Anything the HA does has to be approved by them. I would prefer that we gave them fixes that might actually get passed.  ATM, GW thinks Space Marines piss petrol and shit hundred pound notes, as they're the posterboys for their main line of minis.  Regardless of balance issues (which this is also one of) this is a revision unlikely to get approved.  

They may have a single IP but they are DIFFERENT GAMES. Can you understand that yet? If SM in BFG were as good as they are on the ground in 40k then their ships would have shown far better profiles than what they have now. GW thinks that way about SM in 40k. By their own fluff though, SM suck in space and so this is shown by the current ship profiles as well as availability of variety.

And, frankly, nearly halving an entire fleet's LB strength IS going to cause balance issues.  This WILL make them easy meat for, at the very least, Tau and Chaos, and most likely Eldar and IN.


They have resilient AC which survives on a 4+. That's quite enough considering the other AC fleet like Tau and Chaos still have to get through 6+ armor. The balance issue now is that SC's are more easily killed by direct weapons fire than AC because it has only 1 shield. By giving it 2 shields it increases it's survivability very well.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 07, 2010, 08:49:43 AM
DING DING DING

The AdMech Light Cruisers do have a dorsal hardpoint (single lance). Official rules and all.

So there you have not only LCs with both Prow and Dorsal HPs, but VOSS Cruisers with Dorsal Hardpoints.

Endeavour and Endurance have to lose their torps to make way for these, but Defiant would already have made half of each broadside hardpoint available.

So that's killed the LCs shouldn't have Dorsal HPs argument stone dead, how about we have Option 4?

Yes AM have it. Not IN though. And AM and IN while similar are also different. If IN had the dorsal turrets available to AM, IN would be that much better. So now are we going to the route that IN should now also have those single dorsal lances which are available to the AM on their cruisers? Sure, I'd be HAPPY to have them. Would it be balanced? Hell no.
Title: Re: List of flawed ships
Post by: RCgothic on December 07, 2010, 09:19:53 AM
On the Defiant it would be balanced, as it has so little other firepower.

Quote from: Admiral d'Artagnan
So I would say keep the Defiant's profile and add Str 2 torps and retain the cost at 130. With 6+ prow, cost has to go 140 or 150 even tho the others would remain the same.

Not two pages ago, you were suggesting exactly the same profile, hardpoint location not withstanding!

Why don't Endeavour/Endurance have the dorsal lance? Because the IN prefers to have the torps, it suits their fleet better, and they don't have space for it without the trade off. The Ad Mech prefer to be a little more refined than the brute-force of torpedoes, so the Lance is more attractive to them.

In the case of the Defiant, which would be pitifully weak without it, it has the space available thanks to the reduced broadside hardpoint. Adding this Dorsal Lance would be a no-brainer for any fleet planner!
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 07, 2010, 09:25:24 AM
On the Defiant it would be balanced, as it has so little other firepower.

Quote from: Admiral d'Artagnan
So I would say keep the Defiant's profile and add Str 2 torps and retain the cost at 130. With 6+ prow, cost has to go 140 or 150 even tho the others would remain the same.

Not two pages ago, you were suggesting exactly the same profile, hardpoint location not withstanding!

Why don't Endeavour/Endurance have the dorsal lance? Because the IN prefers to have the torps, it suits their fleet better, and they don't have space for it without the trade off. In the case of the Defiant, which would be pitifully weak without it, it has the space available thanks to the reduced broadside hardpoint. Adding this Dorsal Lance would be a no-brainer for any fleet planner!

Not two pages ago, I was suggesting to make the Str 3 lance with all of it in the prow which was simpler and didn't have to have dorsals or refer to the AM list which if you check also is more expensive than their IN counterpart. Str 3 lance which would be similar to the Dauntless which has tighter space available with its broadside weaponry.

The suggestion I made which you posted was just to placate those of you who think that the Defiant is underpowered as it is by adding the Str 2 torps to the available lances. If we're just adding one more lance, just copy the Dauntless and forget about dorsal stuff which are limited to AM.
Title: Re: List of flawed ships
Post by: RCgothic on December 07, 2010, 09:36:05 AM
We're not adding one more lance. We're adding two torpedos and moving one of the existing lance armaments back into a hardpoint that exists but isn't being utilised. The total lance strength remains unchanged at S2.

If you think adding S2 torps to the existing profile is balanced, then so too is a profile with one of the lances moved back.

There are two questions here:
#1. Will it be balanced? Yes. It is exactly equivalent to a profile you found acceptable, and 10pts more than the other variants whilst STILL being underpowered in total weapon and AC strength by 6WBe.
#2. Is there a fluff precedent? Yes, there is. Voss Cruisers have an unused Dorsal Hardpoint, which they may utilise in return for a trade off in one of their other hardpoints. Endeavour/Endurance trade off their torps, Defiant trades off its broadsides.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 07, 2010, 09:45:18 AM
We're not adding one more lance. We're adding two torpedos and moving one of the existing lance armaments back into a hardpoint that exists but isn't being utilised. The total lance strength remains unchanged at S2.

If you think adding S2 torps to the existing profile is balanced, then so too is a profile with one of the lances moved back.

There are two questions here:
#1. Will it be balanced? Yes. It is exactly equivalent to a profile you found acceptable, and 10pts more than the other variants whilst STILL being underpowered in total weapon and AC strength by 6WBe.
#2. Is there a fluff precedent? Yes, there is. Voss Cruisers have an unused Dorsal Hardpoint, which they may utilise in return for a trade off in one of their other hardpoints. Endeavour/Endurance trade off their torps, Defiant trades off its broadsides.

And yet adding that dorsal lance means one has to sacrifice torps. Based on the text of the AM, one cannot even add the dorsal lance to the Defiant, only the Endeavor and the Endurance. There is no option of 1 prow lance only. You're really complicating things unnecessarily.
Title: Re: List of flawed ships
Post by: Plaxor on December 07, 2010, 09:48:13 AM
I think the ship would probably be fine just adding 2 torps to the current profile. Screw space restrictions, just say that the hardware is located throughout the dorsal part of the ship. 1lb on each side can't take up that much space, given that escort carriers have it.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 07, 2010, 10:11:59 AM
Yup. That would be the most extreme case I would agree with (and I did).
Title: Re: List of flawed ships
Post by: RCgothic on December 07, 2010, 10:14:09 AM
And yet adding that dorsal lance means one has to sacrifice torps. Based on the text of the AM, one cannot even add the dorsal lance to the Defiant, only the Endeavor and the Endurance. There is no option of 1 prow lance only. You're really complicating things unnecessarily.

And because S3 F/L/R Lances on a Defiant would be broken. But the Defiant isn't getting S3 Lances, it's getting S2.

As for Endeavour/Endurance, they have to trade in their torps because they don't have enough space otherwise. Defiant has nothing but space, given its half-size broadside hardpoints.

I would agree with Plaxor's proposal as there's no functional difference, but this way is just tidier and more elegant.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 07, 2010, 10:18:53 AM
And because S3 F/L/R Lances on a Defiant would be broken. But the Defiant isn't getting S3 Lances, it's getting S2.

Broken how? It's slower than a Dauntless and really isn't suited to gunfights like the Dauntless. So how can it be broken? If anything, the Str 3 lances would just help it survive any opponent which might get near it.

As for Endeavour/Endurance, they have to trade in their torps because they don't have enough space otherwise. Defiant has nothing but space, given its half-size broadside hardpoints.

Then why doesn't the AM allow it to have the dorsal mount option? Not add even prow torps.

I would agree with Plaxor's proposal as there's no functional difference, but this way is just tidier and more elegant.

Adding a dorsal where there is obviously none is more elegant than just adding torps in the prow like its sisters and just retaining the lances? Right.
Title: Re: List of flawed ships
Post by: RCgothic on December 07, 2010, 10:29:02 AM
You would cram the equivalent of a S6 Torps AND a 6+ prow onto a Light Cruiser Prow, and you don't think that's inelegant? The LC Prow is patently smaller than a standard Cruiser, yet would be packed the same armament and protection.

The AdMech don't have the option to give the Defiant a Dorsal lance because:
A: The designers don't recognise that the Broadside hardpoints are under-utilised.
B: If a Defiant traded half its prow armament for a lance like the End/End, that would just be a lance for a lance, ie pointless.

What I find obvious is that there's a Dorsal Hardpoint just waiting to be used. It doesn't need to trade anything in, because the space is already there.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 07, 2010, 10:33:16 AM
You would cram the equivalent of a S6 Torps AND a 6+ prow onto a Light Cruiser Prow, and you don't think that's inelegant? The LC Prow is patently smaller than a standard Cruiser, yet would be packed the same armament and protection.

And why not? It's Str 2 lances and Str 2 torps. If you do not figure in equivalents in what is blatantly a space consideration, it would fit.

The AdMech don't have the option to give the Defiant a Dorsal lance because:
A: They don't recognise that the Broadside hardpoints are under-utilised
B: If a Defiant traded half its prow armament for a lance, that would just be a lance for a lance.

What I find obvious is that there's a Dorsal Hardpoint just waiting to be used. It doesn't need to trade anything in, because the space is already there.

In the end, you point out the AM specifications, then you have to live with the good and the bad. Point still is the Defiant does not have the dorsal option, even in an AM list. And I don't think the Defiant should trade half of its prow armament to get the dorsal option. You keep mentioning space and it's quite obvious the Defiant would have more space to spare compared to the Endeavor and Endurance.
Title: Re: List of flawed ships
Post by: RCgothic on December 07, 2010, 10:46:34 AM
You have to figure in space equivalents - A single point of Lance strength canonically takes up three times larger than a single point of WB strength. That's why the Apoc is getting FP9 WBs instead of S3 Lances, and the Lunar and Endurance only get S2 Lances for their FP6 WB decks.

Yes, on the Current Defiant, I do believe it has the space to add an additional lance. - The original designers didn't agree there was space, which is why it doesn't, but we're unanimous that they're wrong - which is why we're giving it more weaponry.

But instead of having S3 Lances, we've decided on a load out of S2 Lances and S2 Torps. The space for this is in the Dorsal Position, but because torps need to be launched from the prow, it's the lances that have to move.

As I've said, I'll go along with Plaxor's proposal, because the profile is functionally the same and I believe the Defiant needs that functionality, but I really do think cramming a cruiser-armament onto a prow 2/3rds the size is a really really ugly thing to do.

As I've said, I'll go along with Plaxor's proposal, because the profile is functionally the same and I believe the Defiant needs that functionality, but I really do think cramming a cruiser-armament onto a prow 2/3rds the size is a really really ugly thing to do when there's any alternative, and there IS an alternative.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 07, 2010, 10:56:36 AM
You have to figure in space equivalents - A single point of Lance strength canonically takes up three times larger than a single point of WB strength. That's why the Apoc is getting FP9 WBs instead of S3 Lances, and the Lunar and Endurance only get S2 Lances for their FP6 WB decks.

Equivalent strength is not the same as physical dimensions. An M14 Battle Rifle is not much longer than an M16 even though it has more stopping power.

Yes, on the Current Defiant, I do believe it has the space to add an additional lance. - The original designers didn't agree there was space, which is why it doesn't, but we're unanimous that they're wrong - which is why we're giving it more weaponry.

You're assuming they didn't agree. We don't really know their exact reasoning.

But instead of having S3 Lances, we've decided on a load out of S2 Lances and S2 Torps. The space for this is in the Dorsal Position, but because torps need to be launched from the prow, it's the lances that have to move.

Again you are missing the point of the dorsal in the AM equivalent of the Endeavor and Endurance. Those two have to sacrifice their torps in order to get the lance? How then can the Defiant get its torps at the same time getting a dorsal lance? When in your insistence of equivalents, if we reduce the prow lance to Str 1, it would still be the equivalent of FP3 WBs? Which if I remember my math is still 1 FP more than what the Endeavor and Endurance has. Just because they replaced the broadsides with launch bays does not mean it's not taking up space. Launch Bays means attack craft, ordnance for the attack craft, crews and their equipment, fuel for the attack craft and spares for the attack craft, among other things.
Title: Re: List of flawed ships
Post by: RCgothic on December 07, 2010, 11:37:33 AM

Equivalent strength is not the same as physical dimensions. An M14 Battle Rifle is not much longer than an M16 even though it has more stopping power.

Not in this case. A Lance takes up the equivalent space of 3WBs, otherwise a Lunar would have S6 Lance Decks. Ships carry weaponry sized to their hardpoints.


You're assuming they didn't agree. We don't really know their exact reasoning.

You're nitpicking, Their end judgement was different from ours - the Defiant has the space for additional weaponry because its LBs are undersized.


Again you are missing the point of the dorsal in the AM equivalent of the Endeavor and Endurance. Those two have to sacrifice their torps in order to get the lance? How then can the Defiant get its torps at the same time getting a dorsal lance?

Because unlike the Endeavour and Endurance, its broadside HBs are undersized - it isn't getting the dorsal lance for nothing, it has already made the sacrifice of half its braodside hardpoints. Neither is it "At the same time getting a dorsal lance" it's getting one lance on dorsal, then swapping one existing lance for S2 torps on the prow.

In addition, the extra point of Lance strength on the prow would take up just as much additional space as a point of lance strength on the dorsal putting it on the prow doesn't magically make it smaller. If half of each broadside isn't sufficient, where does the sacrifice come from to allow this addition?


When in your insistence of equivalents, if we reduce the prow lance to Str 1, it would still be the equivalent of FP3 WBs? Which if I remember my math is still 1 FP more than what the Endeavor and Endurance has. Just because they replaced the broadsides with launch bays does not mean it's not taking up space. Launch Bays means attack craft, ordnance for the attack craft, crews and their equipment, fuel for the attack craft and spares for the attack craft, among other things.

The Defiant itself it proof that a Voss can hold the equivalent of FP6 in its prow - coincidentally exactly 2/3 of a standard cruiser. This makes the other Voss undergunned by FP1, but +/-FP1 is far more cedible than +/- FP4.

And where have I said that the LBs don't take up space? It's just that full size LBs (Including fuel, ordnance and materiel) take up a full FP6 WB hardpoint, and the Defiant's LBs are half size, leaving enough space left over for up to two additional lances. Even accounting for an imperfect reduction in scale, there'll be more than enough space left over to support one single Dorsal Lance.

Anyway, we're arguing in circles, so i propose Plaxor puts it to the vote:

#1. Sigoroth's proposed: S2 lances replaced by FP2 WBs and S2 Torps, for 100pts.
This brings it in line with the other Voss, gives it torps, and just accepts that the Defiant is a pure support ship. Has the advantage of being cheap.

#2. Plaxor's proposed: Add S2 torps to the prow, for 130pts.
This is a pure firepower upgrade to bring the Defiant roughly up to the level of its peers.

#3. RCgothic's proposed: Functionally identical to Plaxor's, but with one point of lance strength moved into a dorsal hardpoint.
Some feel the Admech Voss Dorsal Lance and sacrifice of half each broadside hardpoint sets precedent for this, whilst others disagree this is sufficient sacrifice. It gets around having Cruiser level firepower on a 2/3 size prow without sacrificing protection. Both AdMech and Zeus LCs have facility to accept a dorsal lance.

I would support any of these options, but I have a strong preference for #3.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 07, 2010, 12:49:24 PM
I'm for option 2 because it's the simplest without any dorsal redesigns involved.
Title: Re: List of flawed ships
Post by: horizon on December 07, 2010, 01:00:56 PM
#1 since I prefer all Voss Prows to be equal in weapon output.
Title: Re: List of flawed ships
Post by: RCgothic on December 07, 2010, 01:44:17 PM
A combination 1/3 is possible.
Title: Re: List of flawed ships
Post by: Plaxor on December 07, 2010, 01:50:55 PM
Equivalent strength is not the same as physical dimensions. An M14 Battle Rifle is not much longer than an M16 even though it has more stopping power.

The limiting factor on lances is never size, always power usage. The proposed defiant isn't using much power on its torps/lbs, and doesn't have any weapon decks draining power so there doesn't seem to be much reason to prevent it being built this way.
Title: Re: List of flawed ships
Post by: horizon on December 07, 2010, 02:21:00 PM
All this nonsense aside, interesting stuff:

http://www.tacticalwargames.net/taccmd/viewtopic.php?f=39&t=19823&p=381895#p381895

Battle Points:
fleet   bp
Chaos   59
Tau   39
Chaos   33
Imperial Navy   31
Tau   27
Eldar   26
Imperial Navy   23
Orks   18
Chaos   14
Necron   13
Imperial Navy   8
Imperial Navy   6
Eldar   5
Orks   2

Hopefully we'll get some fleet lists.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 07, 2010, 04:51:05 PM
And the Emperor's finest was the one who broke up the SM's supremacy just after the Horus Heresy to prevent such a thing from happening again. IN handles the spaceways. SM handles the planetary assaults. If SM think SM needs more AC support, then its time to ask for help from the IN. If SM are working alone, then usually it means they sneak in. On anything major, they work hand in hand with other SM Chapters or IN.


*sigh* Just read the book instead of lecturing me on what I read in a book you clearly haven't bothered to read yet.  And, by the way, not necessarily.  Look at fleet based chapters such as BT or chapters that don't depend on IN like DA.  

They may have a single IP but they are DIFFERENT GAMES. Can you understand that yet? If SM in BFG were as good as they are on the ground in 40k then their ships would have shown far better profiles than what they have now. GW thinks that way about SM in 40k. By their own fluff though, SM suck in space and so this is shown by the current ship profiles as well as availability of variety.

I've argued that with a GW rep as part of another issue, and, guess what?  They don't care.  (and the fluff has since been changed, I'm told, but haven't seen it yet)



They have resilient AC which survives on a 4+. That's quite enough considering the other AC fleet like Tau and Chaos still have to get through 6+ armor. The balance issue now is that SC's are more easily killed by direct weapons fire than AC because it has only 1 shield. By giving it 2 shields it increases it's survivability very well.

The proposed change would take the average sm fleet (6 sc, 1 BB at 1500) from 15 LB down to 9.  This effectively means that it would only have 2 AC to use beyond CAP needs.  Considering that in the same point range, TAU can generate 40 ac, and the +4 rule only happens once per turn, and that tau also have the +4 rule, so only 1 of those 40 ac are going to be taken out by thawks on CAP, assuming focused fire.  That's 4.5 hits through +6 on an SC.  This doesn't factor in anyone shooting, just AC.



@RC: You already put it to a vote.  Horizon voted for his change, I voted for mine, and we haven't seen any other votes yet.
Title: Re: List of flawed ships
Post by: RCgothic on December 07, 2010, 05:53:42 PM
The options have changed, and I think there's majority opposition to S4 bays or an Enforcer clone.
Title: Re: List of flawed ships
Post by: Plaxor on December 07, 2010, 08:16:52 PM
Basically for the defiant it's coming down to the option that people hate least. So please tell me which of the options you hate, which ones you would be um... orange for, and which one you like best.
Title: Re: List of flawed ships
Post by: RCgothic on December 07, 2010, 08:40:49 PM
Red for increase to 4LBs.
Red for Enforcer clone (S3 Lances or S6 Torps).

Orange for WB2 T2 at 100pts.
Orange for Lances S2 T2 in Prow.

Green for Lances S2 T2 split between Prow/Dorsal.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 07, 2010, 09:52:51 PM
Green for 4 LBs and 1 per 750
Green for Enforcer clone

Orange for no change at all over current HA plan. 

Red for WB2 T2 at 100pts.
Red for Lances S2 T2 in Prow.
Red for Lances S2 T2 split between Prow/Dorsal.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 07, 2010, 10:23:08 PM
*sigh* Just read the book instead of lecturing me on what I read in a book you clearly haven't bothered to read yet.  And, by the way, not necessarily.  Look at fleet based chapters such as BT or chapters that don't depend on IN like DA.  

Oh, I've read a lot of the books all right and even with BT, they should only get more variety. Which is why the Assault SCs were proposed anyway as well as the Thunderhawk Annihilators to help redress the problem. Aside from which, BT (as well as Space Wolves among others) is NOT the norm for SC but the exception. Aside from which, books I don't really use as the main foundation for rules. There's always a bias with books depending on who is the hero. I've said this before, I'll say it again: if the book is about SM, SM are gods. If the book is about Chaos, then Chaos are gods. If the book is about Eldar, then Eldar are gods and so on and so forth. If the book is about Grots, they would be gods.

I've argued that with a GW rep as part of another issue, and, guess what?  They don't care.  (and the fluff has since been changed, I'm told, but haven't seen it yet)

Of course he wouldn't care. With the current mentality of bean counting at GW, they don't even care about BFG as a viable source of income and would pull the plug on it if they could instead of just licensing it to FFG. That's how much they don't care about BFG as well as the other SG games. Well, personally I don't care what they think and I personally would prefer to have a solid game than have to depend on GW.

The proposed change would take the average sm fleet (6 sc, 1 BB at 1500) from 15 LB down to 9.  This effectively means that it would only have 2 AC to use beyond CAP needs.  Considering that in the same point range, TAU can generate 40 ac, and the +4 rule only happens once per turn, and that tau also have the +4 rule, so only 1 of those 40 ac are going to be taken out by thawks on CAP, assuming focused fire.  That's 4.5 hits through +6 on an SC.  This doesn't factor in anyone shooting, just AC.

So Tau can generate 40 AC. So let him focus all those 40 AC on one ship. If they're doing that then your other SCs should be tearing through the Tau lines. What happens if they decide to spread out their AC? The hits go down wouldn't they?

As for the choices, I only have one which I like best already so I don't need to bother with oranges or reds.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 08, 2010, 02:42:14 AM
Oh, I've read a lot of the books all right and even with BT, they should only get more variety. Which is why the Assault SCs were proposed anyway as well as the Thunderhawk Annihilators to help redress the problem. Aside from which, BT (as well as Space Wolves among others) is NOT the norm for SC but the exception. Aside from which, books I don't really use as the main foundation for rules. There's always a bias with books depending on who is the hero. I've said this before, I'll say it again: if the book is about SM, SM are gods. If the book is about Chaos, then Chaos are gods. If the book is about Eldar, then Eldar are gods and so on and so forth. If the book is about Grots, they would be gods.

Actually, it was a IG book that happened onboard an SM SC.  So, sorry, no gods here.  (Except maybe protagonist Cain, since we all know he and Jurgan live [since, chronologically, this happens before most of the other books].  Everyone else is fair game)


So Tau can generate 40 AC. So let him focus all those 40 AC on one ship. If they're doing that then your other SCs should be tearing through the Tau lines. What happens if they decide to spread out their AC? The hits go down wouldn't they?

As for the choices, I only have one which I like best already so I don't need to bother with oranges or reds.

D'Art, I know Tau battleships are crap, but you're suggesting that a headlong AAF charge by five light cruisers and possibly a BB a turn or two behind them will carry the day against six battleships that are ignoring the column shift for ranges greater then 30cm and re-rolling inside of 30.  You'll most likely to have two SCs crippled or dead before you get within bombardment cannon range, and probably two more the turn after that. 
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 08, 2010, 03:40:36 AM
Actually, it was a IG book that happened onboard an SM SC.  So, sorry, no gods here.  (Except maybe protagonist Cain, since we all know he and Jurgan live [since, chronologically, this happens before most of the other books].  Everyone else is fair game)

Still biased in favor of IN/SM.

D'Art, I know Tau battleships are crap, but you're suggesting that a headlong AAF charge by five light cruisers and possibly a BB a turn or two behind them will carry the day against six battleships that are ignoring the column shift for ranges greater then 30cm and re-rolling inside of 30.  You'll most likely to have two SCs crippled or dead before you get within bombardment cannon range, and probably two more the turn after that. 

Really now, you can always AAF at an angle, you know, to present your abeam  profile as well as make use of terrain. With 2 shields and proper use of terrain, SCs can get to the Tau battleships. Not everyone plays the same size table you do.
Title: Re: List of flawed ships
Post by: Sigoroth on December 08, 2010, 03:56:32 AM
Second: Let me try this again, as you seem to have a serious disjoint here, GW does not, I repeat, DOES NOT, see these things a two separate entities, but rather a single IP.  Anything the HA does has to be approved by them. I would prefer that we gave them fixes that might actually get passed.  ATM, GW thinks Space Marines piss petrol and shit hundred pound notes, as they're the posterboys for their main line of minis.  Regardless of balance issues (which this is also one of) this is a revision unlikely to get approved.  

What are you talking about? What the hell does intellectual property have to do with space/ground disparity? The important part here is that it was GW that mandated SMs suck in space. A mandate heartily agreed to by all non-SM fanboys and some of the more sensible of that group too.

Quote
And, frankly, nearly halving an entire fleet's LB strength IS going to cause balance issues.  This WILL make them easy meat for, at the very least, Tau and Chaos, and most likely Eldar and IN.

You have to look at the big picture here. This proposal is not being made in a vacuum (pun intended  ;D). You have to consider the other changes. Currently the SM SC is getting the second shield in addition to their 2 THs making this a very expensive ship. The proposal is a swap of one for the other, leaving price as is. So while it may halve the AC of the SC it makes it cheaper and doesn't touch the BB, so we're talking less than half in total for the fleet.

On top of that there's a suggestion for an assault carrier variant. This one would be more expensive (about as much as the current proposed SC) but replace its broadside WBs with 1 TH each side, for a total of 3 AC. With a limitation of up to half SCs as this variant this allows the SM fleet to come up to current levels of AC. Note, this will cost some broadside firepower to do, but cost less points than the current proposal, since the gunships are cheaper.

So you could maintain your AC, for less, if you really wanted to. However, this proposal gives you the option of trading AC for firepower. So you get ship variety as well as fleet variety. Win win. What's the objection?
Title: Re: List of flawed ships
Post by: horizon on December 08, 2010, 04:18:03 AM
Defiant: with all different stances I think option *delete* is becoming the best option to avoid brick fights haha.
Title: Re: List of flawed ships
Post by: Sigoroth on December 08, 2010, 06:08:35 AM
Defiant: with all different stances I think option *delete* is becoming the best option to avoid brick fights haha.

Indeed. That truly is the best option for this ship. It always seemed silly to me that this modular ship had 3 distinct classes whereas the Dauntless had a "variant". That variant is far more distinguished than these are, and requires a different model. I would personally drop this down to the one class ship (Endeavour) and give it a lance "variant". No Defiant at all.

The fact is that there are just no precedents that this ship won't break. Giving it dorsal weaponry or 4AC or 3 prow lances is all out for one reason or another. Some people feel the same for a-boats bellow BB level. So I can't see a possible use for this ship.

A variant of the Dauntless with torps, AC and an extra turret would make more sense. Being fast gives it a lot of options. It can sit back, avoid escorts, chase escorts, position itself for a salvo of torps down the line, etc. The AC would mean that there's no wasted firepower when doing this and can be used to clear CAP or take out an escort. Extra turret makes up for any shortfall of firepower and allows its AC to be used offensively in either of the above roles. This ship fits a Dauntless variant far better than an Endeavour variant.
Title: Re: List of flawed ships
Post by: Gorin on December 08, 2010, 06:13:50 AM
I know this would probably seem weird, but why not a STR1 dorsal launch bay?  It would add ordnance without it matching the bigger cruisers.  I know it's not normal but fluffwise, the Voss pattern ships were never standard to begin with.
Title: Re: List of flawed ships
Post by: Trasvi on December 08, 2010, 07:00:24 AM
All this nonsense aside, interesting stuff:

http://www.tacticalwargames.net/taccmd/viewtopic.php?f=39&t=19823&p=381895#p381895

Battle Points:
fleet   bp
Chaos   59
Tau   39
Chaos   33
Imperial Navy   31
Tau   27
Eldar   26
Imperial Navy   23
Orks   18
Chaos   14
Necron   13
Imperial Navy   8
Imperial Navy   6
Eldar   5
Orks   2

There are a few more pics and discussion of this day at our club forum HERE:
http://www.westgamer.com/forum/viewtopic.php?f=4&t=12633&start=30

Mine are the blue Tau, last set of photos.
My list was as posted in these forums a while back: Custodian, 2x Protector, 2x Warden, 4x Castellan. I came second (yay!)
The winning chaos fleet was the first chaos fleet shown in the pictures, and I believe consisted of: Repulsive, Hades, Devastation, 3x Idolator, and one more cruiser possibly a Carnage or Slaughter.
I lost my game against the chaos fleet quite convincingly, I made some huge mistakes as well as facing his dastardly good rolling which saw all 3 of my cruisers suffer a Shields Destroyed critical in one round of shooting :/.
Title: Re: List of flawed ships
Post by: Plaxor on December 08, 2010, 07:22:26 AM
I know this would probably seem weird, but why not a STR1 dorsal launch bay?  It would add ordnance without it matching the bigger cruisers.  I know it's not normal but fluffwise, the Voss pattern ships were never standard to begin with.

I like this idea, 3 lb on the ship, but its impossible to make symmetrical, and the model doesn't represent it.

Damn.... Sig and ADDART didn't pick anything, and I don't want to delete the ship as it is an official gw model. I'll crunch what we have and just pick it. It will suck for someone... but it's some light cruiser no one used anyways.

Oh and btw IN fleets had about 5.7? launch bay average according to my analysis of peoples fleets online, orks had 9.2 average. Really not a big deal reducing the launch bays of marines compared to at least these two.

Tau I imagine will have somewhere around 24 at 1500. Most lists at this value have 2x explorers 2x heroes and then escort/demiurg/whatnot filler. Armor 6 with 2 turrets would take 1.39 hits from a wave of 6 bombers, as opposed to 2.78 for armor 5 with two turrets. Marines have twice the resistance to bombers as IN/Chaos. Besides their attack craft count as about 1.5 fighters anyway.
Title: Re: List of flawed ships
Post by: Plaxor on December 08, 2010, 07:34:53 AM
All right, 2 torps won. (sorry if you read this before... forgot one factor) Now we can stop talking about the defiant *sigh of relief*. Back to changes that actually matter; how does everyone feel about the three remaining GC upgrades? Points cost on them? Points cost on the Avenger? Etc.
Title: Re: List of flawed ships
Post by: Plaxor on December 08, 2010, 11:55:31 AM
So we only really have the GCs to finish up for IN/Chaos here’s a recap:

Retaliator: 3LB per side. More people need to vote on this, or give other options for solving the issues of this ship.

Prow Torpedos (6)   we need a cost on this, likely 25 points.

Prow Sensor Array, this isn’t a bad upgrade, isn’t great, but it’s something other than torps or improved engines to give it.

Improved engines (remove improved engines on Retaliator): this is already represented in the GC world so it is justifiable, and it’s something different to give them. Vote on this please.

Exorcist: Increase LBs to 6, increase cost. I need someone to give me a good reason why this ship needs it, other than the model has a shit-ton of launch bays argument. It’s decent for what it currently costs, and I’m still in the IN can has no launch bays camp.
Avenger: we need a points cost on this, and if it should have an upgrade for fp16@45cm (for 210 points)

Iconoclast: Reduce by 5pts. This is justifiable by mathhammer, and it isn’t used like cobras are. Right now it’s all right for 30 points, but it would be good for 25.

Other things not yet discussed:
Blackstone fortresses; why hasn’t anyone brought these up? They are obviously overcosted and have issues. Any suggestions?
Chaos Warmasters needing to be on the most expensive ship. I know people have complained about this in the past, shouldn’t this say the ‘biggest’ class of ship? I.E. a battleship if there is one, then a grand cruiser, then a heavy cruiser etc.

Astartes:
We need people to vote on the options all-ready presented. Also I would like to bring in some things from Nates’ SM document. The Seditio opprimere from that? Yes/no. Strike cruiser variants, including the torp version, and the carrier version? Should they be limited to ½? Changing the prow lb to 3 bombards? Changing the bombard to a lance?

Of course venerable bbs and how they should work. As well as the ‘carrier’ battlebarge variant.

Oh and terminators being costed at 10 points, and working exactly the same as chaos terminators. Also honor guard/captains?
Title: Re: List of flawed ships
Post by: Sigoroth on December 08, 2010, 01:37:36 PM
Retaliator: 3LB per side. More people need to vote on this, or give other options for solving the issues of this ship.

Yarp, 3 LB per side.

Quote
Prow Torpedos (6)   we need a cost on this, likely 25 points.

My previous costs were all spur of the moment, off the top of the head type thing. So let's mathhammer it. Well, assuming that the Dom, Lunar and Gothic all have equivalent broadside firepower and assuming all 3 ships are balanced (all fair assumptions) then a NC costs 6 torps + 10 pts. Assuming that the NC of the Apocalypse is worth the same points as the 9 torps of the Ret (reasonable) then that means that the NC = 9 torps. So 9 torps = 6 torps + 10 pts. Therefore 3 torps = 10 pts, so 6 torps = 20 pts. This is what I had yes? Well we can push that by another 5 pts because we'll be deliberately overcosting the options. They are, after all, options.

Quote
Improved engines (remove improved engines on Retaliator): this is already represented in the GC world so it is justifiable, and it’s something different to give them. Vote on this please.

Well, the options I was thinking of were merely to fill the 'bald' spots on the ship. However, I suppose they could be extended slightly.

Quote
Exorcist: Increase LBs to 6, increase cost. I need someone to give me a good reason why this ship needs it, other than the model has a shit-ton of launch bays argument. It’s decent for what it currently costs, and I’m still in the IN can has no launch bays camp.

Well a pet peeve of mine has been that a lot of the CGs are woefully undergunned. This and the Ret are prime examples. The Styx is an example of an already compromised bay strength. Simple linear progression dictates it should have 4 each side. We are willing to accept less though, since linear progressions aren't always the case. So the Styx is at 75% capacity, nominally because of cramped space, being so small.

However, the CGs aren't cramped. They have a lot of space. An argument could be made for full BB level capacity, meaning 4 each side. Since they're somewhat defunct however, we could make a compromise much like the Styx. Why though would we compromise to 50% capacity for these? Particularly as we're looking at 75% capacity on the Retaliator.

So no good reason other than the model, but to me that is a good reason.

Quote
Avenger: we need a points cost on this, and if it should have an upgrade for fp16@45cm (for 210 points)

This fit makes it a really crap Vengeance. 20 WB at 30cm. Drop cost.

Quote
Other things not yet discussed:
Blackstone fortresses; why hasn’t anyone brought these up? They are obviously overcosted and have issues. Any suggestions?

Possibly little discussion because they're so seldom used. People probably don't even own them. Even if you get past the horrendous price tag as a deterrent, have you tried to legally include them in you fleet? They're a defence. Which means that you have to have a lot of points allocated to defences to take one, or at least be playing a scenario that allows you to spend a portion of your fleet points on it. On top of this it is least useful against  the race it was designed to beat.

Quote
Chaos Warmasters needing to be on the most expensive ship. I know people have complained about this in the past, shouldn’t this say the ‘biggest’ class of ship? I.E. a battleship if there is one, then a grand cruiser, then a heavy cruiser etc.

Chaos Warmasters need a 50 pt option. This is a quick fix, a better one being a revisit of all fleet commanders and characters, but short of that, a cheaper option should be on the cards. Also, the 100 pt option should be a flat Ld 9. It's silly being an 8 on a roll of a 1 and 9 on a roll of 2+.

Quote
Astartes:
We need people to vote on the options all-ready presented. Also I would like to bring in some things from Nates’ SM document. The Seditio opprimere from that? Yes/no. Strike cruiser variants, including the torp version, and the carrier version? Should they be limited to ½? Changing the prow lb to 3 bombards? Changing the bombard to a lance?

Of course venerable bbs and how they should work. As well as the ‘carrier’ battlebarge variant.

Oh and terminators being costed at 10 points, and working exactly the same as chaos terminators. Also honor guard/captains?

Well, I think the basic SC should have its prow THs dropped to 1 and its shields bumped to 2 at no price change. So variants should then be based on a Str 1 bay sacrifice, rather than a str 2 bay. So a 3 torp option and a 3BC@30cmF option are ok. Another option replacing broadside WBs with 1 TH each side for +15 pts would be good, to allow those so inclined to bring their AC back up to current levels. This option should be limited to 1 per other SC variant. No lance option should be allowed.

As for the SO, it's a good ship, though I'd say a touch expensive. However, I don't understand why its prow launch bays are reduced. How does swapping the broadside weaponry reduce the prow bays?

Anyway, the reason I suspect it's overpriced is because I'm not sold on a typical BB at 425 pts. I expect that with 4 shields/turrets it'd be worth its weight, maybe even a touch more. I suspect that this variant is paying full price for them (+25 pts), which is a little expensive given initial balance. Then it pays a bit more (10 pts), loses a TH and loses range for the BC swap. This is likely worth it, assuming that WB and BC from the one ship/squadron interfere with each other. If this ship were given back it's TH it'd be fine as far as I'm concerned at its cost. Normal BBs should get the 4th shield and turret for a nominal price increase (10-15 pts).
Title: Re: List of flawed ships
Post by: RCgothic on December 08, 2010, 02:17:20 PM
So we only really have the GCs to finish up for IN/Chaos here’s a recap:

Retaliator: 3LB per side. More people need to vote on this, or give other options for solving the issues of this ship.

Still in favour.

Prow Torpedos (6)   we need a cost on this, likely 25 points.

Sounds Good.

Prow Sensor Array, this isn’t a bad upgrade, isn’t great, but it’s something other than torps or improved engines to give it.

Sounds Good. +20pts

Improved engines (remove improved engines on Retaliator): this is already represented in the GC world so it is justifiable, and it’s something different to give them. Vote on this please.

Sounds Good. +20pts

Exorcist: Increase LBs to 6, increase cost. I need someone to give me a good reason why this ship needs it, other than the model has a shit-ton of launch bays argument. It’s decent for what it currently costs, and I’m still in the IN can has no launch bays camp.

Because it has a shit-ton of LBs, and we're setting precedent for 4HPs on a GC to do 6AC with the Retaliator. It's also undergunned by GC standards. If we're not going to give it 6AC, then rip two of the HPs out and give it S2 Lance decks instead at 45cm for 250pts.

Avenger: we need a points cost on this, and if it should have an upgrade for fp16@45cm (for 210 points)

No FP Upgrade. 210pts minimum - has to equal or more than a Dictator.

Iconoclast: Reduce by 5pts. This is justifiable by mathhammer, and it isn’t used like cobras are. Right now it’s all right for 30 points, but it would be good for 25.

Stll in favour.

Other things not yet discussed:
Blackstone fortresses; why hasn’t anyone brought these up? They are obviously overcosted and have issues. Any suggestions?

The BSF Looks sensibly costed, apart from the fact its shields can never regenerate. Proposed Rule:

All ships counting as Defences remove D3 Blastmakers from base contact at the end of their Ordnance Phase. All Defences with 12 or more hitpoints remove D6 Blast markers.

Chaos Warmasters needing to be on the most expensive ship. I know people have complained about this in the past, shouldn’t this say the ‘biggest’ class of ship? I.E. a battleship if there is one, then a grand cruiser, then a heavy cruiser etc.

Isn't Most Expensive usually the same thing? I don't see a reason for a change.

Astartes:
We need people to vote on the options all-ready presented. Also I would like to bring in some things from Nates’ SM document. The Seditio opprimere from that? Yes/no. Strike cruiser variants, including the torp version, and the carrier version? Should they be limited to ½? Changing the prow lb to 3 bombards? Changing the bombard to a lance?

Of course venerable bbs and how they should work. As well as the ‘carrier’ battlebarge variant.

Oh and terminators being costed at 10 points, and working exactly the same as chaos terminators. Also honor guard/captains?

I haven't really kept up with the changes in the SM draft.

Title: Re: List of flawed ships
Post by: RCgothic on December 08, 2010, 04:12:50 PM
Quick analysis of the Defiant New(Old)vs Endeavour/Endurance:

Defiant +10pts

Front Only: 3WBe(0) D vs 3 WBe E
Side Only: 0 WBe(0) D vs 6 WBe E
All round: 10WBe(10) D vs 2 WBe E

Front Focus: 13WBe(10) D vs 5 WBe E
Side Focus: 10WBe(10) D vs 8 WBe E
Side and Front: 13WBe(10) D vs 11WBe E
Both Sides: 10WBe(10) D vs 14WBe E
Every Arc: 13WBe(10) D vs 17WBe E

So the Defiant has less total firepower, but much greater ability to focus it, particularly to Prow. The Defiant has always been able to defeat its sisters in any one arc, but since its torp upgrade it is now also able to defeat them with an enemy in front and to the side, making it far more useful in the line of battle where this will be commonplace, whilst its new torps make it far more suited to partnering another larger vessel than previously.

The Endeavour/Endurance still triumph with an enemy in both broadsides or when completely surrounded, and at 10pts less they remain viable also.

Overall a vast improvement, and just a shame I didn't get the Dorsal mount I wanted! I guess there's nothing to stop me modelling it with the Dorsal Lance and playing counts as anyway.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 08, 2010, 05:49:24 PM
Actually, it was a IG book that happened onboard an SM SC.  So, sorry, no gods here.  (Except maybe protagonist Cain, since we all know he and Jurgan live [since, chronologically, this happens before most of the other books].  Everyone else is fair game)

Still biased in favor of IN/SM.

D'Art, I know Tau battleships are crap, but you're suggesting that a headlong AAF charge by five light cruisers and possibly a BB a turn or two behind them will carry the day against six battleships that are ignoring the column shift for ranges greater then 30cm and re-rolling inside of 30.  You'll most likely to have two SCs crippled or dead before you get within bombardment cannon range, and probably two more the turn after that.  

Really now, you can always AAF at an angle, you know, to present your abeam  profile as well as make use of terrain. With 2 shields and proper use of terrain, SCs can get to the Tau battleships. Not everyone plays the same size table you do.

I'm not talking a giant table, i'm talking 6'x4' here.  On my table there would have been 50-75% casualties before they even came in range of the guns.  

This assumes a Tau first turn.  Tau launch, and then RO, angle ac toward the nearest SC.

SM turn.  They angle away to try and present their abeam profile.  However, you lose speed toward the fleet, meaning that you're probably outside your own effective range (30cm) you're probably also outside your ability to fire on the incomming AC (was you would have had to close within the Explorer's 45cm range to fire on them. ) Tau player moves AC to be at 60 cm abeam of you between the fleets.

Tau player's turn, fleet moves away from SC, and turns, bringing them slightly abeam of you.  You're now slightly closer, but tactically more or less in the same position before, just a few turns later.  The AC on it's own has good odds of killing a sc outright, or crippling the battlebarge.  Either one is perfectly viable, and there's not a lot that can be done in response.  If you get in 6 hits on the battlebarge, you're almost certain to get a crit on top everything else.

All you end up with is a dance around the table.  and, unless it's something that stops AC, terrain isn't going to help much.  



My resistance is that it's a change to the base profile, rather then as a purchasable option.  I have no problem with this as an optional upgrade, but resist any changes to the base SC profile.
Title: Re: List of flawed ships
Post by: horizon on December 08, 2010, 06:58:58 PM
Why would the Marines want to turn to present an abeam side? Tau haven't got very long ranged gunnery. And Marines have 6+ armour. Plus Marines have more issues with enemy assault boats then bombers.

I am not saying a pure Tau carrier fleet is weak (cause it is one of the strongest things around against any opponent).


I'll support the suggestions by Sigoroth regarding the Strike Cruiser.
On dakkadakka people are telling the Monastry too strong, I said I gave rats about the thing being too strong. That things is so rare and expensive.
They also claimed the new Seditio to be to strong! I think the new SO is fine. Very fine.
The Barge, a turret upgrade I support without point change. I am on a limb to have the 4th shield for free or small increase.

Title: Re: List of flawed ships
Post by: commander on December 08, 2010, 07:04:30 PM
So we only really have the GCs to finish up for IN/Chaos here’s a recap:

Retaliator: 3LB per side. More people need to vote on this, or give other options for solving the issues of this ship.

==> All vengeance class carriers, IN and Chaos, up to S6 LB. Any reasons the IN would not have it, can be used against chaos as well. So no crap, all up to S6 LB.

Prow Torpedos (6)   we need a cost on this, likely 25 points.

==> OK

Prow Sensor Array, this isn’t a bad upgrade, isn’t great, but it’s something other than torps or improved engines to give it.

==> OK

Improved engines (remove improved engines on Retaliator): this is already represented in the GC world so it is justifiable, and it’s something different to give them. Vote on this please.

==> 20 cm speed for a GC, I can live with it.

Exorcist: Increase LBs to 6, increase cost. I need someone to give me a good reason why this ship needs it, other than the model has a shit-ton of launch bays argument. It’s decent for what it currently costs, and I’m still in the IN can has no launch bays camp.

==> See Retaliator

Avenger: we need a points cost on this, and if it should have an upgrade for fp16@45cm (for 210 points)

==> NO, NOT FP16 R45, that's crap. FP20 R30 I can live with. Cost REDUCTION. It's way overcosted.

Iconoclast: Reduce by 5pts. This is justifiable by mathhammer, and it isn’t used like cobras are. Right now it’s all right for 30 points, but it would be good for 25.

==> OK

Other things not yet discussed:
Blackstone fortresses; why hasn’t anyone brought these up? They are obviously overcosted and have issues. Any suggestions?

Chaos Warmasters needing to be on the most expensive ship. I know people have complained about this in the past, shouldn’t this say the ‘biggest’ class of ship? I.E. a battleship if there is one, then a grand cruiser, then a heavy cruiser etc.

==> Biggest is fine

Astartes:
We need people to vote on the options all-ready presented. Also I would like to bring in some things from Nates’ SM document. The Seditio opprimere from that? Yes/no. Strike cruiser variants, including the torp version, and the carrier version? Should they be limited to ½? Changing the prow lb to 3 bombards? Changing the bombard to a lance?

Of course venerable bbs and how they should work. As well as the ‘carrier’ battlebarge variant.

Oh and terminators being costed at 10 points, and working exactly the same as chaos terminators. Also honor guard/captains?
Title: Re: List of flawed ships
Post by: Plaxor on December 08, 2010, 09:43:09 PM
So I don't think people know what improved engines does. It adds d6 to the all ahead full of a ship. Not +5 cm to its speed.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 08, 2010, 10:17:58 PM
I'm not talking a giant table, i'm talking 6'x4' here.  On my table there would have been 50-75% casualties before they even came in range of the guns.  

Then you're playing it wrong because I can have the SCs be in your Tau fleet by turn 2 by doing 1 AAF (my first turn) or 2 AAFs (at the risk of not doing an RO check). 50-75% casualties before they come in range of the guns?

This assumes a Tau first turn.  Tau launch, and then RO, angle ac toward the nearest SC.

SM turn.  They angle away to try and present their abeam profile.  However, you lose speed toward the fleet, meaning that you're probably outside your own effective range (30cm) you're probably also outside your ability to fire on the incomming AC (was you would have had to close within the Explorer's 45cm range to fire on them. ) Tau player moves AC to be at 60 cm abeam of you between the fleets.

I'm not going to angle away. I'm going to angle towards you on AAF.  

Tau player's turn, fleet moves away from SC, and turns, bringing them slightly abeam of you.  You're now slightly closer, but tactically more or less in the same position before, just a few turns later.  The AC on it's own has good odds of killing a sc outright, or crippling the battlebarge.  Either one is perfectly viable, and there's not a lot that can be done in response.  If you get in 6 hits on the battlebarge, you're almost certain to get a crit on top everything else.

All you end up with is a dance around the table.  and, unless it's something that stops AC, terrain isn't going to help much.  

Clearly you have not played against a decent, aggressive SM player. 6 hits on the Battle Barge? You're wishing really hard aren't you?
Title: Re: List of flawed ships
Post by: Plaxor on December 08, 2010, 11:23:41 PM
So the 'it has shit-tons of lbs' argument won. Amusing. However we need votes on all the astartes stuff, as well as the avengers cost (smotherman says 170, and like I said it will be overcosted).

Votes on chaos warmasters as well.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 08, 2010, 11:54:08 PM
Then you're playing it wrong because I can have the SCs be in your Tau fleet by turn 2 by doing 1 AAF (my first turn) or 2 AAFs (at the risk of not doing an RO check). 50-75% casualties before they come in range of the guns?

Then you're leaving your battle barge and/or at least one SC behind because at least one ship is going to have to BFI or get hammered.

I was commenting on the difference between my table and a 6'x4' table.  On a 6'x4' a SM player is likely to lose a SC at least closing with Tau.   On my table, it tends toward a 50-75% loss before they can close.


I'm not going to angle away. I'm going to angle towards you on AAF.  

A post earlier you were angling away to go abeam on AAF.  Which one is it?

Clearly you have not played against a decent, aggressive SM player. 6 hits on the Battle Barge? You're wishing really hard aren't you?

Not really.  The average is 4-5 through +6.  Six wouldn't be that far out of the realm of possibility.  Most 'aggressive' SM players don't bother to BFI with +6 armor if they're trying to close. 

It's not the weakness vs boarding, it's the sheer number of bombers that are plastering a individual target.
Title: Re: List of flawed ships
Post by: commander on December 09, 2010, 12:07:49 AM
So I don't think people know what improved engines does. It adds d6 to the all ahead full of a ship. Not +5 cm to its speed.

I know, but I don't see it happen on a GC whose engine technology is stretched/strained to the max. So I see normal speeds. But that's only me.  ;)
Title: Re: List of flawed ships
Post by: Plaxor on December 09, 2010, 12:23:19 AM
It's already an option on the Retaliator, that's really the justification. This would make it an option for all the GCs
Title: Re: List of flawed ships
Post by: Plaxor on December 09, 2010, 01:31:30 AM
It's not the weakness vs boarding, it's the sheer number of bombers that are plastering a individual target.

Swarms of tau bombers murder everything. Space marines have more resistance to it than your average fleet due to their armor and standard turrets.

Try playing orks against tau sometime  ;)

You can't base a fleets function/design on how it interacts with one other fleet. Things have to be taken from a universal standpoint.

Like the orks, unless you rewrote their stats and basic design completely, they will always have a weakness to high-ordinance fleets, as well as high armor ones.

Also the eldar, who are weak against chaos. Tyranids weak against Eldar etc. The goal is to make it as close as possible without making one race particularly overpowered against another.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 09, 2010, 02:41:14 AM
Then you're leaving your battle barge and/or at least one SC behind because at least one ship is going to have to BFI or get hammered.

Then let it be hammered. And frankly, I am not worried about the Battle Barge which is also probably going on AAF. I'd shove it down the Tau's throats and let loose with all its weapons.

I was commenting on the difference between my table and a 6'x4' table.  On a 6'x4' a SM player is likely to lose a SC at least closing with Tau.   On my table, it tends toward a 50-75% loss before they can close.

But we're not talking about your table anymore as you already mentioned you were talking about 6' x 4' table. Stick to one table size please.


A post earlier you were angling away to go abeam on AAF.  Which one is it?

There's a way for you to angle towards your opponent and present an abeam profile. It will all depend on initial setup but since we are talking about a situation where you went first, the setup can be done accordingly. Risky with 1 shield but doable. With 2 shields this tactic will increase in effectiveness.

Not really.  The average is 4-5 through +6.  Six wouldn't be that far out of the realm of possibility.  Most 'aggressive' SM players don't bother to BFI with +6 armor if they're trying to close.  

It's not the weakness vs boarding, it's the sheer number of bombers that are plastering a individual target.

So plaster away. If you're going after the BB go ahead. Again, you have no idea how hard it is to take down a Battle Barge. You clearly have not played against one. And while you're focusing on the BB, the SCs will now head into your rear and pummel you.
Title: Re: List of flawed ships
Post by: Plaxor on December 09, 2010, 03:38:59 AM
So you say that one ship getting hammered by a whole fleet of tau ordinance is a big deal? Lets mathhammer it:

If two fleets start on opposite sides of the board, nearly in line with each other and the sm player all ahead fulls towards his enemy until he is in weapons range then he will have to endure getting pummeled for about two turns before he can do anything.

Lets assume that the tau player is a douche and maxes explorers at 1500. Taking six of them. 6x8 is 48 bombers. Each wave of eight.

Now during the two ordinance phases 12 waves of 8 bombers (presumably) will come into contact with your ships.

2 turrets on a strike cruiser have:
1/4 chance of killing 0 bombers
1/2 chance of killing 1
1/4 chance of killing 2

Each bomber will have according to the number rolled on the dice attacks:
1  2  3  4  5  6
0  0  1  2  3  4

Or an average of 5/3 attacks for those that survive. So in the scenario that 0 die, this will be 13.333 attacks, if one dies this will be 11.667 attacks, if two die this will be 10 attacks. So averaging out these scenarios it will be 11.667 attacks, causing 1.94 hits each time. So 12 bomber runs will kill 4 strike cruisers.

The firepower on the explorers is negligible and is unlikely to do anything to a 2 shielded SC, save for when they are close. Also this doesn't account for the fact that your LBs will stop 9 bombers, and preventing the death of 1 strike cruiser. Also likely you will brace with any seeing more than 1 or two bomber runs. Additionally... shoot the ridiculously huge waves of bombers on your way in.

After this your fleet will have 3 strike cruisers and a battlebarge left. This is enough to murder 6 explorers. I mean... murder. I mean the Battlebarge with 4 turrets is damn near invulnerable to the same bombers, and it could probably murder all the explorers on its own. With boarding actions and etc. The Tau fleet in this scenario has no firepower whatsoever, and really...

the same 48 bombers will do:
.5 hits per wave, so 6 hits in the two turns. Crippling the bb, but saving your SCs for murder. The murder is in fact quite immense.

Also a strike cruiser wins in boarding against tau. In this scenario the explorers would always be on special orders (RO) and have a boarding value of eight. Sure they would outnumber you +1, but you get the special orders against them +1 as well as being a marine +2. So you get +2 on them, sure not great, but throw in a BM and you've got a solid +3, meaning that you will win 1/2 the time, 1/6 you will tie, and fight next turn (stopping the ordinance death from that ship) and 1/3 you will lose and take a point.

Presumably you wouldn't take such risk, unlike me, an ork player where the strategy is well... more suicidal than strategy. Hell I'd board those vessels even if I had a even dice off.

Why are you arguing about the tau being so nasty to marines?
Title: Re: List of flawed ships
Post by: horizon on December 09, 2010, 04:00:44 AM
Hi Plaxor,

in the AdMech list the option Advanced Engines exists, this gives +5cm speed and 5df AAF. Perhaps that is the reason of confusion.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 05:06:39 AM
Um, except, last I checked, a BB has 3 turrets, not 4, Plax.  A VBB has 4 turrets.

So, your math on how many hits the BB will take is off, assuming that my stats are as I remember them.

Most of the tau carrier fleets I've met tend to move in a sort of criss-crossing blob while squadroned, due to thier weaker rear armor and the rules for targeting different facings in a squadron. 

Also: individually, they suck for broadsides, but six of them focus firing on a single target can be a pain. (36 -2 34/6) gives 5.66 hits, assuming you haven't killed the Messanger you can buy with the spare points. 
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 09, 2010, 05:10:05 AM
The 4th turret is a proposal for changes to the BB as well as adding another shield. So what will happen is the BB gets 4 turrets and 4 shields. SC will get 2 turrets and 2 shields. All of these changes are to make the SM ships more survivable.

Even with 3 turrets and 3 shields for the BB however, the numbers will mostly hold.
Title: Re: List of flawed ships
Post by: Plaxor on December 09, 2010, 05:10:25 AM
It now has 4 muahahaha! (This is one of those times I feel like Dr. frankenstein or some evil dictator)

No, what I'm saying is that we've changed the turrets on the BB so we're trying to look at things from that perspective.

Edit: The shield/turret proposal for BBs passed with flying colors. It was almost obnoxious. I also chose to incorporate the SC mod into this, as it is very well agreed by the community (and the vote was 5 for, 1 against).
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 05:29:49 AM
It now has 4 muahahaha! (This is one of those times I feel like Dr. frankenstein or some evil dictator)

No, what I'm saying is that we've changed the turrets on the BB so we're trying to look at things from that perspective.

Edit: The shield/turret proposal for BBs passed with flying colors. It was almost obnoxious. I also chose to incorporate the SC mod into this, as it is very well agreed by the community (and the vote was 5 for, 1 against).

When the heck did that happen?  It's not in the FAQ I have.

If it's new, it's 2 against.  Buffing the BB hat far would make it nearly unkillable.  And I think the community long ago had enough of Super Space Marine Battleship SEDITIO OPPRIMERE

"They're not supermen in BFG!  We'll make thier ships invincible!' these two thoughts do not ad up.
Title: Re: List of flawed ships
Post by: Plaxor on December 09, 2010, 05:37:53 AM
Earlier today. Look at the first post.

Both the shields and turrets were voted by 5 (RCgothic, Sigoroth, Plaxor, Admiral D Artagnan and Horizon). Sigoroth feels that it needs a points increase however.

The SC mod was voted for by the same people. You were the only one in resistance. The argument against the change was that marines would never want to reload. (of which they do mostly out of boredom, compared to Ork players who are like 'Please Gork, let me reload this turn!' then when they fail they realize they should've prayed to Mork instead. Which one is the god of launch bays again? :))

The sc mod is counterbalanced by the fact that you can take a carrier variant.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 05:40:39 AM

The sc mod is counterbalanced by the fact that you can take a carrier variant.

Not really.

As far as the BB goes:

Point me to the ship that can kill it now, please?  Or even the group of ships?  If you say, 'Well, you have to focus fire with your whole fleet.' Then it had better be one per 2k points.

BTW: Plax, maybe I missed it, but I didn't notice dart vote for it.  And all RC wrote was that he hadn't kept up on the changes.  And I also noticed a couple where you put my name for things that I didn't have any opinions on. 
Title: Re: List of flawed ships
Post by: Plaxor on December 09, 2010, 05:49:16 AM
Sorry, if I get things wrong let me know. It's hard plowing through all this, and sometimes the way people word things are sometimes ambiguous. I'll move the two Astartes upgrades back up.

And yes, the BB will never ever ever die. Such is the stature of space marines anywhere.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 05:55:47 AM
Sorry, if I get things wrong let me know. It's hard plowing through all this, and sometimes the way people word things are sometimes ambiguous. I'll move the two Astartes upgrades back up.

And yes, the BB will never ever ever die. Such is the stature of space marines anywhere.

While that may be what GW is pushing for fluff these days, I'd like to have a screaming chance in hell of killing it.  

As Horizon (dismissively) stated, the other forums have been discussing some of this stuff, and there are concerns that some of these new behemoths may be a bit too powerful.  And, Horizon, the assertion that no one would ever take it because it costs a thousand points leaves out the possibility that some idiot would anyway.  At which point it becomes an I Win button.

And I vote yes for the GC upgrades.  Just realized I hadn't voted for those.
Title: Re: List of flawed ships
Post by: Plaxor on December 09, 2010, 05:58:57 AM
Yep. Honestly +1 shield on the BB I'm kinda against, but I've seen the reasoning for it.... and it makes sense. The fortress monastery, I don't think its an 'I win' button, but it is rather absurd.

Besides it's a defense.... so it's kind of only a scenario 'ship' anyway, just like sigoroth said about the blackstones.

Wait... it has 6+ armor. WTF? Who thought this was a good idea?
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 06:09:58 AM
Yep. Honestly +1 shield on the BB I'm kinda against, but I've seen the reasoning for it.... and it makes sense. The fortress monastery, I don't think its an 'I win' button, but it is rather absurd.

Besides it's a defense.... so it's kind of only a scenario 'ship' anyway, just like sigoroth said about the blackstones.


I propose the turrets as a purchasable upgrade (+15pts?), but vote no for the +1 shields.  

And, yeah, think about it.  So far the only actual defense has been Horizon's 'It will never actually be deployed' defense.  Since it, you know, has 12 lbs, and wb str 26 to 60cm... and and 360 degree str 9 torps (and, as a space marine thing, can use boarding torps).
Title: Re: List of flawed ships
Post by: Plaxor on December 09, 2010, 06:17:45 AM
I would be fine with the fortress monastery if it had 5+ armor. I mean it is based on the ramilies star fort.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 06:21:57 AM
I would be fine with the fortress monastery if it had 5+ armor. I mean it is based on the ramilies star fort.

It's a little much though.  I mean, it is a thousand points, but as stands, the only thing with a reasonable chance of damaging it would be a squadron of Apocalypses or Desolators.  Anything else with lances is going to get it's teeth kicked in.

Worse, all those things have requirements to take them (that also cost points).  This doesn't.
Title: Re: List of flawed ships
Post by: Plaxor on December 09, 2010, 06:36:17 AM
Or a nova cannon In fleet of dominators. 5 of those traveling at minimal speeds at proppa angles could kill it from extreme distances. One chunk at a time.

Also the planet killer and... well a blackstone fortress coincidentally.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 06:40:09 AM
Or a nova cannon In fleet of dominators. 5 of those traveling at minimal speeds at proppa angles could kill it from extreme distances. One chunk at a time.

Also the planet killer and... well a blackstone fortress coincidentally.

The NC might do it, unless it rotates at the start of the game.  Then each NC hit would only be against the quadrant that it hit... if it keeps rotating to present different quadrants, it could take a very long time to kill it, since each quad has 12 hp.
Title: Re: List of flawed ships
Post by: Plaxor on December 09, 2010, 06:53:23 AM
Yeah, this was obviously fanboy work. Wanting their sm fortresses to be nigh-indestructable. Hell the thing can't even be boarded.

Everyone knows that Fortress-monasteries have a weak spot. Look at the Crimson fists, the orks found it.

Then again I do enjoy the crimson fist fluff the most out of any chapter (and by most I mean at all) as they get murdered, and are quite desperate. Stories are always more interesting when the characters know fear (pun intended).

Come on, look at some of the absurd stuff GW has put out lately;

30 space wolves jumping from an exploding strike cruiser to a chaos ship, taking it over and killing the other ships? I mean... there are so many logical issues with that it is just... wrong. How the hell does a space marine jump several thousand miles in a reasonable amount of time, trying to hit something that is so far away at best it looks like the head of a needle, calculate where it will be. Not only that but the immense radiation and heat released from the blast would kill them, I don't care how resistant to death they are. Radiation kills everything forever.

Then there's the fact that in order to get to the chaos ship in time they would need to travel at several thousand miles per hour, meaning when they hit the ship they would have a fly on the windshield scenario. Again I don't care how resistant to thousand mile-per hour impacts you are.

Oh and then they smash through the hull with powerfists, well this I can accept, but the fact that when the ship depressurizes it will launch them into space! Then they kill the entire crew of a chaos cruiser, sure, then fire its weapons on the rest of the chaos battlegroup destroying them. How the hell do they load and aim the weapons? It takes several thousand crew to just operate the basic functions of a cruiser, so they would be stuck in an empty ship waiting to die.

Also why were the chaos generals dumb enough to wait around while their ship gets cleaned out by these 30 space marines? Presumably this would take hours, assuming there are 90,000 crew aboard, and each of the 30 space marines can kill 1 every 2 seconds it would take them an hour and a half. Long enough for the captain to notify the fleet.

I am just amazed about some things GW puts out.

And there
Title: Re: List of flawed ships
Post by: horizon on December 09, 2010, 07:03:50 AM
I don't know for sure but I recall that their has been a rule that a blastmarker counts as allround on the Ramilies. Thus a shield drop on all quadrants at once. And something else.


I still don't find the thing overpowered.
Title: Re: List of flawed ships
Post by: horizon on December 09, 2010, 07:18:01 AM
To add: all space stations and alike (apart of the monastry) are MASSIVELY underpowered.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 07:22:03 AM
Yeah, this was obviously fanboy work. Wanting their sm fortresses to be nigh-indestructable. Hell the thing can't even be boarded.

Everyone knows that Fortress-monasteries have a weak spot. Look at the Crimson fists, the orks found it.

Then again I do enjoy the crimson fist fluff the most out of any chapter (and by most I mean at all) as they get murdered, and are quite desperate. Stories are always more interesting when the characters know fear (pun intended).

Come on, look at some of the absurd stuff GW has put out lately;

30 space wolves jumping from an exploding strike cruiser to a chaos ship, taking it over and killing the other ships? I mean... there are so many logical issues with that it is just... wrong. How the hell does a space marine jump several thousand miles in a reasonable amount of time, trying to hit something that is so far away at best it looks like the head of a needle, calculate where it will be. Not only that but the immense radiation and heat released from the blast would kill them, I don't care how resistant to death they are. Radiation kills everything forever.

Then there's the fact that in order to get to the chaos ship in time they would need to travel at several thousand miles per hour, meaning when they hit the ship they would have a fly on the windshield scenario. Again I don't care how resistant to thousand mile-per hour impacts you are.

Oh and then they smash through the hull with powerfists, well this I can accept, but the fact that when the ship depressurizes it will launch them into space! Then they kill the entire crew of a chaos cruiser, sure, then fire its weapons on the rest of the chaos battlegroup destroying them. How the hell do they load and aim the weapons? It takes several thousand crew to just operate the basic functions of a cruiser, so they would be stuck in an empty ship waiting to die.

Also why were the chaos generals dumb enough to wait around while their ship gets cleaned out by these 30 space marines? Presumably this would take hours, assuming there are 90,000 crew aboard, and each of the 30 space marines can kill 1 every 2 seconds it would take them an hour and a half. Long enough for the captain to notify the fleet.

I am just amazed about some things GW puts out.

And there

And don't forget how 'extra' awesome they are if they're Ultramarines!  (Who, for reasons beyond me, never think to rig the tunnel they're gaurding to collapse, despite that they're a single company fighting an entire legion in Gerro: Oath of Moment.)


I liked Emperor's Finest, as the only character that gets a name that get's killed is a space marine terminator, and you see a few others get killed too.  

By genestealers...

...on a space hulk....  

This sounds familiar, somehow...


http://www.newgrounds.com/portal/view/527363




Title: Re: List of flawed ships
Post by: Plaxor on December 09, 2010, 07:23:20 AM
To add: all space stations and alike (apart of the monastry) are MASSIVELY underpowered.

So give us solutions!
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 07:32:27 AM
To add: all space stations and alike (apart of the monastry) are MASSIVELY underpowered.

So give us solutions!

I think that solution he has in mind would be rather obvious, and also, absolutely break any possibility of balance in PA missions.
Title: Re: List of flawed ships
Post by: horizon on December 09, 2010, 07:40:29 AM
Hey,
Warp Rift 31 or 32 I'll have an article on space stations.

What is PA mission?

And how do you know what I would do?
Title: Re: List of flawed ships
Post by: Plaxor on December 09, 2010, 07:46:42 AM
Right. Horizon, I'll leave you to the planetary defenses modifications.

Oh and Planetary assault, but really exterminatus, surprise attack and any other mission involving planetary defenses would be effected.
Title: Re: List of flawed ships
Post by: horizon on December 09, 2010, 07:48:39 AM
Yes, to a level that the defender will have a chance with space stations because now minefields and platforms are way better then a space station.
Title: Re: List of flawed ships
Post by: RCgothic on December 09, 2010, 07:51:25 AM

Chaos:
Iconoclast: Reduce by 5pts [RCgothic, Plaxor, BaronIveagh, Sigoroth, Commander horizon]

Still in Support

Warmasters: 50 point ld8 option [Sigoroth], Make normal Ld9 [Sigoroth], largest class instead of most expensive [Plaxor, Commander, RCgothic (why?)]

I can get behind the first two options.


GCs:
Prow Sensor Array  [Sigoroth, Plaxor, RCgothic (20), Commander, BaronIveagh Horizon]


IN:
Avenger: 190 [Plaxor, Commander], 210 [RCgothic]

Astartes:
Strike Cruiser: Add +1 bombardment cannon [RCgothic]

Delete this option, others have more developed ideas that this.

Add torp version at str. 3 [Sigoroth, Horizon, Plaxor]

Sounds good.

add carrier version for 15 points [Sigoroth (limited to 1/2 strike cruisers), Horizon, Plaxor]

Sounds good.

Add option to swap lbs with str 3 F bombard [Sigoroth, Plaxor, Horizon]

Sounds good.

Battle Barge: Cost increase for +1 turret/shield?

Possibly. Would need to playtest.

SO: Make resemble BB with 3 lb [Plaxor, Sigoroth]

I have no idea what this ship is or what its stats currently are.

Battlebarge: +1 turret/shield  [Plaxor, Sigoroth, Horizon, BaronIveagh (only turret at +15 points)]
Sounds good.

Strike Cruiser: Sheilds at 2, launch bay at 1 [Plaxor, Sigoroth, Horizon]
Sounds good.

Defenses:
Space station: needs to resemble model, remove the 4 launch bays and reduce in cost to 100 [Plaxor]
They only need their shields fixed. Make all defences remove D3 BMs from their own base in their End Phase, with Defences12+ removing D6.

Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 07:57:14 AM
Yes, to a level that the defender will have a chance with space stations because now minefields and platforms are way better then a space station.

I'm trying to think of the last time that my platforms (other then the torps) out performed my Ramillies and not getting any hits.
Title: Re: List of flawed ships
Post by: Plaxor on December 09, 2010, 07:59:16 AM
hmm... well you already remove d6 blast markers from stationary vessels as per faq 2010, so I'm not sure that it is needed. Maybe D6+X where X is every defense on the table. Or that they just remove all blast markers in contact at the end of every turn.
Title: Re: List of flawed ships
Post by: horizon on December 09, 2010, 11:41:58 AM
Ramilies is something different. I am talking 'bout the regular space station.
Title: Re: List of flawed ships
Post by: lastspartacus on December 09, 2010, 12:40:23 PM
Some people on this board suffer from extreme anti-marine fanboyism :)


Also, what about the two torps winning, Plaxor?
Title: Re: List of flawed ships
Post by: Sigoroth on December 09, 2010, 01:48:09 PM
Weeell, 4 Carnage and 2 Styx (at 1240 pts total) would utterly annihilate the Fortress Monastery. I mean, it's not even pretty. Sure, it outweighs the FM in terms of points, but the FM doesn't come close to winning this duel. If it were only 1 Styx then I'd suggest that the FM would eventually win, due to insane number of hits and favourable special order rules, but as soon as you cover the AC gap then the cruisers win. Hell, make it 3 Carnages and 2 Styx for 1060 pts and they'll still win, albeit taking a little longer. This is with the vast majority of the firepower being WBs against 6+ armour and 4 shields.

Sure, if you decide to head straight for it you'll get raped ... but it's a defence. It just sits there. If you can't outmanoeuvre something that just sits there ....
Title: Re: List of flawed ships
Post by: Sigoroth on December 09, 2010, 02:11:12 PM
Um, except, last I checked, a BB has 3 turrets, not 4, Plax.  A VBB has 4 turrets.

So, your math on how many hits the BB will take is off, assuming that my stats are as I remember them.

Hang on. From what I gather you're arguing against the proposed reduction in SC launch bays right? And for this you're bringing up a Tau carrier fleet. Well, as I said a carrier variant would be added, so if you really wanted to you could bring your AC back up to pre-nerf levels. However, I don't think things are so bad for the SMs anyway. With 6+ armour and standard turrets (2/4) they're one of the few fleets that could afford to not even take any AC against Tau (not that that's possible unless there's a BB option that replaces launch bays). The other fleet being Necrons of course.

Also, as intimated above and stated by others, we're looking at a 4 turret BB. Also a 4th shield. Like the SC, the BB was "balanced" around the idea that everyone would take a fleet with a balance of WBs and lances against them. This, firstly, didn't end up happening, and secondly, even when it did they sorta still sucked.

The logic behind SMs in space is that they're tough as nails, because their cargo is precious, but not so overly shooty. This latter part they got right for the most part. It may not have seemed that way though, since the Retribution also only had 12 WBs, albeit at longer range. However, that little oversight is fixed, at least in terms of this discussion, and all these changes are just as "official" as each other, so should be considered as a whole. So, when comparing the Ret to the BB, the latter has less broadside firepower, has potentially stronger dorsal weaponry at half range which is inefficient due to interference from BMs placed from broadside firepower (and I strongly suggest this interference is kept) and slightly more potent prow weaponry. So, given the Rets increased broadsides and the BBs slightly increased prow and dorsal weaponry we're looking at roughly the same. Perhaps advantage Ret since its dorsal weaponry can add to the fleets fire on the way in.

So what does the BB get for its +70 pts? Well, it gets SM rules. We know that costs +35 pts as an upgrade. It's not worth that, but that's what it costs. So even paying full price for that, what does it get for the other 35 pts? It gets increased side and rear armour. OK, I'm fine with this, it makes sense. It may even be a little cheap. But then, why does it lose the shield and turret? It seems to me to be unjustly penalised. The point of increasing side/rear armour is to increase its survivability. But losing a shield reduces that survivability to direct fire and losing the turret reduces its survivability to AC. So why even bother giving it 6+ armour in the first place? Why not just drop its cost, keep the 4 shields/turrets and leave the armour at 6+ prow, 5+ side/rear?

The BB should get standard shields and turrets. The armour difference is to represent their extra survivability. Extra. It has short to medium ranged average firepower, with above average cost. Give it back its shield and turret, and bump the cost slightly.
Title: Re: List of flawed ships
Post by: Sigoroth on December 09, 2010, 02:13:08 PM
Most of the tau carrier fleets I've met tend to move in a sort of criss-crossing blob while squadroned, due to thier weaker rear armor and the rules for targeting different facings in a squadron. 

OK, I'm not sure I follow here. What benefit is there to doing this?
Title: Re: List of flawed ships
Post by: Sigoroth on December 09, 2010, 02:15:49 PM
Tyrant - 180 pts, 12WB@30cmL+R, option to "upgrade" to 10WB@45cm for +10 pts.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 04:57:12 PM
OK, I'm not sure I follow here. What benefit is there to doing this?

Forcing hit allocation.  The rules for squadrons state that if a squadron is going in more then one direction (away and abeam, for example) then you have to choose which direction you wish to consider them moving.  However, hits can only be assigned to the ships moving in the chosen direction.  Since Explorers have weak rear armor, it's more favorable to fire on that, so, the trick is to have only the ship with the most hit points expose it's aft while the others try to present their abeam profiles.

Weeell, 4 Carnage and 2 Styx (at 1240 pts total) would utterly annihilate the Fortress Monastery. I mean, it's not even pretty. Sure, it outweighs the FM in terms of points, but the FM doesn't come close to winning this duel. If it were only 1 Styx then I'd suggest that the FM would eventually win, due to insane number of hits and favourable special order rules, but as soon as you cover the AC gap then the cruisers win. Hell, make it 3 Carnages and 2 Styx for 1060 pts and they'll still win, albeit taking a little longer. This is with the vast majority of the firepower being WBs against 6+ armour and 4 shields.

Sure, if you decide to head straight for it you'll get raped ... but it's a defence. It just sits there. If you can't outmanoeuvre something that just sits there ....

Well, actually, it doesn't just sit there, it rotates, so focus firing on a single quadrant is more difficult.  Second, how do you figure that 12 lb of regular fighters and bombers = 12 lbs of thawks?  (Further, at that price, you can throw in two SC, which even with the nerf , which I oppose, permanently adds 2 to the number of AC that are supported, re the thawk launch special rules for the FM.  So, even if the SC are blown up, the FM will continue to treat them as if they were still present for purposes of the number of AC allowed)

And I'm trying to remember the last time I saw a carnage take a str 9 torp hit and 26wb worth of fire and not blow up.



Hang on. From what I gather you're arguing against the proposed reduction in SC launch bays right? And for this you're bringing up a Tau carrier fleet. Well, as I said a carrier variant would be added, so if you really wanted to you could bring your AC back up to pre-nerf levels. However, I don't think things are so bad for the SMs anyway. With 6+ armour and standard turrets (2/4) they're one of the few fleets that could afford to not even take any AC against Tau (not that that's possible unless there's a BB option that replaces launch bays). The other fleet being Necrons of course.

Also, as intimated above and stated by others, we're looking at a 4 turret BB. Also a 4th shield. Like the SC, the BB was "balanced" around the idea that everyone would take a fleet with a balance of WBs and lances against them. This, firstly, didn't end up happening, and secondly, even when it did they sorta still sucked.

The logic behind SMs in space is that they're tough as nails, because their cargo is precious, but not so overly shooty. This latter part they got right for the most part. It may not have seemed that way though, since the Retribution also only had 12 WBs, albeit at longer range. However, that little oversight is fixed, at least in terms of this discussion, and all these changes are just as "official" as each other, so should be considered as a whole. So, when comparing the Ret to the BB, the latter has less broadside firepower, has potentially stronger dorsal weaponry at half range which is inefficient due to interference from BMs placed from broadside firepower (and I strongly suggest this interference is kept) and slightly more potent prow weaponry. So, given the Rets increased broadsides and the BBs slightly increased prow and dorsal weaponry we're looking at roughly the same. Perhaps advantage Ret since its dorsal weaponry can add to the fleets fire on the way in.

So what does the BB get for its +70 pts? Well, it gets SM rules. We know that costs +35 pts as an upgrade. It's not worth that, but that's what it costs. So even paying full price for that, what does it get for the other 35 pts? It gets increased side and rear armour. OK, I'm fine with this, it makes sense. It may even be a little cheap. But then, why does it lose the shield and turret? It seems to me to be unjustly penalised. The point of increasing side/rear armour is to increase its survivability. But losing a shield reduces that survivability to direct fire and losing the turret reduces its survivability to AC. So why even bother giving it 6+ armour in the first place? Why not just drop its cost, keep the 4 shields/turrets and leave the armour at 6+ prow, 5+ side/rear?

The BB should get standard shields and turrets. The armour difference is to represent their extra survivability. Extra. It has short to medium ranged average firepower, with above average cost. Give it back its shield and turret, and bump the cost slightly.

The problem with that is that the damn thing becomes nearly impossible to kill in any reasonable amount of time AND it's bombardment cannon is effectively a str 8 lance that crits 50% of the time on a dorsal mount.  With 3 shields and 3 turrets, you have a chance of bludgeoning it to death with a normal list.  With 4 and 4 on +6, you'd need something along the lines of twice it's number of points to kill it worth of chaos.  IN would just die, since it can one shot cruisers as stands and is a 20cm ship.  

While I agree that SM need buffed, I don't agree to nerfing the SC because people hate the Armageddon list while buffing the BB into an unstoppable juggernaut to offset this. 
Title: Re: List of flawed ships
Post by: RCgothic on December 09, 2010, 05:15:41 PM
SC isn't being nerfed. It's getting tougher at the expense of some LB capacity - just what a SM ship should be.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 05:46:32 PM
SC isn't being nerfed. It's getting tougher at the expense of some LB capacity - just what a SM ship should be.

Yes it is.  It can already get +1 shield in the FAQ as stands.  The savings in points is barely enough to buy an extra escort in most fleets.

One thing has been bothering me: why would anyone ever take the lance version of the SC?  It's inferior AND costs 20 more points.
Title: Re: List of flawed ships
Post by: horizon on December 09, 2010, 07:15:42 PM
Because we don't like the lance we made it as expensive as possible.
Title: Re: List of flawed ships
Post by: lastspartacus on December 09, 2010, 07:56:49 PM
Good point on the BB Sig.  I can see them trusting in their armor crew skill to divert power to places other than a 4th turret, but 4th shield should be there, and be virtually free.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 08:16:54 PM
Good point on the BB Sig.  I can see them trusting in their armor crew skill to divert power to places other than a 4th turret, but 4th shield should be there, and be virtually free.

Yes, because we should all want the SM to have a ship that requires an extra 300-400 more points to kill above it's own cost from everyone but nids.
Title: Re: List of flawed ships
Post by: lastspartacus on December 09, 2010, 09:33:55 PM
My my, you DO have alot of faith in a single shield! 0.o
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 11:19:00 PM
My my, you DO have alot of faith in a single shield! 0.o

It's the number of hits that point of shield negates before the ship can be killed.  A Desolator could do it, but it would be time consuming, something on the order of six turns.  Most of the other lance BBs would be run down and killed before they could cripple it.  You might be able to kill it with torp bombers by forcing the SM player to choose between using the turrets to stop bombers or stop torps. 

WBs though are going to be next to useless.  Between 4 shields and +6 it'd take an absurd amount of WBs to inflict hits, particularly if it BFIs.  Anything that has to close within 30 cm is probably dead though. 
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 09, 2010, 11:25:17 PM
It's the number of hits that point of shield negates before the ship can be killed.  A Desolator could do it, but it would be time consuming, something on the order of six turns.  Most of the other lance BBs would be run down and killed before they could cripple it.  You might be able to kill it with torp bombers by forcing the SM player to choose between using the turrets to stop bombers or stop torps.

Ah so you want a ship which can take it down in one turn. Well, why didn't you say so?

WBs though are going to be next to useless.  Between 4 shields and +6 it'd take an absurd amount of WBs to inflict hits, particularly if it BFIs.  Anything that has to close within 30 cm is probably dead though.  

So if it BFIs, it doesn't have ordnance (AC and torps), BCs go down to FP4 and WBs go down to FP5. So what's your problem? That you'll have a hard time killing it? I should hope so since it houses a significant portion of a Chapter of the Emperor's finest which are precious in that there are only 1,000 of them per Chapter on paper. It should be survivable. What it should not do is be good on the attack but it should be quite hard to take down. Same with the SC.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 09, 2010, 11:59:03 PM

Ah so you want a ship which can take it down in one turn. Well, why didn't you say so?


D'Art, There's a difference between taking one turn to kill it, and six turns if you're lucky.  So far, the only fleets with a prayer below 1k points are Chaos, Necrons and eldar.  Orks, Tau, and IN are largely up a creek.  Nids I'm not too sure of, no one plays them round here, and I'm too broke at the moment to buy another fleet to playtest it myself.


So if it BFIs, it doesn't have ordnance (AC and torps), BCs go down to FP4 and WBs go down to FP5. So what's your problem? That you'll have a hard time killing it? I should hope so since it houses a significant portion of a Chapter of the Emperor's finest which are precious in that there are only 1,000 of them per Chapter on paper. It should be survivable. What it should not do is be good on the attack but it should be quite hard to take down. Same with the SC.

Except that with all these passive defenses and it's superior speed, it's quite capable of closing with and badly mauling any IN battleship.  You know, those battleships that Space Marines arn't supposed to be better then? 
Title: Re: List of flawed ships
Post by: Plaxor on December 10, 2010, 12:16:07 AM
  So far, the only fleets with a prayer below 1k points are Chaos, Necrons and eldar.  Orks, Tau, and IN are largely up a creek.  Nids I'm not too sure of, no one plays them round here, and I'm too broke at the moment to buy another fleet to playtest it myself.

Nids would have a hard time shooting it to death, but they have other means. Feeder tendrils murder high armored ships.... especially ones that like to be close like the BB. Tau would probably be more ok than you think, they do have a fair amount of lances at 1000, probably around ten.

IN having a hard time? Heh. You haven't seen the all gothic fleet people like to play (for god knows what reason), and the most common ship taken 'lunar' has half lances, so they would be fine at this points value unless they did something strange.

Eldar however... probably wouldn't do so well, as bombardment cannons are better than lances against eldar. Also the sms can keep up with them. Although, they are quite lance-equipped.

Orks... well having played orks for most of a decade, and most of my games against space marines, is the reason that I don't like the idea of a 4th shield on a BB, it's already hard enough for orks to take out as is. (as their normal method for dealing with high armor, boarding, isn't effective against the smurfs)

But I do understand the reasons behind it, primarily the fact that 6+armor closing < 5+ armor abeam. It's something that hurts the orks as well, as their ships appear to be tougher on the outside, but IN and Chaos will turn abeam as soon as possible and be more defended. Not to mention that it's much easier to get internal damage on a low-shielded target.

Look at a retribution, if it is closing, it will be tougher than a BB (due to additional shields), if it is abeam, it will be much tougher than a BB, and it's weapons are effective from a distance, so it doesn't have to sit there and get pounded from 15cm. This was the way Admiral D Art (I think, might've been sigoroth) explained it to me.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 10, 2010, 12:25:13 AM
D'Art, There's a difference between taking one turn to kill it, and six turns if you're lucky.  So far, the only fleets with a prayer below 1k points are Chaos, Necrons and eldar.  Orks, Tau, and IN are largely up a creek.  Nids I'm not too sure of, no one plays them round here, and I'm too broke at the moment to buy another fleet to playtest it myself.

All the battleships out there are almost as tough as the BB that it will still take you quite a number of turns to take them out. Coupled this with the fact that SM will be shot at or bombed earlier than usual before they retaliate (reminding you of your targeting all your AC on one ship tactic) and you can get some shots in. I still maintain BBs need the defensive upgrade. If you don't have any ships that can tackle the BB then take out the SCs. Much easier to do even with 2 shields.

Except that with all these passive defenses and it's superior speed, it's quite capable of closing with and badly mauling any IN battleship.  You know, those battleships that Space Marines arn't supposed to be better then?  

Maul with what? the IN battleships all have 4 shields themselves. Tha Apocalypse can take it out in a couple of turns easy. The Retribution and Oberon can as well but will take longer. The Emperor might have a problem but then that's what the attending battlecruisers and cruisers are for. SM cannot easily chew through the IN fleet.

It's also a point in favor of keeping the existing WB/BC and BM interaction. I have to agree with Sigoroth that the new proposed rules makes things too simple for SM so the current rule should remain though Orks will be hampered if it does.
Title: Re: List of flawed ships
Post by: Plaxor on December 10, 2010, 12:29:41 AM

It's also a point in favor of keeping the existing WB/BC and BM interaction. I have to agree with Sigoroth that it makes things too simple for SM so the current rule should remain though Orks will be hampered if it does.

Do you mean simultaneous fire? Doesn't hurt orks. The heavy guns are lies, they only come into play in obscure circumstance. I usually fire them Once per game if I'm running torps on everything (which is pretty much always) or 3-5 times if I'm not.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 10, 2010, 12:37:12 AM

It's also a point in favor of keeping the existing WB/BC and BM interaction. I have to agree with Sigoroth that it makes things too simple for SM so the current rule should remain though Orks will be hampered if it does.

Do you mean simultaneous fire? Doesn't hurt orks. The heavy guns are lies, they only come into play in obscure circumstance. I usually fire them Once per game if I'm running torps on everything (which is pretty much always) or 3-5 times if I'm not.

Sorry edited what I wrote to make things clearer. I meant simultaneous fire will not hurt SM and Orks if it is introduced yes but it also makes things too simple for them. I do think the SM player should have a problem with which one it will fire first on one target, the WB or the BC. Orks will hurt if the current rules remain but I think an increase in firepower as they should have would offset the problem.
Title: Re: List of flawed ships
Post by: horizon on December 10, 2010, 04:37:23 AM
Eh, I hate being a party spoiler. Give those CG's prow sensors as an option.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 10, 2010, 04:39:37 PM
Eh, I hate being a party spoiler. Give those CG's prow sensors as an option.


Hmm... that's nto a bad option, but how much would it cost?
Title: Re: List of flawed ships
Post by: Plaxor on December 10, 2010, 07:55:24 PM
Eh, I hate being a party spoiler. Give those CG's prow sensors as an option.


Hmm... that's nto a bad option, but how much would it cost?

Someone suggested 20 points, which is about the cost of +1 leadership (chaos lord at 25).
Title: Re: List of flawed ships
Post by: BaronIveagh on December 10, 2010, 08:26:22 PM
Eh, I hate being a party spoiler. Give those CG's prow sensors as an option.


Hmm... that's nto a bad option, but how much would it cost?

Someone suggested 20 points, which is about the cost of +1 leadership (chaos lord at 25).

Sound good to me.  I vote for
Title: Re: List of flawed ships
Post by: Vaaish on December 10, 2010, 08:38:57 PM
I'd never take it at 20 points. CG don't usually have a problem with leadership and the only ship that would really benefit from it as IN would be the Exorcist. The rest it doesn't provide much utility. It also doesn't make sense that is the cost of the +1. If you look at the emperor or oberon, both have it built in and dropping the +1 and the cost by 20 points puts them as cheap as a retribution.
Title: Re: List of flawed ships
Post by: Plaxor on December 10, 2010, 09:34:30 PM
The Emperor and Oberon trade their prow 6+ armor for it. The GCs don't have that to trade.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 10, 2010, 10:18:15 PM
I still prefer Prow Torps on the Vengeances.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 11, 2010, 03:55:12 AM
I still prefer Prow Torps on the Vengeances.

Why not have all the above as possible purchasable options.
Title: Re: List of flawed ships
Post by: lastspartacus on December 11, 2010, 04:47:43 AM
I think, personally, leadership bonuses make more sense in general for leaders than hard LD rates.  Any chance of this happening for non-chaos races?


Anyway, do we have a compilation of proposed changes?  Theres so many ships to cover.
Title: Re: List of flawed ships
Post by: Plaxor on December 11, 2010, 06:16:06 AM
Anyway, do we have a compilation of proposed changes?  Theres so many ships to cover.

Yes. I've been updating the first post as people discussed the options and voted on them. We're nearly finished with the first version of IN/Chaos.
Title: Re: List of flawed ships
Post by: Plaxor on December 11, 2010, 07:09:52 AM
Dear Admiral,

   Vote on stuff dammit!

-Plaxor.

P.S. Horizon did, his comment was, "Whatever Sigoroth says about marines is true."
Title: Re: List of flawed ships
Post by: RCgothic on December 11, 2010, 08:05:54 AM

GCs: 25 points prow torp upgrade (6) no longer resists prow criticals if upgraded
Improved engines @ 5 points
20 point prow sensor array (see emperor)
[/color]


Improved engines wtf? just 5pts? When was this decided?
Title: Re: List of flawed ships
Post by: Sigoroth on December 11, 2010, 08:31:38 AM
Concerning SM/Ork disparity given the 4th shield/turret of the BB: Orks are a weak fleet to begin with. Look at it from the perspective of them being fixed. Let's say, a total decrease in cost of 15%. That would mean that a current 1000 pt Ork fleet would have another 150 pts to buy something else, which in turn costs 15% less, so this equates to another 172.5 pts worth of ships. So while BBs may get an extra shield and turret (at a slight cost hike no less) the Orks would in turn get another squadron of escorts or a KK for free.

The IN and other fleets are getting their options tweaked to make more ships useful, meaning more utility. Since the SMs are also a weak fleet and the BB is one of the reasons it's weak, and it doesn't make sense that it has only 3 shields/turrets given the fluff and the fact it tends to defeat the point of giving it 6+ armour in the first place then I cannot see why it shouldn't get its due.

I am also confused by the notion that Tau ordnance fleets will absolutely dominate a TH reduced SC and yet at the same time a 4th shield/turret BB will dominate a Tau ordnance fleet.  ???

Surely if both changes are enacted then there will be some balancing factor there, particularly if the SMs retain the option to go up to current AC levels at a cost.

With the CG options, I must say again that I think that each upgrade should only be allowed once in a fleet. So if you took 2 Avengers, you could give one the prow armour and another the torps for instance. You couldn't give them both the prow armour. This is the basis upon which I suggested such a versatile array of options. It is based upon the notion that a lot of experimentation with refitting was done with no consistent application of a single refit (since none was sufficient to bring these classes out of mothballs in a systematic manner).
Title: Re: List of flawed ships
Post by: horizon on December 11, 2010, 08:47:46 AM
Having one upgrade only is cool. (CG's)

Hence, I like the torpedo option best. And I withdrew my objection against sensors because I don't want to be a party-pooper.
Title: Re: List of flawed ships
Post by: Plaxor on December 11, 2010, 09:18:11 AM
Improved engines wtf? just 5pts? When was this decided?

RCgothic, I think you weren't paying attention to what improved engines does. It adds +1d6 on AAF, not +5cm and +1d6 as per advanced engines.

+1d6 on AAF is probably not worth 5 points on a gc. As you will probably only be AAF with your avengers.
Title: Re: List of flawed ships
Post by: Plaxor on December 11, 2010, 09:24:13 AM
Let's say, a total decrease in cost of 15%. That would mean that a current 1000 pt Ork fleet would have another 150 pts to buy something else, which in turn costs 15% less, so this equates to another 172.5 pts worth of ships.

If all the ork ships costs are added together once. Then the cost difference in my document is only 2%. However the 1500 point ork fleet I ran the other day would've cost 6% less, as the cost disparities are presented the most in the escorts. KK's and TS aren't reduced in cost for good reason. If the TS is reduced then it would be allowed in cruiser clash missions. If the KK is reduced it would be too comparable to CLs, and the strike cruiser.

Also the 6+ prow idea got murdered along with all the dorsal options on gcs.
Title: Re: List of flawed ships
Post by: horizon on December 11, 2010, 09:41:58 AM
AE = +5cm + 5d6 AAF = AdMech.
:)
Title: Re: List of flawed ships
Post by: Sigoroth on December 11, 2010, 09:43:32 AM
If all the ork ships costs are added together once. Then the cost difference in my document is only 2%. However the 1500 point ork fleet I ran the other day would've cost 6% less, as the cost disparities are presented the most in the escorts. KK's and TS aren't reduced in cost for good reason. If the TS is reduced then it would be allowed in cruiser clash missions. If the KK is reduced it would be too comparable to CLs, and the strike cruiser.

I advocate a stronger reduction in cost personally, and don't see a need for an Ork CL. A comparable cost between a 1 shield, 1 turret, slow, ponderous gunship with predominantly 15cm range and a weak tail to that of a fast, agile, well shielded and armoured attack cruiser with ordnance, armour ignoring weaponry, moderate range and better anti-AC defence seems fine to me.

Quote
Also the 6+ prow idea got murdered along with all the dorsal options on gcs.

Oh really? I wonder why. I'll have to go back and have a look.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 11, 2010, 12:44:47 PM
Dear Admiral,

   Vote on stuff dammit!

-Plaxor.

P.S. Horizon did, his comment was, "Whatever Sigoroth says about marines is true."

Errr what are we voting on now? I have been making my preferences known.
Title: Re: List of flawed ships
Post by: Plaxor on December 11, 2010, 01:13:33 PM
Errr what are we voting on now? I have been making my preferences known.

Sorry must've not caught it.

Chaos:
Iconoclast: Reduce by 5pts
Warmasters: add 50 point ld8 option, Make normal Ld9, make it so the warmaster has to go on the highest class as opposed to most expensive

IN:
Avenger: Cost 190 or 210.

Astartes:
Strike cruiser:
Add torp version at str. 3
add carrier version for 15 points
Add option to swap lbs with str 3 F bombard
SO: Make resemble BB with 3 lb
Battlebarge: +1 turret/shield
Strike Cruiser: Sheilds at 2, launch bay at 1
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 11, 2010, 01:41:07 PM
Sorry must've not caught it.

Chaos:
Iconoclast: Reduce by 5pts

Hmmm. I guess 25 pts is ok.

Warmasters: add 50 point ld8 option, Make normal Ld9, make it so the warmaster has to go on the highest class as opposed to most expensive

Does Chaos really need it? I think no to this one. This is for the 13th Crusade I assume? The highest class is ok but better to add the clarification that cruiser=1...battleship=4 or something.

IN:
Avenger: Cost 190 or 210.

Using what stats? The original? I wouldn't pay anything over 180.

Astartes:
Strike cruiser:
Add torp version at str. 3

At the expense of what? Prow BC or LB?

add carrier version for 15 points

The Assault Cruiser has been floating around already. Don't remember the exact cost.

Add option to swap lbs with str 3 F bombard

Am good with this.

SO: Make resemble BB with 3 lb

Huh?

Battlebarge: +1 turret/shield
Strike Cruiser: Sheilds at 2, launch bay at 1

Definitely for this. The BB will have to cost more.
Title: Re: List of flawed ships
Post by: RCgothic on December 11, 2010, 02:23:47 PM
IN:
Avenger: Cost 190 or 210.

Using what stats? The original? I wouldn't pay anything over 180.

That would be the new FP20 stats. I don't think it should cost less than a Dictator, so 210pts, even if that leaves it slightly overcosted. For that price it doesn't even have to line break to be competitive, it can sidle up to the enemy obliquely and still outgun a Dominator nearly 2-1 and by more survivable in an abeam profile. If the enemy does cross its prow with one or two ships to make it more vulnerable, that just leaves them open to FP40 return fire. Even if the Avenger Braces it hasn't lost anything, kicking out FP20. Alternatively, it can try and sneak into the enemy lines behind a squadron of Lunars/Dominators - 210 is fine for the new profile.

As for the BB: I agree it should get the shields/turret, but I would also increase the price. How much by is the question. 15-25pts? 25 would make it a round 450.
Title: Re: List of flawed ships
Post by: RCgothic on December 11, 2010, 02:55:02 PM
We should probably mention the Nova, Hunter and Gladius, even if we agree they should remain unchanged.

Nova: for +15pts over the Firestorm you get +10cm speed, F/L/R Lance (the lack of which being the main flaw of the firestorm), and Space Marine Rules. In addition, it's meant to be difficult for SMs to get lances. I think that probably doesn't need to change, even though it's the most expensive Imperial escort. Possibly 5pt reduction to 45pts?

Gladius: for +10pts over the Sword, you get +5cm speed and Space Marine rules. Worth the whole 10pts? Perhaps 5pt reduction to 40pts?

Hunter: for +10pts over the Cobra, you get 5cm speed, 5+ armour, and Space marine Rules. I think that's probably worth 10pts, so no change.
Title: Re: List of flawed ships
Post by: Sigoroth on December 11, 2010, 03:45:14 PM
We should probably mention the Nova, Hunter and Gladius, even if we agree they should remain unchanged.

Nova: for +15pts over the Firestorm you get +10cm speed, F/L/R Lance (the lack of which being the main flaw of the firestorm), and Space Marine Rules. In addition, it's meant to be difficult for SMs to get lances. I think that probably doesn't need to change, even though it's the most expensive Imperial escort. Possibly 5pt reduction to 45pts?

Gladius: for +10pts over the Sword, you get +5cm speed and Space Marine rules. Worth the whole 10pts? Perhaps 5pt reduction to 40pts?

Hunter: for +10pts over the Cobra, you get 5cm speed, 5+ armour, and Space marine Rules. I think that's probably worth 10pts, so no change.

The Gladius and Nova are overpriced. The reason they've never been dropped in price is because of the stupid RSV IN come SM ships. When SMs got their own escorts these temporary place holders should have been turfed.
Title: Re: List of flawed ships
Post by: RCgothic on December 11, 2010, 06:00:17 PM
So Gladius and Nova -5pts, RSV escorts delete? They can still be taken as part of the Armageddon fleet list, but without the SM rules.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 11, 2010, 06:39:13 PM
That would be the new FP20 stats. I don't think it should cost less than a Dictator, so 210pts, even if that leaves it slightly overcosted. For that price it doesn't even have to line break to be competitive, it can sidle up to the enemy obliquely and still outgun a Dominator nearly 2-1 and by more survivable in an abeam profile. If the enemy does cross its prow with one or two ships to make it more vulnerable, that just leaves them open to FP40 return fire. Even if the Avenger Braces it hasn't lost anything, kicking out FP20. Alternatively, it can try and sneak into the enemy lines behind a squadron of Lunars/Dominators - 210 is fine for the new profile.

At FP20 per broadside, it comes out at 179 points. At best I would agree to 190 but why should I pay for anything above 185? While I myself do not think a ship should cost cheaper than the Dictator but the problem is I don't want to be overpaying for a ship. 210 vs 180 points is an escort. Note that which it can outgun a Dominator, it IS a Grand Cruiser so it SHOULD be able to outgun it anyway.
Title: Re: List of flawed ships
Post by: RCgothic on December 11, 2010, 06:52:42 PM
Compare 3 Avengers (210) with 2 Retributions (355).


+1 Shield
+6 Hits
+6WBe to One Side
+30WBe Both Sides
+3 WBe Total

-6+ Prow
-1Turret
-30cm range only
-80pts

That's a substantial outgunning and hit increase for a substantial discount. Call it 190 and you can get a Dauntless and a Cobra as well as the 3 Avengers. Whilst Smotherman is good for getting a ballpark figure, it isn't the be-all and end-all, and greater balance considerations have to be accounted for.

With FP20 it should stay at 210. I would take it for that.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 11, 2010, 07:02:32 PM
I wouldn't. Sorry but I know Smotherman is not the end all be all but with that big a difference, nope, I wouldn't pay for it. Smotherman does get a lot of the existing ships within 10 points of the listed cost so I think it is a good reference to use initially, then figure out if changes are needed later on after playtesting.

Comparing ships in multiples is also not the end all be all. It can be a reference but not justification. I can live with a 10 point disparity, hence accepting 190 but anything over 10 point difference, I would not agree to.

The problem is there is no justification for the additional 20 point difference other than the ship should not cost less than a Dictator. Well, sorry, not good enough for me.
Title: Re: List of flawed ships
Post by: horizon on December 11, 2010, 07:29:49 PM
I agree, if the RSV vessels would be scrapped in the Marine list the Marine escorts would have a point (aside of the excellent Hunter).
Title: Re: List of flawed ships
Post by: Plaxor on December 12, 2010, 10:30:58 PM
So I've adopted the math that I've been doing for KKs into the Avenger vs. Retribution:

Fp needed to cause 1 internal: 64%
Fp needed to destroy outright: 65.5%
Fp: 71%% (I know, but 45cm batteries are worth about 25% more than 30cm ones. Doesn't consider torpedoes.)
Resistance to ordinance: 51% (heavy armor and that single extra turret really come into play here)

Total average: 62.8% or 222 points. Hrmmmm... Food for thought anyways.

Lets add in the torpedoes, we can assume each is worth 1.8 wbs (from the gunnery chart, subtracting from the total for assumed turret kills) so the total is now 53.7% for firepower so total average is 58.5% or 207 points (if the retribution costs 355)

This doesn't account for lfr lances.

However, if we take the torp upgrade and then have a better balance of judgement on fp, and the cost comes out to 225 for that. (so 200-205 base)

I know that the smotherman calculates this out to 180, but the smotherman often has trouble with vessels that are far from the current standard designs. Which I think this version of the avenger is, and it feels like this vessel should cost around 200-210, I said 190 as a compromise in my mind between these values and the smotherman formula. This vessel needs playtest.
Title: Re: List of flawed ships
Post by: lastspartacus on December 12, 2010, 11:02:54 PM
Adding a few cents worth.  Idolator at 40?  I never found them amazing at 45, but not overpriced.

Is everyone really happy with a 180 tyrant? Id rather 190 and some flavor. all guns at 45cm or str12 batteries and half at 45?
Title: Re: List of flawed ships
Post by: Plaxor on December 12, 2010, 11:15:10 PM
People have been liking that for some reason. The idea is that it needs to be different from the dominator to keep people from thinking, 'Oh, I don't want a nova cannon, so I'll just buy a tyrant, it has longer range on it's wbs anyway'.

The downgraded profile sucks, but it's one of those fluff options.
Title: Re: List of flawed ships
Post by: Sigoroth on December 12, 2010, 11:31:49 PM
Just reducing the Tyrant to 180? No, that's not enough. Make it 12WB@30cm with a 10 pt 'upgrade' to 10WB@45cm. So people wanting a WB + torp ship can have one. People wanting NC instead of torps take the Dominator. People wanting a NC + longer ranged WBs take a 210 pt Tyrant. This makes the most sense. After all, the reason the Dom is left out of non-Gothic lists is because it's a standard cruiser with a cheap NC, not because it has 12WBs. Let the Tyrant become the standard choice for WBs and the Dom will automatically become more exotic as people have a decent alternative to the Dom and so aren't forced to take the NC. Solves both the NC problem and the Tyrant problem.
Title: Re: List of flawed ships
Post by: Plaxor on December 12, 2010, 11:49:19 PM
I would advocate for keeping some of the wbs at 45, it is the disadvantage of the unupgraded version to be slightly confused. It is also in the fluff. As well I would only have 11 wbs total, trying to keep it different from the dominator is somewhat important.
Title: Re: List of flawed ships
Post by: Sigoroth on December 13, 2010, 12:38:44 AM
I would advocate for keeping some of the wbs at 45, it is the disadvantage of the unupgraded version to be slightly confused. It is also in the fluff. As well I would only have 11 wbs total, trying to keep it different from the dominator is somewhat important.

I think keeping it different from the Dominator is not important at all. Here's the rub. 2 lances = 6WBs. This is seen from the Lunar/Gothic. Both are costed the same and considered equivalent and the choice of which to take is merely down to taste. IN players want that exact same capability with WBs. So they take the Dom. The Dom however costs slightly more and trades a weapon system. This is fine in itself, it's balanced and all, but it throws up some problems.

The new weapon system is supposed to be rare, the Dom is a base ship, and if you prefer WB armed base ships you could be called beardy for spamming a 'rare' weapon like the NC, when in fact what you were trying to spam was simply your flavour of base armament (all WB instead of all lance or a mixture). Secondly, while balanced, you may actually prefer torpedoes. So having to take the NC, cheap as it is, is an inconvenience. Thirdly, the Dom is dropped from subsequent fleet lists (Bastion, Armageddon), not because it is armed with WBs, but because it is armed with a NC. So those fleets can take a Tyrant, but no Dom.

What we want is a 12WB@30cm, 180 pt ship, armed with torpedoes available to every list. Since the Tyrant is poo no matter which way you look at it, is available to every fleet list, and needs changing ... well this seems the ideal solution.

All those players with Doms in their list that want torps will simply clip the NCs off their Doms and call them Tyrants. All those players currently with Tyrants in their lists will simply pay the 10 pt upgrade to keep the range (turning out 5 pts cheaper than what they currently play). All those players with NC upgraded Tyrants will likewise keep them as they are, paying 5 pts less for what they get. Those players that don't want the range, and liked the NC on their Doms will just keep their Doms.

Those players using Bastion or Armageddon lists will get access to a 12WB base cruiser. The Dominator will become as rare in peoples lists as it is in the fluff. Those players that turn up with a fleet full of Doms are actually being beardy, rather than just preferring WBs, making munchkins easier to spot. This solution solves all problems.
Title: Re: List of flawed ships
Post by: Plaxor on December 13, 2010, 12:49:59 AM
Why not make it 12 and have 4wbs at 45cm? it keeps the flavor, and we can return it's cost to 185 even.
Title: Re: List of flawed ships
Post by: Plaxor on December 13, 2010, 01:29:49 AM
Please vote for the things where your name is listed.

Chaos:
Warmasters: 50 point ld8 option: Horizon,Baron, commander
Make normal Ld9 Horizon, Admiral D Artagnan, Baron, commander
largest class instead of most expensive: Horizon, Sigoroth, Baron

IN:
Avenger cost (give a value, current proposed, 190, 210, 200): Sigoroth, Horizon, Baron, Lastspartacus
Tyrant: Make wbs str12: Horizon, Admiral D Artagnan, Baron, Comander, Lastspartacus

Astartes:
Add torp version at str. 3 (trade for lbs): Admiral D Artagnan, Baron, Lastspartacus, Commander
add carrier version for 15 points: Admiral D Artagnan, Baron, Commander, Lastspartacus
Add option to swap lbs with str 3 F bombard: Admiral D Artagnan, RCgothic, Commander, Lastspartacus
Sedito Oprimere: Make resemble BB with 3 lb: Horizon, Admiral D, Rcgothic, Commander, Lastspartacus
Battlebarge: +1 turret/shield: Commander
Strike Cruiser: Sheilds at 2, launch bay at 1: Commander, Lastspartacus
Rapid strike vessels: Delete: Admiral D Artagnan, Commander, Lastspartacus
Gladius: Reduce by 5 points: Horizon, Commander, Lastspartacus, Admiral D
Nova: Reduce by 5 points: Horizon, Commander, Lastspartacus, Admiral D
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 13, 2010, 03:03:19 AM
I still don't get what the Ld9 Chaos WM is for (which list, I mean).

Tyrant I'm with Sigoroth. Makes the most sense really.

I've always been pro torp swapping the LBs/BCs for SCs and made the Assault SC before so you now know where I stand there. I'm ok with Str 3 BC replaceing the LB on the SC but only at that strength.

RSVs, I don't mind deleting or making them equal to the other SM escorts in cost. My reasoning is mainly for the people who cannot purchase the SM escorts. Or maybe just use the RSVs as "counts as" (Sword model counts as Gladius, Firestorm model counts as Nova, Cobra model counts as Hunter) as well as painted according to the SM owners fleet? That way we can do away with the RSVs altogether.

Title: Re: List of flawed ships
Post by: Plaxor on December 13, 2010, 03:49:57 AM
Did a playtest of 3 ork KKs of proposed stats (see ork thread) vs battlebarge (with +1 shield/turret, at 440 pts)

Battlebarge LD: 8

Kroozer 1: 6
Kroozer 2: 5
Kroozer 3: 6

Set up: the game was played in the outer reaches, with a large planet (No moons) near the center, and 6 asteroid fields scattered around in 3 of the sections, so:

    X     Plnt     1AF
    X     2AF     3 AF

The space marine chose table edge, and set up near the planet on the left side in the diagram. The orks set up between the two sections of asteroid fields in the middle bottom right, pointing slightly towards the planet.

First turn SM:
The battle barge turns and heads towards the planet (LOS blocked to Kroozers)

First turn Orks:
AAF towards the planet

Second turn SM:
The BB travels onto the planet, and turns so it's guns face the KKs fires at KK1, causing no hits. it launches thunderhawks, which travel in front of the KKs

Second turn Orks:
They AAF past the planet and use the planets turn to face the battlebarge, the BB is abeam but they are within 15cm. they all fire, 3 shields down. Thunderhawks engage KK2, results: fire!, and Port armament damaged. Fire is repaired in end phase

Third turn SM:
RO, BB moves and turns to keep KKs in it's side arc, now the KKs are abeam to it. fires at KK2, causing 3 hits (1 shield) and critical fire. Thunderhawks engage KK2,  causing 2 starboard armament damaged. Fire isn't repaired and causes 1 additional hit.

Third turn Orks!:
LO is attempted KK3 passes, KK2 fails. All cruisers use planets free turn, and KK1+2 make it into contact with BB's base. Boarding action! KK3 fires at the BB in rear arc 3 hits! all shields.
Boarding action: Overall orks get a +2 to their roll, Orks roll an 8, sms roll a 3. 5 hits! critical dorsal weapon damaged. KK2 doesn't repair fire, and takes another hit. BB doesn't repair dorsal armament.

Fourth turn SM:
RO pass. Battle barge uses it's free turn, moves and turns to face rear of KKs, fires wbs at KK2 who braces and passes. 5 hits (1 shield, then 4 saved). My roommate is very disappointed and threatens me for being lucky. TH engage KK2, causing engine room damaged (great) and prow armament damaged. The kroozer repairs fire.

Fourth turn orks:
KK2 attempts disengage: pass. Other ships LO and use their free turn to get in rear of BB. 6 hits! (4 shields) no criticals. BB is crippled. KK1 does teleport attack, rolls 1... BB repairs bombardment cannon.


Fifth Turn BB:
LO pass, turns and faces side of KK1: fires and causes 4x hits (1 shield), 2 critical fires. Kroozer fails to repair and takes 2 hits, and is crippled.


Orks Fifth turn:
KKs lock on again, both pass, use their free turn and move behind BB again. They fire, causing 4 hits (2 shields) no criticals. KK1 tries to repair fire, fails and is at 3 hits.

Sixth turn BB:
My roomate tries to decide if he should disengage or help the KK burn. Hard decision, he ends up LO  turns and fires at the KK1 causing 4 hits (KK1 dies), is a burning hulk.

Sixth turn orks:
The Hulk doesn't explode
I consider disengaging, and hoping to have more Vps, decides math isn't the ork way out and I turn to board the BB. orks win 4 to 3, causing 1 point of damage, neither ship takes criticals.

Seventh turn BB:
Disengages


Total VPS:
Not counting the hulk.
Orks 215
SM: 225?

Although with the hulk orks would've won. It was weird fighting on a planetary template... given the planet was 40cm across.

Title: Re: List of flawed ships
Post by: Plaxor on December 13, 2010, 03:53:10 AM
@Admiral D

How do you feel about keeping some WBs at 45 (str4) as it is written in the fluff, and is a quirk seperating it from the Dominator. Probably the ship would move back up to 185. Then the Upgrade (downgrade?) would be made only a 5 point cost, or free.
Title: Re: List of flawed ships
Post by: horizon on December 13, 2010, 04:01:56 AM
My yes or no's:

Chaos:
Warmasters: 50 point ld8 option: Horizon,Baron, commander
Make normal Ld9 Horizon, Admiral D Artagnan, Baron, commander
largest class instead of most expensive: Horizon, Sigoroth, Baron
----> I assume the 13th list. Nah, let command stay as is. Makes difference between both Chaos list.
----> Good on largest.


IN:
Avenger cost (give a value, current proposed, 190, 210, 200): Sigoroth, Horizon, Baron, Lastspartacus
Tyrant: Make wbs str12: Horizon, Admiral D Artagnan, Baron, Comander, Lastspartacus
-----> Avenger as is should be 190pts.
-----> No, no str12 batteries on the Tyrant.


Astartes:
Sedito Oprimere: Make resemble BB with 3 lb: Horizon, Admiral D, Rcgothic, Commander, Lastspartacus
-----> No.

Gladius: Reduce by 5 points: Horizon, Commander, Lastspartacus, Admiral D
Nova: Reduce by 5 points: Horizon, Commander, Lastspartacus, Admiral D
-----> If RSV removed then: No.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 13, 2010, 04:13:07 AM
I'd really just go with what Sigoroth said. Simpler really. FP12@30cm with torps. Upgrade to FP10@45cm with torps at 190. Then NC upgrade at +20.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 13, 2010, 04:17:11 AM
Please vote for the things where your name is listed.

Chaos:
Warmasters: 50 point ld8 option: Horizon,Baron, commander
Make normal Ld9 Horizon, Admiral D Artagnan, Baron, commander
largest class instead of most expensive: Horizon, Sigoroth, Baron

No Opinion.  
No Opinion
Yes

IN:
Avenger cost (give a value, current proposed, 190, 210, 200): Sigoroth, Horizon, Baron, Lastspartacus
Tyrant: Make wbs str12: Horizon, Admiral D Artagnan, Baron, Comander, Lastspartacus

190
Sure

Astartes:
Add torp version at str. 3 (trade for lbs): Admiral D Artagnan, Baron, Lastspartacus, Commander
add carrier version for 15 points: Admiral D Artagnan, Baron, Commander, Lastspartacus
Add option to swap lbs with str 3 F bombard: Admiral D Artagnan, RCgothic, Commander, Lastspartacus
Sedito Oprimere: Make resemble BB with 3 lb: Horizon, Admiral D, Rcgothic, Commander, Lastspartacus
Battlebarge: +1 turret/shield: Commander
Strike Cruiser: Sheilds at 2, launch bay at 1: Commander, Lastspartacus
Rapid strike vessels: Delete: Admiral D Artagnan, Commander, Lastspartacus
Gladius: Reduce by 5 points: Horizon, Commander, Lastspartacus, Admiral D
Nova: Reduce by 5 points: Horizon, Commander, Lastspartacus, Admiral D

No
Yes
No
No
Already voted
Already voted
No to deleting RS ships.
Yes to point reduction
Title: Re: List of flawed ships
Post by: Plaxor on December 13, 2010, 04:17:25 AM
What? Why doesn't anyone care about the fluff for this vessel? keeping 4 longer range wbs maintains its fluff, and keeps it unique from the dominator.
Title: Re: List of flawed ships
Post by: Plaxor on December 13, 2010, 04:23:27 AM
Baron? I thought you were very pro-upgrades when it came to ships. You said it in the marine thread where having lances was a good idea because it eliminates redundancy. Why would you be against the torps and bc option?

Note: torps would go to 6 if the shield/launch bay swap never happen.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 13, 2010, 04:25:42 AM
Baron? I thought you were very pro-upgrades when it came to ships. You said it in the marine thread where having lances was a good idea because it eliminates redundancy. Why would you be against the torps and bc option?

Note: torps would go to 6 if the shield/launch bay swap never happen.

Oh.  Sorry,  I was reading something else and typing here.

If the shield/lb swap doesn't happen, I'm for both of them. 

I still vote NO to the RS deletion.  I'm opposed to radical retcons.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 13, 2010, 04:25:52 AM
Because the fluff can just go with the 45 cm Tyrant. Why bother splitting it since one will obviously get the full upgrade anyway? FP4@45 cm? Not going to do much. Even against Eldar.
Title: Re: List of flawed ships
Post by: Plaxor on December 13, 2010, 04:27:43 AM
Because the fluff can just go with the 45 cm Tyrant. Why bother splitting it since one will obviously get the full upgrade anyway? FP4@45 cm? Not going to do much. Even against Eldar.

No I'm saying make it total fp12, but have 4 of them be at 45cm. It sucks and is practically worthless, but it is a quirk about the ship.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 13, 2010, 04:31:08 AM
Please vote for the things where your name is listed.

Chaos:
Warmasters: 50 point ld8 option: Horizon,Baron, commander
Make normal Ld9 Horizon, Admiral D Artagnan, Baron, commander
largest class instead of most expensive: Horizon, Sigoroth, Baron

No Opinion.  
Yes
Yes

IN:
Avenger cost (give a value, current proposed, 190, 210, 200): Sigoroth, Horizon, Baron, Lastspartacus
Tyrant: Make wbs str12: Horizon, Admiral D Artagnan, Baron, Comander, Lastspartacus

210
Sure, if range is 45cm

Astartes:
Add torp version at str. 3 (trade for lbs): Admiral D Artagnan, Baron, Lastspartacus, Commander
add carrier version for 15 points: Admiral D Artagnan, Baron, Commander, Lastspartacus
Add option to swap lbs with str 3 F bombard: Admiral D Artagnan, RCgothic, Commander, Lastspartacus
Sedito Oprimere: Make resemble BB with 3 lb: Horizon, Admiral D, Rcgothic, Commander, Lastspartacus
Battlebarge: +1 turret/shield: Commander
Strike Cruiser: Sheilds at 2, launch bay at 1: Commander, Lastspartacus
Rapid strike vessels: Delete: Admiral D Artagnan, Commander, Lastspartacus
Gladius: Reduce by 5 points: Horizon, Commander, Lastspartacus, Admiral D
Nova: Reduce by 5 points: Horizon, Commander, Lastspartacus, Admiral D

Yes if the shield/LB swap is dropped
Yes
Yes if the sheild/LB swap is dropped
No
Already voted
Already voted
No to deleting RS ships.
Yes to point reduction



Sorry about any confusion, was reading soemthing else and voting at the same time.
Title: Re: List of flawed ships
Post by: Plaxor on December 13, 2010, 04:57:15 AM
Jeez Baron! you're killin me.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 13, 2010, 05:04:59 AM
Jeez Baron! you're killin me.
Sorry, I'm doing six different things at once.  Then I actually thought about the Tyrant and remembered it's long range fluff. 
Title: Re: List of flawed ships
Post by: commander on December 13, 2010, 08:42:45 AM
Please vote for the things where your name is listed.

Chaos:
Warmasters: 50 point ld8 option: Horizon,Baron, commander
Make normal Ld9 Horizon, Admiral D Artagnan, Baron, commander

==> OK; can live with that.

largest class instead of most expensive: Horizon, Sigoroth, Baron

IN:
Avenger cost (give a value, current proposed, 190, 210, 200): Sigoroth, Horizon, Baron, Lastspartacus
Tyrant: Make wbs str12: Horizon, Admiral D Artagnan, Baron, Comander, Lastspartacus

==> Yes, Tyrant as base FP12 cruiser

Astartes:
Add torp version at str. 3 (trade for lbs): Admiral D Artagnan, Baron, Lastspartacus, Commander
add carrier version for 15 points: Admiral D Artagnan, Baron, Commander, Lastspartacus
Add option to swap lbs with str 3 F bombard: Admiral D Artagnan, RCgothic, Commander, Lastspartacus

==> I'm OK with these.

Sedito Oprimere: Make resemble BB with 3 lb: Horizon, Admiral D, Rcgothic, Commander, Lastspartacus

==> Already got deadly armament. So no.

Battlebarge: +1 turret/shield: Commander
Strike Cruiser: Sheilds at 2, launch bay at 1: Commander, Lastspartacus

==> OK for both.

Rapid strike vessels: Delete: Admiral D Artagnan, Commander, Lastspartacus

==> As these are also covered by the SM escorts, I have no objection towards their removal

Gladius: Reduce by 5 points: Horizon, Commander, Lastspartacus, Admiral D
Nova: Reduce by 5 points: Horizon, Commander, Lastspartacus, Admiral D

==> Yes to both.

Title: Re: List of flawed ships
Post by: Plaxor on December 13, 2010, 09:13:57 AM
That nails the coffin shut for the strike cruiser lb/shield conundrum. Great little cruiser for 145 points.... As well as the BB having 4 shields/turrets. I know that there was demand for a cost increase, so I've set this at +15 points (or 440), any objections?

Oh, sorry Baron, I feel for you, and if I were thinking only from an Ork standpoint then.... but this is a group thing and they had a unified idea of what they wanted with numerical reasoning behind it.

Also the avenger, we had 4 votes for 190 and 3 votes for 210. I can't remember who voted what, but I kinda made the executive decision and made a compromise. Which held true with my maths. This vessel will be playtested at this value, and if it still sucks... well then we can talk about it more.

Also the RSV got deleted. Thoughts on the Gladius and Nova, well they are decent, but not great, they still die like Swords.

Anyways an analysis of the two:
Gladius: it has sm rules (basically slightly better resistance to ABs, and slightly higher Ld), and +5cm speed  for 10 points on the sword... I think that a 5 point reduction is justifiable.
Nova: For +15 points on the Firestorm, it gets FLR on it's lance, and +10 cm speed as well as sm rules, it loses however a turret. This is kinda a big deal in the escort world. So a 5 point deduction makes sense.

One of the goals of this project is to make escorts as appealing as is reasonable. So many fleets go without them (about half of IN fleets from previous research), but all the fluff describes them as being ubiquitous. This wasn't just due to the AB thing, a cruiser can take hits and not lose firepower, has longer range, more total firepower, although this may not be situated in the optimal arc etc.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 13, 2010, 09:41:31 AM
Oh well, it's not official anyway.  It's not like anything I might sponsor around here would use it anyway.
Title: Re: List of flawed ships
Post by: Plaxor on December 13, 2010, 10:02:59 AM
Or if you did you could just ignore the space marine stuff.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 13, 2010, 12:43:06 PM
Because the fluff can just go with the 45 cm Tyrant. Why bother splitting it since one will obviously get the full upgrade anyway? FP4@45 cm? Not going to do much. Even against Eldar.

No I'm saying make it total fp12, but have 4 of them be at 45cm. It sucks and is practically worthless, but it is a quirk about the ship.

Exactly. It IS worthless because it's not going to do much. So people will upgrade it to the 45 cm package anyway. So get rid of the split WB broadside range.
Title: Re: List of flawed ships
Post by: Sigoroth on December 13, 2010, 02:00:30 PM
Why not make it 12 and have 4wbs at 45cm? it keeps the flavor, and we can return it's cost to 185 even.

We need a Gothic/Lunar clone with 12WB@30cmL+R for 180 pts to give people the option. Paying 5 pts extra for no extra gain is rubbish. People will just keep taking the Dom instead. Also, the fluff about the long ranged Tyrants can simply be applied to the ranged variant. Instead of N'dai's ship design being built from the ground up the salient points (longer ranged guns) were merely co-opted onto some Tyrants. Done.

Please vote for the things where your name is listed.

Chaos:
Warmasters: 50 point ld8 option: Horizon,Baron, commander
Make normal Ld9 Horizon, Admiral D Artagnan, Baron, commander
largest class instead of most expensive: Horizon, Sigoroth, Baron ~~Eh, I'd say either/or. I could see why a Warmaster would want to move his flag to a Styx if his previous flag was, for example, an Executor, despite their vanities, insecurities, powertrips, etc.~~

IN:
Avenger cost (give a value, current proposed, 190, 210, 200): Sigoroth, Horizon, Baron, Lastspartacus ~~200 pts at fp 20, 30cm range~~
Tyrant: Make wbs str12: Horizon, Admiral D Artagnan, Baron, Comander, Lastspartacus

Astartes:
Add torp version at str. 3 (trade for lbs): Admiral D Artagnan, Baron, Lastspartacus, Commander
add carrier version for 15 points: Admiral D Artagnan, Baron, Commander, Lastspartacus
Add option to swap lbs with str 3 F bombard: Admiral D Artagnan, RCgothic, Commander, Lastspartacus
Sedito Oprimere: Make resemble BB with 3 lb: Horizon, Admiral D, Rcgothic, Commander, Lastspartacus
Battlebarge: +1 turret/shield: Commander
Strike Cruiser: Sheilds at 2, launch bay at 1: Commander, Lastspartacus
Rapid strike vessels: Delete: Admiral D Artagnan, Commander, Lastspartacus
Gladius: Reduce by 5 points: Horizon, Commander, Lastspartacus, Admiral D
Nova: Reduce by 5 points: Horizon, Commander, Lastspartacus, Admiral D

Title: Re: List of flawed ships
Post by: RCgothic on December 13, 2010, 04:30:21 PM
Please vote for the things where your name is listed.


Tyrant: Make wbs str12: Horizon, Admiral D Artagnan, Baron, Comander, Lastspartacus

I'm not sure how I feel about this - it would pretty much bury the Dominator.

let's:
FP12@30cm.
Delete Nova Cannon option. You have to put some clear space between the Dominator and the Tyrant other than a cheap Nova Cannon upgrade.
Upgrade option to be FP10@45cm for 10pts.

Astartes:
Add option to swap lbs with str 3 F bombard: Admiral D Artagnan, RCgothic, Commander, Lastspartacus

Ok, why not.

Sedito Oprimere: Make resemble BB with 3 lb: Horizon, Admiral D, Rcgothic, Commander, Lastspartacus

Nope.


Also, Battle Barge: I would make it +25pts for +1 shield and turret.
Title: Re: List of flawed ships
Post by: lastspartacus on December 13, 2010, 05:30:19 PM
For the Tyrant, 45cm or no go.  Otherwise the Dominator is just a Tyrant with a nova upgrade.  Tyrant with solid 45cm option, and just allow -10 points to tradeout nova for torps on the Dom.
Title: Re: List of flawed ships
Post by: commander on December 13, 2010, 06:16:45 PM
That would be a Tyrant with FP10? or FP12? R45 and torps at 190 points?
And for 180 points a Dominator with Torps?

I can live with that (FP12 R45, that is).
Title: Re: List of flawed ships
Post by: lastspartacus on December 13, 2010, 06:49:16 PM
190 and fp10 at 45 i meant.  and a 180 dominator torp variant sounds perfect.
Title: Re: List of flawed ships
Post by: Sigoroth on December 13, 2010, 06:57:45 PM
I'm not sure how I feel about this - it would pretty much bury the Dominator.

And resurrect the Tyrant. The Tyrant is a dead ship now. Given that the Dom is eliminated from subsequent IN lists one would expect it to be rarer than the Tyrant, which is in every list, "range premium" or no.

Quote
let's:
FP12@30cm.
Delete Nova Cannon option. You have to put some clear space between the Dominator and the Tyrant other than a cheap Nova Cannon upgrade.
Upgrade option to be FP10@45cm for 10pts.

Well, having to pay more than the Dom does already puts space between the two. Essentially you can have either the NC for 10 pts, range for 10 pts or both for 30 pts.

Also, some people take range and NC upgraded Tyrants. There's no need to put their noses out.

The bonus of this change is that players get full access to a 12WB broadside torp boat no matter which list they use. A torp variant Dom doesn't work for Armageddon, Bastion and AdMech lists. Doms would become as rare as they're supposed to and you will be able to more easily spot munchkins (ie, those who retain large Dom fleets).
Title: Re: List of flawed ships
Post by: lastspartacus on December 13, 2010, 07:12:54 PM
Like I've said before, the Dominator messes up the other classes, I don't like it.  Its a 200 point ship.  But that goes beyond the scope of this thread.

Tyrant 190 with str6 batteries at 30cm and 6 at 45cm, with a 10 or 15 point option to take it all to 45, and Dom given a 180 torp option.  all good?
Title: Re: List of flawed ships
Post by: horizon on December 13, 2010, 07:34:56 PM
No LS, it doesn't mess up the other classes. It is the only class which must take the NC. Therefor I am against 12wb on the Tyrant. Tyrant str10 @ 45cm for 190 is fine. I agree.
The Dominator has the NC must in a torp love fleet. And to balance the in potential : WEAK, NEVER HITTING NC it has best broadside at 30cm.

Thus: I am against str12 on the Tyrant.

Avenger: I forgot you lot agreed on str20 batteries, In that case I want it at 200pts at least.
Title: Re: List of flawed ships
Post by: lastspartacus on December 13, 2010, 07:45:01 PM
Lol Horizon, I can't figure out if you have just had abysmal NC luck, or you secretly rock with it and want it to stay as is :)

Be reasonable, a bit over 1/3 percentage of hits isn't never hitting, warhammer players pay out big points for 5+ ward saves with worse odds ;)
Title: Re: List of flawed ships
Post by: RCgothic on December 13, 2010, 07:53:14 PM
If the Nova Cannon was free, I would still prefer torpedoes. If the Tyrant gets FP12, I won't ever take a Dominator.
Title: Re: List of flawed ships
Post by: horizon on December 13, 2010, 07:55:26 PM
No, it isn't aboud bad luck at all with the NC.
I made hits, I received hits and I BFI'd due psychology in cases, forced it as well.
The Dominator is not good because of the NC, it is good because of its weapon batteries.

But the NC isn't that mega uber powerful weapon you and others call it. It is what it is. Unreliable and in an incident a good shot. I did not say it never hits but you can play eight turns and never make a shot hit. In scenarios the NC is nigh on useless when you are a defender (or attacker).

You overrate it. A massed torp fleet is just way more accurate and deadly.



Your latest suggestion made the NC pretty stronger in the 0-90cm range by the way. :) (Not that I like that range). Call that a lol!



Title: Re: List of flawed ships
Post by: lastspartacus on December 13, 2010, 08:07:13 PM
And you can go 8 turns with 24 hits, Horizon.  Talking about about possibilities is pointless, only averages prevail.
Title: Re: List of flawed ships
Post by: horizon on December 13, 2010, 08:12:16 PM
The Chance on all misses is much higher then maximum hits.

And per average the NC cuts down on the lowside in damage dealing.
Title: Re: List of flawed ships
Post by: RCgothic on December 13, 2010, 08:49:07 PM
Chance of 8 misses: 3.9%
Chance of 8 Direct hits rolling maximum damage: 0.000000009%
Title: Re: List of flawed ships
Post by: Plaxor on December 14, 2010, 04:09:07 AM
Don't think fp12 has any chance of passing. However we can make the 30/45cm one cheap. We can make it 175 base and 190 for the range upgraded.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 14, 2010, 05:05:08 AM
What's the point of having 30/45 combo? The users will always upgrade it to full 45 cm anyway.
Title: Re: List of flawed ships
Post by: Plaxor on December 14, 2010, 07:55:24 AM
I know, it's just making the ships perfect in this manner wasn't something I was intending. At best the Tyrant would just be a very cheap base cost cruiser for the IN. You lose out on the firepower, but you lose the nova cannon in exchange for torps, and gain a bit of range that could possibly be useful.

I think making the base cost 175 is a decent thing to do, people would buy it for that much, simply wanting a cheap cruiser. With a 15 point upgrade to 45cm it will keep that cost the same (190 for all 45cm) and make the upgrade less appealing.
Title: Re: List of flawed ships
Post by: Plaxor on December 14, 2010, 08:01:18 AM
Also if we're revising costs for the IN upgraded cruisers, how does everyone feel about the Dominators reduced price for longer range? I think it could see another 5 points in cost reduction.
Title: Re: List of flawed ships
Post by: commander on December 14, 2010, 08:06:59 AM
Well, I still would take a Lunar over a Tyrant 45/30 combo.
Title: Re: List of flawed ships
Post by: Sigoroth on December 14, 2010, 08:34:55 AM
If the Nova Cannon was free, I would still prefer torpedoes. If the Tyrant gets FP12, I won't ever take a Dominator.

And shouldn't you have that option?

Goal:

Fix Tyrant, give all IN lists a 12WB broadside Lunar/Gothic clone at 180 pts.

Current state of play:

Tyrant - overpriced, undergunned, rubbish ship, rarely taken.

Dominator - taken a lot for broadside armament by those that prefer WBs, taken also for cheap NC by those that prefer it, limited fleet list availability.

Best solution:

Tyrant converted to Lunar/Gothic clone, options for range and NC remain.

Upsides:

- IN players get WB base-cruiser option, allowing them to take WBs without being accused of munchkinism for the NC spam.
- Tyrant becomes more used.
- Current Tyrant users pay 5 pts less for what they already took.
- Very little model changes required
- Dominator becomes as rare as fluff dictates
- Munchkins easy to spot ... they still take all Doms

Downsides:

- Dominator gets used less
- Fluff needs minor adjustment to suggest range is an upgrade

Note, the first downside is also an upside. So at worst this cancels out, leaving a fluff tweak and the rest upsides. Now let's look at an alternative.

Alternative solution:

Make Tyrant 10WB@45cm base for 190 pts, leave NC option. Give Dominator torps instead of NC for 180 pts, include NC option for 20 pts, include in all lists.

Upsides:

- IN players get WB base-cruiser option, allowing them to take WBs without being accused of munchkinism for the NC spam.
- Tyrant/Dom maintain their distinction.
- Current Tyrant users pay 5 pts less for what they already took.
- Very little model changes required

Downsides:

- More profile/list changes than other solution.
- Doms much much more common than Tyrants, Tyrants taken even less with a torp Dom option.
- Fluff needs major adjustment to account for common Doms.
- Gothic list players lose the cheap NC option they had over other lists.


So we get what we want either which way, but the second alternative takes more effort, more changes, lines up less with fluff and makes the Tyrant even less used due to better competition. The fact is that most IN players find the range "upgrade" a sub-optimal option at best. IN line cruisers don't need the range, paying for it as well as losing firepower at the same time is generally a bad idea. Making it default is second in crapness only to giving it half/half ranges.

The first alternative makes the staple 3 line cruisers Lunar/Gothic/Tyrant. Dictator is (and always was) the line support ship. On top of this the Gothic list has the Dominator artillery ship. Other lists can get artillery ships too, albeit for greater cost. All lists have the capability of taking a range upgraded Tyrant if they wish.

Less changes, better fluff adherence, better result.
Title: Re: List of flawed ships
Post by: horizon on December 14, 2010, 07:21:29 PM
But but but Sigoroth.... :)

So you go by the doctrine that the IN would design:
All WB (Tyrant)
All Lance (Gothic)
Mix (Lunar)

for gunnery/line cruisers?

Why didn't they do it in the past then? The Murder designs etc?

I'm not arguing the idea, just thinking out loud.


Title: Re: List of flawed ships
Post by: Plaxor on December 14, 2010, 11:08:44 PM
I think it's too perfect.
Title: Re: List of flawed ships
Post by: RCgothic on December 14, 2010, 11:55:19 PM
So the only difference between a Dominator and a Tyrant is going to be 10pts either way? Much as I'd like a FP12 Tyrant with Torps for 180pts, that doesn't leave enough clear air between the Dominator and the tyrant.

If this is really the way the Tyrant is going to go, it has to have its Nova Cannon option deleted.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 15, 2010, 12:32:47 AM
I'd personally prefer the Dominator get an option to switch the NC for torps at -10 points. Then the Tyrant keep its broadsides at FP10@45cm at 190 points and give it the NC upgrade at +20. There you go, delineation emphasized.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 15, 2010, 01:21:21 AM
But but but Sigoroth.... :)

So you go by the doctrine that the IN would design:
All WB (Tyrant)
All Lance (Gothic)
Mix (Lunar)

for gunnery/line cruisers?

Why didn't they do it in the past then? The Murder designs etc?

I'm not arguing the idea, just thinking out loud.



Because rather then designing ships in a sensible manner for combat with a role in mind and then assign them stats, they assigned them stats and then designed the ships. 
Title: Re: List of flawed ships
Post by: Valhallan on December 15, 2010, 02:55:18 AM
well, if the first post is still accurate/updated: CB's will be a bit cheaper, so that 45cm band will be a lil less of an issue.

to really follow the fluff on the dominator's rarity (except in Seg. Ultima!): perhaps. 180 point tyrant, torps, 12WB at 30, no range upgrade, no NC upgrade (just like the gothic. the lunar still has the option 'cuz it's the jack). meanwhile. Dom at 190 with the 6WB at 45.

now i'll duck and cover from the repercussions.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 15, 2010, 06:05:48 AM
to really follow the fluff on the dominator's rarity (except in Seg. Ultima!): perhaps. 180 point tyrant, torps, 12WB at 30, no range upgrade, no NC upgrade (just like the gothic. the lunar still has the option 'cuz it's the jack). meanwhile. Dom at 190 with the 6WB at 45.

Most disgusting suggestion I've ever seen.
Title: Re: List of flawed ships
Post by: Plaxor on December 15, 2010, 06:19:45 AM
My God. That is just weird.

No, things here shouldn't be balanced absolutely just to fluff, we shouldn't make the Dominator a crappy option just because it's supposed to be rare. If a segmentum ultima fleet was written, then the ship would then have issues there.

The point is to make all options about equal. Making a player not have any 'obvious choices' as per what he should take.
Title: Re: List of flawed ships
Post by: Sigoroth on December 15, 2010, 12:59:14 PM
**WARNING: Long post ahead, digest slowly**

So your solution is to instead make the Tyrant a dead ship which is contrary to fluff? Go back and read my pros/cons post again. This is the best solution.

Need a 12WB, 180 pt, torp boat accessible to all lists. Giving the Dom the option to drop the NC does not do this. If you allow it in all lists as well as give it the option of torps or NC then it would need to have the NC version cost 200 pts. Either way the Dom would become very common and the Tyrant would get even more buried than it currently is. Currently some people take it because they want WB/torps. Even when you drop the cost by 5 pts it's going to lose some players because the Dom will have torps.

Currently the Dom is over represented and the Tyrant is under represented.

Let's look at what options we currently have available.

We have the current Dom: 12 WB, NC, 190 pts - limited list availability
We have the base Tyrant: 10WB, 4@45cm, torps, 180 pts
We have range Tyrant: 10WB, 45cm, torps, 190 pts
We have NC Tyrant: 10WB, 4@45cm, NC, 200 pts
We have range/NC Tyrant: 10WB, 45cm, NC, 210 pts

The base Tyrant is utter rubbish. The only reason to take it would be its cheaper cost and wanting to have WBs/torps. You still lose out however. No, assuming that we're going to make a 12WB + torp base option for 180 pts somewhere along the line (be it a modified Dom or Tyrant) we can simply delete this option, as it's pointless. So let's look at those options again without mixed range Tyrant.

We have the current Dom: 12 WB, NC, 190 pts - limited list availability
We have range Tyrant: 10WB, 45cm, torps, 190 pts
We have range/NC Tyrant: 10WB, 45cm, NC, 210 pts
We have new base cruiser: 12 WB, torps, 180 pts

These will be the options open to a player should we replace the useless mixed range Tyrant option with the much desired WB base ship. So saying that there will be not enough difference between class A or class B blah blah is just a way of saying that the options are not so fantastic. If this is true then the existing options only lose their attraction by comparison to the addition of a more desirable option (WB base line ship).

I have no problem with the attraction of those options going down. To me there was never any attraction for the base Tyrant, at lowered cost or not. The same goes for the range upgraded Tyrant. I do not even want the NC. No, the reason I always like the Dominator best was because it was a WB line cruiser. It also had nice synergy between its broadsides and NC, but a NC Lunar can get that too (albeit at a greater cost).

So, with the completed set of line cruisers (all lance, all WB, mix) then the NC/range options become just that; options. Flavour. A place to dump extra points. This is a natural consequence of giving us the WB line cruiser and is fine to me.

If we make it as some sort of alteration to the Dominator then we will have a problem. It will not be available to all lists. We could add the Dominator to the other lists. Then the cheap NC is no longer an attribute of a select few lists and becomes available to all lists. So then we'd have to drop it, and cost the NC option at the full +20 pts. You could do all that, but it's a lot of changes and is a long way from the fluff.

If we make it as a straight replacement to the base mixed range Tyrant (ie, simply replacing 4WB@45cm with 6WB@30cm) then we make the Dominator the rare ship, as per fluff, have the 12 WB torp ship available to all lists, allowing us to keep the cheap NC Dom available to select fleets (BBB, segmentum Ultima), give different options (10 pts for range, 10 pts for NC or 30 pts for both) and require a minimal adjustment to fluff. Namely that the range upgrade was a refit to an existing class rather than being built from the ground up.

This latter option is by far the best. All the objections that people are raising are either minor objections such as fluff, which this change is better for anyway or are objections based upon consequences that will occur simply by making a 12WB, torp boat at 180, regardless of whether it is the Tyrant or Dom that gets it (ie, devaluing of other options).

This just leaves whether or not giving the 12WB torp boat is a good idea to begin with. Well, logically it's fine, it's the equivalent of either the Gothic or Lunar. Both those ships are taken often and form the backbone of the IN fleet, and a basis of comparison for nearly every other ship in the game. Presumably the decision between WBs and lances is a personal one, since they're equivalent in value. As it stands people often choose the Dominator anyway, simply because they want the WB broadside. This raises some problems, since some of those that do this actually want the torps and some are overloading on NCs deliberately. This latter scenario is not unbalanced I think, but is probably unfluffy and some people have a problem with it. The people that want the former should not be mistaken for those that want the latter. Those that take the Tyrant because they just want WBs and torps (not range or NC) should not be penalised the reduced firepower for doing so.

So yes, there is a strong case for granting the 12WB torp boat. The very best way of achieving this is making it standard on the Tyrant, as it solves all solvable problems. If you really want to you could make the Tyrant 10WB at 45cm standard for 190 pts with the option being a downgrade to 12WB at 30cm for -10 pts, but this is just semantics.
Title: Re: List of flawed ships
Post by: RCgothic on December 15, 2010, 01:50:17 PM
My only concern is that there is now no difference between a NC Tyrant and a Dominator, other than a 10pt difference.

How do you physically tell the difference? You can't. (I know this is already a problem and not a result of changes.) Is there even a point to having a NC option on the Tyrant, if you can just reserve in a Dominator for less? What is even the point in having two profiles?

I agree on the need for a WB12 Torp boat. If you're going to make the two so close together in role, you MUST keep a way of telling the two apart. If the Tyrant can never have a NC, then it will never be identical to a Dominator which can never have torps.

Tyrant to 180pts FP12@30cm base, with option for FP10@45 for +10pts, NO NC option.
Title: Re: List of flawed ships
Post by: Vaaish on December 15, 2010, 02:43:36 PM
Actually, I don't mind having the base tyrant with the split battery ranges. Yes, it means people always take the upgrade, but it does fit the fluff that the original tyrant wasn't that capable at long range and that it was eventually upgraded with salvaged batteries.
Title: Re: List of flawed ships
Post by: Sigoroth on December 15, 2010, 03:43:34 PM
My only concern is that there is now no difference between a NC Tyrant and a Dominator, other than a 10pt difference.

How do you physically tell the difference? You can't. (I know this is already a problem and not a result of changes.) Is there even a point to having a NC option on the Tyrant, if you can just reserve in a Dominator for less? What is even the point in having two profiles?

I agree on the need for a WB12 Torp boat. If you're going to make the two so close together in role, you MUST keep a way of telling the two apart. If the Tyrant can never have a NC, then it will never be identical to a Dominator which can never have torps.

Tyrant to 180pts FP12@30cm base, with option for FP10@45 for +10pts, NO NC option.

Well, yes, as you noted there is no model difference currently, so that doesn't change. Secondly, some people may want the range upgrade and the NC. I certainly wouldn't, but I think some people do take both. So the proposed change is the one with the least impact on how people have to alter their fleets. A Dom is still a Dom and for those that want the range, the Tyrant is just 5 pts cheaper. For those that didn't take the range then it's 5 pts cheaper and more powerful. Least possible impact on those that like current options.

Removing the NC from the Tyrant would upset those that run Armageddon or Bastion lists with NC upgraded Tyrants, as well as those that run the range + NC variant. It also would mean that we should remove the option from the Lunar too. Given that more and more ships would be refitted with NCs as time goes on, it's hard to justify such a removal.

The point of the two different profiles is to easily restrict ones usage in other lists. In those lists plentiful and cheap NCs might be an advantage over other disadvantages, such as the absence of certain ship types. Also, the cheap NC is not actually unbalanced. The more expensive NC is so because it's purely optional and can be put on several different ships (AdMech Gothics can have them, making for a total of 9 lances + a NC!).

So, you could advocate a removal of NC options from the Tyrant (and likely other ships) so as to better differentiate the Dominator and Tyrant, however, this would be an additional change, and could be more upsetting the altered profile. I don't mind doing so, as it further differentiates the lists and gives the AdMech a more unique advantage. However, I'm certain some people have NC + range Tyrants they'd have to change and also NC Lunars they'd have to remodel.

If that is the consensus I'd be fine with it. Just remember that it'll make a bigger splash and that it's a separate change from the 12WB torp boat issue, since there's currently no way of distinguishing between a Dom or NC Tyrant anyway. Explaining this loss of option is another thing altogether.

Actually, I don't mind having the base tyrant with the split battery ranges. Yes, it means people always take the upgrade, but it does fit the fluff that the original tyrant wasn't that capable at long range and that it was eventually upgraded with salvaged batteries.

Except that fluff never made any sense to begin with. If the ship was built from the ground up then why the hell didn't they just whack on all 45cm guns? The salvaged Chaos guns excuse doesn't make sense. Sure, that might explain why the ship could get +6WB@45cm as opposed to just +4, but it doesn't explain why they didn't just make the originals 8WB@45cm. Nor does it explain why they didn't just replace the entire broadside with salvaged Chaos guns making 12WB@45cm (even though Chaos don't have this the precedent for the possibility lies with both the 6WB@45cm of the Carnage and also the fact that the Tyrant upgrades the range on 6WBs from salvaged Chaos guns). In short, stupid fluff. Just rewrite it to say it's an upgrade, or that some ships were overhauled with a new system, blah blah. Pointless ship is pointless.
Title: Re: List of flawed ships
Post by: horizon on December 15, 2010, 07:01:16 PM
If we go this route, hmmm, dunno. It feels all so.... perfect... so articulate.
Title: Re: List of flawed ships
Post by: Valhallan on December 15, 2010, 07:34:44 PM
thanks for some backup sig.

@horizon. aren't we trying to fix issues with flawed ships? feeling perfect is a good thing.

I'm very much liking how things are going:
Lunar 6wb @30, 2lance @30, torps, nc option -> Geddon 6w@45, 2lance @45, torps, nc option (correct?)
Gothic 4L @ 30, no NC option .....(imho there should be CB here but whatev')
'tyrant' 12wb@30, torps -> overlord 12wb@45, torps
dictator 6wb@30, 2LB/side -> mars 6wb@45, 2lb/side.

the above listing just looks good, logical, simple. all nice things in game design.

______
for balancing the *look* of the above, i think (but don't really care either way) the Ty should have no NC option (though it will piss off people who glue those things on...) simply because its opposite counterpart - the Gothic - doesn't have the option either.

as to my previous post about the Dom with the retrofit as standard - I take that part back. I was thinking it would push the tyrant more into the main stream, BUT if we just have the Ty as a cheaper base option for a 12WB@30 ship (with range upgrade) The dom will probably fade back a little bit.

Title: Re: List of flawed ships
Post by: horizon on December 15, 2010, 07:44:44 PM
It feels to perfect from a background view not balance feel.

I mean I would go for this:

Lunar, Gothic & Dominator as are (no change)

Tyrant: 190pts str10wb @45cm (torps, NC for +20).

Thus no base str12 cruiser.
Title: Re: List of flawed ships
Post by: RCgothic on December 15, 2010, 08:38:57 PM
Ok, I'm definitely supporting this core line up:


WBs:
Tyrant 180pts, FP12@30cm, Option for FP10@45cm for +10pts

Mix:
Lunar 180pts, 2L&FP6@30cm, Option for NC for +20pts

Lances:
Gothic 180pts, 4L@30cm

Carrier:
Dictator 210pts, 2LB&FP6 @30cm

Artillery:
Dominator 190pts,

Therefore if a non-Dominator list wants to take NCs, it has to go the Lunar way - Tyrants with NC are Dominators. I really am against the NC option for the Tyrant - apart from not being able to tell it apart from the Dominator apart, unlike at present the Tyrant's new profile of FP12@30cm is far more synergistic than FP10 at either profile, and I don't think 10pts is enough of a separation to justify the existence of the Dominator under those circumstances.

As for Battlecruisers, the reason there isn't a Gothic BC with either dorsal lances or WBs is that the ship would require 10turrets and there are only 8 in a cruiser box, so GW would never condone it.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 15, 2010, 09:57:13 PM
As for Battlecruisers, the reason there isn't a Gothic BC with either dorsal lances or WBs is that the ship would require 10turrets and there are only 8 in a cruiser box, so GW would never condone it.

C'mon dude. You think that's really a reason?
Title: Re: List of flawed ships
Post by: horizon on December 15, 2010, 10:12:20 PM
Hard to say. They already made too few weapon battery modules in the boxes. Perhaps that's the reason only 1 Dominator flew in the Gothic War?
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 15, 2010, 10:27:45 PM
But there were 2 Overlords there. So this means with 8 turrets one shouldn't be able to make an Overlord and a Gothic if that's your contention and so the Overlord BC should not exist. Or how about an Armageddon and a Gothic from the box? Knowing players, they wouldn't just buy one box of cruisers. They'd probably buy a lot to make a fleet they like and this means bits. There is no reason why they can't make a BC Gothic. I've made one so I guess that is a figment of my imagination then.
Title: Re: List of flawed ships
Post by: Plaxor on December 15, 2010, 11:37:18 PM
I would rather have the tyrant just have 45cm guns. It actually works better with the fluff, which mentions the entire weapons systems being upgraded to the superfired plasma weapons.

I would accept just having it as 190 for range 45 str10 wbs and just deleting the downgraded version.
Title: Re: List of flawed ships
Post by: Valhallan on December 16, 2010, 01:42:40 AM
now i'm just nitpicking, the 'upgraded' implies the lesser version. and i'm quite fond of Str12WB@30 but i'm really tired of the NC currently required in that package. getting 12WB for 180 would be golden - like the throne, and the imperium is all about verity.

I'll second RC's last post.

CB gothic is cool, but  really not necessary i guess. house games rule this hobby - and i have plenty of magnatized battlecruisers.
Title: Re: List of flawed ships
Post by: Plaxor on December 17, 2010, 05:44:25 AM
So getting pretty close to stapling this down. Would like to do it in the next day or two. Please give your final votes for all these, even if you think that you've already stated them I might've not caught them. Also the holdovers are coming back into play, so tell me if you would like a revote on any of them.

Chaos:
Warmasters: 50 point ld8 option
Make normal Ld9

IN:
Tyrant: Make wbs str12@30cm
Further reduction in base cost (you can vote for both, even though they are mutually exclusive)
Removal of base type

Astartes:
Add option to swap lbs with str 3 F bombard on strike cruiser
Gladius: Reduce by 5 points
Nova: Reduce by 5 points

Holdovers: (Tell me if you want to bring any of these back for a revote)
Idolator: Revise with new Fraal tech and/or LFR lance (likely return to 45 points)
Acheron: Increase range to 60cm, and +10 cost
Styx: Additional -10 cost
Devestation: +10 cost
Emperor: +10 points
Title: Re: List of flawed ships
Post by: commander on December 17, 2010, 06:19:28 AM
So getting pretty close to stapling this down. Would like to do it in the next day or two. Please give your final votes for all these, even if you think that you've already stated them I might've not caught them. Also the holdovers are coming back into play, so tell me if you would like a revote on any of them.

Chaos:
Warmasters: 50 point ld8 option
Make normal Ld9

==> OK with this

IN:
Tyrant: Make wbs str12@30cm
Further reduction in base cost (you can vote for both, even though they are mutually exclusive)
Removal of base type

==> OK with this

Astartes:
Add option to swap lbs with str 3 F bombard on strike cruiser
Gladius: Reduce by 5 points
Nova: Reduce by 5 points

==> OK with this

Holdovers: (Tell me if you want to bring any of these back for a revote)
Idolator: Revise with new Fraal tech and/or LFR lance (likely return to 45 points)
Acheron: Increase range to 60cm, and +10 cost

==> would not do that

Styx: Additional -10 cost

==> OK with this

Devestation: +10 cost

==> OK with this

Emperor: +10 points

==> would not do that


Title: Re: List of flawed ships
Post by: horizon on December 17, 2010, 06:45:06 AM
Quote
Chaos:
Warmasters: 50 point ld8 option
Make normal Ld9
No, keep lists different.

Quote
IN:
Tyrant: Make wbs str12@30cm
Further reduction in base cost (you can vote for both, even though they are mutually exclusive)
Removal of base type
No on all.

Quote
Astartes:
Add option to swap lbs with str 3 F bombard on strike cruiser
Gladius: Reduce by 5 points
Nova: Reduce by 5 points
Yes on SC
Gladii/Nova: With RSV: no, with no RSV: yes

Quote
Holdovers: (Tell me if you want to bring any of these back for a revote)
Idolator: Revise with new Fraal tech and/or LFR lance (likely return to 45 points)
Acheron: Increase range to 60cm, and +10 cost
Styx: Additional -10 cost
Devestation: +10 cost
Emperor: +10 points
No
No
No
No
No
Title: Re: List of flawed ships
Post by: Sigoroth on December 17, 2010, 10:02:48 AM
So getting pretty close to stapling this down. Would like to do it in the next day or two. Please give your final votes for all these, even if you think that you've already stated them I might've not caught them. Also the holdovers are coming back into play, so tell me if you would like a revote on any of them.

Chaos:
Warmasters: 50 point ld8 option
Make normal Ld9

Yes to both.

Quote
IN:
Tyrant: Make wbs str12@30cm
Further reduction in base cost (you can vote for both, even though they are mutually exclusive)
Removal of base type

12WB@30cm + torps + range option + NC option (not so fussed on this last one).

Quote
Astartes:
Add option to swap lbs with str 3 F bombard on strike cruiser
Gladius: Reduce by 5 points
Nova: Reduce by 5 points

Yes to all, though I'm dubious on the BC, I think it'll be a little powerful, but variety is good.


Quote
Holdovers: (Tell me if you want to bring any of these back for a revote)
Idolator: Revise with new Fraal tech and/or LFR lance (likely return to 45 points) 
Acheron: Increase range to 60cm, and +10 cost
Styx: Additional -10 cost
Devestation: +10 cost
Emperor: +10 points

Idolator - hmm, no to the LFR, and I think no special rules are necessary for it. I think just the reduction.
Acheron - yes, I'd like to see it have the option to extend its dorsal lances for 10 pts, though not its prow WBs of course.
Styx - while I understand the desire to reduce further, and agree it's only worth 250 pts, the 10 pt premium doesn't seem too bad in this case.
Devastation - I'm fairly confident that the range reduction is all that is needed here. Increasing cost is not necessary.
Emperor - no, don't increase cost. Bringing down other carriers costs and making other BBs more attractive will be sufficient.

Other holdovers I'd like to talk about:

Defiant - I see it has 2 torps in addition to its 2 lances. This is unacceptable. It should have less prow firepower than a Dauntless. Swap the lances for WBs and give it a points break.

Overlord - isn't the range upgrade supposed to cost 10 pts? Maybe we made it a straight swap, but looking at the Tyrant suggestion and since it's coming down in price anyway I suggest making this cost +10 pts to get.

GCs - can I get the argument against the dorsal options again? I still don't know why they got the boot.


Quote
Astartes:
Add option to swap lbs with str 3 F bombard on strike cruiser
Gladius: Reduce by 5 points
Nova: Reduce by 5 points
Yes on SC
Gladii/Nova: With RSV: yes, with no RSV: no

Don't you mean this the other way around Horizon? If we keep the RSVs and drop the cost then SMs will have access to the 40 pt SM Sword and 40 pt (faster) Gladius. Similarly we'd have the 40 pt SM Firestorm or the 45 pt (much faster, with LFR lance minus a turret) Nova. If we delete the RSVs and leave the costs as they are then we've got only expensive escort options (apart from Hunter which is really nice). So the price should come down by 5 pts only after deleting the superfluous RSVs.

Oh, and I move that we rename the Hunter class the Taipan class instead!  ;D
Title: Re: List of flawed ships
Post by: horizon on December 17, 2010, 10:28:22 AM
aaah, woops. Fixed. :)
Title: Re: List of flawed ships
Post by: RCgothic on December 17, 2010, 10:33:10 AM

Quote
IN:
Tyrant: Make wbs str12@30cm
No on all.

Very dissapointed you feel that way. A FP12 base torp boat is just what we need, and would completely rehabilitate the Tyrant regardless fo what happens with the range options. It would be perfectly balacned, as equivalent to the Lunar or Gothic.


Quote from: Sigoroth
Defiant - I see it has 2 torps in addition to its 2 lances. This is unacceptable. It should have less prow firepower than a Dauntless. Swap the lances for WBs and give it a points break.[/quote]

You were outvoted. I would agree that 1 of the Lances should be L/R Dorsal and not front, but I was outvoted too. We were very divided on this issue and the +2 Torps argument won.

Quote from: Sigoroth
GCs - can I get the argument against the dorsal options again? I still don't know why they got the boot.  
A majority of people felt that allowing GCs to have dorsal weapons, particularly the revised Avenger, but also the others, allowed them broadside and focus damage potential equal to a Gun Battleship which was unacceptable.
Title: Re: List of flawed ships
Post by: Sigoroth on December 17, 2010, 11:28:09 AM
Quote from: Sigoroth
Defiant - I see it has 2 torps in addition to its 2 lances. This is unacceptable. It should have less prow firepower than a Dauntless. Swap the lances for WBs and give it a points break.

You were outvoted. I would agree that 1 of the Lances should be L/R Dorsal and not front, but I was outvoted too. We were very divided on this issue and the +2 Torps argument won.

I agree that there should be no dorsal armament on it. I just can't see why it would get it and another ship would not. As for the extra space argument, I thought it better fit to be used for extra crew and equipment to give it a-boats. OK, so others didn't agree to that, for precedent reasons also. Fine.

What I want to know is, why does this ship have better prow armament than a Dauntless when it's based on a Voss CL? If you want to make a Dauntless based CVL then do it. Delete the Defiant. Or note that this ship is based on a Dauntless and give it the extra speed and ditch the prow armour.

I call for a revote:

If you want this ship to get 2 torps in addition to its 2 lances, vote yes. If you don't want this change, and would prefer something else or no change, vote no.

<--- NO.

Quote
A majority of people felt that allowing GCs to have dorsal weapons, particularly the revised Avenger, but also the others, allowed them broadside and focus damage potential equal to a Gun Battleship which was unacceptable.

Yeees, it would make them gunboats. Why is that unacceptable? The Repulsive has just 4 less WBs than a fixed Retribution (it used to have more firepower!).

Admiral d'Artagnan has a model, made by Warmaster Nice if I remember correctly, called the Governor. The model itself has 5 hardpoints per side as well as dorsal weaponry. The stats for the Governor are much more modest though. I, upon seeing the ship, made some stats for it. Called the Warspite class. Very very potent. But with its short range, mediocre speed, soft nose and price it was very unlikely to be able to get into close range and unleash all its goodiness, and if it did you deserved it to.

This is, in itself, a balancing feature. If you put a shit tonne of firepower on an extremely well defended ship that is fast and then give it good range, well that's over the top. If you put a shit tonne of short ranged firepower on a mediocre speed and poorly defended ship, that's a different story.

Hell, the Slaughter class cruiser has 34 WB total firepower, can focus 20 WBs of that and is a very fast ship. This only costs a dirt cheap 165 pts and no one thinks they're overpowered. A much slower and only slightly tougher big brother to that ship is surely not that big a deal. People, you have got to learn some perspective. Massive firepower is ok, so long as it is reasonably represented and there are some trade-offs.

Every IN/Chaos capital ship has prow weaponry except the Vengeance series CGs. Every IN/Chaos heavy cruiser, battle cruiser and battleship has dorsal weaponry. Even the only other type of CG has it. So giving this to the Vengeance is not unreasonable.

The difference between these ships and the gun battleships is 1) much tougher and 2) more efficient weaponry. The Vengeance series have mediocre range and strength, despite having an extra hardpoint. They're weaker ships, with less hits, shields, turrets and no prow armour. Why shouldn't they have dorsal weaponry?

Given precedents out there, there is the potential to make a BB with: 12WB@60cmL+R, 2L@60cmL+R (Emp/Ober), 3L@60cmLFR dorsal (Ret/Desp) and 6WB@60cmLFR prow (Styx). This is without even upgunning the prow WBs to BB level firepower. With that upgunning we're talking almost PK level firepower here (focusable and total).

So every step down from this is flavour, character, compromise. To say that a short ranged, fragile, pure gunship bristling with guns should be unable to compete in weight of fire with a BB is a bit silly.
Title: Re: List of flawed ships
Post by: horizon on December 17, 2010, 11:35:10 AM
Defiant
I was always in favour of 4 wb @ 2 torps on it.
By compromise I went for 2 torps & 2 batteries on the prow.

I cannot remember I voted for 2 torps & 2 lances.
If so I had a blackout.
Title: Re: List of flawed ships
Post by: Sigoroth on December 17, 2010, 11:46:45 AM
I think I nodded along to the notion of 2 torps assuming that it was going to have identical prow weaponry to the other classes. I certainly would never have agreed to 2 torps and 2 lances.
Title: Re: List of flawed ships
Post by: RCgothic on December 17, 2010, 12:34:27 PM
The version I want is +2 Torps, with one of the lances dorsal and restricted L/R. There is the space on the defiant - the mid-hull has more space than the Endeavour/Endurance because of the half-size launch bays. This evades the whole "More firepower forward than a dauntless and ridiculously stuffed prow" problems, and allows it to keep its current price.

Failing that I could tolerate a slashed price WB2 T2 LB2 Dauntless, but I have reservations about making a capital ship so weak it could never operate without support. I'd put this variant in the range 90-100pts.
Title: Re: List of flawed ships
Post by: Plaxor on December 17, 2010, 02:00:39 PM
actually the one tied with +2 torps was 'sigoroth's idea. So we can just do that, however I don't feel the need for the 1/750 restriction.
Title: Re: List of flawed ships
Post by: RCgothic on December 17, 2010, 04:18:31 PM
1 per 500pts would certainly be sufficient.
Title: Re: List of flawed ships
Post by: Sigoroth on December 17, 2010, 04:41:20 PM
actually the one tied with +2 torps was 'sigoroth's idea. So we can just do that, however I don't feel the need for the 1/750 restriction.

Eh?
Title: Re: List of flawed ships
Post by: RCgothic on December 17, 2010, 04:44:31 PM
Translation:

The vote was tied +2 torps vs 2torps & WB FP2, so Plaxor made an executive decision to go with the one closer to the present profile.
Title: Re: List of flawed ships
Post by: Plaxor on December 17, 2010, 04:59:33 PM
Translation:

The vote was tied +2 torps vs 2torps & WB FP2, so Plaxor made an executive decision to go with the one closer to the present profile.

Correct, and 2wbs are so pointless..... Usually on any other ship you trade 6fp for 2 launch bays, so the reasoning was that there would be more firepower, and that it would probably act like an escort, where there are 'weapons batteries' all over the ship, but it's easier to represent them as a single prow weapon.

Also, did we decide the Overlord's upgrade should cost 10 points?
Title: Re: List of flawed ships
Post by: RCgothic on December 17, 2010, 05:17:07 PM
+10pts for the Overlord sounds good for me.

Note that FAQ2010 drops the FP8@60cm Overlord to 220pts - I think FP12@45 for 225 and 235 for FP10 @ 60cm is fair.
Title: Re: List of flawed ships
Post by: Sigoroth on December 17, 2010, 05:26:32 PM
Really? Dropped down to 220? Huh, that's more than I'd hoped for.
Title: Re: List of flawed ships
Post by: horizon on December 17, 2010, 10:02:54 PM
Yeah, didn't I post that? Post astray! Heh. Doh. Odd. Noodles..

220 is indeed good. Makes it even at lower fp kinda interesting to take now.
Title: Re: List of flawed ships
Post by: Valhallan on December 19, 2010, 04:31:02 AM
my votes: for the stuff i'm current on

tyrant: yep. 12WB, at 180points w/ torps. +10pnts for 10wb at 45. (prefer no NC option).
empy. probably not.
SM SC, yep.
styx, yep if not -15 points.
achy: no, I'd rather see 60cm dorsals and 45cm broadsides, otherwise too much like the Deso/like the hades at same cost with better firing profile.
dev: yep, or 45cm lances. one of the two.
sm escorts: agree with horizon's revised statement
warmaster: whatev' the 13th list is better anyway. politely abstain from a vote.

not sure on the rest.
Title: Re: List of flawed ships
Post by: Sigoroth on December 19, 2010, 03:15:01 PM
Let's have another look at the torp/WB Defiant at 100 pts. This isn't to belabour a point (this thing has already been talked about so much), but rather just to contrast it in terms of alternatives.

Compare 2 Defiants to 1 Dictator, assuming a squadron and base contact for turret support and AC combining:

200 pts vs 210 pts
4 AC each, +50% hits to Defiants, -50% shields, -33% bomber attack run suppression.
67% torps & focusable firepower, no offside firepower, 90° turns.

So, the reduced cost, extra 4 hits and turn rate probably don't make up for the extra break points (3/6/9/12 vs 4/8), turret/shield loss and loss of total and focusable firepower. I think with a-boats it'd come close to being a viable option. Oh well.
Title: Re: List of flawed ships
Post by: RCgothic on December 19, 2010, 04:09:31 PM
Then again, the very fact that it's so much cheaper has a value all by itself. It allows you to take some CAP even if you don't have a proper carrier. Two Dictators do not really equal one Emperor either.

Valuing the stripped down version at between 90 to 100pts wouldn't be too far wrong.
Title: Re: List of flawed ships
Post by: Plaxor on December 20, 2010, 01:53:39 AM
So a few final thoughts before completion;

Tyrant, should the base type be cheaper (175) and the upgraded type stay at 180?

Idolator, this one has been bugging me, should we instead of making it 40 points give it the new fraal tech (left shift within 30cm) and LFR lances? The model does have a rotating turret....

AdMech, does anything need to be done for them? I know we didn't talk about them, but does their BB need balanced?
Title: Re: List of flawed ships
Post by: RCgothic on December 20, 2010, 07:50:09 AM
Tyrant, should the base type be cheaper (175) and the upgraded type stay at 180?
Maybe. I can see that FP10 with 4@45 is weaker than FP12 that would be 180, but the range does come with a premium. I am really disappointed that so many people have come down against FP12 base though. What are the reasons not to? It's equivalent to the Lunar and Gothic, only for people who prefer WBs.

Idolator, this one has been bugging me, should we instead of making it 40 points give it the new fraal tech (left shift within 30cm) and LFR lances? The model does have a rotating turret....
No to the fraal tech. I don't see the purpose in introducing a special rule when a points drop works. As for the L/F/R lance, I'll go with maybe.

AdMech, does anything need to be done for them? I know we didn't talk about them, but does their BB need balanced?

Actually, I suspect the Ark Mechanicus does need a little work compared to the other BBs. I'm sure Horizon has some opinions on a fix. ;)
Title: Re: List of flawed ships
Post by: horizon on December 20, 2010, 08:01:49 AM

Hi,
Because 12wb/6 torps in the fleet is too perfect, boring and non-Imperium.
10wb@45 (190pts) /6torps is just good.


Adeptus Mechanicus: Battleship with fixed upgrades is good. But ditch the rule that you need the ArchMagos.

Title: Re: List of flawed ships
Post by: Plaxor on December 20, 2010, 08:10:49 AM
@RC

The Idolator already has 'fraal tech', it doesn't count column shifts for firing over 30cm. Newer versions of Fraal tech instead say that they get a left column shift on the gunnery table.
Title: Re: List of flawed ships
Post by: RCgothic on December 20, 2010, 01:28:39 PM
perfect, boring and non-Imperium.
10wb@45 (190pts) /6torps is just good.

The 10wb@45 option would remain, no-one is suggesting we ditch that.
How is it more perfect or boring than a Lunar or Gothic? It trades reliable damage output regardless of facing for a higher damage potential if you line up a perfect shot - something the Dominator already does (and hence why it is more valued as a core cruiser in spite of its NC).
Again, how is it any different from a Lunar or Gothic? It allows players to play to their preferred style rather than be handicapped by the reduction to FP10.

And how do you figure Non-Imperium? I can think of no reason whatsoever the Imperium wouldn't have the motivation or ability to build a Dominator-type cruiser with torps. It fits their fleet doctrine absolutely.

Whether or not it's "Boring" is entirely subjective, and I don't agree that it is.
Title: Re: List of flawed ships
Post by: horizon on December 20, 2010, 02:00:59 PM
Per FAQ2010:

Armageddon 235pts
Retaliator 260pts
Styx 260pts
Excorcist may take a-boats (+10pts :/ ).
Overlord 220pts (+15 for targetting matrix).

I tried to push Dictator/Mars -10pts but the HA declined. :/

Title: Re: List of flawed ships
Post by: RCgothic on December 20, 2010, 02:20:51 PM
Well, that's at least two changes identical to what we were going to make. Armageddon and Styx no longer need to be included in the Flawed Ships article.

Do we have any discussion on if we're satisfied with the HA's changes to the Overlord, Retaliator and Exorcist?

I suspect that 200pts and a targetting matrix for the Overlord may just be enough, and if we change it it will just be gratuitous "Because we want it to work this way" rather than "because it doesn't work".
Title: Re: List of flawed ships
Post by: horizon on December 20, 2010, 08:16:18 PM
Yeah, I think the Overlord could be excluded.


The Excorcists/Retaliator should be included due profile changes.
Title: Re: List of flawed ships
Post by: Plaxor on December 20, 2010, 10:49:45 PM
Retaliator and exorcist will have 6lb. They should be included.

The overlord will be removed unless there is great protest.
Title: Re: List of flawed ships
Post by: Plaxor on December 21, 2010, 07:25:36 AM
I fixed the beginning, the Overlord is now as per Faq 2010.

I made the Exorcist have ABs at +5 points, a more correct price.

One last thought, no one has put any comments on it, the Idolator, should it have LFR lance and 'new' Fraal tech instead of it's current Fraal tech rules. Basically in addition to the no shift over 45cm, it would count any ship within 30 as closing. With either of these the ship would go back to 45 points.

Anyways, with that said. Flawed ships 1.0 (IN/Chaos) done. We'll see what forgeworld does for IA10.....
Title: Re: List of flawed ships
Post by: RCgothic on December 21, 2010, 10:01:57 AM
In the interest of keeping things consistent, use the new Fraal rules.

No L/F/R Lance, or it would be going to 50pts.
Title: Re: List of flawed ships
Post by: RCgothic on December 21, 2010, 10:19:20 AM
One more thing:

Tyrant: 175 base cost, 190 upgraded version

When was this agreed? Are we really going with 175pts base? Is the upgrade to 45cm really worth 15pts?
Title: Re: List of flawed ships
Post by: RCgothic on December 21, 2010, 11:40:04 AM
Also, can we clarify the Apocalypse:

Is the Lance range 60cm base? (with blast marker over 30cm)
Or must it still go on Lock On orders to fire over 30cm?
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 21, 2010, 11:52:16 AM
Why not just follow the one in the latest 2010 FAQ?
Title: Re: List of flawed ships
Post by: horizon on December 21, 2010, 12:36:58 PM
I agree, it is a nice solution I think. It improves the Apocalypse a lot.
Title: Re: List of flawed ships
Post by: Plaxor on December 21, 2010, 05:50:54 PM
What? So are we using FAQ apocalypse rules?
Title: Re: List of flawed ships
Post by: Plaxor on December 21, 2010, 06:11:14 PM
Fixed the 175tyrant typo. Also Idolators now just have 'new fraal tech'.

The fact about the tyrant is that everyone upgrades it to 45cm. One of the ideas behind this revision is to prevent any 'obvious choices' in list building. So if the base one is 175, and the upgrade is 15 points, that's probably enough to make people think twice about upgrading it.

Also we never did talk about the Dominator's downgrade. is the difference between 12wbs@30 and 6wbs@45 worth 5 points? It seems to me that either the ship should get 8fp@45cm or have the cost decreased by 10 points.
Title: Re: List of flawed ships
Post by: horizon on December 21, 2010, 06:43:37 PM
To be honest : who would take 6wb if ha can have 12?


Apocalypse: FAQ2010 is fine with me.
Title: Re: List of flawed ships
Post by: Plaxor on December 21, 2010, 06:45:14 PM
To be honest : who would take 6wb if ha can have 12?

Longer range and a cheaper nova cannon? That's the point....
Title: Re: List of flawed ships
Post by: Sigoroth on December 21, 2010, 06:49:56 PM
What? So are we using FAQ apocalypse rules?

No, bad solution.

So it's 30cm range, but if you LO its 60cm range, but if you fire over 45cm you get a crit, but you don't get all of the crit? If you fail your LO then you can't fire over 30cm, so you can't depend on it as a long range fire platform so you've got to close with this terribly slow ship anyway sooooo the whole rule extending range is pointless? Terribad.

Just give it 60cm range. That way you can count on it. If you fire over 30cm place a BM in base contact. Loses a shield and some speed for a turn to represent the power drain. Really simple, clean, efficient and makes the ship reliable therefore playable.
Title: Re: List of flawed ships
Post by: Sigoroth on December 21, 2010, 06:52:15 PM
To be honest : who would take 6wb if ha can have 12?

Longer range and a cheaper nova cannon? That's the point....

Why would you nerf the main firepower of your cruiser just to get the auxiliary weapon for 5 pts less? I have always thought this option was pure fail. Never even considered it.
Title: Re: List of flawed ships
Post by: Plaxor on December 21, 2010, 06:56:04 PM
Why would you nerf the main firepower of your cruiser just to get the auxiliary weapon for 5 pts less? I have always thought this option was pure fail. Never even considered it.

Yes, and I'm asking what would you do to make it a more viable option?

I'm guessing fp8@45 in this case makes more sense.
Title: Re: List of flawed ships
Post by: RCgothic on December 21, 2010, 07:15:50 PM
To be honest : who would take 6wb if ha can have 12?


Seconded. I wouldn't consider halving my FP to get 15cm extra range if it came with a 40pt discount, and bumping up the option's FP just makes it compete with the Tyrant. I'd consider just deleting it.

As for the Apocalypse, I agree with Sigoroth. It's a rubbish and convoluted rule. 60cm and a blast marker for over 30 is far simpler and achieves the same effect.
Title: Re: List of flawed ships
Post by: horizon on December 21, 2010, 07:38:13 PM
lol, a massive improvement over the original Apocalypse is called rubbish?
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on December 21, 2010, 07:40:27 PM
So wh couldn't it be 45cm but firing over it creates the BM? Personally I wouldn't mind taking the full crit effects as long as the Apocalypse can fire up to 45 cm without any crit.
Title: Re: List of flawed ships
Post by: RCgothic on December 21, 2010, 08:33:23 PM
lol, a massive improvement over the original Apocalypse is called rubbish?

So they dropped the hit of damage in exchange for 'don't take all the effects of this critical hit'. It's a horribly written and ugly rule.

Considering an undamaged Apocalypse has a just 10% chance of not repairing the critical in the end phase, the blast marker is more damaging and lasts longer. The objection is not remotely related to the reduced damage output not being good enough. The RULE isn't good enough.
Title: Re: List of flawed ships
Post by: Sigoroth on December 21, 2010, 10:51:34 PM
lol, a massive improvement over the original Apocalypse is called rubbish?

The original rule was aiming at character and ended up just being terrible. The 'fix' to the rule only removes some of the more hurtful aspects of the original (ie, the damage) and reduces the proportion of time that you have to worry about it (ie, over 45cm instead of over 30cm). It doesn't fix the inherent problem of not being able to shoot over 30cm if you fail your LO (or a previous RO attempt fails ruining further CoC tests) and it also makes a bit of a mockery of the critical hit. One would presume that the +1 damage is a component of the crit, not just some arbitrary extra damage that is applied. This change suggests that it's the latter.

As RCG says, it's too convoluted. Sure, the HA have a lot of trouble seeing good changes and them leaving this rule in place with just a few minor changes is predictable. It doesn't make the Apocalypse any more attractive and I think that since we're on a wishlist of fan based changes then we shouldn't leave this as is.

So why couldn't it be 45cm but firing over it creates the BM? Personally I wouldn't mind taking the full crit effects as long as the Apocalypse can fire up to 45 cm without any crit.

I don't feel this way myself. Um, I'm not sure whether you're coming at this particular break point from a pure logic point of view because you consider 30-45cm to be mid range and 45-60cm to be long range and since it says "long range" in the description it should be over 45cm blah blah. Or perhaps you're coming at it from the point of view that engagements in the 45-60cm range band don't last too long and the majority of the battle ends up in the 45cm or less band and so therefore you'd get less downside. Or maybe a mixture of both.

Well, on the first point I think that it's not unreasonable to assume "long range" to mean anything above standard in certain circumstances. So, for example, if this ship did have the 30cm rule (as it did at the start) then shooting over this range becomes "long range". So it does not necessarily translate to being only in the 45-60cm range band.

On to the second point, well I think that as a flavour rule it should see more than incidental usage. So I'm quite happy for it to occur when shooting over 30cm, so it would at least crop up more than once or possibly twice per game.

On the other hand, I would have accepted taking the full effect of the crit were we allowed to shoot over 30cm consistently, not just when on LO. So to me that is more important than the range issue. However, if we do drop the damage portion of the crit then it really does become a 'meh' penalty. It is also pretty likely that it will be repaired and so has no lasting impact. Therefore the BM becomes more of an impact, being a cross between the crit with damage and the crit without damage. It trades the chance of the crit not being repaired for the other effects of having a BM in contact (Ld, repair, boarding penalties). So, I think the BM is more balanced than either of the alternatives, since it sits somewhere in between and it's also a lot easier to track and much simpler in both execution and concept.

However, I think the penalty is still small enough that it could be applied more often, i.e., when shooting over 30cm, rather than 45cm. I feel that the latter option would make the downfall a little bit of a joke, since it is unlikely that a BB is going to be the target of the enemy at extreme range, and even if it is, with 3 shields up and abeam it's not likely to take much damage. So making it over 30cm means that the 'flavour' rule will see more action and it will also be a bigger risk for the Apocalypse.
Title: Re: List of flawed ships
Post by: RCgothic on December 22, 2010, 11:48:57 AM
Proposal:

In addition to using the blast marker rules and FP9 WBs as already decided, the Apocalypse gets 60cm Lances standard.
Title: Re: List of flawed ships
Post by: Plaxor on December 22, 2010, 05:46:23 PM
Proposal:

In addition to using the blast marker rules and FP9 WBs as already decided, the Apocalypse gets 60cm Lances standard.


I think that's how Sigs system works. The lances are 60cm but if you fire over 45? then you have to place a blast marker in contact.
Title: Re: List of flawed ships
Post by: RCgothic on December 22, 2010, 07:11:36 PM
It would definitely be over 30cm I think.
Title: Re: List of flawed ships
Post by: RCgothic on December 22, 2010, 10:09:09 PM
Also, Despoiler:

Given that the prow lances are now gone and the Torpedoes cannot replace them, are we deleting the option completely, or allowing the Torps to replace the Launch Bay? I'd probably give a 40pt discount for this option - it's not the updated retribution in firepower, but it does have more range and launch bays like the Oberon.
Title: Re: List of flawed ships
Post by: Valhallan on December 22, 2010, 11:30:37 PM
agree and agree with desp (no torp option) and apoc(drop a BM when fire over 30cm).
Title: Re: List of flawed ships
Post by: Plaxor on December 22, 2010, 11:40:18 PM
Part of 'Horizons Profile' for the despoiler was that it swapped the prow launch bays with 8 torps for no cost. Honestly I could see a 10-30 point decrease for the option, but meh.

Sigoroth did say over 30, and I wrote it down. So yes, that is what it is.


Note: Does anyone think that the torp 'upgrade' for the despoiler should make the vessel have a reduced cost of say.... 20 points?
Title: Re: List of flawed ships
Post by: RCgothic on December 23, 2010, 07:45:22 AM
Compare what the vessel actually has for that profile.

It has firepower of similar strength to an Oberon, Launch Capacity roughly equal to an Oberon, one less turret, 5cm more speed, and torpedoes instead of prow sensors.

Based on that, the torps option should be somewhere in the region of the Emperor in price.
Title: Re: List of flawed ships
Post by: Plaxor on December 23, 2010, 07:49:32 AM
Compare what the vessel actually has for that profile.

It has firepower of similar strength to an Oberon, Launch Capacity roughly equal to an Oberon, one less turret, 5cm more speed, and torpedoes instead of prow sensors.

Based on that, the torps option should be somewhere in the region of the Emperor in price.

True, but it does have +1 boarding modifier. :) Like I said, up to 30 points would seem fine. It won't be the better option, but chaos pays a bit of a premium to use torps.

So can I put you down for 35?
Title: Re: List of flawed ships
Post by: Sigoroth on December 23, 2010, 02:44:53 PM
I would drop the base cost of the Despoiler a little. Even with a fixed profile 400 pts is probably too much. Say, 390 pts. Then I'd leave the torp option a straight swap for no change in cost. It is just an option after all. Though I'd maybe make it strength 9. That brings it in line with other torpedo armed BBs and offsets the suckiness of the option slightly.
Title: Re: List of flawed ships
Post by: RCgothic on December 23, 2010, 03:42:23 PM
I don't think there's any way a torpedo volley could equal strength 4 launch bays. It would have to be S12 at least.
Title: Re: List of flawed ships
Post by: Valhallan on December 24, 2010, 07:17:01 PM
hows about option to drop 2 LB for 9 torps, no points change?
what again is roy's desp profile exactly? and what does it smotherman to (for an approximation)?
Title: Re: List of flawed ships
Post by: RCgothic on December 24, 2010, 09:34:03 PM
Port/SB WBs FP10 @ 60cm
Port/SB LBs S2
Dorsal Lances S3@60cm
Prow LBs S4

Smotherman gives 399pts.
Variant with S9 torps instead of prow launch bays is 362.5
Title: Re: List of flawed ships
Post by: Plaxor on December 24, 2010, 10:19:01 PM
hows about option to drop 2 LB for 9 torps, no points change?

I like this idea.

Anyone else think the Sedito Opprimere is too powerful? I think that it should drop its P/S bombards to strength 8 but have its launch bays returned to str.3
Title: Re: List of flawed ships
Post by: Plaxor on December 26, 2010, 08:11:43 AM
Working through the IN/SM pdf and was wondering if the VPs for Venerable battle barges should go to 50% for crippled and 150% for destroyed. I mean... 4x victory points for crippled, but only 1.5x for destroyed? This value makes more sense.
Title: Re: List of flawed ships
Post by: horizon on December 26, 2010, 09:56:30 AM
Plaxor,
No Seditio is okay. No change.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 26, 2010, 03:36:59 PM
hows about option to drop 2 LB for 9 torps, no points change?

I like this idea.

Anyone else think the Sedito Opprimere is too powerful? I think that it should drop its P/S bombards to strength 8 but have its launch bays returned to str.3

Agree.  Str 20 is a bit much.
Title: Re: List of flawed ships
Post by: lastspartacus on December 26, 2010, 05:39:20 PM
I think its fine as a character ship, for its points.  I just don't like the idea of broadside bombardment cannons, in fluff.
Title: Re: List of flawed ships
Post by: Plaxor on December 27, 2010, 02:15:13 AM
So getting to the end of my IN fleets document and had a few small questions on fleet lists:

So the space marines have a Dominion and Crusade fleet list.

I was wondering if anyone would complain if I kept it as armada has it and just had the Armageddon fleet list and the Space marine fleet list?

The differences would be that the SM fleet list would have access to a fortress monastery. Also I need some thoughts on Thunderhawk annihilators, I was thinking that any ship with launch bays could 'upgrade' them.
Title: Re: List of flawed ships
Post by: Sigoroth on December 27, 2010, 07:28:43 AM
Upon further consideration I do think the SO a little too powerful. It's not just a swap of range for BC rules at +X pts. It removes the interaction effect between WBs and BCs, making the SM fire more efficient. Also, the loss of range isn't that big a deal since they're WBs and so the extra range isn't worth so much due to loss of strength.

Also, I still find the loss of the prow TH to be inexplicable. I don't particularly want a more powerful ship, just that this unexplained loss is irksome. I would suggest that it gets its third TH and drop its broadside BCs to 10 at most. Perhaps also a slight price hike.
Title: Re: List of flawed ships
Post by: lastspartacus on December 27, 2010, 07:33:54 AM
Magma Bomb storage space :p

Same thing with the borkan explorer.
Title: Re: List of flawed ships
Post by: Plaxor on December 27, 2010, 08:41:51 AM
Upon further consideration I do think the SO a little too powerful. It's not just a swap of range for BC rules at +X pts. It removes the interaction effect between WBs and BCs, making the SM fire more efficient. Also, the loss of range isn't that big a deal since they're WBs and so the extra range isn't worth so much due to loss of strength.

Also, I still find the loss of the prow TH to be inexplicable. I don't particularly want a more powerful ship, just that this unexplained loss is irksome. I would suggest that it gets its third TH and drop its broadside BCs to 10 at most. Perhaps also a slight price hike.

Remember the SO is a VBB so it is subject to the 'bonus vps' rule. I think the best thing to do is 10BBs and an extra TH at the current price.
Title: Re: List of flawed ships
Post by: Plaxor on December 27, 2010, 09:44:15 AM
I'm removing the restriction on carrier SC's unless anyone gives protest. It doesn't seem like they need to be restricted in this way.

Also I've been reading over TH annihilators. It says they are fighters and bombers, but the way they are described as working is as just bombers. I imagine what they're meant to be is resilient bombers, like tau mantas.

Either that or they would essentially be resilient fighta-bombers.

Edit: I've also been looking at the 'powers of chaos' document. I don't know where the need for 'super' marks of chaos came from, having more abilities for ships which worship the gods.

Also the non-nurgle character ships seem unnecessary. I understood nurgle's reason for having one, as  Typhus had a fleet 1/3 the size of Abbadon at the onset of the 13th black crusade.

The thousand sons during the 13th were busy in the webway (as only Arhiman's group ever left), and khorne/slannesh ships don't seem different enough/like they would according to fluff. I mean aura of lust? What?

Anyways, as the Emasculator and Hecate are becoming legal, tell me how they should be balanced/where they should be placed (just in 13th I presume?)

Also Chaos Space Hulk? I imagine no one would be bothered if this disappeared.

Edit (2):

So here's some thoughts on the Fortress Monastery; for +125 points, it gains: SM rules (including better LD, resistance to H+R attacks etc.), 6wbs per quadrant, 3 thunderhawks per quadrant (which is more than half of the 4 that the ramilies gets.) 6+ armor. Boarding torpedoes, 2 extra teleport attacks (although these will be deleted with the terminator revision and unnecessary honor guard being deleted)

What it loses: 2 lances per quadrant.

Does not make sense to me. I think that the vessel would be perfectly fine in comparison if it had 5+ armor just like the Ramilies.
Title: Re: List of flawed ships
Post by: BaronIveagh on December 27, 2010, 12:30:05 PM
I'm removing the restriction on carrier SC's unless anyone gives protest. It doesn't seem like they need to be restricted in this way.

Also I've been reading over TH annihilators. It says they are fighters and bombers, but the way they are described as working is as just bombers. I imagine what they're meant to be is resilient bombers, like tau mantas.

Either that or they would essentially be resilient fighta-bombers.

Edit: I've also been looking at the 'powers of chaos' document. I don't know where the need for 'super' marks of chaos came from, having more abilities for ships which worship the gods.

Also the non-nurgle character ships seem unnecessary. I understood nurgle's reason for having one, as  Typhus had a fleet 1/3 the size of Abbadon at the onset of the 13th black crusade.

The thousand sons during the 13th were busy in the webway (as only Arhiman's group ever left), and khorne/slannesh ships don't seem different enough/like they would according to fluff. I mean aura of lust? What?

Anyways, as the Emasculator and Hecate are becoming legal, tell me how they should be balanced/where they should be placed (just in 13th I presume?)

Also Chaos Space Hulk? I imagine no one would be bothered if this disappeared.

Edit (2):

So here's some thoughts on the Fortress Monastery; for +125 points, it gains: SM rules (including better LD, resistance to H+R attacks etc.), 6wbs per quadrant, 3 thunderhawks per quadrant (which is more than half of the 4 that the ramilies gets.) 6+ armor. Boarding torpedoes, 2 extra teleport attacks (although these will be deleted with the terminator revision and unnecessary honor guard being deleted)

What it loses: 2 lances per quadrant.

Does not make sense to me. I think that the vessel would be perfectly fine in comparison if it had 5+ armor just like the Ramilies.


Personally I think that while as a SM ramilies, it's ok, this thing really shouldn't be called a fortress monastery.  It's too weak and too small.  Descriptions I've read make them all sound rather 'death star' ish and no two are the same.  Dorn's Phalanx and Sigismund's Eternal Crusader would be more like a space hulk sized ship.  The Tower of Angels is similar to a Ramilies, but described as much bigger. 
Title: Re: List of flawed ships
Post by: Plaxor on December 27, 2010, 04:19:12 PM
So I'm thinking for THA is that any ship with launch bays can be equipped with them for 5 (maybe 10) points. They count as resilient bombers.

Btw Baron
Quote
Several Chapters, most notably the Dark Angels and the Fire Hawks,
operate from mobile space fortresses. These gigantic craft contain
sufficient accommodation, workshops, training areas and dock
facilities for the entire Chapter and operate as a mobile base for
Chapter operations. While their defensive/offensive capabilities are
alleged to be equivalent to a Ramilies class star fort, they are not
only mobile but warp-capable.

Close enough, and besides, sms have such a varied fluff behind them and writers are always trying to make them look different anyways. These are decent rules if someone wants to use it in a campaign as a 'pirate base'
Title: Re: List of flawed ships
Post by: Sigoroth on December 29, 2010, 01:36:16 AM
I'm removing the restriction on carrier SC's unless anyone gives protest. It doesn't seem like they need to be restricted in this way.

I don't think that SMs should be an ordnance heavy list. They have as much now as I think their max should be. The restriction keeps the same maximum while allowing less.

Quote
Edit: I've also been looking at the 'powers of chaos' document. I don't know where the need for 'super' marks of chaos came from, having more abilities for ships which worship the gods.

Also the non-nurgle character ships seem unnecessary. I understood nurgle's reason for having one, as  Typhus had a fleet 1/3 the size of Abbadon at the onset of the 13th black crusade.

The thousand sons during the 13th were busy in the webway (as only Arhiman's group ever left), and khorne/slannesh ships don't seem different enough/like they would according to fluff. I mean aura of lust? What?

Bin them all. They're none of them representative. They're either based on the crappy Despoiler stats or the incorrect Slaughter picture or just brokenly represented (3 AC from 1 launch bay!?). Every single one is crap. Bin them all.

Quote
Anyways, as the Emasculator and Hecate are becoming legal, tell me how they should be balanced/where they should be placed (just in 13th I presume?)

They should be placed in the bin. Why on earth would the Hecate be based on a Hades hull? Why would they change the original (good) fluff? It makes so much more sense as an upgraded Devastation that these random changes boggle the mind.

As for the Emasculator, not only is this a crap name but it's a rather blah ship (and I have no idea where the stats for this "well playtested" ship came from). A heavy Slaughter would have been fine, but I really wanted a heavy Carnage. Instead we get a couple of naff ships. Yay.

Quote
Also Chaos Space Hulk? I imagine no one would be bothered if this disappeared.

Nope, really don't care about them at all.

Quote
Edit (2):

So here's some thoughts on the Fortress Monastery; for +125 points, it gains: SM rules (including better LD, resistance to H+R attacks etc.), 6wbs per quadrant, 3 thunderhawks per quadrant (which is more than half of the 4 that the ramilies gets.) 6+ armor. Boarding torpedoes, 2 extra teleport attacks (although these will be deleted with the terminator revision and unnecessary honor guard being deleted)

What it loses: 2 lances per quadrant.

Does not make sense to me. I think that the vessel would be perfectly fine in comparison if it had 5+ armor just like the Ramilies.

Those 2 lances are worth more than the 6WBs. The 3 TH swap for 4AC is much closer to a balanced swap than the 2 for 1 trade off we've seen in the past. The extra TP attacks are going as you say, but either way, they're terribly weak on an immobile station anyway. The SM rules (leadership, boarding bonus, H&R bonuses, boarding torps) is worth no more than 35 pts. So we're left with +90 pts for the gain of 6+ armour. If this were dropped to 5+ then the FM would simply be overpriced by 90 pts.

Personally I think that while as a SM ramilies, it's ok, this thing really shouldn't be called a fortress monastery.  It's too weak and too small.  Descriptions I've read make them all sound rather 'death star' ish and no two are the same.  Dorn's Phalanx and Sigismund's Eternal Crusader would be more like a space hulk sized ship.  The Tower of Angels is similar to a Ramilies, but described as much bigger. 

A Ramilies is larger than a space hulk. It has 48 hits, not 40. To destroy it you also have to circle it. You can't just hammer away from long range. An ABSF would have a fairly easy time of annihilating a Hulk, not so much a Ramilies.
Title: Re: List of flawed ships
Post by: lastspartacus on December 29, 2010, 04:12:19 AM
I actually really like the Chaos Space Hulk, my favorite things in the document.  And I'm building one now, so please dont take it away ;)

Agreed, carrier SC's should be limited.

The new chaos ships are indeed kind of bland, a Slaughter heavy would be very easy to make, and everyone knows exactly what it should be except the HA.
Title: Re: List of flawed ships
Post by: Plaxor on December 29, 2010, 08:05:06 AM
@Sig,

I totally agree with you. Ugh, a lot of the HA documents feel like someones wishlist, chaos doesn't need tons of upgrades, and already has  a way to represent every 'mark'. The ships should at best be 'named' ships from the despoiler/desolator stat. Also weren't there only 3 despoilers built?

The same way I feel about orks, I don't get why there is such a need for 'marks'. Each clan just has preferences, and each one can be represented in the current ruleset, (ie. deathskulls taking looted torps).

The extra two chaos vessels, the Hecate and Emasculator. Well... the Emasculator is a lance Murder, Carnage style, it is pointless and would make people want to take Murders less (which the lance option was a large reason for taking them). The Hecate doesn't seem to have any serious point either, it feels like a 'just cause' ship.

The Chaos Space Hulk, I hate to say it, but I don't see chaos ever making use of one. Unlike Orks who would probably ride a moon around the galaxy if they could strap large enough rockets to it, chaos worshippers are human, and would likely remanufacture the hulked ships inside instead.

The vessel certainly exists in the fluff, like The Soul Drinkers Brokenback, but I think that this would be something you only play in fun games or on your own.
Title: Re: List of flawed ships
Post by: horizon on December 29, 2010, 08:23:54 AM
During the 13th crusade campaign it was stated Chaos build more vessels (eg Acheron), thus new Despoilers possible.

The shiity thing is Nate knows Chaos doesn't need anything new. Yes, Battleships in the line of the Terminus Est where promised as models and rules long time ago! So that'll be nice. Specific fleet lists with extra's, ok, nice if executed well (I did not pay a lot of attention to the PoC pt2 latest versions).

But Nate/HA are working from the old Andy Chambers wish list, or GW wish list I feel. In the end: if some daftness is needed to ensure BFG has a longer live and new plastic molds if the old ones die I won't complain.

We all house rules one or another thing already.
Title: Re: List of flawed ships
Post by: Plaxor on December 29, 2010, 09:07:30 AM
So I was posed by someone chapter specific rules for Space marines, I thought they were fairly decent, tell me what you guys think/

Ultimately Masters of the Fleet would have to buy 1 re-roll (effectively making them 75 points, but also making the two bonus re-rolls more expensive/limited, which is a big factor for any non-ultramarine fleet who wants re-rolls) but your ships would have some benefit depending on chapter;

Ultramarines & non-listed would receive the 1 re-roll, due to following the codex, and better command structure
Dark Angels would receive either +1 to determine turn order/deployment (or +1 strategy rating) due to their extreme paranoia.
Black Templars would receive THA's for free
Space Wolves would receive +1 to defend against boarding actions.
Blood Angels would receive a +1 to initiating boarding actions, but a -1 to defending against boarding actions.

Edit: Ordinance heavy Marines? I don't see any problem in it, not by fluff or anything.

Right now their max carrier capacity before our changes is 20 at 1500? Since the sm carrier variant is more expensive this changes to 17 Not the same value as before! However with the LBs being unlimited this would be at 27 max, closer to IN/Chaos maxes of 28.

With this it doesn't seem like its worth the extra wording It would be an interesting fleet to see, however I don't see anyone honestly doing it.
Title: Re: List of flawed ships
Post by: commander on December 29, 2010, 09:11:13 AM
So I was posed by someone chapter specific rules for Space marines, I thought they were fairly decent, tell me what you guys think/

Ultimately Masters of the Fleet would have to buy 1 re-roll (effectively making them 75 points, but also making the two bonus re-rolls more expensive/limited, which is a big factor for any non-ultramarine fleet who wants re-rolls) but your ships would have some benefit depending on chapter;

Ultramarines & non-listed would receive the 1 re-roll, due to following the codex, and better command structure
Dark Angels would receive either +1 to determine turn order/deployment (or +1 strategy rating) due to their extreme paranoia.
Black Templars would receive THA's for free
Space Wolves would receive +1 to defend against boarding actions.
Blood Angels would receive a +1 to boarding actions, but a -1 to defending against boarding actions.

So, BA would not be better than mere IN in defending against boarding ??? You're joking, yes?
Title: Re: List of flawed ships
Post by: Plaxor on December 29, 2010, 09:18:29 AM
So, BA would not be better than mere IN in defending against boarding ??? You're joking, yes?

It's something to lose. I know it doesn't make sense, but -1 leadership was what was actually told to me, and just a universal +1 to boarding actions (which makes more sense honestly) however that seems to suck
Title: Re: List of flawed ships
Post by: Plaxor on December 30, 2010, 06:50:49 AM
Hmmm... The Blood Angels could look like this:

+1 on boarding actions, but -1 to their randomly generated leadership (master of the fleets vessel stays at 10) but they also get the Re-roll.

Hopefully we can get these incorporated (as there is much demand from the Marine community to have chapter-spec stuff) and with the final arguments for space marine stuff I can finish the IN document.

And the Ork one I need to rework, I did a shoddy job anyways.

So for Admech, I'm going to cut and paste the stuff from the Mars document, sans the requirement for the archmagos for the BB. Also points revisions included for various vessels (I.E. -5 points for a tyrant). I thought there was something about alternate refit tables for Admech, do we want those?

Just found the thread here's what I think makes sense:

1. Gyro-stabilized Targeting Matrix- 5
2. Fleet Defense Turrets- 5
3. Advanced Engines- 15
4. Emergency energy reserves- 20
5. Repulsor Shielding- 15
6. Augmented Weapon Relays- 25

Should Inquisition Ships just be a Cut and paste as well? I always liked the idea of a blackship just being an ally-in ship to any IN fleet. However at Battleship status that makes it difficult.

P.S. My God! I just finished working through the rules for the Fortress monastery (combining in all the faq, as well as the Ramilies rules) it is 2.5 pages of special rules for one vessel.... ugh.

I'm on page 26 now, and SMs are done (other than the fleet lists, and perhaps minor edits)

I think that Admech should be 2 pages, and Inquisition should be 3-4. With fleet lists at 6-7 pages this document should be around 40 pages long, but it incorporates all the faq items. I might incorporate a faq page at the end for things that didn't seem to make it into the rules, or were just too complicated to explain there (like examples).
Title: Re: List of flawed ships
Post by: lastspartacus on December 30, 2010, 12:09:31 PM
I certainly like that admech idea :)

My only thought is that some of those refits are a tad too underpriced, but its been a few weeks since ive had time to playtest.
Title: Re: List of flawed ships
Post by: Plaxor on December 30, 2010, 09:11:51 PM
I certainly like that admech idea :)

My only thought is that some of those refits are a tad too underpriced, but its been a few weeks since ive had time to playtest.

I really think that the Admech should have upgrades instead of random. This would not only allow more experimental options, but would also make the list more competitive rather than the somewhat fun list it is now. (with a steep learning curve)

That said they likely should be 5 points overcosted as there should be some incentive to play normal IN over them, and of course every ship must buy an upgrade. So maybe add 5 points to all my listed values?
Title: Re: List of flawed ships
Post by: lastspartacus on December 30, 2010, 09:18:17 PM
You have seen this thread, right?

http://www.tacticalwargames.net/sg/forum/index.php?topic=1943.0
Title: Re: List of flawed ships
Post by: Plaxor on December 30, 2010, 09:57:36 PM
Yep. So basically I have all my answers already:

Archmagos Veneratus goes to 75 points.

The Commander can choose a second refit for his vessel free.

A lot simpler than the original documents rules....

I also think that the Endeavor/Endurance should just come with the lance and torps (possibly +10 points from our revision) as this makes sense considering the other ships in the Explorator fleet.

Anyone else thoughts?

Also Sigoroth posed an idea for an auto loader I imagine this would cost 30 points How do people feel about this?

Edit: Admech only use their supplots when playing in a game with subplots. Meaning pretty much only campaign games.

Oh and the Ark Mechanicus is overcosted when considering that it can't take any more refits, but is forced to have the fleet commander onboard. Meaning it wastes about 25 points. I was thinking either it strips both its' refits and all its' special rules then does upgrades normally or it is reduced by 25 points.



So here is what the fleet list will look like:


Fleet Commanders:
Archmagos Explorator Ld 8    50 points
Archmagor Veneratus Ld 9    75 points

May select one additional upgrade for their ship for no cost.

1RR 50
2RR 125

3 Cruisers to one battleship: (add one turret)
Emperor 385
Retribution 375
Oberon 375
Ark Mechanicus 390 (comes with both refits, and must have fleet commander onboard. Does not get his additional refit)

Cruisers (Up to 15): (cruisers contain dorsal str1@60cm lance LFR, and +1 turret, light cruisers add str 1 30cm lfr lance and 1 turret)
Tyrant, Gothic, Lunar 200pts
Dictator 230
Endeavor, Endurance: 125
Defiant 135

Note: no restrictions on Endurance and Defiants.

I think this system better represents the value of the upgrades, because  upgrades are more valuable on Battleships, so their added 'mechanicus' cost is higher, I.E. an emperor costs 385 but it only gets +1 turret for the extra points. However CLs on which they are the least valuable only have their 'mechanicus' cost at 15 points.

Then you must buy one upgrade for each capital ship:

Emergency Energy Reserves: 15 points
Advanced Engines: 15 points
Fleet Defense Turrets: 10 points
Gyro Stabilized Targeting Matrix: 10 points
Repulsor Shielding 15 points
Augmented Weapon Relays: 30 points (maybe 25)
Auto Reloaders: 30 points (maybe 25)

Escorts: (any number, space marine ones don't have space marine rules/all are subject to admech rules)
Nova 40 points
Gladius 35 points
Hunter 35 points
Cobra 30 points
Sword 35 points
Firestorm 35 points

Special Rules:
Admech ships are of course the pinnacle of human technology;  they roll an additional d6 when repairing critical damage.
Enemies may re-roll their dice when performing H&R attacks against admech vessels, as well as their boarding dice.
Admech ships may roll a leadership check to fire at hulks of their own vessels in an attempt to deny the enemy vps.
Rolls on different LD table (better than normal IN?) 1=7 2,3=8 4-6=9
Any Cruiser may upgrade the range of its weapons batteries to 45cm for +10 points, and/or a nova cannon for +20. They may also upgrade special torpedoes for +20 points. The retribution may upgrade special torpedoes for +30 points, or a nova cannon for +10.
Endeavor/Endurance/Defiants upgrade special torpedoes for +10 points. No ship may have Shark assault boats or boarding torpedoes. No ship may have the minelayer upgrade as they are too valuable to be used in this way.

There... easy enough! Next contestant


Edit: added in the fact that mechanicus cruisers can't use 'minelayer' on the defiant or Dictator, as this doesn't make sense for ADmech.
Title: Re: List of flawed ships
Post by: Plaxor on December 31, 2010, 03:16:40 AM
Almost done with the first version of the IN document, on page 32. Just have the fleet lists left.

Note; trudging through the Inquisition rules was like mixing concrete....

However these things are different from Nate's document; Grey Knight Strike cruisers have no limitations on their variants (prow torp and bombard swap) similar to Astartes vessels. Also I added into the rules the fact that Grey Knights are space marines and have their advantages/roll their leadership. I should probably tell Nate that he missed that....

Also Inquisitional Cruisers can be taken in space marines instead of a strike cruiser, not instead of a battlecruiser (as SMs can't take them).

Only the fleet list pages are left! Then I have to go back and revise everything, but at least I'll be able to post a PDF of the document for other people to see.
Title: Re: List of flawed ships
Post by: Plaxor on December 31, 2010, 08:00:11 AM
Just finished the Imperial Fleets PDF. It's rather  pretty, although I made a few clerical mistakes. I'll go through it tommorow and fix them.

You can see the file by clicking on the link in my signature.
Title: Re: List of flawed ships
Post by: horizon on December 31, 2010, 10:01:53 AM
Check this thread for a d/l by Brother Argos regarding full AdMech list & profiles:

http://www.tacticalwargames.net/sg/forum/index.php?topic=1707.0
Title: Re: List of flawed ships
Post by: Plaxor on December 31, 2010, 11:10:08 AM
That is fine work. Someone has love for the admech.
Title: Re: List of flawed ships
Post by: lastspartacus on December 31, 2010, 11:59:06 AM
Some necron thoughts.  Reactive hull being exactly as the Kraken defenses?

AAF makes them harder to hit of they roll a 4 or more?
Title: Re: List of flawed ships
Post by: Plaxor on December 31, 2010, 10:37:15 PM
I'm actually surprised GW didn't just go with a 4+ save for every ship with reactive armor. Would've made the list work more consistently.

I imagine this would be fine to do for both the escorts and the Shroud, which both spend most of their time braced, however the Scythe widely renown for being the greatest ship ever, should either lose something to make the trade, or have its cost increased.

I don't think Necrons deserve any bonus for AAF, even though they are fast, it would make them even more gamebreaking in missions.

Note that I combined all my 'Flawed ships' threads into this one, as it seems to have lost interest and I don't want/need to be clogging up the BFG discussion board. So please post in here from now on for any of your comments.
Title: Re: List of flawed ships
Post by: Plaxor on January 02, 2011, 04:21:55 AM
Necrons:

Would anyone be opposed if this happened.... Reactive armor on Necron ships becomes 4+ and the Scythe goes to an even 300 points?

I think that this is the easiest way to fix internal issues in the Necron fleet. Rather than increasing FP on the Raiders and increasing hits on the Shroud. A 4+ save would make these two things less likely to brace (which is ultimately the source of their firepower issues).

Like I mentioned the only one it causes issues for is the Scythe, which most people consider 2 scythes better than a tombship for not much more points. Increasing them to 300 would make the Shroud more appealing, as well as the Tombship.

Also I think that the Sepulcher should be available to Scythes, but still be a 0-1 and must be on a Tombship if available.

The Raiders 6+ armor is negated by the fact that they have Front only weaponry. Making them have more or less 5+ armor equivalent and basically no shields, so 4+ should work fine with them.

Also I may include Sigoroth's ship if he can convince me to. :) However this would mean that that vessel would need to have its' cost increased as well, to 400 (possibly up to 425) points.

Orks:

Pretty Close to done on these, I'm still considering making the Battleships into a single class. Any Comments? Also Capital ships now are able to take Power Rams/Drills etc. (all 1 option) for +5 points sacrificing prow Heavy guns. This would cause 1 point of auto-damage during a ram or during a boarding action (during the movement phase to prior to when you roll your boarding dice.)

Claws, well there is some talk of making these cause H&R attacks. I actually kind of feel that they should work similarly to feeder tentacles but only during a board/ram. I.E. when you perform one of these tasks you roll a d6, on a 1,2,3 it causes that many H&R attacks on the vessel, on a 4-6 it causes a point of damage and a H&R attack. These would replace P/S heavy guns on KK's, Hammers and CLs (and Battleships if I go that route, but for some reason I don't think that even Warlords would use a battleship this crudely). This upgrade would cost +5 points.

CL: I think I had my logical statline up at some point, I can't remember where I put it.... hrmmm... anyways it could upgrade its speed to 25 (as essentially it would be a large escort, and half have 25 the other half have 20, I may have it at 6 hits & 25cm standard, but can up its hits to 8 but its' speed goes to 20.)

Other thoughts... Well the Grunt I never really liked the idea of, but to make it worthwhile it should have BV4 and lose its ram ability. Probably the second turret too.

IN: I know I kinda rushed through the Inquisition Document, however there are a few thoughts; It could be changed so that you don't upgrade a specific Inquisitor (I.E. Xenos, Hereticus, Malleus) Instead you get one depending on who you're fighting. So you would get a Xenos one against; Necrons, Tau, Orks, Nids, Eldar, Dark Eldar. A Hereticus one against: IN, AdMech, & Rogue Traders. A Malleus one against Chaos. This makes it a little less character driven, and the rules would have to be changed slightly, So a Hereticus Inquisitor would have something like a -1 leadership modifier to any human ships. Malleus could keep his current rules, and Xenos would still do his Holofield thing and maybe something else (Left shift on the gunnery table for his ships against Xenos vessels?)

In this case every vessel would have the 'random tech' thing that Xenos Inquisitors have, as they are often the best equipped in the Galaxy! and would likely increase their points cost overall to 125.

Note: I did get rid of the line that Inquisitors may be the fleet commander of any Imperial fleet. This didn't make sense to me, as every fluff description of inquisitors commandeering Navy vessels didn't obliterate their command structure. Instead the Inquisitor would just sit on the bridge and let the Admiral/Captain/whoever command. If the Commander didn't do what was asked however naturally the Inquisitor would bolter him and take control.

I think the idea is similar to if the President were to walk onboard an aircraft carrier. Certainly he would have the right to tell the crew and captain what to do, but he probably knows nothing about naval combat and would be an extreme detriment to the ship.


Tau:

Kor'Or'Vesh and Kor'vattra seperated. There is some detail work to do on the Kor'Or'Vesh though. Otherwise Kor'vattra seem done though, with the two changes they should be perfectly viable. 

No one did comment on if the Messenger should have its limitations removed. Any thoughts?

Also I want to hear some peoples thoughts on Kor'Or'Vesh, however this could bring some fire...

Chaos:

I've decided that there should be an all Daemonship fleet option, which would be interesting. It would be a great way to present the special things from the 'powers of chaos' document.

I also think that daemonships should be removed from the 13th crusade list if we do this, and should be an 'ally-in' type deal. It would make more sense this way, as they feel like allies anyways, and the abilities poised in the 'Powers of Chaos' make more sense on daemonships. Not only that but it would be kind of a Chaos version of an Admech list. Not only that but it resembles 40k so much better.

Possibly in this version the cost of being a daemonship would be decreased.

Dark Eldar:

I think we have our decision on how to include a DE CG. Just make it an upgraded version of a Torture. Also I will likely include the DE CL from the book of Nemesis.

Eldar & CWE

Will an Eldar Hero ever be neccessary if the FoA goes to Void Dragon GC? If not then I will likely just delete it from the rules.

Nids...

Well... nothing on nids right now sorry. I don't know what needs done for them, if anything?
Title: Re: List of flawed ships
Post by: lastspartacus on January 02, 2011, 04:34:58 AM
As far as the necrons go, I do feel a 4+ would help make shroud and smaller ships worth it.  It never made sense how easily they fell compared to shielded ships.  However, to compensate, have BFI just make them reroll the 4+ instead of going to 2+.

As to AAF, why should they lose it?
Title: Re: List of flawed ships
Post by: Plaxor on January 02, 2011, 04:39:23 AM
No, not lose AAF, just not get a bonus save for going on AAF.

LS, I think I lost you somewhere along the lines....

BFI on Necron ships turns their save to a 2+, however the idea is to make the regular save for escorts 4+, as well as the cruisers, so that the 'living metal' can be standardized as a rule.

This should make escorts much more viable, as they die much easier than a normal escort for more points when not on BFI, so most people spend their time doing that. Similarly with the shroud.
Title: Re: List of flawed ships
Post by: Plaxor on January 02, 2011, 05:10:38 AM
Daemon Fleet: (basically includes all chaos ships in the normal daemonship fasion, however can have these upgrades per mark)

Fleet Commander:

Herald of Chaos: Ld+1, 1RR.  50 points
May purchase RRs
1 extra RR 25 points
2 extra RRs 75 points
3 extra RRs 150 points

Must be on the largest class of ship.

Ships have similar purchase structure to Chaos fleets:

0-12 cruisers, 1 GC for every 3 cruisers, 1 heavy cruiser for every 2 cruisers, 1 battleship for every 3 cruisers. Escorts: any number

Cost of ships are unchanged (including Daemon upgrade)
Battleships +50 points
Grand Cruisers +30 points
Heavy Cruisers +25 points
Cruisers +20 points
Escorts +5 points (dirt cheap as they don't get all the benefits of being daemonized)

Cost of Marks Unchanged, any ship may take a mark (save escorts of course.)
Tzeentch +25 pts
Nurgle +35
Slannesh +25
Khorne +20

Any ship with the appropriate mark may have any of these upgrades;

Tzzentch:
Warp Beasts +25 points
Once per battle, a single enemy ship within 15cm takes D6 hits in the end phase (shields have no effect).

Strand of Fortune +25 points
Once per battle it automatically passes a command check or leadership test- no roll required.

Vortex of Chaos +10 points
At the end of each movement phase, any ship within 15cm of this vessel (friend or foe!) must place a blast marker in base contact with it. Note that this doesn't have any effect whilst the ship is spectral.

Vagaries of fate +10 points
This ship may choose to roll an LD test to ignore the damage caused by any single attack source once per game. I.E. from a squadron shooting at it, or a boarding action etc. If the LD test is failed then the ship takes double damage instead (with additional chances for criticals etc.) Note that this doesn't prevent blast markers from being produced on the ships base from shooting

Nurgle:
Hives of Nurgle +10 points
vessels within 15cm do not benefit from a left column shift when firing at it.

Miasma of Pestilence +10 points
the Nurgle player may place a single Blast marker anywhere along the vessels course after each move.

Ark Of pestilence +10 points
Any ship subject to a boarding action by the vessel suffers a fire critical automatically.

Khorne:
Warp Blade +20 points
when conducting a boarding action cause D3 extra critical damage rolls. The vessel has an additional D3 teleport H&R attack runs. It also may launch an additional D3 assault boats if it has launch bays, but only when launching assault boats. I.E. it must launch only assault boats to do this. If it has torpedoes, when launching boarding torpedoes it receives an additional D3 to the salvo.

Slannesh:
Veil of lust +20 points
Ship firing on this vessel using the gunnery table suffers a right-column shift before any other modifiers are applied.

Sirens Summon +25 points
Enemy ships starting their movement within 15cm of a vessel with Siren‟s Summon must test against their modified leadership. If it fails, it cannot shoot, launch ordinance, perform boarding actions, perform teleport attacks and essentially will do nothing other than move/perform any special orders that they've already passed (I.E. if they did CTNH then they may still turn twice.)
Note that this doesn't work when the ship is spectral.

Undivided:
Icon of chaos: 10 points
The ship rolls 2d6 when performing teleport attacks and chooses which die counts.


Note on Special rules:
Haunting: These vessels of course count as disengaged. Therefore if at any time every vessel in the daemon players fleet has visited the table and the only vessels left under his control are 'haunting' then the battle ends and every daemonship counts as disengaged for the purposes of VPs.
Title: Re: List of flawed ships
Post by: Plaxor on January 02, 2011, 09:42:01 PM
Some minor changes to CWE added; this was to simplify the list.

Eldar Hero AXED. (kind of a pointless person anyways) fleets reserve just as normal. Naturally any shadow prince or supreme admiral that was able to convince the other group to work with them would be a hero anyways.

Dragonships & Void Dragon purchasable one a 1:1 basis with wraithships. Eliminated the rule for you to get an 'extra' dragonship if you have your admiral on it, and the Void Dragon counts as a dragonship for purchases, NOT just one that you can buy without any limitations.

So it will look like this:

Battlecruisers & Grand Cruisers
You may have 1 battlecruiser or grand cruiser for every cruiser in your fleet
0-1 Void Dragon
Dragonship
Ghosty Dragonship

Cruisers (any number)
Wraithship
Ghosty Wraithship

Fair? Ray?
Title: Re: List of flawed ships
Post by: horizon on January 02, 2011, 09:55:59 PM
Doh no.

1 Dragonship per 2 Wraithships. It's a battlecruiser!

Void Dragon 1 per 1000pts. Or 1 per admiral in a CWE list.

Void Dragon not in CE list.

Hero axed back in!!

Hero:
makes reserve rules into a 1:2 basis instead 1:3.

It is cool. Cool things make your dice better,

Title: Re: List of flawed ships
Post by: Plaxor on January 03, 2011, 02:53:41 AM
So I put the hero back in because he is cool? Can't I just make it a +50 point upgrade to make any character 'Heroic'? Maybe a +25?

Also you're right about fleet composition. For some reason I thought that my CWE opponent ran 2 dragonships, 2 wraithships and a FoA at 1500. The current list makes it seem as though you can do that (with the admiral and the bonus dragonship and all)


Oh and I wrote in that Wraithships can buy Vampires at +5 points. Tell me if you don't like that idea.
Title: Re: List of flawed ships
Post by: Plaxor on January 03, 2011, 04:45:40 AM
Line that I just wrote in the Eldar PDF:

"Your Prince may be considered a hero for +25 points."

....corsairs are looking a little more disney than originally intended.
Title: Re: List of flawed ships
Post by: Plaxor on January 03, 2011, 05:32:54 AM
Horizon, I'm wondering about an internal balance issue between the Void Dragon and Dragonship

So a Void Dragon gains; Aspect warriors, +2 hits, vampires, 2wbs, 2 pulsars (more or less 8wbs) for 60 points.

Now a Dragonship can gain aspect warriors and vampires for a total of +30 points. So this gap feels more like 30 points.... for 10 wbs and 2 hits? shouldn't this be closer to 100 points? Like going from a wraithship to a dragonship is +2 hits, +8 wbs +2 launch bays. Similar layout for 100 points.

I know in MMS you made the Dragonship have 8 hits, which fixed this internal balance issue. I feel that the simplest thing to do is force it to upgrade Aspect warriors and Vampires, instead of having them automatically.

However this would mean that the Void Dragon is overpowered. When it seems more likely that the Dragonship/Wraithship are both underpowered.

So comparing CWE ships to CE ships:

A Wraithship is like an Aurora, but with 5+ armor for +20 points. However it loses 5cm speed to each band. Shouldn't this be closer to 10 points?

A Dragonship is like an Eclipse but with +1 pulsar and 5+ armor. For +10 points, this is understandable as it is a CB. However it does make the Wraithship look so much worse.

A Void Dragon is kinda Like a Void Stalker, it has nearly the same weapon layout, (total eq. fp 24 with 4 launch bays). However it doesn't have L/R weaponry, and is 2 hits less. It gains aspect warriors, vampires and 5+ armor. for 60 points. This seems beautiful in comparison. However this would seem reasonable if it didn't have vampires or the aspect warriors.

So anyways what seems reasonable from this comparison is to make Wraithships cost 150, and Void Dragons not have vampires and aspect warriors automatically.

I think this will do wonders for the internal balance of the CWE fleet, as it is one of those where it is a race to buy restricted ships (the Void Dragon and Dragonship). Whereas with these changes it won't hurt so much if you don't build specifically to get these two vessels.
Title: Re: List of flawed ships
Post by: lastspartacus on January 03, 2011, 05:50:51 AM
Necrons turning while on AAF could go, imo.

And, I dunno, the fluff talks about how necron ships come in going so insanely fast they don't even pick up on scanners until they slow down, so they could literally pass by an imperial ship at speeds comparible only to warp travel, and not be noticed.  Just seems youd get some bonus is all.  Just an idea though.  Maybe 'if they go an extra 40cm or more on their AAF rolls they cant shoot or be shot at.'
Title: Re: List of flawed ships
Post by: horizon on January 03, 2011, 06:45:49 AM
Necrons AAF rules are neat imo.

@ Plaxor --> Void Dragon is less expensive then it should be because it either needs a Hero/Admiral or 1 per 1000 or 0-1 per fleet. Either way: very limited & restricted.

No harm done.
Title: Re: List of flawed ships
Post by: Plaxor on January 03, 2011, 06:58:12 AM
I know Horizon... I'm doing 1 per full 1000 points, but the only thought is that with this any CWE player would always buy a Void Dragon before buying a Dragonship at this level....

It just seems that if it had to purchase the two upgrades rather than just having them would make sense. Like in MMS, you wrote that the VD doesn't auto-include aspect warriors. No other ship comes with either automatically.

And the relative cost of the vessel is reduced because of a hero being unnecessary to purchase the vessel. Not having these two things doesn't really hurt the vessel, and people that still want them can purchase them.

However, Wraithship 150? Does this make sense?
Title: Re: List of flawed ships
Post by: horizon on January 03, 2011, 07:14:51 AM
Wraithship @ 160 is fine. (mms its higher). 150 is too low!
Title: Re: List of flawed ships
Post by: Plaxor on January 03, 2011, 07:24:54 AM
Um... You're really conservative when it comes to these things. It's just that if we assume that an Aurora is correctly priced @ 140, then 5+ armor is worth more than 20 points (considering it loses 5cm bands as well). I really don't think so....

The Dragonship for 10 points gains 5+ armor and 1 pulsar in comparison to the eclipse. However it is a restricted BC, so this is more justifiable.
Title: Re: List of flawed ships
Post by: horizon on January 03, 2011, 07:32:20 AM
Wraithship vs Aurora=
+20pts
5+ armour vs 4+ armour
6 hits vs 4 hits

Same fp strength but also options for fleet balance.

Both are costed well.
Title: Re: List of flawed ships
Post by: Plaxor on January 03, 2011, 07:40:05 AM
Oops... sorry Horizon.... thought the Wraithship had four hits for some reason.

Stop being right! Or else!
Title: Re: List of flawed ships
Post by: lastspartacus on January 03, 2011, 07:43:27 AM
As in my ideas are neat, or neat as they are? : )

The idea that they can turn while on AAF is just strange to me.
Title: Re: List of flawed ships
Post by: Plaxor on January 03, 2011, 07:54:54 AM
As in my ideas are neat, or neat as they are? : )

The idea that they can turn while on AAF is just strange to me.

Necron AAF rules are neat. No need to change them, however they do rape in exterminatus and planetstrike scenarios. We'll have to do something about that later, when we go over scenarios.
Title: Re: List of flawed ships
Post by: Plaxor on January 03, 2011, 09:41:22 AM
I actually think that there should be a different style of limitation on the VD than how the void stalker is done in Corsairs. The Corsairs only have 1 restricted ship and therefore the 1000 point style works fine for them

However craftworlds have 2 restricted ships, and the dragonship is shown to have limitations similar to that of IN/Chaos. I think that it would make sense to just say 1 GC per 3 Cruisers. This would mean the mimimum points value to use it would be 875 points anyways.

It would hurt the 1000 point list; I.E. 1 Void Dragon, 1 Dragonship, 2 Wraithships, Eldar Hero, but that list really doesn't make sense anyways, and I guess couldn't be done before FAQ 2010.

So at 1500 a list should have a core like:

1 VD with admiral 395
1 Dragonship 260
3 wraithships 480

with either 8 shadowhunters, another wraithship and 5 shadowhunters, or 2 wraithships and upgrades on commanders.


This actually looks to be quite accurate according to what 'should' be around when larger ships are. This mechanic prevents someone from getting 2 VDs at 1500, and would need at least 1675 to receive 2. If they wanted to do that.

At 2000 you would have a core list similar to this:

2 VDs 1 with admiral 715
2 Dragonships  520
6 Wraithships 640

In every case people would be buying up. Not taking Dragonships in favor of Void Dragons, so that's my reasoning as to why both upgrades should be removed. Just to make it slightly less appealing.

Yes, It should be a little better for its points than a Dragonship, but not significantly.

Back to 1000 point games, without the 'admiral gets a dragonship outside of restrictions rule', I think Bluedagger might stab me.

Like I said, old list; 1 VD, 1 Dragonship, 2 wraithships Eldar hero. Without FAQ 2010 it was 2 Dragonships, 2 Wraithships, Supreme Admiral re-roll and a farseer. Not that far off.

However the admiral dragonship rule was only useful at 1000 points, or if someone didn't want to use a hero.

Now a player is forced to run 4 wraithships and 1 dragonship at this points value if they wanted to max out on cruisers. More sensible for fluff reasons....


My only hope is that Shadowhunters are appealing enough with our changes that it is much more appealing, as from what I understood about the escort was that it was downright terrible.
Title: Re: List of flawed ships
Post by: lastspartacus on January 03, 2011, 09:32:51 PM
Another random idea.  Would it be a fair trade if necrons lost the ability to make all those turns while on AAF, and gained the ability to ignore ordnance while moving on AAF?
Title: Re: List of flawed ships
Post by: Plaxor on January 03, 2011, 09:41:43 PM
Sorry LS, Horizon and I agree that necrons are cool.

DE 'super-torture' can't take two of the same weapons system, as I fear that an 8 launch bay eldar ship would be an abomination that would destroy the whole world!
Title: Re: List of flawed ships
Post by: Plaxor on January 04, 2011, 01:56:43 AM
My Eldar/DE document is now visible in my signature link.

I was thinking about two additional upgrades for DE capital ships; (maybe just the flagship)

Wych coven; any capital ship can upgrade this for +15 points, and it doubles its' boarding value

Incubi Bodyguard: the fleet commanders ship can purchase this for +15 points. +1 to boarding modifier, and 2d6 on teleport attacks and choose which counts.
Title: Re: List of flawed ships
Post by: lastspartacus on January 04, 2011, 04:10:41 AM
Pretty cool on the bodyguard.

For necrons, are the current special VP rules acceptable?  Necron ships are already dramatically overcosted for what they do, and then you factor in 300 percent victory points and the like, and you wonder why things are the way they are.
Title: Re: List of flawed ships
Post by: Plaxor on January 04, 2011, 05:09:19 AM
it is a little steep. I could live with 150% for destroyed and 200% for hulked.
Title: Re: List of flawed ships
Post by: Plaxor on January 04, 2011, 06:01:43 AM
Ray, are you sure that a Hemlock should be 50 pts? It seems like 45 is more appropriate.
Title: Re: List of flawed ships
Post by: horizon on January 04, 2011, 06:44:44 AM
Yes, Hemlock <=> Nightshade.

Although! The Hemlock should have str 1 weapon battery added to its profile.
Title: Re: List of flawed ships
Post by: Plaxor on January 04, 2011, 07:12:14 AM
I agree, how do you feel about necron VP rules?

I think they are a bit too harsh, as 1 ship being destroyed usually means an auto-loss. Makes it a bit too based on luck. So I was thinking of doing 150 for a destroyed but not hulked, and 200 for a hulk. Maybe 150/250 (but this isn't that much different)

Although thinking about fluff, the Necrons are only particularly worried about technology getting into their enemies hands. So if their ships exploded then it shouldn't be a worry. So according to justifiable to make it 100%/300% but that would be strange, and radically different than they are now.

Where was that necron player?
Title: Re: List of flawed ships
Post by: Valhallan on January 04, 2011, 10:46:38 PM
plax. in your eldar/DE pdf you have the dragonship listed at 6 hits still. it should be 8, correct?
Title: Re: List of flawed ships
Post by: Plaxor on January 04, 2011, 10:51:05 PM
Official rules say 6 hits. It's only in MMS that it's 8.
Title: Re: List of flawed ships
Post by: Valhallan on January 05, 2011, 11:59:42 PM
oops, my bad. guess i'm a little too used to the *ahem* personally preferred system
Title: Re: List of flawed ships
Post by: Plaxor on January 06, 2011, 09:26:17 AM
Added Traitor fleets.  Kinda has some errors.... but I'll fix them when I come back around.
Title: Re: List of flawed ships
Post by: Plaxor on January 07, 2011, 01:17:28 AM
Ray, anything I should change from Nate's Tau document? Other than splitting the fleets of course.
Title: Re: List of flawed ships
Post by: lastspartacus on January 07, 2011, 01:39:25 AM
Plax, good PDFs, good research.

I have a question.  Ive been wanting to make PDFs myself for some BFG stuff, but I have no idea how to make or edit a pdf?
how do you do it?
Title: Re: List of flawed ships
Post by: Plaxor on January 07, 2011, 03:24:21 AM
There are a few methods... most of which are quite expensive.

There are a few free pdf creators online. You just make a document in word or powerpoint, then you send it into the maker (usually by printing it).

I'm personally actually using photoshop, and acrobat professional on my friends computer who is a graphic designer. I think they retail at something like $200 for acrobat professional and $800? for photoshop.
Title: Re: List of flawed ships
Post by: lastspartacus on January 07, 2011, 03:28:02 AM
jeez!

I have that pdf creator thing.  Does it have to be word?  not like wordpad or something generic?

when you say 'print' do you literally mean print it out and do something with it?
Title: Re: List of flawed ships
Post by: Plaxor on January 07, 2011, 03:41:24 AM
Lol no. Most PDF converters 'pretend' to be a printer, and change whatever you are printing into a PDF. So you can use anything that you could normally print.

You probably have acrobat (which is free) but acrobat professional is what allows you to edit PDFs.
Title: Re: List of flawed ships
Post by: commander on January 07, 2011, 09:41:47 AM
Or simply use Open Office. It's as good as MSOffice, is free to download and has an easy PDF converter build in. It cannot edit PDF's however.
Title: Re: List of flawed ships
Post by: Plaxor on January 08, 2011, 03:54:38 AM
Posted my Necron PDF (it's nice having an 8 page one for a change....)

Anyways, as I was going through it I noticed several rule issues that needed solving. So I'll tell you each individual change and discuss them. You can argue against if you like, and I'll likely change it.

All Reactive armor saves changed to 4+:

This is kinda funny, because it will never give a Necron any reason to brace against weapons batteries. However this seemed like the best solution to fix the shroud/escort issue.

Lightning arcs no longer ignore holofields:

Necrons pretty much always win against eldar. So this was axed. Someone tell me why the Eldar would design their defenses not to work against the enemy they've had since the beginning of time? Note that gauss whips still ignore holofields on rolls of 6. (however that one makes less sense, but it's there for simplicity of rules)

Removal of escort portal limitations.

Why not?

Alteration of VP rules:

So escorts no longer count as always crippled (where did they get that idea?) and instead do vps like other necron ships. I.e. if healthy they only count as 10% when disengaging, if they took damage (any) then they count as 25%, if they are crippled then 50%, and if they are destroyed 150% (as they can't leave hulks)

Capital ships work exactly the same except they can leave hulks and those count as 200% vps.

The reasons for this is that if a necron ship was destroyed it would be almost an automatic win for the other side. With less harsh VP rules CLs would be more viable (as they are the only ones who generally get hulked)



Alteration of costs

Of course the reaper and cartouche were added (to make the list have more than 5 options...). Both their costs were increased slightly to represent the 4+ save they were getting.

The Scythe was increased more significantly (because of the 4+ save) and also because of how renown they are as being better than tombships. With this increase they shouldn't be as good comparatively.



Revision of fleet list:

Necrons suffered from something I like to call 'floating points'. As they could buy Re-rolls that weren't attached to any ship, they couldn't be won by their opponent. Necrons also had no fleet-commander, something fundamental to the game itself.

So I decided to change the Sepulcher into the fleet commander equivalent. The player must take a sepulcher if he has any capital ships (sensible, as opposed to 750 points) and it must be on the largest vessel.

Then the re-rolls are linked to the sepulcher.

With this hopefully it will counteract the VP revisions slightly.

Tombships for every 2 cruisers, not for every scythe, this makes more sense, and makes a more versatile fleet. Also it limits the number of larger ships that a player could take (as with the addition of the reaper, one could have 2 large vessels for two cruisers).

Light Cruisers limited to 6 between them; I understand the fluff reasons for there not being 6 shrouds around, but really... who would do that? I like this better than the limitation of 0-3 shrouds and 0-3 cartouches. As that limitation seemed... well... stupid.

Escorts now just limited to 24 per fleet. No real good reason to make sure that you have max 12 of each.

Anyways, feel free to comment. I know people think Necrons are a bit OP, but the effective things increased in cost.
Title: Re: List of flawed ships
Post by: Sigoroth on January 08, 2011, 02:01:14 PM
I would not increase the cost of the Scythe and Reaper so much. 300 and 400 seem fine to me. I don't like the model for the Cartouche myself, and I find the stats a little lacklustre. I'd prefer the Khopesh (though at only 175 pts). Apart from that I'd still drop the Shroud down to 150 pts, and the Cartouche down to 140 pts if it stayed in the fleet. On that note, you've got it listed as 145 in the ship entry and at 140 in the fleet list.
Title: Re: List of flawed ships
Post by: Plaxor on January 08, 2011, 04:48:37 PM
Thanks Sig, I am going to mess around with how the weaponry works as to your suggestion. At least so that all of them work on LO and Reload Ordinance special orders (lol)

Yeah... the points increases seem a bit arbitrary.... and yeah my first thoughts were 300 and 400. I probably will change them.

The Cartouche was added as I wanted to put in something that could easily be built from the current GW line. I would probably build it slightly differently from how the Cypra probatii people did it.

The Khopesh is a more decent vessel (I would actually see people taking that one over a scythe, whereas cartouches would be more of a bs thing/someone wanted variety) but there is no easily represented model. I could see just using the picture of the cartouche but using the Khopesh's stats at 170.

150? not much change, but sure. I'll put the shroud there.
Title: Re: List of flawed ships
Post by: Sigoroth on January 09, 2011, 10:08:38 AM
One of the themes of the Necron fleet is that most of the ships and options in it are multiples 25 pts, something that the Shroud has stuffed up in the past (and since it's a pretty rubbish ship it seems way odd that it costs 155 instead of 150). Dropping the points and upping the save should be sufficient.

As for the Khopesh I always thought it was overpriced, and had long discussions with Retribution (its creator) on the topic. Given that the alternative (Scythes) will be going up in price to at least 300 pts then the Khopesh becomes a much better option, though I would still drop it down to 175 pts to keep it as a multiple of 25.

If it can compete well with a Scythe at that cost then it should be fine given how much the model costs. It takes a Cairn and a Shroud to convert one, which is a might price tag. Of course, if you already have a Cairn then it would be more cost effective to just use it as a guide and mock up a proxy using plasticard. But even so, it'll cost you a Shroud plus some plasti-card and some time converting.
Title: Re: List of flawed ships
Post by: lastspartacus on January 09, 2011, 07:09:06 PM
Increase the cost?  For going to 4+?

at 275 points, the Scythe, although with necron weapon bonuses, 4 weapon batteries and 6 torps less than a lunar class, it pays because it can focus fire.  with no shields, and a 100 point increase, its already paying a massive points premium even before the VP increase.
Title: Re: List of flawed ships
Post by: Plaxor on January 09, 2011, 10:43:23 PM
Necron WBs are almost 2x better than standard wbs, as they count all targets as closing. So the scythe has about equal firepower to the lunar overall. However it can focus all of its firepower to one side.

No shields in trade for always being braced, ignoring celestial phenomena, being 10cm faster, and having 6+ armor? It is all very solid stuff.

I was thinking 315-320 points (as two of the vessel were already considered better than tombships)
but Sigoroth has a fascination with multiples of 25... :)


As for the Khopesh, I think a better thing to do than undercost it, would be to make it slightly better and have it cost 200 points.

Then there would be the theme of 100 points between two hits (except on the 4 hitters....)

Also VPs aren't as bad in this document, and I assure you this necron fleet build will be competitive.


Sig, I made all the necron weapons work like nova cannons, (meaning you can't fire them under most special orders).

Portals now just confer extra teleport attacks, as I intend to remove the limitations on 'having more hits than your target' when I get around to writing up actual rules changes. HA seemed a bit too confusing on this. They're still halved when on BFI, CTNH, BR etc.
Title: Re: List of flawed ships
Post by: lastspartacus on January 09, 2011, 11:31:59 PM
I still dont see how you justify a points increase on a fleet that is already known for paying a huge points premium for what it gets.
Title: Re: List of flawed ships
Post by: Plaxor on January 10, 2011, 02:27:23 AM
I just put up v1.1 of the necrons. Fixed a lot of typos and rules issues.

I changed the Cartouche to have LFR on its lances, as this would make it much more defensive (it desperately needs this with such low hits) and resemble larger ships. Its points were increased to 150. (this was for list building issues)
Shroud at 150
Scythe at 300
Khopesh at 200, added 1 lance and upped turrets to two (to make it different from the cartouche), kinda made up an image of a conversion I think would be decent to represent the vessel, basically a shroud with its prow cut off and replaced with a dirge.

I was doing some list building stuff, and with everything costing multiples of 50 (except dirges, which you would have to take 5) it makes issues with the fleet commander if it took re-rolls.

I was originally considering increasing the cost of the fleet commander to 75 (as it is probably the best fleet commander ever!) but now I think I'm going to change it to 25, but you can buy re-rolls (basically forcing you to buy at least 1) and making the re-rolls 25 for 1, 75 for 2 and 125 for 3.

Seems reasonable, and fixed the odd point issue.

Also touched up the special rules, and the vp tables.

Tell me what you think?
Title: Re: List of flawed ships
Post by: Plaxor on January 10, 2011, 05:20:28 AM
I'm seriously considering changing the Cartouche to 125 points and reducing its lances by 1. As the vessel seems like it should be ridiculously cheap.

However this does make list building have minor issues, in that you would either have to take 2 or 3 dirges.... I guess that is fine. I think I'll do this for my next change:

Sepulcher at 75
+1 rr@25
+2 rr@75

Cartouche at -1 gauss particle whip, 125pts.

It'll give me a chance to fix spelling and layout mistakes. Otherwise, unless there are any complaints.... v1.2 will be the final for necrons!
Title: Re: List of flawed ships
Post by: Plaxor on January 10, 2011, 06:39:00 AM
With that roughly completed. (and eldar...ugh...just need to add in some minor things...) I can continue on to my next PDF to do a rough draft of.

Now, the HA intend to do a combined file for Rogue Traders/Tau/Minor Xenos. I'm wondering if I should do the same.

I do intend to use stuff from Xisor's Demiurg fleet design. The escorts are easy enough to make (I have a few) although I don't know how you would make the different capital ships....

I do have a hard copy of his V.4 Demiurg document.... but I was hoping I could find it online/a more recent version (isn't he on 5?)

Likely, I will make the Tau into their own document, and seperate them from their 'allies' so that only nicassar will be included in their document. The rest, I.E. Kroot and Demiurg will be in with the RT document.
Title: Re: List of flawed ships
Post by: Sigoroth on January 10, 2011, 12:06:10 PM
Well, leaving the Cartouche at 140 pts meant that 3 Cartouche and 12 Dirges (original maximum) comes out at an even 900 pts. 125 pts is fine though.

If you're going to push the FC to 75 pts you can add in a re-roll. Then +1 RR for 25, +2 for 75.
Title: Re: List of flawed ships
Post by: Plaxor on January 10, 2011, 01:13:26 PM
Well, leaving the Cartouche at 140 pts meant that 3 Cartouche and 12 Dirges (original maximum) comes out at an even 900 pts. 125 pts is fine though.

If you're going to push the FC to 75 pts you can add in a re-roll. Then +1 RR for 25, +2 for 75.

Exactly what I plan to do :)
Title: Re: List of flawed ships
Post by: lastspartacus on January 10, 2011, 05:53:28 PM
what are the proposed stats for these 2 new ships?
Title: Re: List of flawed ships
Post by: Dark Depths on January 10, 2011, 06:34:01 PM
I think the problem with the retribution is that it has a conflicted role.  Is it a long range gun platform or a line breaker?  Once we decide that then we can fix its stats appropiately.
Title: Re: List of flawed ships
Post by: horizon on January 10, 2011, 07:25:55 PM
Eh... Retribution has been done in thread pages ago:
18wb @ 45cm broadsides.


LS, Khopesh should be floating around the net. Old fanatic online article. Sig may have it.
Title: Re: List of flawed ships
Post by: Plaxor on January 10, 2011, 11:56:27 PM
Yeah, a lot of the stuff has been done already. I'm actually kind of working through detail work right now (which is mainly solving rules conundrums, and wtf is this here kinda stuff)

If you want to see a list of changes, you can look at the first post in this thread, it's not absolute, as some things might've changed that I didn't write down (such as the chaos mark redundancy thing.)

Or you can look at the files in the link in my signature, of which I have most races done. Pretty much all but tau. They are still a little rough draft, and have minor errors. The two closest to done are eldar and necrons. Orks I need to scrap and rebuild entirely, IN is done except some layout and wording issues, (oh and the Inquisition, who are like a tangled up power cord), Chaos has a lot of things that I forgot to write in.

Right now I'm making a preliminary RT/minor xenos pdf. However the trouble here is how I want to present the information and where I want to put it Ugh.... Reason being is that most of the stuff RT's can take can be taken by IN/Chaos, and the minor xenos are all presented in Tau.

Oh on that note, I do intend to add GCs to the RT document. (not bc's or BB's as the IN finds these far too valuable/dangerous to put in the hands of a RT).

This is because there is substantial fluff on RT's getting a hold of GCs, as the IN likes throwing these away more than any other ship.
Title: Re: List of flawed ships
Post by: Plaxor on January 12, 2011, 12:34:25 AM
Just posted the Rogue Trader/Minor Xenos/Demiurg fleet document. I want to rework the fleet lists a little, and a lot of things I need to put into the IN/Tau fleet that are mentioned here.

For the Demiurg, I used inspiration from Xisor's document, as I feel it has better representations of the stats on a Bastion, and the Escorts are fairly easy to make (the buttress is the rear half of a defense monitor, and the Rampart is made out of plasticard, from an article on port maw before it died) I have models of both, as I am a demiurg player, and I'll take pictures at some point and put them in there.

I took a little liberty in balancing the Kroot Warsphere, as the vessel is very useless. I reduced its cost by 20 points and made its weapons 45cm. This was to balance it against the Ork Rok, which is an 'alright' ship.

Don't think of it as a ship with 16 hits and 18wbs@45cm for 185 points. Mathematically with the way that criticals work and the fact that it is a defense it is more like having 8 hits. Also with its speed and the right shift for the above 45cm range it is more like 14wbs@30cm on a normal ship, and this is all it gets, it doesn't get two sides of wbs or torpedoes to compare.

The Xenos escort, a very crappy option, was made cost appropriate (35pts) for its base type, and it must buy an upgrade. 'The best that money can buy' is now a cost based system, which is what it was somewhat like in Nate's document. However some upgrades aren't worth as much as others.

Repair Tenders, Heavy Transports, Super-heavy transports, and other transports will be included in the 'defenses/transports' document when I get around to writing it, but they will essentially be identical to how they are presented officially.
Title: Re: List of flawed ships
Post by: Plaxor on January 12, 2011, 09:50:49 AM
Posted the final Necron document. (1.2)

Now on to do the final Eldar document (which just will comprise of some layout edits/revising ordinance stuffs)


Also tommorrow I will be building the initial Tau document. We have already done the Kor'vattra, I was wondering if anyone had ideas for the Kor'or'vesh fleet?

Like I think the Wardens should go to 4+ (maybe 5+prow/4+) and be reduced to 20 pts, and I know that there is a lot of demand to make the custodian a grand cruiser.

What do you think Horizon?
Title: Re: List of flawed ships
Post by: horizon on January 12, 2011, 10:01:46 AM
What do you think Horizon?
You don't want to know.


...
.

http://www.tacticalwargames.net/archive/rules/gothic/ddarkness.html

?

.

Also: 4+ armour on Warden. Hmm. Compared to Iconoclast (25 per flawed lists iirc). 3wb vs 1l + 2wb. Eqv about + 2wb for Warden.
At 5pts less but restricted (Custodian---3/Emissary--2).

I'd rate them at 25pts with 4+ armour with current weaponry.

Custodian of course Grand Cruiser.
Title: Re: List of flawed ships
Post by: Plaxor on January 12, 2011, 10:08:47 AM
Problem with balancing it against the Iconoclast is that the warden has to be prow-on. Very dangerous for a 4+ escort. So I think either it should be 25 with 5+prow/4+, or 20 with 4+
Title: Re: List of flawed ships
Post by: Sigoroth on January 12, 2011, 10:23:14 AM
Also, if the Warden were 20 pts then its actual cost would be 25 pts, since you're paying 5 pts for the hook. So we'd have a the same armour, turns, hits and turrets for the same cost. The Warden would have +2WBe maximum firepower. However, to use that the Warden does have to go prow on and it is heavily restricted in the fleet in terms of maximum and practically speaking also in terms of minimums, since points are already invested in the hooks. And the Iconoclast is faster.
Title: Re: List of flawed ships
Post by: horizon on January 12, 2011, 10:30:11 AM
If the Warden stays abeam it has 1 lance. @30cm 1 lance = 3wb.
Thus equal to Iconoclast,  yet slower speed, yes.

Title: Re: List of flawed ships
Post by: Plaxor on January 12, 2011, 10:34:17 AM
Noticed one other issue:

The Emissary can upgrade a prow deflector for +10 points. This seems like an almost-always upgrade, as the vessel does have to be prow on to be effective, and essentially you are making it twice as resistant to wbs.

I'm thinking either a cost reduction on the Emissary of 10 points and making the prow deflector 20 points, or just including a prow deflector in the profile.
Title: Re: List of flawed ships
Post by: Sigoroth on January 12, 2011, 10:36:25 AM
If the Warden stays abeam it has 1 lance. @30cm 1 lance = 3wb.
Thus equal to Iconoclast,  yet slower speed, yes.

Yep, you could get the same firepower, stats and protection (abeam) while getting a slower and much much more restricted escort. Otherwise you have a slower, more fragile and restrictive escort with extra firepower.
Title: Re: List of flawed ships
Post by: horizon on January 12, 2011, 10:39:24 AM
So,
what if the Warden was unrestricted. How many would you take in the Tau fleet?
Title: Re: List of flawed ships
Post by: Plaxor on January 12, 2011, 10:50:06 AM
if it were unrestricted, cost 30 points (this includes the 5 points for grav-hooks) with 4+ armor....

I probably would include a few, but then again I'm an escort fan. However I wouldn't think of them as a good deal.

If it were 5+prows.... well then I would take quite a few.

Let's see... with 5+ armor they are almost like firestorms, which we put at 35 points. -5 for grav-hooks, and they are 30. However this is not a good build considering the model, and the comparison to the Orca.

With 4+ armor it resembles the model better, and the 'weaker' Kor'or'vesh fleet idea. However a -5 point reduction doesn't seem like enough for that much of a loss.... so 5+/4+ seems reasonable to cover that and make it comparable to the Orca (which most people would still take over a warden)
Title: Re: List of flawed ships
Post by: Sigoroth on January 13, 2011, 09:44:51 AM
The Warden shouldn't have 5+ armour anywhere. In fact, it's damn lucky that there's no such thing as 3+ armour ...
Title: Re: List of flawed ships
Post by: Plaxor on January 13, 2011, 10:03:47 AM
I was just thinking of it as a healthy compromise to make it 25 pts.... However you are right....
Title: Re: List of flawed ships
Post by: RCgothic on January 13, 2011, 10:06:06 AM
I see no reason why there shouldn't be 2+ or 3+ armour. I'd strongly consider it if I were producing stats for civilian vessels.
Title: Re: List of flawed ships
Post by: Plaxor on January 13, 2011, 10:16:39 AM
Actually I was thinking about the system ships the other day. They are ridiculously small, the largest about half the size of a cobra.

I was thinking that they could be turned into a special type of ordinance:

5pts spd.15  (resilient, so 4+ save)
They would act as fighters so that if any torpedoes or whatnot ran into them it would automatically be removed.
Also they would have 1 30cm weapons battery that would fire all around.

But yeah, 3+ armor could reasonably exist, it just doesn't have any real good place....

Oh, I posted the draft for Tau. Still need to resolve the warden though.

Putting it in terms of the Orca, it has 1 more FLR equivalent firepower. So with 4+ armor all around is quite a loss.
Perhaps dropping it to 20 and making its wbs at 1?
Title: Re: List of flawed ships
Post by: Sigoroth on January 13, 2011, 11:16:38 AM
Eh, the Warden doesn't "gain 1 LFR firepower" compared to the Orca, it gains 1 LR firepower. So same total and focusable. This miniscule bonus along with the slightly less "meh" bonus of the extra speed is simply not worth 5 pts. I believe that reducing the armour to 4+ is worth more than 5 pts. So call the difference -5 pts compared to the Orca, bringing total cost down from 30 pts to 25 pts, both with restrictions making their actual value more than their cost (like a CB).

Horizon asked how many I'd take if they were unrestricted at 25 pts. I'd say between 10 to 15% of my fleet cost. So 6-9 in a 1500 pt fleet. This is with them being overpowered compared to other escorts (since the restrictions and sunk costs are balancing factors). I probably wouldn't take any more because even being overpowered compared to other escorts they wouldn't be overpowered compared to cruisers.
Title: Re: List of flawed ships
Post by: horizon on January 13, 2011, 11:23:55 AM
Eh, the Warden doesn't "gain 1 LFR firepower" compared to the Orca, it gains 1 LR firepower. So same total and focusable. This miniscule bonus along with the slightly less "meh" bonus of the extra speed is simply not worth 5 pts. I believe that reducing the armour to 4+ is worth more than 5 pts. So call the difference -5 pts compared to the Orca, bringing total cost down from 30 pts to 25 pts, both with restrictions making their actual value more than their cost (like a CB).

Horizon asked how many I'd take if they were unrestricted at 25 pts. I'd say between 10 to 15% of my fleet cost. So 6-9 in a 1500 pt fleet. This is with them being overpowered compared to other escorts (since the restrictions and sunk costs are balancing factors). I probably wouldn't take any more because even being overpowered compared to other escorts they wouldn't be overpowered compared to cruisers.

Hmm, shouldn't an unrestricted Warden @ 4+ armour be slightly higher costed then a Iconoclast (=25pts)?

With restrictions:
1 Custodian = 3 Warden (must)
1 Emissary = 2 Warden (optional)

So if you took 2 Custodians you would've had your "6".

I wonder, what would your 1500pts fleet be for draft2010 Tau (eg like presented in draft, not the wishlist).

My fleet won't change, still same models.


edit : talking pure FW Tau here.
Title: Re: List of flawed ships
Post by: Plaxor on January 14, 2011, 06:51:21 AM
Posted the Eldar final document. On to fixing the traitor fleets document.
Title: Re: List of flawed ships
Post by: horizon on January 14, 2011, 07:02:48 AM
Hi Plaxor,

I think you should add a big disclaimer on the front of these pdf's being unofficial and all.
Now they are to easily mistaken for the official ones.
Title: Re: List of flawed ships
Post by: Plaxor on January 14, 2011, 07:44:38 AM
Yeah, I need to do that....
Title: Re: List of flawed ships
Post by: RelicJoo64 on January 14, 2011, 09:41:01 AM
Hey Plaxor,

great work on all your lists, really appreicate it.  I'm an Ork player from way back, and with your updated fleet lists are getting back into BFG.  I think what you have created is helpful and makes the BFG (and the Orks) more balanced and enjoyable to play.

2 questions about the Orks Flawed Ships, 1stly the PDF reflects the Terror Ship having only 1 turrent, but your list states 2 in this thread, just wanting to confirm what the value should be?

2ndly the cost of the Ravager Attack Ship? is it 35 or 40?

Thanks,

Keep up the good work.

RJ64.
Title: Re: List of flawed ships
Post by: Plaxor on January 14, 2011, 10:31:25 AM
Hey RelicJoo,

Thanks for the feedback. The Terror Ship should have 2 turrets, and the ravager is still 40 points, but it will likely be getting LFR on its guns. The Ravager is decent for 40 points, but too good for 35.

The Ork pdf was the first that I built (while I was still learning how to use photoshop. I really need to rework it, but unfortunately it will likely be the last to be revised. However the rules are fairly... solid.

Most people who have played Orks quit them because they couldn't win with them, outside of being very dependent on boarding actions or ordinance. (which is true if you read any tactica)

Orks can't win a straight up gun-fight, which they should be able to do. A one-on-one cruiser fight no, but the fact is that they have more ships, so overall it should be similar.

The great thing about BFG is that the rules are all available online, and almost all players play in a small close knit community, so using such a ruleset is a lot more plausible.

Not only that but BFG is becoming too large/unorganized for new players to make sense of it. Rewriting it like this will make it simpler to see. Also when you rewrite the entire game system instead of just a few things it makes it much more apparent.

As far as my design philosophy.... well mostly it's mathematically based (as you can see in the 'ork flawed ships.75' document) but for the most part it's bidding, a lot of upgrades are auto-include (like torpedoes on ork kroozers) so the question is what would a person pay for such an upgrade. And with review of several veteran players, we can make a less static system of fleet building, meaning that a lot of the options never used can become more usable.

Hopefully I will have updated all the Pdfs to their final versions before the end of next week. Then on to building the Defense pdf (which will really clear up how defenses work and what individual fleets can take). After that rules, and finally campaigns/missions.
Title: Re: List of flawed ships
Post by: lastspartacus on January 14, 2011, 11:21:02 AM
So what is the rationale for the Warden in the more advanced Kororvesh?

A faster ship than then Orca was needed, and armor was sacrificed for that and a rotating lance?

My personal vote is actually somehow making it better than the Orca, like friggin deflector shields (lol).

I like the idea of a 20 point  4+ Warden, but I'm also cool with the idea of Kororvesh 'just having a bit better Orca'
because of fluff.

And, is the Iconoclast 25 now?
Title: Re: List of flawed ships
Post by: Plaxor on January 14, 2011, 11:54:55 AM
yes. it has been for a while.

On that note, hows about 30 points with a prow deflector and 4+ armor?
Title: Re: List of flawed ships
Post by: horizon on January 14, 2011, 12:48:41 PM
No way.
No PD on a Warden.

Somehow 5+ armour can be justified:
it is so small it is hard to hit, thus higher armour value in an abstract way.
(Like Necron armour represents Stealth).
Title: Re: List of flawed ships
Post by: Dark Depths on January 14, 2011, 02:25:22 PM

Not only that but BFG is becoming too large/unorganized for new players to make sense of it. Rewriting it like this will make it simpler to see. Also when you rewrite the entire game system instead of just a few things it makes it much more apparent.



You're telling me!  Its difficult enough for an old timer like me to keep up! Which is what i love about BFG, it is still thriving, and being updated, thanks to the community's efforts.
Title: Re: List of flawed ships
Post by: horizon on January 14, 2011, 02:31:32 PM
Not only that but BFG is becoming too large/unorganized for new players to make sense of it. Rewriting it like this will make it simpler to see. Also when you rewrite the entire game system instead of just a few things it makes it much more apparent.
Hi,

for new players:

  i. everything on the GW website is official.
 ii. the url from the HA (flybywire) is the place for drafts (official development).
iii. everything else is unofficial (eg old magazins, fanatic online, Plaxor-Pdf's, Book of Nemesis, Distant Sun, Eldar MMS, Warp Rift, etc)

So I do not understand what you say.
Title: Re: List of flawed ships
Post by: Plaxor on January 15, 2011, 01:44:59 AM
Horizon,

It's just confusing looking through so many documents to know what to use for your fleet, and having to read all the things about ordinance that are old rules etc. Rather than just update the faq into the rulebook, seemed better to do revisions of my own.

I'll admit, the original intention of this document was to simplify and answer a lot of questions in the Official documents. Our gaming group decided to do this, as most of them are new, and we wanted to write a freshly balanced ruleset that would work for our group.

With this we could determine what was 'official' for our set of rules, increasing the number of ships and making things a bit more varied, giving specific rules on how one includes a currently optional ship or a different style of race. Our group consists of a lot of new players, so writing it this way makes it very easy.

It works because none of us will ever be going to a BFG tournament, unless we run one, in which case we will be using our set of rules. Also certain fleets that were uncompetitive, can be made that way, so that a player who wants to use them won't feel like their lacking something etc.

I being the most veteran player, and having payed attention to the forums for years, went about with my plan... to use the forums and the opinions of other veteran players to help me build the rules for this monstrosity.

Then I can leave a link for other groups if they want to use it.  :)
Title: Re: List of flawed ships
Post by: Plaxor on January 15, 2011, 03:38:02 PM
Posted Traitor Fleets 1.1

Added the 'new' ship types, of course only added them to the Maelstrom fleet list, which I tried to make CLs as viable as possible.

Note that the Cls weren't balanced against the Dauntless, more the Slaughter. The Dauntless provides a cheap cruiser option in the IN lists, which helps with smaller craft and adds mobility to the IN fleet (which is where most of its cost comes from), they were balanced internally against other chaos cruiser options.

The Maelstrom fleet, should meet all the random demands that I got for the chaos list... including adding cls and a strike cruiser option. With similar limitations to the 'Tartanus Sector' fleet it should have an interesting fluff feel, once I get around to writing the background for that sector.

In this list, cruisers can only be taken for every CL/Escort squadron (as the Maelstrom fleet is more of a wolfpack than anything else) this should force players to take the CLs, even though they are less viable than a slaughter.

I added the Relictor class battleship, which is based off the stats for the Conqueror, and should help make a CL based list more viable. Also the Nephilim, which is just a 'for fun' addition. The Havoc fit here as well, as the name feels more chaosy than Imperial.

This list looks like it will make a more interesting Slaughter-based fleet, as there are a lot more short ranged fast options than normally available to Chaos.


Also I reduced the cost of the Blackstone to 550, but this might change to 600. 6+ armor on a defense is like 5+ armor on anything else, so it is quite comparable to the planet-killer, but with less weaponry (mind you better weaponry) however as it can't go on special orders, and suffers an additional point of damage for every critical.... it is quite a bit less 'good' seeming.

Which reminds me, I need to ask Nate how criticals work on the blackstones....
Title: Re: List of flawed ships
Post by: Plaxor on January 15, 2011, 04:10:42 PM
@RelicJoo


I had a thought on Ork Battleships a while back, somewhat influenced by Sigoroth.


I was considering making the Ork battleships into a single class, (or possibly 2 classes)

Kroolship Class Battleship: (standard battleship stats)  255 pts

Battleship/12   20cm  45'  6+/5+  2  3

Prow Guns   D6+6@45cm
P/S Guns  D6+6@30cm
Dorsal launch bays D3+1
P/S Heavy Guns Str, 6

Select one prow weapons system (for the cost)
Prow Torpedo Launcha Str D6+4  +10 points
Prow Heavy Guns Str 6  Free
Prow Bombardment Cannon Str.6@30cm  +20pts
Prow Lances Str. D3+2@45cm +30pts

Select either upgrade (or both):
Soopa engines (reduces the strength of the p/s guns by 2) Free
Launch bays Str.2 each side (reduces the strength of the p/s guns by 4) +40pts


That basically would make it so you could build any current battleship for the exact same points cost that already is in place, and most Ork players don't consider the 'character ships' characters anyways.

Now there could be some additional upgrades, namely P/S torpedoes (although it doesn't seem like even orks would do that to a battleship...), drills/spikes, and grabba claws, although all of these don't really feel battleship like.

Then there is the Demand for larger Ork battlehips.... well if this system were in place, it would simply be a +30 point upgrade for an additional 2 hits. I don't think any firepower should be gained if this were added to the system. Just mass.
Title: Re: List of flawed ships
Post by: Plaxor on January 17, 2011, 03:14:26 AM
So experimenting with ideas for a larger variety of Ork battleship:


Towards the end of the Ork vessel timeline exists something so large that it even dwarfs Imperial Battleships, after hundreds or even thousands of years and innumerable refits, these vessels, like all ork vessels, gain mass and new salvaged parts from their victories. If an ork Kroozer survives long enough (meaning it wins enough battles) then eventually it will too reach 'deadnaught' size. Only three of these vessels have ever been recorded in Imperial record. One was known battling the Tyranids in the eastern fringe. Another, the Pyre is flagship of the Arch Arsonist. The third belongs to Ghazghull, and through his continued victories has managed to gain substantial mass.

Ork Deadnaugt class battleship: 450pts

Type/Hits        Speed/Turns    Armor   Shields   Turrets
Battleship/14       15/45'         6+/5+      3          3


Prow Guns    2d6+6@45cm
Prow Lances  D3+2@45cm
Prow Heavy Guns 6@15
Port/Stbd Guns  2D6+4@30cm
Port/Stbd Heavy Guns 6@15
Dorsal Launch bays  D3+1


May reduce the strength of p/s guns by D6 for 2 launch bays each side for +40pts
May reduce the strength of p/s guns by 4 for soopa engines.
May replace prow heavy guns with a Str. D6+6 torpedo salvo for +20pts


On that note, Snagrod The Arch-Arsonist:   180pts

Snagrod can yell really loudly, so his vessel receives +1 leadership.

Fan-of-Fire, whenever a vessel in Snagrod's fleet suffers a fire critical, its leadership becomes 10 until repaired.
Title: Re: List of flawed ships
Post by: Plaxor on January 20, 2011, 05:40:52 AM
Updated IN fleets. Although I think I lost admech refits in it somewhere...

Resolved nearly all the visual/layout issues.
Title: Re: List of flawed ships
Post by: Valhallan on January 20, 2011, 08:12:06 PM
btw. there are discrepancies between your chaos fleet lists and the costs listed for their detail entries. going through the rest of it....soon.
and ork bb and dready ideas are pretty rad. fit in super well.
Title: Re: List of flawed ships
Post by: Plaxor on January 20, 2011, 09:00:42 PM
Yeah, I know. I was a bit unsure of the cost of the vessels, and did each page in a space of a few days. I'd love commentary on the costs of any new vessels.

Notes, for the IN document I need to rewrite the background for the 'tartanus' fleet list. This will be renamed 'Watchers' fleet list, and consists of all the sector fleets who observe the Ghoul Stars. Also the numbers of each vessel in the background are wrong. They should be much less.

Should be for Tartanus sector battlefleet specifically:

1 Vanquisher
1 Exorcist
1 Avenger
1 Jovian
1 Ignus

7 Hydras
8 Dominators
4 Lunars
2 Gothics
7 Dauntlesses
9 Enforcers

~30-50 escort-class vessels.

Title: Re: List of flawed ships
Post by: RCgothic on January 21, 2011, 12:27:52 PM
In Imperial vessels v1.1, you've called the Armageddon class Battlecruiser an Apocalypse class in its special rules box.

I also have to say that I'm extremely against including unofficial ships in any of the flawed ships documents. The point of the project was to fix what was broken, not to introduce new stuff, and the authority of the document will be severely weakened by including unofficial ships.

I'm all for the Battlefleet Tartanus, but it should be kept to a separate document.
Title: Re: List of flawed ships
Post by: skatingtortoise on January 21, 2011, 12:58:12 PM
In Imperial vessels v1.1, you've called the Armageddon class Battlecruiser an Apocalypse class in its special rules box.

I also have to say that I'm extremely against including unofficial ships in any of the flawed ships documents. The point of the project was to fix what was broken, not to introduce new stuff, and the authority of the document will be severely weakened by including unofficial ships.

I'm all for the Battlefleet Tartanus, but it should be kept to a separate document.

kind of like an armada book? :P
Title: Re: List of flawed ships
Post by: Valhallan on January 21, 2011, 07:30:59 PM
well RC, the flawed ships doc is already unofficial, so not too much different if unofficial ships are added. plax and i shot some ideas around about a tartanus/ultima ship list - since they get all the old leftover navy crap then its gonna be necessary to include some unofficial ships. even if just in fluff.
Title: Re: List of flawed ships
Post by: Plaxor on January 21, 2011, 09:04:16 PM
Yeah, RC. That was my original intention. However with the prodding of Sigoroth and others I began to include 'new' ships into the Dark Eldar, Necrons, and even Tau lists. The IN/Chaos don't need new ships, however it is somewhat unfair to not include them. However it works out fine so long as the new ships are contained to their own seperate listing.

It also allows for us to include ships that the HA could otherwise not include, as the HA are limited in that they can only include vessels that can be built with only super glue from GW models.

With this scope, I'm permitting reasonable converted vessels (I.e. someone with little conversion skill... like most players, could build them) Which is the reason that the Vanquisher doesn't have launch bays standard (as I'm still having trouble coming up with a way a person would do it...)

Flawed ships is unnoficial, and like Valhallan said, it doesn't change much to simply include them. Most ships... well actually all are derived from already semi-official sources. It's just a lot easier in the long run to incorporate these things now, rather than later, and besides, then we have the perfect hand of balancing them against each other, and giving everyone something new to play with.

A completely self-contained system, once I get through writing 'rules' and 'campaings/missions'. It will work out fine. However, one thing to note, is that once Horizon writes MMS 2.0 (and I get around to posing my thoughts/convincing bluedagger to play with MMS) then it will likely be included in this document as well.

Essentially we can create a 'mockup' of 2.0 that is widely in demand. With more readability and less confusion.

However a note on 'new ship desings'  they must be made from GW components. Using GW trademarks and names to promote non-GW products is the surest way to get sued.


Valhallan, what are your ideas?
Title: Re: List of flawed ships
Post by: Plaxor on January 22, 2011, 08:27:49 AM
So I wont be doing any updates for a week or two as I had to send in my computer for repair. Feel free to comment and stuff though. I'll still keep checking this.
Title: Re: List of flawed ships
Post by: Plaxor on January 25, 2011, 01:53:01 AM
Thinking about the 'wolfpack' list today.

The negative in leadership is a huge disadvantage and they don't really get anything for it (other than access to more extensive escorts). Even then an escort fleet is very sub-par. So I was thinking that escorts without a lance would receive a -5pt reduction in cost. Also the larger access to escorts is countered by the capital ship limitation, and overall lower LD of the fleet commander.

Of course allied escorts would follow their own rules and be costed normally, and with the allies rules wouldn't be able to use FC re-rolls/would count as 'mercenaries' meaning they would be forced to disengage if reduced to 1 model.

I demand Sigoroth's thoughts!
Title: Re: List of flawed ships
Post by: Sigoroth on January 25, 2011, 11:31:15 AM
Thinking about the 'wolfpack' list today.

The negative in leadership is a huge disadvantage and they don't really get anything for it (other than access to more extensive escorts). Even then an escort fleet is very sub-par. So I was thinking that escorts without a lance would receive a -5pt reduction in cost. Also the larger access to escorts is countered by the capital ship limitation, and overall lower LD of the fleet commander.

Of course allied escorts would follow their own rules and be costed normally, and with the allies rules wouldn't be able to use FC re-rolls/would count as 'mercenaries' meaning they would be forced to disengage if reduced to 1 model.

I demand Sigoroth's thoughts!

Well, in general I don't have many thoughts on this. Escorts are pretty crap overall, and most could use a flat reduction in price, and so an entire fleet of them has never appealed. This is perhaps apropos, as they really should only be a threat to lightly defended shipping or unescorted battleships. Which, of course, would be a nuisance but doesn't seem terribly interesting from a BFG perspective.

A -5pt reduction? You shall not use no double negatives. So why the lance discrimination? Just to make them rarer?
Title: Re: List of flawed ships
Post by: Plaxor on January 25, 2011, 12:03:21 PM
Exactly. I usually dont beleive in forcing people to take fluffy lists by saying you can't have more lance armed ships than not. I think it makes more sense to just make the more common variety slightly cheaper. Such as the rt cruiser. Rt players shouldnt be forces to take them more than other vessels because they are more common. This forces min-maxing and boring lists. However with a slightly lower cost (meaning that in my list it is the cheapest cruiser option along with tyrants) by a significant margin compared to the long range and lance armed vessels should make it more common. At least it or the tyrant.

Besides most players will still take likely one third to one half lance boats, so the reduction is more like 2 pts
Title: Re: List of flawed ships
Post by: Plaxor on January 28, 2011, 08:38:56 AM
Update, still haven't had my comp repaired, but at least it has given some time to work on my ultima fleet. I seriously think that making a vanquisher 'kar duniash' style might be the most Tedious and difficult thing I've ever done.

That aside, vanquisher will be going to pretty much as is for bfb, without dorsals much to my disappointment. However the lord Alexander will look more ultimawith domes in place of the dorsal/prow batteries.

Also I guess that I shoud include bakka into this doc, but it's quite similar to tartanus without the fdts. I hope that my flak idea gets more notice.

And the victory is just boring... Thematically the Jovian makes sense in bft, but the dominion does also.

Ah well. In the end bakka won't be much different, other than being able to take admech as reserves.

Kinda wish the victory was more interesting of a vessel. Like the omnisiahs victory in admech.

Title: Re: List of flawed ships
Post by: Sigoroth on January 28, 2011, 11:25:31 AM
You're right that the Victory is a boring ship, but there's nothing inherently wrong with that. So long as it becomes balanced then I see it much like the Siluria. A 'workhorse' type option to fill out the fleet list. I'm fine with that.
Title: Re: List of flawed ships
Post by: RCgothic on January 28, 2011, 12:34:30 PM
There's nothing wrong with a weak/boring battleship as long as it's correctly pointed.
Title: Re: List of flawed ships
Post by: Plaxor on January 29, 2011, 12:53:32 AM
All right. Got my computer back so I can start making updates.

I might hold off on the fleet lists until I can get a draft of the main rules.
Title: Re: List of flawed ships
Post by: Plaxor on January 29, 2011, 04:18:54 AM
So listing off intended rules changes: (at least things that I can think of)

Ship base size determined by class, not by choice.
Teleport attacks not restricted by hits so any capital ship can make them so long as they aren't crippled.
Blast Maker rules will become highly detailed and specific. Basically a slightly modded V.1
Bombers simplified to D3 attacks runs with no turret reduction. Fighta-bombers do D2 instead.
Boarding Torpedoes re-roll to hit against armor. Boarding torpedoes are all 30cm spd. (maybe not nid ones... will have to look when doing them... ugh) Need to check on DE boarding torpedoes, honestly they probably will just stay the same.
Eldar and Dark Eldar --> some version of MMS(or equivalent)
Teired BM removal (D6 up to 750 points, for every 500 points after that you add 1. I.E. D6+1 at 751-1250, D6+2 at 1251-1750 etc.)
Deletion of 'Advanced' and 'Basic' rules sections, now just one.
AC fighter escort special.


Possible Other rule inclusions
Resilient Ordinance back to 1.0 (so able to move still after being attacked.)
Non-fleet commander characters able to make LD checks after a leadership test is failed.


Let me know about any other basic rules changes.

Fleets will be put on hold a little for now. It will give me time to see what comes of BFB, and perhaps BFK.

Other noted changes: (just as a placeholder)
Jovian Axed form BFT, or moved, or something.
Dominion instigated in BFT, or something.
Title: Re: List of flawed ships
Post by: Valhallan on January 30, 2011, 06:47:21 AM
base size: you'd still need 10+ hits for the big base. don't limit orks to small bases... unless you call their kroozers BB's... but then you screwed the slowpokes even more on turning.

if boarding torps reroll vs armor, then what do CWE boarding torps get?

non fleet commander characters.... try adding in the gryphon knight idea from MMS. that way select fleets could have access to more reliable SO fleet wide. rather than throw off balance with chaos and bastion IN swarming tones of sub commanders.... call the imperial ones commissars.

after the whole bakkan debacle, yeah the jovian should be out from tartanus. besides its just an exorcist... but worse. dominion's cool. its my favorite ship. please investigate further.

on your other post about the light BB 'vanquisher' at 290... well a lite BB should be like a grand cruiser. The big V is kinda between an unfixed ret and vengeance (with torps) in Firepower, but its not at all un-conflicted in its line breaker role. its 15cm move isn't really a hindrance, it just makes it blunt: point towards large formation of enemies and move forward. without the dorsals it should just aff off the bat. i'd put it at 300, and take it every time.
Title: Re: List of flawed ships
Post by: Valhallan on January 30, 2011, 06:53:39 AM
ahh yes. and rules... (after reading RC's thread)

escorts should be able to squadron with caps - it would be friggin awesome. perhaps even BB's with cruisers. but squadron size would have to remain pretty small.

perhaps allowing single ships to BFI. though ordy squadrons may go a little out of hand.
Title: Re: List of flawed ships
Post by: Plaxor on January 30, 2011, 10:31:19 AM
base size: you'd still need 10+ hits for the big base. don't limit orks to small bases... unless you call their kroozers BB's... but then you screwed the slowpokes even more on turning.

Turning? how does a big base help with that?
Actually the only reason that the 'tractor fields' rule came into being was because GW screwed up on packaging a bunch of cruisers, and gave them big bases instead of small. So the BFG faq people decided that any capital ship could have either if they wanted.

The reason for this is for boarding and ramming. In orks it makes the larger vessels more valuable for these two things. Also it's something to take from Orks in trade for their large overall firepower increase/cost reduction. The whole Ork revision was to make players move away from the Terror ship spam lists.

Also its a simplicity/clarity thing. Certain ships gain unexpected advantages dependant on base size. It helps balance them better if they have a specific one. Think Demiurg Ships, they're more likely to pick up blast markers.

IMO the reason that large bases exist on larger ships is simply because they are putting out a lot more energy, and therefore are easier for other ships to track/detect/teleport to/whatnot.



Quote
if boarding torps reroll vs armor, then what do CWE boarding torps get?

Since when do CWE have boarding torps? There is actually no need for change here, as their boarding torps already are hit on a 6+ by turrets. Its just that 'all' boarding torps re-roll against armor.

Quote
non fleet commander characters.... try adding in the gryphon knight idea from MMS. that way select fleets could have access to more reliable SO fleet wide. rather than throw off balance with chaos and bastion IN swarming tones of sub commanders.... call the imperial ones commissars.

Gryphon Knight? I'm not familiar.

I don't think that being able to still roll a command check with the 1 extra character you have is such a big deal. This one is mainly a compromise for Orks, which people wanted to ignore the 'failed command check' rule. With this is allows their (usually 2 additional) commanders to roll LD checks no matter what.

Additional characters are very rarely worthwhile. The Captains in bastions are 50 points.... pretty pricey. 25 in chaos, but most players would spend the extra 10 points for CSMs every time. This would give a reason for those characters to actually be worthwhile, without reducing their cost (as they both are fairly priced, just not appealing).

How many people do you know that take more than a warmaster?

Ideally there would be 'lesser characters' available to every fleet. I would like to hear some other peoples thoughts on that.

Quote
after the whole bakkan debacle, yeah the jovian should be out from tartanus. besides its just an exorcist... but worse. dominion's cool. its my favorite ship. please investigate further.

Dominion is in. Jovian is out. Already decided.  Also Charybdis Grand cruiser will likely make an appearance in BFT.

Quote
on your other post about the light BB 'vanquisher' at 290... well a lite BB should be like a grand cruiser. The big V is kinda between an unfixed ret and vengeance (with torps) in Firepower, but its not at all un-conflicted in its line breaker role. its 15cm move isn't really a hindrance, it just makes it blunt: point towards large formation of enemies and move forward. without the dorsals it should just aff off the bat. i'd put it at 300, and take it every time.

No, it doesn't need the extra speed. It's just that the previous incarnation of the vessel did. It's a curiosity that the HA didn't give it that. It will be somewhere between 280-310 in its final presentation, but I want to wait on the HA to respond to their 10 pages of dialogue before I make a decision.

ahh yes. and rules... (after reading RC's thread)

escorts should be able to squadron with caps - it would be friggin awesome. perhaps even BB's with cruisers. but squadron size would have to remain pretty small.

This was actually discussed previously, sometime in early december. The reason we didn't decide to go for this is that it would have unexpected effects on gameplay.

Quote
perhaps allowing single ships to BFI. though ordy squadrons may go a little out of hand.
'

Ordy? Capital ships in squadrons can BFI individually iirc. I know they can disengage individually.
Title: Re: List of flawed ships
Post by: RCgothic on January 30, 2011, 11:49:10 AM
ahh yes. and rules... (after reading RC's thread)

escorts should be able to squadron with caps - it would be friggin awesome. perhaps even BB's with cruisers. but squadron size would have to remain pretty small.

Glad someone read it!

Brace for Impact affects the entire squadron, FAQ2010 p13 para2.

Personally, I think the squadron rules do need an update to address the following points:

That way the benefits would be: Combined fire, possibility of combined ordnance, shared leadership for joint orders, whilst the drawbacks would be: Hits may carry over + Restricted movement.

In addition to those changes, I'd seriously consider allowing lone capital ships to join a squadron of escorts. The rules for squadrons are already complete for how to target targets of different difficulty to hit within a squadron - the attacker chooses which category of ship aspect to shoot at, and may not hit ships harder to hit than that category. This in practice means that escorts on the same heading with a capital ship couldn't screen it from hits - the attacker can choose to target the easiest target (ie the capital ship), and thus all hits would be applied to it, without any carrying over to the escorts. Alternatively, he could target the harder escorts, get fewer attack dice, but any excess could carry over to the capital ship.

On the other hand, a capital ship could screen the escorts, as even targeting the harder to hit escorts, all hits are allocated to the nearest eligible target (the capital ship). So the escorts could gain the protection of a larger ship, at a serious restriction to their movement.
Title: Re: List of flawed ships
Post by: Plaxor on January 30, 2011, 07:09:44 PM
Capital ships can now squadron with any other capital ship.

Light cruisers may squadron with escorts.

Hopefully this will make CLs and Escorts more viable. I didn't think that it made sense for cruisers to be running around with escorts.... but I could see a light cruiser.


Hmmm... this makes an interesting Tartanus option...

Enforcer+5tempests. launching a str.7 wave. Well I guess that is 335 points.... so no problem there.
Title: Re: List of flawed ships
Post by: Plaxor on January 30, 2011, 07:22:52 PM
Oh, and on Reserves/Allies rules. They are changed to this;

If you and your opponent(s) agree then you may use reserves and/or allies.

If chosen to do so, you may spend up to 1/3rd of your available points (i.e. 333pts out of 1000) on another fleet list. (insert allies matrix).

These are purchased exactly as though you were making a fleet of (in the example 333pts) of that fleet list. You may only take reserves and/or allies from one other fleet list. Any reserves/allies taken are in addition to the ones normally allowed in your fleet.

If your 'allied' list is taken from a list of the same race. (I.E. adeptus mechanicus taking vessels from IN) then they are considered reserves. They will suffer -1 to their randomly rolled leadership, as they are not well adapted to the different command structure in this area. However they may use fleet commander re-rolls, squadron, and otherwise act as though they were part of your normal fleet list.

If your 'allied' list is taken from a list of a different race (I.E. Tau taking Eldar allies) then they are considered allies and follow the Mercenary special rule (meaning they will disengage if reduced to 1 or two hits/1 escort in the squadron). They may not use fleet commander re-rolls as they are so alien, and use their own command structure instead.


Note that some fleets require you to take a fleet commander for lists at or above 750 pts. This is done so as normal, so if you have 750 pts in reserves, then you must purchase the necessary character for that fleet. You may of course purchase any other upgrades available in that list as normally restricted. The character does not count as a 'fleet commander' and instead is considered a minor character, similar to chaos lords. However their re-rolls may be used by any of the reserve/ally vessels.



A LOT simpler and less confusing than the FAQ rules on allies/reserves. No necessary ships requirements, and confusing restrictions etc. It essentially is just splitting your points between two fleet lists.
Title: Re: List of flawed ships
Post by: RCgothic on January 30, 2011, 10:30:33 PM
Why not Cruisers/BBs with escorts? Seems a bit arbitrary to say LCs are fine, but nothing bigger? Given that a Cruiser can still be singled out in a squadron of escorts by WB fire (if not by lance fire), it would make sense for it to be something tougher than an LC. I don't see why there should be any restrictions really.

At least the classic Retribution +2 Dauntlesses is now viable.
Title: Re: List of flawed ships
Post by: Plaxor on January 31, 2011, 06:27:23 AM
It's a compromise.

However Battleships probably shouldn't be able to squadron with cruisers. I can totally see GC's being able to do so with either. Bit of a technicality.


The CL squadroning with escorts is simply because that makes sense in every extent of the fluff, and Cls are essentially large escorts. Meaning that they would be using similar enough tactics/movement strategies that commanders would find it reasonable to put them under the same leadership.

Cruisers and larger, they just seem so radically different that no commander would ever do such. I'm afraid that If I were to do so then I would all too often see Kill-Kroozers leading squadrons of Onslaughts, just so that the Onslaughts would be much more survivable.
Title: Re: List of flawed ships
Post by: Plaxor on January 31, 2011, 06:37:16 AM
Oh, and Valhallan, my normal list for Tartanus would likely be;

Exorcist+Prow sensor array 295
Fleet Admiral 50 (Raynor Faux, from the fluff... a friend of the Alexander family... but that's a story for later)

Hydra   180
Hydra   180
Dominator +range downgrade -nova cannon 160

Havocs x5 150
Tempest x6 270 (+abs)
Swords x6 210

Something like that. Although I suppose I could swap out the swords and a tempest for another 'downgrade' dominator/dauntless. We'll see how that works.

Intriguingly, I imaging that with the dauntless squadroned with escort thing we'll be seeing firestorms used quite often, as the lance Dauntless will make them feel safer due to targeting rules.

Even then, a Siluria will be great combined with Swords. Not as good as the above example though.
Title: Re: List of flawed ships
Post by: RCgothic on January 31, 2011, 09:25:29 AM
However Battleships probably shouldn't be able to squadron with cruisers.

Why not? They're not so different in function from cruisers, and if the problem is the disparity in durability, then you still have the problem with Grand Cruisers being more durable abeam than Cruisers, adn Cruisers being more durable prow on.

Meanwhile, Retribution adn dauntlesses is the archtypical squadron from the artwork in the original rulebook.

It's also completely arbitrary.

And the escort rules - for most fleets, having the escorts tied to a cap ship is a significant downgrade in their flexibility for the benefit of toughness (except for light cruisers, which you have allowed).

How about this - as it's very difficult to predict from theory what the results will be, we playtest it and see if it actually is broken or not before making a decision to disallow specific cases?
Title: Re: List of flawed ships
Post by: Valhallan on January 31, 2011, 03:05:57 PM
to answer some questions: (cuz i can never get this thing to quote properly)
*MMS CWE get boarding torps
*MMS CE get the gryphon knight (no ld mod, allows his squadron to roll SO after a failed LD check in the orders phase)
*defining ork kroozers as BB's means they turn after 15cm of movement. that's what i meant by screwing the slowpokes even further.
*glad the dominion is in. whats a Charybdis?
*yep. BFI effects the entire squadron. no individual bracing.

the idea of cruisers with escorts is a few fold:
1.) escorts literally escort the ship through battle, giving it navigation data and 'spotting' for it (well... maybe not so much out in the void... but i hope you get the idea)
2.) the cruisers get to benefit from a high Firepower/point mobile addition to their own weaponry (think gothic + 3 swords)
3.) to balance this out a bit, the escorts are restricted in their movement.

no escorts in a squadron if it contains more than 1 cap ship.
so i'd say that no more than 3 escorts can squadron with a cap ship.
I'll playtest out the idea of BB's with CR's and get back to you guys this weekend - i'd do it earlier, but i got a pair of exams...
Title: Re: List of flawed ships
Post by: RCgothic on January 31, 2011, 03:31:25 PM
weekend - i'd do it earlier, but i got a pair of exams...

Real life intrudes, lol.
Title: Re: List of flawed ships
Post by: Plaxor on January 31, 2011, 06:16:02 PM
weekend - i'd do it earlier, but i got a pair of exams...

Real life intrudes, lol.

Oh my god yes.


Battleships can squadron with cruisers. :)

Yeah... we do need to playtest the escort/cruiser squadrons.

Ork Kroozers--> not bbs. I don't know where that came from?
Charybdis--> I have no clue... Forgeworld is making a model for one. Presumably a gc with prow LB, heavy armor and limited wbs.
BFI&Squadrons---> Really the only solid disadvantage to squadroning left. However I am amiable to allowing individual ships to BFI but the squadron cannot make any special orders its next turn if anyone is on BFI.
Dominion-->Congrats. It is a worthy vessel. Note that it will have 4 torps and cost 255.
CE Gryphon Knight-->Similar to a captain I suppose? I need to read over MMS again.
CWE Boarding torps--> sometimes I really wonder about those guys... there are only 3 races which normally have access to boarding torps, Nids, SMs, and Orks. Eldar? wth?

A note on MMS; it will be slightly different here, as I can't include any new ships that someone doesn't present a 'reasonable' conversion for.
Title: Re: List of flawed ships
Post by: Valhallan on January 31, 2011, 06:35:27 PM
boarding torps: chaos too ;D.
CWE have aspect warriors.. for some reason that means boarding torps... but really. eldar torps are better... i've never even used em.

on the ork bb thing... well admiralty and alcohol just don't mix (saul tigh anyone?)... i guess i assumed you meant standardizing the big bases as just BB's... whatev. my bad.

your bfi/squadron solution is good.

btw. allowing larger class vessels to squad with smaller would then make taking sub-characters more appealing as their good to put on important (read: big+expensive) ships. this would allow you to partition the fleet with pretty solid LD. though like in RC's thread, squadrons should use LD from the largest ship first, then the next biggest, etc.

other note:
i never had an issue with the reserve rules as they are you got your 'slots' for different classes and 1:3 BB, 1:3 all CR, 1:3 ES... i had an idea for a ultima fringe fleet comprised of almost entirely reserve vessels (i'll pm you) though your proposed 1/3 rule would kinda screw that up.
Title: Re: List of flawed ships
Post by: Plaxor on February 01, 2011, 06:50:16 AM
Yep chaos too... oddly I've never seen chaos fleets fire them. Only SM actually.

Nope, BB's and GC's have big bases. BCs, CAs, Cls, Escorts all have small.

Thanks, figure it is about the best compromise to not make squadrons useless, but to also make them so that they don't become an always thing.

What? Partitioning?

Well you could already partition your fleet in a way with these secondary characters. As they can still roll lds always.

The FAQ reserve rules is very undefined and confusing. It needs a lot of verbage to actually make sense of a lot of things. Through it, it makes it so difficult to interpret what you can actually take/if restrictions matter, such as 1 GC for 2 cruisers. How they interact in your own fleetlist etc.

Also it doesn't make sense... reserve fleets are in no way a perfect ratio, or expresses the rarity of the vessel being purchased from the other fleet list. It is so much simpler to 'build' two seperate fleets, and just allocate a certain number of points to each. In this case, the parent must have at least 2/3 of the points.

To further make it unappealing (as if this wasn't done it would be almost a 'take whatever' type deal) there is the negative to leadership, and the 'mercenaries' effects.
Title: Re: List of flawed ships
Post by: Plaxor on February 01, 2011, 07:24:19 AM
Here's what I imagine to be the meanest list (at least most WB heavy) out of Tartanus;

Note... I typoed on my last list. The downgraded dominator should be 165, not 160.

Ignus: 200
Ignus: 200

Exorcist, range swap, torpedoes 285
Fleet admiral 50

Dominator -NC  180
Dominator -Nc 180
Gothic   180

Siluria  70
Siluria 70
Siluria 70

Ick.... terrifying.

Can focus 114wbs (or Eq) on a side.

Conclusion.... Ignus is too good for 200 pts. Needs to be at least 210 to justify its massive firepower.
Title: Re: List of flawed ships
Post by: Plaxor on February 01, 2011, 12:02:16 PM
All right; so here's an updated list of things that need changing from my docs/actual docs:

Core rules:
Attack Rating used ALWAYS for set up, mission, first turn etc.
Squadrons allowed between all capital ships. Escorts and Cls may squadron.
Teleport Attacks no hit restrictions (any non-crippled cap ship can make them)
Secondary commanders allowed to make Command Checks after 'failed' ones.
Insertion of the 'no two commanders on one ship unless otherwise specified' words.
Revision of allies/reserves rules
Blast marker rules ala 1.0

Ordinance:
Bombers to D3, no turret negatives.
Fighter escort rules.
Boarding Torps re-roll hits. All to 30cm.

Eldar:
MMS (more or less)
Hero back to 50 point upgrade. Makes it so reserves don't have -1 ld.

DE:
MMS (basically shadowfields mimicing holofields, shields, turrets etc)

Necrons:
Revision of Star Pulse generator (hitting waves not individual ordinance pieces)

SMs:
Blood angels doubling boarding value instead of +1.
Inclusion of 'Vanguard' light cruiser.

IN:
Swapping out the Jovian for Dominion within Tartanus
Including some form of Bakka.
Reduction of turret cost on various ships (like the mars)

Chaos:
Writing in that they have boarding torps (I forgot)
Revisions to Maelstrom fleet.

RTs:
Wording revisions
List revisions...... a lot of them...
Inclusion of 'thexians'
-5 points on pirate fleets wb based escorts
-10 points on Citadel, written as CL (it might already be that...)
Addition of 'Darkling engines'

Tau:
Warden final
Listing merchant as CL, not cruiser.
Minor fixes

Orks:
Inclusion of 'Deadnot'
Removal of turret options on escorts.
Auto-equipped with boarding torpedoes
Inclusion of CL
Merging of current Battleships
Minor fixes

Admech:
Removal of 'fleet turret option'

Nids:
Doing nids....

Defenses/Missions/campaigns
Work on these, but they are later. After core rules and fleetlists are done.

Any other thoughts?
Title: Re: List of flawed ships
Post by: RCgothic on February 01, 2011, 12:20:07 PM
Just noticed the Space Marine Vanguard LC and the IN Vanguard BB. Could be confusing.

This is a very large amount to take in, and I feel I'm not up to speed on a lot of the changes. Are the Orks going to follow along the lines of the new HA ork List?
Title: Re: List of flawed ships
Post by: RCgothic on February 01, 2011, 04:04:28 PM
So withough modifiers, what is the point in taking a fighter escort in mixed waves? Ideally it would be something that benefited assault boats as well as bombers.

It couldn't be something like "reduce number of turrets firing by 1" because it would always be better to risk the turret shooting down the bomber/assault boat than to dilute the wave with fighters.

-1 to hit per fighter for all turrets, would again barely be worth it - only the first fighter really provides any benefit (those after providing diminishing returns), and only against T3+.

A re-roll to hit for each surviving fighter is again not worth just having an extra bomber/assault boat.

A universal reroll for each surviving fighter brings us into eldar territory and doesn't really have any effect beyond the first fighter except in being more likely to survive to provide it.

So what's the point in fighter escorts?
Title: Re: List of flawed ships
Post by: Plaxor on February 01, 2011, 08:36:15 PM
IN Vanguard BB? You mean Vanquisher? the Vanguard is a new thing from forgeworld.

Fighter escorts give a form of resilient ordinance to the bombers that they are escorting. See FAQ 2010 ordinance questions, that's where I was discussing it with other people. It's somewhat complex, but you'll see.

The only representation of fighter turret suppression is that the fighters are removed first when hitting a ship. Presumably they expend their ammo/time distracting the turrets from the slow bombers/assault boats.

Sorry about the long list, I was writing down everything that I could think of that i've 'collected' over the last two weeks. I forgot to list a few things, like insertion of a special qualities section.

The HA ork list has been around since christmas. A few weeks after I built the Ork list. It is quite restricted/confusing, and FS ork warlords shouldn't be free. The Armada list is much better for a basis, and will be used instead.

Note that Deadnot's will only be allowed in WAAGH! fleets
Title: Re: List of flawed ships
Post by: RCgothic on February 04, 2011, 09:47:15 PM
Sorry, I was having a confused day.

Anyway, a few comments on Imperial Fleets 1.1:

Vanquisher:
This is significantly different from the version going into Bakka. I'd say use Bakka's profile and cost 290pts.

Victory:
Needs including/fixing?

Mars/Dictator:
Since when have these ships been Torpedo Bombers/Minelayers? I would keep these abilities to the fleet list. Torpedo Bombers are worth nowhere near 40pts, doing roughly comparable damage to regular bombers under FS (especially as they may not launch the turn they themselves are launched - that's a half ordnance rate) And minelayers aren't worth 20pts either. Mines are nowhere near as versatile as AC. I'd rather this was kept to the fleetlists, scenairos and campaigns, otherwise I think every carrier should have the options.

Jovian:
Still rearing its ugly head?

Ignis:
Don't like the profile. Its broadsides are too strong for a cruiser, and its dorsals are too strong for a cruiser. It also has battlecruiser level firepower, though obviously range issues. I could just about see FP9@30cm for a cruiser compared to S2 Lances@60cm, but the broadsides should cap out at 12. That would be fine for 200pts.

Dominator:
How about FP6@45cm for -25pts? It's just not an attractive option.

Tyrant:
Perhaps it should take a leaf out of the Hydra's book? Swap the ranges of the batteries. FP6@45cm, with a FP4 bonus@30cm. That would make it an attractive option to keep at 180pts.

Hydra:
Just a Tartanus Tyrant? They're not so different that it makes sense to have 2 ships.

Siluria:
Does it get Dorsal WBs and +10pts as per Bakka? Should definitely be 4HPs.

Endeavour/Endurance:
Thought we were keeping these at 120pts? I may be forgetting the whole discussion, but with 6+ Prows and 90' turns they're probably worth 120pts.

Defiant:
Thought we were going with a 90/100pt Endeavour/Endurance Prow?

Enforcer:
Is worth more than a Dauntless - Defiant gives up its main broadside for its LBs, whereas on the Dauntless those are just secondary weapons. 120pts.

Viper:
Can we include please? I like it. 35pts.
Title: Re: List of flawed ships
Post by: RCgothic on February 04, 2011, 09:53:02 PM
Also, in Traitor Fleets 1.1 p2/29 you have spelled "Ordnance" "Ordinance".

Ordinance is a Local Law or Religious Ritual.

Ordnance is what you blow stuff up with.

I haven't checked to see if this error has propagated through the whole document(s), but I'll keep an eye out from now on.
Title: Re: List of flawed ships
Post by: Eldanesh on February 05, 2011, 04:35:14 AM
 IN V 1.1
Vanquisher
...strange....don't like. The option is..weird...

Retribution
Should perhaps have an Option that brings Batteries to 60cm ~ 10-20 Points

Oberon
compared to the Emperor still unattractive, due to the "conflicted design". But as this layout is essential for the ship I suggest point decrease ~ -20 Points.

Overlord
Very underperforming. Perhaps it would be a good idea if the targeting array and/or the 3rd turret is included without any  additional costs

Ignus
Love it....that means it is waaaaaay to cheap, even with the special rule :)  Suggestion: Torps +2 (never liked S4 tubes), Broadside -2, dorsal -2. Price +10 Points. (So still an impressive S18 Broadside)
Option to increase broadsides @45cm for +20Points and/or dorsal to @60cm for +20P

Gothic/Lunar
maybe I'm breaking a dogma, but do you really think hatthese ships are priced right? I always had the impression that  both are ~10P points overpriced especially if compared to the  Dominator or chaos ships. So probably 170P would be better,IMO

tyrant
Well, you decreased the price, which is a good think. But I think I had prefered the other way: 190 Points, but the 45cm Broadside with S6. (if you follow my idea and decrease the Lunar/Gothic the current Tyrant should be 175 Points and the “improved” with S6@45cm 180 Points)

Hydra
at the moment a better Tyrant (+1turret, weapon layout) for the same price...IMO to “close” to the tyrant and not needed or should be changed.

Silura
I don't like IN ships with 4 HP. Leave this to Eldar or Tau.
Also such a cheap cruiser can be abused to spam BCs or BBs.

Dauntless.
Hate to say this, but the easiest way that other CLs become more attractive is to make the daunt more expensive. Should be at least 120P, perhaps even more.

Enforcer/Tempest
Should only be allowed in a very limited way/very special fleet lists … otheriwse the IN can easily become a “carrier fleet”. Especially the Tempest could be a problem: 20 Hangars for 900 Points could be a bit much...

List section
Admirals and rerolls are overpriced (Has anyone ever used a Solar Admiral with 3 rerolls? I've already played games with 5000 points and 4 Battleships and never used such a guy ^^)  This is not a IN specific thing, but more or less all races are involved. But I have no real idea how to solve this as cheap commanders are somewhat of a race advantage (e.g. having a cheap LD10 Admiral is one of the few advantages that SM have...)
Title: Re: List of flawed ships
Post by: Plaxor on February 05, 2011, 10:12:35 AM
Vanquisher:
This is significantly different from the version going into Bakka. I'd say use Bakka's profile and cost 290pts.
IN V 1.1
Vanquisher
...strange....don't like. The option is..weird...

Will go to Bakka's profile at SPD 20 for 300.
Quote
Victory:
Needs including/fixing?

Yes. Remember, last update was before Nate released Bakka

Quote
Mars/Dictator:
Since when have these ships been Torpedo Bombers/Minelayers? I would keep these abilities to the fleet list. Torpedo Bombers are worth nowhere near 40pts, doing roughly comparable damage to regular bombers under FS (especially as they may not launch the turn they themselves are launched - that's a half ordnance rate) And minelayers aren't worth 20pts either. Mines are nowhere near as versatile as AC. I'd rather this was kept to the fleetlists, scenairos and campaigns, otherwise I think every carrier should have the options.

Technically any cruiser has the capacity to be a minelayer. Anything with launch bays can be torp bombers. It's always allowed, kinda like the special torpedoes. However those will only be allowed in Admech outside of a campaign.

The advantage to minelaying is that it isn't limited by launch bay capacity, and you can have more in play than launch bays. Although the disadvantage is that they don't hit what you want, and if you take criticals they could suck more. Might go to a free exchange?

Torpedo bombers are something I've never liked, but the rules allow them. I suppose that they aren't really any better than normal bombers in this system. Could be cheaper? Or both these things could be campaign only.
Quote
Jovian:
Still rearing its ugly head?
Sorry, like I said, I haven't updated it yet. This will be replaced by the Dominion.

Quote
Ignis:
Don't like the profile. Its broadsides are too strong for a cruiser, and its dorsals are too strong for a cruiser. It also has battlecruiser level firepower, though obviously range issues. I could just about see FP9@30cm for a cruiser compared to S2 Lances@60cm, but the broadsides should cap out at 12. That would be fine for 200pts.
Quote
Ignus
Love it....that means it is waaaaaay to cheap, even with the special rule :)  Suggestion: Torps +2 (never liked S4 tubes), Broadside -2, dorsal -2. Price +10 Points. (So still an impressive S18 Broadside)
Option to increase broadsides @45cm for +20Points and/or dorsal to @60cm for +20P

Yes, this was built too strong. It shouldn't have more than fp 20 on a broadside. Although the example model I'm building does have 'dauntless' wbs, jam-packed in there. How do you guys feel about 12 sides and 8 dorsals? Maintaining points? It would make the thing basically the BC eq of a Dominator.
The reason for the 4 torps, is that the only list that it is available in, the Tartanus Sector fleet, makes less use of torpedoes. See fleet lists.
Quote
Dominator:
How about FP6@45cm for -25pts? It's just not an attractive option.

-25 is waaaay! too much decrease. I was thinking about how low it would have to be for me to be tempted, and getting 165 pt IN cruisers with 6@45cm wbs and torps seems like a solid deal. Although I could see -20. Note that the Dominator will soon be able to swap its NC for 4 torps in any fleet list. This was wanted desperately in the past, and I disagreed because it would make the Tyrant less useful. However in each scenario you lose something. Either 2 torps or 2 wbs (and the 45cm ones...).
Quote
Tyrant:
Perhaps it should take a leaf out of the Hydra's book? Swap the ranges of the batteries. FP6@45cm, with a FP4 bonus@30cm. That would make it an attractive option to keep at 180pts.
Hydra:
Just a Tartanus Tyrant? They're not so different that it makes sense to have 2 ships.
tyrant
Well, you decreased the price, which is a good think. But I think I had prefered the other way: 190 Points, but the 45cm Broadside with S6. (if you follow my idea and decrease the Lunar/Gothic the current Tyrant should be 175 Points and the “improved” with S6@45cm 180 Points)
Hydra
at the moment a better Tyrant (+1turret, weapon layout) for the same price...IMO to “close” to the tyrant and not needed or should be changed.

I did think that the Tyrant should be 175. However they aren't exactly the same, the Hydra has only 4 torps and no access to a NC. About equal of a trade off, as no one really cares about the extra 2 wbs@45cm. Hydra might lose a turret if it comes down to it, but I still feel that the Tyrant is just barely overcosted for what it is, and the Hydra is about right.

The only real reason for the inclusion of the Hydra over the Tyrant is just for a feel. It is slightly different, in fact it's the RT cruiser. I demanded that Nate give the RT cruiser some background and reason for being so common. This is simply a plot-hole fix, and has decent enough background/variation to make it viable.

The idea is to easily allow the Tartanus a 'Tyrant' type vessel, that can't upgrade its range. As Tartanus shouldn't have a lot of LR weaponry, except at extremely low wbs strengths, such as the Vanquisher with its low 45cm weapons output. Or the Exorcist with its low 45cm output, the Dominator etc.

Also to make it less NC-centric, although you could still just spam dominators.....

Quote
Siluria:
Does it get Dorsal WBs and +10pts as per Bakka? Should definitely be 4HPs.
Quote
Silura
I don't like IN ships with 4 HP. Leave this to Eldar or Tau.
Also such a cheap cruiser can be abused to spam BCs or BBs.

Yes to RC. Eldanesh, this makes it unique, and people don't spam dauntlesses to get more BBs or BCs, in fact people who want BCs usually just play Solar. People usually don't like to take 4hp ships just to get another Emperor/Ignus (although that would be a decent fleet...) etc.

This is also a compromise as in Tartanus, Cls are mandatory to take cruisers, so a cheap one is good.

Quote
Endeavour/Endurance:
Thought we were keeping these at 120pts? I may be forgetting the whole discussion, but with 6+ Prows and 90' turns they're probably worth 120pts.
I think that the HA might've decreased their cost after. I know the discussion basically said 6+ and 90' for no change. But was that no change after HA decided it was 110 pts? I imagine so.... I'll ask sig/horizon, one of them will remember.

Quote
Defiant:
Thought we were going with a 90/100pt Endeavour/Endurance Prow?
Nope. Remember that discussion? It kept its lances, so it stays at 120.

Quote
Enforcer:
Is worth more than a Dauntless - Defiant gives up its main broadside for its LBs, whereas on the Dauntless those are just secondary weapons. 120pts.

Fair enough... I would love to hear someone elses thoughts on this. As we did have a discussion on how crappy 2lb carriers are. I do think that it is a better option than the defiant, even without the 6+ armor... so 120 it is!

Quote
Viper:
Can we include please? I like it. 35pts.

Will be included in Bakka, not in Tartanus.


Quote
Retribution
Should perhaps have an Option that brings Batteries to 60cm ~ 10-20 Points
Sorry, but no. At the very least it will allow us to release a BB with that sometime later. Although this is somewhat unlikely as none will compare to an Emperor, which has 15@60 focusable already.
Quote
Oberon
compared to the Emperor still unattractive, due to the "conflicted design". But as this layout is essential for the ship I suggest point decrease ~ -20 Points.
We had a long discussion about this one, and that was the 'voted' result. This will not change unless there is a mass uproar to do so.

Quote
Overlord
Very underperforming. Perhaps it would be a good idea if the targeting array and/or the 3rd turret is included without any  additional costs

Our original idea was somewhat complicated. Although I think it is decent for 235 with the targetting array. How do people feel about 3 turrets? I could see that easy. Or even another -10 points.


Quote
Gothic/Lunar
maybe I'm breaking a dogma, but do you really think hatthese ships are priced right? I always had the impression that  both are ~10P points overpriced especially if compared to the  Dominator or chaos ships. So probably 170P would be better,IMO

The Dominator has the disadvantage of having a mandatory NC. In 'fs' it doesn't but it will swap for a sub-par torp salvo. They're fine where they are. They might be overpriced, but they don't break any internal balance in the IN fleet.

Quote
Dauntless.
Hate to say this, but the easiest way that other CLs become more attractive is to make the daunt more expensive. Should be at least 120P, perhaps even more.

Sorry... this is a no. The Dauntless is good for it's points, but not great enough to justify an increase. The other CLs are good now because they have 6+ armor, and are the same cost. (at least I think...)

Quote
Enforcer/Tempest
Should only be allowed in a very limited way/very special fleet lists … otheriwse the IN can easily become a “carrier fleet”. Especially the Tempest could be a problem: 20 Hangars for 900 Points could be a bit much...

Enforcer isn't a big deal, as Tartanus doesn't include Dictators.... So you can get 4lbs for 240 points (now after the increase) which is correct.

The Tempest is priced correctly, and Tartanus is a bit more AC-oriented than normal IN fleets, it trades off torpedoes for this. Normal IN fleets can get 20 for 995 points (3 dictators+Emperor). So this isn't a big deal. Plus Escort carriers have their own flaws, and people I don't think would like running a fleet full of them.

Quote
List section
Admirals and rerolls are overpriced (Has anyone ever used a Solar Admiral with 3 rerolls? I've already played games with 5000 points and 4 Battleships and never used such a guy ^^)  This is not a IN specific thing, but more or less all races are involved. But I have no real idea how to solve this as cheap commanders are somewhat of a race advantage (e.g. having a cheap LD10 Admiral is one of the few advantages that SM have...)
[/quote]

Yeah, they probably are. This is one thing that is accentuated by the Emperor, which I feel is undercosted, as you get the +50 point bonus to your admirals cost (as the emperor is almost always the flagship).

Most characters became more consistent through working this out. Notice that SM masters of the fleet became 75, the arch magos for Admech became 75.

I'll probably change the LD ups to +25 points each due to this fact. As one leadership is usually considered worth about 20 pts. Any disagreements?

Chaos will follow suite as closely as possible.
Title: Re: List of flawed ships
Post by: RCgothic on February 05, 2011, 12:09:32 PM
Fp6 @ 45cm is actually twice the firepower of fp4 in certain columns. A swap of the ranges on the base profile would be just enough to make the upgrade to fp10 less of an auto take.
Title: Re: List of flawed ships
Post by: Plaxor on February 05, 2011, 06:01:11 PM
True.... Hmmmm...

Basically we have two options for the Tyrant. Making it fp.6@45cm +4@30. Or just automatically including the upgrade (which now I'm ok with considering we have the Hydra around.)

Actually I've come up with some new solutions for Tyrant/Dominator/Hydra conundrum.

Here's my favorite option:

Tyrant:
Returns to 185, wbs=8@45cm 2@30cm. 5pts to make the 2@30 45cm. Still mixed and fits the fluff, but not such a crappy downgraded version.

Dominator:
Downgraded version has 8wbs@45cm for -10pts. Not so crappy compared to the original, but still sub-par. Doesn't compete with the Tyrant for the range bracket, although it is cheaper.

2nd option:

Tyrant:
Returns to 185, wbs=4@45cm 8@30cm. Making it basically a dominator that spends '5' pts to get some wbs@45. I don't think this fulfills the fluff.

Dominator: 6wbs@45, 2wbs@30cm.

I really like Option A, and it fits the fluff quite well.
Title: Re: List of flawed ships
Post by: RCgothic on February 05, 2011, 07:44:53 PM
I'd really prefer the Tyrant to get FP6@45cm & FP4@30cm for 180pts.

Dominator should be left as is, possibly -20pts for the downgrade. FP6@45cm would miss the Tyrant's FP4@30cm, but it would be cheaper and have a NC.
Title: Re: List of flawed ships
Post by: Plaxor on February 05, 2011, 08:42:27 PM
Hmmmmmm... I do think the Dominator at fp8 makes it just about worthwhile enough that it doesn't seem like a BS upgrade.... and the Tyrant at 8 makes it actually feel like it is the long-ranged IN cruiser it's supposed to be on a regular basis. FP4 makes it so... pitiful and the fluff doesn't make sense for it.

At fp6 it straddles these two lines, and with fp8 it's like half upgrading its range, making it different enough from the Hydra. Also establishing the Hydra as a sub-par vessel. It's the least changes needed to make all these ships viable.

With fp6 on the Tyrant, the Hydra would have to go back to fp4@45cm (like it was in the original RT doc) to maintain it's fluff. Then likely lose a turret and go down to 175. Although this causes some minor issues with RT fleets, as Nate included the third turret to make it more viable in a low-ordinance fleet like the RTs.

Although the RTs could get the Dictator included in their list. With +15 points saying that attack craft are limited like lances. Still keeping the feel and balance there, and making it less demanding to include an Exorcist, Demiurg vessels, or escort carriers. (likely will include Tempests...)
Title: Re: List of flawed ships
Post by: Plaxor on February 05, 2011, 09:12:08 PM
Added a poll. Feel free to vote.
Title: Re: List of flawed ships
Post by: RCgothic on February 05, 2011, 09:37:00 PM
Fixing the Hydra should be secondary to fixing the Tyrant/Dominator.

Tyrant with FP6@45cm and FP10@30cm would be worth its 180pts. At the moment it isn't, so this is a good fix. FP10@45cm for 190pts stays the same. For the Imperium's primary WB cruiser, I think this is a good fix.

The Dominator's base profile is fine. The downgrade to FP6 is worth -20pts.

This puts clear distance between Tyrant and Dominator: You get a NC and FP6, or you can trade in the NC and +10pts to get an additional FP4@30cm each side. I think that seems a fair comparison.



So where does that leave the Hydra? As it is, the additional turret probably doesn't balance the loss of 2 torpedos (particularly with the new bomber system), so it should be less than 180pts anyway.

Smotherman says that loss is -7pts, or -5pts with the turret. If upgrading FP4 of the Tyrant to 45cm is 10pts, downgrading FP2 to 30cm is 5cm, so the Hydra comes out at 170pts.

Compared to the Dominator at the same cost, you have far more close in firepower. Compared to the Tyrant, you're a good 10pts cheaper. I think that's enough of a clear space without trying to do anything fancy with the Tyrant/Dominator's profiles.

EDIT: The poll doesn't really reflect my view. I agree with the Tyrant FP6@45 FP10@30 for 180pts / Dominator FP6@45 for 170pts changes, but I'm happy for a Hydra to be FP4@45, FP10@30cm, 3 turrets and 4 torps for 170pts.
Title: Re: List of flawed ships
Post by: Plaxor on February 05, 2011, 09:41:32 PM
Deal. I'll probably do this next update. I'll wait to confirm after a little, to see if there is any more commentary.
Title: Re: List of flawed ships
Post by: RCgothic on February 05, 2011, 11:36:58 PM
Vanquisher: I remember how I managed to get it sub 300pts! Range 45cm, all weapons systems. 290pts.

Victory: What the hell are we going to do with this ship? It has the same weapons hardpoints as an Apocalypse. You can't change the type of the hardpoints or it won't be a Victory. With the reduction on the penalty the Apocalypse faces, reduced strength in exchange for reliable firing makes no sense. So that pretty much just leaves it as an inexplicably underpowered/cheap knock off Apocalypse.

What roles do we have so far for the other battleships?

Emperor: Fleet Carrier/Focussed Long Range Support.
Oberon: Carrier/Long Range Support.
Apocalypse: Long Range Support.
Retribution: Linebreaker.
Vanquisher: Cheap Linebreaker.

Where does the Victory fit in? As Counterpart to the Vanquisher: Cheap Long Range Support. Smotherman says Victory should lose 52pts for its loss of strength. That's 313pts relative to an Apocalypse. When you take into account the reduced Dorsal strength, increased speed and removal of handicapping rule, we're probably looking at 310-320pts.

Edit: One thing we could possibly do is exchange the dorsal FP6 for S3 Lances @60cm. That gives it a focus to nearly match an Apocalypse, but with less off-side firepower.
Title: Re: List of flawed ships
Post by: Plaxor on February 05, 2011, 11:54:34 PM
I do think that since the Victory has to be included.... that it should be cheap to prevent overlap with the apocalypse.

So basically we should strip it down to minimums.... Probably 15cm speed (like Adm.D suggested) keeping 4lances@60 each side, and 6dorsal wbs@60, as well as 6 prow torps. 5 turrets (to fit in with bakka)

310? Hmmmm....

It basically has the same firepower as the Vanquisher... but longer range. With this it would be slower... and have less off-side firepower. So it is reasonable to have it at +10-20pts over the Vanquisher.

I do agree about 45cm weapons on the Vanquisher, the ship should be crappy, but redundant. So 290 it is. Any thoughts in increasing it's WBs to 8? I know the complaint is that one segment MUST represent no more than 6, but it can represent less...
Title: Re: List of flawed ships
Post by: Plaxor on February 06, 2011, 12:32:15 AM
If we did go with the dorsal lances... it would be apocalyptic! :) but I could also see the ship as a heavy gunboat that is better than the Apoc. It has to either be significantly worse than the Apoc, or significantly better.


Looks like I'll be doing an IN update before I do rules... at least it's a hell of a lot easier to update pdfs than build them.... ugh....

Page Tags will no longer say flawed ships, but instead 'Revised'

Note on Book as a whole; Eventually all these documents will be combined into a single PDF book. With a foreword, and Unnoficial note on the cover/first page.

Contents will appear like this:

Rules
IN
Chaos
Eldar + DE + CWE
Orks
Tau
Necrons
Nids
RTs/Minor Xenos
Missions, Terrain
Campaign Rules

Fluff won't be contained here. Although I may release a 'fluff compendium' at some point, but there will be a standing reccomendation to simply read the original documents for that.
Title: Re: List of flawed ships
Post by: Plaxor on February 06, 2011, 01:18:38 AM
Here's the list of updates to the IN document that I intend to include.

SMs:
Blood angels doubling boarding value instead of +1.
Inclusion of 'Vanguard' light cruiser.
Return to 'old' system of purchasing VBB's (meaning pick any ship +35 points rather than actually listing them out)

IN:
Swapping out the Jovian for Dominion within Tartanus
Reduction of turret cost on various ships (like the mars)

Ignus wbs to 12.
Hydra to 4wbs@45cm, 6wbs@30cm 2 turrets 170 pts.
Tyrant to 6wbs@45cm, 4wbs@30cm
Dominator range downgrade to -20pts, all fleets have access to 4torp vers.

Vanquisher to Bakka profile, but all weapons at 45, and spd.20 290pts
Victory with 15cm spd   310 pts

Inclusion of Bakka list. Will look over to see if anyone really wants Mercury/has a good idea for it... but probably not.

Viper added
Havoc able to swap prow torp for 2wbs@30cm F.

Firedagger added to Bakka (sword with 2wbs@15cm, 2@30, shadowhunter special rules)

Tell me about the red thing. I think the best way to make a non-carrier fleet is rather than force players not to take them is to make them need them much less. Like the necrons who have lotsa turrets, and pulse generators which kill ordinance.

All Bakka ships will have +1 turret (except escorts) and +5 points.

Characters:
Admiral to 75
Solar Admiral to 100

Addition of 'Veteran Captains' to all IN fleets

Admech re-rolls named 'Transmats' instead. (for character)

Charybdis.... oh that monstrosity.....  I wish that I could see the model before writing rules for it.
Title: Re: List of flawed ships
Post by: RCgothic on February 06, 2011, 10:33:55 AM
The Victory needs to either be cheaper/worse than the Apocalypse to fulfil "Cheap Long Range Support", or we need to buff up its ability to focus firepower (without much increasing its off-side firepower) and make it "Heavy Focussed Long Range Support".

Cheap Long Range Support pretty much means leaving it as is, possibly with the speed reduction, and costing it in the 310-320pts range.

As for Heavy Focussed Long Range Support, the problem is that the Apocalypse is pretty much maxed out on everything, and 6L +9WB is a better focus than 7L (4 Broadside + 3 Dorsal).

Then again, if we're making the Victory into Long Range Focussed Support, what does it need prow NC/Torps for? 9 Torps are equivalent to 13.5WBe, so we could possibly cram FP12 F/L/R on the Prow, which would then go down to Av5+. The Victory would then have a focus firepower of 7L@60cm + FP12@60cm. This easily beats out the Apocalypse on focus, has roughly similar total broadside output, and minus the 6+Prow and NC. Naturally with such heavy lance firepower, it would also have to have the Apocalypse's BMs for firing over 30cm with its lances, and we still avoid people going "It has more Lances than an Apocalypse!", because actually it doesn't. (11 vs 12).

So how would this be costed? I would say that in spite of having less total firepower than an Apocalpyse, and less armour, it should actually be costed MORE, because it would get to use what it has more often. With the heaviest broadside focus in the game, it should be looking at 380-390pts, even with 5+ prow and 15cm speed. Thoughts?

As for the Firedagger, I could better comment if I knew what the shadowhunter special rules were?



As for other ships I'd like to see included, probably the Invincible Class Heavy Battlecruiser (I know it says says Fast Battleship, but Fast Battleships are actually just faster regular battleships - they don't sacrifice protection like a Battlecruiser does), although I think the profile should be revised somewhat. At the very minimum, Hits up to 12 and dorsal lances down to 3. The Broadside firepower could also go up to 15 - it's a little weak at 12. This way you get a not-quite-a-Retribution, but it has longer range and more speed, and is still a glass hammer like a heavy battlecruiser should be.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 06, 2011, 10:48:51 AM
Hits up to 12 for an Invincible? Then what's the difference between it and a regular battleship? Upping the broadside firepower? Poor Retribution. I agree with lowering the dorsal lances. But the other changes will just make this into a regular battleship. Upping the hits to 10, I have no qualms. Keep the weapons as it is. It is supposed to be a fragile battleship not meant to be used in the line.

As for the Victory, just lower the speed, change the prow to a torp version and retain the remaining stats and you'd have your cheap standoff battleship. To change the prow weapons into weapon batteries definitely would make this a long range support vessel and definitely should be costed more than the Apocalypse. So forget about the changes to the prow into WBs. Lower the speed with torps instead of NCs and there you have your cheap, long range support vessel.
Title: Re: List of flawed ships
Post by: RCgothic on February 06, 2011, 11:08:11 AM
The difference is it only has 2 shields, suffers critical hits twice as often, and those critical hits get a +1 modifier, and so are nastier (Bulkhead collapse 6x as likely as normal). I think its turrets should also go down to 2 or 3.  Also, it has neither the Retributions broadside firepower, not its S9 Torps. Hits represent size, not toughness. The lack of toughness is reflected in the shield strength and special rules.

As for the Victory: Turning it into a long range support vessel was the POINT of adding the prow WBs, and I think gives it a more unique role than just being a shitty Apocalypse. The name "Victory" recalls the most glorious age of sail vessel ever built, not some cheap knock off of a more successful class.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 06, 2011, 11:41:18 AM
The difference is it only has 2 shields, suffers critical hits twice as often, and those critical hits get a +1 modifier, and so are nastier (Bulkhead collapse 6x as likely as normal). I think its turrets should also go down to 2 or 3.  Also, it has neither the Retributions broadside firepower, not its S9 Torps. Hits represent size, not toughness. The lack of toughness is reflected in the shield strength and special rules.

At the moment it has the broadside firepower of the Retribution, even more if you consider it has Str 4 dorsal lances even if it does not have the torp strength. I still don't think upping the HP to 12 which not only represents size. It's also a measure toughness as well that a 12 HP ship needs to be dealt 6 points to cripple it and 12 points to destroy. Shields and armor represent the protection it has and is an addition to how tough a ship can be but the basis for toughness still begins with hp. Again, I would like to see it bumped to 10 but not 12. Turrets can stay the same.

Am also curious where you get the idea that the crits get a +1 modifier. From the BFG Compendium, all I see is it rolls 2 dice for crits and no modifiers are involved.

As for the Victory: Turning it into a long range support vessel was the POINT of adding the prow WBs, and I think gives it a more unique role than just being a shitty Apocalypse. The name "Victory" recalls the most glorious age of sail vessel ever built, not some cheap knock off of a more successful class.

You want the Victory to have a unique role? Just follow what Sig normally suggests. Up the dorsal firepower to 9 and you'd have a different take on the Apocalypse and then keep the torps. I'd prefer not to have a ship encroach on what is normally Chaos specialty. It helps keep the races distinct. Putting long range WBs on top of the existing dorsal WBs and supported by lances, well kinda makes things brutal. Personally IN doesn't need another expensive battleship. I wouldn't mind IN getting a battleship in the 320 point range.

While Victory recalls the most glorious age of sail vessel ever built, it certainly wasn't because it was a terror on the high seas. She became famous because of her Admiral, not because of her actions. Other ships performed far better during the battle which made her admiral famous and in other battles involving English and other nation's ships. Bon Homme Richard comes to mind as an example.
Title: Re: List of flawed ships
Post by: RCgothic on February 06, 2011, 02:43:58 PM
You're not starting from the standpoint that we've fixed the Retribution to have FP18 and the Apocalypse to have FP9 Dorsal. The new profiles for Victory/Invincible would be perfectly balanced from that standpoint, with the Invincible comfortably outgunned by the Retribution, and the Victory needing far more than FP9 on top to compete with the Apocalypse.

Quote
Am also curious where you get the idea that the crits get a +1 modifier. From the BFG Compendium, all I see is it rolls 2 dice for crits and no modifiers are involved.

Because if you'd actually read my proposal, you would have seen that I'd suggested it adopted the Repulse Class's special rules from my Battlefleet Urdesh thread. Those give criticals on a 5+, which has an identical average hits to 2D6, but which is much simpler, and the +1 modifier compensates for the additional 2 hits over the 10 hits you yourself would have given it. As a rough guide, it will take twice as many criticals as a regular battleship, and those criticals will be 50% more damaging in terms of hitpoints with the +1 modifier.

I really like the battlecruiser concept, but it has to be done properly, and the Invincible profile as it stands does not lend itself to this. Cruisers should run screaming at the sight of a battlecruiser. Are they really going to be afraid of a ship that has the same shields and hitpoints as them, and only barely outguns them?

Compared to the original profile, New Invincible gets:

+4 Hitpoints
-2 Turrets
+1.5WBe Total but reduced focus and more restrictive arcs. (-4.5WBe Dorsal Lance, +6WBe broadsides)
+50% damage from criticals.

The restricted arcs and reduced focus probably cancel out the marginal total firepower increase, especially when you realise the Invincible does not want to be surrounded with just 2 shields.

Smotherman puts the net value of +4 hitpoints vs -2 turrets as +10pts, which is probably cancelled out by more damaging criticals. This really isn't a big change, but it's far more targetted towards what a Battlecruiser actually IS.
Title: Re: List of flawed ships
Post by: Plaxor on February 06, 2011, 08:16:01 PM
Firedagger will have the 'Hunter' special rule. Which makes its weapons hit ordinance on a 4+. Yes, someone wrote up a special rules list, and I'll be adopting some of them. Most notably:

Massive: Cannot make come to new heading
Improved Thrusters: +d6 on all ahead full
Hunter:...
Improved Sensors: +1 leadership
Improved Targetting Array: (can't remember which exactly, but there are more than 1...)

Nice to see you around again Admiral D, you haven't replied in a while.

What's going on with the Invincible? I didn't intend to include that....

Victory could have Fp 5 prow wbs and 9 dorsal. Well... I guess 9 prow... but talk about the poor retribution. Although the Victory would end up being a heavy long range hitter, with slow speed and a more chaosy feel.
Title: Re: List of flawed ships
Post by: Valhallan on February 06, 2011, 08:26:23 PM
invincible - imo it sticks out like a sore thumb (kinda like the mercury) in an imperial fleet.

on the vicky. it occurred to me the other day that with a nova cannon... its the same model as the apoc (not everyone uses/likes voss prows), and just like the ret (flawed) its weapons are not reflected well by its hardpoints on the model. I suggest swapping out the prow most lance batteries for weapons batteries on the model and making its profile:
prow NC
star' 6 WB at 60
star' 4 L at 60
port 6 WB at 60
port 4 L at 60
dorsal 6 WB at 60.

basically a suped up vanquisher, a lance boat version of the fixed ret, and a toned down apoc.
which somehow smothermans up to 390 despite having a little less umph at long range than the apoc. 360 could be a good compromise.

ideas?
Title: Re: List of flawed ships
Post by: Plaxor on February 06, 2011, 08:33:40 PM
Valhallan, Ret in 'FS' has 18wbs@45cm

I do like your Vicky profile.

390 could be fine. Like I said, it should be either much more expensive than the Apoc, or much less. Remember that the Apoc has the 'shield loss' disadvantage.
Title: Re: List of flawed ships
Post by: Valhallan on February 06, 2011, 08:49:14 PM
sorry about above. first mention of the ret was 'flawed' (noted). second mention was ret 'revised' and not noted. yeah my profile sugguestion has WBe of 18 for the broadsides, 24 focusable at 60cm (compared to revised ret with 27 focusable at 45cm).

while your correcting some imperial issues i just skipped through the v.1.1 IN fleets revised
*you are recorrecting the vanq?
*and adding in the viper?
*tempest squadron of 4 (cost 180) can launch a wave of 4 bombers... i know escorts need higher cost/firepower ratio, but launch capacity? not too sure. i'd up them to 55 as is, OR up them to 50 and take away their bombers.
*why not make the dominator 0-1 in the gothic list? we all agree it only happened because it was the first list made. its not in character at all... what with bakka/tartanus coming along to really have a nitch for the ship.
*turret option for the 'geddon?

great work as always. keep it up.
Title: Re: List of flawed ships
Post by: Plaxor on February 06, 2011, 09:04:30 PM
sorry about above. first mention of the ret was 'flawed' (noted). second mention was ret 'revised' and not noted. yeah my profile sugguestion has WBe of 18 for the broadsides, 24 focusable at 60cm (compared to revised ret with 27 focusable at 45cm).

Oops, didn't see.

Quote
while your correcting some imperial issues i just skipped through the v.1.1 IN fleets revised
*you are recorrecting the vanq?

Yep, I made a list of what I intended to change a few posts back. I'd even consider giving the Vanq Improved Thrusters, as that leftover power from not having dorsals has to go somewhere! Even then, I know some people would like a battleship that had 'fast battleship' feel, and it would be better at keeping up with the rest of Tartanus, which quite a few ships have Improved thrusters.

Quote
*and adding in the viper?
Eh, you know how it goes.
Quote
*tempest squadron of 4 (cost 180) can launch a wave of 4 bombers... i know escorts need higher cost/firepower ratio, but launch capacity? not too sure. i'd up them to 55 as is, OR up them to 50 and take away their bombers.

They are cost-appropriate for what they do. Normal IN fleets can get 20 bombers for 995 pts, with these you can get them for 900. At 30 points less than a Dictator, they aren't bad. Besides, Tart is a little more AC oriented than other IN fleets due to it's fluff as pirate hunters. This shouldn't be a problem as Tart doesn't have access to a Dictator, and most people wouldn't want to spam escort carriers. Also bombers are worse at attacking most ships in revised, so an AC based fleet would do much worse than previously.

Escorts have their own Inherent disadvantages, such as the fact that they would lose a launch bay for every hit, not losing 2 after 4.

Quote
*why not make the dominator 0-1 in the gothic list? we all agree it only happened because it was the first list made. its not in character at all... what with bakka/tartanus coming along to really have a nitch for the ship.

Maybe, but this is kind of a meh change. Most people don't play the Gothic Sector list, as it is just kind of a prequel to the list in Armada. The only advantage they have is that they can take dominators.

*
Quote
turret option for the 'geddon?

what?
Title: Re: List of flawed ships
Post by: RCgothic on February 06, 2011, 09:13:56 PM
invincible - imo it sticks out like a sore thumb (kinda like the mercury) in an imperial fleet.

I think the current profile, with 8 hits, certainly would, as would a profile with 10 hits, but I think that with 12 hits and some special rules it's nowhere near as awful as the Mercury, which is basically just an Overlord which blows up.
Title: Re: List of flawed ships
Post by: Valhallan on February 06, 2011, 09:46:27 PM
RC, i'll restate my opinion. I think the invince' is odd and I probably wont use it. other than that no comment.

plax. as long as we keep those tempests to tartanus i see no problem

and about the geddon:
mars can get an extra turret for +10, so and overlord. but the geddon has no option... though i think it should have one. (overlord should also have an NC option, but thats just me).
Title: Re: List of flawed ships
Post by: Plaxor on February 06, 2011, 09:52:02 PM
FS doesn't allow reserves except with opponents permission. I really don't like the reserve rules as they destroy the character of fleets, but there are certain scenarios where a person would want to use them, such as in a campaign.

The 'geddon's fluff is that it's a lunar that they put a dorsal lance on. It wasn't built initially to be a battle cruiser, so there is no real fluff reason for them to have an upgradable lance.

Nova cannons are still rare, and the only reason 'geddons got them is because lunars can take them, so therefore it's reasonable that an upgraded lunar would get them as well. The overlord would be probably my first choice to put an NC on, as it likes to be far away.
Title: Re: List of flawed ships
Post by: Plaxor on February 06, 2011, 09:54:20 PM
Oh! and reserve vessels are much worse than normal ones. So even with your opponents permission it's still not good to purchase reserve vessels. (they have -1 leadership) So someone would only realistically do it for fluff reasons.

So imagine those 4 Tempests had -1 LD.... pretty sucky on a carrier.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 06, 2011, 10:05:33 PM
Because if you'd actually read my proposal, you would have seen that I'd suggested it adopted the Repulse Class's special rules from my Battlefleet Urdesh thread. Those give criticals on a 5+, which has an identical average hits to 2D6, but which is much simpler, and the +1 modifier compensates for the additional 2 hits over the 10 hits you yourself would have given it. As a rough guide, it will take twice as many criticals as a regular battleship, and those criticals will be 50% more damaging in terms of hitpoints with the +1 modifier.

I really like the battlecruiser concept, but it has to be done properly, and the Invincible profile as it stands does not lend itself to this. Cruisers should run screaming at the sight of a battlecruiser. Are they really going to be afraid of a ship that has the same shields and hitpoints as them, and only barely outguns them?

A Battlecruiser, at least in the time of Jutland and even into WW2 is as large as a battleship, weapons as tough but not as tough and is faster. To that end, my idea of a true battlecruiser in BFG would be a 10HP ship, with only 5+ armor, 2 or 3 shields and 25 cm speed. I lean more toward 3 shields if it is a 5+ all around ship. If 6+/5+ armor, then the shields can be lowered to 2 but I think 3 can still be justifiable.

I think the FP12@60 cm WB supported by Str 3@60 cm lances are fine since a cruiser can't hope to match those weapons and so should be scared. Those Str 3 lances is not considered barely. Applying your crit at 5+ is fine. No need to add the +1 modifier. Or you can apply the +1 modifier but keep the criticals on 6+.

And there you have your Invincible.
Title: Re: List of flawed ships
Post by: lastspartacus on February 06, 2011, 10:43:37 PM
This has been bugging me lately about the Necrons.
In fluff they are described as nigh invincible, on land and in space, soaking mass amounts of firepower with little visible effect.
It somewhat bothers me that they are less durable than your average ship, and rely greatly on chance. 

A normal ship is gauranteed to have damage soak through shields.  If a necron Cruiser say, gets bad dice, it would die just as easy as a cruiser that lost its shields.

Necrons should be most effectively dealt with with mass concentrated fire, but currently normal ships do better against lower levels of firepower. 

Is there any fix to this without taking it over the top?  Qausi-shields like MMS Eldar?  Is it a stretch to say that Necron ships regenerate?
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 07:54:35 AM

A Battlecruiser, at least in the time of Jutland and even into WW2 is as large as a battleship, weapons as tough but not as tough and is faster. To that end, my idea of a true battlecruiser in BFG would be a 10HP ship, with only 5+ armor, 2 or 3 shields and 25 cm speed. I lean more toward 3 shields if it is a 5+ all around ship. If 6+/5+ armor, then the shields can be lowered to 2 but I think 3 can still be justifiable.

I think the FP12@60 cm WB supported by Str 3@60 cm lances are fine since a cruiser can't hope to match those weapons and so should be scared. Those Str 3 lances is not considered barely. Applying your crit at 5+ is fine. No need to add the +1 modifier. Or you can apply the +1 modifier but keep the criticals on 6+.

And there you have your Invincible.

Battlecruisers (not just at the time of Jutland, but right up until HMS Hood, the last really big battlecruiser), also had similar crew complements.

FP12 and 3 Lances only just outguns an Armageddon, by one lance. Considering they have the same protection and the Battlecruiser takes double criticals, that's not a one-sided fight unless the Battlecruiser keeps out of range (which is a very narrow 15cm band).

So here's the argument for the 12 hit profile:

Uses same model, so is by definition the same size.
Has similar crew complement (one of the way the designers of BFG described hits)
There's no precedent for giving ships using the same model different hits (except for nurgle - but that's down to additional bloated mass, they're not really the same size.)
The 6+ prow is vital because otherwise you might as well interchange it for a Chaos battleship, they become so similar without.
Double criticals and +1 modifier adequately represent it being less tough than a regular battleship.
FP12 is not enough for a battleship equivalent - the Retribution suffered from this, which is why it was bumped to FP18@45. Instead of that, the proposal is FP15@60. As a Battlecruiser it will need the range more.

Title: Re: List of flawed ships
Post by: Plaxor on February 07, 2011, 08:22:38 AM
So I'm typing up the Rules document right now and I have a few comments....

I despise the fact that all BFG rulebook pdfs have text that isn't selectable. I'm on page 7 of typing up the rules.

You Brits have some strange ways of saying things, such as calling the result of dice rolls 'scores'?

Anyways. I've decided to put my first draft of the rules in a word document, because building and editing .PDFs is tedious and difficult, especially for blocks of info that take multiple pages. I'm including the original text with strikethrough text for what I intend to delete. Red for things that I've added/changed. Blue for text that isn't located in the main columns.

I would hope that people would download the document and email it back to me with green text as their commentary in the relevant places.
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 09:08:56 AM
Had a look for the .docx, but assume you haven't put it up yet.

On the subject of Minelayers/Torpedo Bombers:
I've noticed this upgrade listed in every document I've come across, and I have to say I think it's horribly inelegant to specify on a carrier/carrier basis. (quite apart from disagreeing with points cost of torpedo bombers/minelayers). It should be done either from the fleet list (Carriers may upgrade for xpts per LB), or by scenario.

Also, I've heard you assert quite a bit recently that bombers have become less powerful - that's not strictly true unless you have 3 or more turrets. The average of D3 attacks is 2, whereas the average number of attacks against a T2 target under the D6-T system was 1.67, so the power has actually gone up 20%
Title: Re: List of flawed ships
Post by: Plaxor on February 07, 2011, 09:23:40 AM
Yep, still typing... I'm on page 10 of the rulebook now. (out of about 40) it sucks, but I'll probably be done in the next few hours.

Hmmmm... checking calculations for bombers:

How the hell did I fuck that up.... Here lets look at the Original post....
Title: Re: List of flawed ships
Post by: Plaxor on February 07, 2011, 09:30:39 AM
So both these charts have to do with a wave of 6 bombers going against a ship with 5+ armor.

Original rules:

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.

 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


Yep... whoops. Apparently better against everything but 1 turret.

Hmmmm... too bad I was quite satisfied with that result.... perhaps going down to D2 attack runs instead. Let's see:

Turret number(theoretical) Damage caused
12.75
22.5
32.25
42
51.75
61.5


There! that's about the sweet spot that I was looking for. Although it is disappointing that it had to go to D2.
Title: Re: List of flawed ships
Post by: Plaxor on February 07, 2011, 09:31:58 AM
Oh, and yes, I do agree with you on the listing out torpedo bombers and etc. It was a member of my groups idea.... I'll probably change it.


I've posted what I have so far in my documents so you can get a look at it. It is titled 'INTRODUCTION'.
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 09:42:48 AM
If you're going to go as low as D2, what's the point in having the variation? You might as well just go on to giving them a fixed number of attacks each.

A flat D6-2 maintains the average against T2 targets but still has 5 results, 0-4, and isn't too different from what we have already. Though it's not the most elegant solution, it's better than D2.
Title: Re: List of flawed ships
Post by: Plaxor on February 07, 2011, 09:45:29 AM
I know... which is why it sucks.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 07, 2011, 09:57:25 AM
Battlecruisers (not just at the time of Jutland, but right up until HMS Hood, the last really big battlecruiser), also had similar crew complements.

FP12 and 3 Lances only just outguns an Armageddon, by one lance. Considering they have the same protection and the Battlecruiser takes double criticals, that's not a one-sided fight unless the Battlecruiser keeps out of range (which is a very narrow 15cm band).

And the Armageddon is a battlecruiser, last I checked. I thought we were comparing the Invincible to cruisers?

So here's the argument for the 12 hit profile:

Uses same model, so is by definition the same size.

Doesn't have to be.

Has similar crew complement (one of the way the designers of BFG described hits)

Which has been done away with.

There's no precedent for giving ships using the same model different hits (except for nurgle - but that's down to additional bloated mass, they're not really the same size.)

Doesn't mean you can't do it. If I remember correctly, the advice on how to make one was to take a battleship chassis but not to put in all the component parts to "lighten" it. I think it was suggested also to use a different bridge. Unfortunately I can't find my hard copy of the old BFG Annual.

The 6+ prow is vital because otherwise you might as well interchange it for a Chaos battleship, they become so similar without.
Fine.

Double criticals and +1 modifier adequately represent it being less tough than a regular battleship.

One or the other but not both. Even the Apocalypse only had to take one disadvantage and the Invincible already is disadvantaged with the shields. Even the original Invincible only had the rolling 2 dice for crits and did not have the +1 modifier anymore. If you're just going to bump up the ship hp and then give it something that will let it get hurt easier, then just keep the HP at 10 and pick 1 from the 2 you're proposing. I'd rather just have 2 disadvantages for the Invincible at this point rather than give it 3.

FP12 is not enough for a battleship equivalent - the Retribution suffered from this, which is why it was bumped to FP18@45. Instead of that, the proposal is FP15@60. As a Battlecruiser it will need the range more.

The difference of which is 2 dice in the "Closing" and "Moving Away" profile and only 1 dice in the "Abeam" profile. Which I feel would affect the modified Retribution as the Invincible is cheaper, it can shoot farther and is faster. The only disadvantage of the Invincible would be the lower shields and the crits. Nope, don't think it should be that way.
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 10:47:21 AM
The Retribution is significantly tougher, AND outguns it, AND has more torps. The whole POINT of a battlecruiser is that it matches a battleship for firepower. The fact Retribution DOES outgun Invincible is already a concession. Where Retribution makes its points back is in ability to take punishment and to be in the centre of the enemy fleet using both broadsides, whereas Invincible's damage rules significantly disincentivise putting it in the same situation and thus prevent it being able to do likewise. The points value of Invincible is also open to negotiation. Also, a BB model without all its weapons hardpoints would look ridiculous.

I strongly, STRONGLY feel that it should have 12 hits. 5+ and +1 modifier crits are simple and effective at getting across the lack of toughness. There's precedent for adding a couple of fluffy special rules. There's no precedent for a model having fewer than standard hits for a model already established to have .

Plaxor: Emailing you my comments now.
Title: Re: List of flawed ships
Post by: Plaxor on February 07, 2011, 11:00:36 AM
Yep. I do agree that it should be in UK English. Although my American word has hatred for adding extra vowels to words (I did type in everything as Armour, Manoeuver etc.) So it auto-corrects.... annoying.

Really centimeter is spelled centimetre? what? I guess that would explain some of my textbooks.
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 11:06:13 AM
Word will auto-correct UK to US or vice versa depending on which language setting you have it set to.

You can change the language setting to English(United Kingdom) by clicking where it says English (United States) on the bottom status bar on the left (next to "Page n of n" and "Words: ###") and selecting "Enlgish (United Kingdom)" from the list.

Alternatively, it's accessable from the menu ribbon "Review" tab, in the "Proofing" box, and the icon is "Set Language".

That should make your job easier.
Title: Re: List of flawed ships
Post by: Plaxor on February 07, 2011, 11:09:44 AM
Hrmmm... quick response. I don't know anyone who would know that. What do you do for a living RC?
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 11:14:49 AM
I have a degree in Engineering Science from Oxford University (2:2 - got to university and found out I wasn't the only geek and would rather have a social life than study!) and I currently work as a Design and Development Manager for a consultancy that services one of the UK's largest mobile telephone companies.

http://en.wikipedia.org/wiki/Metre#Spelling
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 07, 2011, 11:31:18 AM
The Retribution is significantly tougher, AND outguns it, AND has more torps. The whole POINT of a battlecruiser is that it matches a battleship for firepower. The fact Retribution DOES outgun Invincible is already a concession. Where Retribution makes its points back is in ability to take punishment and to be in the centre of the enemy fleet using both broadsides, whereas Invincible's damage rules significantly disincentivise putting it in the same situation and thus prevent it being able to do likewise. The points value of Invincible is also open to negotiation. Also, a BB model without all its weapons hardpoints would look ridiculous.

You do realize that the Retribution, before the decision to make it FP18@45cm, is FP12@60cm? The Retribution at FP18@45 cm won't really outgun the Invincible if the Invincible is at FP15@60cm. As I pointed out the difference is 2 dice in the approach and moving away profile and 1 dice only in the abeam profile.

Also who said anything about not filling up the hardpoints? Look at the pic of the Invincible. ALL it's hardpoints are filled in. The suggestion was to remove the other components like some of the wings such as the one below the bridge and/or the engine shielding.

I strongly, STRONGLY feel that it should have 12 hits. 5+ and +1 modifier crits are simple and effective at getting across the lack of toughness. There's precedent for adding a couple of fluffy special rules. There's no precedent for a model having fewer than standard hits for a model already established to have .

Plaxor: Emailing you my comments now.

And I STRONGLY DON'T. I don't want a ship with 3 disadvantages which will then cost almost as much as a Retribution because the weapons will be bumped to FP15 (Smotherman puts it at 342). You're going to spend that much points on one ship that might just blow up the first hit it gets after the shields have been taken down because it rolls a 5+ on a crit and a 10-12 on the crit table? I don't think a battleship should be like that. In this regard, I retract my statement about poor Retribution but only in the sense that no one would ever want to take your iteration of the Invincible if only because it will blow up faster even though it will perform at par with the Retribution.

There is no official precedent yes about ships having less HP on one hull, but experimentally, when this ship came out in the BFG Mag and Annual it broke that precedent so the HA were thinking it was possible.

Again, toughness is a measure of the physical ship itself. Internal structure and armor would be the real life references. Since we are talking about space ships, then shields would be included and these are already lowered. You don't want to touch the armor however as this actually would be the one needing change. Fine. Therefore the HP should also be lower than a typical battleship. Lowering the HP would also justify it getting 25 cm speed. With 12 HP I can't see it happening even with reduced shielding because I think the energy saved won't be enough to add that much speed since the mass because of the structure and armor remain the same as a normal battleship.

However, you want it to have 12 in the expectation that lower shields and penalizing a ship with 2 types of crits would balance it out. I'd rather take HP10 and only 1 crit disadvantage along with the lesser shields. And as I said, I even feel 2 shields were extreme. It should have 3.

Invincible (Smotherman puts this at 315)
Type Battleship
HP 10
Armor 6+/5+
Shields 3
Turrets 4
Speed 25 cm

Armament
Dorsal Lances Str 3@60cm
Port/Starboard WB FP12@60cm
Prow Torps Str 6

Choose penalty from:
1. Roll 2D6 per hit to check for crits or
2. Crits on 5+ instead of 6 or
3. +1 Modifier to crits rolled in the Critical Hits Table.

Tough but not as tough and not easily taken down but still can be one shotted in the right circumstances and something which can be taken and reasonably expect to survive.
Title: Re: List of flawed ships
Post by: Plaxor on February 07, 2011, 11:33:25 AM
you know it's funny. Where you wrote that I.E. should be written that way, in the original doc it was written just ie

I thought it might be the way of writing it in your world....

Apparently I had a lot more typos than I thought.

Yes, I would like to make bombers a set number, but the reason for D2's is to make the number about 1.5 rather than any intention of randomizing it. This works out about perfectly for what I would like to see bombers do damage-wise, and allows for FBs to be 1/3 worse at bombing.... (with a set number of 1)

Think of any other way to give them ~1.5 attacks average and you win.
Title: Re: List of flawed ships
Post by: Plaxor on February 07, 2011, 11:45:53 AM
Continued thoughts on bombers:

The three complaints about bombers are:

-Too powerful when a fleet is built around them
-Better overall than ABs
-Can't damage Battleships

Which is why a system where the - from turrets doesn't exist is necessary for solving the battleship problem. The other two are solved by making them slightly worse against low turret entities, which by comparison would make assault boats better, as well as making a fleet based around them less effective.

The fourth complaint is about turret suppression not making sense. So ideally if bombers had 1.5 attacks this 'solves' all three problems.
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 12:24:22 PM

You do realize that the Retribution, before the decision to make it FP18@45cm, is FP12@60cm? The Retribution at FP18@45 cm won't really outgun the Invincible if the Invincible is at FP15@60cm. As I pointed out the difference is 2 dice in the approach and moving away profile and 1 dice only in the abeam profile.

And I STRONGLY DON'T. I don't want a ship with 3 disadvantages which will then cost almost as much as a Retribution because the weapons will be bumped to FP15 (Smotherman puts it at 342). You're going to spend that much points on one ship that will might just blow up the first hit it gets after the shields have been taken down because it rolls a 5+ on a crit and a 10-12 on the crit table? I don't think a battleship should be like that. In this regard, I retract my statement about poor Retribution but only in the sense that no one would ever want to take your iteration of the Invincible if only because it will blow up faster even though it will perform at par with the Retribution.

There is no official precedent yes about ships having less HP on one hull, but experimentally, when this ship came out in the BFG Mag and Annual it broke that precedent so the HA were thinking it was possible.

Again, toughness is a measure of the physical ship itself. Internal structure and armor would be the real life references. Since we are talking about space ships, then shields would be included and these are already lowered. You don't want to touch the armor however as this actually would be the one needing change. Fine. Therefore the HP should also be lower than a typical battleship. Lowering the HP would also justify it getting 25 cm speed. With 12 HP I can't see it happening even with reduced shielding because I think the energy saved won't be enough to add that much speed since the mass because of the structure and armor remain the same as a normal battleship.

However, you want it to have 12 in the expectation that lower shields and penalizing a ship with 2 types of crits would balance it out. I'd rather take HP10 and only 1 crit disadvantage along with the lesser shields. And as I said, I even feel 2 shields were extreme. It should have 3.

Invincible (Smotherman puts this at 315)
Type Battleship
HP 10
Armor 6+/5+
Shields 3
Turrets 4
Speed 25 cm

Armament
Dorsal Lances Str 3@60cm
Port/Starboard WB FP12@60cm
Prow Torps Str 6

Choose penalty from:
1. Roll 2D6 per hit to check for crits or
2. Crits on 5+ instead of 6 or
3. +1 Modifier to crits rolled in the Critical Hits Table.

Tough but not as tough and not easily taken down but still can be one shotted in the right circumstances and something which can be taken and reasonably expect to survive.
No.

FP12 is unacceptably low for a true battlecruiser. It SHOULD be of the standard of a Retribution. So what if it's only 1 or 2 dice less? Good!

The smotherman value is off for several reasons:
#1. it significantly over-values R60 over R45. It's a 33% range increase, but a 50% cost increase. That easily accounts for 15pts of difference. It also doesn't account for use - Retribution is going to have a good chance of using that off-side firepower, whilst Invincible's will mostly go to waste. Assuming 50% as much usage of the off-side, that drops Invincible sub-300pts. Now you have the drawbacks on top of that.

Now I'm not advocating that Invincible should be less than 300pts, merely pointing out the limitations of Smotherman. 320pts would be a good starting point for negotiations on its price.

Historical battlecruisers sacrificed protection for their speed, not size or firepower. In BFG, protection is given by shields and armour. The shields are massively reduced. The external armour can't be reduced without it not being an IN vessel, so we reduce the internal armour by applying special rules to represent inadequate bulkheads. Both of these easily cover the reduced mass and increased power required for the additional speed. It should be 12 hits because of its size, and 2 shields and 1 special rule will represent teh increased vulnerability.

Quote
Inadequate Bulkheads: The Invincible Class Heavy Battlecruiser was designed without many internal bulkheads in exchange for its speed. This greatly increases its susceptability to critical hits: Critical Hits against an invincible Class Heavy Battlecruiser are normally scored on a 5+ instead of the usual 6+; In addition, all rolls on the critical hit chart gain a +1 modifier.
As for battlecruisers taking a critical hit and blowing up:

HMS Hood took a critical hit and blew up.
HMS Invincible took a critical hit and blew up.
HMS Indefatigable took a critical hit and blew up.
HMS Queen Mary took a critical hit and blew up.
HMS Lion was only saved from a critical hit to Q turret by prompt DC action: a fire spread that would have detonated Q Magazine had it not been immediately flooded.
Only one UK battlecruiser sank from attrition, the Repulse, which was bombed and torpedoed multiple times.

SMS Lutzow was caused to sink by a critical hit that caused flooding.
No other German battlecruisers were sunk.

No Russian/Japanese battlecruisers were sunk (Save Kongo and Haruna, which had been rebuilt as battleships).

So overwhelmingly, battlecruisers were lost to critical hits!
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 12:36:24 PM
On bombers:

D6-2 is infinitely preferable to D2. No other GW game uses D2 that I can think of, and it would be used nowhere other than this mechanic.

Other than that, the only thing I can think of that gets close to 1.5 per bombers a flat 2 attacks that gets halved 50% of the time, though I can't think what that mechanic might be.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 07, 2011, 02:40:33 PM
No.

FP12 is unacceptably low for a true battlecruiser. It SHOULD be of the standard of a Retribution. So what if it's only 1 or 2 dice less? Good!

Dude, it's 1 or 2 dice less when they're at equal ranges. The Invincible is firing at ranges beyond the FP18@45cm.

The smotherman value is off for several reasons:
#1. it significantly over-values R60 over R45. It's a 33% range increase, but a 50% cost increase. That easily accounts for 15pts of difference. It also doesn't account for use - Retribution is going to have a good chance of using that off-side firepower, whilst Invincible's will mostly go to waste. Assuming 50% as much usage of the off-side, that drops Invincible sub-300pts. Now you have the drawbacks on top of that.

Smotherman is a good tool to use. Not perfect but it comes close to what the IN ships are currently priced at. And why would the Invincible not use its broadside firepower? Esp if you bring the firepower up to 15?

Historical battlecruisers sacrificed protection for their speed, not size or firepower. In BFG, protection is given by shields and armour. The shields are massively reduced. The external armour can't be reduced without it not being an IN vessel, so we reduce the internal armour by applying special rules to represent inadequate bulkheads. Both of these easily cover the reduced mass and increased power required for the additional speed. It should be 12 hits because of its size, and 2 shields and 1 special rule will represent teh increased vulnerability.

The problem is it's not only 1 special rule, it's 2 (aside from the 2 shields). Crit hits on a 5+ AND a +1 Modifier to the crit roll. Sorry but I don't like it. Even if the battlecruiser is more vulnerable, it should not be that vulnerable. Hey, if you like playing with a ship that blows up easily, be my guest. I don't. The original Invincible crit rules work fine. My crit ideas work just as good. Yours will just gimp the class. People already had problems before with the Apocalypse's crit issue. What more with your crit rules for the Invincible?

Just because British battlecruisers tended to blow up more than their counterparts is no reason to copy another easily explosive vessel into the game. Even the original designers only had the ship crit on a 6+ even if there were more chances to crit and they didn't do it so that the ship would suffer crits 10-12 easily.
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 04:09:30 PM
No.

FP12 is unacceptably low for a true battlecruiser. It SHOULD be of the standard of a Retribution. So what if it's only 1 or 2 dice less? Good!

Dude, it's 1 or 2 dice less when they're at equal ranges. The Invincible is firing at ranges beyond the FP18@45cm.

The smotherman value is off for several reasons:
#1. it significantly over-values R60 over R45. It's a 33% range increase, but a 50% cost increase. That easily accounts for 15pts of difference. It also doesn't account for use - Retribution is going to have a good chance of using that off-side firepower, whilst Invincible's will mostly go to waste. Assuming 50% as much usage of the off-side, that drops Invincible sub-300pts. Now you have the drawbacks on top of that.

Smotherman is a good tool to use. Not perfect but it comes close to what the IN ships are currently priced at. And why would the Invincible not use its broadside firepower? Esp if you bring the firepower up to 15?


Because a Retribution can happily sit in the centre of an enemy fleet, trusting in its 4 shields to protect it, and put its full FP36 to good use. Whilst theoretically Invincible could do the same with its FP30, it wouldn't last long. Therefore Invincible is more likely to stand off, a role where good on-side firepower and range is crucial, and FP12 is not enough and the off-side FP15 is entirely wasted.

And so what if Invincible does match Retribution for firepower in certain situations? (which it doesn't.) That's the whole point of a battlecruiser! The firepower level is non-negotiable if this ship is to be included. It MUST be comparable to the mainline battleships.

It originally did rival the Retribution (indeed outgunned it to the sides), but Retribution upped its game. Invincible needs to up its game also.

The problem is it's not only 1 special rule, it's 2 (aside from the 2 shields). Crit hits on a 5+ AND a +1 Modifier to the crit roll. Sorry but I don't like it. Even if the battlecruiser is more vulnerable, it should not be that vulnerable. Hey, if you like playing with a ship that blows up easily, be my guest. I don't. The original Invincible crit rules work fine. My crit ideas work just as good. Yours will just gimp the class. People already had problems before with the Apocalypse's crit issue. What more with your crit rules for the Invincible?
Oh come on, it's not a complicated rule, so stop pretending that it is. Crits on 5+ with a +1 modifier only requires that you do the same thing as usual but count slightly different results. Rolling 2D6 per hit to see if you get a crit is an actual deviation from how things are usually gone. It takes 37 words to explain 2D6 Crits.
"The invincible class suffers criticals on a D6 roll of 5+ instead of 6+, and all rolls on the Critical Hit Chart have a +1 modifier."
26 words, crystal clear. This is the less complicated rule.

As for which is tougher:
On a 10 hit ship with 2D6 standard crits, you'd expect 1.9 additional hits, assuming half of fire criticals are repaired before they do damage.

On a 12 hit ship with 5+ crits with +1 modifier, you'd expect 3.2 additional hits. So my proposal is still tougher than yours with 2 shields.

You seem to be missing the point of a true battlecruiser.

#1. As big as a battleship. 10 hits are NOT as big as a battleship. 12 hits are.
#2. As powerful as a battleship. FP12/S3L/S6Torps are NOT as strong as a battleship.
#3. Faster than a battleship. At least one area we agree on.
#4. Less well protected than a battleship. Having established #1, we're restricted on hits, whilst external armour is determined by IN Doctrine, so we're left with shields, turrets and special rules.
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 05:31:20 PM
Anyway, on the Victory we have several options:

In terms of role, it can either be:

#1. Cheap crap competing with the Vanquisher. This would leave bakka with 2 rubbish cheap battleships. Whether or not that's a good thing is up for discussion.

#2. Linebreaker/Long Range Support. Essentially a hybrid Retribution/Apocalypse, this would require more firepower, and a change of broadside to distinguish from the Apocalypse. The Retribution is all WBs, The Vanquisher has 1 Lance, 2WB, and the Apocalypse has 3Lance - The gap is at 2Lances and 1WB deck.

#3. Focussed long range support. IN don't currently have a true gunship that fulfils this role. This would keep its weak broadsides, but max out prow/dorsal with F/L/R weaponry to bring a heavier weight of firepower to one side than any other battleship, but be relatively weak on the off-side. This would be expensive, and I think the most unique option.

So, three profiles up for consideration:

Victory CC 300pts
12hits 4shields 15cm 45turns 6+/5+ 4turrets
Prow NC or S9 Torps
P/S Lances S4@60cm L/R
Dorsal WBs FP6@60cm F/L/R
Less firepower than the Vanquisher L/R, but stronger prow.

Victory L/LRS 355pts
12hits 4shields 20cm 45turns 6+/5+ 4turrets
Prow NC or S9 Torps
P/S Lances S4@60cm L/R
P/SB WBs S6@45cm L/R
Dorsal WBs FP9@60cm F/L/R
Hybrid Retribution/Apocalypse. Stronger than Retribution at Range, weaker at close quarters.

Victory FLRS 365pts
12hits 4shields 15/20cm 45turns 5+ 4turrets
Prow WBs FP9@60cm F/L/R
P/S Lances S4@60cm L/R
Dorsal Lances S3@60cm F/L/R
Special Rules: Same as Apoc
Outguns the Apocalypse by 1Le on focus, loses prow weaponry and armour completely and 2Le on off-side.
Title: Re: List of flawed ships
Post by: Valhallan on February 07, 2011, 06:26:03 PM
i like profile 2 (the one i came up with  :P... though ya added 3WB to the dorsal)

with everyone freakin out over the invincible did anyone consider that a CG is supposed to have ~BB firepower on a slightly-larger-than-cruiser hull? I think we should be comparing the invince' to the veng w/ improved thrusters and/or torps (which of course is in Revised Ships but only 1 upgrade allowed).  and btw I see no problem counting it as a CG... though i do detest CG's with 25cm move...

sample:
10 hits, 25cm, 3 shields, 3 turrets, 45*, 6+/5+
fp 12 at 60
3 dorsal lances at 60
6 prow torps

for about 300.

and finally: from RC...
Quote
Word will auto-correct UK to US or vice versa depending on which language setting you have it set to.

You can change the language setting to English(United Kingdom) by clicking where it says English (United States) on the bottom status bar on the left (next to "Page n of n" and "Words: ###") and selecting "Enlgish (United Kingdom)" from the list.

Alternatively, it's accessable from the menu ribbon "Review" tab, in the "Proofing" box, and the icon is "Set Language".

That should make your job easier.

why the hell didn't anyone tell me that when i spent a week of my time editing and revising all of roy's distant darkness, art of command, etc.?
plax. i'll look over your rules, and send you a copy too. red means edits. red and striked out means get rid of it.
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 07:17:54 PM

with everyone freakin out over the invincible
Mostly just A d'A, but feel free to join in.

did anyone consider that a CG is supposed to have ~BB firepower on a slightly-larger-than-cruiser hull?
Thought about, and dismissed. Battlecruisers are battleship sized. That's why they're often mistakenly used in battleship roles, such as at the Battle of the Denmark Straight or the Battle of Jutland.

I think we should be comparing the invince' to the veng w/ improved thrusters and/or torps (which of course is in Revised Ships but only 1 upgrade allowed).  and btw I see no problem counting it as a CG... though i do detest CG's with 25cm move...

sample:
10 hits, 25cm, 3 shields, 3 turrets, 45*, 6+/5+
fp 12 at 60
3 dorsal lances at 60
6 prow torps

for about 300.

Apart from not looking like a battleship, nor being armed like a battleship, the problem with using a CG is that there's no possible model that fits that profile. The Vengeance series have 4HP L/R, and none on the dorsal or prow, nor do they look like they have 6+ prows. The Chaos Repulsive Class might make a good base, but it looks distinctly Chaosy and would take a good bit of conversion not to.

Battlecruisers are the same size as battleships. Therefore 12 hits. Battlecruisers have the same armament as battleships. Therefore equivalent firepower to the Retribution. Battlecruisers are faster than battleships, therefore 25cm speed. BFG's armour system doesn't give us enough play to adequately represent battlecruiser level armour, so what are we left to play with?

Shields, Turrets, and some flavourful special rules.

I don't see these points as negotiable. It's simply what you're left with if you want an effective battlecruiser.
The bits that are negotiable are: The exact armament, so long as it is comparable to the Fixed Retribution; the final points value.
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 07:24:51 PM
Of course, given all this IN love, are there some battleship variants Chaos could have?

Perhaps a Desecrator?
Title: Re: List of flawed ships
Post by: Plaxor on February 07, 2011, 08:52:20 PM
Valhallan, changing your language setting is actually more difficult than RC said. US systems only have US Eng installed. You actually have to go to your control panel, then region settings, then change keyboard layout, change keyboards, add then select UK eng. Afterwards you can do the setting in word... and anywhere. It appears as an icon near the clock on my system.

Problem with D6-2 is all that it does is make bombers worse against 1 turret, meh, the same against 2, and better against all others. We don't want that.

You're right, I don't know of a game system that rolls D2s, hmmmm.... think of it like lances ;)
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 08:56:54 PM
D6-2 would be a vast improvement over what we currently have. I don't think toning down bombers against T2 is an absolute necessity. The requirement should be:

As much the same as possible, with more favour given towards solutions that are slightly weaker rather than slightly more powerful.

D6-2 meets that criterion.
Title: Re: List of flawed ships
Post by: RCgothic on February 07, 2011, 09:02:04 PM
Valhallan, changing your language setting is actually more difficult than RC said. US systems only have US Eng installed. You actually have to go to your control panel, then region settings, then change keyboard layout, change keyboards, add then select UK eng. Afterwards you can do the setting in word... and anywhere. It appears as an icon near the clock on my system.

Well of course there's no accounting for US systems being so confident that no-one could possibly want to use a different language setting. I can set my language as Vietnamese more easily than that.
Title: Re: List of flawed ships
Post by: Plaxor on February 07, 2011, 09:22:24 PM
Well of course there's no accounting for US systems being so confident that no-one could possibly want to use a different language setting. I can set my language as Vietnamese more easily than that.

Exactly. That's America for you. Hell, most people here hate the fact that people in our country happen to speak other languages.

Let's try a completely different system for bombers.... 1 attack but re-rolling to hit against armor.

So with our 6 bomber example they would do this damage to 5+ armor ships:

TurretsDamage
13
22.75
32.5
42.25
52
61.75

About what I'm looking for. it's almost exact to original rules with 2 turrets, worse against 1 turret, and better against all others.

The other option is +1 to hit against armor:
TurretsDamage
12.75
22.5
32.25
42
51.75
61.5

Which I actually kinda like better.
Title: Re: List of flawed ships
Post by: lastspartacus on February 07, 2011, 10:28:14 PM
I kind of liked that d3 system proposed earlier by someone, cant remember it exactly.

What is a Hydra?

Finally, what if Necrons could repair hitpoints in the end phase, allowing something like every 2 or 3 repairs to count as a fixed HP?  It would encourage the kind of attack necrons were meant to die to:  mass firepower on one ship.  And it would kind of justify the high vp for actually killing the thing.

Title: Re: List of flawed ships
Post by: Plaxor on February 07, 2011, 10:42:06 PM
Repairing Necrons.... no. They should be fine with where they're at.

A Hydra is an older Kar Duniash design, predecessor to the Dominator. It is basically the RT cruiser.

D3 was my idea. I liked it too, but it makes bombers more powerful overall. My bad....

We need a system which makes bombers able to do damage against high-turret ships, but as a compromise does less against low turret ships (so they would stay at about the same value) and in effect would make ABs more appealing.

Most thinks we're coming up with now aren't too elegant, but I like my +1 to hit idea. It can be rationalized that bombers seek out weak points in the armor.

Although the Damage potential decreases. As a bomber in original against 2 turrets could potentially do 4 hits. Bombers in this system are much more consistent, and less luck-based.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 07, 2011, 11:29:18 PM
Because a Retribution can happily sit in the centre of an enemy fleet, trusting in its 4 shields to protect it, and put its full FP36 to good use. Whilst theoretically Invincible could do the same with its FP30, it wouldn't last long. Therefore Invincible is more likely to stand off, a role where good on-side firepower and range is crucial, and FP12 is not enough and the off-side FP15 is entirely wasted.

Somehow I don't think an enemy will just let you send a battleship in the middle of its lines. Unless you're opponent is kind enough to let you do it.

And so what if Invincible does match Retribution for firepower in certain situations? (which it doesn't.) That's the whole point of a battlecruiser! The firepower level is non-negotiable if this ship is to be included. It MUST be comparable to the mainline battleships.

The battlecruiser never was intended to be a mainline battleship even if it had comparable firepower. And again, FP12@60 cm is one step up in range compared to FP18@45 cm. You get an extra turn in shots at the expense of some firepower. Heck if you can get FP15@60 cm in an Invincible, then let's put that or even FP16 into the Retribution instead.

It originally did rival the Retribution (indeed outgunned it to the sides), but Retribution upped its game. Invincible needs to up its game also.

No, it does not, not with its current stats. If that's your issue, then let's just keep the 4th dorsal lance then.

Oh come on, it's not a complicated rule, so stop pretending that it is. Crits on 5+ with a +1 modifier only requires that you do the same thing as usual but count slightly different results. Rolling 2D6 per hit to see if you get a crit is an actual deviation from how things are usually gone. It takes 37 words to explain 2D6 Crits.
"The invincible class suffers criticals on a D6 roll of 5+ instead of 6+, and all rolls on the Critical Hit Chart have a +1 modifier."
26 words, crystal clear. This is the less complicated rule.

Did I mention anything about complicated? I am basically saying: "you're penalizing the Invincible twice with crits". That's 7 words that I hope you can understand.

As for which is tougher:
On a 10 hit ship with 2D6 standard crits, you'd expect 1.9 additional hits, assuming half of fire criticals are repaired before they do damage.

On a 12 hit ship with 5+ crits with +1 modifier, you'd expect 3.2 additional hits. So my proposal is still tougher than yours with 2 shields.

You seem to be missing the point of a true battlecruiser.

#1. As big as a battleship. 10 hits are NOT as big as a battleship. 12 hits are.

12 hits are not representative of just size. That is what you are missing or keep on ignoring. Your proposal appears tougher. However factor in the crits and how the battleship can easily blow up with a salvo. That's not tough.

#2. As powerful as a battleship. FP12/S3L/S6Torps are NOT as strong as a battleship.

The Retribution has had similar layout for the longest time and many people were saying it was good enough (though not me, I wanted FP18@60cm). Again, you keep ignoring this. Sorry, but with the exception of the torps, that is as strong as a battleship. And if you really want to make it as strong, then keep the 4th dorsal lance.

#4. Less well protected than a battleship. Having established #1, we're restricted on hits, whilst external armour is determined by IN Doctrine, so we're left with shields, turrets and special rules.

Exactly and while the battlecruiser is as big, it's certainly not as tough. To reiterate, 12 hits are not just representative of size. It's also representative of how tough a battleship is. That one needs to cause 6 hits for it to be considered crippled. That alone should prove to you that hits are primarily a function of toughness, secondary of size. The shields have been lowered. You don't want the armor profile changed and so the HP should be affected. 10 hits instead of the normal 12. Shields again should be 3 since the Invincible would have a battleship sized engine and should be able to afford the energy requirement esp with the lighter mass.  The Battle Barge is 6+ all around and can still have 3 shields so I think it can do it even with the 4th lance.
Title: Re: List of flawed ships
Post by: Plaxor on February 07, 2011, 11:41:16 PM
What is with this argument about the Invincible?
Title: Re: List of flawed ships
Post by: Valhallan on February 08, 2011, 01:04:15 AM
i donno. i piped up cuz i was posting drunk from the bar (ya know me... old saul tigh). i still think its finickier than the jovian and should be out. but hey, i like the ideas of you three (RC, A d'a, plax), so i put in my two cents.

d6-2 without turrets reducing attack runs is going to kill orks. period.
+1 to hit against armor is going to kill orks. period. also MSM eldar. (hitting on 3's c'mon!?)
where is sig when we need him. i wanna see the math on the wrongly played "fighters cancel out a turret on an enemy ship" fighter suppression. and the alternate of this where fighters cancel a turret on the target ship, up to the amount of bombers. again i'd do it... or playtest it... but PDE's call all my mathy attention...
Title: Re: List of flawed ships
Post by: Plaxor on February 08, 2011, 01:20:27 AM
i donno. i piped up cuz i was posting drunk from the bar (ya know me... old saul tigh). i still think its finickier than the jovian and should be out. but hey, i like the ideas of you three (RC, A d'a, plax), so i put in my two cents.

d6-2 without turrets reducing attack runs is going to kill orks. period.
+1 to hit against armor is going to kill orks. period. also MSM eldar. (hitting on 3's c'mon!?)
where is sig when we need him. i wanna see the math on the wrongly played "fighters cancel out a turret on an enemy ship" fighter suppression. and the alternate of this where fighters cancel a turret on the target ship, up to the amount of bombers. again i'd do it... or playtest it... but PDE's call all my mathy attention...

Val... first of all you're drinking at 5pm... on a monday? Math and drinking don't mix! Haven't you been to college!?!?

Bombers get fewer attacks overall, but to compensate their attacks are more qualitative.

+1 vs 4+ armored vessel:

13.66
23.33
33
42.66
52.33
62

Won't kill orks, it's actually less mean against orks than the old system, where Orks took about twice the number of hits from bombers as IN/Chaos. Here it seems to be about 1/5 more. MSM eldar get their holofield save, but then again we'll be using MMS eldar, who have proppa defenses against bombers.
Title: Re: List of flawed ships
Post by: Plaxor on February 08, 2011, 01:25:59 AM
RC, you mentioned about Chaos getting love? They did, read 'Traitor fleets 1.1 (maybe 1.2 now)'

Relictor battleship (a fast battleship, basically the Conqueror/a battleship sized slaughter)
Nephilim Grand Cruiser (a long range GC)
3 CLs from BoN
Emasculator (called Cerberus)
Hecate
Havoc raider

All the ships were added only to the 'Maelstrom incursion fleet' as the fluff fleet opponent to 'Tartanus'. This was out of demand for CLs in chaos, so I built a list that was as friendly as possible to them, even forcing players to take them. (which works as a counterpart to Tartanus quite well)

They are of course only available in that fleet.
Title: Re: List of flawed ships
Post by: Plaxor on February 08, 2011, 02:57:37 AM
Updated the introduction doc. didn't add much just mostly made it all britishy.
Title: Re: List of flawed ships
Post by: RCgothic on February 08, 2011, 06:37:38 AM
Somehow I don't think an enemy will just let you send a battleship in the middle of its lines. Unless you're opponent is kind enough to let you do it.
Happens every time I play.

It originally did rival the Retribution (indeed outgunned it to the sides), but Retribution upped its game. Invincible needs to up its game also.

No, it does not, not with its current stats. If that's your issue, then let's just keep the 4th dorsal lance then.

The Invincible's current stats are FP12@60cm, S4L@60cm F/L/R, and 6T forward.
Retribution's original stats are FP12@60cm, S3L@60cm F/L/R and 9T

The only difference is one 60cm dorsal lance traded for 3T. Except Dauntless shows us 1 30cm lance is worth 2 torps, and we know that 1 lance@60 is worth 50% more than 1 lance at 30cm (4.5WBe vs 3WBe), so one lance at 60cm is equivalent to those 3 torps. (Plus additional fire arcs).

OMG! The Profiles WERE equivalent!

But Invincible isn't getting 4 dorsal lances, nuff said.

I'm not done responding, but I have something else to do. I'll cover the rest of your post in a couple of hours.
Title: Re: List of flawed ships
Post by: Plaxor on February 08, 2011, 06:54:56 AM
RC, Admiral, I would like you both to post your argument in a single post for how the Invincible should look in the bakka list (including how it should be restricted) Treat me as your audience, not each other.
Title: Re: List of flawed ships
Post by: Plaxor on February 08, 2011, 07:51:27 AM
My God, I hate transcribing things.... anyone want to do me a solid and help out?

I'm currently on page 12 of the online 2007 version of the rulebook. Basically you can see what format I would like things in. If someone could start on 'the Ordnance phase, or shooting phase' that would be a big help.
Title: Re: List of flawed ships
Post by: Taggerung on February 08, 2011, 11:34:17 AM
So far Plaxor thanks for doing all this work, my gaming group is working on using these lists as they are much more balanced.

One thing I would like to see is an Ork Gun Kroozer that can come close to matching the firepower of some of the IN/Chaos ships...or just some variety in the fleet...Only 2 types of Cruisers is pretty pathetic.

Perhaps something along these lines for a cruiser

Cruiser - 10, 20cm, 45degrees, 1 shield, 6+/5+/4+ , 2 turrets - 180 points

Prow Gunz - 45cm - D6 + 6 front/left/right
Prow Heavy Gunz - 15cm - 6 - front

Port Gunz - 30cm - D6 + 4 - Left
Port Heavy Gunz - 15cm - 4 - Left

Starboard Gunz - 30cm - D6 + 4 - Right
Starboard Heavy Gunz - 15cm - 4 - Right

Special Rules - May purchase Soopa Enginz at 10 pts

or something like this for a Battlekroozer

Zappa Class Battlekroozer
Kroozer - 10, 20cm, 45degrees, 2 shield,  6+/5+, 2 turrets - 200 points

Prow Lance - 45cm - D6

Port Gunz - 30cm - D6 - Left
Port Lance - 30cm - 2 - Left

Starboard Gunz - 30cm - D6 - Right
Starboard Lance - 30cm - 2 - Right

Special Rule - If all lances are used in a turn, or a 6 is rolled for the prow lance strength, then the ship suffers an immediate Fire result (Damage isn't taken until after repairs are attempted) due to faulty power lines running through out the ship.

Those are obviously rough sketches, but I would really like to see some more variety and an ork ship that can actually shoot! It's really pathetic the only viable strategy for orks is board and torp. Which speaking of that...Why is the Ravager still 40pts? The amount of torps a squadron can output is disgustingly good, and think they should probably be 45 pts to be fair.

CC is welcome.

ps...Yes I know Ork lances are taboo...but why? Why should they have to suffer with crappy batteries and not have access to lances? I realize they have Heavy gunz but Heavy gunz really aren't good, and I swap them out for something useful every chance I get.

Title: Re: List of flawed ships
Post by: Plaxor on February 08, 2011, 12:28:22 PM
Taggerung, your description of a cruiser is basically the stats for a Kill-Kroozer but more expensive.

Type/Hits   Speed/Turns   Shields   Armor   Turrets
Cruiser/10      20/45            1        6/5/4     2                    150pts

Prow Guns   D6+6@45cm Front 
Prow Heavy Guns 6@15cm Front

Port/Starboard Guns  D6+2@30cm left/right
Port/Starboard Heavy Guns  4@30cm left/right

May swap out D6 p/s guns for soopa engines at no cost.

May swap prow heavy guns with D6+2 torpedoes at +10 points
May swap port/starboard heavy guns with D6 torpedoes each for +10 points

Pretty decent for a shooty cruiser. One of the concerns of Ork development was that Orks could never win a shooting fight, only through boarding and ramming. With this amount of firepower they are quite comparable to IN cruisers of similar displacement in the prow. D6+6 is kinda like saying fp9.5, at 45cm it's quite good. They will always win out in a close range situation, as at 15cm they get the heavy guns which makes the FP about equivalent to 18. With the more expensive torps, it is considerable not to auto-swap the heavy guns.

Note that there is another class that was created in this. For 170 points you can get a Kill-Kroozer that fires torpedoes in all directions.

Lances and Bombardment cannons can't be available to anything smaller than a battlecruiser. Cruisers won't be able to outperform IN/Chaos cruisers, which is why they are cheaper, but it is perfectly reasonable to have battlecruisers that are as powerful or moreso than IN/Chaos cruisers.

The reason lances are taboo is for flavor purposes. Although I do like your lance Kroozer idea. I may adapt it at some point. Probably something similar to this:

Zaappa class battlekrooza:   230pts

Type/Hits    Speed/Turns    Shields   Armor   Turrets
Cruiser/10       20/45             2        6/5         2

Prow Guns:  D6+4@45cm
Prow Lances: D3+1@45cm
Port/starboard lances: D3@30cm
Port/starboard Guns: D6+1@30cm
Dorsal Heavy Guns: 6@15cm F/L/R

Special rule: Power fluctuations, every time the Zaappa fires a lance system, place a blast marker in contact with its base.

Basically you trade shields for lances.

Oh and on shooty lists, try this:

Slamblasta
Hammer + lbs
Kill-Kroozer x 4
Onslaughts to flesh it out

Warlord+Maniak Gunners (didn't forget about these right? They're cheap now, and work with the random lances on the slamblasta)  50 pts on a kill kroozer
Freeboota Kapitan + Extra powerfields, on the Hammer
Big Mek + Maniak Gunners on Slamblasta

That is a lot of Dakka if you ask me, and it will outrange any IN fleet. With ~4 lances and 6 bombardment cannon it's pretty good on the armor piercing weapons, especially considering the lances range. You should have enough gunz and launch bays to deal with any fight.

Ravager... increase cost? 3.5 torps on average isn't that much more than other torp escorts, it's weapons are forward only, it is much slower, can't combine torpedoes, and the most important factor.... it has lower leadership than normal. Ravagers never ever reload. They are so low on your priority list to reload that most players will only fire them once.
Title: Re: List of flawed ships
Post by: Plaxor on February 08, 2011, 12:52:38 PM
Oh and I forgot to mention, the Ork list is a bit of low-priority on fixing, so it likely won't see a revision for a month or so.

Notable changes however:

Inclusion of Deadnot (large battleship)
Merging of current battleships into single class (Kroolship)
Inclusion of CL 'Smasha'
Rework of Grunt

The Zappa might see the light of day too.
Title: Re: List of flawed ships
Post by: RCgothic on February 08, 2011, 01:26:40 PM
My God, I hate transcribing things.... anyone want to do me a solid and help out?

I'm currently on page 12 of the online 2007 version of the rulebook. Basically you can see what format I would like things in. If someone could start on 'the Ordnance phase, or shooting phase' that would be a big help.

I hate transcribing too. I did some for a few months after leaving uni and before I got a proper job. I still suffer from the repetitive strain injury in my left hand from all that.

I'll try and help you out a bit tonight.
Title: Re: List of flawed ships
Post by: Phthisis on February 08, 2011, 03:25:11 PM
How about bomber rules remain the same as they were in the original ruleset but surviving bombers make a minimum of 1 attack instead of a minimum of zero.  This will allow a chance of damaging high turret targets but doesnt increase their power against low turret targets.
If you want to encourage fighter escorts, say that a single fighter can wipe out a whole wave of bombers or assault boats unless there are fighters in the wave, and then enemy fighters only remove them on a 1 to 1 basis until the fighters are gone when the next fighter will clear the wave.  That will get people to include them unless they are within strike range in one phase.
Title: Re: List of flawed ships
Post by: RCgothic on February 08, 2011, 03:44:24 PM
I suggested somewhere that fighters should wipe out bomber waves, but there was an outcry over fighters having that high a kill ratio. Even 2-1 was shot down (no pun intended).
Title: Re: List of flawed ships
Post by: Phthisis on February 08, 2011, 08:34:53 PM
I can see why people would protest.  It really nerfs ordinance.  But the goal is to arbitrarily force players to use fighter escorts in waves and reducing the bomber or assaulr boat count to shoehorn some fighters in with a limited number of launch bays is always going to nerf ordinance.  There are only two ways we can get people to use fighter escorts.  We have the carrot of offering increased effectiveness for including fighters and the stick of making it risky to not take fighters.  The carrot we have is arbitrary, abstract, confusing and doesnt apply to assault boats.  The stick is not arbitrary, abstract, confusing and applies to assault boats as well.  Its the simplest solution and requires the least amount of change to the rules and explanation.
If I had my way, I wouldn't change the ordinance rules.  I don't see why bombers should have an easier time attacking well defended battleships and space stations, nor do I see why fighters should be included in waves as escorts when they do a perfectly fine job of clearing enemy fighters for bombers and assault boats when sent out as individual squadrons or pulled off CAP
 However, everyone else seems on board with these ideas and so I'm trying to help find a simple soution. 
Title: Re: List of flawed ships
Post by: Taggerung on February 08, 2011, 11:56:11 PM
I like the idea that bombers must have an escort or face destruction by enemy fighters...This gives fighta bommaz a boost after them getting nerfed by the turret suppression rules.

Plaxor,

I realize that my cruiser is just a more heavily armed one, but I feel that there should be some sort of stop gap between the battleships and the cruisers that could bring a decent amount of firepower to bear (Hence the prow guns being F/L/R)...Perhaps there is something that is just bristling with guns and has no heavy guns on it we could come up with?

I think your rendition of the Zappa would work well, maybe not quite that many points though...seems a bit high maybe that's just me...I do like the Heavy guns being L/F/R

I do get what you are saying about flavor for sure, but it's not like the orks shy away from strange weapons (The use a lot of energy based weapons on the table top actually, and are considered to have some of the most potent shields and tractor beams in the galaxy thanks to the old ones programming it into their brains)...

Now with that being said, I don't think they are a broken fleet or need fixing, I would just like to see some variety, and perhaps we can move away from the board and torp mentality.
Title: Re: List of flawed ships
Post by: Plaxor on February 09, 2011, 06:17:44 AM
I like the idea that bombers must have an escort or face destruction by enemy fighters...This gives fighta bommaz a boost after them getting nerfed by the turret suppression rules.

Considering that fact.... I honestly don't remember RC's multi-killing fighters.

Quote
I realize that my cruiser is just a more heavily armed one, but I feel that there should be some sort of stop gap between the battleships and the cruisers that could bring a decent amount of firepower to bear (Hence the prow guns being F/L/R)...Perhaps there is something that is just bristling with guns and has no heavy guns on it we could come up with?

Orks use mixed weaponry. Also they have no examples of L/F/R weapons other than the Brute. The KK is about as bristling with guns that cruisers can get, without being 'more' than IN/Chaos standards.

Quote
I think your rendition of the Zappa would work well, maybe not quite that many points though...seems a bit high maybe that's just me...I do like the Heavy guns being L/F/R

Lol, yeah needed something to put in the dorsal location, and I wasn't feeling the standard dorsal LBs. Probably is, but it was a rough estimate. Also the ship needed to be Unique from a 'slamblasta' type vessel. Remember D3 is kinda like saying 2.

Quote
I do get what you are saying about flavor for sure, but it's not like the orks shy away from strange weapons (The use a lot of energy based weapons on the table top actually, and are considered to have some of the most potent shields and tractor beams in the galaxy thanks to the old ones programming it into their brains)...

Their shields don't regen on the tabletop. Energy weapons? The Zzapp guns... other than that... really nothing, outside of Apoc and Epic. Orks prefer solid-slug Macrobatteries, as those weapons make sense to them. Tiny lazers that draw tons of power and don't have the pure Dakka feel.
Quote
Now with that being said, I don't think they are a broken fleet or need fixing, I would just like to see some variety, and perhaps we can move away from the board and torp mentality.

Yeah, I know. Remember that the KK overall gained 8fp, and is 20% cheaper than your average IN cruiser. It's firepower is even quite comparable at that level. Honestly I would love it if you tried it out and told me how it worked, it's always good to have a different person doing playtesting.

Don't worry about the differences in fleet lists, try building the best 'shooty' fleet possible. How about something like this:

Slamblasta:  335
Freeboota + Maniak Gunnerz 

Hammer + LBs  360
Freeboota Kapitan + Maniak Gunnerz + Turret
(fleet commander) +2 rerolls

KKx5  800
Freeboota Kapitan +Maniak Gunnerz

I don't think that you will be disappointed in how shooty this list is. Without the Warlords it really isn't so boarding oriented, Kroozers really don't want to board unless they have a significant advantage. With the extra leadership you'll be able to pass more LO checks, not to mention the 'Secondary commander rule'. I know its not 'legal' but just forget about the lists for the moment, as they are likely to change.

Lets compare it to an average IN list.... from the gothic sector:

Overlord + Targeting array  310
Fleet Admiral +re-roll

Mars 260

Tyrantx2 + range   380
Lunarx2 360
Gothic 180

So you have the same number of ships, but much more re-rolls and command bonuses. Comparing eq. firepower at each range band in the vessels primary arc (compensating for targeting array/maniak gunners) you have:

Range   Orks     IN
60cm     0        26
45cm    94.5     52!
30cm    106.5    88
15cm    150      88

As you can see the Orks are seriously winning this shooting fight, so long as they keep their enemy in their primary arc. Given their off side firepower isn't so great so, if the IN were to line-break the Ork formation, the IN would be out shooting them, but this is part of the tactics that makes the Orks just so interesting. It is a very unique playstyle, and will actually see tactics in this mod (rather than... fly towards enemy, board if enough hits are left, ram if not)

Given, the IN also has torps, and a nova cannon, but that should make the above listing less absurd. Alternatively, you could trim some points and upgrade torps on your KKs (losing short ranged firepower) to compare to that better.
Title: Re: List of flawed ships
Post by: Plaxor on February 09, 2011, 07:03:07 AM
Also another note on the list: Comparing number of lances (already noted in FP, but just numbers)

The IN have 12 in their list
The Orks have 4, but the bombardment cannon functions like a lance, so its more like 7 (or 8)

Not that terrible.


Oh and the other class of Kroozer that I came up with you probably wouldn't like. Although variety is nice:

Type/Hits    Speed/Turns   Armour   Shields   Turrets
Cruiser/10       25/45         6+/4+       1           1

Prow Heavy Gunz    6
Prow Torpedoes    D6+2
Port/Starboard Heavy Gunz 6
Port/Starboard Torpedoes  D6

I could possibly see giving Orks a bombardment cannon cruiser.... like this one but with a prow bombard instead of the Torps. (str. 4)

It is more logical that they would use those than lances.
Title: Re: List of flawed ships
Post by: Taggerung on February 09, 2011, 11:51:44 AM
Valid points, I actually like having ordnance fleets, but as I said some variety is all I am looking for. I really need to get a game in using these rule sets and give them a shot....for example this is the list I used last time I played...This was using the ork clanz list, but you get the idea...

Deathdeala, Warlord 2 rolls...shields (I like Gorbags better, but I will definitely have to retry the slamblasta out (I made a scratch build Battleship modeled with this guy in mind)

3x Terrorship (All with torpedoes in front) 1 Warboss 1 reroll, and shield upgrade

1 killkroozer, Warlord - Super Enginz

6 Ravagers + 1 Cobra (We misused the Widowmaker rules so I had a bit of an advantage here) and they all had looted torpedoes

3 Ram ships.

The fleet worked very well, but some of it came down to the new rules and how the widowmakers worked (The guy I played against had used them in his previous IN list and was using the +2 fleet wide, so when we played again I took cobras and did the same, we didn't realize that was not how it worked haha), and my shooting again did basically nothing and it came down to absurd amount of torpedoes I sent screaming into his ships turn after turn. I am definitely going to give the mass killkroozer list a shot, who knows...I made kill something before I get to them!

In the end it was a slaughter for the orks...only losing the ram ships and most of the ravagers (I blew up 2 of them myself to ensure more torpedoes hit one of his cruisers lol) and one of my cruisers crippled due to a IN hulk being lit on fire by an errant NC which then had its plasma drive overload and blast the crap out of my ships.

Hopefully you will give the Zappa Klass some thought, I think it would be a fun ship to play test. I may throw one in my next list how you have it on here and see how it preforms.

So far though i am super happy about BFG, and have been having more fun with it than normal 40k...the loose structure that allows for more fun and less rules lawyering is always good.

Again thanks for throwing these lists together Plaxor.




Title: Re: List of flawed ships
Post by: Plaxor on February 09, 2011, 11:58:11 AM
Welcome Taggerung. I probably will include the Zappa in some form.

Thing I like about BFG over 40k, is that in 40k too much of the fight is actually just listbuilding.... I mean... you need x number of meltaguns, y number of troops etc.

BFG doesn't have that problem, I mean... lists do matter to an extent, but not that much. The only issue with it is balance between ships and internally between fleets.

On a side note: Isn't taggerung a childrens book character?
Title: Re: List of flawed ships
Post by: Phthisis on February 09, 2011, 04:28:46 PM
I hate to be a downer, but Im against Orks having lances or becoming a shooty fleet in general.  First of all I believe it falls out of line with the fluff.  Orks don't use lasers because its precision technology and I don't believe they could maintain and operate it.  Orks are a hyper aggressive race and ram & board fits with their mentality.  Hang back and shoot seems bery unorky.
Furthermore, boosting the orks shooting game will unbalance the fleet.  Orks aren't having a tough time winning as it is, so upgraded shooting isnt necessary. Compared to IN,  already their ships have good armor, more hitpoints, faster movement, a much cheaper carrier with better offensive capabilities and options for torpedos that can allow them to rival IN torpedo spreads.  Orks have arguably the best escorts in the game with high front armor, high firepower and low cost.  Fighterbommers just got a big boost (i don't know why Taggerrung says they were nerfed) and are now more effective against high turret targets than any other bomber in the game.  Now they have the space marine bombardment cannon.  Why do they need lances or a boost to gunnery?
IN already has to push through an Ork fleet to win by leveraging their 6+ armor against Ork's alpha strike.  Throw in a bunch of forward lances that ignore  armor and Orks gain a big advantage in a scenario that is already stacked in their favor.  And what does chaos do?  Their only defence is to run abeam and watch their cap get swept aside by ork AC before the torpedo spread.  Lances don't negative shift for being abeam like bombardment cannons do.  Prow lances are designed to eliminate the only effective defense against the orks only effective strategy.  Also boosting firepower doesnt take away their ability to ram and board, so now they beat IN at everything and chaos at most things. 

If orks get lances and a firepower boost, can chaos have holofields?
Title: Re: List of flawed ships
Post by: Phthisis on February 09, 2011, 06:12:51 PM
Here are some alternate ideas for making the fleet work differently.  Im opposed do long range high strength lances on ork cruisers, but how about a proper zzap gun?  How about an option to replace heavy gunz with zzap guns across the board for a points upgrade?  Zzap guns are d3+1 instead of 4 heavy guns, have the same range but function like lances and add a blast marker when used. Im okay with that and it gives an alternative strategy to torp and board.
For more variation in the fleet, how about a fleet support kroozer with more weaponry on the side than the prow? This would encourage more manouvering without breaking the balance.   
Title: Re: List of flawed ships
Post by: Taggerung on February 09, 2011, 09:40:40 PM
Quite frankly...the Ork fleet isn't tough to beat, you guys just have made poor lists against them and I maximized the best tactic with them. That last game you played against me you pretty much decimated me with lances and long range batteries before I could get in range...Imperial Navy shouldn't have a hard time once Jon figures out how to play them. He keeps splitting them up and trying to our

Range 15cm is useless...not sure why you think it ever comes in to play (Maybe 2-3 weapons use this range per game)...same with boarding...I have boarded 1 ship in 7 games, it's quite difficult to get off when your fleet it slower and less able to maneuver, and then ramming? Including the Ram ships I have completed a total of 4 rams...again that is super difficult to get off

As for fluff? If this fleet were fluffy orks would have much better shields, probably 3 for each cruiser and 4 or more for the battleships...(Again considered to have best shield tech in the galaxy) and maybe they should have very few lances (even though most if not all of their big vehicles have some sort of potent energy weapons...see the stompa, battlewagon and gargant), and that the method to build such weapons is ingrained into every Mek's brain.

but D3+1 lances isn't terrifying and obviously comes at a cost...also will be in very little #'s so it's not a game breaking thing.

Orks do have a decent alpha strike but once that's over, generally the opponent has braced and I am lucky to get maybe 1 cruiser destroyed and another crippled. With my fleet having to turn...attempt to reload with shitty leadership then it comes down to if that strike hasn't broken the back of your fleet...then I lose.

Plaxor...yes it comes from a younger (not really a childs book) book, when I came up with my handle way back when...it was something I noticed on the book shelf and went with it...been using it for like 10 years now
Title: Re: List of flawed ships
Post by: Plaxor on February 09, 2011, 10:20:59 PM
Pthisis,

There is a lot of math behind this. I do agree with you that Orks shouldn't have lances except in rarity. Their escorts aren't the best in the game, save for the Brute and Ravager, and since escorts overall are considered somewhat underpowered there is no problem here. The only problem would be if an ork escort fleet was stomping people... which in fact no escort fleet (other than corsairs) has.

The fleet that you're thinking of that wins tournaments is very basic.... 6x terrorship 3xwarlord+extra powerfields(or mega armored nobs). Read Deadshane's article in one of the latest warp rifts if you need evidence of this. The reason for this was that FAQ2007 fighta bommbers were about 120% as effective as regular bombers (due to turret suppression rules) which made Ork ordinance fleets quite substantial of an opponent.

Now with faq2010 FBs are about 80% as effective as regular bombers. Which means that we shouldn't see Orks winning any tournaments again.

Orks can't win a shooting battle. Even if they tailored a fleet to it. They're dependent on boarding to win fights, and even this is quite unreliable.

Orks needed more guns, not much more, but enough so that the option to shoot was actually comparable to the option to board.

If you want to read more on the subject, I have a pdf in my documents titled 'Ork flawed ships.75' or something like that, which gets into the research behind it.

As far as lances go, orks don't have that many. Only the slamblasta.

@taggerung range 15 isn't useless. In fact the only reason why it seems useless is that every time you would be close enough to use 15cm guns, you would've chosen to board or ram instead.

Orks are an alpha strike fleet. You win or lose (pretty much) the turn that you hit them. The only way to get around this is go escort heavy (which I like to do).

I think I have a solution for our lance conundrum/boring ship dealy.

How about the Big Mek's ship is allowed to replace any heavy guns with a str. D3@30cm lance for +10 points each? Or free and it suffers the power fluctuations rule.
Title: Re: List of flawed ships
Post by: Taggerung on February 09, 2011, 11:50:57 PM
That could work...I do like the power fluctuation rule for them. Good idea.

Thinking on that...Maybe the character on the ship can alter how it is run.  Warboss can swap out Heavy Gunz for more gunz, and vice versa for the Freeboota kaptain, or the Freebootz kaptain has the ability to use Snazzgunz (Like Flashgitz weapons) which shift left on the firepower column but for 20 pts and cannot have maniac gunners or something like that. This would allow for a bit more flavor for the fleet
Title: Re: List of flawed ships
Post by: Plaxor on February 10, 2011, 12:05:47 AM
k, Big mek lances+pf rule is in.

Freeboota kaptains are supposed to be the shooty ones, warlords are supposed to be the 'up in ur face' ones. Maniak gunners are supposed to represent either slightly better weaponry, or better targeting systems already.

Orks should always have mixed weaponry. So there is a no go on replacing guns/heavy guns with one or the other.
Title: Re: List of flawed ships
Post by: Phthisis on February 10, 2011, 01:35:15 AM
@Plaxor -  Good compromise.  I feel comfortable with your solution.  My only request is we call them zzap guns instead of lances. ;D
And I agree orks need more guns.  Any chance there is a broadside variant cruiser in the works?

@Taggerung - Last game was  a good one for me.  Despite my ineffective fleet selection, botched set up, poor planning and bad dice I was still able to pull it off.  At least I know my strategy was sound now.  Next game will be better.  The chaos fleet doesnt scream out how to play it immediately when you see the fleet list so there is a bit of a learning curve.  Even moreso with the IN.  Next time my list and technique will be more refined.

As for fluff, don't ork shields go down permanently once hit for gargants and such? That would be an interesting mechanic if you had to roll repairs to bring your shields back up.   I wouldn't say their tech is superior to eldar or even the imperium when it comes to energy weaponry.  I remember it being unreliable and often downright dangerous to the user.  I like the power fluctuation for that reason.

Title: Re: List of flawed ships
Post by: Plaxor on February 10, 2011, 03:31:30 AM
It's true. Which is actually the reason most people say Ork ships have more hits, its because they have more shields that can't be repaired.

Shields that need repairing work poorly for game mechanics, and we don't want to drastically change the feel or inner workings of the fleet.

You two know each other? I guess that would explain it.

Why broadside cruisers? No one else has asked for this?
Title: Re: List of flawed ships
Post by: Taggerung on February 10, 2011, 04:16:12 AM
Yea we do lol...

As for a broadside version, that was kind of the premise behind the other cruiser I put together (Hence the Left Front Right gunz) so that the side could be used in a traditional broadside fashion. I think a broadside upgrade for the Killkroozer would be neat to incorporate.

Title: Re: List of flawed ships
Post by: Plaxor on February 10, 2011, 09:39:20 AM
So more thoughts on 'Deadnot' Class:

Ork vessels are continually rebuilt and upgraded. Ships may change weaponry or even class after a battle. Xenographers note that Orks bear a peculiarity when it comes to building vessels. Most of their ship components are salvaged from Imperial hulks, retrofitted to the strange alien designs.

Most vessels begin their dreaded existence in a variety of forms, various Ork commanders will need components for their vessels, so every salvage gets parceled out however the clans see fit. It is not often that Orks will allow any one vessel to grow too much in power, presumably because the Xenos would find it a good fight to challenge the larger vessel.

One thing proves true however in Ork naval ethics, that whoever wins the battle gains rights to the majority of the salvage. Most of these parts are incomprehensible to the orks, and cannot be fitted to their Kroozers, or just wouldn't be for an unknown reason. The constant rebuilding and exchange of warship components is almost baffling. However there is one truth that has shown through, that Ork vessels tend to increase in size over time. This is likely due to winning battles and adding ever more raw metal to the ship with each refit. No one knows quite how long it takes, but presumably a ship winning tens, or perhaps hundreds of battles eventually becomes large enough to dwarf even the Emperor's Battleships....

These vessels are inevitably hunted without relent, as Naval commanders find that the Xenos become all too confident with such a large vessel in their ranks.

Type/Hits          Speed/Turns        Armour     Shields    Turrets
Battleship/14         15/45'            6+/5+/4+      3           3

Prow Guns:   2D6+6     45cm
Prow Heavy Guns:  10  15cm
Prow Torpedoes:  D6+6
Port/Stb Guns: D6+6   30cm
Port/Stb Heavy Guns: 6  15cm
Port/Stb Torpedoes: D6+4
Dorsal Lances: D3+2   45cm

Swaps for LBs accordingly. Probably +2 hit upgade.
Title: Re: List of flawed ships
Post by: RCgothic on February 10, 2011, 09:57:24 AM
Type/Hits          Speed/Turns        Armour     Shields    Turrets
Battleship/14         15/45'            6+/5+/4+      3           3

Prow Guns:   2D6+6     45cm
Prow Heavy Guns:  10  15cm
Prow Torpedoes:  D6+6
Port/Stb Guns: D6+6   30cm
Port/Stb Heavy Guns: 6  15cm
Port/Stb Torpedoes: D6+4
Dorsal Zzap Guns: D3+2   45cm

Swaps for LBs accordingly. Probably +2 hit upgade.

Fixed for ya. :P
Title: Re: List of flawed ships
Post by: Taggerung on February 10, 2011, 10:57:14 AM
Omg...a Deadnot class is super orky and just looks fun to play with. It just screams "Come at me 'Umiez!" I like the idea of a super ship!
Title: Re: List of flawed ships
Post by: RCgothic on February 10, 2011, 11:37:28 AM
you do NOT want to get into the 15cm band in front of this Deadnot!

By my recknoning it has a forward focus firepower@15cm of 50WBe - nasty! Even out to 45cm you're looking at 45WBe equivalent.

The broadside at 15cm also comfortably outguns a Retribution on average (though not at ranges above 15cm)

I'm not objecting, but should certainly make sure it's expensive...

Just one thought though - how does it compare to a Hulk?
Title: Re: List of flawed ships
Post by: Plaxor on February 10, 2011, 12:32:05 PM
I was thinking 450-550 points. Cheaper than a hulk... lets see:

Prow weaponry is about the same. Deadnot has +2 heavy guns, equivalent guns, +2 torpedoes, same Zzapp guns.

Port/Starboard Guns on the Deadnot is weaker 9.5 vs 13. Has about the same torpedoes (7 vs 7.5). Actually has heavy guns (6 to 0)

Deadnot doesn't have aft weapons. No Gravity well, and no launch bays (quite significant because the hulk has about 11) less turrets and fewer hits. Although the Deadnot is faster, more maneuverable (LOL!) and has better armor.

The critical hit chart does kinda have some play, as the Hulk uses a different one.

Lets see some Smotherman action for an idea:

Hmmm... if I didn't miss something (which I'm almost certain I did) It comes out to about 452 pts. About what I was looking for. Honestly this needs to be compared to things like the PK
Title: Re: List of flawed ships
Post by: RCgothic on February 10, 2011, 03:17:30 PM
Sounds good to me. I like big and shooty, seems spectacularly orky to me. :D

On the subject of bombers (because I'm typing up the Ordnance Section), I really am not sure about this D2/D3 idea. It feels like a significant change to the core rules, and I'd would rather leave things as they are (perhaps just dropping turret suppression) than introduce a different rule that isn't quite satisfactory just for a minor improvement.

Also, on the subject of torpedoes I don't like the direction the HAs have gone with forcing 20mm bases and infinite torps per base. I would much rather retain the card markers, or failing that have the ALTERNATIVE to use 20mm bases, but only up to 3 torps per base.
Title: Re: List of flawed ships
Post by: Taggerung on February 10, 2011, 08:19:35 PM
The torpedo thing I actually like. It simplifies it a lot, and stream lines the game. Hunting around for a strength 2 torp marker or a strength 5 was just irritating lol
Title: Re: List of flawed ships
Post by: Valhallan on February 10, 2011, 08:21:23 PM
to reduce the ridiculous torp spread (i think thats what the HA wanted), just use a 20mm per 6 torps. so for example a ret would launch 2 bases (40mm wide salvo). alternativly you could use the old markers, but 1 torp marker counts as up to 2 torps... so a cobra would fire a single torp marker, a viper would fire 2. an IN cruiser would fire a 3.... its along the same lines... ish.

Title: Re: List of flawed ships
Post by: RCgothic on February 10, 2011, 08:37:40 PM
What was wrong with torp spread exactly? To get a significant spread you need 4 capital ships in a squadron with each other and in base to base, and the entire wave is eliminated by just 1 fighter, AND that still isn't ridiculously wide.
Title: Re: List of flawed ships
Post by: Phthisis on February 10, 2011, 09:24:08 PM
Plaxor, a chaos warmaster is listed at 0-1 in the FS 13th crusade fleet.  I like the 50pt drop fr a downgraded WM, but it appears as though I could just take chaos lords and forgo a WM.  Is this correct?
Title: Re: List of flawed ships
Post by: Phthisis on February 10, 2011, 10:11:59 PM
Also, something about the Despoiler has been bugging me.  Its not sitting right.  I think its costed correctly and I like Horizon's mods.  But in list building most say its better to take two devestations.  I aggree with this statement.  I think I know what it is now.  I think its too slow for its fleet.
All other Chaos bbs are 25cm.  Now one of them AAFs 5d6.  Most ships in the fleet are 25cm or faster.  Its very commonly the only ship in a fleet going 20cm, and with the points investment of the despoiler plus warmaster and usually half or more of your AC in one basket, its a tasty target.  It requires some support to protect it and it gives fighters to its guard for cap.   So, at 20 cm its a ball-and-chain around the ankle of any chaos fleet.
Devestations can keep up and have the same bay capacity and are cheaper by 20pts, so despite their lesser fpwr they fit the bill better.
Smotherman puts the Despoiler at 399.  add 5cm of movement and its an even 400.  Also, moving 4 bays to prow increased the chance of a critical on them by 4%.  Splitting hairs, but an extra points worth of speed to bring it in line with the chaos fleet is a minute change that I think will shift favor back its way.
Title: Re: List of flawed ships
Post by: Taggerung on February 10, 2011, 10:21:01 PM
I concur on the Despoiler. It seems odd that it's the only Chaos Battleship that is 20cm.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 10, 2011, 10:23:18 PM
There's only 3 official Chaos BBs at the moment and 2 of them are at Speed 20 cm. The up and coming Powers of Chaos draft has 3 battleships at 20 cm Speed and 2 battleships at 25 cm Speed.

You're theory is flawed.

The problem actually is that the Devastations are too cheap and too good for their points cost.
Title: Re: List of flawed ships
Post by: Plaxor on February 10, 2011, 11:09:02 PM
RC,

The only thing wrong with the ridiculous torpedo spread was that three dauntlesses squadroned could launch a 120mm torpedo spread. This is larger than most planets!

if the torpedo salvo even clipped a ship then every torpedo in the salvo would hit the ship. So this planet sized torp salvo would have torpedoes 110mm away hitting the ship they clipped? but a single torp 1mm away couldn't hit it?

Thing it is just didn't make any sense.

Only change I could see is 20mm per 6, but I don't like this. I know that combining salvoes is quite worthless......

As far as bombers go, the turret suppression rule is inherently linked to the way that they deal damage.

We simply need a new system for them, one that can't be confused.

D3 is probably the best, however it makes them do a bit too much damage...

D2 is kinda funny, as no gw game rolls them, but it has the best result.

1+RR or +1 to damage works, but is still weird.

Now we could couple D3 with extended fighter murder (figters take out waves, or whatnot) but that makes dependance on having a carrier all the more real.


@Taggerung/Pthisis The Despoiler is fine. Smotherman is a functional formula, and good for guessing how much a given ship is worth, however you can't tell me that the 5cm extra speed is only worth 1 point to you?

Honestly value is determined by how much people are willing to pay for something, so a nova cannon costs 20 points because people would reasonably use it at that cost. Not because a nova cannon is necessarily equivalent to 100cm speed, 4 turrets etc.
Title: Re: List of flawed ships
Post by: Phthisis on February 11, 2011, 02:08:45 AM
@Admiral d'Artagnan
I'm looking at the Traitor Fleets 1.1 right now and I see a Despoiler at 20cm, a Desolater at 25cm, and a Relictor at 25cm with 5D6 AAF.   I do see a bunch of Grand Cruisers at 20cm, but everything else in the fleet is 25cm or faster.  I'm not counting the PlanetKiller as it's a special character ship and breaks every rule in the chaos fleet.
As for the Chaos Powers bbs, one of them is a Despoiler with 25cm movement.  And none of them follow Horizon's new Despoiler profile that essentially change the ship.

Devestations aren't too cheap.  They got a lance nerf, and they can't dive so you only ever seen 2 lances at a time.


@Plaxor -  Could you answer my question about whether a warmaster is mandatory in your 13th black crusade list?

I understand that smotherman is not a precise tool, but for much of the creation for the FS rules it was good enough.  Just a couple pages ago you used it to cost out a new super ork battleship you created out of thin air.  Why will it work for that but not reasonably account for a minor stat change on an existing ship?
I disagree with your premise that points values were determined by what people were willing to pay to play them.  The games designers didn't develop the game by creating ship designs and making players bid on them.  They wrote rules and tweaked profiles and points values until they felt right.  They costed ships by their effectiveness. This is supply side economics.  The fact that smotherman was able to come up with a formula that matches the game with the level of consistency he did, and that a group of players 10 years later can still only find relatively minor tweaks to the game is a testament to the skill of the designers.
That being said, I guess I fail to understand what rationale you dub one ship perfectly fine and another as flawed.  I brought up the despoiler because you changed its combat role.
Chaos has two main strategies:  keep away and fire with long range guns or dive through the fleet.  Now that the despoiler has been reworked its ability to perform those rolls has changed.  Its now more oriented to long range fire than diving through with the loss of its prow lances and a boost to its side batteries.  Whereas its 20 cm move wasn't a detriment before, now its a drag on the very fleet its suited for.  One blast marker for two turns and its effectively cut from the herd.  Thats why the desolator was given 25cm move imho, so it can keep up as a long range broadside.
As far as value to me, this is a case of not knowing what you have until its gone.  Now that the ship cant keep up with fleet manovers, I'm willing to pay more than 1 point.  But had the despoiler been 25 from the get go, I seriously doubt that anyone would say "this ship is way too fast, we need to drop it down by 5cm or its way too good".  How many ships have you reduced speed for or increased points due to speed?  Speed is neither an offensive or defensive characteristic.  It doesn't cause damage or protect from it.  Youre the ones who made it a broadside ship, so why not finish the job?
Title: Re: List of flawed ships
Post by: Plaxor on February 11, 2011, 02:57:52 AM
Lol, I didn't say smotherman was wrong. I was saying that it's good at guessing how much something should be worth. You balance from there.

One of the premises in FS was that a lot of upgrades simply never were taken because they were too expensive. The easiest way to find an accurate price for them is to honestly ask tons of people how much they would pay for it. You get a much better representation at that point. People know how valuable something is, they've been playing with it for years.

About the Chaos lord thing, you have to take a fleet commander, the only fleet commander listed should be a Warmaster (might be a typo/presented confusingly)


Anyways I had a thought a while back, but didn't mention it. On the Murder, if its lances were reduced to 45cm and then made LFR then it would kinda work. Well... then again I imagine that it would have to go to 175-180 pts. Gah! Well that's in the past.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 11, 2011, 03:08:07 AM
@Admiral d'Artagnan
I'm looking at the Traitor Fleets 1.1 right now and I see a Despoiler at 20cm, a Desolater at 25cm, and a Relictor at 25cm with 5D6 AAF.   I do see a bunch of Grand Cruisers at 20cm, but everything else in the fleet is 25cm or faster.  I'm not counting the PlanetKiller as it's a special character ship and breaks every rule in the chaos fleet.
As for the Chaos Powers bbs, one of them is a Despoiler with 25cm movement.  And none of them follow Horizon's new Despoiler profile that essentially change the ship.

Devestations aren't too cheap.  They got a lance nerf, and they can't dive so you only ever seen 2 lances at a time.

Traitor Fleets is the one Plaxor is making right? Well, even if you include it, that's only 3 battleships only 2 of which are 25 cm. Not really equivalent to saying the Despoiler is the only BB with 20 cm speed.

I do know the BBB and Armada which are official and the Powers of Chaos which will be made official. So, the only official Chaos battleships are:

1. Planet Killer - still a battleship, still at 20 cm.
2. Desolator - 25 cm.
3. Despoiler - 20 cm.

It doesn't matter how the design is made. What matters is that out of 3 official battleships and 5 more planned addition, 5 are 20 cm battleships and only 3 are 25 cm battleships so your contention that the Despoiler is the only 20 cm battleship is wrong. By adding those new battleships, it still would show that there would be more battleships with 20 cm speed even with the inclusion of the Relictor.

Smotherman would total the original Devastation at 219 points. The reduction of the lance range would put it at 211 (don't remember if the WB's range was increased). So Devastations are still undercosted at 190 even if the lances have been reduced in range by 20 if you go with Smortherman but probably only by 10 if one has to do comparisons with its contemporaries. The problem is still with the Devastation and not the Despoiler which comes to within a points of its cost at 399 via Smotherman.
Title: Re: List of flawed ships
Post by: Phthisis on February 11, 2011, 03:31:36 AM
@Plaxor -  So since smotherman is close and 5cm is a drop in the bucket, and since you have completely reworked the weaponry, facings and options for the despoiler from its official configuration... Will you at least consider the possibility that the ship might need a minor upgrade to its speed to keep it functional in the new role you have assigned it?  I'd like it to at least be considered.  

@Admiral -  My basic argument is that Plaxor and Horizon's version needs a speed increase for the FS ruleset.  I can't get Plaxor to consider changing a rule that someone else is publishing.  I obviously enjoy beating my head against the wall, but not that much.

I take two devestations and so far they havent performed any miracles at 190.  I never seem to have enough ordinance to handle enemy torpedos and AC.  I use a despoiler and two devestations.  I havent had ordinance superioity yet.
You know, theyre pretty rubbish against eldar and probably necrons too.  And you only ever get 2 lances pointed at you.  Maybe that's why they seem to be discounted compared to smotherman.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 11, 2011, 03:54:01 AM
@Admiral -  My basic argument is that Plaxor and Horizon's version needs a speed increase for the FS ruleset.  I can't get Plaxor to consider changing a rule that someone else is publishing.  I obviously enjoy beating my head against the wall, but not that much.

I take two devestations and so far they havent performed any miracles at 190.  I never seem to have enough ordinance to handle enemy torpedos and AC.  I use a despoiler and two devestations.  I havent had ordinance superioity yet.
You know, theyre pretty rubbish against eldar and probably necrons too.  And you only ever get 2 lances pointed at you.  Maybe that's why they seem to be discounted compared to smotherman.

Why should they need the speed boost? IN and Chaos Battleship-Carriers are generally like that in the game, having a 5cm speed loss compared to their gunship counterparts.

8 AC is not enough to counter with 2 Devs? 16 for 2 Devs and 1 Despoiler? What race are you normally going up against? Against Eldar with MSM, bombers wouldn't be rubbish. Against MMS, you may have a point. You only get 2 lances pointed at you. 2 Devs means 4 lances that can hit at 4+. No, that's not the reason. It's more likely that there was a mistake in pricing.
Title: Re: List of flawed ships
Post by: Taggerung on February 11, 2011, 04:15:21 AM
He is generally fighting me, and in my standard 1500 pt list for my orks...I have the ability to output up to 20 fighta-bommaz with 3 terrorships and gorbags revenge...then you add in the 6 or so ravagers that all fire at once, with the front torpedo launchers on the terrorships going off, so in one turn I put out way more ordnance than they can deal with.

It does of course rely on the fact that 90% of my fleet is ordnance based though. If they were to match the points I put into ordnance, they could probably deal with most of it.
Title: Re: List of flawed ships
Post by: Phthisis on February 11, 2011, 04:18:16 AM
@Admiral -  IN and Orks at this point.  Taggerung and I play.  He uses tons of torps and AC.  Lots of terror ships and ravagers with Gorbag.  Last game he had about 20 squadrons and 8 torpedo salvoes.  I couldn't even use cap since he clears them away with AC and bombs me with the rest.  Im seriously outnumbered in terms of ordinance.  My IN friend is constructing a list with an emperor and 2 dictators, so with torps I will be on my the defensive for ordinance as well.
Actually my last two games with Taggerung illustrate my point.  To avoid his alpha strike I have to skirt around him as he approaches.  Blast markers on my Despoiler kept it from keeping up both times and both times he killed it in two turns.  The despoiler just cant keep up.
Sure, I could take a desolater instead, but I build my fleet to represent Death Guard CSM and lance spam against orks and IN will just be mean and likely no fun for anyone.
Title: Re: List of flawed ships
Post by: Plaxor on February 11, 2011, 04:22:08 AM
Horizon came up with the idea for the ship class. The older stats looked nothing like the model.

Ships should never be perfectly ideal for what you want them to do. Each has its own inherent flaws. We voted on these things a few months ago, and people liked 'Horizons' profile.

Pthisis.... most people consider the PK part of the chaos list just as another battleship. In fact most people prefer it to the other two.

Chaos changed the least, and the only ships which changed:

Devestation @ range 45cm lances
Despoiler with new profile
Iconoclast and Idolator both -5 points
Infidel to two turrets.

Incredibly few.

All the new ships were added to the 'Maelstrom' fleet. Which is its own little bubble. This is simply because people wanted CLs in chaos, so I built a fleet as supportive of Cls as I could. Which is why there is a 'fast' battleship in there.


So Killing Ordinance Orks.... interesting.... I used to like to run 2x terror ship and Gorbs at 1500. Never had anyone really complain that they just couldn't deal with the ordinance though.
Title: Re: List of flawed ships
Post by: Phthisis on February 11, 2011, 05:06:43 AM
I like Horizon's profile too. Thats not my point.  The profile already has inherent flaws that make it imperfect.  Its prow located bays are more likely to crit and with 3 locations its more likely to lose bays to a crit in general.  Unlike most carriers this one is likely to have to carry a pricey HQ and upgrades, so its a lot of eggs in one basket.  If I'm playing fluffy my Despoiler, fleet commander and upgrades cost 570.  Compare that to an Emperor with the same combat role, assault boats and Ld for 420.  Third, this carrier has to get its hands dirty, so count on -1 to Ld for blast markers and at least half its AC to go on CAP.  Also there really isnt any risk getting in close now like there was before.
So its imperfect. Both at a carrier role and a broadside role.  Adding 5cm to speed isn't going to change any of what I said, but it will make it function in the only role left for it without being too slow to keep up.

Yeah, Taggerung's fleet is nasty.  Its not the AC that gets you, those just clear the CAP.  Its the concentrated torpedo fire that causes the damage.  We have yet to see how it performs past turn 4 I think.  Last time I got two devs, an acheron and one carnage around his flank.  He busted my despoiler and disengaged.  He killed more points, but I got all his escorts and one kk and crippled a terror.  Since he ceded the field I got the hulks and won.  I was locking on gorbag and the rest of his fleet was a long way off and facing the wrong way, so it was just going to be my fleet vs gorbag for a few turns at long range.  Too bad gorbag disengaged and robbed me of my revenge.
Title: Re: List of flawed ships
Post by: Plaxor on February 11, 2011, 09:26:32 AM
Clever Phthisis.  ;D

Appealing to my 'list-build' side is usually the best way to convince me. I personally think the Emperor is too cheap for what it does, simply because it is almost always the flagship, and therefore means that characters get to be 50 points cheaper (roughly) when one is using such a vessel.

The Ld bonus is worth roughly about 25 pts, so therefore your Warmaster will be getting 25 points cheaper to keep up with other characters (plus I find characters to be a huge points sink anyways).

As far as your critical hits theory goes, think of it this way; it takes three criticals to take out all your launch bay systems instead of 2.

What else are you taking for upgrades? +2rr and MoK I imagine?

The Despoiler is a lot better at shooting than an Emperor, and its faster, both reasonable trades for +30 points, it loses the +1ld sure. So we can assume that the speed and gunnery of the Despoiler has a value of roughly 50 points.

You can say that the Despoiler has +7eq firepower at 60cm. That's worth 31 points by smotherman, and the remaining 20 could be given to the speed benefit. (a person would probably pay 20 points to up the speed of their emperor.)

You have to remember about the disadvantages that an Emperor has that aren't necessarily in its profile as well. A Despoiler fits in well with a chaos fleet, other than its relatively slow speed, the Emperor however, doesn't have an armored prow which makes it scared to maneuver with the rest of the fleet. Also it has the same problem of slowness, but for it, it can't turn if it has a BM in contact. A BIG DEAL. I've seen players fly Emperors off the table because their opponent kept putting a BM in contact.


On another note, I do agree with you, the Despoiler is particularly lackluster, and I would run some other ship, but it's what we voted for. I do think that it should have an additional turret, as it is a carrier, and they always have 1 more.


As a note my general fleet for chaos (which I rarely play):

Repulsive or Vengeance +Warmaster

Hades
Devestation
2x Murders
Murder +lances
Fill out with Iconoclasts/Infidels

Very Ordinance light, but metagame is a factor when it comes to building fleets. In my group no one goes ordinance heavy ('cept me when playing orks, because you have to without FS) Even the Tau player goes relatively Ord light (swaps for torps on explorers).

Of course the fleets I play most often are Orks and Demiurg, followed by Tau, and then Chaos. I'm currently building an IN fleet for Tartanus.
Title: Re: List of flawed ships
Post by: horizon on February 11, 2011, 11:16:11 AM
*I am the LAW!*

Anywhhoo... I made the profile. Yes. To match the model.
Subsequently I did not care about the cost. :)
Title: Re: List of flawed ships
Post by: Plaxor on February 11, 2011, 11:28:04 AM
Ladies and Gentlemen (Ha.)

Now presenting the man who is the Law;

Horizon.

Later; the Holy man Sigoroth (Horizon's quote), accompanied by the Legend RCgothic.

There seems to be a trend here.

Tell me Horizon, if you were to think about the cost?

I find that Smotherman has a few key errors in its pricing system, it really overvalues prow 6+ armor and undervalues 30cm wbs. But this isn't that important, it's based off how ships used to look.

Overall it seems that most good ships are 10-20 points cheaper than Smotherman would suggest.
Title: Re: List of flawed ships
Post by: lastspartacus on February 11, 2011, 12:06:31 PM
When you value the +1 to LD at 25 points, is that over the 6+ prow that is lost?
Title: Re: List of flawed ships
Post by: Plaxor on February 11, 2011, 12:12:10 PM
Nope. 1ld is worth about 25 points. This doesn't account for the armor loss. I was just mentioning how valuable 1ld is to people.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 11, 2011, 12:56:20 PM
@Admiral -  IN and Orks at this point.  Taggerung and I play.  He uses tons of torps and AC.  Lots of terror ships and ravagers with Gorbag.  Last game he had about 20 squadrons and 8 torpedo salvoes.  I couldn't even use cap since he clears them away with AC and bombs me with the rest.  Im seriously outnumbered in terms of ordinance.  My IN friend is constructing a list with an emperor and 2 dictators, so with torps I will be on my the defensive for ordinance as well.
Actually my last two games with Taggerung illustrate my point.  To avoid his alpha strike I have to skirt around him as he approaches.  Blast markers on my Despoiler kept it from keeping up both times and both times he killed it in two turns.  The despoiler just cant keep up.
Sure, I could take a desolater instead, but I build my fleet to represent Death Guard CSM and lance spam against orks and IN will just be mean and likely no fun for anyone.


Ok and 5 extra cm helps you how? Ordnance will still get you, 20 cm reduced to 15 cm or 25 cm reduced to 20 cm with BMs.
Title: Re: List of flawed ships
Post by: Phthisis on February 11, 2011, 02:39:12 PM
@Plaxor

The likelyhood of losing all three facings worth of launch bays is incredibly low.  The likelyhood that 3 crit rolls would take one or both bays out is a fraction of a percent.  My math shows a .35% increase in incedence for 2 bays over 3.  Hardly notable. On the other hand, with bays on 3 facings the likelyhood that you will lose one on a crit roll is 9/36.  P/S bays are only knocked out 5/36.  Thats over a 10% increase in incidence.  Also the largest bay is the one most likely to get knocked out.  That's not an even trade.

I am a Death Guard player, so my Despoiler gets a 100pt warmaster, 35pt Mark of Nurgle, 35pt CSMs.  Its a battle barge.  Considering that now it cant pust through an enemy fleet to assault a planet with the new profile, its a role the despoiler isn't well suited for.

Versus the emperor, the despoiler is marginally better at shooting, but against Eldar the Emperor is better.  However, they have different roles.  The emperor is a fleet support ship.  It can hang back and use its broadsides and launch while the rest of the fleet bullies their opponent around.  The Despoiler is an attack carrier that dukes it out along side the rest of the fleet.  15cm for an emperor  allows it to cruise slowly so it doesn't have to move out of range.  It doesn't need or want speed.  The chaos fleet cant bully the unemy like the IN can, so the despoiler has to keep up with the fleet to keep from being cut out and destroyed.

And yes, the Despoiler is lacklustre.  I actually think that adding 5cm will change that.

@Admiral
Youre right, 5cm wont stop it from getting shot up
  But it will keep it from being cut out from the fleet so easily.  If I'm going to skirt orks or IN bull charge, my ships go slow and fire at them as they close.  Then once they get close, they all move 10cm, turn and move 10-15cm.  Now they are out of the front fire arc and there is no hope of the orks or IN turning around to put me in their kill zone.  Plrblem is that the rest of the fleet moves around but the despoiler moves only 15 and turns 45 and cant go any rurther.  It satays alone in the kill zone and faces the full fury of the enemy fleet.  5cm would allow it to move after the turn and escape much of the fleet.  So now on turn 4, my despoiler isn't dead because its too slow. 
Title: Re: List of flawed ships
Post by: Plaxor on February 11, 2011, 03:11:39 PM
A lot of stuff to cram into a BB. -25 points will help with that. What, no terminators?

Pthisis, locations... criticals... all not that large of a factor.

The only realistic way to change the spd is to convince other people that it is necessary. I will change it if enough people find it reasonable.

The Despoiler is a fleet support ship, they kind of tossed in the fact that it was made out of old BB designs later. It is by no means a good design for that... but you have to remember that CSMs operate differently than SMs. They don't use drop-pods, they use launch bays. This ship was made long before the Codex even existed.

Regardless of fluff, game mechanics take precedence. The ship is supposed to be a 'fleet support' role similar to the Emperor.

Smotherman Emperor costs 361, about right. This happens to cost 399, is imperfect for its role, which is why Chaos players don't like taking it, or any of the GCs for that matter.

How is this new profile worse for planetary assaults? Sure it lost some short range F only lances (quite useless on the profile) but gained P/S wbs, which makes it fit into the 'chaos cyclone of death' better. The locations of the launch bays shouldn't matter that much.

5cm of speed to save you from death by torpedoes eh? I think I would rather reduce the cost of the vessel by 20 points than give it that... as there is reason to make it cheaper due to its disruption of how the chaos fleet functions.

Title: Re: List of flawed ships
Post by: Phthisis on February 11, 2011, 04:45:39 PM
Thanks for putting the idea on the table for consideration!

Regarding terminators, why would I take them on a ship that I am trying to keep away from enemy ships?  And when it does get close, the Despoiler winds up crippled anway.  What good are they to the Despoiler as it is now?

I'm not arguing for a relocation of the bays.  I like how Horizon's stats reflect the appearance of the model.  It honestly did bug me that there was a huge launch bay in the front not mentioned or reflected in the rules.  So, as far as I'm concerned, Horizon's weapons stats should stay, regardless of how criticals work.  My reason for mentioning them was that you were saying that it's better than the emperor and that with 5cm speed it could make it perfect for it's attack role.  My response was simply to show you that there were several disadvantages to taking a Despoiler compared to an Emperor.  Adding 5cm won't make it flawless.

The old Despoiler functions miserably as a support ship.  It's an attack carrier through and through.  However, the new stats fundamentally change how the ship works.  It's not suited for headlong line-breaking charges anymore.  7 lances forward sent a clear message:  Get out of my way!  On approach it could get aggressive and cripple enemy ships in the front arc and leverage it's assault bays.  When partnered with some Murders, Styx and Hades (and to some degree an Acheron) you could construct a very effective line breaker formation that could punch it's way through planetary defenses and start landing marines.  At 400 pts the Despoiler held it's own and 20cm didn't really matter since the more turns it took you to advance the more lance shots you got and the lances ignored blast markers.  
Try to do that with a Despoiler now with only 3 lances and most of it's firepower on the sides.  If you try to run straight for the planet, the Despoiler becomes a load that needs to be carried, a very expensive and ponderous load.  20cm now is a detriment because it will take much longer to reach the target.  Of course, you can always stick to the same strategy that an Emperor would and take the long way around the planet while trying to clear away defenses with long range fire, but as you can't CTNH you aren't going to ever get to the planet.  Considering that it's the ship that you need to get to the planet to land troops, I doubt many will use it in the "support ship" role you want it in. I'm surprised you didn't catch this when you changed the proflie.

Even though the firepower and bays are equal to the Emperor, I don't think that the Despoiler fits that role well as there aren't any 6+ prows or torpedo salvoes to keep an enemy from AAFing beind the Chaos battle line and striking directly at the Despoiler.  You try that against Imperials or Orks and youre getting rammed, boarded or torpedoed to death.

On that note, the Despoiler was the only attack carrier that Chaos had as the Devestations and Styx are obviously fleet support.  Now Chaos doesn't have a battleship capable of line breaking either.  They are all fleet support.

Whenever they added the Gaerox Perogative fluff, it doesn't really matter.  Cannon says that the Despoiler is a battle barge.  In the 13th Crusade list, it is actually used as a battle barge.  I would agree that game mechanics are key.  I wouldn't make an invincible ship just to stay in line with fulff.  But I would also agree that you don't just override GW fluff because your game mechanic doesn't fit their fluff.  Despoiler is a battle barge.  It performed that role well with it's old configuration.  I like the new configuration as it reflects the model, but the ship still needs to function as  a battle barge and an attack carrier both to stay in line with the fluff and allow the rest of the Chaos fleet to function as it should.
Thing is, there is an easy change that allows us to keep Horizon's profile and let the Despoiler function as the battle barge attack carrier it was always intended.  Add 5cm of movement.  The speed will help compensate for it's lack of forward firepower as a line breaker and will allow it to keep up with the rest of the chaos fleet when fulfilling an attack carrier role.  Yes, it will require some more strategy than before, but 5cm will suffice without drastically changing the ship.

IF you acknowledge that the Despoiler is now a disruption to the Chaos strategy, I'd rather see points stay the same and the speed raised.  Even for 20pts less, the Chaos fleet still doesn't have an aggressive BB or an assault carrier.  My issue isn't with the cost of the ship, its with the fact that the slower speed offers up 1/3 of your fleets points as a sacrifice in any of the Chaos fleet's strategies.




Title: Re: List of flawed ships
Post by: Valhallan on February 11, 2011, 07:03:34 PM
aggressive carrier = revised retaliator

The despoiler has always been a finicky ship.

keeping it with the fleet isn't that hard, just don't move your cruisers their full 25 if the despy has BM in contact. place it ahead of the fleet formation during deployment to mitigate the inconsistency of speeds. also take a repulsive to guard it, that's some scary umph right there.

also: if your on the defense most of the time with 16LB... consider dropping the CSM from your ship, those points could be better elsewhere.
Title: Re: List of flawed ships
Post by: RCgothic on February 11, 2011, 07:33:59 PM
Perhaps we should be including the Desecrator class battleship?

With S9 Forward torps, 6WBs dorsal, 4 launch bays and speed 25cm, you've got your attack carrier. That's 6.5Le direct fire in the forward arc. It's stronger at range and below 15cm than the Devestation was.

If you want cheap and don't mind not being a carrier, the Desolator is just as strong in the forward arc.

If that's not enough, and Chaos should have a super-linebreaker similar to the Retribution, then we could make our own up.
Title: Re: List of flawed ships
Post by: Plaxor on February 11, 2011, 09:51:45 PM
@RC, for linebreaker see 'Traitor Fleets' Relictor class battleship. It's basically the Conqueror from PoC.

He wants an old battlebarge as his flagship.... it's just that.
Title: Re: List of flawed ships
Post by: Sigoroth on February 11, 2011, 11:08:25 PM
Firstly, Chaos has never been a line breaking fleet. The fact that their BBs are support ships simply suits their style. As for the Despoiler being a battlebarge, so what? How does battlebarge equate to line-breaking battleship? It simply says to me that the Despoiler was used as a centre of operations, which is quite appropriate for a carrier. What isn't appropriate is trying to turn a carrier into a line-breaker. A gunship would be much more suited to that role.

Having said that I've got a Despoiler conversion with a closed prow that more suits the original stats. I would suggest that if you want an attack carrier style battleship then just convert the model to close the prow bays, add 2 sets of bays to the side instead of 1 set and use the original stats.

As for the cost, well for a start, the Chaos Warmaster is overpriced. At the very most it should be 75 pts. If Chaos had an option of a Ld 8 (or even Ld +1) Warmaster for 50 pts then the Despoiler/Emperor comparison would not be near so bad. Secondly, the MoN is very very overpriced. At just +20 pts it would be quite expensive. I think +15 pts would be far more in keeping, particularly as you have to pay for some other upgrade (WM, CL or CSM) in order to access it in the first place.

So if we were looking at a Despoiler with WM (50 pts, 1RR, +1Ld), CSM and MoN  (15 pts) it would only cost 500 pts. I personally think the Despoiler should come down to 390 pts. If you take the 25 pts off the Emp to account for the Ld bonus from the prow sensor array then this would mean the Desp would be paying 50 pts for increased overall firepower (+3WBe focus, +4WB offside), better firepower at long range (lances > WBs) and extra speed. This isn't too bad.

So the Desp is a little pricey, but by far the biggest problem is in the cost of the upgrades and leaders. Hell, even the CSM upgrade can come down a little. It's OK paying 35 pts as a once off, but when you start trying to give it to multiple ships it quickly becomes rubbish.
Title: Re: List of flawed ships
Post by: Plaxor on February 11, 2011, 11:18:45 PM
^What Sig said.

@Sig  The chaos warmaster is going to 75pts. I decided that all the 'more expensive' commanders were way overpriced. They should only cost +25 points for each point of LD. This was after discovering the thing that bugged me about the Emperor wasn't the fact that it was incorrectly priced, it was the bigger commanders that were.

So the IN commanders will look like this;

Ld 8  50pts
Ld 9  75
Ld 10 100pts

Chaos will follow suite. Admech already had its bigger commander reduced to 75.

I do agree that commanders are a huge points sink, and that's the reason why they were reduced. The upgrades are good unless you want to put them on more than one ship....

Perhaps a tiered system for purchase? Or maybe -10 points on all the marks/csms?
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 01:56:58 AM
I came up with a solution for out 'expensive mark' conundrum.

Marks at -5 to -20 cost (depending... MoT always seemed like a rip-off considering it only gave a re-roll, and not even that worthwhile of one, MoS is decent, but not worth taking en masse. MoN is overpriced, but it does provide an advantage for crippling damage, and you can't be boarded. MoK is probably fine, but maybe -5 points?)

Every CSM ship must have a mark if one is chosen. Of course they must be that mark. Ships with Lords, or in a Lord's squadron may choose a different mark or no mark.

I was also thinking about Terminators, they are kinda crummy anyways with teleport attacks being hard to pull off, and H&R being fairly pointless anyways. I was thinking maybe -5 points here, or they could apply to all H&R attacks (which would do wonders for ABs) when purchased. This would make special rules easier, as all similar upgrades would fall under the 'elite strike forces' rule (or some better name, maybe just 'Terminators')
Title: Re: List of flawed ships
Post by: Phthisis on February 12, 2011, 02:20:47 AM
@Sigroth  There are a lot of forward facing lances in the Chaos fleet.  For around 1500 points I can get 22 lances on the advance using the old despoiler stats.  15 of those are 60cm and the rest are 30cm.  There's a fair amount of side weaponry too.  Pretty good for a line breaking list, especiall if there's no need to turn and you can lock-on untill you pass through.

A battle barges role is to cut its way to a planet and land the astartes inside.  Thats why it has to be an attack carrier and why it has to be useful foe breaking a defensive line.  Please refer to the Powers of Chaos document to see some examples.

I'm glad you brought the upgrades and commanders up.  They always seemed pricey yo me but I took them because I wanted a fluffy list.

@Plaxor

If my only concern was I wanted a battle barge then I would just use the Terminus Est or a standard barge from the Powers of Chaos draft.  My concerns are about this particular version of it.  I still think that it need a 5cm boost to speed and it will be a good ship.

Do you mean if I buy one mark then every capital ship in the fleet has to have one?
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 02:27:57 AM
If you buy a mark on a ship with chaos space marines then every ship with chaos space marines must have this mark. Not all capital ships.

Ships in a squadron with chaos lords may choose a different mark, even if they are equipped with CSMs, but all the ships in the squadron must have the same mark.

So if you had a fleet like this:

Despoiler
Warmaster +CSMs +MoN

Styx
Chaos lord + MoK

Devestation +CSMs


Then the Devestation would have to have the MoN unless it was squadroned with the Styx, in which case it would have to have the mark of khorne.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 12, 2011, 02:32:59 AM
A battle barges role is to cut its way to a planet and land the astartes inside.  Thats why it has to be an attack carrier and why it has to be useful foe breaking a defensive line.  Please refer to the Powers of Chaos document to see some examples.

Don't need speed for that. Heavy Cruisers and Cruisers break the defenses. Despoiler and the like follow up and land Astartes.
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 02:36:42 AM
Pthisis, you have to understand that the ship was designed before the codex, when the philosophy of SM ships became 'punch through to the planet and deploy SMs as quickly as possible'

Before that SM fleets were actually warfleets, designed to fight extended engagements.

The Powers of Chaos document is... well... rubbish.... The powers are better suited for a more supernatural fleet like Daemons (which is how they are applied here).

Notice how the hull pattern actually affects the speed of the vessels, the Terminus Est is still 20cm speed, ships which have the Desolator pattern hull have 25cm.

With that there is reason to add a fast carrier. I didn't put in a Wage of Sin type ship, but I think there is fair enough demand to put it in. RC likes the idea (I think?), and this would give you your battlebarge.
Title: Re: List of flawed ships
Post by: Phthisis on February 12, 2011, 02:57:37 AM
Gotcha.  Sounds good to me.

I'm going to take a stab at recosting marks and CSM just to create a starting point.

I think the CSM pricing is worse than the marks.  35pts for a +1 to boarding and H&R seems excess.  What do you think about 10 or 15 points for CSM?

MoN seems the most useful.  30pts?
MoK for 15pts?
MoS for 20pts?
MoT for 20pts?

The pre-heresy battle barge was the Despoiler.  The Despoiler, before you changed it, was a line breaking attack carrier.  So where are you getting that battle barges werent line breaking attack carriers?
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 03:00:25 AM
What? the only difference between this profile and the previous incarnation is a loss of prow lances, and some more side firepower.

You're forgetting about the most important factor in CSMs, the +1 LD and increasing the max ld to 10. That's more valuable than the other effects.

Most people find the MoS and the MoK to be the most useful, but only on one or two ships. MoN is useful, but not that much.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 12, 2011, 03:10:32 AM
The pre-heresy battle barge was the Despoiler.  The Despoiler, before you changed it, was a line breaking attack carrier.  So where are you getting that battle barges werent line breaking attack carriers?

Pre-Heresy battle barge was one of the ships in the proposed Powers of Chaos, esp the Vengeful Spirit. Despoilers came into being in M.36 waaaaay after the Heresy happened.
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 03:22:30 AM
So here it is:

Desecrator class battleship; (I know I'm changing the fluff.)

The Desecrator is an older design of Imperial battleship. Commonly seen as the flagship of Space Marine legions before the Heresy, many of these ships went traitor during the incident. Due to the paranoia of the Inquisition, the remainder of these ships were mostly destroyed, or otherwise disassembled and components were used elsewhere, although a few space marine chapters still use the ship as a battlebarge  today.

Type/Hits        Speed/Turns   Shields    Turrets
Battleship/12     25cm/45'          4           5

Port/Starboard Launch bays  2
Port/Stbd Lances    4@45cm
Dorsal Weapons batteries   9@60cm
Prow Torpedoes    9

Probably looking at 350-375 points. Will think more about it later.
Title: Re: List of flawed ships
Post by: Phthisis on February 12, 2011, 03:38:48 AM
Fluff wise, the Despoiler was rediscovered when special dispensation was granted for an explorator team to land on Barbarus, the Death Guard homeworld, and sift through the ruins for lost tech.  That happened in M36, but the ship design is pre-heresy.  Thats why venerable battle barges and the Vengeful Spirit are all very similar to the Despoiler. That dispensation was a part of the Gaerox Perogative, which was a vast exploration program in an attempt to find STC and lost tech.  This is approved cannon.  Am I the only one who knows this?

I did forget about the ld bonus.  Wht would you cost them at?

I like the Desecrator!  Get it published so I can field it!

Small profile changes can have a big effect on how a ship is used.  Before I could charge in with 7 lances front.  Now its firepower is on the side so I have to run abeam. 
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 03:44:09 AM
Hmmm... probably all 15, maybe 20 on the MoN.

Sure, I'll publish it right now. Editing PDFs are much easier than fixing them.... now what other changes was I doing (looks back previously in the thread).

So:

Addition of Desecrator @360 points
Despoiler to 390pts
Writing in that they have boarding torps.
Changing Ordinance to Ordnance (yes... spelling...)
American English to UK English... where I can find it. Anyone see any mistakes? I imagine there are a lot of Armor/Armour mistakes.
Removal of references to Minelayers and Torp Bombers
Addition of various special rules including:
Massive, Improved Thrusters, Terminators, Elite Cadre (basically a race change, but these will be listed in the main rules. It's the part of marines that gives them boarding mod +2, and -1/+1 to hit and run attacks).

Should be it.....
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 04:21:13 AM
MoN----> No longer says 'no boarding' instead they will be subject to the 'Hostile Environment' special rule. Meaning during a boarding action the other ship rolls 2d6 and chooses the lowest result. Ships which already roll 2d6 and choose the highest ignore this rule (such as tyranids).
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 08:19:20 AM
Just added Traitor Fleets 1.2 to my documents.

I kinda got lazy towards the end, so I didn't fix some of the visual issues, but everything else should be good (rules wise)

Notes on special rules:

This is the first document I've begun inserting special rules into. For the time being this is what each means (that are mentioned in there)

Hostile Environment: During a boarding action the opponent rolls 2d6 and chooses the lowest for his boarding result. Ships which roll 2d6 and choose the highest (will receive a SR name later) ignore this.

Agressive: this is the name for the +1 racial boarding mod that Orks, Chaos, Dark Eldar etc receive.

Elite Cadre: this is the name for half of the Chaos space marine rules. It replaces agressive. The vessel receives +2 to its boarding modifier, and subtracts one from enemies H&R attacks while adding 1 to its own.

Accurate: Ships with this rule never suffer right shifts for range

Innaccurate: Ships with this rule never suffer left shifts for range

Improved Augers: Adds +1 to its leadership characteristic.

Improved Thrusters: +d6cm on AAF

Frenzied: Doubles boarding value.

Massive: Can't come to new heading

Terminators: Roll 2d6 on H&R attacks originating from the vessel and pick which counts.


I think that's all of them for chaos.
Title: Re: List of flawed ships
Post by: Sigoroth on February 12, 2011, 08:34:14 AM
@Sigroth  There are a lot of forward facing lances in the Chaos fleet.  For around 1500 points I can get 22 lances on the advance using the old despoiler stats.  15 of those are 60cm and the rest are 30cm.  There's a fair amount of side weaponry too.  Pretty good for a line breaking list, especiall if there's no need to turn and you can lock-on untill you pass through.

Yeah, you could take that list. Of course, you'd get eaten alive by any proper Chaos fleet. But if you want that you can still convert a model to maintain the old stats, like I did.

Quote
A battle barges role is to cut its way to a planet and land the astartes inside.  Thats why it has to be an attack carrier and why it has to be useful foe breaking a defensive line.  Please refer to the Powers of Chaos document to see some examples.

I refer you to the same document for an example of a piece of shit that should never see the light of day.

Quote
I'm glad you brought the upgrades and commanders up.  They always seemed pricey yo me but I took them because I wanted a fluffy list.

This is no doubt this is where the vast majority of your points are being wasted, not in the ship itself.
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 08:36:11 AM
Well his ship just lost 45 points from its cost.

MoN is now 25pts (changed way that the boarding worked)
Despoiler 390
Warmaster (+2ld) is 75 points
Title: Re: List of flawed ships
Post by: Sigoroth on February 12, 2011, 09:05:59 AM
Well his ship just lost 45 points from its cost.

MoN is now 25pts (changed way that the boarding worked)
Despoiler 390
Warmaster (+2ld) is 75 points

Given that Chaos has the CSM upgrade they really need a 50 pt Warmaster option. The Gothic Chaos list came with one, so I don't see why the CSM list couldn't too. Also, just to note, I stil think the MoN is too expensive. Would you pay 100 pts to get +4 hits? No, of course not. Let's assume the boarding rule is worth 5 pts (it's not, but oh well). Would you pay 80 pts for +4 hits? No, I should think not. +1 hit is worth no more than 10-15 pts. Given that you can't abuse it by taking it multiple times on the one ship then I'm more inclined to lean towards 10 pts. This is ratified by the fact that you have pay for some sort of other upgrade before you can take it, whether that is a WM, CL, CSM crew or even making it a Daemonship.

Let's say that it was only 15 pts for the MoN. If you purchased it for every cap ship in your list at that price, would it be worth it? In a 2k pt list, would you rather +1 hit to each of 11 cruisers or an extra Slaughter? If you think that's a bit of a toss up then surely it's balanced at that price given that you don't have the option to spam it like this. It requires another option be purchased first.
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 09:22:42 AM
Boarding on MoN is now: opponent rolls 2d6 and picks the lowest.... pretty worthwhile IMO... but you are right about the dual upgrade thing.

All other marks are 15 points.
Title: Re: List of flawed ships
Post by: Sigoroth on February 12, 2011, 09:47:47 AM
Boarding on MoN is now: opponent rolls 2d6 and picks the lowest.... pretty worthwhile IMO... but you are right about the dual upgrade thing.

All other marks are 15 points.

Presumably Hostile Environment applies to defending during a boarding action. If a ship bearing a MoN boards an enemy I can't see how the living conditions aboard the Nurgle ship could result in such a severe penalty to the boarded ship.
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 10:05:11 AM
Well, boarding actions have people going across to both ships no? Besides, the vessel would no doubt be unleashing a number of toxins and plagues onto the subject vessel.

Let's look at how much of a penalty it is... (quite important)

So results on 2D6 pick the lowest are:

1,1 1,2 1,3, 1,4, 1,5, 1,6 2,1 3,1 4,1 5,1 6,1  =1    (11)
2,2 2,3 2,4 2,5 2,6  6,2 5,2 4,2 3,2 = 2  (9)
3,3 3,4 3,5 3,6 6,3 5,3 4,3 =3 (7)
4,4 4,5 4,6 6,4 5,4 = 4 (5)
5,5 5,6 6,5 =5 (3)
6,6 = 6 (1)

Overall average roll. ~2.5
Compared to a normal average of 3.5

Not terribly harsh.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 12, 2011, 10:49:05 AM
Fluff wise, the Despoiler was rediscovered when special dispensation was granted for an explorator team to land on Barbarus, the Death Guard homeworld, and sift through the ruins for lost tech.  That happened in M36, but the ship design is pre-heresy.  Thats why venerable battle barges and the Vengeful Spirit are all very similar to the Despoiler. That dispensation was a part of the Gaerox Perogative, which was a vast exploration program in an attempt to find STC and lost tech.  This is approved cannon.  Am I the only one who knows this?

The design of the Despoilers were taken from the Terminus Est which is not a Despoiler and yes was pre-Heresy. The Vengeful Spirit and Terminus Est are similar but for sure they aren't Despoilers. That's the reason why you're the only one who knows it because you're erring in your belief that Despoilers were pre-heresy.

"The Terminus Est was one of the first capital ships assigned to the Death Guard by the Emperor. It was of a unique design that pre-dated the Great Crusade and which was copied in M36 as part of the Gareox Prerogative to create the Despoiler class. As might be expected the older vessel was considerably more powerful than the later copy."

So really, the Despoilers are the ones which are similar to the T.E. and Vengeful Spirit and not the other way around.
Title: Re: List of flawed ships
Post by: Phthisis on February 12, 2011, 04:01:09 PM
@Admiral

Ok, you got me.  The Despoiler is similar to the Terminus Est and the Vengeful Spirit and the Venerable Battle Barges, not the other way around. 

My point was that the Despoiler was a resurection of the pre-heresy battle barge, and other than shifting 2 launch bays to the prow the ships are virtually identical.  The Vengeful Spirit and other battle barges of the time are heavy in forward lances, many of them short range, and lots of launch bays, which make them primarily suited for an attack carrier role rather than long range fleet support.

At this point I'm dropping my argument about the Despoiler.  I'm happy with the Desecrator as Chaos' attack carrier and if I ever get a hankering for an old timey battle barge I'll just use the Chaos Battle Barge stats from the Powers of Chaos doc.
Title: Re: List of flawed ships
Post by: Taggerung on February 12, 2011, 07:51:57 PM
@Plaxor

Looking good! That new Chaos ship is a bit scary for me lol. It's ok...the Deadnot when it's published shall be my answer!
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 09:47:29 PM
So I'm thinking 'Hostile Environment' will only be a defensive quality, and it will be given to all daemonships (meaning MoN on daemonships will be 5pts cheaper)
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 12, 2011, 10:12:30 PM
My point was that the Despoiler was a resurection of the pre-heresy battle barge, and other than shifting 2 launch bays to the prow the ships are virtually identical.  The Vengeful Spirit and other battle barges of the time are heavy in forward lances, many of them short range, and lots of launch bays, which make them primarily suited for an attack carrier role rather than long range fleet support.

Yes but aren't we debating about the speed aspect? Look at the Vengeful Spirit. Speed 20 cm. Look at the Terminus Est. Speed 20 cm. Scion of Prospero based on the same hull as the other two, 20 cm. And the Despoilers? 20 cm. So by your logic, speed 20 cm for the Despoiler is fine since the Vengeful Spirit and Terminus Est are both primarily attack carriers and that's what you want the Despoilers to be right?
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 11:17:20 PM
I'll see if I can build a corrected Ork document. It sucks cause I know that one will be the most tedious.... oh well.

Notes on special rules, that should be, presented there;

Heavy: Does 2 points of damage for each hit
Innaccurate: Does not gain a left column shift for range
Elite Cadre (now what Mega-armored nobs are): -1 to enemy H&R, +1 to H&R, +2 boarding mod, replaces aggressive
Aggressive: +1 boarding mod
Augmented Damage Control: Repair critical hits on a 4+ (what mad meks are changing to)
Frenzied: Doubles boarding value.

I'm slightly tempted to make a single 'Despaired Drives' rule for transports and orks, but this would make their entire fleet move 3d6 on AAF rather than 2d6. Then soopa engines would give the Improved thrusters special rule... (so still 4d6) but I think that's more than its worth.

Then of course a race-specific special rule:
Power Fluctuations; every time this weapon is fired place a blast marker in contact with the ship at (or as close as possible) to the back of the ship.
Title: Re: List of flawed ships
Post by: Plaxor on February 12, 2011, 11:27:38 PM
Nevermind on the despaired drives. There are enough ships with 2d6AAF to justify another special.

Limited Fuel: Moves 2D6 on AAF
Title: Re: List of flawed ships
Post by: Phthisis on February 13, 2011, 02:04:35 AM
@Admiral

My argument was never that the original Despoiler needed a speed boost.  My argument was that the new Despoiler profile needed one.  An attack carrier needs either a formidible forward armament or armored prow to bully its way through an enemy line or, failing that, sufficient speed to blow past them or keep in formation with a gun line.
The Despoiler had 7 lances fore.  After the rework it didn't have enough in the front to be a threat.  It became a fleet support ship that couldn't keep up to suppot the fleet.  I felt that the new despoiler needed 5cm to be useful in the only two roles it could perform.  Chaos desperately needs a functioning attack carrier.
The Desecrator is still predominantly a fleet support ship but with enough threat to the fore to be useful as an attack carrier as well.  IMO, the desecrator is a superior ship in all regards.  So there is no point in arguing about the Despoiler because there is a functioning attack carrier and the Despoiler can remain the fleet support carrier everone seems to want it to be.
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 03:34:05 AM
His argument was that the Despoiler doesn't fit the fluff well.
Title: Re: List of flawed ships
Post by: Eldanesh on February 13, 2011, 05:17:01 AM
Some suggestions/ideas

-IMO Chaos ships should get a lower basic LD compared to IN. In fact most chaos fleets are Raiders (translate: pirates) and I can't see that these have the same level of organisation as a professional warfleet. So -1LD wouldn't be a bad idea.
Gamewise this evens out the underpriced basic cruiser (IMO a very big advantage) and also makes the LD increases of Lords, Warmasters etc. a bit more valuable.

- all capital ships in all fleets should have acces to Marks. At all I think that the worshipping of a special god is more specific to the vessel/it's crew than to the captain

- Introduce a Mark of Chaos Undivided: this should be cheap (~10 Points) and increase the LD by +1 (cumulative to other improvements like CSM crew, Warmaster etc.). Backgroundwise you have a determination between "pirate scum" and traitor navy veterans, gamewise ...well, reduces the advantage of underpriced ships ^^

-  It should be impossible to have Ships mit MoK and MoS in the same fleet as well as ships with MoN and MoT unless the Warmaster has the Mark of Chaos undivided. This a "fluff" matter: I hate it when marks are just used like ship upgrades: carriers usually get MoT, boarding ships Mok, 'disruptor beacon' get MoS etc.
This should not be. Marks should give you the opportunity to flavour your flleet or shift your gamestyle and not to take the most effcient upgrade that is avaible...
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 05:36:31 AM
Eldanesh.... we might have to put you back in the warp with BaronI.

We all have confidence that IN could Murder chaos just fine. Besides the chaos fleet represents renegade navy, and highly trained chaos equivalents. Smarter than Orks or your random wolf pack or what not. Besides... there are rules for wolf-packs already.

You're basically telling me that Chaos is overpowered and each ship should be 10 points more expensive.... In this internal balance was a little more important than fleet balance. The only three fleets deemed significantly worse than the norm were Orks, Admech and SMs. These three got a boost (at least a little... in the case of Sms). Otherwise, every other fleet is 'close enough' to right to not warrant such a significant change.

It did always seem kinda wonky that you needed a character/sms to purchase a mark.... It's worth assuming that you would need some substantial influence to get a God to gift you with such powers.

The MoT would be useless en masse.... MoS pretty useless in the same respect, but not as bad. There are only so many leaderships that you can re-roll.

GW doesn't believe in a MoCU, and I used to disapprove that they got rid of it... but you know what... it never really made sense anyways.

Anyways I don't really feel like arguing about things further. Get 'Em Sigoroth! :D

Note: this usually works better when Sigoroth is around to reply.
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 06:50:44 AM
So I just uploaded an updated Ork fleets pdf. Yes... I realize I have two page 6's. I also wasn't too concerned with layout/image issues, mainly just the rules.

Note; I forgot to put in Big klaws/Drills, and the Deadnot should probably cost 475.... Meh. I'll get around to it later, but for now at least Taggerung and Relicjoo have something more correct to play with.

Pthisis/Taggerung... go forth and make exploded hulks out of one another and tell me how it goes.
Title: Re: List of flawed ships
Post by: Taggerung on February 13, 2011, 07:05:33 AM
@Plaxor

The more I think about it. Drop the side torpedoes on the Dednought, and keep it around 400 pts. The fleet doesn't need more torps lol
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 07:11:23 AM
More torps forever! Muahahahahha!

It's a nice little exchange for launch bays. Just up the launch bays on the sides if you don't like them. Besides, have you tried using side torps? Hard to pull off, especially with a ship that is likely behind everything else. I also like the fact that the ship is extremely costly.
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 07:19:58 AM
Besides, it's the only ship with in-built torpedoes. Other than the ravager, and kind-of hammer (who the hell fires the torps on that?).

You pay a price for torpedoes.... it's quite a points drain in this list. +10 points on most ships.

A side note... why the hell are there so many different names for Tuberculosis?
Title: Re: List of flawed ships
Post by: Taggerung on February 13, 2011, 07:29:10 AM
Well the reason I really liked the ship was because of the massive amount of batteries. I wanted it to be ship that would be a line breaker and it was something that relied solely on it's batteries that could be used against the eldar lol. It's getting to the point where it's a mini hulk, and I would rather keep it closer to big gun boat. In fact the only thing I would change would be the torps. Drop those, and then drop the ability to take ordnance (We already have terrorships for that role, and seems a bit of overkill) Everything else however is great!

Same with the rest of the pdf, I am loving it!
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 07:36:04 AM
Hmmmm... I want to hear what Sigoroth thinks.... it's his fault that this ship exists anyways (he demanded quite a lot). Besides Kroozer always wanted a big ship too.

Yep... it is basically a mini-hulk. The idea is how many weapons can we cram into one vessel?

Also I was enjoying the linearity to it, either kroozer could end up as a deadnot. One with launch bays, or a kk with p/s torpedoes.
Title: Re: List of flawed ships
Post by: Taggerung on February 13, 2011, 07:40:00 AM
Valid points...I don't know, I would lower the points, then allow torpedoes to be taken at a cost and reduce batteries, or the same with launch bays...reducing heavy gunz on the side...that way people can play how they wish.
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 07:41:37 AM
Fair enough. I'll do it in my next update.

Any comments on the CL? I think it might be undercosted by about 10 points (which means that it will be losing some wbs)
Title: Re: List of flawed ships
Post by: Taggerung on February 13, 2011, 07:45:18 AM
CL?
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 07:46:43 AM
Short for Cruiser Light or something.

Chart:

BB: Battleship
CB: Cruiser Battle
CA: Cruiser Attack (standard cruisers)
CL: Light cruiser
CG: Cruiser Grand
CH: Cruiser Heavy
Title: Re: List of flawed ships
Post by: Taggerung on February 13, 2011, 07:53:42 AM
I like it, however it does feel under cost...I wouldn't want to lower it's gunz since D6 isn't great...however, I would increase the torp costs by a bit, and increase the over all cost by 5 pts.

What does Smotherman cost it at?
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 07:56:48 AM
Let's see:

6 hits= 30
1 shield= 10
1 turret= 5
3d6 guns= 13.5
2 guns= 3
12 heavy guns = (technically according to him 36... but we consider them 1 so 12)
25 speed = 5
6+/4+=10

So.... 88.5 Which is why I placed it at 90.
Title: Re: List of flawed ships
Post by: Taggerung on February 13, 2011, 08:01:25 AM
Seems fair then. If anything I would reduce the heavy gunz to 3 on each side, since something that small wouldn't have massive amount of heavy gunz, or just replace them all together and give it more regular gunz.
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 08:06:39 AM
Here's a good way to compare it to a dauntless:

So we assume that the CL has soopa engines (I think I forgot to include them... but if it takes them its p/s guns go to str. 2)

Then the Basha loses 2 guns on each side, counting heavy guns as .75 guns (long time ago math...) then the basha is up 1 gun on each side. It doesn't have Improved thrusters. And has 8.5 prow wb eq. -.5 less than the dauntless. Also the 45' turns.... that is important as well.

So overall: +1.5 wb eq. -Improved thrusers, -90' turns. Well, there is the Ork fact of -leadership, which is a factor, and the Agressive trait but that is insignificant especially on something small.

Actually I'm curious how a dauntless looks by smotherman:

Hits: 30
Shields: 10
Turrets: 5
Speed: 5
IT: 5
Armour: 10
Lances: 27
Wbs: 12

104 pts. Hrmmm....

So the ship should probably be about 5 points more expensive.

Actually I think -1 HG is a good idea on the sides.
Title: Re: List of flawed ships
Post by: Taggerung on February 13, 2011, 08:13:59 AM
Sweet. I like it. I have been talking with my buddy who plays IN online right now, and he seems to be on board with the changes too.

Thanks Plaxor!


Could you just toss up how much the Deadnot would cost without the torpedoes built in? I would like to use this in my next game :)
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 08:15:08 AM
Hmmmm... lets see... -15 torps eq.... probably 400. Just run with that and tell me how it goes.
Title: Re: List of flawed ships
Post by: Taggerung on February 13, 2011, 08:18:02 AM
Will do!
Title: Re: List of flawed ships
Post by: Valhallan on February 13, 2011, 08:19:24 AM
Quote
Chart:

BB: Battleship
CB: Cruiser Battle
CA: Cruiser Attack (standard cruisers)
CL: Light cruiser
CG: Cruiser Grand
CH: Cruiser Heavy

CR for cruiser (regular cruiser that is_
CV for any carrier...

whoever made up this terminology was probably British.
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 08:24:36 AM
It's good to know someone's using it. (other than the ork list.... people really like playing with that...) My group won't adopt it until it's 'finished', which shouldn't be until april/mayish, as I'm the only person with photoshop. (although it would be nice to have some help with transcribing the rules.. RC helped but he has some kind of wrist injury so I don't want to pressure him).

On another note, In my group is the guy who does BFG army-builder, and when it's finished he said that he'll include an option to use this system instead. So good news :)

Unfortunate thing is that he plays eldar... and is a 40k player (through the looking glass you know?) so thinks MMS is unfluffy. It's going to be a bitch to convince him....
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 08:25:56 AM
whoever made up this terminology was probably British.

I know.... and I spend every day talking to British people.... my God. Those crazy bastards don't know that E comes before R!
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 09:44:29 AM
So I just discovered the 'House NC' rules thread... :)

Nova cannons are crappy compared to Torps. We all know this. They are purely used for psychology. So I was thinking about them, and how they kinda screw up BFG in a way, as they are far too luck based. I hate luck-based things in this game.

There are a few options of how to change this weapon to make it more consistent. Most we've already seen. I'm pretty tired so I'll go through them later... but for now, if anyone has any ideas. Please feel free to mention them.

Oh, and I was thinking about 'if' NC's were affected by LO they would simply be able to re-roll the scatter. Which would probably be good enough to make them competitive.

So Ideas proposed: (and author)

Admiral D: D6 hits when hits stem, D3 when hole is on base. Re-rolls hit (I think?)

RayB: Doesn't roll scatter (or use template). Instead rolls 2d6/3d6 (depending on range) rolls of doubles miss. You take the lowest die for damage result.

LS: Had some idea... didn't pay too much attention to it at the time.... I think it had something to do with shit-tons of D3s.

Anyways. *summoning Admiral D for more thoughts*
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 10:55:50 AM
On another note.... Chaos and marks...

Would anyone object if you didn't need a CSM/Lord to upgrade a ship with a mark? Also every ship must have the same mark unless it is captained by a chaos lord (or in a squadron with a chaos lord) in which case it could take a different mark?

In this case I think that I might delete the Gothic Sector and Incursion fleet. The only thing keeping the Gothic sector list is a Dominator, which can be reserved in if someone wants fluffy, and the Incursion fleet only has a Warmaster who can multi-mark (which doesn't make sense anyways)

Then the 13th/Maelstrom would gain the 50point warmaster.
Title: Re: List of flawed ships
Post by: Sigoroth on February 13, 2011, 11:10:46 AM
Well, boarding actions have people going across to both ships no? Besides, the vessel would no doubt be unleashing a number of toxins and plagues onto the subject vessel.

Any aspect of the ship which effects boarding only effects boarding as a defender. This includes the Voss triumvirate, turrets and the MoN. Makes sense as, if the Nurglites are attacking, they're not doing so in their own ship. Sure the battle may move to the Nurglites ship once they're defeated, but the bulk of the fighting is in the clean ship, and not only is the exposure minimal, but it's also occurring while the enemy are beaten. If you're trying to attack the Nurgle ship, then sure, hostile environment away.

Note: Nurgle's blessings have always been about toughness anyway. It is a defensive mark, not offensive. So it makes sense that it wouldn't be usable when the attacker.
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 11:16:07 AM
Yep. Hostile Environment is a defensive only trait now. You've swayed my logic.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 13, 2011, 12:11:11 PM
Actually I'm curious how a dauntless looks by smotherman:

Hits: 30
Shields: 10
Turrets: 5
Speed: 5
IT: 5
Armour: 10
Lances: 27
Wbs: 12

104 pts. Hrmmm....

So the ship should probably be about 5 points more expensive.

Improved Thrusters is at 10 points in Smotherman. It's the "+1D6 on AAF" entry.

If you want my ideas on NC look it up in one of the Warp Rift issues. I don't remember which. The basics however is 1D6 on direct hit. On a scatter if the center hole lands on the base, it's 1D3. Outer Template will do 1 point of damage. The article also has rules on interacting with Eldar holofield, the one with the MSM and Necron's Reactive Armor.
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 12:28:34 PM
14. I looked at it.
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 01:35:03 PM
Updated 'Introduction' document. I still need to type the shooting phase. Hopefully I'll get around to it either today or tomorrow.
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 04:18:17 PM
Updated the rules again.... this time actually renamed it to BFG: Revised Ruleset.

Added in the shooting section. I'm pretty dazed from lack of sleep now, but after a good rest I'll add in RC's section/comment mods and think about adopting some bomber system.
Title: Re: List of flawed ships
Post by: Plaxor on February 13, 2011, 05:22:26 PM
Third Update... Incorporated RC's parts of the rules/comments. So feel free to comment and email back to me!
Title: Re: List of flawed ships
Post by: Phthisis on February 13, 2011, 09:26:08 PM
Just one more requrest regarding the Traitor Fleets doc.  Please include the Desecrator in the 13th Black Crusade fleet.   Either that or don't require light cruisers or escorts to purchase a cruiser in the Tartanus list.
Title: Re: List of flawed ships
Post by: Plaxor on February 14, 2011, 06:14:05 AM
Always so demanding! Ugh.

The Maelstrom fleet is the intended opponent of the Tartanus sector list, both require light cruisers and escorts. The Maelstrom fleet was developed for those who wanted to run Cls (and was made specifically to support them, even to the ends of requiring them).

New ships won't be added to old lists (at least in the case of IN/Chaos) to prevent shuffling them too much. All new ships were added to Tartanus/Maelstrom, and even then we weren't thinking of giving either race new vessels, but people kept complaining.
Title: Re: List of flawed ships
Post by: Phthisis on February 14, 2011, 07:33:36 PM
Ah, sorry for being a pain. 
Its going to be a while until I can field a Tartanus list with a Desecrator then.  My wife is starting up an Eldar 40k army and so that limits what I have to spend on Chaos escorts and new cruisers to cut in half and pin.  And our gaming group will have to escalate beyond 1500pts in BFG before I'm likely to have enough points to field one anyway.
So I get my attack carrier battle barge but am unable to use it.  :(
Title: Re: List of flawed ships
Post by: horizon on February 14, 2011, 07:56:36 PM
I am totally falling out on what is happening in this thread these days.
Title: Re: List of flawed ships
Post by: Plaxor on February 15, 2011, 02:10:54 AM
Here's a summary of the past few days (at least what I remember) organized by person:

Eldanesh: suggested that chaos have -1 leadership, and gain an option for Mark of Chaos undivided (which would cost 10 points and give+1 leadership)

My response: Called him insane. Then threatened to sic Sigoroth on him/send him back to the warp where BaronI came from.

Taggerung: Plays orks; wanted to understand why orks are so torp dependant (explained how these rules are more shooty), why the orks need to waste so much on non-redundant weaponry (heavy guns on ranged ships....).  I think he wanted something else... but it probably wasn't significant.

My response: Orks character is that they have mixed weaponry that can only fire in one arc. This makes them have more weapons overall, but it's quite difficult to use it. Also the many heavy guns confirms the fact that you don't want to get close to an Ork. Added zzapp gun option/power fluctuations rules to the Big Mek character in Orks.

Pthisis: Complained that the Despoiler doesn't fit the fluff as an assault carrier well, and that 'Horizon's profile' did less.

My Response: Added Desecrator to 'Maelstrom Incursion fleet'.

Sigoroth: discussed how marks are worthless. (Eldanesh had something about this)

My response: Cheaper marks/available without characters or marines. Only one mark may be taken unless the ship has a chaos lord.




General things from me: I typed up the main rules from the book in a word document, slashed out text I didn't like and rewrote it, changed minor rules.... Blast markers etc. I would love it if you would read it horizon.
Title: Re: List of flawed ships
Post by: horizon on February 15, 2011, 06:25:58 AM
I agree: marks are useless.


Thanks for the recap. :)
Title: Re: List of flawed ships
Post by: Plaxor on February 15, 2011, 10:08:02 AM
Yeah... marks are at 15 points. MoN changed its boarding defensive quality to 'Hostile Environment' which makes boarders roll two dice and pick the lowest. (this was due to a long ago discussion on the old specialist games about how it didn't make sense that Orks/Nids couldn't board a nurgle ship)

I'm pretty sure that I'm going to allow any ship to take a mark, but only allow fleets to take one mark (except for ships in squadrons captained by Chaos lords)

Other than that, here is some more discussion points:

Fleet Lists:

GSIF:
Looks like since the marks of chaos are being changed there is no real solid reason to keep the 'Gothic Sector Incursion Fleet' around. So I will delete it unless there are significant protests.

Gothic Sector:
This fleet is only really kept around for a Dominator.... one dominator.... I really think this should be axed, as a person playing fluffy could just reserve a Dominator in.


Imperial Navy (and subsets):

Dominator: Without the Gothic sector list there is really not much need to balance this against the Tyrant. In fact really none at all as in BFG Rev there is very limited list swapping (with reserve/ally rules being different). So it's fine to say that this is free.

So I would like to change its 'downgrade' to 8@45 and have it be 5-10 points cheaper. With 6 it seems like a bullshit upgrade, and -20 points is huge for that. Without 8fp it's very skewed in the 'firepower to survivability' ratio.

Without competition from the Tyrant there is really no reason to keep it that way on that end, and with 8 it sits at +2 long range from the 'new' Tyrant anyways, where it was before, but short the total overall weapons batteries.

In Tartanus it only really has to compete with the Hydra, which is a cheap linebreaker type cruiser, which incidentally has some longer ranged weapons. In Tartanus there is no solid LR weapons options, which is all-right, but it would be nice to swap that. Also the main thing is that with a -20 point deduction... it is much cheaper than the Hydra, which doesn't really make sense with the fluff....

Hydra/Tartanus/Misc ships:
After thinking about the list, and the -2 torp +1 turret swap, I was thinking that they might just have -2 torps and be 5 points cheaper on general cruisers. It doesn't really make sense that they are more technologically advanced, and the extra turret was tossed in to balance the torp loss. As well cruisers are restricted items in Tartanus, so it's reasonable to make them 1-3 points 'relative' undercosted.

Invincible: I will add this to Bakka when I come around to it.... RC/Admiral D, did you come up with a solid profile for this/location in the list?

Cobras: Well... you guys might yell and bawl for this one... but this is done for a number of reasons...

So the 'Widowmaker' upgrade I want to turn into simply the 'Improved Auger' special rule. This is for redundance, and simplification more than anything else. Although notably better than what they currently have (with widowmakers being a more often than not taken upgrade)

Cobras were good before the FAQ, but as escorts not that great. The reason why there were so good was that they could attack from great distances without ceding their weakness, their armour. However, now with combined torp salvoes being smaller they took a huge hit, and with escorts being sub-par anyways I want to do this:

+1 wb (their single weapons battery was kind of bs anyways, and VERY rarely used, as they kept to the back to prevent getting shot and dying). The reason for this is to give a bigger punch for the 'Widowmaker' tradeoff.

Chaos:

Murder (and how I hate you):

This will be my last argument for the Murder/Carnage conundrum.

I did think that the best solution would be to change the Murder's forward lances to 45cm and making them LFR, however the vessel would need to increase in points by 5-10 at that point.

The Carnage can put out the same firepower at 60cm as the murder at 45cm, sure if you count the lances, but at these ranges it's difficult to account for 2 arc usage. The lance-murder variant is slightly better, but not by much. Honestly the Lance-murder is about correctly balanced with the Carnage, it's the wb one that hurts. The lances aren't as good on the prow anyways for the murder, if you only intend to use them for long range, as you can't really maintain range with your enemy, the Carnage still beats you out on FP (only by 2 in this case) but you are much less defensive (closing vs. abeam) which really hurts you SINCE THE FLEET MOVING TOWARDS YOU WILL BE IN  YOUR FACE NEXT TURN.

Honestly if this were done, I would likely make the lance murder variant +5 points, which is balanced, and good for fluff (as the lance one is rarer)

Light Cruisers: Anyone have any comments for these? Or any of the other new vessels (Nephilim, Relictor, Desecrator?)

Orks

Oh Orks, not much to say about them, as their fleet build is nearly done. The Deadnot will be losing side torps (but maintaining them as an upgrade). Claws/Drills will be added, bonus turrets on escorts will get deleted.

Tau

Still need a decision on the Warden, otherwise they're sitting pretty. Oh and I need some name for a secondary commander.


Title: Re: List of flawed ships
Post by: horizon on February 15, 2011, 10:43:16 AM
No Changes to the Murder and/or Carnage.

Keep Widowmaker as is (only Cobra's). Lovely rule.




Title: Re: List of flawed ships
Post by: RCgothic on February 15, 2011, 11:14:11 AM
Perhaps you should keep a change log Plaxor? I know it's a little extra work, but if you're already posting what the latest changes are in here it's just a copy-pase job, and you can keep it with the other files.

That way we'll have a quick reference for what changes are being made and we know where to go to find out, and no-one will get lost with what's going on just because this thread is huge.
Title: Re: List of flawed ships
Post by: Plaxor on February 15, 2011, 11:25:32 AM
Yeah... You're right. I'll Type one up immediately.

And I'll likely end this thread and move it over to a BFG:Revised thread in 'Experimental rules' as the name isn't so applicative, and it's technically in the wrong place.
Title: Re: List of flawed ships
Post by: RCgothic on February 15, 2011, 03:52:54 PM
Invincible:

Hits12 Shields 2 Speed 25 Turns45' Av6+/5+ Turrets3
Prow Torps S6
P/SB WBs FP15@60cm
Dorsal Lances S3@60cm

Special Rules: May not CTNH, Suffers Crits on 5+, all Crits +1 modifier.

It's the best fit for a true battlecruiser. The other proposals just make it a fast cruiser/grand cruiser. Smotherman puts it at 2.5pts fewer than a Retribution, however, I feel it over-values the long-range WBs by 20-30pts, and doesn't take account of the special rules, which are worth a deduction of another 20-30pts, but the +5cm speed is worth far more than an additional 1pt (call it +20), and you're looking at 312.5pts. Rounding up you're looking at 315pts.

As for the cobra, I like it fine just the way it is - I'm strongly opposed to forcing players to cram any number of torps onto one 20mm square base. I would propose:

A: Players may continue using the original markers if they wish.
B: Players may instead use a 20mm square base to represent 3 torpedoes in the wave which must be placed line abreast. A single D3 may then be used to keep track of the wave strength.
Title: Re: List of flawed ships
Post by: Plaxor on February 15, 2011, 09:14:26 PM
Torps.... 20mm per 6.

Cobra will stay as is then.

Horizon seems to have bolded his NO. So no changes on Carnage/Murder
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 15, 2011, 09:50:31 PM
You can check my Invincible a few pages back.
Title: Re: List of flawed ships
Post by: Plaxor on February 16, 2011, 01:04:15 AM
So on the Cobra, one last thought before you guys shoot it down. :)

Swapping widowmaker for the 'Additional Magazine' trait. Which gives them +1 to LD to reload ordinance (similar to the RTtransport)

Orks: Looted Torpedoes changed to Additional Magazine trait. Cost 20pts.
Title: Re: List of flawed ships
Post by: Taggerung on February 16, 2011, 01:30:44 AM
I would enjoy having a +1 leadership to reload.
Title: Re: List of flawed ships
Post by: lastspartacus on February 16, 2011, 01:54:24 AM
So what exactly does the Hydra do?
Title: Re: List of flawed ships
Post by: Plaxor on February 16, 2011, 02:23:32 AM
So what exactly does the Hydra do?

Exist mostly. It's basically a Tartanus Tyrant. It has old Tyrant rules, -2 torps, can't purchase a NC

Oh and doesn't have the option for range upgrade
Title: Re: List of flawed ships
Post by: Plaxor on February 16, 2011, 03:56:00 AM
Uploaded a 'USR' document with all the special rules for vessels. Still working on my 'changelog', but should have that done by tomorrow, at which point this thread will move.
Title: Re: List of flawed ships
Post by: Plaxor on February 16, 2011, 06:36:15 AM
Writing about Bombers: (this sucks)

Note that all situations involve a wave of 6 bombers (or a mix of bombers and fighters)

So currently we have this as our best possible outcome of damage against a 5+ armoured vessel: (accounting for turret suppression)

TurretsDamage
14.58
23.11
32
41.5
51.166
61

Knowing this let's look at possible revisions:

I proposed D3 attack runs and no more turret suppression/- from turrets, this looks like:

TurretsDamage
13.667
23.33
33
42.667
52.33
62

So a sizeable gain 3+ turrets. Well... not that sizeable, but we'll see.

Let's look at if turrets hit on 3+ and we used this same system:

TurretsDamage
13.555
23.11
32.66
42.22
51.77
61.33


I think that's the money shot. It fits all the goals that I wanted, making bombers worse against 1 turret items, better against 4,5&6 and about the same to 2,3 Any thoughts?

Lets see how this would hurt torps:

Each turret would kill 1/6 more torp... not such a big deal... but torps already got a little neutered. Hrmmmmm......

How about this; Turrets re-roll hits against waves of bombers:

TurretsDamage
13.5
23
32.5
42
51.5
61


Interestingly almost identical to current rules..... however this is kinda a weird complication... less than current however.... so no big deal. You could even add in a 'Turret suppression rule' that would prevent the re-rolls. Only one fighter would be necessary to do this.

Of course this does make Bombers slightly more powerful, but I like RCs idea that fighters will remove D3 bombers in a wave unless the wave is escorted by Fighters, in which case it will simply remove the fighter.

Assault boats would not receive the 'turret re-rolls against' unless the ship had the 'fast-tracking turrets' special rule. Which would give ABs their substantial boost. Fluff behind this could say that bombers have to fly around the ship finding the best location to drop their payload. ABs land on the first spot that they see and cut into the hull.

Of course ABs would have to be escorted by fighters to not get murdered by enemy fighters just the same.


Thoughts?
Title: Re: List of flawed ships
Post by: Plaxor on February 16, 2011, 06:38:34 AM
Oh, and I'm thinking FDTs for Bakka and Admech change to 'Fast Tracking Turrets' quality. Which allows them to re-roll hits against ordnance.
Title: Re: List of flawed ships
Post by: RCgothic on February 16, 2011, 09:08:21 AM
I don't think you figures for D6-T work out.

Taking as an example vs T2:

There's a 1/4 chance of 4 bombers surviving to do 1.67 attacks each
There's a 1/2 chance of 5 bombers surviving etc
There's a 1/4 chance of 6 bombers surviving etc.

That adds up to a total of 8.35 attacks and therefore 2.78 hits total.

This is significantly less than any of the D3 options - If D3 was an easy solution it would have been the first one we spotted!
Title: Re: List of flawed ships
Post by: Sigoroth on February 16, 2011, 05:23:19 PM
I don't think you figures for D6-T work out.

Taking as an example vs T2:

There's a 1/4 chance of 4 bombers surviving to do 1.67 attacks each
There's a 1/2 chance of 5 bombers surviving etc
There's a 1/4 chance of 6 bombers surviving etc.

That adds up to a total of 8.35 attacks and therefore 2.78 hits total.

This is significantly less than any of the D3 options - If D3 was an easy solution it would have been the first one we spotted!

Well, with 1 fighter in the wave it comes to an average of 2.97 hits, but yeah, still not 3.11 He made the mistake of simply using an average of 1 turret hit to come up with 3.11 hits, which would be fine if the distribution was symmetrical (both in terms of probabilities, which it is, and consequence, which it isn't).
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 12:08:10 AM
Yeah.... my mistake.

Had another idea though. How about 'pulsar bombers'? :)

They get 1 attack and if they hit then they may roll a second attack, then third.

Would look like this against T2:

would cause 2.4 hits against 2 turrets in our scenario.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 04:04:33 AM
Updated rules. Now includes advanced rules (other than Celestial Phenomena)

I need to do some rules revisions, so I'll print it out later and do this, but I would love anyone to do a commentary.

I'll do a foreword later. Then start building the PDF from page one.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 05:27:06 AM
So another thought on bombers.... Well we know that bombers would ideally need about 1.5 attack runs in order to be properly effective....

Well.... I imagine that you guys will shoot this one down.... but what if every ships launch capacity was increased to 1.5x the amount it has now?

Of course there are some oddities such as the Defiant, which would need to go to two per side, and the Styx which would go to 8 or 10.

Then bombers would simply have 1 attack run each. This would also make assault boats better by basically giving more of them.
Title: Re: List of flawed ships
Post by: Taggerung on February 17, 2011, 06:01:08 AM
I personally like how bombers are done prior to the stupid turret suppression rules. It seemed pretty simple. I also like the idea of losing D3 bombers unless you have fighters.

Normal bombers get d6-turrets, remove d3 bombers when attacked by fighters, unless escorted.

Fighta Bommaz, get d3 - turrets, but ignore up to 2 turrets, count as fighters so remove only 1 for each fighter attacking.

Seems pretty solid to me...what do you think?
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 06:20:00 AM
Well the reason TS was added because of the exponential regression that D6-t causes. In fact so much that you will suffer about half as much damage from bombers for each turret you add on. Making the value of turrets exponential, screwing with low-turret entities, and making it pointless to have more than 6 turrets.

Most importantly, it makes a primary weapon useless against certain opponents.

Ideally we can come up with a system that will make bombers do about the same amount of damage on average as they currently do, but will eliminate the need for the extremely complicated TS/TR rules.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 06:37:25 AM
Although your system is decent.... and I'll likely do that if I can't think of anything else.... ugh....

So far things proposed:

D3: Too powerful
Single re-rolls hits: Decent, although kinda weird
Pulsar: Decent... but weird for the same reasons
Increasing LBs: Would likely have apocalyptic consequences!
Minimum of one attack: Boring, and still weird
Single +1 to hit: Very weird... and potential limiting.
D2: Perfect, but people don't like rolling D2s :)

Oh then RC's D6-2, but that just makes bombers better against most targets, and you might as well just go with D2's.
Title: Re: List of flawed ships
Post by: horizon on February 17, 2011, 06:40:00 AM
My idea:
Bombers : D6 - turret value.
Fighter Bombers : D3 - turret value.

Fighters vs Ordnance: (ditch the World War Naval background to make better rules, ammed Star Wars/Wing Commander!!)
All fighters gain resilience (new Eldar rule to be made...). 4+ to stay in play, per Sigoroth's rule.

Fighters in a bomber wave =

i. If fighters survive turret fire then: turret reduction goes down by 1 per surviving fighter.
or
ii. If fighters survive turret fire then: attack wave gains +1 attack run.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 06:44:12 AM
I am a fan of TTS. So I do like that idea. Thanks for speaking up Horizon

Maybe Eldar could re-roll their Resilience? or roll it any number of times during an ordnance phase?
Title: Re: List of flawed ships
Post by: horizon on February 17, 2011, 07:02:59 AM
Made an edit. I need to do the math for i and ii. Red vs Blue.

Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 07:23:10 AM
Oh one thought that came up. How do people feel about pre-measuring? I personally don't like it, feeling that it adds needless complications and reduces a certain skill aspect of the game. Any thoughts?
Title: Re: List of flawed ships
Post by: horizon on February 17, 2011, 07:25:11 AM
Pre measuring, played a few battles with it. It slows game play down.

I would not be against disallowing it.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 07:32:57 AM
Yeah.... every game I've played with it is somewhat like this:

Player A places a base where he thinks he wants to move his ship, measures weapons ranges, realizes he will be out of range/will get a right shift/whatever. He then tries a different location and does the same. Then realizes that he might be able to use the planet to get some help, does that...

It's watching someone do everything in their turn before they commit to doing anything....
Title: Re: List of flawed ships
Post by: commander on February 17, 2011, 08:05:59 AM
pre-measuring: dump it.
Title: Re: List of flawed ships
Post by: Taggerung on February 17, 2011, 08:57:39 AM
Disallow pre-measuring of weapons during the movement phase...I like the pre-measuring in shooting however since it makes sense that they would know what would be in range...removing it also gets rid of target priority rules, which are kind of important.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 09:09:00 AM
Not really an issue. You declare your target, you then measure range. If you/your opponent think that it isn't the closest then you measure and compare.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 09:33:11 AM
Also just because they have the tech to know how far away things are doesn't mean much. An American military study tested jet-fighter pilots to see how much information they could respond to out of all the information they are given in the cockpit. The result was... 12%
Dismal at best.

Besides, every player is at least a decent judge of how far something is, ships take time to lock their guns on the proper heading, load ammunition, etc. I don't think it's that unreasonable that they would check range against every ship first. Rather:

Commander: shoot that one! It looks like it's within 30,000 km...
Guy: But commander? the ship is 30,001 km away?
Commander: So?
Guy: Our weapons get a right shift on the gunnery table!
Commander: Right! let's shoot something else, how far is that random escort?
Title: Re: List of flawed ships
Post by: Taggerung on February 17, 2011, 09:58:14 AM
Eh...do what you will, but my group will most likely still use pre-measuring as literally it only comes up in the shooting phase, and slows down nothing.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 10:03:43 AM
Yep, we might very well say pre-measuring ranges in the shooting. Honestly that isn't a big deal, or much of an issue at all. Depends on what Horizon says. (Yes I've called you out Horizon.)
Title: Re: List of flawed ships
Post by: horizon on February 17, 2011, 10:09:08 AM
*THE LAW STRIKES BACK*

With pre-measuring I meant the measuring in the movement phase to get best positions (eg to get in range and all).
This movement pre-measuring could/should go in my opinion as it slows it all down. Going by 'eye' can also make for cooler situations. heheh.


In the shooting phase measuring is a given:
- eg you must fire at closest (unless ld test is taken).
- You must measure to see what the range is.

So shooting phase has no premeasuring really.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 10:12:23 AM
With pre-measuring I meant the measuring in the movement phase to get best positions (eg to get in range and all).
This movement pre-measuring could/should go in my opinion as it slows it all down. Going by 'eye' can also make for cooler situations.

I think that's the general idea. Not knowing if you're going to be in range when you fire is cooler. Cooler=win.
Title: Re: List of flawed ships
Post by: horizon on February 17, 2011, 10:24:27 AM
Your name!

Good poll by the way.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 10:29:04 AM
Yep. When I try to delete it keeps giving me error messages. So I changed it.

As far as my name goes, I was screwing with my profile settings. I'll probably change it back in a little.
Title: Re: List of flawed ships
Post by: RCgothic on February 17, 2011, 10:35:42 AM
Although your system is decent.... and I'll likely do that if I can't think of anything else.... ugh....

So far things proposed:

D3: Too powerful
Single re-rolls hits: Decent, although kinda weird
Pulsar: Decent... but weird for the same reasons
Increasing LBs: Would likely have apocalyptic consequences!
Minimum of one attack: Boring, and still weird
Single +1 to hit: Very weird... and potential limiting.
D2: Perfect, but people don't like rolling D2s :)

Oh then RC's D6-2, but that just makes bombers better against most targets, and you might as well just go with D2's.

The current average attacks is 1.67 per surviving bomber against T2.

D3 do an average of 2, and are therefore a buff.
+1, Re-rolls and pulsar all feel contrived.
D2s are weird for never being explicitly used anywhere else, and cut bomber effectiveness by 10% (I don't agree a nerf is necessary).
Increasing LBs would indeed be apocalyptic.
True Turret Suppression: Could work, but increases dependency on fighters, which is a negative as ABs get no similar bonus.
Minimum of one attack: Is more powerful against all turreted targets. Has the same average as D3 against T2.
D6-2Has an identically equal average against T2. Would go to D6-1 for crippled targets, which is again the same as now for T2 targets.
D6-2 with modifiers Similar to D6-2, but also incorporates True Turret Suppression and defensive bonuses for turret massing. Starts to get complicated, would actually affect tactics to a great degree, and still doesn't benefit

Of all these systems, the only ones I would consider viable are TTS or D6-2, with a preference for D6-2, for the simple reason that they change things the least and don't adjust the overall power level of bombers that much all things considered. Of those two, D6-2 is the simpler and doesn't arbitrarily favour escorting bombers over escorting assault boats.

The only other system I can think of is a bit more radical:

Bombers get D3 attacks. They are therefore 20% more powerful than at present against T2. Fighters get 1 attack each. Including fighters in a wave therefore dilutes their effectiveness - a wave of half bombers/half fighters would score 1.5 attacks on average, which is less than a wave of pure bombers at present. Fighters also count as resilient against attack craft markers, but NOT against turrets, torpedos or direct fire weaponry. Resiliency is changed so that multiple saves may be attempted per turn. Fighters must engage each other before moving on to attack the bombers.

How this would play out is: A wave of 2 Fighters and 4 bombers are intercepted by 3 fighters. The interceptors fail one of the 2 saves caused by the 2 defending fighters, and simultaneously the defenders fail one of the 3 saves by the three interceptors. In the second round of combat, the remaining defender fails its saves, and so does one of the attackers. In the third round, the remaining attacker removes one bomber and passes its save, and in the fourth round, one bomber is removed and the fighter fails its save. 2 bombers remain and may attack a ship.

This gets around Sigoroth's earlier objection to a 2:1 kill ratio, because a fighter is just as likely to kill as many bombers if they contact all at once, or if they detatch and contact one-by-one.

This sounds good, but would probably require play testing. Also, a fleet without any ordnance would be much more vulnerable than one that could put up SOME defensive ordnance.
Title: Re: List of flawed ships
Post by: RCgothic on February 17, 2011, 10:37:30 AM
As for pre-measuring, as far as movement goes it should be like chess:

If you take your fingers off, that's where it stays unless your move was actually illegal.

As far as pre-measuring for shooting goes, meh, whatever. You already need to determine which the closest ships in each fire arc are, which can take a lot of measuring anyway.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 10:47:48 AM
RC, that was hard to follow.

Currently Resilient Ord doesn't work against turrets or weapons fire. Only against other ordnance markers.

I don't think there would need to be any specification that it doesn't work against Torps. Maybe they only remove 1 marker (I.e. 1 20mm base, so against 9 torps they would only kill 3)

The fighter could only kill one anyway. Unless the player was able to place his fighter in front of another torp salvo when attacking another one.

AB buff.... Hmmmmm.... ABs did get a lot considering the Terminators rule, however they do need a list tailored to use them.

I think we will be using TTS, as I'm a fan and there aren't really any objections (at least yet!). There is one minor thing I do intend to change; if two resilient things run into each other and both pass their save then they both die. As they would naturally keep fighting, and they already passed their save, so they can't make another.

I do think that having a carrier should be almost necessary. I mean... how screwed do you think a modern fleet would be without one?

Although fighters should be better defenders, which is why I do like them being able to remove multiple bombers.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 10:56:33 AM
On the note of ABs you could give them either more H&Rs for each fighter in the wave, or the Terminators rule if any fighters survive after turrets.
Title: Re: List of flawed ships
Post by: RCgothic on February 17, 2011, 12:23:13 PM
I would much rather drop turret suppression completely and go for D6-2.

It's simpler, doesn't preserve the exponential benefit of increasing turrets, and doesn't arbitrarily benefit bombers over assault boats - any change to assault boats we've thought of so far come across as convoluted and unnatural.

On resilience: I think it should be fought out in rounds. Both sides make their attacks, and if there are any survivors they attack again until one or both sides are dead. Fighters get saves, bombers don't. This meshes better with 'after the defending attackers are dead, attack bombers' than does conducting one round of fighter combat and then also attacking the bombers (which will by neccessity have multiple rounds anyway when the fighters survive against the non-resilient bombers).

With resilient fighters and no restriction on number of saves that can be taken, on average each fighter will kill 2 bombers/ABs. On average, 1 fighter will kill 1 fighter. This means it is worth it to take fighters in the wave rather than risk interception, and also gets around sending in 1 attack craft at a time until the CAP is dead.

In summary:
Make fighters resilient - this is pretty much the only way to make escort duty make any sense.
Allow unlimited resilience saves - this improves the average kills of a resilient fighter to 2 from 1.5 - important for incentive to escort.
Please drop turret suppression altogether - not required with above changes, complicated and not of much benefit.
Therefore only bomber system that's left that works is D6-2.
Title: Re: List of flawed ships
Post by: Eldanesh on February 17, 2011, 01:01:37 PM
Pardon me, but this solutin is a bad one

1. what do you do with already resilent fighter? Reroll? - that would be a bit too *awesome*

2. unlimited resilent saves... increases the "luck factor" - bad thing

3. permanent W6-2 regardless of turret streng makes turret upgrades (like in the current Bakka list) more or less useles/overcosted.

4. In generell: you are strengten AC in effect, without any "counter". This will totally shift the power focus away from gunships more to the carriers. In fact winning/losing will be a simple matter of AC. Because AC are a potent offensive weapon as well as the only effective defensive agiaansz it.


-> Any changing in the ules should keep in mind that AC should be "just another weapon system": with drawbacks as well as advantages. So if you increase the power of bomber/AC, there should be a "conter": ether they can be more easily killed by Escort or something like this.

And, -personnel taste- IF you change the power focus you should lower the influence of carriers. At all, they are already a much to dominant factor: even if you wanna play a "gunfleet" you'll need some of them (at least 4 hangars per 750P) otherwise you'll lose..

Title: Re: List of flawed ships
Post by: RCgothic on February 17, 2011, 01:23:07 PM
D6-2 does not increase the power of AC in general, except against T3+, which strongly deserve the nerf. D6-2 with scrapped turret suppression is the ONLY system proposed so far that maintains current power levels against T2 targets. TTS will allow a wave of 3f&5B bombers to score 17.5 attacks compared to a current average of 11.7 - that's an increase of 50%!

T3 under the D6-2 will still be 300% more protection than T1 - in other words BBs will remain better protected than their cruiser counterparts, so it will still make sense for carriers to target only the weak or crippled, whilst making attack runs against a BB a viable (if less effective than agaisnt cruisers) option, just like for any other weapons system.

Meanwhile, I am proposing to double the effectiveness of fighters, which will have the effect of reducing the effectiveness of bombers - they either die more frequently or are reduced in numbers by an escort.

Resilient fighters such as Eldar would get an improved save, such as 3+, which would retain their effectiveness at 50% more than standard fighters.

No part of my proposals buff carrier fleets generally - the weakest links in a gunfleet (T1) actually get stronger, whilst the most common target (T2) remains completely unchanged. Yes, T3+ get weaker against attack craft, but they are still stronger than T2 targets, so a carrier fleet focussing on attacking high turret targets could have done more damage targetting T2 or T1 targets instead. This is the same situation we have currently.
Title: Re: List of flawed ships
Post by: horizon on February 17, 2011, 01:26:56 PM
I dislike D6-2 out of princple
2 should really really be turret value of ship.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 01:34:33 PM
Horizon, with fighters reducing the number of effective turrets for all bombers it increases their 'damage' by about 1/3 overall.

Hmmmm.... maybe D3's -turrets, but you ignore as many turrets as you have surviving fighters.

However that would mean that your bombers wouldn't do anything against 3+ turrets, unless you had fighters abounding.
Title: Re: List of flawed ships
Post by: horizon on February 17, 2011, 01:39:06 PM
That's why I kinda still like the official version with the addendum that only surviving fighters add +1 attack run.
Balanced, clear and no need to add/rewrite a lot of things.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 01:46:12 PM
Hrmmm... so you're telling me....


Bombers do D6-T attack runs. For every surviving fighter the 'minimum' rolled becomes that number?

So a wave of 3F3B against a 3 turret entity, would mean that the Bombers would roll D6-3 attack runs, to a minimum of 3 (assuming all three fighters survived).

I like it. No if ands or buts. The 'remaining bomber/max turrets' stuff is wordy and unnecessary.

It would be interpreted that even if in the same scenario, the wave was going against 1 turrets they would still Roll D6-1 to a minimum of 3 if the fighters survived.
Title: Re: List of flawed ships
Post by: RCgothic on February 17, 2011, 01:52:24 PM
D6-2 is far preferable to D6-T and its exponentially reducing damage. Even with the cack-handed attempt at turret suppression it's still horrible.

D6-T & TTS equates to a massive buff in AC effectiveness, roughly twice the buff D3 attacks would be AND it still leaves ABs out in the cold.

D6-2 and Unlimited Resilient Fighters equates to a rough nerf in AC power (or unchanged if you can't put up defensive AC)
D3 and Unlimited Resilient Fighters would probably be no-change overall, though low-AC fleets would get harder to field.

D6-T to a minimum of F: Either you limit it to the number of T (in which case against a T2 target with 2 Fighters the results would be (4,3,2,2,2,2) with average of 2.5, or you don't limit it and you could end up with 4 F against a T2 target scoring (4,4,4,4,4,4) with an average of 4. One is obviously more broken than the other, but either way, it's a strong buff against T2 targets. It's also a strong buff to large wave sizes, as they can abuse the mechanic to a greater degree.
Title: Re: List of flawed ships
Post by: horizon on February 17, 2011, 02:10:07 PM
No RcG
D6-2 is daft compared to D6-T. ;)


Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 02:18:29 PM
It's relative to how many survive.

3 fighters and 3 bombers against T2 in this situation would result:

2.54 Damage

2F4B:
2.72

1F5B:
2.77

6B:
2.77

So not really of any use unless against higher turret targets.
Title: Re: List of flawed ships
Post by: Eldanesh on February 17, 2011, 05:03:41 PM
Quote
D6-2 does not increase the power of AC in general, except against T3+, which strongly deserve the nerf. D6-2 with scrapped turret suppression is the ONLY system proposed so far that maintains current power levels against T2 targets. TTS will allow a wave of 3f&5B bombers to score 17.5 attacks compared to a current average of 11.7 - that's an increase of 50%!

T3 under the D6-2 will still be 300% more protection than T1 - in other words BBs will remain better protected than their cruiser counterparts, so it will still make sense for carriers to target only the weak or crippled, whilst making attack runs against a BB a viable (if less effective than agaisnt cruisers) option, just like for any other weapons system.
Lol made my day. ;D

This the the proof that numbers (wrong numbers, but that doesn't matters here at all) can't replace a valid argument.  Your system simply screws up every basic game mechanism. You won't see anything others than carriers under this rules.

Your 17.5 attacks equals 
- a Firepower of 24,5 against 30cm closing capitalship,
- a firepower of 34,5 in the third column (capital ship moving away)
- a firepower of 49,5(!) against a 30 abeam capital ship/moving away over 45cm etc.

Even if you consider lock on that doesn't change much - AC are than the superior weapon system in every aspect.

There is absolutly NO reason to favor a gunship over a carrier under this rules. They are already a very good weapon system.  Their only downside is, they lose performance/are useless against high turret values.

Don't get me wrong: you CAN abandon turret surpression. You can even say that every suriving bomber does D6 attacks or even 6 attacks. No big deal.
But you have to introduce some counter-mechanism that allows a player with the inferior number of AC to, well...counter them.

- let turrets hit on 2+
- fighters remove Bomber on a 1:2 or even 1:4 ratio (this allows viable defensive tactics with inferior number of AC)
- Escorts hit a have on 3+
- etc.

It doesn't matter what you do, but if you improve AC in such a way, you need a counter.

I'm with you that the current system is not elegant, but your proposal is simply too strong.




Title: Re: List of flawed ships
Post by: RCgothic on February 17, 2011, 05:30:14 PM
You could not have missed my point any further. I am against True Turret Suppression (TTS). The number I posted were for TTS, demonstrating how overpowered TTS is. It is TTS gives you 17.5 attacks. I am vehemently against TTS for exactly the reasons you have just posted. We do not disagree.

Someone proposed current system (D6-T), but with TTS. That is the system that is overpowered. That is what I'm arguing against.

I suggested D6-2. D6-2 is identically equal to the current system (D6-T without TTS) at T2, and AC become weaker against T1. AC become better against T3+, but they are still weaker than against T2.
Title: Re: List of flawed ships
Post by: Valhallan on February 17, 2011, 05:40:23 PM
imo the simplest solution yet is d6-t min 1. gives the lil advantage vs high turrets but same-ish vs lower turrets.
Title: Re: List of flawed ships
Post by: RCgothic on February 17, 2011, 05:41:59 PM
It's not same-ish.

D6-T to a minimum of 1 has the same average value against T2 as a D3, which is a 20% buff.
Title: Re: List of flawed ships
Post by: RCgothic on February 17, 2011, 05:50:29 PM
One thought:

Bombers get either 2 attacks or D3 attacks. Either way, they get an average of 2 attacks each.

Ships then get a 6+ "Turret Save" against each attack run (say the turrets are desperately trying to shoot down the bomber-launched anti-ship missiles).

The final number of attack runs that roll against armour will be equal to 1.67, identical to the current system. If you want to push the boat out, battleships could get a 5+ save to represent their increased defences.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 06:22:21 PM
Maybe a save per turret rather than against each attack? say 5+? Each successful ignores an attack?
Title: Re: List of flawed ships
Post by: RCgothic on February 17, 2011, 06:56:29 PM
Doesn't maintain the neat 1.67 average that a straight 6+ against all attacks gives.
Title: Re: List of flawed ships
Post by: Plaxor on February 17, 2011, 07:15:31 PM
I'm afraid you're way too in love with your 1.67. It needs to be close, but within .2 is fine.
Title: Re: List of flawed ships
Post by: RCgothic on February 17, 2011, 08:18:09 PM
I'm not married to the idea of it MUST be 1.67, but I'm trying not to let AC get more powerful. Less than 1.67 is more acceptable than more. Here's an analysis:

D6-T:
Code: [Select]
T\Wave 2 4 6 8
1 3.8 8.8 13.8 18.8
2 1.7 5.0 8.4 11.7
3 0.5 2.5 4.5 6.5
4 0.0 1.0 2.0 3.0
5 0.0 0.3 0.6 0.9

D3 6+ against all
Code: [Select]
T\Wave 2 4 6 8
1 2.5 5.8 9.2 12.5
2 1.7 5.0 8.3 11.7
3 0.8 4.2 7.5 10.8
4 0.0 3.3 6.7 10.0
5 0.0 2.5 5.8 9.2

D3 5+ per turret
Code: [Select]
T\Wave 2 4 6 8
1 2.7 6.7 10.7 14.7
2 1.3 5.3 9.3 13.3
3 0.0 4.0 8.0 12.0
4 0.0 2.7 6.7 10.7
5 0.0 1.3 5.3 9.3

D3 6+ compared to D6-T: The exponentiality is gone. T2 is pretty much identical in both systems. T1 is less vulnerable, and Battleships are more vulnerable but still well protected against smaller waves, though they can now be vulnerable to large waves.

D3 5+ per turret compared to D3 6+: Small waves suffer disproportionately, whilst attacks against T1-3 for waves of 4,6 and 8 all get more powerful.
Title: Re: List of flawed ships
Post by: Taggerung on February 17, 2011, 09:07:06 PM
Isn't the point of the flawed ships lists to fix the fleets...not mess with the entire game mechanic?
Title: Re: List of flawed ships
Post by: Plaxor on February 18, 2011, 02:49:46 AM
Initially yes. Which is why we should change threads.....
Title: Re: List of flawed ships
Post by: horizon on February 18, 2011, 04:02:14 AM
My idea:
Bombers : D6 - turret value.
Fighter Bombers : D3 - turret value.

Fighters vs Ordnance: (ditch the World War Naval background to make better rules, ammed Star Wars/Wing Commander!!)
All fighters gain resilience (new Eldar rule to be made...). 4+ to stay in play, per Sigoroth's rule.

Fighters in a bomber wave =

i. If fighters survive turret fire then: turret reduction goes down by 1 per surviving fighter.
or
ii. If fighters survive turret fire then: attack wave gains +1 attack run.
So RCG said red was too strong, then blue remains. Yay.
Title: Re: List of flawed ships
Post by: Plaxor on February 18, 2011, 04:05:45 AM
It was me that said red was too strong first!

I'm a little confused on blue.... did you mean that the attack run gets just +1 attack?

I liked the idea of a minimum number of bomber attack runs as far as each bomber will have at least as many attack runs as surviving fighters.
Title: Re: List of flawed ships
Post by: horizon on February 18, 2011, 04:15:13 AM
As per current rules:
fighter marker adds +1 to the attacks if:
at least 1 bomber marker survived to do attacks.
the fighter marker itself survived.
where fighter attacks cannot > turrets
where fighter marker attacks cannot > remaining bomber markers
Title: Re: List of flawed ships
Post by: Plaxor on February 18, 2011, 04:22:28 AM
Yep, totally confusing. Full of technicalities.

What you're saying basically seems like; fighters have 1 attack that isn't reduced by turrets.

P.S. Don't worry, I'll write up a page on how to convert the fleet lists to official rules. As far as rules changes so far:

BMs to V.1
Tiered BM removal
Squadron Revisions (any capital ship, BFI revision)

Minor changes:
Order of actions in a lot of places specifically defined.
Attack Rating more important.

Other than that:
No pre-measuring, which isn't apparently that big of a deal, but I haven't written it out yet.

Things kinda on the block:
Bomber revision, Boarding Torpedoes, Resilient Ordnance. Torpedo marker size (RC keeps complaining).
Title: Re: List of flawed ships
Post by: horizon on February 18, 2011, 06:13:27 AM
Yep, totally confusing. Full of technicalities.

What you're saying basically seems like; fighters have 1 attack that isn't reduced by turrets.
Nein mann.

Balanced & Okay without the need to introduce/change other rules.

But yes, 1 attack per surviving fighter capped at bombers & turrets.
Title: Re: List of flawed ships
Post by: Plaxor on February 18, 2011, 06:21:47 AM
That's the same as before, it just means the fighter has to survive?
Title: Re: List of flawed ships
Post by: horizon on February 18, 2011, 06:31:41 AM
Yep.
Title: Re: List of flawed ships
Post by: Plaxor on February 18, 2011, 06:35:23 AM
That eliminates barely any of the weirdness/confusion!

How do you feel about minimum attacks?
Title: Re: List of flawed ships
Post by: horizon on February 18, 2011, 06:41:50 AM
It isn't weird at all or confusing to me. I find it all pretty clear.

Minimum attacks = BAD.
Title: Re: List of flawed ships
Post by: RCgothic on February 18, 2011, 09:28:49 AM
Minimum attacks is as strong a buff as using a D3 or 2 attacks each.

+1 attack per survivng fighter has a number of problems with it:

It preserves the exponential benefit of more turrets against bombers.
It's clearly the fighters doing the attacks, not the bomber, so why even bother having a bomber in the wave? Just write "Fighters get 1 attack against ships" into their rules.
It provides no incentive to escort assault boats.

An alternative system:

Bombers get 2 or D3 attacks each, and ships get a 6+ save against hits caused this way - this is replaced by the 4+ brace save when on BFI.
Fighters have a 4+ save, and may take it multiple times per turn. Eldar get a 3+ save, which maintains their +50% superiority as per now. Combat is fought over multiple rounds until one or other side is dead.

This eliminates the need for turret suppression - High turret targets remain viable targets to bombers without fighter support, whilst fighters actually become worthwhile in an escort role.

Simpler than the current rules, superior gameplay to the current rules.
Title: Re: List of flawed ships
Post by: horizon on February 18, 2011, 09:47:11 AM
+1 attack per survivng fighter has a number of problems with it:

It preserves the exponential benefit of more turrets against bombers.
It's clearly the fighters doing the attacks, not the bomber, so why even bother having a bomber in the wave? Just write "Fighters get 1 attack against ships" into their rules.
It provides no incentive to escort assault boats.
No, it is bombers getting a free attack run. Abstraction. All about abstraction as a lot of things are in BFG.

Quote
An alternative system:

Bombers get 2 or D3 attacks each, and ships get a 6+ save against hits caused this way - this is replaced by the 4+ brace save when on BFI.
Oh dear, a save against bomber hits? Talk about non-intuitive (sp?)! nah, totally not feeling this one.

Quote
Fighters have a 4+ save, and may take it multiple times per turn. Eldar get a 3+ save, which maintains their +50% superiority as per now. Combat is fought over multiple rounds until one or other side is dead.

This eliminates the need for turret suppression - High turret targets remain viable targets to bombers without fighter support, whilst fighters actually become worthwhile in an escort role.

Simpler than the current rules, superior gameplay to the current rules.
Save Multiple times per turn = 1 defending carrier with 4lb can totally own a more heavier force or fleet with torps.
Torps are especially downgraded with this mechanic.  Bad idea.
Title: Re: List of flawed ships
Post by: RCgothic on February 18, 2011, 10:42:08 AM
It would be a save against AC only. Torps would be completely unaffected. And yes, it would make defending against AC easier, but Ordnance Superiority would still be able to blast its way through - 2 carriers vs 1 carrier would still win the ordnance battle because of inability to protect all targets and viability of escort.

A 6+ save can be fluffed away/made intuitive easily - last ditch attempt to hit the strafing bombers and intercept their tiny anti-ship ordnance at point blank range! In addition, it gets rid of all the problems such as no incentive to escort, exponential benefit of turrets and turret fire having next to no effect when targetting a wave with fighters in it.

It easily makes more sense than allowing +1 attack per surviving fighter. 7 fighters and 1 bomber against a T1/Eldar target do more attacks than an unimpeded bomber, lolwot?

Intuitive spelled correctly btw.
Title: Re: List of flawed ships
Post by: meyst on February 18, 2011, 10:47:16 AM
Has anyone considered giving fighters a chance to break up attack waves that are not escorted by fighters?

Perhaps a leadership test when a wave of assault boats/bombers with no fighters gets attacked.  If it is failed the wave scatters into individual squadrons. 

Doesn't help the Eldar.  One would need to come up with LD values for the ordnance of different races too, but I think that could be done.
Title: Re: List of flawed ships
Post by: horizon on February 18, 2011, 11:09:05 AM
Quote
It would be a save against AC only. Torps would be completely unaffected. And yes, it would make defending against AC easier, but Ordnance Superiority would still be able to blast its way through - 2 carriers vs 1 carrier would still win the ordnance battle because of inability to protect all targets and viability of escort.

A 6+ save can be fluffed away/made intuitive easily - last ditch attempt to hit the strafing bombers and intercept their tiny anti-ship ordnance at point blank range! In addition, it gets rid of all the problems such as no incentive to escort, exponential benefit of turrets and turret fire having next to no effect when targetting a wave with fighters in it.

It easily makes more sense than allowing +1 attack per surviving fighter. 7 fighters and 1 bomber against a T1/Eldar target do more attacks than an unimpeded bomber, lolwot?

Intuitive spelled correctly btw.
So fighters get a save against hard targets like bombers but not against non-shooting back targets? Ain't that odd....?
Turret fire still has effect vs fighters in wave (with my ammendment for sure).

In my case 7 fighters/1 bomber would gain versus most ships (since no ship can shoot down 8AC, so 1 bomber + 1 fighter will most surely survive at least): (D6 - turrets) + 1 (since fighter attacks cannot > bomber attack). 

thanks :)


@ Meyst
Quote
Has anyone considered giving fighters a chance to break up attack waves that are not escorted by fighters?
Perhaps a leadership test when a wave of assault boats/bombers with no fighters gets attacked. If it is failed the wave scatters into individual squadrons.
Doesn't help the Eldar. One would need to come up with LD values for the ordnance of different races too, but I think that could be done.
Break up waves... hmmm... not baddish at first glance.
Ld for ordance: naaah.
Title: Re: List of flawed ships
Post by: RCgothic on February 22, 2011, 09:53:33 AM
Seeing as how we've failed to find and agree on a replacement system, Horizon's modification is fine. It's just a shame we haven't been able to come up with anything better.
Title: Re: List of flawed ships
Post by: Plaxor on February 22, 2011, 10:14:08 AM
I know.... yeah it sucks. There really isn't anything solid to replace it with. So Horizon wins this round!

Note: You could argue that fighters don't get resilience against Torps, because the torps are programmed to detonate when they are fired upon. As they are normally easy prey for fighters and you 'might-as-well' destroy some fighters.

I think that I should have all the information that I need to build near everything in the rules/fleet lists, I've just been taking a little break this week.

Oh, then there's the Bakka list. RC, could you list out your ideas for that? Like what ships should be included. Note that all ships in the fleet will have Fast-Tracking turrets instead of +1 turret or whatever. (Turrets re-roll hits)
Title: Re: List of flawed ships
Post by: RCgothic on February 22, 2011, 12:13:20 PM
I'll post my thoughts on bakka soon.

Note:
I do still think fighters should get 4+ save against other AC (not torps or other).

Other resilient ordnance gets a 4+ save, Resilient fighters get 3+.

Also, the Eldar Phantom Lance is only 5% less powerful than a Pulsar lance on average, which is hardly much to shout about. It should really only be 2 hits on a 6.
Title: Re: List of flawed ships
Post by: RCgothic on February 22, 2011, 05:04:00 PM
OK, Battlefleet Bakka post Circe:

Retribution Class BB (as BG:R)
Victory Class BB (new profile – see below)
Vanquisher Class BB (as is, but 20cm) 300pts
Invincible Class BCH (new profile – see below) 315pts

Dominion Class BC (as is)
Mercury Class BC (tweaked special rule wording, torps free swap) 245pts
Armageddon Class BC (as is)
Gothic Class BC (4L@30cm Broadside, 2L@60cm Dorsal) 215pts

Dominator Class CA (as is)
Tyrant Class CA (as is)
Lunar Class CA (as is)
Gothic Class CA (as is)

Endeavour Class CL, Endurance Class CL, Defiant Class CVE (as per BFG:R)
Dauntless Class CL (as is)
Siluria Class CL (4 hits, no dorsal, only counts as half a cruiser towards taking BCs and BBs) 75pts

Falchion Class Frigate (as per BFG:R)
Firedagger Class Flak Frigate (tweaked profile – see below)
Havoc Class Frigate 35pts (as is)
Viper Class Missile Destroyer (as is)



Victory Class Battleship
As is, it's similar to an unfixed Retribution, and not physically easy to distinguish from the Apocalypse. It only barely outguns the Vanquisher, and then only at range, whilst the unfixed Retribution trades 1 lance for double the battery firepower. This Bakka list would already have a cheap BB and BCH for both Linebreaker and ranged roles, so there isn't much of a niche in the low price bracket. Nevertheless, option one is:

As is, for about 330-335pts.

The remaining options require doing something radical to boost the power. If we decide S4 Broadsides are the most important part of the ship, we're pretty much stuck with maximising the focus firepower to compensate, and we need to do something with the Prow/Dorsals:

Broadsides: S4L@60cm
Dorsals: S3L@60cm OR FP9WBs@60cm.
Prow: FP9WBs@60cm L/F/R

With the WB Dorsals it would match the Apoc on Braodside Focus, but would be much weaker surrounded, so probably about 355pts. With Lance Dorsals, it will outgun an Apocalypse on Focus, whilst still being much weaker overall. Probably around 365pts and will need the Power Fluctuations Rule as well.

Option 3 keeps the NC Prow, but in that case the Broadsides have to change. In this case there's a fair bit more variability; not represented on an IN BB so far are:

3LBs - Nemesis Fleet Carrier, never going to happen.
2LBs & 1 L - Lance Carrier - still not in keeping with bakka
1LB & 2WBs
1LB & 2L
2WBs & 1L

So we have 3 options. 1LB&2L keeps it closest to what it is at the moment. 2WB&1L is the only remaining pure gun option.

So let's have some debate! Option 1, Option 2, or Option 3a,3b or 3c?



Invincible/Inflexible Class Heavy Battlecruiser 320pts
Battleship12 Shields 2 Speed 25 Turns45  AV6+/5+ Turrets2
Prow Torps S6 F
Dorsal Lances S3@60cm L/F/R
Port/SB WBs FP15@60cm L/R
Special Rules: May not CTNH, suffers critical hits on a 5+, and suffers +1 modifier to rolls on the critical hits chart.



Firedagger Class Flak Frigate 30pts
Escort1 Shields1 Speed25 Turns90 Av5+ Turrets2
Prow WBs FP2@30cm L/F/R
Special Rules: Enemy Ordnance that passes within 5cm of a Firedagger class Frigate counts as moving through blast markers - any ordnance that is removed as a result is replaced with a blast marker.

Individually not very powerful, but still handy to have around and a 1/6th chance of wiping out an entire wave is probably a fair bit more useful than 1 transferable turret. (DIE FDTs DIE DIE DIE, I hope Nurgle Gets you!) The nature of the effect means that you're only likely to get a couple in strategic places, and not whole units of them, but that's not necessarily bad thing...


As for why you'd play with a Bakka fleet, you can construct a very fast fleet, with nothing under 25cm, or you have a good variety of battleships, battlecruisers and light cruisers - no restrictions on the Endeavours! The only drawbacks are a lack of AC, I would have liked to include the Enforcer, but I couldn't quite rationalise it - Tartanus is a better place for it.
Title: Re: List of flawed ships
Post by: Valhallan on February 22, 2011, 08:13:17 PM
on the vicky. no lb's peroid.
two wb and one lance battery makes it comparable to the terra class bb from BoN. swapping torps for an NC and pricing it at 400 might be a decent idea
otherwise 12wb and 2lance broadside with 3dorsal lances makes for quite a unique new bb.

do ordy waves have to roll for each firedagger that passes close by?

if the defiant is in there is no need for the enforcer.

gothic bb should pay a slight premium for having that heavy of a broadside. 225 imo or 255with 45cm lances.
Title: Re: List of flawed ships
Post by: RCgothic on February 22, 2011, 10:00:57 PM
#1. You only roll once however many blast markers you move through, so it would be once regardless of number of Firedaggers. This would prevent them being overpowered - a 1/6 chance of losing an entire wave is nothing to sniff at!

#2. On the Vicky, my preference is either 2WB & 1L like you said, or Prow L/F/R Weaponry. Either way, I'd like to make it a heavy gunship, but I can't see it getting up to 400pts.

If its broadside were FP12@60cm & S2L@60cm, with S3L@60cm Dorsal, that's fairly identical to an Apocalypse (5L & FP12 vs 6L & FP9), whilst edging it out slightly at close range and in speed. I can see 375pts but no more. Personally I'd go with FP9@60cm Dorsal, because then it's 2L & FP21, which is less firepower at long range, more at short range, and puts the Victory in between the Apocalypse and Retribution in role - the close in Firepower of a Ret, with the range of an Apoc, again for about 375pts with a NC and 20cm speed.

#3. 3 Dorsal lances at 60cm is a 30pt upgrade, and at 215pts the Gothic BC is already paying a premium. Combined with the fact FP12@45cm is better than 4L@30cm. I'd give 225pts, but no more. The other alternative is a sort of reverse-armageddon, with FP6 WBs on top instead of S2L.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 22, 2011, 10:03:30 PM
Just to throw ideas in, my Gothic BC had the Power Ram built in and included in the points cost which was 220 (only because I felt a BC cheaper shouldn't be cheaper than a regular cruiser which was the Dictator and should really only be 210 points). And no, I wouldn't give the Gothic BC Str 3 dorsals. Too powerful in close range combat at Str7 on one broadside. Str 2 dorsal lances is fine.

And of course, I have other ideas on the Invincible as well.
Title: Re: List of flawed ships
Post by: RCgothic on February 22, 2011, 10:21:35 PM
Who said anything about S3 Dorsals on a Gothic BC? No cruiser hull should have S3 Dorsals. I mentioned FP6 Dorsals, which @60cm are actually significantly weaker.

Valhallan suggested S3 Lances on the Victory class BB with a broadside of 2WB & 1L decks, but that's completely different.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 22, 2011, 10:24:37 PM
My bad. Mistook reading when I was scrolling up and down the page. Carry on.

As for my Invincible:

Invincible class Battleship 300 points
Type/Hits: Battleship/10
Speed: 25 cm
Turns: 45'
Shields: 3
Armor: 6+/5+
Turrets: 4

Armament:
Dorsal Lances: Strength 4@60cm LFR
P/S Weapon Batteries: Firepower 12@60 cm (which would be almost the equivalent of FP18@45cm of the Ret's broadsides)
Prow Torps: Strength 6, 30 cm.

As with the original rules, can CTNH if it can get its speed up to 30cm. Same crit as the original rules.

Almost battleship like in toughness but not as tough yet not having too much of a glass chin and doesn't blow up easily but can still blow up.
Title: Re: List of flawed ships
Post by: RCgothic on February 22, 2011, 11:00:11 PM
And I still strongly disagree with you, on these counts:

#1. I strongly believe the max dorsal hardpoint for a BB is S3L or FP9WBs. That rules out S4 dorsals.

#2. FP12@60cm is nothing like FP18@45cm. Yes, we did buff the Retribution - FP12 was criminally underpowered for a gunship.

#3. Points 1&2, combined with S6 torps make the Invincible very underpowered. In fact even the Vanquisher would outgun it FP24&4L to FP24&3L and firmly down into regular battlecruiser territory. 1 extra lance and a tad of extra range does not a heavy battlecruiser make.

#4. Ships with the size and crew of a battleship should have battleship hits. 12 hits.

#5. Shields disregarded, your version can expect .27 additional hits due to critical hits in its lifetime compared to 0.52 for my version. So my version is actually 1.75hits tougher than yours, and even accounting shields has greater single-turn endurance. It's just more prone to mishaps and less able to withstand battles of attrition, which is exactly how a Battlecruiser should be.

#6. 2 dice to determine critical hits is a ridiculous system when compared to the identical average result of crits on a 5+.
Title: Re: List of flawed ships
Post by: Plaxor on February 22, 2011, 11:27:18 PM
Pulsar lance is much better than the Phantom lance if the ship is on LO.
Title: Re: List of flawed ships
Post by: Valhallan on February 22, 2011, 11:44:15 PM
as my latest vicky proposal is worse than an apoc at range i would suggust 360.
fp 12and two lances per side with three dorsal lances and str 9 torps. bb hull and 20cm speed.

the speed and lances make it unique. the range and speed mqake it slightly conflicted, just enough to consider a fixed ret instead. plz bring he debate,but i feelthe na.e alone requires it to be a solid IN ship. 

i like the invince at fp 12and 3 dorsals for 300 only because the fast move lets you take a 25m move in fleet. which imo is worth the points. however 12hits two shields and two turrets.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 23, 2011, 01:04:30 AM
And I still strongly disagree with you, on these counts:

#1. I strongly believe the max dorsal hardpoint for a BB is S3L or FP9WBs. That rules out S4 dorsals.

You believe the max dorsal hardpoint is S3. I believe it's possible especially with the reduction of the torp strength. More space in the prow area to add one more dorsal lance.

#2. FP12@60cm is nothing like FP18@45cm. Yes, we did buff the Retribution - FP12 was criminally underpowered for a gunship.

Yes we did buff the FP12 of the Ret but we reduced the range to 45 cm to get that firepower. If the Ret's firepower was buffed AND the range remained at 60 cm (which I believe SHOULD be), you would have a case. As it is you do not.

#3. Points 1&2, combined with S6 torps make the Invincible very underpowered. In fact even the Vanquisher would outgun it FP24&4L to FP24&3L and firmly down into regular battlecruiser territory. 1 extra lance and a tad of extra range does not a heavy battlecruiser make.

Your point 1 assumes the dorsal lance is reduced to 3. If you keep it, it works almost as well. FP12 firing at 60 cm gives the Invincible one more round of firing with all its weapons (FP12 which is 6 dice against a closing target backed up by Str 4 lances) vs a Ret which loses its WBs if the target is beyond 45 cm and has a difference of 3 dice with the WBs when they engage at 45 cm against a closing target (9 vs 6). I am fine with FP12@60 cm for what is essentially a light battleship.

#4. Ships with the size and crew of a battleship should have battleship hits. 12 hits.

Eldar have battleships at 10. Should Eldar battleships have 12 hits then by your logic? How about the base Nid hive ship? Starts out at 10. Yes people bump the HS up to 14 but hey, no reason why you can't keep the 10 hits. Demiurg. 10 HP battleships. I don't see any reason why an IN ship cannot have something similar esp with the speed addition. I don't think losing 2 shields is enough to offset the mass penalty if the Invincible is still the size of a regular battleship even if you reduce the dorsal lances to 3.

Again I repeat, Size and Crew are not the only components of what makes a battleship. A transport could be battleship sized but should it automatically have 12 hits? Yes, I know the IN Black Ship does have 12 hits but its more a case of the role determining the design. Other designs have less since they have less crew.

Comparing things to real life, the Scharnhorsts were not as big as the usual battleships but they were considered battleships. A latter day oil tanker can be a third to twice the size of a battleship in the Yamato, the largest battleship ever built. Should they have the equivalent of 12 hits in the game? Maybe. But what about the ones which are the same size as the Yamato? I think not.

#5. Shields disregarded, your version can expect .27 additional hits due to critical hits in its lifetime compared to 0.52 for my version. So my version is actually 1.75hits tougher than yours, and even accounting shields has greater single-turn endurance. It's just more prone to mishaps and less able to withstand battles of attrition, which is exactly how a Battlecruiser should be.

Sneaky aren't you. Include the shields, then we talk. And a battlecruiser is NOT like what you expect. British battlecruisers suffer from this failure. The German battlecruisers worked very much fine, thank you.

Greater single turn endurance? A ship with only 2 shields AND crits on a 5+ AND gets +1 to the crit roll? Right.

#6. 2 dice to determine critical hits is a ridiculous system when compared to the identical average result of crits on a 5+.

No, your way makes you ship crit easier since you need a 5+ and blow up faster since you get +1 to your crit roll. 2 rolls needing 6s are not easy to achieve much less getting rolls of 10-12. Any hits that get through your version's 2 shield means rolls. My version at least needs to have 1 go through 1 more shield. Yes 1 "6" can come up faster than normal. 2 "6"s are also possible. 5+ and +1 to crit rolls are more dangerous on a ship though than rolling 2 dice for crits.

We'll just keep rehashing our arguments but you have your ideas of how a battlecruiser should be and I have mine. I might agree to bump up my version's hits to 11 but that's as far as I go and I am fine with the original version's armament especially for such a low points cost.
Title: Re: List of flawed ships
Post by: horizon on February 23, 2011, 04:01:14 AM
Fast Battleships can have less hits. No worries.

Pulsar vs Phantom?
Under msm: Lock on with Hemlocks... have them accidentally hit by torps (Nightshade), brace for impact... now Hemlocks can move & turn in the ordnance phase.
EVIL! (Volandum tm).
Title: Re: List of flawed ships
Post by: RCgothic on February 23, 2011, 05:01:09 PM
I wrote a big post this morning, but it got devoured by void whales. I am going to reply to the Invincible issue, but I'd rather cover other issues first.

From the bakka as proposed over the page:

#1. Mercury. Kind of redundant with the Overlord. What would people think if instead of having the Mercury we had the Overlord, and it had an option to upgrade to experimental engines for speed 25cm and some unstable downside for a suitable cost? A speed 25cm R60 BC would go well with a 25cm R60 BCH.

#2. Gothic BC. It needs a different name, obviously. Some other roman gods: Ceres, Janus, Apollo. Some Greek ones: Ares, Artemis, I think we're agreed on R30 broadsides. Should it have WB6@60cm on top to keep the lance count down, or L2@60cm? Is 215pts fine, or is 220 with inclusive power ram better?

#3. Siluria. Comments on 4-hits, and FP6@30cm with no Dorsals for 75-80pts? Could it possibly go to R45 if all it has is the broadsides? What about having it count as 1/2 a cruiser or even no cruiser at all?

#4. Firedagger. I've been talking to Plaxor about this, and we like the "flak field" idea - as a passive ability it provides better protection than "hitting ordnance on a 4+" because it will even provide protection in the enemy Ordnance phase, whilst as it's not a particularly strong and the effects of multiples don't stack, it can't really be abused. To recap, the proposal is: Enemy ordnance passing within Xcm of a Firedagger is subjected to a continuous flak field and so counts as flying through blast markers." At the moment we think X will be 5cm, giving a 13cm diameter of effect.

Two proposals for the firedagger exist: As per sword, but with FP2@30cm for 30pts (cheap emphasising support role) and As per that, but with an additional FP2@15cm and hitting ordnance on a 4+ for 35pts (giving it a more active ordnance hunting role in addition to its passive defences). Both would have the flak field. My personal preference is for the first because it's cheap and simple, but whatever you guys think.

#5. Victory. There are several options for this: Firstly, to leave it as is. I don't think this is a serious proposal, as it barely outguns a Vanquisher it would be cheap, and there are already two cheap ships filling that role, whichever way the Invincible ends up being profiled. Secondly, give the prow L/F/R weaponry to turn it into a super-focus battleship that can compete with the Apocalypse at range. Thirdly, change the broadsides. Plaxor has suggested L4@60cm, WB5@60cm with WB9@60cm Dorsals, which is like an uprated Vanquisher. I've suggested L2@60cm, WB12@60cm, and L3 or WB9@60cm on top, which is visually different from any other BB but much the same role as Plaxors.

#6. Any other comments?
Title: Re: List of flawed ships
Post by: Valhallan on February 23, 2011, 05:29:20 PM
dropping ships isn't fixing them. just keep the mercury, people don't have to take it.

Gothic BC: i think AA called it the dragon or something, I've always gone with Revelation (to compliment the Armageddon).

Sularia: keep it at 30cm. its supposed to be crappy, but it should count as a cruiser. if it didn't I would have no incentive to take it over a dauntless/endurance.

Firedagger: its just weird. no comment currently.

The Vicky: with my last proposal... I think thats your last one mentioned there RC ... it can focus 5L's and 12 WB at 60cm making it equal at range with the Apoc, but more reliable. also it could have some serious forward fire with 3L and an NC. however it still wouldn't be a line breaker like a ret, so it would end as a strong ranged focus' BB, but also the jack-of-all-trades gunship.
Title: Re: List of flawed ships
Post by: RCgothic on February 23, 2011, 06:02:47 PM
Victory: 3WB@60cm don't quite equal an Apocalypse's 1L@60cm extra. The ratio is more like 4.5WB-1L.

Siluria: It is very cheap, and the HAs have a point that such a cheap ship can be abused to get better ones. 3x Siluria, and a Vanquisher come to 525pts, an insanely low figure. Making it not count evades this. Alternatively, if it had 45cm weapons batteries, it would have good synergy with the 25cm BC and BCH, and thus distinguish itself from the Endeavours, which fit better with the slower vessels.

Mercury: Meh, we've barely fixed it anyway. It would be good riddance if a different BC could take experimental engines. Those that like it can keep playing it unofficially.
Title: Re: List of flawed ships
Post by: Valhallan on February 23, 2011, 06:42:53 PM
cool then i take it your down for that vicky (w/20cm speed) with the 360 quote?

using sularias to get better ships was its purpose imo. they're pretty crappy with only broadside weapons, and really crappy with only 4 hits. i don't think any CL's should have 45cm weapons.

Title: Re: List of flawed ships
Post by: RCgothic on February 23, 2011, 08:49:25 PM
I see two options for the Siluria:

Points 70:
Hits4 Shields1 Speed 25 Turns 90 AV5+ T1
P/SB Weapon Batteries S6@30cm
Special: Does not count as a cruiser towards purchasing Battlecruisers or Battleships.
Reason to take: It's the cheapest way to get so many hits on the table. For the price of two swords you get 3 times the firepower and 4x the hits in a fast and manoeuvrable package.

Points 100:
Hits6 Shields1 Speed 25 Turns 90 AV5+ T1
P/SB Weapons Batteries S6@45cm.
Reason to take: It has good synergy with fast long-range BCs and BCHs.

Neither are anything like the Endeavour, which is the main flaw of the HA's Siluria.
Title: Re: List of flawed ships
Post by: horizon on February 23, 2011, 08:53:20 PM
I kinda like Bakka Siluria.
I mean, when I first read the renewed Bakka it was the only capital ship liked. And I still do.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 23, 2011, 09:25:54 PM
I called my Gothic BC Conqueror class to compliment the other BC themes of a warlord. Mars is the god of War while Overlord is a lord having supremacy over other lords.

Points wise, it depends if the Dictator remains at 220. Ideally it should be only 210 and 215 with the Power Ram but this makes it cheaper than a Dictator which is the main issue I have. Nothing prevents having a BC cost cheaper than a regular line cruiser but just feels wrong.
Title: Re: List of flawed ships
Post by: RCgothic on February 23, 2011, 09:50:48 PM
Dictator is 210.

And I really don't see the point of the HA's Siluria. it's just a fast endeavour without torps.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 23, 2011, 09:52:56 PM
If that's the case then the Gothic BC should be fine at 210 even without the power ram.
Title: Re: List of flawed ships
Post by: Valhallan on February 23, 2011, 09:55:20 PM
still think it should at least have the option for 45cm lances....

comparable to the dominion... so +50pnts?
Title: Re: List of flawed ships
Post by: RCgothic on February 23, 2011, 10:04:27 PM
If that's the case then the Gothic BC should be fine at 210 even without the power ram.

Weapon Batteries on top? Or are we sticking with Lances?
Title: Re: List of flawed ships
Post by: lastspartacus on February 23, 2011, 10:24:00 PM
An all lance ship...why do I imagine a battery sitting on a flight base? ^^
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 23, 2011, 10:30:11 PM
If that's the case then the Gothic BC should be fine at 210 even without the power ram.

Weapon Batteries on top? Or are we sticking with Lances?

Lances. If it were batteries on top, I'd push the broadsides to 45 cm.
Title: Re: List of flawed ships
Post by: Sigoroth on February 24, 2011, 01:20:09 AM
still think it should at least have the option for 45cm lances....

comparable to the dominion... so +50pnts?

+30 pts at most. Consider a range bump of 15cm to 6 WBs = +10 pts, the equivalent to lances would be +15 most likely. Times two = 30 pts. For convergent evidence we can also consider the Dev/Styx comparison. Dev + 2 dorsal 60cm lances (& CB status) = 220 pts. +15cm range on prow WBs x 2 = +10 x 2 = +20 pts = 240 pts. Styx swaps out 2 45cm broadside lances in exchange for AC #5 & 6 for +20 pts. With Dominion at 260 pts, swapping AC #5 & 6 for 2 45cm broadside lances should cost 20 pts less (ie, 240 pts).

Further, comparing to the Armageddon we see a typical Gothic/Lunar comparison with the exception of the range shift on the Armageddon's WBs. I would account that as worth +5 pts. For justification of this value, consider the targeting matrix on the Mars. Though this is superior to simply ignoring a range shift it is rarely worth the cost for the Mars and most people don't take it. On the other hand, even if it just ignored range shifts, it would be close to being worth it on the Overlord, since this ship has +33% more firepower than the putative strength 6 WB we're using here and benefits over a longer range (30cm rather than just 15cm). Assuming true at +5 pts per 15cm per 6WBe then this works out to be a value of 13.3 pts for the Overlord, when just ignoring the range shift. When we account the left shift when within 30cm then this pushes the actual value over the 15 pt cost.

So given the targeting matrix is worth it on the Overlord though not quite worth it on the Mars and given typical Lunar/Gothic comparisons and given the Dev/Styx comparison and given the typical range upgrade costs for WBs, and given that the Armageddon pays +5 pts over the typical range upgrade costs due to it having lances then I conclude the cost of +5 pts per 6WBe per 15cm to be about right. At least, to do otherwise would be quite incongruous.
Title: Re: List of flawed ships
Post by: Sigoroth on February 24, 2011, 02:05:33 AM
You believe the max dorsal hardpoint is S3. I believe it's possible especially with the reduction of the torp strength. More space in the prow area to add one more dorsal lance.

Hmm, I'm with RCG here. If you want to talk right out of the box, ie, PK style, then sure, we can do just about anything. If we're talking a more modular weapon configuration a la typical IN ships then I think that precedent should be observed wherever possible. It makes for a stronger case anyway. You open yourself to attack if you don't. In this case you've explained where you're getting the extra lance from (prow) but I would still say no to 4 dorsal lances. This is for a few reasons.

1). Of the dorsal weapon hardpoint options the lance one is by far the strongest. Even if we deliver parity in terms of increasing the maximum possible WBs in this slot to 9 (as I firmly believe we should) then the lances is still the strongest option.

2). You are going beyond the strongest in this hardpoint. This will establish precedent for 4 dorsal lances for other designs. A bad idea.

To get around this you could split the weaponry. You could make it 3 dorsal lances and 1 prow lance. This spreads the load as far as crits are concerned and doesn't set a bad dorsal hardpoint precedent. However, I do believe it still sets a bad prow precedent. So far all prow lances in IN/Chaos ships have been F only, not LFR: Despoiler, Hades, Murder, Dauntless (don't even bring up that piece of poo the Defiant). Secondly there is only one precedent for mixed prow torps/direct weaponry with the increased prow armour; the Endeavour. To achieve this the ship loses two thirds its torps and only picks up 1 third its potential WB equivalent (going off the versatile LFR Chaos alternative to torps). So, if you were going to do this then I could see a 3 torp, 3WB LFR (45cm because it's a BB) prow armament with the 6+ armour no probs. Less if you're using a cruisers prow to model the ship (I don't know if you're thinking half plastic or half metal or what). If you're using a BB prow and think that the Endeavour loses too much for is mix (not an entirely unreasonable argument) then I could see 4-6 torps maybe on top of the 3WB@45cmLFR. I would be less inclined to a swinging lance and/ore 60cm range.


Quote
Yes we did buff the FP12 of the Ret but we reduced the range to 45 cm to get that firepower. If the Ret's firepower was buffed AND the range remained at 60 cm (which I believe SHOULD be), you would have a case. As it is you do not.

Here I again agree with RCG. Range is nice. Firepower is necessary. 18WB@45cm may be "equivalent" to 12WB@60cm in terms of what a hardpoint could provide, but the former is by far the more potent option. It is definitely a buff.


Quote
Your point 1 assumes the dorsal lance is reduced to 3. If you keep it, it works almost as well. FP12 firing at 60 cm gives the Invincible one more round of firing with all its weapons (FP12 which is 6 dice against a closing target backed up by Str 4 lances) vs a Ret which loses its WBs if the target is beyond 45 cm and has a difference of 3 dice with the WBs when they engage at 45 cm against a closing target (9 vs 6). I am fine with FP12@60 cm for what is essentially a light battleship.

Yes, 12@60cm seems fine for a BL to me too. I admit to not having read the entire discussion up to this point, and only have a vague sense of what profiles we're talking about, but isn't this a fast BB? If so then FP 12 broadsides + 3 dorsal lances + 6 prow torps seems sufficient to me.

Quote
Eldar have battleships at 10. Should Eldar battleships have 12 hits then by your logic? How about the base Nid hive ship? Starts out at 10. Yes people bump the HS up to 14 but hey, no reason why you can't keep the 10 hits. Demiurg. 10 HP battleships. I don't see any reason why an IN ship cannot have something similar esp with the speed addition. I don't think losing 2 shields is enough to offset the mass penalty if the Invincible is still the size of a regular battleship even if you reduce the dorsal lances to 3.

Heh, well I do believe Eldar BBs should have 12 hits. They're large enough, they're made of Wraithbone and the Eldar are technologically advanced. I don't see why they shouldn't have 12 hits. In terms of balance I would make them behave a little differently and make their loss have a greater impact but I don't see why they shouldn't have 12 hits. The Stronghold is a very large ship and should really be 12 hits. It's silly that it's only 10. The Custodian is big enough, in my estimation, to qualify for 12 hits (certainly more than twice the size of a Protector!) but presuming that it was left at 10 hits I would see its classification come down to cruiser rather than BB. As for the Hiveships, well without easy access to the refits I think they should just be 12 hits.

So, to be honest, I don't see any current BB in the game worthy of the moniker as deserving to have less than 12 hits. While some races may call a smaller ship a BB, to me the game should treat that ship as a cruiser. The only way I could see a BB being less than 12 hits presently is if some backward race hadn't mastered movement well enough to be able to turn even their CG sized vessels before 15cm. But even then, it's pretty much a special rule of a dumb arse race.

Quote
#6. 2 dice to determine critical hits is a ridiculous system when compared to the identical average result of crits on a 5+.

No, your way makes you ship crit easier since you need a 5+ and blow up faster since you get +1 to your crit roll. 2 rolls needing 6s are not easy to achieve much less getting rolls of 10-12. Any hits that get through your version's 2 shield means rolls. My version at least needs to have 1 go through 1 more shield. Yes 1 "6" can come up faster than normal. 2 "6"s are also possible. 5+ and +1 to crit rolls are more dangerous on a ship though than rolling 2 dice for crits.

Hmm, wait on d'Art, what's your version of the crits? Isn't it 2 rolls for every hit? If so then this will have the exact same average number of crits as critting on a 5+. Critting on a 5+ will give 12 crits out of 36  hits. Rolling twice will give 10 x 1 crit + 1 x 2 crits = 12 crits out of 36 hits. Maybe I'm misremembering.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 24, 2011, 02:22:49 AM
Hmm, I'm with RCG here. If you want to talk right out of the box, ie, PK style, then sure, we can do just about anything. If we're talking a more modular weapon configuration a la typical IN ships then I think that precedent should be observed wherever possible. It makes for a stronger case anyway. You open yourself to attack if you don't. In this case you've explained where you're getting the extra lance from (prow) but I would still say no to 4 dorsal lances. This is for a few reasons.

Mainly, I just think its possible but I don't mind the dorsal lances to get down to Str 3.

Here I again agree with RCG. Range is nice. Firepower is necessary. 18WB@45cm may be "equivalent" to 12WB@60cm in terms of what a hardpoint could provide, but the former is by far the more potent option. It is definitely a buff.

Yes, 12@60cm seems fine for a BL to me too. I admit to not having read the entire discussion up to this point, and only have a vague sense of what profiles we're talking about, but isn't this a fast BB? If so then FP 12 broadsides + 3 dorsal lances + 6 prow torps seems sufficient to me.

Oh, I agree. I would prefer firepower more, especially on a true battleship like the Retribution. As the Invincible is a battleship light or true battlecruiser, I think FP12@60cm is enough. What RCG wants is for the Invincible to have FP15@60cm which I think would tread onto the role of the Retribution.

Heh, well I do believe Eldar BBs should have 12 hits. They're large enough, they're made of Wraithbone and the Eldar are technologically advanced. I don't see why they shouldn't have 12 hits. In terms of balance I would make them behave a little differently and make their loss have a greater impact but I don't see why they shouldn't have 12 hits. The Stronghold is a very large ship and should really be 12 hits. It's silly that it's only 10. The Custodian is big enough, in my estimation, to qualify for 12 hits (certainly more than twice the size of a Protector!) but presuming that it was left at 10 hits I would see its classification come down to cruiser rather than BB. As for the Hiveships, well without easy access to the refits I think they should just be 12 hits.

So, to be honest, I don't see any current BB in the game worthy of the moniker as deserving to have less than 12 hits. While some races may call a smaller ship a BB, to me the game should treat that ship as a cruiser. The only way I could see a BB being less than 12 hits presently is if some backward race hadn't mastered movement well enough to be able to turn even their CG sized vessels before 15cm. But even then, it's pretty much a special rule of a dumb arse race.

Well, at the moment, I am only looking at the available stats. But even them, the Invincible being discussed is a fast battleship or true battlecruiser. I just don't believe it should have enough hits as a true battleship.

Hmm, wait on d'Art, what's your version of the crits? Isn't it 2 rolls for every hit? If so then this will have the exact same average number of crits as critting on a 5+. Critting on a 5+ will give 12 crits out of 36  hits. Rolling twice will give 10 x 1 crit + 1 x 2 crits = 12 crits out of 36 hits. Maybe I'm misremembering.

Yes, 2 crit rolls per hit. The average number of crits will come out the same, yes, but the my problem with RCG's version is it also adds a +1 to the crit roll. So easier to reach the high crits. Penalizes the ship twice on top of only having 2 shields.

Title: Re: List of flawed ships
Post by: Sigoroth on February 24, 2011, 03:00:23 AM
Just looked at the poll results. Shame on you people, thinking that Nothing Does Exist. Where did you get your brains, a lucky dip bin at a Sunday market? Next you'll be nattering on about the speed of darkness and using mirrors to reflect cold ...
Title: Re: List of flawed ships
Post by: Taggerung on February 24, 2011, 03:34:54 AM
Nothing exists as a concept, and a word...so yes it does exist.
Title: Re: List of flawed ships
Post by: Sigoroth on February 24, 2011, 04:20:07 AM
Nothing exists as a concept, and a word...so yes it does exist.

The concept might exist, but not what the concept conceptualises. A word is a word, not what the word means.

To clarify further, if you had said "does the word nothing exist" the answer is yes. If you had said "does the concept of nothing exist" the answer is yes. The question wasn't either of these however. If we were to follow your logic then the answer to the question "does God exist" would have to be yes, since both the concept of God and the word God exist.

Another refutation to the question "does nothing exist" is "no, some things exist" (ie, I exist, and I am not nothing therefore "nothing exists" is a false statement).
Title: Re: List of flawed ships
Post by: horizon on February 24, 2011, 06:31:36 AM
Good call.
Title: Re: List of flawed ships
Post by: RCgothic on February 24, 2011, 12:28:25 PM
To bring people up to speed on the Invincible, these are the two proposed profiles:
 
Admiral's:
 
Battleship 10 Shields 3 Speed25 Turns 45 Armour 6+/5+ Turrets 4
Prow 6 Torps
Dorsal 4 Lances@60cm L/F/R
P/SB Weapons Batteries FP12@60cm
Special Rules: May not come to new heading, rolls 2D6 per hit to check for Crits.
 
Mine:
 
Battleship 12 Shields 2 Speed25 Turns 45 Armour 6+/5+ Turrets 3 or 4.
Prow 6 Torps
Dorsal 3 Lances @60cm L/F/R
P/SB Weapons Batteries FP15@60cm.
Special Rules: May not CTNH, suffers Critical Hits on a 5+ and a +1 modifier on the critical hits chart.



Basically, the original profile of the Invincible (You can find it in the additional ships compendium), was meant to be a True Battlecruiser, but they screwed up a bit and only made a fast-cruiser with unfixed Retribution level firepower.
 
Admiral's Profile would work fine if we were going for a Light Battleship, but that's not what we're going for.

So how have I arrived at my version profile for a true battlecruiser? In the following, I'll go through the design process and a comparison with Admiral's:

Hits:
True Battlecruisers are as big as Battleships, with the same crew complement. They'll do you the same damage if they ram you or board you, and they'll have comparable damage control capabilities. These things all demand 12 Hits.

As for Xenos battleships having 10 hits, as Sigoroth said there's actually a pretty good case to be made for them having 12 hits. But even so, these are different hulls and so you can get away with different hits. Invincible uses the exact same hull as Retribution. There's no getting around the fact that every capital ship based on that hull has 12 hits, and there's no reason to set a precedent.

Admiral raised the idea of a supertanker that displaces the same as the battleship Yammato. I wouldn't give that 12 hits would I? Well actually I would. It's got the same mass, and it will do you the same damage if it hits you. It would definitely lose those hits much faster, and I'd probably give it AV1+ or Av2+ combined with special rules that halve its damage rolls and boarding value.

At this point I have to eat humble pie and admit I screwed up my math for my earlier toughness analysis. Nevertheless, here's how they compare against each other:

Retribution: 12 hits + 4 shields - (1/6*11) critical hits * 0.49 hits per critical = 15.1 hits 1-turn endurance.
Admiral's: 10 hits + 3 shields - (1/3*9) critical hits*0.49 hits per critical = 11.5 hits 1-turn endurance.
RC's: 12 hits + 2 shields - (1/3*11) critical hits*0.75 hits per critical = 11.14 hits 1-turn endurance.

Both are significantly weaker than a Retribution, though there's less than half a hit in it. But if you're taking that much firepwoer in one turn, you'll likely be braced, in which case mine has an additional 2 hits it can save against, gains an extra hit in comparison to Admiral's and so wins by more than half a hit. Mine is also stronger against things that ignore shields, like torps, AC, ramming and boarding. Admiral's is much stronger in a battle of attrition - 2 gothics will kill mine in about 5 turns. 2 Gothics would kill Admiral's in about 9. Admiral's is a good Light Battleship. Mine's a better Battlecruiser.

Weapons:
The purpose of True Battlecruisers also mean they are armed similiarly to Battleships - that's the whole point of them - strong enough to outgun anything smaller than them, fast enough to outrun anything tougher. Admiral has been his usual conservative self and recycled the original profile's weapons - but here's the thing. A profile can't have S4 Dorsals. It just can't. The maximum dorsal hardpoint is S3 Lances. As for Hardpoint bleed-over, I seem to recall a certain someone being particularly inflexible about allowing the Defiant the same thing, so I'm not letting that argument fly unless we're willing to re-open the Defiant's armament.

With S3 Dorsals, Admiral's Profile outguns an Armageddon by less than one lance - not by enough that the Armageddon wouldn't fancy having a go. FP12 is just too low.

So my profile proposes FP15@60cm and 3 Dorsal lances. This is actually less broadside firepower@60cm than Admiral's 4L and 12WB proposal, so that can't be the objection. The objection seems to be that it's somehow stronger than a Retribution's FP18@45cm. I think this is rubbish - the Retribution's FP18 can expect to score an additional hit in 3/4 of cases, and the extra 15cm of range isn't so impressive as to more than make up for that - expecting just one hit against capital ships abeam at long range. The two are equivalent. The reason mine doesn't have FP18 is that as a battlecruiser Invincible is going to be far less at home in the centre of an enemy fleet - the range is important.

Another possible objection is that IN WB hardpoints go 6@30, 5@45, 4@60 - this is nowhere near universal, with the Mars, Armageddon, Emperor, Oberon and Fixed Retribution all providing counter examples, so that's not a strong objection either. FP5@60cm per hardpoint is perfectly acceptable.

The final objection is that it goes after the Retribution's role - this really won't be the case, because the Retribution is a Linebreaker and the Invincible is stand-off. This is slightly down to the weapons having less strength/more range, but mainly down to the Invincible just not being able to hold its own in the centre of a hostile fleet. The Retribution is better for leading a charge of line breakers, whilst the Invincible is better in a harrassing role.

Other:
So it's 12 hits, and has the firepower of a proper battleship and not just a light one. What can be done to make it into a True Battlecruiser? Speed 25, obviously. The game's Armour doesn't have fine enough grades to distinguish the armour of a battleship from the armour of a cruiser, so the armour of a battlecruiser isn't going to be distinguished either, it's still going to be 6+/5+.

But we still have to make it more fragile to be a battlecruiser - this means fewer shields, possibly fewer turrets, and some special rules. I think 2 shields captures the feel of a battlecruiser better - with 12 hits, 3 shields is nearly a battleship.

Both Admiral and I have adopted 1/3 of hits cause criticals (though my 5+ is much neater than his 2D6), whilst I've got an additional +1 modifier on the Critical Chart. Admiral calls this excessive punishment (though without it my version has significantly stronger 1-turn endurance than his), whilst I call it fluffy for a Battlecruiser to be extremely vulnerable to mishaps.

And there you have it.
Title: Re: List of flawed ships
Post by: horizon on February 24, 2011, 01:38:08 PM
Heh, talk about a subjective recap.

;)
Title: Re: List of flawed ships
Post by: RCgothic on February 24, 2011, 01:46:48 PM
It was only meant to be a recap of what the 2 profiles were.

The rest is me clarifying my argument for my profile over Admiral's, which has been due since he posted in defence of his views yesterday.

Also, I would propose that the picture of the Slaughter Class be photoshopped to have 1WB deck and 1L deck and solve this 'combi-deck' nonsense.
Title: Re: List of flawed ships
Post by: Valhallan on February 24, 2011, 08:02:36 PM
if the proposed invincible has 15 WB at 60 and 3 dorsal lances, then it is solidly better than the ret on broadsides - at range, which it's speed makes sure of. then i'd have to say it would have to cost 360. drop maybe 20pnts for less shields, and -10 for rough crits, and your looking at 330ish.

dropping the FP to 12 at 60 makes it so it still outguns CB's, CG's (well, on par with a repulsive, but faster). I see no problem with this. in fact isn't that the broadside of a fixed despoiler? so there should be no real arguement.

12 hits, 2 shields, 3 turrets, 25cm move
6 prow torps
3 dorsal 60cm lances
FP12 at 60 broadsides.

either of the funny crit rules, and 300-325 points range.

______
sig, the question was not ' for all existance: nothing' (if that was the case, then your 'i exist' arguement works). but rather for all existance, there exists nothing. so you'd have to claim that everything exists to negate nothing existing at all...

but then again nothing is part of everything, so it must exist, however if there is a nothing, something doesn't exist.

Title: Re: List of flawed ships
Post by: RCgothic on February 24, 2011, 08:35:37 PM
if the proposed invincible has 15 WB at 60 and 3 dorsal lances, then it is solidly better than the ret on broadsides - at range, which it's speed makes sure of. then i'd have to say it would have to cost 360. drop maybe 20pnts for less shields, and -10 for rough crits, and your looking at 330ish.

dropping the FP to 12 at 60 makes it so it still outguns CB's, CG's (well, on par with a repulsive, but faster). I see no problem with this. in fact isn't that the broadside of a fixed despoiler? so there should be no real arguement.

FP15@60cm is not better than FP18@45cm.

The Invincible with FP15@60cm will expect to score 1 hit with its WBs against 5+ capital ship abeam at range 45-60. That's 2.5 hits total compared to a Retribution's 1.5. In every subsequent turn, the Retribution is rolling 1-2 more dice than the Invincible, easily making that initial 1 hit back. In addition, when it breaks the enemy's line it will be scoring 7.5 hits per turn in comparison to the Invincible's 4.5 if it closes to within 30cm and stands off - otherwise the Invincible is stuck with 2.5hits per turn.

In addition, the Retribution will probably be closing whilst the Invincible is firing abeam - whilst the Invincible is firing broadsides at 45-60cm and scoring 2.5hits per turn, the Retribution will be in position to fire its torps - these can do up to 2.6 hits PAST shields (plus hits against secondary targets) in addition to its 1.5hits from lances.

The assertion that the Invincible would be more powerful than a Retribution is preposterous. And an Apocalypse can do 4 hits per turn at the same range as it - it blows the Invincible away. Even an Oberon competes strongly in terms of guns (with attack craft in addition!)

As Sigoroth said, Range is nice, Firepower is a neccesity.

Also, my proposed version has less firepower@60cm than Admiral's original proposed version with 1 more lance and 3 fewer WBs, so I'm sure absolute power really can't be an issue.
Title: Re: List of flawed ships
Post by: RCgothic on February 24, 2011, 09:41:36 PM
Blast Marker removal:

We currently have blast markers being removed by points. I don't think this is quite right - in large games, the initial skirmishes and final mopping up blast markers will vanish nearly instantly.

I think it should be a D6 for every 10 blast markers or part thereof in play. It makes sense that the more there are, the faster they disappear, and it also scales with game size.
Title: Re: List of flawed ships
Post by: Plaxor on February 24, 2011, 09:43:10 PM
D6 up to 750 pts. +1 for every 500 points thereafter RC. This worked best in playtest.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 24, 2011, 10:00:35 PM
You're still not getting it. Your version has both range AND firepower. Your version gets to fire as much a WB broadside as a Retribution at ranges beyond 45 cm and chances are the opponent is closing which means 8 dice for 2 turns unless the opponent decides its better to go abeam at those ranges plus 3 more dice for lances. The Ret is still closing at this time. This makes it better than a Retribution esp at the lower points cost you are proposing even with the tradeoff of 2 shields, crit on 5+ and +1 crit to the modifier. It's not just more than 1 additional hit as you are claiming. Not with those dice firing at the 45-60cm band and note the Invincible will already be on Lock On at the 30-45 cm band unlike the Ret which will just be unmasking its batteries.

Only Chaos has the range to go for an abeam engagement at 60 cm and if they are doing so, the Invincible is getting a few more rounds of shooting at range. Other races will most likely be at the closing profile since they need to get their weapons into range. So that 45-60 cm band is quite important.

Even at 45 cm, the difference is only 1 dice vs closing because of the right column shift and so there is almost no difference. Against Abeam or Moving Away profiles, the difference is only one dice. Within 30 cm, against Closing, one would get 2 dice more but chances are the opponent will be on the Abeam profile if only to minimize the damage.

So the Invincible costs lower than a Retribution and dishes out virtually almost as much direct firepower as a Retribution. The only difference is with the torps. Not really a major loss especially with the changes to the torp rules reducing the width (assuming it's being incorporated).

It's not even a question of whether the Invincible is comfortable sitting in an enemy formation. The Inivincible can just maneuver instead and shoot at range which is a much better deal than having it sit in the middle of an enemy formation. Even a Retribution will get pummeled if it stays in the midst of an enemy formation for long.

And the funny thing is, you're claiming my version is good as a battleship light but not as a battlecruiser. Huh? There's a difference other than the terms? And to remind you with your crit disadvantages, only British battlecruisers suffered from this problem.
Title: Re: List of flawed ships
Post by: RCgothic on February 24, 2011, 10:13:17 PM
You're still not getting it. Your version has both range AND firepower.
No, FP18@60cm would be both range and firepower. FP15@60cm sacrifices power for range. The range isn't nearly as useful as the extra firepower, but the Invincible does need the range more. I assume you'd be fine with FP18@45 then?

Your version gets to fire as much a WB broadside as a Retribution at ranges beyond 45 cm and chances are the opponent is closing which means 8 dice for 2 turns unless the opponent decides its better to go abeam at those ranges plus 3 more dice for lances. The Ret is still closing at this time.

Your proposed version would get 4 dice from lances and 6 from WBs in the same situation, which is clearly superior to what you're now complaining about. The Retribution would be firing torps, which are significantly more threatening than FP15 WBs.

It's ludicrous to suggest it's better than a Retribution. A Retribution would demolish it and its extra escort.

Also, at FP12&3 Lances, an Oberon would outgun it. Considering the Invincible is supposed to be a pure gunship, but your proposal would have it outgunned by a hybrid, that's pretty rubbish.

And the funny thing is, you're claiming my version is good as a battleship light but not as a battlecruiser. Huh? There's a difference other than the terms? And to remind you with your crit disadvantages, only British battlecruisers suffered from this problem.

British Battlecruisers have more character. There's no point making the ship if it doesn't have a significant character of its own. Yours is better in battles of attrition, which is characteristic of a battleship, whilst the lighter armament and lack of hits makes it 'light'.
Title: Re: List of flawed ships
Post by: Valhallan on February 24, 2011, 10:16:14 PM
yeah RC i said the invincible is better *at range* which is speed guarentee's it will be at. (maybe if you read the post and thought about it before snapping back you'd get it).

as the admiral says, under the conditions you actually use an invincible, its dishing out as much firepower as a ret, but for massively cheaper.

360 with the strange, odd number of WB your profile sugguests
330 with Fp12 at 60.

and note that both are top tier levels of firepower
Title: Re: List of flawed ships
Post by: RCgothic on February 24, 2011, 10:36:23 PM
So what if it outguns the Retribution at range? You don't pick a Retribution to sit at range, but to mix it up. You'll be taking a Victory to stay at range, and it will comfortably outgun Invincible in the same role. (5L & FP12 or FP15 & 4L). Easily thrashed.


Turn1:
Invincible goes abeam, gets an additional 8 dice (assuming the enemy is closing and doesn't speed completely past the 45-60cm range band)
Retribution is closing and fires torpedoes worth 14 additional dice, but let's assume they miss. Invincible +8 Dice.

Turn2:
Retribution opens fire at 30-45cm against enemies abeam and so Invincible gets 1 additional dice against its closing enemy. Invincible +9 Dice.

Turn3: Retribution closes to >15cm and breaks the enemy line, firing at closing<15 & moving away at 15-30. Invincible fires against closing enemies under 30cm. Retribution gets 14 additional dice and wins by 5.

So it's ludicrous to suggest Invincible is better - using each in their natural roles Retribution comes out a clear victor.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 25, 2011, 12:24:58 AM
No, FP18@60cm would be both range and firepower. FP15@60cm sacrifices power for range. The range isn't nearly as useful as the extra firepower, but the Invincible does need the range more. I assume you'd be fine with FP18@45 then?

Huh? Again the difference is only 1 to at most 2 dice. What sacrifice? And yes, you want FP15 then cut the range to 45 cm. The Ret is supposed to be the better gunship. You're marginalizing the Ret if you give your Invincible FP15 which if translated to 45 cm would come out to around FP22 or 23.

Your proposed version would get 4 dice from lances and 6 from WBs in the same situation, which is clearly superior to what you're now complaining about. The Retribution would be firing torps, which are significantly more threatening than FP15 WBs.

And I don't mind the Str 4 lance to go down to Str 3. I said that. I only said if you still want a bit of firepower keep the original Str 4 dorsals. What threat from torps? If it was still a 9 torp wide attack sure. As it is, it is not anymore. It's only 2 or 3 depending on whose version is to be followed and torps can be easily avoided now. It is not threatening unless the engagement is within 30 cm and I don't really expect the Invincible to deliberately get into those distances.

It's ludicrous to suggest it's better than a Retribution. A Retribution would demolish it and its extra escort.

Have you tried it?

Also, at FP12&3 Lances, an Oberon would outgun it. Considering the Invincible is supposed to be a pure gunship, but your proposal would have it outgunned by a hybrid, that's pretty rubbish.

So? It is supposed to be a battlecruiser right? You're really confusing me now. You want more firepower, I find the original designs armament fine. But you say it's too powerful and so fine, reduce the dorsal to 3. And now you say it even with the original armament configuration is too weak? What is it really? By your logic the Oberon has the Retribution outgunned so I guess the Retribution sucks now doesn't it?

British Battlecruisers have more character. There's no point making the ship if it doesn't have a significant character of its own. Yours is better in battles of attrition, which is characteristic of a battleship, whilst the lighter armament and lack of hits makes it 'light'.

That's funny. Now that the flaw is pointed out to be limited to British battlecruisers, you go to the character argument. Well, sorry, I prefer a ship with character which doesn't blow up when its sneezed upon. German and American battelcruisers perform fine, thank you. If I were to design battlecruisers, I would follow the German and American designs.
Title: Re: List of flawed ships
Post by: Sigoroth on February 25, 2011, 04:42:07 AM
sig, the question was not ' for all existance: nothing' (if that was the case, then your 'i exist' arguement works). but rather for all existance, there exists nothing. so you'd have to claim that everything exists to negate nothing existing at all...

but then again nothing is part of everything, so it must exist, however if there is a nothing, something doesn't exist.

Haha, talked yourself in circles there didn't you? Your problem is in your definitions of exist and nothing. Can there be nothing? Yes. Does nothing exist? No. Nothing means "no thing". For something to exist there has to be some amout of it, ie, "some thing". Nothing is an absence of something. Therefore it does not "exist"; it is not exigent. Just like darkness does not exist. It is not a thing, it is an absence of a thing. Likewise "cold" does not exist.
Title: Re: List of flawed ships
Post by: Sigoroth on February 25, 2011, 05:16:03 AM
On the topic of the Invincible I must admit I am on the fence for the hits/shields thing. If we're talking the same model as a typical BB then I'd say 12 hits. Maybe some auxiliary boosters would be in order. However, I'd prefer a modelling project that stripped down some of the superstructure of the standard BB or mixed it with a plastic cruiser to get something somewhere in between. For which I could see 10 hits. Though in this latter case I'd like to know why it would count as a BB in terms of game classification rather than counting as a cruiser.

As for the armament, again I'm a little torn. 12WB@60cm + 3L is fairly decent. By which I mean it outguns any current battlecruiser and competes with BBs. Just to be sure, we're going for a true battlecruiser right? So the current battlecruisers should be renamed heavy cruisers, yes? Well, no IN "heavy" cruiser could put out 12WBe at 60cm. The Overlord has 8. The Armageddon only pushes to 45cm range. No heavy cruiser has 3 dorsal lances either. So with 12+3 at 60cm it out guns and out ranges any IN heavy cruiser. If you leave shields at 2 and turrets at 3 then we could make this ship fairly cheap.

Consider the bonus speed as a trade-off for BB turn rate, add +15 pts over, say, an Armageddon, for the extra dorsal lance and BB status for fleet selection criterion (235+15=250). Now add 40 pts for hits and 15 pts for range upgrades (+10 per 6 per 15cm = +20 - 5 for having WBs as opposed to the Armageddon's lances) and we get 305 pts. I'd throw in the 3rd turret for free, since everything else is paid for at upgrade prices. I'd even fudge it down 5 pts because of this, giving an even 300 pts. It could maybe stand to come down another 10 pts too, given it has paid full upgrade prices from 30cm (as it's based on Armageddon costs and it has paid the full upgrade price based on a Lunar).

Anyway, that's all as may be. However, another point I'd like to make is that I don't like multiples of 5 in WBs. The only place I see multiples of 5 is on the Emperor/Oberon. Even there I wish they'd made the dorsal 6 and prow 4, as that makes more sense. With the Murder, Hades, Tyrant and even fixed Despoiler I see not two equal divisions of 5, but an asymmetric spread of 6 and 4. So for this reason I don't like the 15WB broadside.

However, having said that, I'm not entirely opposed to the idea of the Invincible putting out that much firepower. I notice that you (RCG) have listed the prow torps as strength 6. I know why d'Art did this, since he was clearing room for more dorsal weaponry, but why have you done it if, as you say, this is an identical model to the Ret? Surely it should have 9 torps in that case? Well, my suggestion is to leave the broadsides as 12@60cm and add in 3 WB LFR on the prow, at either 45cm or possibly 60cm range. This would give it the reasonable stand-off firepower you're after without giving it near Ret levels of linebreaking capability. It would simply be 1 step above a typical heavy cruiser when used in that fashion. In fact, it would have as much over a heavy cruiser as a heavy cruiser has over a normal cruiser (ie, +15cm range on broadsides, +6WBe LFR).
Title: Re: List of flawed ships
Post by: lastspartacus on February 25, 2011, 05:38:23 AM
I like the idea of a stripped down BB, i really do.  Given the entire purpose of a BB though, and its role as a rare and husbanded vessel, purposefully made larger and more powerful than is standardly practical...why make a stripped down one?  Battlecruisers seem to be the gold standard for admirals in BFG currently.
Title: Re: List of flawed ships
Post by: RCgothic on February 25, 2011, 11:47:46 AM
Huh? Again the difference is only 1 to at most 2 dice. What sacrifice? And yes, you want FP15 then cut the range to 45 cm. The Ret is supposed to be the better gunship. You're marginalizing the Ret if you give your Invincible FP15 which if translated to 45 cm would come out to around FP22 or 23.

Retribution is supposed to be a powerful linebreaker, and it is. A far more powerful one than Invincible.
Its stronger torps allow it to bludgeon its way in, where it will use its additional FP6 to maximum effect, all the while surviving firepower that over 2 turns would cripple Invincible with barely a scratch.

Apocalypse is supposed to be a better gunship, and it is. A far, far more powerful one than Invincible!
It has a broadside alone of 27WBe@60cm compared to Invincible's proposed 28.5WBe@60cm total focus.

Oberon, with FP16&2L@60cm, is a comparable gunship and has 4AC on top.

Emperor, with FP16, has comparable weapons battery fire and then 8AC on top.

Victory as proposed, (L4@60&FP15@60 OR L5@60&FP12@60) will have much more
firepower @60cm and be a better linebreaker by dint of its durability.

In terms of firepower @60cm, The only battleships that Invincible isn't overmatched by are the Vanquisher and Retribution. Vanquisher, which is deliberately cheap, can have a prow launch bay, in which case it's similar to the Oberon. Invincible is already on the bottom tier of battleships in terms of firepower.

The whole point of a Battlecruiser (Note to sig - would be calling this a Heavy Battlecruiser) is to project battleship-equivalent firepower on a fast platform - historical battleships weren't less powerful than battleships, and they were often more - Hood was the most powerful warship afloat for more than 2 decades. Nerfing it to FP12&3 Lances drops Invincible out of the bottom tier of battleships, and that's why I'm so fiercely trying to hang on to FP15.

Assuming for a moment S4 lances were allowed, Admiral would be happy with S4@FP12 (slightly more potent than 3L&FP15) which shows that the objection is to the level of firepower in the broadsides, not the total firepower overall.

This brings us onto the assertion that FP15@60cm is as good as FP22@45cm. You're saying WBs@60cm are worth nearly 50% more than WBs@45. This can't be the case:


Yes, longer ranges weapons batteries are worth more than short ranged ones. But 50% more? Really? If they were really worth 50% more, the overlord would be considered one of the best BCs rather than the most blatantly undergunned. It takes a targetting matrix to make it equivalent to an Armageddon, and even then it isn't better. 20% difference at most.

Also, the Apocalypse crams 27WBe into those same three hardpoints. Lances are already far more potent than Weapons Batteries at range - denying WBs the ability to have FP6@60cm to a hardpoint just exacerbates this (and conveniently ignores that Emperor and Oberon do just that), and I'm not even asking for 6 per hardpoint here, or asking that the range upgrade be free.

Quote from: Sigoroth
However, having said that, I'm not entirely opposed to the idea of the Invincible putting out that much firepower. I notice that you (RCG) have listed the prow torps as strength 6.
Legacy of the original profile. I've left it at 6, because it de-incentivises charging the ship in like a linebreaker. and it helps to keep the price down.

You started your price analysis from the Armageddon. For my profile, starting from the Retribution: -2 shields for -20pts, - 3 torps for -10pts, critical hit rules for -20pts, -1 turret for -10pts, +5cm speed for +25pts, +5pts "fudge factor" gives 325pts.

We already have ships that are smaller and more lightly armed than battleships. If we were to make it smaller&more lightly armed battleship/bigger more heavily armed BC, it's basically just a fast, heavily armed GC. It's not different enough to be truely interesting. A fast & fragile battleship on the other hand, is soemthing that does add a new dimenion to the game.

Your aversion to FP5 is slightly weird. ;) How would you feel about FP14 or FP16? (4+6+4 or 6+4+6?)
Title: Re: List of flawed ships
Post by: Plaxor on February 25, 2011, 04:34:57 PM
Had a thought on Mark of Tzeentch....

As people don't have any reason to take it en masse, (unlike the other marks) I was considering basically swapping it with the 'strands of fate' power from the Daemons section. Basically a vessel with a MoT would instead of having a re-roll, it would allow the player to re-roll any critical hits caused by the vessel on an enemy vessel, as well as being able to force the opposing player to re-roll criticals suffered on the ship. Not H&Rs though I don't think.
Title: Re: List of flawed ships
Post by: Valhallan on February 25, 2011, 07:10:12 PM
i just wanted to say that the invincible's dorsals are immune to direct fire crits due to the +1 to crit rolls.

how about a compromise. Fp12 at 60 with a targeting matrix for free.
Title: Re: List of flawed ships
Post by: RCgothic on February 25, 2011, 07:28:55 PM
The Dorsals aren't invulnerable, Hit and Run attacks can still take them offline.

FP12 and a Targetting matrix is actually a reasonable suggestion - it keeps its ability at long range, but really loses out against capital ships closing at short range, reducing its effectiveness as a linebreaker (where it really has no business being anyway).
Title: Re: List of flawed ships
Post by: Valhallan on February 25, 2011, 07:32:44 PM
i just wanted to say that the invincible's dorsals are immune to direct fire crits due to the +1 to crit rolls.

how about a compromise. Fp12 at 60 with a targeting matrix for free.

read 'direct fire crits'

- glad you like the target matrix suggestion.
Title: Re: List of flawed ships
Post by: lastspartacus on February 25, 2011, 09:27:06 PM
I like that MoT idea, as a primary tzeentch player, cuz I like the thousand sons but do realize the mark is weak.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 25, 2011, 11:05:50 PM
Retribution is supposed to be a powerful linebreaker, and it is. A far more powerful one than Invincible.
Its stronger torps allow it to bludgeon its way in, where it will use its additional FP6 to maximum effect, all the while surviving firepower that over 2 turns would cripple Invincible with barely a scratch.

The likelihood of you getting the Retribution into the midst of an enemy fleet with a well versed opponent is quite low. You'll only be able to really use an additional FP3. And if you're driving the Ret to get into the midst of an enemy fleet, you're not really using your broadside WBs aren't you? Means the Invincible is shooting all the while and getting more damage in.

The whole point of a Battlecruiser (Note to sig - would be calling this a Heavy Battlecruiser) is to project battleship-equivalent firepower on a fast platform - historical battleships weren't less powerful than battleships, and they were often more - Hood was the most powerful warship afloat for more than 2 decades. Nerfing it to FP12&3 Lances drops Invincible out of the bottom tier of battleships, and that's why I'm so fiercely trying to hang on to FP15.

Of course the Hood was the most powerful. No one was building any during those 20 years. Certainly not the Germans.

Assuming for a moment S4 lances were allowed, Admiral would be happy with S4@FP12 (slightly more potent than 3L&FP15) which shows that the objection is to the level of firepower in the broadsides, not the total firepower overall.

Yep. Again, I don't mind the dorsals to be brought down to 3 and the torp strength increased to 9.

This brings us onto the assertion that FP15@60cm is as good as FP22@45cm. You're saying WBs@60cm are worth nearly 50% more than WBs@45. This can't be the case:

  • Assuming Invincible is abeam ready to recieve a closing capital ship and that the ships are randomly located to begin with, there's a 40% chance a closing chaos cruiser could clear the 45-60cm range band entirely, in which case you may as well have had the extra firepower. If Retribution is closing against enemy abeam and the ships are randomly located to start with, there's a 25% chance of clearing the 60-45cm band entirely, in which case the extra range is moot. So there's at least a 25% chance the extra range won't even come into play at all.
Likelihood. I can say that there's a 60% chance the Chaos cruiser won't clear the band while the Ret has a 75% chance of not clearing the band. See it's all about perspective. The fact therefore according to you is that there is a better chance of the band coming into effect than not.

  • Then there's the fact extra range is most likely entirely wasted on the off-side because you're only likely to have targets on both sides when you're in a linebreaking position, in which case pure firepower is what's needed.
Again, the assumption is your opponent lets you get the Ret in there. Certainly I won't just let you. I don't know about your opponents though.

  • Long-range firepower is also less likely to be backed up by MORE long range firepower, thus diluting its effect due to shields compared to short range fire.
Yeah but long range firepower can be backed up by short ranged firepower. Perspective.

  • Finally, most battles are concluded at short range and less than 1/4 of the battle is going to occur in the 45-60cm range band, so even a moderate amount of extra dice to start with are going to be outweighed by 1 or two extra dice at shorter range over the course of a battle. If even 1/8th of the time the shorter ranged ship manages to line up a dual broadside then it will outweigh any advantage of having long range in an instant.

Yes but it doesn't mean you can't get damage in from long range fire. Really, you're discounting long range fire a lot.

Yes, longer ranges weapons batteries are worth more than short ranged ones. But 50% more? Really? If they were really worth 50% more, the overlord would be considered one of the best BCs rather than the most blatantly undergunned. It takes a targetting matrix to make it equivalent to an Armageddon, and even then it isn't better. 20% difference at most.

It's better now. Then it wasn't since the amount of dice being rolled aren't enough. Had the Overlord had FP12@60cm. no one would be complaining. I still prefer the Overlord to have FP12@45cm though to put it in line with the Armageddon. Yes it should be 50% more at lower strength if we stick to the current day ship platform. If we go by the Dominator profile where you can upgrade the broadside batteries to FP6@45 cm, you would see this precedent. It's actually a heftier change compared to my wanting the Overlord to have FP12@45cm from FP8@60cm. I would think that the Ret having a similar platform or cruiser-writ-large with the same type of weapons should have a similar ratio.

So the Ret is still undergunned in the sense that if it had FP18@60cm which it should, its broadside firepower at 45 cm should really be at FP27 when at 45cm (probably even at FP36 if we go by the Dominator but that might be too much).

Also, the Apocalypse crams 27WBe into those same three hardpoints. Lances are already far more potent than Weapons Batteries at range - denying WBs the ability to have FP6@60cm to a hardpoint just exacerbates this (and conveniently ignores that Emperor and Oberon do just that), and I'm not even asking for 6 per hardpoint here, or asking that the range upgrade be free.

Yes and the Retribution should really have FP18@60cm. So why not put that into the changes as well because really, isolating the weapons alone, the FP18@45cm of the Ret will be overshadowed by the Invincible which has FP15@60cm broadsides. If one can put FP15@60 cm broadside on what you claim is a battlecruiser, I don't see why they can't put FP18@60cm on a true blue battleship.

Of course, there are other factors in the game but first there should be an absolute comparison which is isolating and comparing the WBs only and then a relative comparison which is now comparing the ships other stats as well. 
Title: Re: List of flawed ships
Post by: RCgothic on February 26, 2011, 09:03:11 AM
You're flat wrong that WBs@60cm are worth 47% more than WBs@45, and that's all there is to it.

You are saying that WB12@60cm are equivalent to WB18@45. Against an enemy determined to stay at range, that's just 2 extra dice against capital ship abeam at long range (and we'll leniently ignore all the valid factors I mentioned in my previous post). FP18@45, once in range, gets 4 dice against that same target - it only had to fire once to eliminate the 60cm battery's advantage.

The FP12@60cm ship gains most advantage if the enemy is closing, 6 extra dice. But the FP18@45 ship will subsequently get at least +2 dice in every column compared to the FP12@60cm ship, and at extreme close range +5 dice. If the FP12@60cm ship is staying at 30-60cm, then the FP18@45cm ship can get up to +14 dice in comparison by closing to short range, and possibly +27 if it lines up a double broadside, that initial 6 dice advantage takes just 3 turns to go away even under the least favourable conditions to the FP18@45cm ship.

I'm not discounting long range WBs - that first turn advantage is worth something - but if you think they're worth so much more than 45cm batteries you're kidding yourself.  ::) I'd say 20% more valuable at most.

The only reason for having FP12 over FP15 is if you think that a Heavy Battlecruiser should be less powerful than even the least firepower-heavy battleships, which it 100% should be as powerful as.
Title: Re: List of flawed ships
Post by: Plaxor on February 26, 2011, 09:36:22 AM
Yeah Admiral D'.... I know Smotherman says that 60cm wbs are worth 1.5x as much as 45cm ones, but they really aren't. FP18@45 in my mind seems more like it would be worth FP14@60. So they should be worth about 33% more, not 50%.

Honestly think about it, would you trade FP18@45 for FP12@60?
Title: Re: List of flawed ships
Post by: Eldanesh on February 26, 2011, 12:53:05 PM
If you need a formula for imperial ships try this one: http://members.multimania.co.uk/beachy97/bfg/cruiseri.htm

It works only for imperials and isn't "up to date" (pre-Armada ^^), but it allows to rebuilt every imperial shipclass (before the pointswitch of Emp/Ret) to it's correct point costs. It also has a hardpoint system as well as individual cost fo every weapon system.
Title: Re: List of flawed ships
Post by: Plaxor on February 26, 2011, 12:56:47 PM
Oh, more thoughts on Marks;

So the idea is to make it viable to take marks en masse, in case you want to run a themed force. Of course as I mentioned before the revision to purchasing marks (any capital ship can take them regardless of if they have a chaos lord or not, you must have the same mark, but chaos lords can take a different one).

Tzeentch/Nurgle seem pretty fixed with what I have. With Nurgle being cheaper, and also changing the 'boarding action' mechanic to get rid of the stupidity behind it. Tzeentch will provide an ability that is useful on any capital ship, as well as when taken more than once. Similar to Nurgle's. As well it won't be a 'just carriers' type thing.

Khorne: Really doesn't need a revision, as it works fine already, although it is slightly better on Slaughters. No big deal.

Slannesh: The issue here is that this is only useful to take on one or two ships, I was wondering how people would feel if the leadership detriment was changed to -1, but multiple ships would affect the LD? Probably to a max of -3. Or maybe some chart, saying the first stops the 'enemy vessels on SO' rule. The second subtracts LD, and the third prevents SO from being taken.
Title: Re: List of flawed ships
Post by: Valhallan on February 26, 2011, 07:13:39 PM
I think the admiral knows that fp 18 at 45 is slightly better than fp12 at 60. hence the new ret being +10points. I wanna say i heard this fixed ret profile and cost from him on the port about a year ago....

anywho. FP12 w/ target matrix. great solution.

and RC i'm not arguing FP12 to make it weaker than everything else (though i do think the ret should be super heavy for WBe, and as such it is a bad comparison). But i'm arguing Fp12 to keep the points below 350. if it had BB level firepower, BB level hits, BB level points, but all it looses are 2 shields and some harsher crits... I really don't see where its a heavy battlecruiser. but rather just a fast BB.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 26, 2011, 08:21:55 PM
You're flat wrong that WBs@60cm are worth 47% more than WBs@45, and that's all there is to it.

I'm not sure where you're getting that percentage. I'm basing my reasons through actual stats. The Dominator is my example. If you have anything to refute that WB ratio, then please do so.

If there is anything wrong however, it is the profile of the Retribution. It should have FP6@60 cm per hardpoint.

You are saying that WB12@60cm are equivalent to WB18@45. Against an enemy determined to stay at range, that's just 2 extra dice against capital ship abeam at long range (and we'll leniently ignore all the valid factors I mentioned in my previous post). FP18@45, once in range, gets 4 dice against that same target - it only had to fire once to eliminate the 60cm battery's advantage.

The FP12@60cm ship gains most advantage if the enemy is closing, 6 extra dice. But the FP18@45 ship will subsequently get at least +2 dice in every column compared to the FP12@60cm ship, and at extreme close range +5 dice. If the FP12@60cm ship is staying at 30-60cm, then the FP18@45cm ship can get up to +14 dice in comparison by closing to short range, and possibly +27 if it lines up a double broadside, that initial 6 dice advantage takes just 3 turns to go away even under the least favourable conditions to the FP18@45cm ship.

I'm not discounting long range WBs - that first turn advantage is worth something - but if you think they're worth so much more than 45cm batteries you're kidding yourself.  ::) I'd say 20% more valuable at most.

The only reason for having FP12 over FP15 is if you think that a Heavy Battlecruiser should be less powerful than even the least firepower-heavy battleships, which it 100% should be as powerful as.

Nope, not kidding myself at all. It's not even a matter of value. It's a matter of what the WBs ratio is when it goes up or down in range. Percentages don't even come into this, nor does Smotherman. A regular cruiser has FP6@30cm WBs per hardpoint. A battlecruiser in the game has FP6@45cm WBs per hardpoint. This should mean that a battleship should have FP6@60 cm per hardpoint (and in the case of 2 battleships it is so, the Ret being the odd duck out).

And while I think battlecruisers should have almost the same firepower as the least firepower heavy battleships, I don't think they should have it more as in your case and it IS more no matter what you say. If you insist on the Invincible having FP15@60cm, then push up the Ret to FP18@60 cm and this discussion ends. It should not have more WBe, something which you are so fond of using than the Ret.

Extra range translates to one extra turn of firing without LO and one extra range more of firing with LO both of which are fully supported by 60 cm lance fire chances of which are the enemy is closing on you therefore maximizing the no. of dice available which is 6 WB dice supported by at least 3 more lance dice for a total of 9. There's definitely value there and not simply 20%.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 26, 2011, 08:25:12 PM
Yeah Admiral D'.... I know Smotherman says that 60cm wbs are worth 1.5x as much as 45cm ones, but they really aren't. FP18@45 in my mind seems more like it would be worth FP14@60. So they should be worth about 33% more, not 50%.

Honestly think about it, would you trade FP18@45 for FP12@60?

Who said anything about Smotherman? Just look at the progression of the cruiser to battlecruiser and even to battleship barring the Ret. The hardpoint firepower remains the same while the range increases. The problem here is that the Ret should have had FP18@60 cm from the get go. You do that and any complaining I have stops.

I would trade FP18@45 cm for FP18@60cm.
Title: Re: List of flawed ships
Post by: Taggerung on February 26, 2011, 08:29:41 PM
I actually agree with Admiral, the Retribution is rather undergunned.

The Emperor has FP10@60 in the front, and if it's abeam (Which why wouldn't it be) it has FP16@60 on either side. Anyone else see why the retribution which is a line breaker BB cannot outgun an emperor at 60cm? I mean the Carnage class chaos cruiser which is half the points has basically the same firepower as the retribution! This seems pretty messed up to me.

I suggest lowering the cost as the initial Retribution was over cost as it is, and when I plug the Retribution into the smotherman, it comes out at 341 pts not 355...so I think a 15pt reduction would not be unreasonable (but even then, it still seems poor compared to the other battleships)
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 26, 2011, 08:39:16 PM
The only reason why I pushed for FP18@45cm before was the HA didn't want the FP to be 18@60 cm which was what I pushed for originally. Since this is not going to be an approved SG document, can we include that change now after which we can let RCG have his FP15@60 cm WBs for his Invincible?
Title: Re: List of flawed ships
Post by: Valhallan on February 26, 2011, 08:59:22 PM
seconded. give the invincible fp15 at 60 (or 12 with matrix) if we give the ret fp18 at 60.
Title: Re: List of flawed ships
Post by: Taggerung on February 26, 2011, 09:03:02 PM
Where is this invincible ship you guys are talking about?
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 26, 2011, 09:04:52 PM
The one RCG is pushing for.
Title: Re: List of flawed ships
Post by: Taggerung on February 26, 2011, 09:18:23 PM
It just seems like a weaker retribution...why bother even making that ship in the fleet list unless it falls under the BC category and not as a BB. It just seems like a waste of a ship. If anything, make the retribution at those levels, and then give the chance to upgrade to the new retribution stats, that way the fleet lists don't get cluttered up.
Title: Re: List of flawed ships
Post by: Sigoroth on February 27, 2011, 04:03:31 AM
I don't think that the Ret should have 60cm range. I think that it is possible for a BB to have 6WB@60cm per hardpoint, but that it isn't easy and if it isn't necessary then the IN wouldn't bother to do it. So possible, but not necessary.

The actual value of range depends wholly upon the role of the ship. Having long range is necessary on either a slow ship or one with a 5+ prow. If you're slow, short ranged and have a soft nose then you'd better be bloody cheap! On the other hand, a line breaker simply doesn't need range. If the Emperor had the choice of 12WB@60cm or 18WB@30cm I'd take the former. If the Ret had the same choice I'd take the latter.

In the IN fleet we see a preponderance of line-breakers. Armoured prows, short range, prow weapon system that can't be combined with broadside guns. Therefore range just isn't worth much. Much more important to have weight of fire. So the Tyrant sucks. On the other hand, the Carnage, which is like the Tyrant in that it has half its broadside increased in range and dropped in strength (from 6 to 4) is a great ship. Soft nose, combinable prow weaponry and good stand-off capabilities come together to make the range worth it on the Carnage.

So if I had a choice between a 60cm Ret and a 45cm Ret I'd take the 45cm Ret. I don't want to pay for the range.
Title: Re: List of flawed ships
Post by: Taggerung on February 27, 2011, 06:48:50 AM
I agree with Sigoroth...it's a line breaker, but the fact that the Emperor which is not a line breaker can bring almost as much firepower (2 short) and at longer range seems like that's a problem.

Why not increase the guns to 20 at 45, which would cost it at 353 which is where it costs now, and then we have a true ship of the line. As it is, there is no reason to ever take it tbh...the emperor does as much at range, and then launches 8 AC a turn as well.
Title: Re: List of flawed ships
Post by: RCgothic on February 27, 2011, 09:48:32 AM
The Emperor can't bring anywhere near as much firepower as the Retribution.

The Emperor gets FP16@60, that's 3 dice against capital ship abeam at 45-60cm. The Retribution also gets 3 dice from its lances, except these are hitting on a 4+ - between 50% and 300% better.

The Emperor gets 8 dice against capital ship closing at 45-60cm. Against a 5+ prow, that's 2.67hits, so it does beat the Retribution's 1.5hits there. But if it's a 6+ prow, the Retribution still wins 1.5 to 1.33.

Now the Retribution gets into range. The Emperor is still rolling just 8 dice against capital ship closing, but the Retribution is rolling 9 AND still has its lances. That's double the firepower.

So the Retribution usually equals the Emperor, and at <45cm doubles it.

The Retribution simply doesn't need the range, and I'm with Sigoroth in not wanting to pay for it. It's fine at FP18@45cm.
Title: Re: List of flawed ships
Post by: horizon on February 27, 2011, 09:50:30 AM
FP18 @ 45cm Retribution is how it must be.
If they want 18 @ 60cm at same value I'm fine with it as well. ;)
Title: Re: List of flawed ships
Post by: RCgothic on February 27, 2011, 10:05:08 AM
Now on the subject of the Invincible, it isn't just a weak Retribution - though the two have roughly similar firepower, they have completely different roles.

The Retribution is a Linebreaker, and you're right that with FP18 and S9 forward torps, there's nothing that's going to outgun it at close range. It excels in fleet actions, leading a phalanx of 20cm 6+ armoured prow cruisers into the heart of the enemy - The Invincible, with FP3 fewer per side and a glass chin couldn't hope to compete here.

The Invincible was meant for a different purpose - keeping pace with raiding chaos cruisers and obliterating them. It doesn't need a strong prow armament because it doesn't want to be closing with the enemy - it's too fragile. What it does have is double the firepower of an Emperor at the same range, and it can use its speed to use that range to maximum effect. In a fleet situation, its best use isn't charging into the centre of an enemy fleet, but harrying the enemy from long range either by itself, or heading up a group of cruisers that can do the same. (this is why I still like the Mercury, and the idea of a Siluria with 45cm batteries).

The two will play completely differently, and it will be perfect for a bakka list.
Title: Re: List of flawed ships
Post by: Sigoroth on February 27, 2011, 01:45:01 PM
You know, I don't see the Invincible as needing to stay at range. Sure it has less shields than a Retribution, but if we're talking a balanced vessel in terms of cost this is no disadvantage. If it had the exact same stats as a Retribution but traded shields for speed I'd still be using it as a line-breaker. The extra range allows it to be used as a stand-off ship, but it still has potent broadsides that benefit from being up close more than being at range, so why wouldn't you run this ship as a line-breaker? It's still more durable than any CB or even any CG with that prow armour and extra hits and has greater speed.

If you want to force this ship to be a stand-off vessel then drop the prow armour and torps and give it 6 prow WBs LFR at 60cm. Leave the broadsides at only 12, further discouraging line breaking. This will give you stand-off firepower nearly on par with an Apocalypse while being more reliable and cheaper. Most likely in the 300pt region, less given the crit rules. The extra swinging firepower would also be good for its role in chasing down enemy ships, for which being able to fire forward would be off benefit. When giving battle it would then swing around to present a broadside and focus fire.
Title: Re: List of flawed ships
Post by: RCgothic on February 27, 2011, 03:28:29 PM
Well true, that would be a better stand off vessel - but we should try and maintain some continuity with the original profile.
Title: Re: List of flawed ships
Post by: Taggerung on February 27, 2011, 06:07:26 PM
Invincible doesn't need to exist. That aside, you still have the problem of the Retribution being 15 points over cost. Either lower it's costs, or beef up it's guns.
Title: Re: List of flawed ships
Post by: Plaxor on February 27, 2011, 07:07:20 PM
I don't think that the Ret should go to range 60, it just doesn't have that feel to it.


@Tag

I was surprised when people wanted it to be increased in cost by 10 points for this reason as well. Maybe it was just my Emperor mental issues, but I've solved those.
Title: Re: List of flawed ships
Post by: lastspartacus on February 27, 2011, 07:17:03 PM
The cost shouldnt change, and it should go to the proposed wb18 45cm.  That is the Retribution I always imagined.  Tasty.
Title: Re: List of flawed ships
Post by: RCgothic on February 27, 2011, 07:22:11 PM
I don't believe that the Retribution is overcosted at 355pts.

Compared to the Emperor is has:

x3 Broadside firepower.
x2.7x Prow Firepower
x3 Dorsal Firepower
+5cm Speed
+6+ Prow.

-10pts
-15cm range on broadside.
-8 attack craft.
-1Ld

The leadership and range trade for the 6+ prow and speed, which leaves a 10pt discount and 3x firepower for 8 attack craft - easily a good bargain.
Title: Re: List of flawed ships
Post by: lastspartacus on February 27, 2011, 07:41:55 PM
Again i ask the question about, besides being neat, what could have possibly led to the existence of a 'subpar' battleship without dorsal lances?
Title: Re: List of flawed ships
Post by: RCgothic on February 27, 2011, 09:09:48 PM
The Vanquisher? A need to quickly replace combat losses with an easily constructed BB? A need for numerous BBs to provide heavy support to a wider area? Loss of technology required to service Dorsal Lances at a particular forge world? Quite a few explanations.

The Invincible fits in because fast gunships are very Battlefleet Bakka. It's for this reason I don't think we should completely drop the Mercury, though I could see a folding into the Overlord profile. The Siluria could also have R45 guns- it has so little firepower that R45 would give it more character and allow it to be a hits 6 ship without stepping on the Endeavour's toes.
Title: Re: List of flawed ships
Post by: lastspartacus on February 27, 2011, 10:33:16 PM
That just does not seem to fit the Imperial modus operandi for battleships.  Admirals have huge boners for battlecruiers anyway, they would likely opt for that kind of long range firepower.  Battleships are rare because they are much more difficult to create, and thus are made sure to be exceptional.  The Imperium makes them as powerful singular centerpieces.  I can only see the Vanq's existence as a salvaged-from-better-battleships kind of hull.
Title: Re: List of flawed ships
Post by: lastspartacus on February 27, 2011, 10:39:33 PM
I personally think the MoT should be a reroll for either offensive or defensive crits, not both.  Just my thoughts.

Also, what did you change on the MoN?
Title: Re: List of flawed ships
Post by: Taggerung on February 28, 2011, 04:09:20 AM
RCGothic,

It doesn't matter if you don't think it's over cost, because when using the Smotherman formula to calculate it's cost, it comes out at 15 points over cost right now. That is the basis for pretty much every ship done in the flawed lists. As I said, either increase it's guns to 20 (Which works out to be an additional 12 points, so would match it's 355 price tag) or decrease the points down to 340, where it actually costs.
Title: Re: List of flawed ships
Post by: Eldanesh on February 28, 2011, 05:08:07 AM
The main reason that an Ret is/should be a bt cheaper compared to an Emp was the fact that Launch bays are superior to batteries. But with the recent changes (e.g. Escorts more resilent to Assault Boats) this advantage isn't that big anymore.

So 355 is a reasonable price.

But the range should go up to 60cm. It's simply the way it should be: cruiser 30cm, battlecruiser 45, BBs 60cm. 

Sure, if you have to chose between range and power anybody would take firepower, as batteries tend to be a bit useless if more then 30cm away, but why should you do that if it feels simply wrong.
Title: Re: List of flawed ships
Post by: RCgothic on February 28, 2011, 06:11:50 AM
People should quite using Smotherman for everything. It doesn't provide a value for what ships are actually worth, only what most were originally priced at.

The Retribution is fine as is. It doesn't need to be cheaper, and it doesn't need 60cm range on its broadsides.
Title: Re: List of flawed ships
Post by: Taggerung on February 28, 2011, 06:19:01 AM
I don't even play Imperial's and I notice it's a flawed ship. It doesn't really matter because even if I did play Imperials I would just cost it where it should be. It's over cost and as is, there is NO reason to ever take it. Even the Vanquisher which has only 4 less batteries on each side has the same lances, and only 3 less torps...for less points.
Title: Re: List of flawed ships
Post by: RCgothic on February 28, 2011, 06:41:58 AM
Retribution: 355pts

S9 Torps,
FP18 Broadsides@45cm
S3 Dorsal Lances@60cm

Vanquisher: 300pts
S6 Torps
S4 Lances@45cm
FP6 Batteries@60cm.

The Retribution has 3-4x the firepower at 60cm . At 45cm the Retribution easily equals the Vanquisher's 4 lances, and has about FP8 left over. At less than 30cm, the Retribution owns the Vanquisher because it has a higher proportion of firepower in WBs that come into their own at short range. The Retribution is 55pts better than a Vanquisher, hands down, no contest.

It doesn't need Range 60, and it doesn't need to be cheaper than 355pts. It was flawed at FP12, undergunned and conflicted. But now it's fine, and it is not a bad thing that the Apocalypse outranges it and outguns it at that range - The Retribution still holds the advantage close up.

There's nothing wrong with the Retribution as fixed.
Title: Re: List of flawed ships
Post by: Taggerung on February 28, 2011, 07:03:09 AM
Ummm...That's not the Vanquisher

Vanquisher - 345 pts

Same stats in terms of hits and what not

Port/Star Weapons Battery - Str 8, 45cm
Port/Star Lance Battery - Str 3, 45 cm
Prow Torps - Str 6
Dorsal Weapons Battery - Str 6, 45cm, L/F/R

So on either side it can produce str 14 batteries, and 3 lances...

Title: Re: List of flawed ships
Post by: RCgothic on February 28, 2011, 07:08:52 AM
That version is out of date, and being superceded by the version in the HA's Battlefleet Bakka, with the exception of 20cm speed.

Sorry, quite a few of the documents have been left out of date by rapid changes. It's no-one's fault, though we really could do with a separate change log document.

And even we were using the previous version of the Vanquisher, you don't think 10pts is fair upgrade for 3 extra torps, FP4 greater broadside capacity and range 60 on 3 dorsal lances?
Title: Re: List of flawed ships
Post by: Taggerung on February 28, 2011, 07:13:16 AM
I am going off of what is in the Flawed fleet lists, not what is in the Battlefleet Bakka or Ork clanz (If we are talking about orks...which btw, that document is pure garbage)...This is the flawed fleet thread, unless it's also being replaced here.
Title: Re: List of flawed ships
Post by: RCgothic on February 28, 2011, 07:16:25 AM
Yes, and the flawed ships version is due to change with the next update - we aren't fixing what ain't broke, and the HA's Vanquisher ain't broke (speed excepted, plus fluffy option for prow launch bay).

It's similar to how we were expecting to change the Overlord to FP12@45cm, but it became unnecessary when the HA's gave it a price break and targeting array options. Having two completely different profiles for the same ship would just get people confused over which version was in use.
Title: Re: List of flawed ships
Post by: RCgothic on February 28, 2011, 07:18:46 AM
As for the marks:

Mark of Slaanesh:
I do like the stacking chart you've got, but unfortunately I don't think it would work in practice. -1Ld to all ships within 15cm would be fine, stacking.

Mark of Khorne:
Fine as is (doubles boarding value and +1 to crit in boarding actions)

Mark of Tzeench:
I like the idea of rerolling all criticals caused by the vessel's direct fire, both offensively and defensively. Very Tzeentchy.

Mark of Nurgle:
+1 Hit, +1 Modifier when defending a boarding action, IIRC? Fine.
Title: Re: List of flawed ships
Post by: Plaxor on February 28, 2011, 07:41:21 AM
Nurgle's is 'Inhospitable Environent' which forces the attacker to roll two dice and pick the lowest if the nurgle ship is defending in a boarding action.
Title: Re: List of flawed ships
Post by: Taggerung on February 28, 2011, 08:14:40 AM
Plaxor,

So I got to play with the Deadnought class tonight and it was pretty much everything I wanted, it's a big beast that can bring a lot of firepower to bear on it's target. Having the possibility of str 18 guns on the prow is just nice to have since the heavy gunz once again were never used lol.

I completely forgot to use the Zappa Gunz though, but I was fighting DE so that wouldn't have come up.
Title: Re: List of flawed ships
Post by: Plaxor on February 28, 2011, 08:20:41 AM
Yeah, against DE I probably wouldn't use the zappa guns anyways. Not worth the loss of shields. What did your opponent think?



On MoT; I'm not sure how valuable re-rolling critical hits is. I mean, naturally someone would force a re-roll of hull breach or bulkhead collapse, maybe even bridge smashed. As certain criticals are far more likely to end up worse, like say you want them to re-roll a result of port weapons damaged, hoping to get somewhere else. Ick... I guess that's tzeentchy.

Although ships are only likely to reveive 1, maybe 2 critical hits before they are destroyed. Likewise they are probably going to only dish out one or two, so probably not that valuable overall, as it doesn't give such a straightforward benefit. Maybe adding in H&R attacks?
Title: Re: List of flawed ships
Post by: Taggerung on February 28, 2011, 08:24:28 AM
They were rightfully terrified of it, but once a boss and upgrades are all said and done, it's like a 515 pt ship, so they seemed cool with it.

I thought of something that was absurd and probably shouldn't be allowed is the big mek with a powerfields upgrade. It seemed too good since I at one point had 6 shields on the ship lol.

Maybe the character upgrades shouldn't transfer to the deadnought or perhaps just no extra upgrades for that ship. Maybe I am just thinking it's too good, but it's not like I didn't rightfully pay for it.
Title: Re: List of flawed ships
Post by: Plaxor on February 28, 2011, 08:32:24 AM
Actually I was thinking for the Deadnot that your fleet commander would have to be aboard it, which would mean mandatory Warlord, naturally the worst character to put on it. Maybe not though.

None of the upgrades really cause any issues here, I mean Extra powerfields is quite good, but I wouldn't think substantially enough that the 515 pt vessel would be unstoppable. Still pretty vulnerable to bombers, and he just had to hit you when you rolled a '1' for shields. Also DE have a huge manoeuvering advantage against Orks. All he had to do was kill everything else, then sit behind your big ship and shoot.

And at 515 pts.... I'd rather have a PK, every time. So I don't know if there is that much issue with it.
Title: Re: List of flawed ships
Post by: Taggerung on February 28, 2011, 08:44:43 AM
PK?
Title: Re: List of flawed ships
Post by: Plaxor on February 28, 2011, 08:55:35 AM
Planet Killer
Title: Re: List of flawed ships
Post by: RCgothic on February 28, 2011, 11:32:37 AM
Almost every list has a 0-12 limit on cruisers. Why does this limit exist? Bin it is my vote.
Title: Re: List of flawed ships
Post by: horizon on February 28, 2011, 11:42:14 AM
Keep it.
Title: Re: List of flawed ships
Post by: RCgothic on February 28, 2011, 11:54:09 AM
Why? All it does is limit the capacity for large games. In practice it's never a limit in games under 2000 pts, and for larger games why is it needed?
Title: Re: List of flawed ships
Post by: Plaxor on February 28, 2011, 02:26:35 PM
RC, we discussed this at some point. The only fleet the 'cruiser limit' has ever mattered in was orks, as players run out of choices at around 1200 points when they've purchased 6 terror ships. Preventing cruiser spam.

The limit is somewhat for flavour, but it really doesn't do much as if one were to take all dauntlesses, they would still reach 1320pts, then you would naturally include a commander, and some escorts to fill it out, or maybe a dictator.

At 3000 points (with orks this sucks, as once you get 6 kroozers and 3 BCs/BBs... then you're a little stuck), people actually start feeling it. I played this against IN, and it essentially ensures a variety of things to be taken in the fleet, rather than just cruiser spam.

I think I remember 5-6 years ago someone on the old SG site wrote about how Chaos cruiser lists were the greatest thing around, and there might as well not be any heavy cruisers or battleships, and that the same thought could be applied to IN. Strange thought, but then again, the best Chaos lists of official rules are often all cruisers, and perhaps a hades/acheron. For IN the best ones avoid battlecruisers and simply take an Emperor and cruisers (or oberon). Sure some like the armageddon. Still...

Naturally for orks the best one was TS spam, another cruiser spam type. Necrons, spamming the scythe
Title: Re: List of flawed ships
Post by: Eldanesh on February 28, 2011, 02:28:34 PM
Only true for big games (4k+) but

1. it prevents people from only playing 1 particular class (e.g. Dominator, Slaughter or Devastor)
2. It forces some Escorts in
3. you can't replace Escorts with light cruisers (OK, you can but if you do you lose ships of the Line)
4. is also limits the numbers of BCs/BBs.

The current limit doesn't hurt anybody in regular sized battles and helps that real large games look better, so I don'T see a reason to abandon it.
Title: Re: List of flawed ships
Post by: horizon on February 28, 2011, 02:41:23 PM
Why? All it does is limit the capacity for large games. In practice it's never a limit in games under 2000 pts, and for larger games why is it needed?
Since the 0-12 cruiser limit fits perfectly with the 75 warships per sector philosophy and the general BFG background.
Title: Re: List of flawed ships
Post by: RCgothic on February 28, 2011, 02:44:05 PM
Three reasons why it should be binned:

#1. For a start, it's no limit at all. IN can take nothing but cruisers until 3750pts and still not be limited. Ad Mech can get to nearly 6000pts and 25 cruisers before reaching the limit (15 of their own cruisers and 10 less expensive reserve vessels). This frankly makes the proposition that it's there to enforce any kind of balanced list ridiculous.
#2. Why shouldn't people be allowed to take all cruisers?
#3. It puts an arbitrary hard-cap on game size, because you get to a point where you're only allowed to take more escorts - a large one, I'll admit, but it's still arbitrary, and I hate arbitrariness. You say 12 cruisers per sector fleet, fair enough. But what if people want to play as a crusade fleet or even a segmentum fleet?

If what you want to do is enforce balanced fleet lists, there are better ways to do it than a hard cap.
Title: Re: List of flawed ships
Post by: RCgothic on February 28, 2011, 02:51:52 PM
On a different subject, blast marker removal.

Currently only D6 are removed, plus extras from defences. This leads to Blast Markers being created at a far faster rate than they dissappear, leading to running out of counters and battlefield clutter.

Proposed so far is D6, with an additional +1 per 500pts. This is better, but initial/late skirmishes will have blast markers dissappear very quickly.

Why don't we have D6 + 1 per X blast markers on the table? This scales the removal rate dependent on how many blast markers are on teh table, which makes physical sense and should never lead to a BM draught/glut because removal will always increase to match generation.
Title: Re: List of flawed ships
Post by: horizon on February 28, 2011, 02:53:31 PM
Look:

within limits

12 cruisers (2 Tyrants, 3 Lunars, 2 Dictators, 3 Dauntless)
6 battlecruisers (3 Mars, 3 Overlord)
6 battleships (3 Retribution, 3 Emperor)

24 capital ships

2 escorts per capital ship = 48
16 swords, 16 firestorms, 16 cobra's.


Is 72 warships
clocking around 7350 points (give or take upgrades)

I like escorts. Escorts should be more.






//

blastmarker removal should not be changed.


;)
Title: Re: List of flawed ships
Post by: RCgothic on February 28, 2011, 02:55:01 PM
not changed from current, or from proposed?

And you don't find it weird that the more blast markers you have, the longer they stick around for?
Title: Re: List of flawed ships
Post by: Eldanesh on February 28, 2011, 03:11:41 PM
Quote
IN can take nothing but cruisers until 3750pts and still not be limited. Ad Mech can get to nearly 6000pts and 25 cruisers before reaching the limit (15 of their own cruisers and 10 less expensive reserve vessels)
I always had the impression that the limits include reserve ships. So from 12 cruisers 3 can be from another fleetlist. (but thats another topic: IMO the whole reserve-concept isn't very good fleetlists are usually designed with a theme in my. You should not be able to ignore this via reserve rules)

Quote
Why shouldn't people be allowed to take all cruisers?
Background as well as balance issues. If I would rewirte the rules from the core I'd even include compulsory escorts.

Quote
But what if people want to play as a crusade fleet or even a segmentum fleet?
Two Fleet lists. Or just ignore the rules.
Even in such Fleets escorts would be by far the most numerous vessels. It's a shame that in some fleets escorts aren't used, but there is no reason to encourage this style even further.
Its like you can't play a 1st, 8th, 9th or 10th company with regular Space Marines in 40: rules represent the average setup, not the special case.

If you remove cruiser limit, you have to remove any restriction at all: pure Battleshipfleets or only BB's are more logical than pure cruiser fleets. (at least we had them in history...)
Title: Re: List of flawed ships
Post by: RCgothic on February 28, 2011, 03:20:30 PM
Well as we're re-writing the rules, compulsory escorts are an option - indeed I believe that's the case for Battlefleet Tartanus. It was the case for my Battlefleet Urdesh idea as well. There are better ways to enforce balanced fleet lists than a hard cap on cruiser numbers.

Under the proposed rules, a reserve fleet is just 1/3 of the total points spent in another list, using that list's restrictions. A Reserve fleet is therefore less likely to reach its own cruiser limit purely due to having fewer points, but using reserves does get around the cap.

Also, I can't remember if multiple reserve fleets are allowed, so long as they all meet their own list requirements?
Title: Re: List of flawed ships
Post by: Eldanesh on February 28, 2011, 03:29:29 PM
Sorry that idea is crap. 2/3 CE Escorts and 1/3 CWE capital ships - no thanks. It kills the complete idea behind fleet lists.
Title: Re: List of flawed ships
Post by: RCgothic on February 28, 2011, 03:55:24 PM
That is a pretty good argument against.

Personally I'm not sure Reserves should be allowed at all, except in the case of the Bastion fleets for the specific ships mentioned. It makes it very difficult to construct a list to a theme without it being polluted by other lists.
Title: Re: List of flawed ships
Post by: Plaxor on February 28, 2011, 06:19:12 PM
Reserves are ONLY allowed with your opponents permission. The 1/3 system is just way simpler and less confusing than official rules. Yes, you could do it to get more cruisers... thematically there is no problem, as according to Horizon, the 12 cruiser represents the average number of cruisers in a sector, so these 'reserves' from another sector wouldn't be subject to that.


Not to mention the fact that reserves have -1 LD, a substantial enough reason not to want to take them regularly. Certain fleets are allowed to take 'types' of reserves without the opponents permission, such as Bakka being able to take Admech stuff, or Bastions taking Chaos ships. Naturally these would either count as reserves or allies depending.


Note that allies may not use fleet commander re-rolls and are subject to the 'mercenary' rule. Which means that they must disengage if reduced to 1 or 2 hits.

Races are:
IN
SM
Admech
Chaos
Daemons
Tau
Eldar
Dark Eldar
Necrons
Nids
Demiurg/Kroot

Naturally any fleet which takes vessels from a fleet list of the same race, those vessels count as reserves. Any fleet which takes vessels from another race, counts as allies. Simple as that.

I think that these two corrections (the -1 leadership, and mercenaries) work perfectly thematically, and make it less of an issue with destroying fleet lists. It still allows it to be possible if someone wanted to run a mixed fleet for whatever reason. Given the opponents permission.

Blast markers work at D6+X, I had a bunch of different options, that one worked best. D6 never really seemed like too little at 500-750 points, it always seemed about right. It's just at 1500 it's tiring and pointless when you have upwards of 50 bms on the table. After about 30 we usually don't bother placing or removing them unless they are necessary to denote shield loss.

Given the only fleet this really hurts is Demiurg, who love sucking up BMs. Although their cutting beams were not really so useful until the HA decided on the half&double thing. I might playtest it with demiurg, but I haven't taken them out of their box in a while.

Oh and RC, you are only allowed to take reserves/allies from one other list EVER. So you couldn't take say.... both Ships from the Inquisition, and ones from space marines in your IN fleet. Or reserve vessels in Bastions as well as reserves from Segmentum Solar. Etc.

On that note, you are always allowed to take reserves/allies so long as your list explicitly says so. So every fleet has access to RTs/Demiurg, Inquisition etc. You still are only allowed to take 1 ally/reserves. Which I guess would bring back in the specific inquisitors into the Inquisition doc. Basically each type would allow a different kind of 'extra' reserve to be taken..... Hrmmmm.... Meaning that with a Xenos one you could take demiurg/kroot allies as well, with a witchhunter you could take RT allies as well (but not xenos escorts). Daemonhunter would allow GK strike cruisers?

Something to think about I guess.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on February 28, 2011, 10:31:53 PM
FP18@45 cm Retribution for 355 points? Seriously?
Title: Re: List of flawed ships
Post by: lastspartacus on February 28, 2011, 10:57:23 PM
Agreed, why the price hike?
Title: Re: List of flawed ships
Post by: Taggerung on February 28, 2011, 11:37:12 PM
RCGothic thinks that is a fair price...by some fucked up logic
Title: Re: List of flawed ships
Post by: Sigoroth on March 01, 2011, 12:09:12 AM
It's not really a price hike, it's actually a reduction. The Ret came out at 365 pts and its competitor, the Emperor, was 345 pts. If the Ret was 18WB@45cm to start with it would never have been swapped. The Ret would have been a good enough ship that the Emperor wouldn't have been the automatic inclusion and there wouldn't have been so many complaints about the Ret. So compared to this it's a price decrease. The swap in costs was meant to fix these problems. The only problem it really addressed was people thinking the Emperor was way too cheap. The conflicted design of the Ret was still a major problem. Without that major problem paying 365 pts wasn't really a problem. in fact, making it cheaper was not part of anyone's solution. Some (me included) said just make it 18WBs, some said 15, some said 18@45cm. What we got was the price swap.

Consider a line-breaking cruiser, such as a Lunar. Now drop its firepower to just 2L broadside. How much would you knock off the price? 20 pts? Would you use this ship? This is effectively what the Ret was.

Compare the Ret to a Desolator. Prow armour vs speed, range/stand-off role vs line-breaking and massive increase in firepower. Surely worth 55 pts? Off-side firepower (massive) much more likely to be used, prow torps much more likely to be used, significantly outguns the Desolator at <45cm.

Compare to an Apocalypse. Increased speed, which is used, no downside rules for fulfilling role and the same focusable and offside firepower. The firepower on the Apoc is better at range and that of the Ret is better up close, which plays to their roles. The torps of the Ret are really more powerful than the NC of the Apoc and will likely end up doing as much or more hull damage across the course of the game while playing to the role of the ship. All this while being 10 pts cheaper ... and it should be cheaper still?

To put it another way, given the original Ret at 365 pts and original Emperor at 345 pts, would you have argued that there should have been a change to the Ret to 18WB@45cm along with a cost reduction of 20 pts and an increase for the Emperor of 20 pts? Because if we left the Ret at 345 that's what we'd have been arguing. I think that stance is far more ambitious than anyone would have owned up to. So I think that a 10 pt increase is actually a conservative estimate.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on March 01, 2011, 12:23:05 AM
345 points is fair for me. I don't see why it should go up to 355.
Title: Re: List of flawed ships
Post by: Taggerung on March 01, 2011, 12:56:09 AM
The original Retribution is at 345 pts...and even when using smotherman it comes at 345 pts...Where in the world are you getting 365 pts??
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on March 01, 2011, 01:24:20 AM
The original, original Retribution was at 365 points. They switched it out when the online PDF came out.
Title: Re: List of flawed ships
Post by: Taggerung on March 01, 2011, 01:54:02 AM
Ah, ya I was using what is on the GW website.
Title: Re: List of flawed ships
Post by: Sigoroth on March 01, 2011, 02:30:52 AM
The original Retribution is at 345 pts...and even when using smotherman it comes at 345 pts...Where in the world are you getting 365 pts??

Look, Smotherman is shit. Any argument along the lines of "according to Smotherman ..." just won't fly with me.
Title: Re: List of flawed ships
Post by: Taggerung on March 01, 2011, 02:40:42 AM
That's fine, I don't need to convince you of anything, because I don't care about your opinion. Your rationalization is biased and wrong, so come up with a better argument than that BS you put up earlier.

In the end it doesn't matter...If I ever did use a Ret BB I would use it at 345, and not the 355 because that cost is flat out wrong.
Title: Re: List of flawed ships
Post by: lastspartacus on March 01, 2011, 03:42:24 AM
I think the correct statement on Smotherman is exactly between the two above extremes.  Calling Smotherman BS is patently false, because it is based on a very real and repeatable system throughout the creation of ships in the rules, and cannot be discounted.  At the same time, it is a rough estimate, and sometimes can be way off since it does not factor in things such as fleet strengths/weaknesses and such.
Its a tool.
Title: Re: List of flawed ships
Post by: horizon on March 01, 2011, 04:02:25 AM
When I determine a ship cost I usually would take the two closest ships in layout, determine the difference, use smotherman and bfg point fluxes (eg NC as an option is 20pts) to get the value. Then min/max on jist and normally add 5-10 pts on top.



edit:
@ RcGothic:
Keep blastmarker removal as written in the rules.
(Of course re-install the original bm rules when in contact with vessels ;) ).


Perhaps some may find me a bit conservative regarding rules but it is that I like this game as is a lot. Changes to core mechanics should be kept at a slow pace and with thought.
Changing point values (the intention of the thread) is encouraged. If masses decide against my idea of a point value then I'm fine with that.


Title: Re: List of flawed ships
Post by: RCgothic on March 01, 2011, 06:25:15 AM
The Retribution is fine at 355pts for exactly the reasons Sigoroth has presented. And don't put this all on me - it was unanimously agreed by at least five of us when we first discussed the ship. It's getting a 50% increase in broadside firepower and none of you think that's worth 10pts?

Smotherman's values are way off, particularly on battleship weaponry. It was built on the premise that all ships were fairly costed, and because the original overlord/retribution were so horribly overcosted/undergunned and paid such a premium for long range, Smotherman had to value them as though they were correct. They're clearly NOT correct - there's simply no way a mere 15cm extra range in a region where all WBs suffer a Right Column Shift are worth 50% more than WBs at 45cm. This is probably why Admiral's throwing such a fit over this, because in his view we haven't changed anything and just slapped a price hike on - this is most definitely not the case. The Retribution is now significantly more powerful and suited to its role than it was - its absolute value has gone up way more than the 10pts reflected in the price.

The fact Smotherman has given a value within 10pts is downright miraculous anyway! It's not bad as a way to put a rough figure on the absolute price of a completely new concept ship, but the best way to value a ship similar to other ships is to compare them to each other; compared to the other battleships the Retribution compares pretty well.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on March 01, 2011, 06:40:46 AM
The Retribution is fine at 355pts for exactly the reasons Sigoroth has presented. And don't put this all on me - it was unanimously agreed by at least five of us when we first discussed the ship. It's getting a 50% increase in broadside firepower and none of you think that's worth 10pts?

No. And to repeat myself, I am not just using Smotherman, contrary to what you might think about me. Long before you came to these boards, I already proposed the FP18@45cm for the Ret even before I confirmed that it came out at that value using Smotherman. This was shortly before the time they swapped points when the Ret was at 365. Before the more recent Smotherman PDF came about. I and many others already pointed out then that the Ret was overcosted. While I am not claiming that I caused the changes to be made, I already was using the FP18@45cm for my Ret and that it should really be at least 10 points cheaper. I was happy when they swapped the points of the Emp and Ret with their original profiles. I was only happier to know that 345 was spot on when the Smotherman PDF came out.

Your views on Smotherman are just like Smotherman itself which is not absolute but rather assumptions and allowances made. As noted, Smotherman is a tool. The Retribution is OVERCOSTED at 355 with FP18@45cm. It is FINE at 345.
Title: Re: List of flawed ships
Post by: RCgothic on March 01, 2011, 10:21:44 AM
No it isn't overcosted at 355. I'd be happy to play with it at 355pts any day of the week. So would Sigoroth. I'd entertain the idea that it's overcosted in an absolute sense, but by your own admission the Smotherman Formula is only a rough tool - a 10pt difference from Smotherman is not ironclad proof of overcost! Relative to the other IN battleships it certainly isn't overcosted:

Compare to the the Apocalypse:
+ More powerful prow armament(10pts)*, speed 20cm(10pts)**, significantly more powerful dorsal armament(10pts), doesn't lose shield/engine power when firing at range(10pts)***.
- 12lances@60cm for 36WB@45cm(50pts).
Retribution 10pts fewer - gives 355pts.  

Compare to the Oberon (which is going to 345):
+Armoured Prow(35pts), Speed 20cm(10pts), significantly more powerful prow armament(15pts)****, significantly more powerful Dorsal Armament(20pts)
-1 Turret(10pts)*****, Sensor Array(25pts), 1/3 broadside exchanged for LBs(15pts), 1/3 broadside exchanged for 60cm lances(15pts), 1/3 broadside range upgrade(10pts).
Retribution 5pts more - gives 350pts. Within 5pts is close enough.

Compare to the Emperor (still 365)
+Armoured Prow(35pts), Speed 20cm(10pts), significantly more powerful prow armament(15pts), significantly more powerful Dorsal Armament(20pts)
-Sensor Array(25pts), 2/3 broadside exchanged for LBs(50pts)******, 1/3 broadside range upgrade(10pts).
Retribution 5pts fewer - gives 360pts. Within 5pts is close enough.

Departures from Smotherman in calculating the above:
*As playtested all-NC fleets do objectively equivalent or worse to torpedo fleets, the NC objectively can't be worth more than 6 torps - 3 extra torps are worth about 10pts.
**20cm speed is objectively worth more than 1pt. I'd say it's normally worth at least 5pts, but to a 15cm battleship 5cm speed is the difference between needing a special order to turn whilst under fire or cippled or not. 10pts is fair, and i'd even be tempted to value it more.
***Obviously the value of special rules has to be guestimated, but I think 10pts is fair.
****60cm Lances are priced 18% more than 45cm Lances. As the only difference is the range, this can be fairly applied to WBs as well. I therefore calculated using 60cm WBs at 3.6pts each.
***** The 5th turret pretty much renders the Oberon impervious to bombers - it's worth more than 5pts.
******8LBs are objectively 15% more than twice as powerful as 4LBs due to fewer casualties to turrets. Price increased by 15% to compensate. Without this modifier, the Retribution comes out MORE than an Emperor.
Title: Re: List of flawed ships
Post by: RCgothic on March 01, 2011, 10:41:11 AM
It's getting a 50% increase in broadside firepower and none of you think that's worth 10pts?

No.

60cm Lances are valued at 13pts each, whereas 45cm lances are worth 11pts. The only difference is the range, and nobody has any objections to that evaluation.

If a roughly 20% increase is a fair valuation of additional range for lances, then it will be a fair valuation for additional range for WBs, as no column shifts occur between 45cm and 60cm. Therefore if a 45cm WB is worth 3pts, a 60cm one is worth 3.6pts. Even in the case of long range WBs being disproportionately more powerful against Eldar, that's a problem with Eldar, not with the WBs. The utilisation of MMS will largely negate that problem.

For the Retribution, it is exchanging 24WBs@60cm valued at 86.4pts for 36WBs@45cm worth 108pts, a difference of 21.6pts, only 10 of which has been reflected in the price increase. Not only is it getting a nearly 22pt buff in its firepower, but it loses role confliction - it's no-longer paying for range it doesn't need, which means the new profile is more efficient still than the old one - that's also worth more than a couple of points. Even if the old profile had been fairly priced at 330pts, this new one would still be a good deal.

I've now demonstrated that WBs@60cm are worth only about 120% of WBs@45cm and therefore the Retribution is now both far more powerful and points efficient than it has ever been TWICE by two separate reasonings - comparison with lances, and comparison of dice. The only arguments I'm hearing against can be summed up as 'no, you're just wrong'. Come up with something convincing, or don't bother.

Furthermore, even if it WAS overcosted by 10pts (and it isn't), 10pts on a 355pt vessel is a less than 3% deviation, hardly a game-breaking flaw.
Title: Re: List of flawed ships
Post by: horizon on March 01, 2011, 11:38:01 AM
Quote
Furthermore, even if it WAS overcosted by 10pts (and it isn't), 10pts on a 355pt vessel is a less than 3% deviation, hardly a game-breaking flaw.

lol. When is the deviation too much? 10 pts on the 270pts Styx was 3,7%.

With that line you kinda destroyed many things we achieved, even in official (almost) pdf's now (Styx, Armageddon, etc).

Quite tha funny.

Within AdMech the 60cm Retribution with AWR was kewl awesome cool. A Retribution @ 45cm within AdMech has less use of AWR. Within AdMech the all 60cm things (dorsal lances and all) was bitchin cool, and good. It also made it possible to hit AC at long range without carrier support.

This last part also applies in an Imperial Navy fleet. Also within token battleships often go enroute all alone or with few escorts.

Thus going from 12wb@60cm to 18wb@45cm is something I would keep at the same point cost.
Title: Re: List of flawed ships
Post by: Plaxor on March 01, 2011, 11:44:49 AM
Horizon, you're the only one who hasn't chosen a side with this Retribution issue. Tell me, which would you go with 345 or 355?
Title: Re: List of flawed ships
Post by: horizon on March 01, 2011, 11:49:32 AM
Choosing sides?

Dark or Light!

Last line would say enough: no point change, keep at 345pts.
Title: Re: List of flawed ships
Post by: Plaxor on March 01, 2011, 12:05:00 PM
All right, that's 5 people on the side of 345, 2 on 355. Looks like cheaper wins.... this time!
Title: Re: List of flawed ships
Post by: RCgothic on March 01, 2011, 12:18:21 PM
Naturally making the Retribution cheaper has knock-on effects to what we intended with the Oberon. I presume that now must also stay at 335pts.  

We're going too far with FP18 Retribution for 345pts.  :-[ It wasn't broken at 345 with current profile, it just didn't suit its role well - that's why we increased the firepower. FP18 is crushingly more powerful than FP12, and it thoroughly deserved its price increase. It will harm the credibility of this document to buff Retribution so much without so much as a token points increase.
Title: Re: List of flawed ships
Post by: horizon on March 01, 2011, 12:35:36 PM
Not so.
A 60cm ranged vessel is more versatile.

In my AdMech fleet I would still prefer a 12wb 60cm Retribution above a 18wb 45cm Retribution!!!!
Title: Re: List of flawed ships
Post by: RCgothic on March 01, 2011, 01:17:12 PM
So what is it about 60cm WBs that is so versatile they gain +50% points over 45cm WBs when Lances only gain +18%?
Title: Re: List of flawed ships
Post by: horizon on March 01, 2011, 01:19:57 PM
?
Versatile as in: I do not need to close, I can be further away, I can hit you sooner, I can do synergy with other 60cm weapons.
Nothing to do with points.
Title: Re: List of flawed ships
Post by: Sigoroth on March 01, 2011, 01:21:56 PM
Not so.
A 60cm ranged vessel is more versatile.

In my AdMech fleet I would still prefer a 12wb 60cm Retribution above a 18wb 45cm Retribution!!!!

Which is more valuable, 18WB@45cm or 12WB@60cm? In absolute terms, the former. Even on a stand-off vessel, +50% firepower is worth more than +33% range. In role relative terms the 18WB is worth far far more on a line-breaking ship than 12WB@60cm. This is what the Ret is. A line-breaker. Using the AWR of the AM in an attempt to turn a line-breaker into a stand-off vessel is a flawed idea. The more so when you consider that you simply don't need to even try. The AWR gives a left-shift. It doesn't ignore long range shifts. Therefore it is equally valuable to a line-breaking ship as it is to a stand-off vessel, the more so in fact when you consider the benefit to off-side firepower. If you want a stand-off vessel with AWR in your AM fleet then take an Oberon. It is now fixed so that the dorsal/prow weaponry is back to 60cm so it is pretty much on a par with the old Ret as a stand-off vessel, but has bonus leadership, AC and is cheaper.
Title: Re: List of flawed ships
Post by: RCgothic on March 01, 2011, 01:54:50 PM
?
Versatile as in: I do not need to close, I can be further away, I can hit you sooner, I can do synergy with other 60cm weapons.
Nothing to do with points.
You are saying the 60cm is so versatile that WBs are 50% more valuable at 60cm than 45cm.

If that were true, 60cm lances would also be worth 50% more than lances at 45cm. However, 60cm Lances are only worth 18% more.

So why the double standard?

Also, Sigoroth is entirely correct. If all you want is a stand-off vessel, the Fixed Oberon matches the Old Retribution in price and in firepower at 60cm (FP16&2L vs FP12&3L), and has 4AC on top. It even benefits more from AWR due to higher proportion of firepower in WBs.
Title: Re: List of flawed ships
Post by: horizon on March 01, 2011, 02:16:59 PM
??
From 18 to 12 you miss 24 weapon batteries in the 45-60cm range department.

You also start from the view lances are priced correct according smotherman. Is that truth.

Your prow armour value of 35 is too high, I think smotherman's 30pts is already too high.

Desolator, per Sig:
4 lances @ 60cm = 18wb. (1 lance = 4,5 wb @ 60cm)
Add 6 wb from top and you have 24wb @ 60cm in a broadside.
Or 42wb in total.


Retribution new style misses this extra range
18wb + 18wb = 36wb
3 dorsal lances @ 60cm x 4,5 = 13,5wb
total = 49,5wb

des: 42wb x (RcG's) 3,6 = 151,20
ret: 49,5wb x (RcG's) 3 =  148,50

differently (lances seperated)
des: 6wb x 3,6 = 21,6
des: 8l x 13 = 104
des: 125,6

ret: 36 x 3 = 108
ret: 3 x 13 = 39
ret: 147

So, calculating all to wb value gives an offset!

Both ships: same torps.

Desolator: +5cm speed.
Retribution: prow armour
from weaponry (lance seperate) +20pts to Ret. +30 for prow
= 300 + 50 = 350
deduct speed ~5
345pts.




Title: Re: List of flawed ships
Post by: Sigoroth on March 01, 2011, 04:54:30 PM
??
From 18 to 12 you miss 24 weapon batteries in the 45-60cm range department.

Are you really suggesting that you'll ever get to use both broadsides at a target 45-60cm away? Let's face it, the off-side firepower may as well be 30cm range. It is extraordinarily unlikely that you will be firing both broadsides at targets further than 30cm. Usually when firing both at least one side will be at a target within 30cm. In fact, if you're using your ship as a stand-off vessel then the chances are that you won't fire both broadsides at all throughout the course of a game. So in the 18WB@45cm vs 12WB@60cm comparison if you're going to choose the latter it would only be for a stand-off role, in which case the very best you get is +12WB in the 45-60cm range band. Using the other option in the same way (ie, 18WB@45cm as a stand-off vessel) you get +6WB in the 30-45cm range band, +6WB in the 15-30cm range band and again +6WB in the 0-15cm range band.  So really, even when used in the same way the greater firepower is just more attractive. It's not like the enemy is going to stay in the 45-60cm range band and ping away at your BB. They're going to close into your guns, in which case, over the course of a battle the extra firepower is just better. This isn't even accounting for the off-side firepower and prow torps you get from using it as a line-breaker.


Quote
You also start from the view lances are priced correct according smotherman. Is that truth.

Possibly not, but if not then how can Smotherman be trusted to give us an accurate cost? Are we really expected to believe that the range upgrade cost of lances is unreasonably low but that +15cm range on WBs is actually worth +50% firepower?

Quote
Your prow armour value of 35 is too high, I think smotherman's 30pts is already too high.

Well, consider the Desolator. It has 9 prow torps that it rarely gets to use and a very nice 25cm speed which could really allow it to get to grips quite quickly. It would surely benefit from getting to fire an extra 4 lances and the WBs up close would perform better than they do from afar. Wouldn't you pay 35 pts to give your Desolator 6+ prow armour if you could? If it were cheaper wouldn't it be an automatic inclusion?


Quote
Desolator, per Sig:
4 lances @ 60cm = 18wb. (1 lance = 4,5 wb @ 60cm)
Add 6 wb from top and you have 24wb @ 60cm in a broadside.
Or 42wb in total.

Again, off-side firepower beyond 30cm is worthless, thus it is 18+6+12 for a total of 36, not 42.

Quote
Retribution new style misses this extra range
18wb + 18wb = 36wb
3 dorsal lances @ 60cm x 4,5 = 13,5wb
total = 49,5wb

des: 42wb x (RcG's) 3,6 = 151,20
ret: 49,5wb x (RcG's) 3 =  148,50

differently (lances seperated)
des: 6wb x 3,6 = 21,6
des: 8l x 13 = 104
des: 125,6

ret: 36 x 3 = 108
ret: 3 x 13 = 39
ret: 147

So, calculating all to wb value gives an offset!

Both ships: same torps.

Desolator: +5cm speed.
Retribution: prow armour
from weaponry (lance seperate) +20pts to Ret. +30 for prow
= 300 + 50 = 350
deduct speed ~5
345pts.

This maths is off. You wouldn't convert the lances into WBe before adjusting for range. If you're using Smotherman then you'd simply look up the value of a range extension. For which Smotherman says that range upgrades on WBs cost a lot whereas range upgrades for lances cost a little. This is obviously the reverse of what it should be.

Hell, Smotherman comes up with a Lunar at 170.5 pts. Why are we considering taking its word for the cost of a Ret again? How is it that off-side weaponry is as valuable as on-side? Why is fire arc not taken into account? How is that 90° turn rate is worth the same as 45°? Why does 5cm speed cost only 1 pt? Why are range 60cm WBs worth +200% of range 30cm WBs, but for lances it is only +44%? Why are 30cm lances valued at 6 times WBs? The Smotherman formula is moronic. With these inconsistencies as well as being 10 pts off the cost of the measuring stick of BFG (the Lunar!) it is a terribly flawed system that should not be relied upon in any sense.
Title: Re: List of flawed ships
Post by: Sigoroth on March 01, 2011, 05:21:32 PM
In fact, I've just come up with a ship design. You guys Smotherman it for me and give me the cost.

Smotherman class Brokenship ..... cost ???

12 hits, 4 shields, 4 turrets
30cm speed, 90° turns, 6+/5+ armour

Port Weapon Batteries 36 30cm Left
Strbrd Weapon Batteries 36 30cm Right
Dorsal Lance Batteries 3 60cm LFR
Prow Lance Batteries 2 60cm LFR

Anyone care to hazard a guess as to its cost before looking it up? Let me give you a hint. Speed and turn rate is worthless to Smotherman. All right, I'll give you another hint; 2 60cm lances are worth 5 pts less than 9 torps. Oh OK, one final hint; at 30cm range, WBs are worth 1/3 the value of their 60cm counterparts.

So, would you rather the above ship or a 12WB Ret? You tell me which is worth more.
Title: Re: List of flawed ships
Post by: RCgothic on March 01, 2011, 06:03:47 PM
I've actually spent the afternoon revising the formula to account for fire arc. Also revamped are speed, turrets, and WB vs Lance price balance, so it might actually have a chance at that ship! Will work it out when I get home. Edit: 455pts not accounting for 90'. Call it 480pts.

I've put in 21 IN ships so far, and it's worked out surprisingly well! Apart from the Mars and Dominator being under by 11-15pts (and that is purely down to the rulebook premium on NCs compared to torps - removing the premium would put them back within spec), the only 2 ships so far have come out as being more than 5pts wrong by my revised formula are the Emperor (only 7.5pts out) and the Vanquisher - and actually, I find I have to agree with it. 300pts is too few for what you get. With 20cm speed it should be around 320-325pts. With 15cm speed, 310.

If anyone would like to have a look at my revised formula, I'll be happy to share it. At the moment it's just a spreadsheet, and I've only tested on IN ships so far.
Title: Re: List of flawed ships
Post by: Plaxor on March 01, 2011, 06:30:07 PM
Smotherman undervalues 30cm wbs. Overvalues 6+ armour, 60cm guns, and heavy guns. It doesn't give any relative value to speed or arc.

It is only useful as a 'guess'. I like Horizon's philosophy, use it to change from something that already exists.

I remember doing something to figure good relative value to how valuable weapons are.

Simply relative to 30cm batteries, we could say that 15cm are worth half. as 30cm batteries would receive the same left shift within 15cm.

Then 45cm batteries would be worth 1/2 extra right? No. The right shift makes this closer to 1/3 more.

60cm batteries of course would then be about 1.5x.
Title: Re: List of flawed ships
Post by: horizon on March 01, 2011, 07:17:25 PM
Hey Sig,
as said, the math I did to a full convert into wb is off. No probs there.

Offside weaponry: truth. On long range mostly not used. But lets do the usual broadside. Because our opponent won't always do what we want and not circle around the Retribution. Thus make sure it would never get to fire both sides. Agreed?

Torps on Desolator. Yes, a supplement weapon. A supplement weapon I have used on various occassions with great succes. Sometimes your opponent just will not stay in the 45-60cm band. ;)
Heck, I've played a battle with Tau, totally lost the ordnance phase against an Ork fleet (not all Terrorz) because of crap Ld, then I won the gunnery phase as we closed due good use of escorts and prow weapons. I mean, a battle which was won using vica versa of what it should have been.

As for smotherman: in my calc I only used RcG basis. And yes smotherman loses a lot (arcs on dorsals for example). As said: it is basic guideline to get a start somewhere.



Title: Re: List of flawed ships
Post by: Valhallan on March 01, 2011, 07:18:24 PM
yeah, in my own WBe guessing... I've found that accounting for the range, but also the shift resulted in a pretty accurate ratio. x4/3 for 45cm guns, and x5/3 for 60cm guns.

using this, we can number crunch and see that the old ret dropping range would come out with 15WB at 45, so the 18 at 45 fix with +10 points is appropriate.

on a side note though the proposed invincible's 15WB at 60 by my numbers comes out to equal 19WB at 45... making it stronger than the ret, but just barley. (thus the 12WB with target matrix rules).
Title: Re: List of flawed ships
Post by: Plaxor on March 01, 2011, 08:59:54 PM
I remember the story of how they developed the Apollo spacecraft. That the engineers kept changing the spacecraft over and over again so much that eventually the supervisor put a halt on all changes for something like 2 months. Simply so that they could think about their changes before going through with them.


Hmmmmm... anyways, I'm working on the 'rules' pdf. I think I'm really getting the hang of it now. Still tedious as all hell, but I'm on page 13 out of (expected) 40. Then I will hopefully be able to move on to stapling on the IN (as I update it).

So I need to know about an Invincible profile, bakka details. Your demands on the Siluria. As well as veteran captains.

Personally on the subject of veteran captains, I think that they should only be 40 points..... because they are forced to take a re-roll, unlike Chaos lords, and the secondary commanders re-rolls are less valuable.

Anyways can't think of anything else on the side of IN. Let me know!
Title: Re: List of flawed ships
Post by: Eldanesh on March 01, 2011, 09:26:52 PM
the problem with smotherman and other formulas is, that they are based on a wrong idea: there is no kind of formula behind the pricing of units in any GW system. It's just a matter of good or bad guesses: start with a pointvalue and than give or take some points.
Point costs are only based on the impression of game designer And nothing else. And for some reason Andy C. (or whoever was doing the fleet lists) overrated the IN and Orks and underrated Chaos.
I can't really imagine why this was the case. Perhaps during playtesting the IN player was way better than the chaosplayer and won every game, and they decided to blame the list for this.
Or they decided the pointcosts before all rules were done. For example if they played a lot of games before AC were introduced (their rules came in very late in the develpoment...) torpedos would have been an awesome weapon. This is the only explanation I have that anybody would price an lunar 15P higher than a Slaughter: a overrating of torpedos 
Title: Re: List of flawed ships
Post by: RCgothic on March 01, 2011, 09:31:45 PM
Bakka:

Vanquisher should be 320-330pts at 20cm speed. Reasoning compared to Retribution:
2/3 Broadsides swapped for Lances: 25pts.
1/3 Broadside upped to 60cm: 5pts
5th turret: 5pts
Loss of 3 60cm dorsal lances L/F/R: -50pts
Loss of 3 torps: -10pts
Nett difference: -25pts.

It seems this profile may be popular:
Invincible 315pts
Battleship12 Shields2 Speed25 Turns45 Armour 6+/5+
Prow Torps S6 30cm F
Dorsal Lances S3 60cm L/F/R
Broadside Weapons Batteries FP12 60cm L/R
Special: May not come to New Heading. Invincible has a Targetting Matrix which gives it a left shift on the gunnery chart. The additional space required by Invincible's enlarged engine rooms has left it with inadequate internal compartments: Invincible suffers critical hits on a D6 roll of 5+, and any rolls on the Critical Hit table have a +1 modifier.

Mercury: Delete. Instead, option for Overlord to take Experimental Engines (+5cm speed, 3D6 pick highest on Catastrophic Damage Chart)

Siluria: 6 hits, 45cm WBs, 100pts. Has synergy with Invincible and Enhanced Overlord.

Firedagger: Sword with -2WBs. 30pts. Enemy Ordnance that passes within 5cm count as moving through blast markers.

Need to think about Victory as well.
Title: Re: List of flawed ships
Post by: Plaxor on March 01, 2011, 10:03:33 PM
It was hard to follow your Vanquisher logic there RC. I think that you made a typo or something, but 320-330 is reasonable.

Vicky is doing your profile, 4lances and 6wbs@60. Like I said, it either needed to be cheap or expensive. Seems easier to make it expensive.

The Siluria doesn't really feel as though it should have long range batteries, it is an outdated ship. In the fluff it's described as having more weapons than your average vessel, but not longer ranged.

I think that Invincible will be the one that will play out, any complaints?

On the note of the siluria, I could see it going to fp 8 per side, and 110pts.
Title: Re: List of flawed ships
Post by: RCgothic on March 01, 2011, 10:25:22 PM
3 versions of the Victory under consideration:

2L&FP12@60cm Broadsides, with 3L on top. This is nearly an Apocalypse (5L&FP12 vs 6L&FP9), and Visually distinct from the Vanquisher, which is in the same list.

4L&FP6@60cm Broadsides, with FP9 on top. This is nearly a Retribution (4L&FP15 vs 3L&FP18), but visually quite similar to the Vanquisher - only difference is presence of Dorsals.

4L&FP6@60cm Broadsides with 3L on top. This is more powerful than an Apoc (7L&FP6 vs 6L&FP9). This is also quite similar to a Victory, and would be the most expensive option. It would also need power fluctuations similar to the Apocalypse thanks to the heavy lance armament.
Title: Re: List of flawed ships
Post by: horizon on March 02, 2011, 03:58:06 AM
the problem with smotherman and other formulas is, that they are based on a wrong idea: there is no kind of formula behind the pricing of units in any GW system. It's just a matter of good or bad guesses: start with a pointvalue and than give or take some points.
Point costs are only based on the impression of game designer And nothing else. And for some reason Andy C. (or whoever was doing the fleet lists) overrated the IN and Orks and underrated Chaos.
I can't really imagine why this was the case. Perhaps during playtesting the IN player was way better than the chaosplayer and won every game, and they decided to blame the list for this.
Or they decided the pointcosts before all rules were done. For example if they played a lot of games before AC were introduced (their rules came in very late in the develpoment...) torpedos would have been an awesome weapon. This is the only explanation I have that anybody would price an lunar 15P higher than a Slaughter: a overrating of torpedos 

Overrated prow armour on the Imperial Armour. By the same token Ork prow armour has the same issue.
Title: Re: List of flawed ships
Post by: Eldanesh on March 02, 2011, 10:50:23 AM
I can't imagine that they missjudged prow armor so much, at all it is only "worth" an additional rightshift in the frontarc...
Title: Re: List of flawed ships
Post by: RCgothic on March 02, 2011, 11:41:21 AM
It's worth 2 right shifts in the front arc at standard engagement distances, as it halves the amount of damage getting through vs wbs.
Title: Re: List of flawed ships
Post by: RCgothic on March 02, 2011, 02:31:07 PM
But anyway, back to discussing bakka. My proposed list is:

Victory (7L&FP6@60cm with PF for 375 OR 5L&FP12@60cm for 370 OR 4L@FP15@60cm for 365 OR 2L&FP21@60cm for 360pts)
Retribution 345/355pts as fixed
Vanquisher 320pts As HA but with prow LB option + 20cm speed
Invincible 315pts Hits12 Shields 2 Speed25 Turns45 Armour 6+/5+ Turrets3 S5 Torps FP12&3L@60cm with Targetting Matrix

Mercury: Delete.
Dominion 260pts
Armageddon 235pts
Overlord 220pts with Targetting Matrix Option + Experimental Engine Options
Gothic BC 215pts Broadsides@30cm.

Dominator 190pts
Tyrant 180pts as fixed
Lunar 180pts
Gothic 180pts

Endeavour/Endurance/Defiant - all 120pts with 6+ prow and 90' turns
Dauntless 110pts
Siluria - 6hits 100pts FP6@45cm for synergy with Invincible/Overlord OR 4hits 75pts FP6@30cm for cheap crap.

Falchion 35pts
Viper 35pts
Havoc 35pts
Firedagger (RC: Sword with -2WB for 30pts OR Plaxor: Sword with 2WBs reduced to 15cm for 35pts, hitting ordnance on 4+. Both have ordnance passing within 5cm count as moving through blast markers,.)

Fleet:
No Ad Mech/SM Allies.
All ships have twin-linked turrets.
Title: Re: List of flawed ships
Post by: Phthisis on March 02, 2011, 03:28:12 PM
I disagree that prow armor is overrated.  Facing a wall of 6+ armor coming straight towards you is a tough nut to crack.  Remember that you have to roll 6s to take down shields as well.  It takes an average of 18 dice to bust through shields and cause a point of damage.  That many dice can be difficult to muster.  It can be leveraged quite effectively.  Also don't forget what 6+ prow armor does for ramming.
Title: Re: List of flawed ships
Post by: commander on March 02, 2011, 04:01:00 PM
Point cost. Don't get me started.

First of all, I would like a point system set up for BFG; no longer guessing at the point value of a given ship. If a design is succesful, good for you.

Take also in account that for the IN, less advanced technology (easier to maintain and produce) was used to allow the Navy to replenish their fleets at an advanced rate. So point cost, in general,  should be lower than Chaos who still uses the advanced technology of old.

There, some ranting done.

As for the Invincible: don't make it too powerful; remember that the Arc of the Mechanicus is supposed to be the superior design.
Title: Re: List of flawed ships
Post by: Plaxor on March 02, 2011, 04:47:24 PM
Commander, don't make me send you to the warp where I put the Baron!


Prow armour is overrated. 30pts to make one location 6+ from 5+? where it's only 10 pts to make all locations 5+ from 4+? Smotherman is just innaccurate here.

On Orks it's not so bad, 20 points for the whole package feels about right. 6+/5+/4+ is less than half the price of 6+/5+ and the only real disadvantage is vs. bombers.

Anyways, RC, no Admech allies? What? Not even 0-1 ship for every 1500 points?
Title: Re: List of flawed ships
Post by: RCgothic on March 02, 2011, 05:00:39 PM
I don't see why they're needed within the list. Just use the standard reserve rules.
Title: Re: List of flawed ships
Post by: Valhallan on March 02, 2011, 06:53:40 PM
i think the 5L and FP12 is the best vicky option (at 370).

it is visually discernible from every IN battleship (its actually the Terra from BoN, but noboby ever talks about that).
it is not the strongest standoff battleship/gunship (apoc), so does not create any new power prescience.
it is unique if not flavorful - it is basically the 'other' fix for the old ret (giving it +2 broadside lances for +25 points).

there is nothing wrong with this option for the ship.

___________
if the overlord is replacing the mercury, then should it get an NC option for consistency?
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on March 02, 2011, 07:18:47 PM
The only arguments I'm hearing against can be summed up as 'no, you're just wrong'. Come up with something convincing, or don't bother.

Just goes to show you're not reading my posts. I have already given my reasoning. At best, I would only tack on a 5 point increase, no more, if only based on the Dominator example and that one was a change from FP12 to FP6, much worse than FP12 to FP18.

And again, your proof relies on assumptions, much the same way as Smotherman made assumptions.
Title: Re: List of flawed ships
Post by: BaronIveagh on March 02, 2011, 09:44:14 PM
Commander, don't make me send you to the warp where I put the Baron!

You rang?


Not that I'm really paying attention to this thread, but I was mentioned.
Title: Re: List of flawed ships
Post by: RCgothic on March 02, 2011, 10:56:28 PM
The only arguments I'm hearing against can be summed up as 'no, you're just wrong'. Come up with something convincing, or don't bother.

Just goes to show you're not reading my posts. I have already given my reasoning. At best, I would only tack on a 5 point increase, no more, if only based on the Dominator example and that one was a change from FP12 to FP6, much worse than FP12 to FP18.

And again, your proof relies on assumptions, much the same way as Smotherman made assumptions.

That's a strong contender for least worthwhile upgrade in the entire game. You could get 20 points back for taking half the firepower and it would still be dubious just for 15cm extra range, so that hardly proves your point.

There's simply no way (not even close!) that a range upgrade is worth the kind of value you are ascribing to it. FP18@45cm vs FP12@60cm will earn the initial dice back in 3 turns under even the least favourable conditions. This doesn't even account for using both broadsides or the fact that paying for off-side firepower(let alone ranged off-side firepower!) and prow firepower is nearly useless on a stand off vessel.

If you're happy to pay +50% for an upgrade, even knowing half of it will never be used, you're effectively saying WBs@60cm must be twice as good as 45cm ones. That is not and never will be the case. Even if they're 40% better (still exceptionally dubious), that means an upgrade price of 20%. 20% gives an equivalency between FP15@60 and FP18@45.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on March 03, 2011, 12:42:57 AM
Unfortunately, I am NOT the one ascribing to it, rather the Blue Book IS. If you have any issues, take it up with the game designers. Until then, that's the proof that I have without me making any assumptions. You can claim the book is wrong but until the book is changed, I'm following the precedent.
Title: Re: List of flawed ships
Post by: RCgothic on March 03, 2011, 07:42:55 AM
And seeing as how the whole point of this project is to fix what the book got wrong, there's no point keeping precedents it set that were the wrong ones.

Sigoroth and I have so far offered three different arguments why the price of range upgrade should be reduced:

#1. The extra dice you get from additional range simply don't add up to the extra dice you get from additional firepower.
#2. There appears to be no such premium for range on Lances, which are better at range in every way.
#3. As the additional 45-60cm on the off-side is so unlikely to be used, you are effectively paying double. This means for an a range upgrade to be worth +50%, the actual effectiveness has to be +100%. This is patently not the case.

Your counter-argument has been:
A: The rulebook says it's worth +50%.

Yes, we know the rulebook says that. It's WRONG, and that's why we're changing it.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on March 04, 2011, 01:09:01 AM
And seeing as how the whole point of this project is to fix what the book got wrong, there's no point keeping precedents it set that were the wrong ones.

Sigoroth and I have so far offered three different arguments why the price of range upgrade should be reduced:

#1. The extra dice you get from additional range simply don't add up to the extra dice you get from additional firepower.

Reduced maybe but not by much. Which is why I think 5 points is a fair increase from 45 cm to 60 cm. You get an extra round of firing. You can then lock on in the rounds immediately after which is a rather potent ability for WBs. Those I think gives it merit.

#2. There appears to be no such premium for range on Lances, which are better at range in every way.

Yes, probably needs to be fixed.

#3. As the additional 45-60cm on the off-side is so unlikely to be used, you are effectively paying double. This means for an a range upgrade to be worth +50%, the actual effectiveness has to be +100%. This is patently not the case.

Your counter-argument has been:
A: The rulebook says it's worth +50%.

Yes, we know the rulebook says that. It's WRONG, and that's why we're changing it.

That wasn't all my argument. I've also pointed out the argument in the reply I made to your #1 point. You seem to have missed that as well. In addition, your ship is now in the abeam profile and much better protected vs WB fire at an earlier point in the battle. Those are things which you cannot just discount nor price easily. The additional range IS likely to be used. You even pointed out the percentages yourself. You. Not me.

And any commander with 60 cm attacks would want to make sure that band is used as early as he can esp on a battleship with the right firepower. The problem actually is with the Retribution. Low FP and being forced to be used as a linebreaker. The updated 30-45cm band of the Retribution is the one which will not most likely be used because it would prefer to get in there and batter away. A ship with the right firepower (say your FP15 cm Invincible) and 60 cm weapons would prefer to shoot at range since you can get 2 extra rounds of firing and at least one of them on Lock On. Now the Overlord suffered because it only has FP8. If it had FP10 at the same points cost, I think it would be effective.

Now is it 100% more effective? Depends really on how one plays. One can play it by shooting at range. Another can play it linebreaking style. 2-3 turns of shooting vs 1? 1-2 turns of shooting on Lock On vs none to 1? You tell me.
Title: Re: List of flawed ships
Post by: lastspartacus on March 04, 2011, 04:44:20 AM
Oh, I like the 'twin linked turrets' idea.
Title: Re: List of flawed ships
Post by: Plaxor on March 04, 2011, 12:02:40 PM
Just uploaded the 'rules' which includes the front cover, foreword, and everything from the Advanced, core, and beginning of 'fleet lists' sections. Next job will be to adapt/update the IN document to the end of this.
Title: Re: List of flawed ships
Post by: RCgothic on March 04, 2011, 01:18:17 PM
Can't find it.  ???
Title: Re: List of flawed ships
Post by: Plaxor on March 04, 2011, 07:56:51 PM
It's the document labeled 'Rules 1.0'.

I've noticed a few errors, I forgot to put in the mercenaries rule (but I reference it quite a bit) and more situational details on Allies/Reserves, guess I was tired.

I'm certain I screwed something up in ordnance too. Just haven't found it yet.
Title: Re: List of flawed ships
Post by: Plaxor on March 08, 2011, 04:24:35 AM
Just uploaded Rules 1.1. This is the Final version (I think I've finally gotten the hang of this :))

Anyways, next to do is the IN. Hopefully, although I remembered the issues that I was having with updating it earlier (the reasons that I was waiting so long)

I was waiting for BFK to come out (should be about next week) but that's not a huge thing. Also I wanted to see IA10, if anyone could help me out with that it would be much appreciated, although I can get by if this question isn't a yes;

Are there images of the ships?

BTW, RC's profile wins on the Invincible.
Title: Re: List of flawed ships
Post by: RCgothic on March 08, 2011, 07:54:20 AM
Sorry I haven't got back to you yet, I have been going through it, but I've been crazy-busy! Have been patching up a grapefruit sized dent in my car and have engagement parties that require travelling both last weekend and this one coming up!

From 1.0, the most major thing I've found is I'd say that the Resilience/Fighter sections aren't clear. I'll check 1.1 for differences, then send comments.
Title: Re: List of flawed ships
Post by: commander on March 08, 2011, 08:41:17 AM
Had just a very quick look at the rules 1.1.
Something I noticed: pg 23, middle column, the object "Torpedo salvoes" is placed too high and hides some text.
Title: Re: List of flawed ships
Post by: RCgothic on March 08, 2011, 07:16:12 PM
(I'm currently on my 5th page of notes for v1.1!)
Title: Re: List of flawed ships
Post by: Plaxor on March 08, 2011, 07:36:43 PM
Thanks guys. I noticed that my pagecount was off, and somehow I completely missed turret suppression.
Title: Re: List of flawed ships
Post by: Taggerung on March 08, 2011, 08:53:37 PM
I was wondering if you had just completely gotten rid of turret suppression lol.
Title: Re: List of flawed ships
Post by: Plaxor on March 08, 2011, 08:56:17 PM
It didn't exist in the rulebook that I was copying from, pretty easy to fill in blanks when you have the subject listed out. Nope, still exists, will have to try to fit it at the end of 'Ordnance Waves'.
Title: Re: List of flawed ships
Post by: RCgothic on March 08, 2011, 09:33:04 PM
I've got a re-write of that section planned that saves a bit of space. Doesn't really change the content, just for clarity.

OK, I've finished reviewing up until 'The End Phase'. Will try and do more tomorrow, but will need to be more restrained at work!
Title: Re: List of flawed ships
Post by: Plaxor on March 09, 2011, 07:06:10 AM
Yeah RC, anywhere that you think that wording could be better please feel free to let me know. It's a little difficult as I know how it's supposed to happen so I miss things.

I would love it if you could stand behind me as I make these 'final' revisions, I've gotten good enough with photoshop/acrobat that they are quite a breeze, and have figured out how to properly do everything. So hopefully I will be completely done with 'fleets' by the end of the month. Although I suppose that there is some need to talk about Tyranids. Haven't thought of them at all.

I'm working on the IN document now, pretty easy to go through. Hopefully I'll have it 'done' by tomorrow night.
Title: Re: List of flawed ships
Post by: Sigoroth on March 09, 2011, 01:27:42 PM
I haven't read the document, just picked a couple of pages to read. Page 39, right column, under Reserves rules:

 "... these vessels are often press-ganged into fervice or forced ..."

Also, you say that anything with the Bombard rule also has the Hunter rule. What is Hunter?
Title: Re: List of flawed ships
Post by: RCgothic on March 09, 2011, 02:10:56 PM
I'm still not convinced of the need for that entire section. I think it just takes the information away from where you need it (the ship profile) to somewhere more centralised.
Title: Re: List of flawed ships
Post by: Plaxor on March 09, 2011, 07:52:54 PM
Did I miss writing in Hunter?

Weapons with hunter hit Ordnance on a 4+
Title: Re: List of flawed ships
Post by: RCgothic on March 10, 2011, 11:32:28 PM
Argh! I've lost all of my notes from the last 5 days!

I'd e-mailed myself the file from work, and I must have had it open as an e-mail attachment only whilst I've been modifying it. I finished my editorial pass, definitely clicked 'save', but just as I was about to e-mail it I now can't find the file anywhere!

I'll re-do it as soon as possible, but I'm absolutely gutted! I'd used all my free time for days commenting. :(
Title: Re: List of flawed ships
Post by: Plaxor on March 10, 2011, 11:39:03 PM
I'm surprised it was so long.... Sorry about the trouble.
Title: Re: List of flawed ships
Post by: Plaxor on March 11, 2011, 08:36:00 AM
Just posted IN 1.2, Its kind of a working copy, but I did a lot of changes. Also remembered how my work was so 'frankenstien' with this document, as I tried to fix everything.

So yes, I'll work on it more tomorrow, but I figured I would put up what I had.
Title: Re: List of flawed ships
Post by: RCgothic on March 12, 2011, 07:19:06 AM
Invincible is missing.
Victory 's profile just a placeholder - we need to decide if we're going for a focus of 2L&FP21, 4L&FP15 or 5L&FP12. Personally I would go for 5L&FP12.
Vanquisher at 325pts and HA Profile with 20cm speed.
The Apocalypse's fluff sounds a bit harsh relative to the new drawback. 'all lances kept to medium range'.
Gothic class CB is missing. But perhaps an HC like the Ignis would be more appropriate given the 30cm broadside range?
Siluria Profile we need to quibble over.
Viper class missile destroyer is missing. I quite like it.

I'll just point out that 'XXX class battleships are subject to the massive quality' Is the exact same number of words as 'XXX class battleships may not come to new heading.'

Now I'm having a busy weekend, so I'll have another look over early next week.
Title: Re: List of flawed ships
Post by: Plaxor on March 12, 2011, 09:27:10 AM
Yeah, still a WIP, just posted what I had so far. Will get back to it sunday.
Title: Re: List of flawed ships
Post by: RCgothic on March 16, 2011, 03:40:47 PM
Given the near-universal agreement in the other thread that even with a 10pt discount a Murder doesn't stand up to a Carnage, should we be doing anything to help the Murder?

Various proposals I've pulled off the top of my head and not really thought through to conclusion:

Option1:
165pts for Murder.

Option2:
FP12 for Murder

Option3:
R60 for a proportion/all of the Murder's broadsides.
Title: Re: List of flawed ships
Post by: Taggerung on March 16, 2011, 04:40:20 PM
Raise the cost of the carnage?
Title: Re: List of flawed ships
Post by: left of west on March 16, 2011, 04:51:06 PM
LFR the Murder's prow lances, bump the price to 190.  Get rid of the variant with the broadside lances.  Up all of the Carnage's broadside guns to 60cm and move it up to 190, too.  That'd put them pretty close together. 
Title: Re: List of flawed ships
Post by: RCgothic on March 16, 2011, 07:28:23 PM
LFR was rejected in discussions earlier in the thread or possibly in the Chaos ships thread when the FAQ was under discussion. The two ships have unique playstyles that would be compromised by LFR Lances.
Title: Re: List of flawed ships
Post by: left of west on March 16, 2011, 09:02:39 PM
Fair enough.  I don't really think the Murder's "unique playstyle" is something that really needs to be coddled along, but you're not obligated to take my suggestions. 

In that case, yeah--maybe 12 strength batteries on the sides.  Give the lance variant 60cm lances instead of 45, perhaps. 
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on March 16, 2011, 10:25:33 PM
Bumping the Carnage to 190 should be enough. I think it is that much more effective than the Murder. I don't think bumping the Murder's broadside to 12 while still retaining points cost would still be enough to narrow the gap as the Carnage can still focus more firepower per broadside.
Title: Re: List of flawed ships
Post by: Taggerung on March 16, 2011, 11:47:47 PM
Chaos ships are pretty cheap for the amount of fire power than can bring to bear...so lowering them shouldn't be on the table, nor should increasing their firepower to near BB level.
Title: Re: List of flawed ships
Post by: horizon on March 17, 2011, 03:55:27 AM
No changes to Murder and / or Carnage.
Title: Re: List of flawed ships
Post by: RCgothic on March 17, 2011, 07:24:01 AM
But as this project is a rebalance and we've agreed on a more than 10pt disparity, surely we should do something?
Title: Re: List of flawed ships
Post by: horizon on March 17, 2011, 07:25:12 AM
Why?
Title: Re: List of flawed ships
Post by: RCgothic on March 17, 2011, 09:02:01 AM
Because fixing sub par or overpowered ships is the whole point of a rebalance. If the Murder is only more useful than the Carnage in a few niche situations and the Carnage is not itself overpowered (which it isn't - 26WBs vs a Lunar's 33WBe), then there is a problem with the Murder and problem ships get fixed.

I would favour a 5pt price break on the Murder.
Title: Re: List of flawed ships
Post by: horizon on March 17, 2011, 09:08:36 AM
Hey,

did you check that gunnery thread?

I see people favouring Murders over Carnages. What would happen if we made the Murder even cheaper?

At the moment I think the +10pts are justified & correct for what the ships do.
Title: Re: List of flawed ships
Post by: RCgothic on March 17, 2011, 10:01:03 AM
Yes, and that's why I brought it up. Even Phthis doesn't think the standard murder is worth the 10pts you save by not taking a Carnage.
Title: Re: List of flawed ships
Post by: commander on March 17, 2011, 12:58:39 PM
Murder/Carnage: no reduction in point cost there. Chaos is allready too cheap for what you get.
Title: Re: List of flawed ships
Post by: Phthisis on March 19, 2011, 02:11:01 AM
Just make the Cerberus available universally and this is issue becomes moot. ;)
Title: Re: List of flawed ships
Post by: Plaxor on March 23, 2011, 11:00:56 AM
Updated IN again. Everything is quite pristine, although still missing Charybdis, the Gothic BC (It's on the same absent page) and stuff for the Vanguard.

I'm going to work on chaos/eldar and I'll come back when I get more information. (I.E. Seeing IA10, and BFK)

RC, Commentary?
Title: Re: List of flawed ships
Post by: horizon on March 23, 2011, 11:09:38 AM
Battlefleet Koronus is on its way to me. :)

And, perhaps, I can read my own name in it. And perhaps they (FFG) listened to me, well at least one thing I said has been adopted. :)
Title: Re: List of flawed ships
Post by: Plaxor on March 24, 2011, 10:40:54 AM
Updated Traitor fleets.

Should get to Eldar tomorrow. Basically going to take MMS1.9 and push it into my format, and change what Heroes do.

The hard part will be Dark eldar, who need to be changed to the style of MMS. Horizon, got my back?
Title: Re: List of flawed ships
Post by: horizon on March 24, 2011, 07:08:06 PM
Hey Horizon,

got what back?

DE, I have no clue. From one point of view changes to them should be subtle.  Consenus has never been found on ideas except free mimic engines.
Title: Re: List of flawed ships
Post by: Taggerung on March 24, 2011, 07:58:15 PM
What about for DE we put together a battleship?
Title: Re: List of flawed ships
Post by: RCgothic on March 24, 2011, 08:45:39 PM
Hey Horizon,

got what back?

DE, I have no clue. From one point of view changes to them should be subtle.  Consenus has never been found on ideas except free mimic engines.

'Got Your Back' is a phrase that means 'I'll keep a look out for you whilst you perform the task, particularly in those areas you may not be able to see yourself'.

In this context, Plaxor is asking if you mind the incorporation of MMS into BFG:R, and in particular if you have any comments about the way in which it is done.

As for BBs for Eldar/DE, I believe there's an issue with the maximum size of Webway gates. How does the Void Stalker get around? If the Void Stalker can manage it, so too should a DE BB.
Title: Re: List of flawed ships
Post by: horizon on March 24, 2011, 08:50:57 PM
lol,...

Well, long time ago Plaxor asked MMS to be included and I said go ahead. As to v1.9 some nigglings need to be sorted (the cl restriction...doh...).
As for holofields I say keep as is untill the only-holo idea which is balanced comes into existence.

As for battleships: Craftworlds have gates that hold entire fleets. So no issue there.

More a choice of : do they want a battleship?



Title: Re: List of flawed ships
Post by: Taggerung on March 24, 2011, 09:47:10 PM
My buddy Jim plays DE and would really like some more variety to his fleet. His chief complaint is having to take escorts to take his cruisers...perhaps as a compromise we can lower that requirement. Perhaps for every 2 cruisers you must take a squadron of escorts?
Title: Re: List of flawed ships
Post by: Plaxor on March 25, 2011, 12:40:26 AM
for DE I was actually thinking that only Tortures would be limited by escorts, and that you could take any number of Succubus CLs.

The DE have a GC-Type option.
Title: Re: List of flawed ships
Post by: Phthisis on March 25, 2011, 04:03:20 AM
Commorragh has gates big enough.  Remember the Sally barge that crashed straight into the city in order to extract the first which was captured by Vect?

Brainstorming;
I'd like to see a bit more emphasis on disabling and boarding for the DE.  How about escorts designed to board bigger ships when used in a group, kind of like Ork Brutes are escorts designed to ram larger ships.  Also I think their big assault harpoon needs upgrading.  With the new fluff it also doesn't make sense that DE would get weak in boarding actions after the 1st round of a boarding action.  How about a weapon that allows them to place blast markers in empty space?
Title: Re: List of flawed ships
Post by: Taggerung on March 25, 2011, 04:11:30 AM
Yea get rid of the requirements for the light cruisers. They do have an option to take one GC, however some variety in the fleet would be nice.
Title: Re: List of flawed ships
Post by: Plaxor on March 25, 2011, 04:22:54 AM
DE has Agressive which is the same +1 modifier as Orks and Chaos. The subsequent round thing was pointless, and boarding actions don't continue anymore.

DE have the option to purchase both Incubi Bodyguard, and Wych Cults, which give them Frenzied, and Elite Cadre respectively. So they shouldn't have any issue with boarding.

The Impalers will likely have their resilient save go to 3+ to keep up with fighters.
Title: Re: List of flawed ships
Post by: Phthisis on March 25, 2011, 06:30:26 AM
Ive heard from several DE players that they believe the Impaler isn't worth it, both from Jim & on other forums. 

Wyches in force on a Kabal warship doesn't seem right to me.  Same is true for Wyches being used as marines.  Their style of combat and armament is the exact opposite of what is needed for ship board combat.

It seems to me that a culture that subsists purely on raiding and piracy would be more on equal footing when it comes to boarding actions, if not having the upper hand.  I'd like to see the DE fleet function around crippling while they close and finishing off target vessels by boarding.  Some escort class vessels designed to board enemy escorts and cruisers when used in a group would add somd flavor and make DE stand apart IMHO.  Plus some cool DE   specific weaponry would help differentiate them from other eldar since youre making DE  use MMS now.
Title: Re: List of flawed ships
Post by: Plaxor on March 25, 2011, 06:44:19 AM
Horizon, you are named in BFK congrats
Title: Re: List of flawed ships
Post by: horizon on March 25, 2011, 06:48:19 AM
:)

Cool!
Title: Re: List of flawed ships
Post by: Plaxor on March 25, 2011, 06:50:26 AM
Sorry Pthisis, I had it backwards; Incubi=Marines. Wyches= Mark of Khorne.

I could see there being an added benefit to boarding, saying for every ship that they destroy/cripple during a boarding action they get double victory points or whatnot.

Also not to mention that having marines on an impaler equipped ships makes it so that they cannot be destroyed.
Title: Re: List of flawed ships
Post by: horizon on March 25, 2011, 06:59:53 AM
Feel free to use everthing from the DE pdf on this page (link at bottom):
http://www.tacticalwargames.net/archive/rules/gothic/geldarmms01.html
Title: Re: List of flawed ships
Post by: Zhukov on March 26, 2011, 06:15:55 AM
Ive heard from several DE players that they believe the Impaler isn't worth it, both from Jim & on other forums.

Just going to interject something here,

I am an ADAMANT Dark Eldar player and have personally found Impalers to be amazing. I arm nearly every escort I have with them and with the FAQ giving the option of cruisers to have 2 of them (paying for each seperate) I may do the same here. Impalers wipe escorts off the board (because Impalers aren't A-Boats, enemy escorts don't get the save throw).  With the mobile element of the enemy gone, you can rain Impalers on the enemy capital ships at will and run away if any ships get damaged. With ~13 Corsairs and 3 Tortuers I get somewhere around 17 Impalers total in my fleet. That amount of fairly easy full critical hits on ships (especially if you gang up) is devastating.

-Zhukov
Title: Re: List of flawed ships
Post by: Plaxor on March 26, 2011, 07:22:01 AM
Whenever I play with DE I always liked having a squadron of escorts with Impalers. They are quite decent at keeping your escorts from getting exploded. Similarly, I would usually put launch bays on my Tortures.

Then again, DE are just slightly harder to kill than CE, so even now, (with non-BFG:R) playing against DE with Orks I seem to splode then rather easy.
Title: Re: List of flawed ships
Post by: Plaxor on March 26, 2011, 12:29:11 PM
Pthisis; Perhaps Wyches=Terminators.... and then something else means MoK equivalent?

Maybe some ability that has to do with Grotesques/Haemonculi?

Unfortunately I'm not too solid on DE fluff, as I haven't read their most recent dex in depth, and the older one had like a page and a half of fluff.

You know what would be funny for impalers? If they ever got the 'bridge smashed' result from their critical hit, then they would be assumed to have captured the commander. So they would get VPs equivalent to that commanders value.

Oh and to address the DE BB issue, we actually discussed it quite a bit a while ago. Probably back in December, anyways the thought wasn't that there wouldn't be enough space for a battleship in the webway, it was more along the lines of that if an Archon ever had one, then he would likely end up assassinated by another Kabal. Or his ship would end up blown up or whatnot.

So the easiest thing to agree on was that a larger torture could be permissable and within the fluff.
Title: Re: List of flawed ships
Post by: Phthisis on March 27, 2011, 10:10:11 PM
The arguments I heard against the Impaler revolve around it not having a big enough payoff vs torpedos.  They can stay at range and launch torps, but to use the Impaler they have to get into range of enemy guns.  The torpedos cause damage directly, but the Impaler only does it incidentally.  Sure, 7 Impalers simultaneously could mess a ship up, but so could 7 ships worth of torpedos simultaneously. 

Once again, I'm just brainstorming, but how about Incubi=Terminators and the Impaler doubles their boarding value?

I like the idea of getting extra VPs for ships taken by boarding to represent slave taking.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on March 27, 2011, 11:30:13 PM
Oh and to address the DE BB issue, we actually discussed it quite a bit a while ago. Probably back in December, anyways the thought wasn't that there wouldn't be enough space for a battleship in the webway, it was more along the lines of that if an Archon ever had one, then he would likely end up assassinated by another Kabal. Or his ship would end up blown up or whatnot.

It's why it's called survival of the fittest. If the Archon isn't shrewd enough to get rid of his rivals on board, tough! Destroying a kilometers long ship isn't going to be that easy even for Eldar.
Title: Re: List of flawed ships
Post by: Zhukov on March 28, 2011, 12:03:40 AM
The arguments I heard against the Impaler revolve around it not having a big enough payoff vs torpedos.  They can stay at range and launch torps, but to use the Impaler they have to get into range of enemy guns.  The torpedos cause damage directly, but the Impaler only does it incidentally.  Sure, 7 Impalers simultaneously could mess a ship up, but so could 7 ships worth of torpedos simultaneously.

I look at a squadron of 3 Corsairs. You either get 6 torps or 3 Impalers. I honestly think that's pretty even. But for the fun of the game and having a completely unique weapon, I would take the Impaler.

-Zhukov
Title: Re: List of flawed ships
Post by: Taggerung on March 28, 2011, 07:41:45 AM
Plaxor,

It turns out our DE Player doesn't even want a BB, so I think maybe a new cruiser, and removing the requirement for the Light cruisers would be a great way to bump up the fleet. I am also digging the special rules for slave taking, and even the possibility of capturing an enemy fleet commander.
Title: Re: List of flawed ships
Post by: Plaxor on April 03, 2011, 01:07:24 AM
Updated Eldar/DE to MMS.

Changes from MMS 1.9 (you guys might complain)

Holofields instead of being a save mechanic force lance type weapons/nova cannon hits to be re-rolled. Cancels with LO, (We talked about this at some point Horizon)

Weapons batteries are a RS when firing at holofield ships.

Eldar don't auto-pass LD checks for asteroid fields, they instead roll 3D6 and pick the two lowest. Similarly they roll 3D6 and choose the two highest for warp rifts. Still the same on being permanently lost on a 1-2.

Dark Eldar lost their inherent +1 to H&R attacks, but they now have Terminators. They also have shields and Shadowfields work identically to holofields.

Changed the Dark Eldar critical hit table a little.

On to Orks! Woot.
Title: Re: List of flawed ships
Post by: Taggerung on April 03, 2011, 09:03:41 PM
MMS?

Yea I don't like these rules for Eldar. They are still glass cannons, but now much easier to hit.
Title: Re: List of flawed ships
Post by: horizon on April 03, 2011, 09:11:27 PM
MMS is awesome. lol

What is it you do not like?
Glass cannons (5+ armour/4+ armour ain't bad). They have a shield and a holofield (above 15cm).

Still fast, very manouvrable. And expensive.

Easier to hit? yes. You'll need to plan the whole attack.
More play fun the official Eldar for sure.


Plaxor:
the lance re-roll = makes Eldar MMS more resilient. Denies effect of range.
Cancels with LO = the problem of the holofield re-roll approach. You start attacking core rule mechanics. Something I rather dislike.

The Eldar ld, tests, meh-ish. Not opposed if this would be it but also not yayayay.



Title: Re: List of flawed ships
Post by: Sigoroth on April 04, 2011, 04:50:29 AM
MMS?

Yea I don't like these rules for Eldar. They are still glass cannons, but now much easier to hit.

While I personally am not sold on the concept of Eldar being glass cannons (looking at the fluff suggests that this should not be the case) they should very definitely be easier to hit. Any difficulty about hitting them should stem from their ECM. They shouldn't be able to sail into your guns, shoot you, turn around and sod off behind cover saying "nyah nyah you can't hit me".
Title: Re: List of flawed ships
Post by: Plaxor on April 04, 2011, 06:13:10 PM
@Tag,

Have you not seen MMS before? everything here is a duplicate of that, other than the Holofield rules. (which likely will just end up being as MMS 1.9)

I was against MMS before, but the argument for making them this way is sound. They are a very glass cannon feel, their weaponry is rather powerful, but they don't have too much for survival.

They are a hell of a lot more survivable with the shields and crits on only 5+ and they still have some help from HF. So I think that they should have comparable durability to Chaos. And quite a few people have been using these rules for years without falling apart.

@Horizon,

All right on the re-roll thing, but how about lance-type weapons receive a -1 to hit if firing over 15cm, -2 if over 30. It would give your range-dependant defense thing, and would provide an added benefit against lances which cause multiple hits.

I also like the idea of lances being worse than WBs against Eldar, which this kind of does.

As far as Nova Cannon hits, they roll 2D6 and choose the lowest die for damage caused?
Title: Re: List of flawed ships
Post by: horizon on April 04, 2011, 06:40:56 PM
Hey Plaxor,

your line of thinking on the lance isn't bad. As I did like that approach as well. Nice and clean. However some opposed as they said it was a core mechanic that a lance always hits on a 4+.
But I would like 4+/5+/6+ for a lance instead of a saving throw. This represents ecm quite well imo.

Sigoroth? Your idea?
Title: Re: List of flawed ships
Post by: Sigoroth on April 05, 2011, 05:22:10 AM
Well we had a variable save against lances for the HF and this is the same concept but applied straight to the hit roll. The biggest problem with adjusting the hit roll is that people probably won't like this exception to a core rule. Lances always hit on a 4+. One exception is no problem of course, but typically leads to more. So there is the problem of creep as well as player resistance.

The other problem is expected damage. Within 15cm (no effect of HF) a lance will yield 0.5 to 0.75 (LO) expected average damage. Comparing systems:

4+ hit, 6+ save = 0.42/0.63 (LO) ead. 5+ hit = 0.33/0.56 (LO) ead.
4+ hit, 5+ save = 0.33/0.50 (LO) ead. 6+ hit = 0.17/0.31 (LO) ead.

So this change would, in effect, nerf lances.

As a system I like it, it's simpler and more elegant than the save, but it has some problems.
Title: Re: List of flawed ships
Post by: Plaxor on April 05, 2011, 07:51:13 AM
Hmmmm... didn't think of it in terms of LO.

I do like the idea of lances being quite crappy against Eldar, I mean... not as useless as in MSM, but still quite a bit worse. Purpose being to help with metagame, as I find a lot of players don't see much reason not to spam lances.

I don't know much about MMS, but it seems to me that just giving Eldar shields and 5+ crits doesn't seem like that much to keep them 'comparatively' safe. With MMS they are now subject to teleport attacks, ramming, and boarding as normal. Not big things when thinking about chaos or IN, but from an Ork standpoint....

Eldar already have fewer hits than normal, and are better armed than normal. Must they be so glass-cannony?

The lance weakness protects them quite well against lets say.... 1/3 of all weapons, quite a good thing for keeping them alive, and yet with this system it makes lances not useless.


About the 4+ lances hitting is a core mechanic thing. Who cares, the fluff is that they are easier to penetrate armour, where our hitting in this game is a combination of actually hitting and damaging the vessel. Sure that lance will always hit on a certain value regardless of armour, except due to tracking issues it is less likely to.

Besides, it is more elegant, and it does deviate from the rules less (IMO). However does it make it more tough?


Oh btw, I was wondering if DE ships were too strong, I mean I just changed the Shadowfields to copy MMS holofields, and gave them the same number of shields as similar class vessels. However they are about the same points cost as their counterparts, but they aren't subject to 'Fragile'.
Title: Re: List of flawed ships
Post by: RCgothic on April 05, 2011, 07:57:16 AM
Sorry I've not been too involved recently. Losing all the work I did on that main rules edit really took the wind out of my sails, and I've been really busy at work. The company's not doing great either, so as of next week everyone's having their hours reduced by 1 per day, which means I should have a little more time coming up.
Title: Re: List of flawed ships
Post by: Phthisis on April 05, 2011, 04:51:57 PM
Sorry to hear about that RC.  I don't know where you live, but here in WA we are starting to see a big turn around.  Companies are hiring and expanding and there are lots of new houses being built.  Things might not be bad for much longer.

I like the lance rules vs.  holofields/shadowfields were you change the hit score.  Ive always disliked the save mechanic and how Eldar were virtually immune to anything but WBs.  It made your ability to take on Eldar almost entirely dependent on your fleet list instead of your strategy.  Now lances are still viable against them, although with greatly reduced effectiveness. 

As for MMS,  I know a lot of people like it.  I see Tagerrung's point about Eldar getting stuck in range of enemy weapons.  Even with shields, they will be closing and within 30cm.   Closing, inside 30cm with holo/shadow is still more vulnerable than abeam under 30cm.  Im sure you have all discussed this before, so what was the verdict on this issue?
Title: Re: List of flawed ships
Post by: Plaxor on April 05, 2011, 06:09:36 PM
Pthisis,

You're right, which is why I wonder how they came to the conclusion of this, they have comparable survivability to a slaughter, and those things explode like no ones business.

I don't think that they would necessarily be closing for return fire, remember that they are very fast and maneuverable, so they could very well plan out their attack so they would not be so vulnerable to such fire. I trust that they didn't make them too weak.

With the tiered lances system, lances are still at least 2x more viable than in MSM, where firing lances was a laugh. 4x at 15-30cm, and normal at close range.

Sure its still weaker than RS weapons batteries, but not that much.


@RS

I know how much it sucks to lose a big chunk of work that you've done, I'd be rather pissed if I lost one of these .pdfs Sorry to hear about your work, one of the big communications companies in Denver (Qwest) just got bought out by some small-time company, who is currently in the process of laying off/forcing retirement on half their employees.

I hope that you can get back to editing, I do appreciate the help, and you do have a talent with wording.
Title: Re: List of flawed ships
Post by: Phthisis on April 05, 2011, 07:50:45 PM
I don't know if everyone is sold on positioning so you won't necessarily be closing for return fire.  I made that exact same argument before and it was soundly rejected.

The question here is if we are happy with Eldar ships being this vulnerable to firepower in MMS, especially then they are so expensive. Is this a problem or just the downside of Eldar?  Will players just build ordnance based fleets to circumvent their weakness?  Is all ordy Eldar fleets something we don't want to encourage?

What if holo/shadowfields just made all WBs use the Abeam column regardless of facing?
Title: Re: List of flawed ships
Post by: horizon on April 05, 2011, 07:53:16 PM
Jeez, if Eldar fly like loonies into easy return fire they should see harassment. And die!

Eldar, like ust enter the 30cm range. Closing, yes. Holofield helps them (in addition) to equal the closing downside and the critical hit.
But that is secondary. The truth is that you should make use of speed & turns to gain a good attack angle on the enemy. Flank them, speed by them, etc. Attack in a way return fire is minimized.

Making them even more protected is the dumbest thing to do. THRUST ME and MANY GAMES of EXPERIENCE with MMS. :)

That is the verdict. Play em like you should.

Nice to see the lance change to hit roll sees fans.



@ RcG, keep it up & easy.

- warning-
Downside. Not problem. Can't give it all to them.

Ordnance fleets can be put they'll never be a carrier fleet like Tau. Certainly Corsairs not.
Regardless of facing is uncool. Positioning should be rewarded for everyone (DAMN the ALLROUND blastmarker rule :)  ).
Title: Re: List of flawed ships
Post by: Sigoroth on April 06, 2011, 03:24:31 AM
The speed of Eldar sees them able to pull off some manoeuvres that others could not. I myself am not sold on a fragile Eldar from a fluff point of view. The whole trade-off of resilience for speed seems fine for a race of equal tech levels, but Eldar are supposed to surpass the younger races in technology, so it really shouldn't be a trade-off, but rather an extra in one field.

However, play testing a more resilient Eldar saw them able to run circles around the enemy, take what they had on the chin, and still put out considerable firepower. They were too strong. Note however, that even though the Eldar were too strong (practically unbeatable), my opponents still came away happy with the games. This is because they could actually shoot at my ships and had a feeling of actually accomplishing something. So it was a step in the right direction.

I think that the Eldar have been cut back a little far myself, I think that the Dying Race rule should be used as standard. This gives them a better up front resilience, but they fall away quickly in battles of attrition, and the losses matter more to them.

As for strategy, well, even flying into point blank range and unloading all guns to cripple some of the enemy ships can work for Eldar. Because they would simply brace against everything coming back at them. Then, next turn, shoot past the enemy, preferably into cover, where they can wait for the BFI to drop off and line up another attack run.

If the Eldar are able to get close enough when doing this then the minimum movement of the enemy will usually put them beside the Eldar ships, therefore shooting at an abeam (braced) target. It's still risky of course, and Eldar are better served by flanking, putting themselves just in range to shoot  and positioning so that at least their target will move into their side arc with their minimum movement. Following turns they can move around to the rear of the enemy. Some of the enemy may get bow shots off, but not terribly likely to be on LO while doing so.

Basically with the movement of the Eldar they get first strike. So return fire is mitigated by the enemy being either braced, crippled, or on a movement order (such as BR or CTNH) to allow them to get a better position and firing solution. Coupled with the more or less free use of BFI on the Eldar part when in close and holofields to reduce long range pot shots the Eldar are fairly resilient. If you get a bow shot within 15cm on LO, they will melt. Most of the time you don't get all three of these things given Eldar movement.

Having said all that, I prefer the 6+ prow, 4+ side and 5+ rear profile, particularly for CWE. This would change their tactics to be less oblique and more head on.
Title: Re: List of flawed ships
Post by: Plaxor on April 06, 2011, 07:30:49 AM
It is one of those funny things in the 40k universe of how they always mention the resilience of Wraithbone, but it doesn't show it so much in 40k. Well I suppose Wraithlords are T8.

I think the Eldar don't need to be so tough, and doing so would give them a problem comparable to Necrons in missions, where there are 'unstoppable' if they want to get somewhere.

That said the general Eldar weakness is that they have fewer hits than average compared to IN/Chaos. Kind of a mirror for the Orks, (although I guess Xisor's Demiurg do that well too) which could be assumed that they simply have lighter vessels perform the same roles or they just don't require anywhere near the amount of crew that an Imperial vessel would.

The 6/4/5 thought is a bit wonky but it makes sense. I'm all-right with armouring them that way.
Title: Re: List of flawed ships
Post by: Taggerung on April 06, 2011, 09:46:55 AM
Eldar are already a great fleet in the hands of a decent player...making them super armored as well as fast and nimble seems like a bad idea.
Title: Re: List of flawed ships
Post by: horizon on April 06, 2011, 09:52:32 AM
Eldar are already a great fleet in the hands of a decent player...making them super armored as well as fast and nimble seems like a bad idea.
But the official rules are CRAP. In the hands of a decent, an expert or a noob. Nothing to do with skills. Just plain bad rule writing.

The official rules have msM. That second M is the origin of all holy crappiness official Eldar have.

MMS ain't superarmoured. Fast yes. Very manouevrable but no 180* turns.

Have you really read MMS?
Title: Re: List of flawed ships
Post by: Taggerung on April 06, 2011, 10:40:28 AM
I have read it yes, but I was referring to them making the Eldar 6+ prows, which quite frankly would just make them an in your face army, which isn't how the eldar should be portrayed. Right now if they want to be closing on you and hit you hard (with lock on) then they must sacrifice their mobility, and give you more shots at them.

As far as I have seen with the Eldar, they are heavy dependent of the player who is using them. The official rules may be crap, but with Plaxors fleet that we have been using in our group, even with one cruiser they do an absurd amount of damage, and receive a pretty minimal amount damage in return.

They play on the table top exactly how I would imagine to be in fluff, a hit and run fleet...hitting you hard, crippling a ship or two, and jetting away before you can retaliate with any serious firepower. If you are having such a hard time with them, maybe it's you and not the fleet...
Title: Re: List of flawed ships
Post by: horizon on April 06, 2011, 10:52:32 AM
I have read it yes, but I was referring to them making the Eldar 6+ prows, which quite frankly would just make them an in your face army, which isn't how the eldar should be portrayed. Right now if they want to be closing on you and hit you hard (with lock on) then they must sacrifice their mobility, and give you more shots at them.
Perhaps. My v2.0 idea was to make them 5+ prow / 4+ rest.

Quote
As far as I have seen with the Eldar, they are heavy dependent of the player who is using them. The official rules may be crap, but with Plaxors fleet that we have been using in our group, even with one cruiser they do an absurd amount of damage, and receive a pretty minimal amount damage in return.
Which rules?!?

Quote
They play on the table top exactly how I would imagine to be in fluff, a hit and run fleet...hitting you hard, crippling a ship or two, and jetting away before you can retaliate with any serious firepower. If you are having such a hard time with them, maybe it's you and not the fleet...
In MSM?
Play raiders.

Turn 1:
movement phase: Eldar come on tabel
shooting phase: Eldar destroy enemy ship (750pts Eldar do that with ease)
ordnance phase pt1: Eldar torpedoes and AC destroy or cripple another enemy ship
ordnance phase pt2: Eldar turn and fly off table edge.

Game ends.

With one enemy ship or squad destroyed vs 10% of a disengaged fleet.

WHAT FUN THAT GAME WAS!
Official rules is broken.

And it is not fluffy to have:

"captain, Eldar ship moving in fast!"
captain is silent
"captain, Eldar ship is in range!"
captain is silent
"captain, Eldar ships shoots!"
captain is silent or perhaps a brace?
***ship roars and is damaged***
"captain, Eldar ship turns around and moves away!"
captain is silent
"captain, Eldar ship is out of reach!"
captains calls: "Fire!"
bridge crew feels dumb...

That is MSM in a nutshell. If you think that is fluffy. With ships being more then 1000metres long...


Title: Re: List of flawed ships
Post by: Phthisis on April 06, 2011, 03:12:15 PM
I think a pretty good argument can be made for Eldar ships to be more fragile than their class counterparts.  First off, Eldar vehicles are made of wraithbone are AV12 max and rely on holofields and speed for defense. Maybe wraithbone isn't as tough as you think, or there is a reason Eldar limit the mass of their wraithbone vehicles.  Eldar ships are likely of lesser mass to their counterparts to avoid the extra inertia that heavy armor would require.  That way yhey remain nimble and quick.  Also, they obviously don't have nearly the same numbers of crew other races use.  Also, the wraithbone hull is more than the structure of the vessel, it also serves as the power supply to equipment and communications systems and many times the crew as well.  Damaging the structure directly attacks all of the ships systems as well.  I think 6+ armor is inappropriate.
I think giving Eldar 6+ armor violates fluff and is risky for game balance.  Seems wierd to me. 

So, we are acknowledging that ships can be positioned such that they can avoid or greatly reduce the amount of return fire they get?   If thats the way it is, then Eldar are fine. I thought that to be true.  But I was told that ships that have to close will always recieve return fire from WBs that uses the Closing column and that there was no way around it.  If this is the belief, then Eldar need more protection.
Title: Re: List of flawed ships
Post by: horizon on April 06, 2011, 07:34:03 PM
Wraithbone is as hard as adamantium = space marine armour.

But, from a balance point of view, I am on the side that 6+ could be to much. So far it is has always been 5+ and 4+ (destroyers) and last battles I had 5+/4+ on all. It was balanced and good that way.
6+ needs playtesting for sure. I would not implement it from theory as it is new to MMS and never has been. Even Sigoroth will agree on this. ;)


Why do you think they need more protection? Holofield is what denies the great closing column.
Title: Re: List of flawed ships
Post by: Valhallan on April 06, 2011, 08:29:11 PM
i'm fine with 5+/4+... but i think the 'big ships' of eldar should be 5+ all round (cuz they're slower)... so the void dragon and the void stalker should be 5+ all round.

6+ is too much.

I like the scaled lances-to-hit idea. I suggested it somewhere (the port?) last summer (i think) and was blown off.

the msm vs mms debate is way old now... the dead horse is so beaten that its not even a carcass anymore. mms in revised? yep, cuz playing against msm ISNT FUN. argument over.
Title: Re: List of flawed ships
Post by: Phthisis on April 06, 2011, 08:42:10 PM
Im not sure that anyone is arguing against MMS.

Has GW co-opted adamantium from Marvel?  I thought power armor was armorplas with a ceramite ablative shell.  Either way, power armored troops die to bolter rounds and even lasgun fire so it can't be that tough.  As wraithbone is described as a psycho-plastic I imagined it would behave like a plastic, as in it would ablate rather than transfer energy.  Either way, its beside the point.  Eldar don't have high armor values in other 40k games or fluff and 6+ armor could break the fleet. 5+/4+ sounds fine to me.

My original thought was that Eldar players should learn to use their fleet and position ships well or expect to lose.  But, in previous discussions, other people on the forums said that kind of positioning was impossible and you would always have to get closing return fire if you attack with front arc weaponry.  There are two opposing viewpoints here.  Either good positioning is possible and Eldar are fineas they are, or its not and Eldar will get battered severely after yheir first attack and die.  You guys decide which is true.  Im not rearguing that issue again.

Title: Re: List of flawed ships
Post by: Sigoroth on April 07, 2011, 05:37:38 AM
I think a pretty good argument can be made for Eldar ships to be more fragile than their class counterparts.  First off, Eldar vehicles are made of wraithbone are AV12 max and rely on holofields and speed for defense. Maybe wraithbone isn't as tough as you think, or there is a reason Eldar limit the mass of their wraithbone vehicles.  Eldar ships are likely of lesser mass to their counterparts to avoid the extra inertia that heavy armor would require.  That way yhey remain nimble and quick.  Also, they obviously don't have nearly the same numbers of crew other races use.  Also, the wraithbone hull is more than the structure of the vessel, it also serves as the power supply to equipment and communications systems and many times the crew as well.  Damaging the structure directly attacks all of the ships systems as well.  I think 6+ armor is inappropriate.
I think giving Eldar 6+ armor violates fluff and is risky for game balance.  Seems wierd to me. 

It doesn't violate fluff to give Eldar 6+ armour, it violates precedent. As I've often said, the way Eldar are represented in game systems like 40k and BFG is inconsistent with how they're described in fluff. According to fluff Wraithbone is tougher and lighter than what the Imperium can make. Therefore an Eldar ship constructed in an identical manner to an IN ship should simply be faster and more agile due to lowered mass, but still have the same hits. Add to this superior Eldar technology in other areas (propulsion for one) and it should be better again.

As for lowered crew, well that means a lower crew density and therefore less crew lost per point of damage. Presumably they don't have a lower crew at a cost of performance, ie, they're not chronically undercrewed, so this should not be an issue. Automated systems should compensate for less crew.

As for the multi-purpose nature of Wraithbone, this is actually a benefit, not a detriment. Where Wraithbone acts as a power conduit this means that for power to be interrupted you'd need to pretty much destroy the entire vessel. This means that they're less likely to take crits.

In essence an Eldar ship should be able to take down a ship of greater displacement without too many troubles, according to the fluff. Balance is the most restricting factor on piling on Eldar advancements, not how they're described in fluff. As for the feel that has been assigned to the Eldar I personally dislike it very much. The glass cannon idea would be fine for a prolific race. For a race so concerned with losses to attrition it makes no sense. I can understand them wanting speed and manoeuvrability, and I can understand sacrificing resilience to get this if we're talking a roughly equivalent technological level. So this would be fine for some new race of roughly IN levels of tech. For the Eldar however I would expect equivalent resilience and superior speed.

Quote
So, we are acknowledging that ships can be positioned such that they can avoid or greatly reduce the amount of return fire they get?   If thats the way it is, then Eldar are fine. I thought that to be true.  But I was told that ships that have to close will always recieve return fire from WBs that uses the Closing column and that there was no way around it.  If this is the belief, then Eldar need more protection.

Yes and no. If you have the speed and manoeuvrability of Eldar it's certainly plausible to position yourself to best effect. However, even with careful positioning due to vastly superior mobility you will not always ensure no bow shots. The best you can do is try to minimise return fire.

If you have near equal manoeuvrability it is pretty much guaranteed that closing ships will take bow shots, typically in 30cm range and also in 15cm range.
Title: Re: List of flawed ships
Post by: Phthisis on April 07, 2011, 06:50:31 AM
Perhaps some are jumping to conclusions...

The assumption seems to be that Eldar ships are made mostly or entirely of wraithbone.  This seems to not be the case. Wraithbone is only one of the psychoplastics Eldar use and fluff states its the most unusual (Eldar codex).  Fluff also states that Eldar ships are fragile and not capable of withstanding bombardment and rely on holofields to protect themselves (BFG rulebook). They must just be using wraithbone for specific parts of the ship and other psychoplastics for the vast majority of the ship.  Can anybody site fluff that Eldar ships are made of wraithbone?  Can anybody site fluff regarding Eldar ships being well armored or otherwise extremely resilient?

The fluff does state that wraithbone is tougher to damage than adamantium, but we are talking about plasma torpedos, macro cannons and lances.  Thats a lot of power there that may be able to damage adamantium fairly easily.

Besides, a ship that is out of damage points means it can no longer fight for whatever reason, not that it is completely destroyed.

Smaller crew could mean lower crew density.  It could also mean crew losses have a much greater effect on ship operation. 

Damaging wraithbone might have a huge disruptive effect on ships systems.  A ship made entirely of wraithbone would be able to rerout power and comms easily, but if its only a thin frame inside the vessel, damage could potentially shut down whole sections of the ship.

What do we make of Dark Eldar ships which have no access to wraithbone?

Decades of precadent in rules and quite a bit of existing fluff describes Eldar technology as sophisticated yet fragile, and shows that Eldar prefer speed and obfuscation to heavy armor.  I can't see a viable argument for Eldar ships having 6+ armor.  I don't think fluff or precedent supports it.  And I don't think the game can bear it.

Ah, I see now.  Ships can position themselves to avoid closing fire.  So, why can Eldar do it, when they turn 90 at the beginning of a move but chaos escorts can't when they can turn 90 at any point in their move?
Title: Re: List of flawed ships
Post by: horizon on April 07, 2011, 07:01:44 AM
Fluff also states that Eldar ships are fragile and not capable of withstanding bombardment and rely on holofields to protect themselves (BFG rulebook). They must just be using wraithbone for specific parts of the ship and other psychoplastics for the vast majority of the ship.  Can anybody site fluff that Eldar ships are made of wraithbone? 
The BFG ruleblook fluff is written to accomedate their own crappy rules.
The Doom of the Eldar pdf: Wraithship Entry for construction.


Quote
Ah, I see now.  Ships can position themselves to avoid closing fire.  So, why can Eldar do it, when they turn 90 at the beginning of a move but chaos escorts can't when they can turn 90 at any point in their move?
since Eldar MMS ships:
capitals can do two times a 45* turn at any point per movement phase. That's better then 1 time 90*.
escorts can do two times a 90* turn at any point per movement phase.
Title: Re: List of flawed ships
Post by: Phthisis on April 07, 2011, 08:30:41 PM
To some degree, isnt all fluff written to accommidate the rules?

The Doom of the Eldar document doesn't seem to support 6+ armor due to wraithbone either.  Page 2, right column 2nd paragraph refers to the wraithbone as 'fragile'.
Also the section on the wraithship says only the skeleton of this particular class is made of wraithbone and the rest is other material.  It also insinuates that a wraithbone is unique to the wraithships and that others are constructed differently.  Despite the toughness of wraithbone, they don't appear to be armoring their ships with it.

I thought MMS only allowed Eldar vessels to move at the beginning of each of their turns.  Anyway, that just means chaos escorts and Eldar escorts can place themselves in the same position to avoid closing return fire, provided that the chaos ship is in the proper starting position.
Title: Re: List of flawed ships
Post by: horizon on April 08, 2011, 03:57:15 AM
?
Eldar ships MMS:
movement phase:
turn
move
turn
move
(speed at sun's edge)
Title: Re: List of flawed ships
Post by: Plaxor on April 08, 2011, 06:16:31 PM
For my document at least holofields should be 4/5/6+ lances (at multiples of 15cm), and RS for weapons batteries.

The re-roll hits thing is actually quite powerful defensively.

Destroyer-class vessels, have armour 5+/4+
Title: Re: List of flawed ships
Post by: Plaxor on April 12, 2011, 08:53:35 AM
So updated orks to 1.2, no real rules changes, just a shit-ton of visual edits. Changed it from being a frankenstien to something more manageable and good looking.

Will work on Necrons tommorrow, but it should be quick for them.
Title: Re: List of flawed ships
Post by: Taggerung on April 12, 2011, 09:38:28 AM
Is there a reason Terror ships only have 1 turret now?
Title: Re: List of flawed ships
Post by: horizon on April 12, 2011, 09:41:45 AM
The Eldar pdf seems non-updated. Still has the holo re-roller.
Title: Re: List of flawed ships
Post by: Plaxor on April 12, 2011, 10:02:21 AM
@Tag

Must be a typo that has just been carried over. This should be 2.

@Horizon,

I'm going to wait on fixing the Core rules, IN, Chaos, Eldar, and well.. now Orks, as I've gotten them all pretty close, so I'm hoping to cycle through each race, and do a pass updating them to fit into the rulebook (like i've been doing) then I'll go back around for a final to be combined.

The hope is that people will catch all the errors/I will notice them by waiting a while.

@Everyone

Tyranids is after Necrons, I know that bio upgrades are to be always allowed, and I was thinking tiered upgrade values for those upgrades that can be done multiple times. Otherwise I know there are some upgrades that should be changed according to cost.
Title: Re: List of flawed ships
Post by: Plaxor on April 13, 2011, 08:06:58 AM
Updated Necrons to 1.3, pretty easy. On to stapling in Nids!
Title: Re: List of flawed ships
Post by: Plaxor on April 14, 2011, 11:22:51 AM
So almost done with nids. Not much changes here, other than upgrades being included.

A few minor price changes, primarily to upgrades. Fixed the document to include the faq.


Update as far as the whole project goes, I'm happy to say that I'm almost done as far as rules go, just need to catch all my minor mistakes, and the final revisions of everything.

Here is my guess on hour timeframe for completion for each section:

Tyranids: 1-2hrs
Tau: 3-5 hrs
Demiurg/RTs: 8-10hrs
Previous documents for final rendition: 10-20 hours.
Defenses: 8-15 hrs (I think... this is a big guess)
Missions: 4-6 hrs
Campaigns: 6-8 hrs
Fluff: 4-16 hrs (depending on what I want to do with it.
Book ending stuff: 2 hours

Total: 45-92 hrs.

Total so far (Ugh): ~200 hours. Although most of this is due to my previously crappy work with photoshop, and this counts forumtime/writing and reading on printouts.

Anyways, I'm hoping to be finished by the end of May, and the book will likely be around 270 pages.

Jeez.
Title: Re: List of flawed ships
Post by: Taggerung on April 14, 2011, 06:08:21 PM
Keep up the good work!
Title: Re: List of flawed ships
Post by: Phthisis on April 14, 2011, 11:02:13 PM
Wow.  I had no idea you put that kind of hours into this project!  We owe you a big debt of thanks!
Title: Re: List of flawed ships
Post by: Valhallan on April 19, 2011, 06:57:14 AM
Plaxor = Badass ;)
Title: Re: List of flawed ships
Post by: RCgothic on April 19, 2011, 10:40:59 AM
I'll definitely get an editorial pass to you over the upcoming easter/may break.
Title: Re: List of flawed ships
Post by: Valhallan on April 19, 2011, 08:29:01 PM
in eldar 1.4... it say that pulse lances on lock on reroll the first hit. (it should be reroll the first miss).
eldar bombers are normal bombers now? weird...
Title: Re: List of flawed ships
Post by: Plaxor on April 19, 2011, 08:44:42 PM
Good point on the PL's Val.

If you noticed all Eldar ordnance are hit on a 6+ by turrets, so there is no need for repetition.
Title: Re: List of flawed ships
Post by: Phthisis on April 20, 2011, 04:34:11 AM
Im a bit confused about how boarding torpedos work in your new rules.  As written it just says if boarding torpedos hit immediately resolve a hit and run attack.  Does this mean 1 H&R regardless of salvo strength without taking turret fire or does this mean take turret fire and roll one H&R for each point of strength or is it take turret fire then roll against armor and make a H&R for each hit like in the old rules?
Title: Re: List of flawed ships
Post by: Plaxor on April 20, 2011, 07:20:17 AM
Another wording error. Thanks. These issues are real important.

It should say; boarding torpedoes automatically hit, and cause one hit and run attack for each point of strength.
Title: Re: List of flawed ships
Post by: RCgothic on April 20, 2011, 08:08:29 AM
That was actually something I'd picked out for correction in the first pass that I lost! 
Title: Re: List of flawed ships
Post by: Phthisis on April 20, 2011, 02:03:52 PM
That's just awesome! 
Title: Re: List of flawed ships
Post by: Taggerung on April 20, 2011, 02:33:22 PM
Whoa...Boarding torps that are worth using? Odd.
Title: Re: List of flawed ships
Post by: horizon on April 20, 2011, 02:38:28 PM
4+ vs escorts?
Title: Re: List of flawed ships
Post by: RCgothic on April 20, 2011, 02:42:37 PM
yes they will probably obliterate the first escort they hit, but the whole salvo will be removed on that first hit, which reduces the effectiveness against escort squadrons overall.
Title: Re: List of flawed ships
Post by: RCgothic on April 22, 2011, 08:39:05 PM
My editorial pass has got as far as the shooting phase now.

I'm still very uncertain about these universal special rules. 40k with all its rules bloat has just 22, whereas this version of BFG with its supposedly simpler ruleset has 27. I really don't think this simplifies things. Instead of being a simple rule easily accessible from the fleet list, you have to remember what all these new names are and refer back to the core rules.

'This ship is subject to the massive special rule' isn't even a shorter way of saying 'this ship may not come to new heading.'
Title: Re: List of flawed ships
Post by: Taggerung on April 22, 2011, 09:00:34 PM
I like the universal rules. All you have to do is memorize them and you never have to go back. It's much more stream lined.
Title: Re: List of flawed ships
Post by: RCgothic on April 22, 2011, 09:53:40 PM
I really don't.

I think the place for these rules is in the ship profile, and that a lot of the names sound very contrived.
Title: Re: List of flawed ships
Post by: Taggerung on April 22, 2011, 10:35:06 PM
I really dislike the rules in the profile simply because it's cluttering and the other thing is that it got rid of all these stupid named ships. Having to use "specific" ships to use certain abilities is dumb.

For one fleet it wouldn't make sense, but now we have the same rules for Space Marines, Mega Nobz, Incubi' and what not...across all fleets so theres no referencing different rule books for different rules, it's all in the same spot now.
Title: Re: List of flawed ships
Post by: Phthisis on April 23, 2011, 02:16:12 AM
I agree with Tag.  Theyre mental hotkeys.  It compartmentalizes them all in my mind so I can recall the rule complex easier and not have to look them up so much.  It's just like USRs in 40k.  When you say 'fearless' or 'scouts' everyone knows exactly what you mean and you do't have to look it up so much.
I don't care if it takes you less time to write (sorry).  I just care if it keeps me from having to argue rules and keeps the game moving.
Title: Re: List of flawed ships
Post by: Plaxor on April 23, 2011, 06:41:51 AM
Pthisis is right, and as such is why I adopted it. I know that it is less word count, and in some ways writing things out individually is better, but in this case it makes rules complexities and gameplay faster.

Everyone knows what 'Furious Charge' is, and how it works in different situations.

The hope is that it will make rules interactions more clear cut. Now rather than saying in boarding the complexities of racial modifiers, we can have simple rules like aggressive.
Title: Re: List of flawed ships
Post by: RCgothic on April 23, 2011, 10:17:35 AM
Looks like I'm overruled!

I still think a lot of this feels very contrived, so let's fix that.

For a start, let's call the section Universal Special Rules, not Special Qualities.

In the ship profile, write whatever makes most grammatical sense. E.g. "This ship is Massive or This ship has Augmented Damage Control" rather than "This ship is subject to the Massive quality". Saying something has 'X' quality is less neat than just saying something has 'X'.

Names of these USRs. In particular, I think the following names should be changed:

Limited Fuel. They don't really have limited fuel. This is more a case of Inefficient Thrusters.

Improved Augers. Even in 40k, use of the word Augers is rare, so many people won't intuitively know what this means. Also (though I'm not certain), I think Auger is a drilling device whilst an Augur was a priest who interpreted the will of the gods, making the 'u' spelling more appropriate.  Use Improved Auspex or Improved Auspex Array instead, as that is more common in 40k, and the addition of 'Array' makes it immediately clear which system is being referred to.

Terminators. Nothing really wrong with this name, except that it leaves out any possibility for Nids, Eldar, Dark Eldar, Necrons, Orks and Tau to use it. Perhaps Elite Boarding Parties.

Apex of Technology. So what if it's the Apex of Technology? The key quality is that the race is willing to destroy it rather than let it fall into enemy hands. Guarded Technology or similar.

Elite Cadre. Wince. Regiment Embarked.

Hunter. No escort is nimble enough to keep up with AC, and what is it about a Bombardment Cannon Shell that makes it a Hunter? Flak Shells or Flak Storm.

Bombard: Is it really necessary to spell out the rules for individual weapons systems in the USRs? Why is the Bombardment Cannon singled out for special treatment, compared to say the Pulsar or Sepulchre? It's OK to not have a special rule for everything.
Title: Re: List of flawed ships
Post by: RCgothic on April 23, 2011, 10:19:38 AM
Anyway, I'm up to P26 in the rules now, and saving regularly!
Title: Re: List of flawed ships
Post by: Taggerung on April 23, 2011, 07:50:14 PM
Elite Cadre is the same as Terminators. That was just the word he chose to replace terminators.

I think limited fuel was the only one I didn't really like, but I can see the hunter rule being changed as well.

Bombard has a special rule because orks also have bombard cannons. (It took me FOREVER to find out where those rules, when I first started playing lol)
Title: Re: List of flawed ships
Post by: RCgothic on April 23, 2011, 11:49:53 PM
Terminators are NOT the same as Elite Cadre.

One is 2D6 pick highest H&R attacks, whilst the other is +2 Boarding modifier and +1 to H&R attacks.
Title: Re: List of flawed ships
Post by: Taggerung on April 24, 2011, 01:38:15 AM
Right...I was thinking of space marine crews.
Title: Re: List of flawed ships
Post by: Bryantroy2003 on April 24, 2011, 05:19:34 PM
I read all the way up to page 42  :o . Great work to every one. Even if I dont agree with your change's proposed or your view's on certain ships/races thats irrelivant to my thanks for your dilligence and hard work on this hobby I enjoy so much. Thank you for choosing to spend your time on it rather then the innumerable other pursuits you could have chosen.
Title: Re: List of flawed ships
Post by: RCgothic on April 24, 2011, 11:02:41 PM
I absolutely can't stand FAQ2010's treatment of torpedoes. If people want to use 20mm bases, fine, have it as an alterantive. But I want to keep my original torpedo markers thanks.
Title: Re: List of flawed ships
Post by: Taggerung on April 24, 2011, 11:06:55 PM
I like it 100X better than the old rules. It was broken as it was because you could just flood the field with torpedo markers that covered the table. It was a stupid way to do it before.
Title: Re: List of flawed ships
Post by: RCgothic on April 24, 2011, 11:14:27 PM
It's a flat out nerf to large torpedo waves which they didn't need.  Yes, a wave of 9 torps is more likely to hit a target than a wave of 6, but it's also just as easy to remove with 1 fighter marker or hit from a direct fire weapon.

Why fire a large wave with the increased risk of missing? Why do 7 torpedoes arbitrarily take up twice as much board space as 6? Why aren't AC represented by 1 base per type with some D6 for strength? Why are you forcing people to abandon the original counters the game came with?

And despite the rules change, you can cover even more of the field because small waves get bigger.

It's a horrible, horrible change. If you want your 20mm bases, fine. But write it into the rules as an option, not a compulsion.
Title: Re: List of flawed ships
Post by: Plaxor on April 25, 2011, 12:08:09 AM
@RC,

the 7 arbitrary value was chosen for two reasons; first, and most importantly, was peoples issues with multiple D6 on the same marker. Secondly, because every vessel up through BC doesn't have more than 6 torpedoes individually, meaning that they would have to combine to get larger salvoes anyways.

This also preserves the 'torpedo power' of larger vessels, as well as making it valuable to combine into larger salvoes. 7 is a large number to get with anything outside of a large escort squadron (which people don't like taking) or 2 squadroned cruisers (which again people don't like taking). It is a compromise which makes someone with a defined disadvantage, still maintain that advantage. So the number isn't so arbitrary.

About the AC thing, I did like the idea of multiple die on each AC marker for combined waves, however I didn't know how others felt about the whole thing.

@Tag, I'm with you, I remember on Portmaw a while back someone did an alternate torpedo size system, and I used that for a while.

@Bryantroy,

Thanks for the support, although I'm curious what you disagree with. It is worthwhile to hear as many people as possible's opinions. I tried to keep each race towards its original flavor, changing as little as possible (but perhaps adding quite a bit).
Title: Re: List of flawed ships
Post by: Taggerung on April 25, 2011, 12:49:40 AM
What are you guys talking about?

Torpedoes are represented now with just a 3 str marker, and one or more D6 representing the actual strength of the salvo. Is there something NOT in the torpedo section I am unaware of? Yes, this is the 2010 FAQ I am reading.
Title: Re: List of flawed ships
Post by: Plaxor on April 25, 2011, 01:11:46 AM
not 2010 FAQ, my rules section. Should be in there.
Title: Re: List of flawed ships
Post by: Taggerung on April 25, 2011, 02:15:25 AM
Oh, I don't like those rules Plaxor. I like it just being one marker, since torpedoes shouldn't take up the same space as an escort lol
Title: Re: List of flawed ships
Post by: Plaxor on April 25, 2011, 03:53:21 AM
Ugh.... Why God... why?

Honestly Tag, I'm with you and I like the small torp marker thing, and think it's ridiculous that it would get any larger. However it was a compromise between the side who thought that combining salvoes was worthless, and the one who hated the logic behind large waves of torps.

It doesn't really affect orks though, as they can't combine salvoes, unlike other races. Maintaining their old disadvantage of not being able to do such.


Anyways I think Horizon had something on this a while back, hopefully he'll be willing to comment.
Title: Re: List of flawed ships
Post by: horizon on April 25, 2011, 06:20:44 AM
FAQ2010 torp marker rule is really cool and good.

It is hardly a nerf to torpedoes. And I play kinda torp/missile heavy. :)

One thing though, iirc Vaaish came with good ecample but it should really be 1 d6 per marker. Thus a torp salvo up to str6 is one 2cm/str3 (2? forgot...) marker with a dice on top. A larger salvo is then 2 markers with thus 2 dice.
Title: Re: List of flawed ships
Post by: Taggerung on April 25, 2011, 06:36:32 AM
I play orks and Imperial navy too now. I just never thought it made any sense that a spread of 6 torpedoes would cover the same span as that of a large escort or small cruiser.


If anything I think having only one torp salvo be as large as you want would be a bonus to those fleets who could do so. I just like it for simplicity/logical sense more than anything. We just play it around here with 1 marker being however large the salvo should be since I think the biggest you can ever get is like 12 right?
Title: Re: List of flawed ships
Post by: RCgothic on April 25, 2011, 08:22:01 AM
FAQ2010 torp marker rule is really cool and good.

It is hardly a nerf to torpedoes. And I play kinda torp/missile heavy. :)

One thing though, iirc Vaaish came with good ecample but it should really be 1 d6 per marker. Thus a torp salvo up to str6 is one 2cm/str3 (2? forgot...) marker with a dice on top. A larger salvo is then 2 markers with thus 2 dice.

Cobra-sized salvoes get bigger, so you can saturate more of the board.
Regular and Combined Salvoes get smaller, which makes them easier to avoid from range, with no effect at shotgun range. Given that torpedoes were already being held onto until point blank range because they miss too frequently at long range, making them less likely to hit was something they did NOT need.

Tau are not a good example, because of their guidance systems makes it more likely to hit regardless of the marker size.
Title: Re: List of flawed ships
Post by: RCgothic on April 25, 2011, 08:26:03 AM
If anything I think having only one torp salvo be as large as you want would be a bonus to those fleets who could do so. I just like it for simplicity/logical sense more than anything. We just play it around here with 1 marker being however large the salvo should be since I think the biggest you can ever get is like 12 right?

The biggest you can get is 36 from 4 squadroned Retributions. You're more likely to see 24 from 4 squadroned cruisers.

Except now you aren't, because to launch such a thing you need to get into base contact, and no-one would do such a thing at close range just to remove an insignificant fraction of turret hits, whilst at long range it becomes not only ridiculously easy to neutralise, but ridiculously easy to dodge as well.

Hate Hate Hate Hate this rule. There are some things it's OK to change in the rules, but the original game markers? I have no idea what the HA's were thinking.
Title: Re: List of flawed ships
Post by: Plaxor on April 25, 2011, 08:26:21 AM
One thing though, iirc Vaaish came with good ecample but it should really be 1 d6 per marker. Thus a torp salvo up to str6 is one 2cm/str3 (2? forgot...) marker with a dice on top. A larger salvo is then 2 markers with thus 2 dice.

Which is what I have written right now. For every 6 torpedoes in a salvo or part you add 1 marker.

@Tag

The torpedoes don't cover the whole spread, it's just assumed that is their 'reasonable turning range' because the torps have a small amount of tracking. The assumed justification is that when there are more torpedoes, they combine their tracking abilities and are able to increase their tracking distance.
Title: Re: List of flawed ships
Post by: RCgothic on April 25, 2011, 08:47:08 AM
Which is actually a very real phenomenon.

When you build a radio telescope, its resolution is proportional both to the number of elements and how far apart they're spaced, so it makes sense not only that more torpedoes would have better target acquisition, but also that they'd fly in as loose a formation as possible before converging on the target.
Title: Re: List of flawed ships
Post by: Bryantroy2003 on April 25, 2011, 11:21:22 AM
@Plax    Well I dont agree with the torp change. I am the insane person that likes to run half or more of my points in escorts, and the cobra being the most prolific among them, I love to direct my opponent with intimidating waves of ordinance.

With the change being mandatory its rather difficult to see me directing a choas or tyranid fleet any where but a few cm over to avoid it. Heck id venture far enough to say that if I were the one on the other side I wouldnt bother intercepting them because it now takes half as much effort to avoid them and puts me closer to my target by half of what it used to be. But then again its just a pet peve and nothing major since my play style is niche at best.

The second thing I am worried about is the Retribution. I like the increases in FP for the cost of Range, but please dont adjust its points. Its not going to see the field very often any way, I am the only one I know of within my group who even owns one.


On the Oberon, I dont think its range should be adjusted at all. It is reportedly a failed experiment attempting to be a jack of all trades, so dont let it be a mster of anything. And while I own one and it would benifit me a little, I still dont like it.

Oh and though the F/L/R on the firestorms would be awsome, leave it for the nova's to do that job. If you want lances that turn, get some reserves.
Title: Re: List of flawed ships
Post by: RCgothic on April 25, 2011, 12:08:51 PM
I own a Retribution. The new rules are awesome, and it very much deserves its price increase. An additional firepower12 is worth WAY more than 15cm of range.

The Oberon is still not a master of any trade. It has fewer AC than an Emperor, the Retribution massively outguns it close in, and the Apocalypse massively outguns it at range. The Invincible is much faster and outguns it.

The reason we gave it 60cm range is to give some incentive to take it over the Emperor. The problem the Oberon has is that it trades 4AC which are good no matter the arc for 2L@45cm per side, half of which will be wasted because you don't want to get a 5+ prow in amongst the enemy. The question you have to ask yourself is: "Will this change make it the only battleship worth taking?". The Emperor is awesome. The Retribution is now awesome. The Apocalypse is expensive, but still awesome. Even with 15cm extra range on the Lances, it doesn't compete with that lot, which is why it's the cheapest battleship. The answer is 'No, with 15cm extra range an Oberon still won't be the only battleship worth taking." Therefore it is balanced.

As for the Firestorm, it certainly wasn't the intention to give it L/F/R, only to cut its points to 35. If it does have F/L/R, then good catch!

Edit: The Firestorm does not have F/L/R in the current version of the Imperial Fleets document.
Title: Re: List of flawed ships
Post by: Bryantroy2003 on April 25, 2011, 01:38:52 PM
Appologies about the firestorm, with what I had read in here had given me the impression that people didnt like the one arc situation and wanted it changed. And if it does drop to 35pts I dont think it will affect much tbh, those that love it will still take it, those that dont wont, and those that are undcided will take a little of it and something else probably. Or just reserve in some nova's.

Now that you point it out as a 12fp vs 15cm issue for the Ret, I agree whole heartedly, heck decrease the lances to match if you want, I hadnt been thinking of it that way.

Im still not sold on the Oberon, going in with a 5+ prow wont be your decision usually with its 15cm speed, it will be the enemy's. And eventually you will need both of those broadisdes in a fight wich puts it in a much better spot then the emperor. And its not completly dependant on its AC like the Emp is so if it fudges a reload, unlikely as it is and the re-roll fails too, again I know its not likely, it still has options. This is incentive enough for those not willing do divest to chance the entire outcome of the battle. And for those that like to play more aggresive this is their BB CV of choice to compliment the dictator's.

And if the thought of a 5+ prow stuck in with the enemy is the problem you shouldnt be thinking about it being a weakness, just even footing with the choas scum you most liekly are pasting against it with your ramming. Ever seen a BB ram something? Even orks are envious.

But ive got a question about the Overlord, is anything likely to change with this ship, or is it a backburner issue?
Title: Re: List of flawed ships
Post by: RCgothic on April 25, 2011, 02:41:18 PM
The Overlord is getting a targeting matrix for free, or the ability to run without one for 220pts as per FAQ2010. This gives it about the equivalent of FP10@60cm (worse at close range, better at long) for the same price as an Armageddon, which has slightly more firepower, but less range.
Title: Re: List of flawed ships
Post by: Taggerung on April 25, 2011, 06:58:33 PM
The Retribution only has FP 18, at 45cm. That's a 6 FP increase for a 15cm drop. I actually really like this ship, and even though I magnetized my Retribution model, it has already seen it's place as my flagship as the Lord Nelson.
Title: Re: List of flawed ships
Post by: Plaxor on April 25, 2011, 07:25:12 PM
@Bryan,

We've been working on this a while, and the reason for the Oberon change was us old guys liked the older profile better. Also it was less popular than the Emperor due to the mixed weapon ranges.

Most of these rebalances are to try to make every ship more represented, without players having to feel like they're handicapping themselves. Therefore making the game a bit more interesting.

The Overlord we were going to change to FP12@45cm iirc, with the option to swap for FP10@60 for free. (225 pts too) but when the HA did the 220 pt change, with the option for a targetting matrix we decided to forget about the Overlord.

These things were actually decided sometime in december/january timeframe. One of our earliest changes.

As far as the core rules go, we didn't change much to anything except ordnance, which apparently is getting uproar again.....
Title: Re: List of flawed ships
Post by: Taggerung on April 25, 2011, 07:44:41 PM
Nah, the more I think about it, the more I don't really care. How about just give the option to be one big salvo, if you want to break it up into 6 str waves you may do so.
Title: Re: List of flawed ships
Post by: RCgothic on April 25, 2011, 09:02:33 PM
The Retribution only has FP 18, at 45cm. That's a 6 FP increase for a 15cm drop. I actually really like this ship, and even though I magnetized my Retribution model, it has already seen it's place as my flagship as the Lord Nelson.

FP12 total, and it will use its off-side more than any other battleship thanks to its speed and line-breaking focus.

But torpedoes are meant to be worth it as long range weapons. They were already struggling in this role, and reducing the base size is a direct nerf to their long-range capability. They did not need nerfing at range, and I don't understand why so many people think they did.
Title: Re: List of flawed ships
Post by: Taggerung on April 25, 2011, 10:01:24 PM
I find it a lot easier to fire my torpedoes now since I usually run in a tight formation, less chance i will hit my own ships.


Also...The retribution has Firepower 18 on each side at 45cm as of Imperial Fleet 1.3 (For Plaxors stuff, which is the thread we are in) so I what are you talking about with FP 12?

I guess I just never really had an issue with firing my torps at long range as I am good at guessing long ranges.
Title: Re: List of flawed ships
Post by: RCgothic on April 25, 2011, 11:04:45 PM
It's not a matter of aim, it's a matter of ease of avoidance. Whereas before an abeam enemy would have had to avoid 12cm of board for 18 torpedoes, they now have to avoid just 6.

The Retribution now has FP36, 3 dorsal lances and 9 torpedoes. Previously it had FP24, 3 dorsal lances and 9 torpedoes. That's an increase of FP12, and it's the most likely of any imperial BB to use all of that additional firepower. Worth way more than 15cm range.
Title: Re: List of flawed ships
Post by: Taggerung on April 25, 2011, 11:08:50 PM
It was over cost before though. Hence the increase in guns and no point cost.
Title: Re: List of flawed ships
Post by: RCgothic on April 25, 2011, 11:30:16 PM
IMO, the additional firepower is worth about 36pts, whilst the range decrease is worth 15, Nett 21pt increase in value.

It was about 10pts overcost to begin with, hence 10pt price hike.
Title: Re: List of flawed ships
Post by: Taggerung on April 25, 2011, 11:35:01 PM
I disagree.

A range decrease is a pretty huge disadvantage especially for the IN where range comes at a premium. I thought it was 10 points over cost before, and the overall firepower increase at the cost of range was worth at best 10 points.

10 points isn't that big of a deal, but at 355 the ship isn't worth it, I would rather take a Victory.
Title: Re: List of flawed ships
Post by: Plaxor on April 25, 2011, 11:51:20 PM
@Tag,

You can split them up if you like. I think I wrote that into the rules.

A 45cm ret fits into an imperial fleet better than a 60cm one.
Title: Re: List of flawed ships
Post by: Taggerung on April 25, 2011, 11:56:43 PM
Plaxor,

I agree that it fits better for sure. I was just saying that for IN range comes at a premium, and cool then I think the rules are fine. I personally just like having the smaller markers.
Title: Re: List of flawed ships
Post by: Phthisis on April 26, 2011, 03:17:07 AM
Jon used the new Retribution against me in the last game we played.  I'd say it worked fine as it destroyed one of my Devestations that had 5 damage remaining and full shields in one go on LO. He wasn't ecpecting it do die to the Retribution's fire.  If anything, I'd say the boost to the WBs made it much better despite the range deduction.  It likely couldn't have done as much damage as it dod with 12 at 60cm.  Its a battleship with an armored prow and a massive torp salvo.  Its not a fleet support ship like the Emperor.

Why not make them variants of the Retribution?  Im still not happy with the new Despoiler.  We could make the old stats a variant as well.

Any chance we can revisit the Chaos fleet again?  There is still a lot of work to do there IMO but its largely overlooked for the popularity of the IN.   It has been largely untouched with the exception of some general nerfing, marks and leadership costs.
Title: Re: List of flawed ships
Post by: Plaxor on April 26, 2011, 03:35:37 AM
@Pthisis,

Chaos had quite a few changes, and not just to marks. Tell me what you think is wrong with chaos?

We reduced the cost of the escorts/made them better, we changed the grand cruisers around and the despoiler.

To compile the list of random, late-game complaints:

Tag: Retribution 10 points too expensive
Pthisis: Chaos wasn't changed enough
RC: Hatred of small torpedoes
Bryantoy: Doesn't like long ranged Oberon


I'm a little disappointed, as I thought we were 'relatively' happy with where things were. We spent a lot of time voting on changes, and a lot of time since then working through things. Game changes are difficult to deal with, sometimes they suck. Sometimes people don't agree with you.

Tag, we voted to increase the cost of the Retribution, and although you wouldn't take it for its price, there are people who would. 10 points is hard to feel on such an expensive ship. The Victory isn't available in the same list as the Retribution so the comparison is irrelevant.

RC, the torpedo thing is something people are very polarized about. We agreed to move away from 'official' rules in a mutually agreeable fashion.  As there is no clear majority here, the rules go to official ones. However there is some feeling for a compromise, which I already outlaid for you, as created by Vaaish.

Pthisis, I have no idea why you wouldn't like the chaos fleet as it is.... most people consider chaos to be better than IN. Their ships were overall very appropriately priced save for the devestation and the styx. However the Styx was reduced in cost by the HA, and the devestation we did our own fix to. The escorts were hard to take in comparison to a slaughter, so they became cheaper and/or better. The Retaliator saw some fixes too, but other than that, the entire fleet is well represented and internally balanced quite well.

Bryan, I think I already explained our oberon thinking. It is a refitted emperor and would have the same weaponry, and it was underappealing due to mixed range.

Title: Re: List of flawed ships
Post by: afterimagedan on April 26, 2011, 06:00:58 AM
Plaxor and all who contributed,
You have made me very happy.
Love, Dan

P.S. Where did the Supernova go?  :'(
P.P.S Are there plans to work on Tyranids? Sorry for showing up late in the conversation.
Title: Re: List of flawed ships
Post by: Phthisis on April 26, 2011, 06:05:45 AM
Yes, and mostly good changes were made for Chaos across the board.  Marks and Leaders were too expensive.  Escorts were complete rubbish because they were overcosted.  Still, it has recieved nowhere near the attention lavished across the IN fleet.  Chaos has 24 vessels to choose from, excluding special ships like the Planet Killer and an activated Blackstone.  Imperial Navy has 33 ships.  The original book as 13 ships for each.  The new fleet lists for the varius Imperial sectors have a dizzying array of battleships, battlecruisers, crusiers and escorts to choose from compared to what's available in the Chaos lists.  In addition, they have the capability of taking Space Marine allies and some Chaos ships are available to them.  The Chaos fleet should be a worthy counterpart for the Imperial Navy. In addition, many of the changes made to the IN fleets were intended to make them work better, while some of the changes made to Chaos reduced their capabilities. 

I'm tired of hearing from IN players that Chaos is far superior.  Chaos has longer ranged weaponry and a slight speed advantage over IN ships, but IN has 6+ prow armor which pulls double duty as superb protection and ram, and they come standard with torpedos.  I guess that the traditional way to play with Chaos is to run abeam and try to stay at long range while firing long range weaponry.  As a chaos player, you can't hide behind your abeam aspect.  Although we do have some weaponry at 60cm, the bulk of our firepower is at 45cm or closer.  That range is easy picking for an AAF torp shotgun.  A few centimeters closer and you're in ramming range.  These tactics ignore aspect and shields and are highly effective against Chaos ships and available to IN and Orks equally.  Eldar don't care about aspect, so abeam is no defense there either. 
The other strategic option that Chaos has, Head-On, has been significantly nerfed by the changes made to the fleet list.  Although the Hades and Murder were untouched (which is fine by me), the two carriers that could lend support to this strategy have been changed.  The 60cm lances on the Devestation put them too close to truly be a fleet support carrier as they were originally, but they can't function as an attack carrier either.  The removal of the front lances on the Despoiler have stripped it of it's Head-On attack carrier utility as well and made it only usable as a fleet support ship.

The result is that Chaos is now largely a one trick pony, and it's not the best trick either.  If you want to do a solid Head-On fleet, youre going to have to do it largely without in-formation carrier support, which means no CAP.  You can have plenty of carriers if you decide to traverse, but your abeam aspect will generally mean nothing and you will be in torp shotgun range, if not ramming at the very least.  Also, since you added LO on Nova Cannons, traversing is even more difficult to pull off.

My point is that the IN got all kinds of new ships, new toys and boosts, while Chaos got more of the same.  Chaos got a decrease to it's escorts, but IN got a decrease in points cost to one and 3 new escorts to choose from.  Chaos got 3 new Light Crusiers, IN got 5.  Chaos gets 4 new Battlecruisers, IN gets 7.  Now IN has 6 battleships, but Chaos has 4.  IN gets all kinds of new ships to add versatility to its fleet list, and Chaos gets more 45cm broadsidess.   


One thing I'd like to see is an escort like the Firedagger for Chaos.  IN has always been able to outpace Chaos in terms of ordnance because of torpedos standard on almost every ship and cheaper carriers, espeically now with the Tempest escort carrier and Enforcer light cruiser carrier.  A chaos firedagger type escort would help screen against torpedo storms and keep us from being overwhelmed by Imperial AC, whiche we now don't have much of a defense for.
I'd also like to see a light cruiser carrier.  Chaos fleets are piratical by necessity and if they couldn't steal a light carrier it would probably be necessary for them to convert one.

I've been playing Devestations with the 45cm lances for a while now and one thin I've noticed different from before is that they die very quickly.  Getting inside 45cm puts them in easy reach.  They don't have high armor and their abeam aspect doesn't make one bit of difference when being rammed, torpedoed, bombed or shot by Eldar.  The 60cm lance allowed them to keep a reasonable distance away.  They are definately not an attack carrier.  I'd like to see them regain their 60cm lances for a points increase or make their lances Str 2 45cm Left/Front/Right with WBs to the side.  This would give it an attack carrier role and it would fare much better.

Actually, I'd like to see a few ships rebalanced with dorsal or prow weaponry at L/F/R.  For example, a Carnage with 6wb @ 45cm, 2wb@ 60cm and 8WB LFR at 60cm.   I'd also like to see the Despoiler rebalanced to perform its original roll as an attack carrier.  You guys really nerfed the Head-On strategy when you removed its prow lances and made at a broadside ship.  Torpedos aren't a substitute.



Title: Re: List of flawed ships
Post by: Taggerung on April 26, 2011, 06:40:59 AM
@Plaxor,


What are you talking about?? We had come to the agreement that the Retribution would be lowered to 345, as it is in your latest version (1.3) of the Imperial Navy. There was no reason for it to be increased in cost, as it already had a fair price as it was. I don't even know why this is up for debate anyways! As for the fleet list thing...well we just don't use the set fleet lists around here. The game is more fun without having weird ship restrictions.


@James

You make it sound like Plaxor made up a bunch new ships for IN and left Chaos high and dry...With the Original 13, and the new Armageddon fleets the standard IN (Non Flawed) has 24 ships. Where chaos only has 15 after the extra fleets were added. So with that math Chaos actually got 8 more ships with Plaxors stuff, and Imperial Navy only got 9 (And some of these are just variations of the same ship)

So Chaos got the same love that Imperial Navy did.

If any fleet has to complain about lack of them it's orks! lol (Not that I am unhappy with the fleet Plaxor, I think it works great)

Quote
In addition, many of the changes made to the IN fleets were intended to make them work better, while some of the changes made to Chaos reduced their capabilities.

Some of the changes were made because the chaos fleet was too good for too cheap. Your fleet got/deserved a slight nerf, and really it was only 2 ships. The devastation which was SUPER under-cost (which dude where do you get off saying this line?
Quote
cheaper carriers
IN pays 20 points more than you for a worse ship), and the Despoiler, which I know you love, but being able to bring 7 lances to bear on one target and launching 8 AC a turn, with str6 batteries at 60cm on each side on top of all that, is just broken. You can't justify that ship for that price.

The last thing your fleet needs is a buff, especially not the devastations or the Despoiler! They are good now, and if anything could use a slight price increase. You seem to also forget that your fleet has more versatility in terms of Space Marines and your marks. Which can be quite useful.

Your examples are a little skewed because of one game we played where you stayed at extreme range and I just peppered you with locked on nova cannon rounds...so of course your devastations died quickly because I targeted the crap out of them. They are your bread and butter, and I knew they needed to die.

Now with that being said. Some new escorts for Chaos wouldn't hurt, but giving them the same as IN would be a poor decision simply because if you make all the fleets have similar ships, why have separate fleets.
Title: Re: List of flawed ships
Post by: Plaxor on April 26, 2011, 06:59:05 AM
IN has more fleet lists. The number of ships available in each fleet list is comparable to the chaos fleet lists.

The major reason for more IN ships being included was the BFB being done by the HA after we had already written and developed BFT.

Sorry Pthisis, but we already talked about the Despoiler, and the answer is we like it better wysiwyg. Sure it goes against fluff a little, but overall we find it more effective in a chaos fleet. Jeez, I wish Sig were still around.

The core ships of IN weren't changed, just the sucky ones. IN lost quite a bit when their torpedoes got smaller, and it has always been a thought process that Chaos>IN. You can see it if you look on the Yahoo group from even as far back as 2001. We didn't make them that much better, sure they have a few more options, but most people will only play one fleet list, and these are limited accordingly.

Chaos is a bit of a one-trick pony, but your meta is a bit different from other players. I understand that you play ordnance heavy.

There are three main fleet ideas however, one built around Murders, one around Carnages and the final around slaughters.

I'm sorry about your troubles, but balancing out things between races is VERY difficult. Here we were looking for internal balance more than anything else, just to let people play with more ships available to them. The only two fleets considered too underpowered to reasonably play were Orks and Admech.


If you want one-trick ponies look at how people play nids... super-hiveships abounding.


@Tag

Oh, Oops.... apparently I've been taking a bit too much of a break from this lately.

Yes, the Ret should be 345, I do remember talking about this at some point, and sig pushing it.

Where did it come from that it would be increased?


@Pthisis again

Still want that analysis of NCs.....

Also, how would you feel if I put in a closing carrier CL into chaos? It would give you something to take that would fit a CAP role. Something along the lines of the Hellbringer from BFK?
Title: Re: List of flawed ships
Post by: Phthisis on April 26, 2011, 07:43:12 AM
@Tag

I merely pointed out the discrepancies in numbers of ship types netween the two fleets.  I know some of them were added by others.  Diversity can be a marked advantage however.  More ship types mean more viable combinations and strategies.  The new fleet lists for IN makes ready use of all kinds of new ships while most of Chaos' new ships are Tartanus only and Chaos is forced to take one escort squadron or light cruiser per cruiser.  Even the new Chaos ships are more of the same.  IN gets more diversity and more access to ships (even chaos cruisers).  Im just saying I'd like to see some more diversity and access to the Chaos lists.

IN does get cheaper carriers.  The Emperor is cheaper than the Despoiler.  The Dictator is more than the Devestation, but it also has torpedos and a 6+ prow.  Now IN has the Enforcer and the Tempest which are cheaper than any carrier in the Chaos fleet.  Look at smotherman. chaos pays a premium because of assault boats.  On top of that, every cruiser gets torps unless it has an NC.  IN has always had an edge on ordnance superiority... Which is why its weird that IN gets a firedagger but Chaos doesn't.

You don't know from personal experience if they needed or deserved a nerf.  You don't play Chaos, you don't know my fleet and youve never played against them in their original form.   Devs were a good carrier because it could stay out of harms way and contribute supporting fireand its squadrons. Now it has to get close and becomes an easy target.  Nerfing the lances wasn't a suitable fix, IMO. Ive come to this conclusion after several games of playtesting. I'm fine with a 45cm range but it should become an attack carrier.  LFR lances at 45 does that.   Or go back to 60cm and raise points.
The Despoiler with 7 forward lances was justifiable and it still exists as such in the main rules.  Thats no more damage than a Desolator can do at 60cm, but a Despoiler has to do it at 30.  The reason for the profile change was only to make it fit the model better.  Horizon, who created the new profile, said he didn't consider points value or usage, only model appearance.  The Despoiler isn't the ship.it used to be.

Marks are useful, but we pay for them.  CSMs are an expensive LD buff as chaos ships have a hard time boarding without being rammed and torpedoed to death first.  

Yes, the one game we played you destroyed my fleet over 3 turns with 3 LO Nova Cannons, before I got in range to cause any damage.  Youve made my point on LO NCs for me.  3 of them can wreck a 1500pt fleet.  Obvioisly traversing is not a viable strategy for Chaos in this rule set.  Unfortunately thats what it has been given.

Tag, if chaos is so powerful, why don't I just wipe the gameboard with your pathetic fleet?   Its because Chaos isn't as powerful as you claim it is.  It has very little in the way of weaponry that bypasses shields and is the most vulnerable fleet in the game.  Its unforgiving if you position your ships poorly and heavily dependent on attacking in concert.  Its a fleet that wins on finesse, skill and functional strategy.  It has no superweapons and lacks the ability to spam ordnance as effectively as other fleets. I play it because it demands perfection like no other fleet in the game. You have absolutely zero experience on this topic.  

@Plaxor

Im still working on it.  I have numbers for LO vs no LO, but coming up with a comprimise is proving a bit difficult.  I think you'll be surprised with what I have so far.  Once I'm done I will PM them to you.

Chaos>IN has quite a lot to do with player ability I think. A lot of new IN players just get outclassed by veteran Chaos players and they think it is the fleet, not the player. Its just like Space Marines in 40k.  They attract new players because they look cool and have cool fluff.  They play badly and give the list a bad name.  But a veteran player with Space Marines is a tough nut to crack.  If you look at what the ships ate capable of and their strengths and weaknesses, you'll find what I say is true.  Chaos is a finesse fleet, IN is very forgiving and powerful.  We have a friend who tried to plat IN as a broadside fleet for a while and he got crushed.  Once I taught him to bully people with his prow armor and torpedos... Well, Tag plays IN now too.

Chaos is a one trick pony now, but with the original fleet list there were 3 viable options.  Two of them made heavy use of the Despoiler and Devestation in different combat roles.  Its too bad you can't see the Despoiler through my eyes.  I'd lime to redevelop rules that stay true to the model but keep its original combat role.  WYSIWYG has some flexability.  It doesn't have to be its current form.  I don't care what Sig thinks about it.  He has some seriously bad ideas.

A closing carrier would be great, but on a light cruiser chassis I don't know how it could provide enough CAP for itself and its fellow ships.  A true attack carrier needs to be able to take a few hits and contribute some support fire.  Thats why I like 45cm LFR lances on the Dev.  What do you have in mind?
Title: Re: List of flawed ships
Post by: Taggerung on April 26, 2011, 08:04:08 AM
Quote
You don't play Chaos, you don't know my fleet and youve never played against them in their original form.

yes I did, 3 times, back with the standard rules ork fleet (Which is considered terrible) and I still whooped you guys with them.

Quote
It has no superweapons and lacks the ability to spam ordnance as effectively as other fleets. I play it because it demands perfection like no other fleet in the game. You have absolutely zero experience on this topic.  

I obviously have more experience in the topic as you do, because (and you went the route of getting personal) I am winning my games, and you are not. Not because your fleet sucks or anything like that, but because you aren't playing your fleet right.

How do I know this? You keep the same tactics and I adapt to yours.

I just played a game of BFG against an Eldar fleet I had beaten 6 games in a row, and this time I wanted to swap fleets...he chose my orks (Which the last game before that I played orks and didn't lose a cruiser) and this time the Eldar won because I could play them better than he could, and I destroyed that ork fleet without losing an eldar cruiser, lost only 2 escorts too.

Next time we will swap fleets, you can play either my orks or IN and then we will see how that plays out. If you whoop my ass then we will talk if something needs to be fixed, but as it is, I see no issues with the fleet.
Title: Re: List of flawed ships
Post by: horizon on April 26, 2011, 08:19:59 AM
hi-haa! Settle it on the battlefield.

The way I see it...

Chaos has a viable fleet with really enough options and choices. I see fleets based on MMH, others on DDCCAA, other on this or that. Zelnik's Slaughter gallore's or grand cruiser fun.
Admiral d'Artagnan uses a head on fleet (MMH + DDSt) with success.

Compared to FAQ2010 not a lot needs te be changed. I really don't care a lot about marks so whatever floats the majorities boat.

Only the Despoiler needed a change. It was a weak link. The wysiwyg approach to the Despoiler MUST be done. I veto on that one. ;)

Nah, Chaos is fine, that's why less changes are needed imo.

Title: Re: List of flawed ships
Post by: Phthisis on April 26, 2011, 08:48:24 AM
@Tag
God youre a cocky bastard.  I wasn't being personal at all, but now I am.

The first game we played, it was with the original list.  I pounded you and Jim into the dust.  If it wasn't for all the ships Jon lost it wouldn't have been a tie.  Jon didn't know how to play yet.

Our second game I used Devs with 45cm and you used your torp fleet.  
You rules lawyered me into letting you AAF your Ravagers through my Assault Boat screen and then torping me to death before I made my H&R rolls because you said the FAQ, which I hadn't seen, said it had to be done in the end phase.  You were wrong, your Ravagers should have been dead and my ships unhurt.  A very dubious but narrow victory.  Plus you were far over our agreed upon points limit.

Our 3rd game.  I took the Terminus Est for fun as an experiment against your torpedo fleet.  You blew it up.  Go figure.  You also launched torpedos and fightabommas simultaneously and threw torps one at a time at my ships to.make me turret them, and then hit me with the bombers using 2007 FAQ rules while I used the new FAQ changes to my fleet.  Whats worse is that you just declared that you launched torps in the shooting plase but didn't bother to put them down and then worked out their facing one at a time in the ordnance phase to your liking.  Of course thats way against the rules. Another dubious but narrow victory.

Our 4th game.  You used the Ork Clans list.  Claimed you had 6 fleet wide rerolls and +2 to LD on every ship in the fleet due to a single looted widowmaker in your ravager squadron.  I slipped around your flank, I killed a Kill Kroozer and crippled a Terror ship and wiped out your ravagers and you torped my BB.  You put your Ravagers in B2B to get turret bonuses vs my assault boats but I shot them instead.  You argued that their shields didn't go down when I knocked down the shields of an adjacent ship.  I knew you were wrong but gave it to you anyway and still finished them off in the following turn instead of targeting another ship.  Also, you had way too many ships with upgrades and your fleet list violated the rules for fleet organization. You were in a bad position and you ran away.  I won despite your shenanigans.

Who knows what you pull against other players, but they don't know how to play and you don't bother to teach them.  You almost got Jim to quit until I showed him how to make his fleet work.  I taught Jon too.  

I don't know if youre any good because you keep making 'mistakes' that benefit you and hurt me.  That game with the Nova Cannons may have been the first straight game I've played with you, but I didn't pay enough attention to find out.  I was busy trying to show Jim and Justin how to play their fleets while you were trying to grind me into dust.

I do fine in my games.  I usually eek out a small lead but there is no glory in crushing people who are learning to play.  Heck, I'm learning too and always will be.

We may not play any more games together Tag.  I'm playing to have a good time, not stroke my ego.  I don't care if you pull crap as long as the game was fun.  But if youre going to behave like this then Ive got other people to play against.
Title: Re: List of flawed ships
Post by: horizon on April 26, 2011, 08:57:47 AM
Well.... take it to personal message both of you.

Discussing ships and being in disagreement is fine. But not some personal shizzle.
Title: Re: List of flawed ships
Post by: Phthisis on April 26, 2011, 09:48:49 AM
@Horizon

I do respect your opinion, but my main concern stems primarily from the changing of the combat roles of the two main fleet carriers.  Theyre a big deal to Chaos as they are our only defense vs torpedos and other AC.  With the addition of more and cheaper carriers to the IN fleet and dedicated anti-ordnance escorts, how do you see Chaos coping?  What kind of Chaos list can put up a good showing in the ordnance phase AND have the attack power necessary to take on IN carriers?
Title: Re: List of flawed ships
Post by: horizon on April 26, 2011, 10:00:47 AM
Well, the Despoiler was poo. The Devastation too strong eg devaluating the other carriers. With the Styx at lower costs and changed weaponry on the Devestation role & balance are clear in the cruiser department.
Chaos also has the Excorcist as an option.

i. I do not see the Imperial Navy as ordnance heavy. 1 fighter can still take out a wave of torpedoes. Or a counter torpedo (Infidel).
ii. The 6+ prow from the Imperial Navy is easily cracked in my opinion.
iii. you are coming from a point where the IN player will take the cheap carriers and anti-ordnance escorts. Cheap carriers are easily surpressed.
iv. long range torps are always less of a worry. Shot gun range is more destructive. But that's close. And Chaos has guns up close. Lots.
Title: Re: List of flawed ships
Post by: RCgothic on April 26, 2011, 10:06:32 AM
Let's keep this civil please.

On the Retribution, we were 5-1 in favour of 355pts when this was discussed. The last post on the matter was Admiral D'A on P9. There's still a clear majority for 355pts.

I also veto any change of the Despoiler from WYSIWYG. It even has an attack variant still. 3Lances, 9 Torps and 6AC is nothing to be sniffed at! It is also cheaper as well as rearranged.

The importance of the Attack Carrier Battleship was discussed, which is why we also added the Desecrator, which has FP9@60cm F/L/R and 9Torps F, 4AC, and is 5cm faster than the Despoiler for 25pts less.

In terms of a pure Attack Battleship, the Despoiler is pretty powerful prow on, and we added another one in the form of the Relictor, although this is actually the point where I'm left confounded. I don't remember where this ship came from, how it manages to get S3 Lances onto one hardpoint, why its weapons are so pitifully ranged, or why anyone would take one when you compare it to an IN Retribution. Can we have a discussion of this ship?

Regarding torp shotgun range being more destructive: This is why the ability of long range torps should not be reduced further. To clarify, I prefer the compromise one D6 per marker to the HA's rule, but I'd prefer D3 per marker even more.
Title: Re: List of flawed ships
Post by: Sigoroth on April 26, 2011, 10:14:00 AM
Well.... take it to personal message both of you.

Discussing ships and being in disagreement is fine. But not some personal shizzle.

ssshhh! Don't interrupt! I want to see how this plays out.
Title: Re: List of flawed ships
Post by: RCgothic on April 26, 2011, 11:57:40 AM
Regarding the Relictor, I think it needs a significant price break regardless of what else is done to it. Both the lack of range and attack craft significantly overcost it. It also needs to remain distinct from the Despoiler, which is typified by long range broadsides. So I'm thinking along the following lines:

P/SB Lances S2@30cm.
P/SB WBs FP8@45cm
P/SB WBs FP4@30cm.
Dorsal WBs FP9@60cm F/L/R
Prow Torpedoes S9

Prow Torpedoes may be exchanged for S4 Lances@30cm F for no cost.

My formula brings this out at 310pts, but I'd be happy with 320pts with a fudge factor. The Desolator is essentially identical except it trades firepower for range. There's no way it should be 60pts more.

Title: Re: List of flawed ships
Post by: Phthisis on April 26, 2011, 04:13:07 PM
I agree about the Relictor.  As is, I'd never take this ship.

The Desecrator is a fine ship.  Not so nearly as good as the Despoiler when closing but fine when abeam.  Too bad I can't take a CSM battlebarge for one of the traitor legions in a 13th Black Crusade list.  For some reason, renegades and pirates in the Maelstrom have them all.  I wonder how they got them from the traitor legions in the Eye and brought them all to their pirate bases half the galaxy away?  If I'm going to use the Tartanus list to take any of the new ships, I have to ow a bunch of points on escorts & light cruisers before I am allowed to take enough cruisers to fulfill the fleet organization requirements to take one.

For the Despoiler, I agree that the new bay locations are a good change.  What about the ship's model says it has to have 3 lances and 10wbs?  

@Horizon
Ive never played against an IN fleet that didn't have ordnance superiority.  I usually take 2-3 carriers, but if you add up their bays and torpedo salvoes they outnumber me.  1 fighter does counter 1 torpedo, but here they are AAF shotgunned only.  Enemy fighters sweep.CAP on their chosen target, then come the torpedos, then come the bombers.  Its effective.  I can always avoid weapons fire.  Its the 50-64cm torpedo shotgun that gets you.  Traversing in front of that with my long range weapons is an exchange thats generally not in my favor.  
I agree that 6+ armor can be easy to crack with Chaos' gunnery, but not without incurring more damage than you cause by torpedo shotguns and ramming.

Given that the Traversing broadside isn't terribly effective, I'd really like to see some more closing firepower available.
Everyone seems so dead set against changing the Chaos fleet and giving them more toys.  I'd like my questions answered, but as I'm not getting anywhere I guess I'll just learn to stop worrying and love the bomb.  I give up.
Just out of curiosity, who here plays chaos as their primary fleet?
Title: Re: List of flawed ships
Post by: Taggerung on April 26, 2011, 06:57:41 PM
@Tag
God youre a cocky bastard.  I wasn't being personal at all, but now I am.

The first game we played, it was with the original list.  I pounded you and Jim into the dust.  If it wasn't for all the ships Jon lost it wouldn't have been a tie.  Jon didn't know how to play yet.

This was everyones first game here, not just Jons, and yes it became a tie because we focused in on Jon's fleet as you moved around an asteroid field

Our second game I used Devs with 45cm and you used your torp fleet.  
You rules lawyered me into letting you AAF your Ravagers through my Assault Boat screen and then torping me to death before I made my H&R rolls because you said the FAQ, which I hadn't seen, said it had to be done in the end phase.  You were wrong, your Ravagers should have been dead and my ships unhurt.  A very dubious but narrow victory.  Plus you were far over our agreed upon points limit.

We were still playing the normal rules here, not your 45cm devs. We hadn't even heard of the Flawed Fleets at this point. Yes I was wrong about your assault boats, however that's because the rulebook said what sounded pretty straight forward, and me and Jon both thought it was the way we played until you found it in the FAQ later on. That was also not Ravagers, those were 2 ram ships that went in and did 2 points of damage. We also did a multi ram that did nothing, which we learned later we were both wrong about, and excuse me?! Over points? Bullshit I have only made a mistake once where I was over points, and that was because I forgot my codex one day.

Our 3rd game.  I took the Terminus Est for fun as an experiment against your torpedo fleet.  You blew it up.  Go figure.  You also launched torpedos and fightabommas simultaneously and threw torps one at a time at my ships to.make me turret them, and then hit me with the bombers using 2007 FAQ rules while I used the new FAQ changes to my fleet.  Whats worse is that you just declared that you launched torps in the shooting plase but didn't bother to put them down and then worked out their facing one at a time in the ordnance phase to your liking.  Of course thats way against the rules. Another dubious but narrow victory.

bullshit, you were not using the 2010 document because 1: you didn't have it with you, and 2: we were using the rules out of the book I had printed which only has the 2007 document. There is nothing about 2010 document that showed up in that game, from the torp markers, to the fact my escorts didn't get a save from your assault boats. As for the torpedo thing...yea I didn't place them, but I sure as shit declared my targets, and never changed them (Not that it even affects anything since you can place all ordnance at the end of the shooting, and then proceed to move them). You had the Terminus Est, why would I bother launching torps at anything else, which is exactly what happened. Except for the 2 cruisers that got hit by torps moving past the Terminus Est.


Our 4th game.  You used the Ork Clans list.  Claimed you had 6 fleet wide rerolls and +2 to LD on every ship in the fleet due to a single looted widowmaker in your ravager squadron.  I slipped around your flank, I killed a Kill Kroozer and crippled a Terror ship and wiped out your ravagers and you torped my BB.  You put your Ravagers in B2B to get turret bonuses vs my assault boats but I shot them instead.  You argued that their shields didn't go down when I knocked down the shields of an adjacent ship.  I knew you were wrong but gave it to you anyway and still finished them off in the following turn instead of targeting another ship.  Also, you had way too many ships with upgrades and your fleet list violated the rules for fleet organization. You were in a bad position and you ran away.  I won despite your shenanigans.

Ah yes this game. I never claimed I had 6 fleet wide rerolls (I still have the list), I had 6 re-rolls but they were per Squadron, and in that list I had 6 re-rolls which allowed for 6 upgrades, which is all I had. Quoted here from the clanz document
Quote
A vessel or escort skwadron led by a Warlord may be given up to one of the following upgrades per Command re-roll the Warlord has.

Each warlord had 2 re-rolls. So the only thing I fucked up with in that fleet list was the widow maker rules, which and ask Jon about this, was exactly how HE played it against me. That was my own fault however that I never checked up on them myself. This was when we started using the 2010 FAQ, because we used turret suppression for the first time. Whoops...yes I did only have 1 cobra.

As for the shield thing, ya you were wrong, we played that right because I caught on to this rule, and I even showed it to you that game. Here it is again from the 2010FAQ regarding escorts and shields.

DESTROYED ESCORTS: When an escort is destroyed replace it with a blast marker placed as centrally as possible to where the escort was. As a blast marker is smaller than a small flying base, the only way it is possible to take down a ship‟s shield with this blast marker is if their bases actually overlapped.

It was not until after this game here at Luke's garage that we found the flawed lists so don't claim otherwise.

Who knows what you pull against other players, but they don't know how to play and you don't bother to teach them.  You almost got Jim to quit until I showed him how to make his fleet work.  I taught Jon too.  

I don't know if youre any good because you keep making 'mistakes' that benefit you and hurt me.  That game with the Nova Cannons may have been the first straight game I've played with you, but I didn't pay enough attention to find out.  I was busy trying to show Jim and Justin how to play their fleets while you were trying to grind me into dust.

Wow, what I pull huh? What about the mistakes that you make like claiming that brace works for your shields for the first 3 games we played? We make mistakes while learning any game, something I have never held against you or anyone else but the fact that the orks have changed fleet lists 3 times now for me has led to a few minor mistakes (All with that awful clanz list)

I do fine in my games.  I usually eek out a small lead but there is no glory in crushing people who are learning to play.  Heck, I'm learning too and always will be.

You make it sound like I am some Veteran destroying the noobs in this game...You were the only one prior to the start of the campaign who had ever played this before. Jon, myself and Jim's all first games were the same game. I don't take glory or pride in destroying people, I much prefer close games as they are more interesting. That's when rolls get exciting and you can yell or curse when your dice don't go how you want, if one side is dominating, then they usually aren't having fun and there is no excitement left in the game.

We may not play any more games together Tag.  I'm playing to have a good time, not stroke my ego.  I don't care if you pull crap as long as the game was fun.  But if youre going to behave like this then Ive got other people to play against.


Just want to clear up some things here. I don't wish to continue this argument over these forums, but dude that was some epic slander I needed to correct. Call me if you want to talk.

Title: Re: List of flawed ships
Post by: Bryantroy2003 on April 26, 2011, 07:26:42 PM
Play tested the new Ret profile and even at 355 it performed admirably, a pair of them and 6 Dauntless half torp half lance cleaned house against a list of Orks loosing only two Dauntless for the majority of the Ork fleet. The Ret's were able to actually deliver their broadisdes with some force and against a 6+ Kill Kroozers prow still inflict 6 hits only 1 of which was saved by brace, and the lances then finished it off without note. But I continiously found my self torn between RO or LO. As they were stuck in with the enemy and trading shots close up, even got boarded at one point, I found LO the better choice overall. But occasionally a RO would have put me with 18+ torps on a single target.

I also found the new FB rules for the Orks entirely appropriate and they managed to take off 4 wounds and 5 wounds respectivly from my BB's before the end but not quite cripple them. The shields managed to absorb all of the lackluster firing my opponent managed to bring around. His dice just hated him in general. So I am no longer in disagreement to this point.

As for Choas, ive also been playing them as a suplementary fleet since I started the game with the starter box. I cant see too many changes to my Slaughter charge strat tbh. My Devestations are still going to hang back and churn out AC and my Slaughters/Incolasts are still going to rape face at cloase range. All in all im happy with the changes including the price reduction of the Deso.
Title: Re: List of flawed ships
Post by: Taggerung on April 26, 2011, 07:49:53 PM
On the Retribution, we were 5-1 in favour of 355pts when this was discussed. The last post on the matter was Admiral D'A on P9. There's still a clear majority for 355pts.

Umm no? Myself and Admiral were both for the 345 point cost, and I believe Plaxor was as well. It was for the most part a stalemate on page 71/72 between yourself RC and Sigiroth being for the 355 cost, and myself and Admiral for the 345 cost. No one else really chimed in on the matter, I do remember it being decided on a 3-2 being at 345, just can't remember who the 3rd was.
Title: Re: List of flawed ships
Post by: horizon on April 26, 2011, 08:24:01 PM
I called a Ret at 345pts iirc ?!?


Phtisis, weird. Chaos generally has several shots before the IN reaches you. Aren't you able to brace them?
Title: Re: List of flawed ships
Post by: Taggerung on April 26, 2011, 08:26:03 PM
I don't know what your call was Horizon on the matter.
Title: Re: List of flawed ships
Post by: Phthisis on April 27, 2011, 01:14:40 AM
@Horizon

Several shots?  Do you mean several guns or several rounds of firing? 

My longest range guns are 60cm.  AAF average distance plus 30cm torpedo & fighter distance is greater than that.  How much damage do you expect to do at 60cm in one turn?
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on April 27, 2011, 02:59:26 AM
Several shots?  Do you mean several guns or several rounds of firing? 

Both. Chaos, depending on what list you take can dishout quite a lot of 60 cm WB and Lance fire at you over a couple of turns. Even my 1,500 list of Murders, Devs and Styx could dish out a lot of lance fire and then dish out a lot of WB fire when in range already supported by AC. and my list doesn't use Carnages which can dish out quite a lot of WB at 45-60 cm.

Shots which would make you think about bracing because they would be doing damage.
Title: Re: List of flawed ships
Post by: horizon on April 27, 2011, 04:01:57 AM
A lot? Just focus on the biggest threats (in your case I think the carriers). His carriers do AAF? Well, he cannot reload. So next turn no more torpedoes and/or attack craft.

Place your own fighters on cap.
If you know the IN doctrine, adapt, place your fleet differently, so no all ships can be targetted on that first shotgun attack.
Title: Re: List of flawed ships
Post by: Phthisis on April 27, 2011, 04:56:40 AM
Heres the two lists I have played so far:
Traversing List
Despoiler
2xDevestation
Acheron
2xCarnage
At 60cm I had 30WBs and 5 Lances.

The Despoiler was a big drag on the list because it was a sitting duck.  Couldn't get by the front of the enemy fleet fast enough to keep up with the rest of the fleet.  I tried locking on but the damage output was unimpressive, especially against an Ork kroozer.  Tag won that game.  So from then on I would AAF past their front and turn around their flank.   The Despoiler would get left behind and mobbed because it could never keep up.  Losing your BB means a lot of VPs.  

Head-On list
Desolator
2xDevestation
Hades
3xMurders
At 60cm it has 14 lances and 9WBs.

Much better success at long range with the 2nd over the first at the cost of launch bays.
I have been holding off on a fleet like this because of certain claims of how Chaos is overpowered. I thought I'd be a jerk to play it.  Then 3 Nova Cannons showed up on the table and I figured it was fair game.
 I played this list once, but my opponent took the hits without bracing and lost a Lunar.  He nailed me with a double ram and a bunch of torpedos and wiped out my Devs.  I think it went well for the first time, but I was still terribly outnumbered by IN ordnance and couldn't stop the torp shotgun.  A narrow victory for myself.
His fleet was this:
Retribution
2xDictators
3xLunars
Dauntless

I still havent had more than 1 turn of shooting before I get shotgunned by torps.

Horizon, they keep all ordnance ready untill after they AAF.  Then they launch it all.  Then they reload next turn.  Thats the way its done here.  Kind of my fault as I taught the IN player to do that.  
Title: Re: List of flawed ships
Post by: horizon on April 27, 2011, 06:30:44 AM
List 1:
weird...
That's 9 lances at 60cm, not 5. Or did you play the 'plaxor' edition, cause that's what's a bit confusing from you and Tagger.
Also 26wb @ 60cm

Also, the Desolator would fit that list much much better!

But you had 8 ac, enough to stop 7 torp markers and some bombers. Add turrets, good placement, yakihaki.

Your 60cm lances easily crack the oncoming 6+ prow armour of the Dictators.

Shotgun = 1 time in a game. Just be prepared. Position your ships!

Weird, the head on list would be better in having no Desolator as that's a broadside ship (same as Devestations).
Title: Re: List of flawed ships
Post by: Phthisis on April 27, 2011, 07:17:20 AM
All lists Plaxor edition.  Your version of the Despoiler. 

Plaxors version changes this list from 9 lances and 26 batteries at 60cm to 5 lances and 30 batteries.
I play Death Guard Legion CSMs in 40k and started playing chaos BFG to represent their legion's fleet, hence all the lobbying for the return of an attack carrier to the Chaos fleet list.  Fluff has always come first for me. 
List 1 was my attempt at a representation of a CSM barge, strike cruisers and bombardment & support ships.  I'm still trying to figure out a functional list for a CSM fleet under Plaxor's rules.

As for List 2, the Desolator is a bit wierd, but its a relatively cheap way to add 4 long range firepower.  It is no wierder than the Devestations which are also an abeam ship and my only option to get fighters to try and protect me from torpedos.

Here a shotgun works by concentrating fire on one or two ships.  If you spread your CAP out evenly then the attacker sweeps the CAP with fighters, launches several salvoes against the cleared ship, and then the remaining bays are bombers to finish them off.  Not uncommon for a ship to have 2 CAP swept, take 3 torpedo salvos followed by waves of 2 and 4 bombers.  Of course, if you protect one more than another with CAP they target the weak one.  In this way, 8 launch bays for 4 ships only blocks 2 or less fighters, not 7 torp salvoes and a bomber.  How do you see it done?
Because of this tactic, fighters are mostly useless for defense.  Anti-ordnance escorts would provide a viable counter. 

It is one time in a game, but its a big deal.  It can mean one dead cruiser and another crippled, plus a possible set up for ramming next turn.

Yes, I need to target the carriers.  They were out of range for my Murder/Hades squadron.  Only my 2 Devs were near enough and 4 lances wouldn't cause a brace.



Title: Re: List of flawed ships
Post by: horizon on April 27, 2011, 07:29:29 AM
So... your 60cm Murder/Hades could not reach the IN fleet?

Your fleet positioning sounds weak. How could your head on department (MMH) be further away then your carriers?

Also, you illustrate why escorts can be good -> turret massing. No dedicated new things needed.

Okay. You 8 fighters are cleared by 8 fighters. That means 7 torps come in unscathed vs turrets. No bombers.
He has no Cobra's do to small sweeps (str2). Brace that one ship, yeah. Use turrets vs torpedoes if you have to decide. Or, indeed, you spread out, whatever.
I think your placement, positioning and adaption to the opponent is flawed.

Move your fighters from CAP. You know where his fleet will roughly end up after AAF. Put up a fighter screen in his torpedo path. Or move your ships so that AAF fails to do shotgun.

You can also make him think. Launch bombers. Move them in. His fighters need to clear them. Or put your bombers in his AAF path. His fighters won't be launched as you say.

You go AAF to him. Let him overshoot.



Title: Re: List of flawed ships
Post by: Taggerung on April 27, 2011, 09:15:50 AM
What about a fleet like this...

Warmaster - MON - 90

Acheron - 190
4 x Devastations - 760
2 x Carnages - 360
4 x Iconoclast destroyers - 100

1500 points

First off, I wouldn't squadron all your Devastations, that way nova cannons can't prevent them all from being useless if you brace, at most put them in two squads of two or depending on leadership, leave them all single.

With the exception of Emperor lead fleet with dictators, or my original Ork fleet your opponent won't be able to completely get rid of all your fighter support with theirs. Yes, you will still have those pesky torps to deal with, but that's just something ya gotta deal with against IN or Orks...or pretty much every fleet besides chaos, nids or crons.

You can use the Iconoclasts as shields for your fleet if you know torps are coming. Since they will get torp'd easy (4+), you can use them to soak up that shotgun effect, since you know where it will be coming from.

After thinking about it for awhile, since your fleet suffers an inherent weakness by not really having good torp access, giving a new variant of the Iconoclast that has the hunter rule would be a good move.
Title: Re: List of flawed ships
Post by: horizon on April 27, 2011, 09:25:26 AM
Oh shyte! wtf. Chaos has the Infidel with 2 torps. Chaos does not need/want other escorts with torps.

And that fleet isn't my cup of tea. Too much carriers. Way too much. blech.

You are dealing the wrong way with the problem.
It is tactics, not fleet selection or new ships.

Chaos has a weakness? Not as much torps as Imperials? Yeah, cool, deal with it.

Ive seen far more complaints from IN players not being able to deal with Chaos.
Title: Re: List of flawed ships
Post by: Taggerung on April 27, 2011, 09:31:02 AM
No, not saying the Iconoclast should have torps, I am saying give it the hunter rule so it can shoot at ordnance.

In our meta game around here, ordnance heavy fleets are popular. I am personally moving away from them myself, especially with my orks, but even my IN has at least 2 dictators.

I need to play a game or two as Chaos to get a feel for how they work personally, but something like that is what I would try first and work from there.
Title: Re: List of flawed ships
Post by: RCgothic on April 27, 2011, 03:13:02 PM
Retribution compared to an Armageddon and a Defiant:

Points: 355pts vs 355pts.
Even.

Ordnance: 9 Torps vs 8Torps & 2AC.
Advantage Cruisers, as AC completely eliminate Ret's torps. However, unless fired together, the Defiant's torps will be completely eliminated by turrets, its AC are completely impotent offensively, and the Armageddon's can expect fewer than 1 hit on average against the Retribution's prow. Armageddon is unlikely to get off a shot against flank armour, and Defiant isn't powerful enough for it to matter if it does, so this advantage matters little.

Minimum hits before permanent damage: 4 vs 1or2.
Retribution obliterates the cruisers in this category.

Weapons:
@60cm: 3L vs 2L
@45cm: 3L&FP18 vs 4L&FP6
@30cm: 3l&FP18 vs 6L&FP6.
Clear advantage to Retribution, which starts firing earlier and maintains that advantage at all ranged. The cruisers come closest to matching Retribution at 15-30cm whilst abeam 4 vs 4.5points of damage scored, however they cannot expect to frequently breach Retribution's shields except when locked on or at close range. Retribution gains far more benefit from being locked on, at close range, or against target moving away; with all 3 benefits, Retribution wins 11hits vs 7.5hits, enough to kill Armageddon or Defiant in one salvo yet hardly damaged in return.

Hits: 12 vs 14
Advantage Cruisers, however this is totally outweighed by the firepower, range and shields advantage as above. Without special orders or return fire, at the range most advantageous to the cruisers, the Retribution could destroy both of them in 7 turns, whilst the cruisers could barely be expected to destroy the Retribution in all but the longest games.


Let’s try another example.

2x Retributions (710pts) vs 2x Lunars 1xArmageddon and 1xDauntless (705pts)

Minimum hits to take damage: 4 vs 1 or 2.
Again, massively in favour of Retributions.

Ordnance:
18 torps vs 18torps.
Even.

Weapons:
@60cm 6L vs 2L
@45cm, 6L&FP36 vs 2L&FP6
@30cm, 6L&FP36 vs 11L&FP18.
Again, the Retributions have the advantage at every range. The cruisers come close at 30cm, with 8,5 hits vs 9, but his isn’t enough to expect to cripple a Retribution in one turn’s firing, whilst the Retributions will nearly destroy a cruiser with that level of firepower.
Once again, the Retributions gain most benefit from lock-on, aspect and range thanks to their high proportion in WBS, and against a fleet this size they are also far more likely to get to fire both broadsides than the cruisers. In a worst case the Retributions could dish out an expected 36 hits past shields on 2 targets in one turn of shooting (both broadsides at close range into cap ships moving away), enough to obliterate 2 braced cruisers in a single turn. Clearly this is an exaggerated situation, but the cruisers would only expect 23 hits past shields in the same situation (just not enough to cripple both braced Retributions) and it shows how the Retributions only need to get things slightly right to swing an unassailable advantage.

Hits: 30 vs 24.
Advantage cruisers, however this is again neutralised by the massive gulf between the Retributions and Cruisers in their ability to dish out and take hits. Without any special orders on either side or return fire, at the range most advantageous to the cruisers, it would take them 6 turns to destroy the Retributions, whilst the Retributions would take just 5 turns to destroy all the cruisers in the same situation.

And these two analyses are pretty much how my playtests played out. Combined with BryanTroy’s playtests, how can anyone say the Retributions are overcosted at 355?
Title: Re: List of flawed ships
Post by: Bryantroy2003 on April 27, 2011, 03:53:32 PM
My fleet
2 rets
6 enforcers
3 falchions
50pt admiral

His list
1 Emp
1 Gothic
2 Dictators
1 Mars
9 Cobras


The lists above were prepared by persons that didnt actually control either and the only stipulation was one of them had to have the two ret's in it. We subbed in the LC's with dauntles's and while it was way heavier in AC then im used to it didnt do so bad.

Through most of the game I was winning, then on turn 5 that turned around as my Flagship Ret failed to down any incoming Torpedo's of the two waves of 6, and its brace did it no good as 8 of them scored hits, followed up quickly by 3bombers with 3 fighter escorts and all 3 of the attacks guarenteed hit. The auto crit rolled an 11 so we didnt even bother to find out any of teh other crits. It proceded to warp implode, right next to my other ret and his emp. Well suffice to say my other ret and his emp were nearly crippled to begin with as we had traded several close salvos and till this point only two ships had died two of my LC's. No one was actually crippled, but when the three BB's finished chain blowing up and the ensuing damage to the surrounding 18cm from the emp, 9cm from the first Ret and 14 cm from the second Ret were taken into account, only 4 of his cobra's and 2 of my Falchions were left standing. It was one crazy moment in our gaming carrer's. We had never seen anything so hilarious ever.


We both came to the conclusion, with the audiance's agreement, that the emperor was most displeased his own followers were fighting each other and decided we should all die. With that we are going to schedule another fight for later in the week which I will post here. But this time with only one Ret and definatly not That AC heavy for me again. I just cant use them very well.
Title: Re: List of flawed ships
Post by: Phthisis on April 27, 2011, 04:27:49 PM
@Horizon
My Devestations were near my Desolator, which was placed forward of my Murder/Hades squadron.  The idea was to bait my opponent with those three targets that wert traversing in front of him.  He considers my Devestations a big threat so I knew he'd detatch his 2 Dictators and Victory to deal with them.  He did.  The Desolator got away and crossed in front of my Murders/Hades and absorbed the torpedo shotgun for 3 damage.  The Devestations werent so lucky.  The first AAF for the Dictators put them about 38cm away, which was too far to torp shotgun.  I launched 4 fighters on CAP expecting a torp shotgun next turn.  He AAF with them again and rolled vert well and had just enough range to get into base contact with both.  They rammed it.  I failed my brace test.  9 points of damage.  Then they had range to fire torps against my other Devestation.  I botched my turret roll and took 5 points of damage after brace.  So yes, bad positioning on my part.  Also a lot of bad luck.  Carriers will go with the Murders next time.

There are logistical problems with each of your strategies for dealing with this torpedo shotgun tactic.
First, although I have 8 fighters, they only gobble cap on one or two targets.  They use 2-4 fighters to clear cap and have another 4 remaining.  If they have range, that means I get every torpedo salvo plus 4-6 bombers.
Bracing that one ship means bracing the whole squadron.  If I can Lock On next turn at close range, bracing may be a terrible idea.  They also may be in range to AAF and ram again, so I may need to do some manovering myself.  A lot of times is better to lose a ship because bracing could lose me the game.
A fighter screen in front of his path is slightly better than CAP as it largely deals with the additional bombers, but they will still sweep them all away with fighters and give me 7 torp salvos.  
Moving away only delays the shotgun by 1 turn and gives him the opportunity to line himsrlf up better.  It can also sacrifice my opportunity to fire.
Launching bombers isn't a threat. At 20cm they may not be far enough to get in the path of his AAF.  Torpedos will pass right through them and still hit me.  Against a T2 ship, 3 bombers and a fighter average 2 hits.  For 2 waves that is about 4.  6 torpedos cause 10.  Not an even trade, not enough threat to think twice about AAF.  If the bombers are even in range to intercept his AAF and he takes the hits, he now gets to bomb me with 8 squadrons in return, in addition to his torps.
Assault boats may be better as they have longer range and could potentially crit his prow weaponry, but by my calculations it only has a 50% chance of working on one ship out of 6 or 7.
I could AAF at him, but then he doesn't need to AAF in order to torp me and I sacrifice a lot of firepower.
If you can think of a solution to somehow prorect my ships, definately let me know!!

@Tag
Iconoclast squadrons would effectively screen.  A squadron of 4 can absorb 3 or 4 salvoes.  They would cost 100pts and be wiped out.  Two squadrons could absorb 6-8 salvoes, which is the usual number for a shotgun.  So I'd lose 200vps to absorb it and still take approximately 4 damage to the ships behind.   This opposed to losing, say a Murder for 170.  CBA says its a wash, if not slightly worse.

That's my old Despoiler list with 2 Devs replacing my BB and Iconoclasts instead of CSMs.  At first glance I would rather have my old fleet instead, but it does deal with a couple of that fleet's downfalls. I had the very same idea before (minus iconoclasts) but rejected it although now I don't remember why.  I will take time to think it over.


@both

If chaos has a weakness it's that it is, on the whole, more vulnerable than any other fleet, including Eldar.  A lack of torpedos isn't a weakness.  A lack of a reasonable defense against torpedos is the root of the problem here.
Title: Re: List of flawed ships
Post by: Ruckdog on April 27, 2011, 09:19:08 PM
Found this thread after Phthisis's post over on Dakka...Looks like you all put some serious work into these stat alterations! I need to visit this board more; I had no idea this project was underway  :P.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on April 27, 2011, 11:10:24 PM
@Pthisis,

Why would you put your Devs in front of along with the Desolator? You put the Desolator and Murder-Hades in front and have your opponent choose which among the two he would like to take on with the Devs coming in the flanks or slightly to the rear to give AC support.

If your opponent considers the Devs more of a threat then why give them to him on a silver platter? Make him work hard to eliminate the threat.

I have to agree with Horizon's comment about the problem being the tactics and not the ship.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on April 27, 2011, 11:17:12 PM
Stuff...

I don't like the Armageddon and Defiant example, Why not try it out using a Lunar and a Strike Cruiser with the added shield. Should be a much better comparison. The Defiant as everyone agrees is basically a bad ship.

Or how about a Retribution vs 3 Dauntless'? Another good matchup to see.
Title: Re: List of flawed ships
Post by: Plaxor on April 28, 2011, 12:52:14 AM
All right, so Relictor should be 60 points cheaper?

Also, was thinking more about Pthisis' dilemma, of not having a solid assault carrier in Chaos, and not being able to adequately fill the CL/Escort slot in Maelstrom fleet.

Incidentally I proposed implementing the Hellbringer. Which would work well in RT fleets as well (who have a hard time finding carriers.)

So here is a proposed profile, I know you won't like a certain aspect about it, but it fits better in chaos than in an imperial fleet.

Hellbringer Light Cruiser       150 pts

Type/Hits    Speed/Turns    Shields/Turrets
Cruiser/6          25/90                  1/2

Port Launch Bays: 2
Stbd Launch Bays: 2
Prow Lances: 2 30cm F

Special Rules: Improved Thrusters, The Hellbringer was designed specifically as a planetary assault vessel and therefore scores two assault points for every turn it spends landing troops in a planetary assault mission.
Title: Re: List of flawed ships
Post by: Phthisis on April 28, 2011, 01:56:46 AM
@Admiral

Its easy to say it was bad positioning because it didn't work.  Hindsight and all.  Truth be told, some of it was.  I should have moved my Devestation that was rammed differently.  At the time, it didn't look likely to happen that way.  The blast marker on one made the Ld check less likely to pass and deducted 5cm from the move.  I could have even survived the ramming had my Ld 9 brace test passed.  But he rolled high enough to just barely reach me despite the obstacles in his way and the dice were against me from then on.  
On the otherhand my overall strategy had worked.  The Dictators and Retribution were seperated from the Murder/Hades vs Lunar fight which I won hands down.  My Desolator relocated successfully.  If the game had continued, I was about to AAF my MMMH to the far side of the board where there was a planet.  Taking advantage ov the gravity well I was going to flip them around 180 and come back at them with LO lances blazing.  That was the point of the bait.  I wanted to fight half of his fleet at first and then flip around and fight the rest.
Let whoever hasn't lost a ship to bad positioning and bad luck cast the first stone.

@Plaxor
Hey, that ships not bad.  Any chance on renaming it the Vicious? Not what I thought was going to be proposed at all.  Makes Tartanus playable for Chaos and simultaneously addresses Chaos' issue with lack of ordnance while filling an attack carrier role.  Its like a little Chaos Marine strike cruiser.  Tartanus will be my representation of a Traitor Legion fleet.

I can definately see myself playing these. What part did you think I'd have issue with?  
Title: Re: List of flawed ships
Post by: Plaxor on April 28, 2011, 02:16:06 AM
Actually not you. The rest of the universe. 4AC on a CL? Terrible.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on April 28, 2011, 02:46:54 AM
@Admiral

Its easy to say it was bad positioning because it didn't work.  Hindsight and all.  Truth be told, some of it was.  I should have moved my Devestation that was rammed differently.  At the time, it didn't look likely to happen that way.  The blast marker on one made the Ld check less likely to pass and deducted 5cm from the move.  I could have even survived the ramming had my Ld 9 brace test passed.  But he rolled high enough to just barely reach me despite the obstacles in his way and the dice were against me from then on.

Not just easy. Carriers are not supposed to be with gunships, not unless it's an Emperor or Oberon. Carriers are supposed to support the gunships, staying out and plinking targets of opportunity. The problem is with your positioning, you would be getting a BM. You would be getting 5 cm. I won't include the dice rolls because those are out of your control but setting the Devs in front with the Desolator? That was definitely bad positioning.
  
On the otherhand my overall strategy had worked.  The Dictators and Retribution were seperated from the Murder/Hades vs Lunar fight which I won hands down.  My Desolator relocated successfully.  If the game had continued, I was about to AAF my MMMH to the far side of the board where there was a planet.  Taking advantage ov the gravity well I was going to flip them around 180 and come back at them with LO lances blazing.  That was the point of the bait.  I wanted to fight half of his fleet at first and then flip around and fight the rest.

Again, I would have done differently. I would have shot my MMMH lances against the Retribution and let the Desolator handle the Lunars. BFI'd Ret would be now less useful. Lunars would now be plinked by the Desolator. It's about choosing which target for what. You have the advantage in range for at least 2 turns. Use it.

Let whoever hasn't lost a ship to bad positioning and bad luck cast the first stone.  

I disagree. It is actually the person who has lost a ship to bad positioning who should cast the first stone because he has experienced it firsthand to know that it was bad postioning. But that's me. :)
Title: Re: List of flawed ships
Post by: Phthisis on April 28, 2011, 03:14:01 AM
@Admiral

Of course, you are right. About the stone, I just don't want every person on the board to come by and say 'bad positioning' at me.  I know I shouldn't do it again.  First game with a new fleet and a new strategy.  I am suitably chastised.  Lets move on.  Im more interested in ideas of how to counter a torpedo shotgun. Got any ideas?

The MMMH against the BB and the lone BB vs 3 Lunars?  That doesn't seem right to me.  Are you sure?

@Plaxor
The rest of the universe..ugh. 

My response to 4 bays being terrible is the SM Strike Cruiser.  160 buys you 3 bays with T-Hawks (which usually take up 2 bays each), 6+ armor and Space Marine rules.  To get something similar with this proposed Chaos CL, I'd have to spend 185 and still have fewer bays, weaker armor and fixed (arguably weaker) weaponry. 
Title: Re: List of flawed ships
Post by: Plaxor on April 28, 2011, 03:18:40 AM
Interesting thought, I was trying to make it as palatable to the others as possible.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on April 28, 2011, 03:35:42 AM
@Admiral

Of course, you are right. About the stone, I just don't want every person on the board to come by and say 'bad positioning' at me.  I know I shouldn't do it again.  First game with a new fleet and a new strategy.  I am suitably chastised.  Lets move on.  Im more interested in ideas of how to counter a torpedo shotgun. Got any ideas?

Was joking about the last line, hence the smiley. LoL! As to your inquiry, just have a couple of fighters handy. Remember 1 fighter counter will take out the entire torp (well, haven't checked Plaxor's rules yet re this).

The MMMH against the BB and the lone BB vs 3 Lunars?  That doesn't seem right to me.  Are you sure?

Yep, that's what I would do. Desolator has the range to handle 2 of the Lunars on LO for 2 turns and if the Lunars are squadroned, then one going on BFI means they're screwed (again unless Plaxor has changed his rules on squadroning). The Desolator can even focus on the Dictator's to minimize the shotgun instead of the Lunars. have the Lunars keep firing torps if they have to, just have a couple of fighters handy. Do not commit your Devs in this case. They will be support and opportunists with their lances even at 45 cm.

You just need to keep the Ret occupied. It's the main long range threat. Neutralyze it by any means: make it BFI with the MMMH, put some BMs on it, send some bombers vs it, torp it with whatever torps you have, just don't let it be unoccupied. The drive the MMMH in between the Ret and the Lunars and fire away on LO at pointblank range Str 40 WBs with a couple of lances hitting the trailers.

Again, mileage may vary. And oh, do NOT BFI the MMMH until it is about to go behind the enemy formation of your next turn where its guns would be less efficient.
Title: Re: List of flawed ships
Post by: Phthisis on April 28, 2011, 06:06:10 AM
I feel like I'm taking crazy pills!
Nobody has done this or experienced this but my gaming group?

6 ships with torps including 2 carriers (6 torps, 8 squadrons).  They get within 30cm and unless you have more than 8 CAP on every ship, as far as I can see, there is no way youre not taking every torpedo in the face.  Average 59cm range with blast markers in the way.  Lots of damage.  Bracing usually not an option at that point, is it?  Chaos gets no Firedrakes and can't shunt torps off 6+ armor.  What do you vet Chaos players do to mitigate this?

@Admiral

Ok, I will give it a try next game.
Title: Re: List of flawed ships
Post by: horizon on April 28, 2011, 07:19:29 AM
lol,
From what I experienced Imperial Navy & Chaos are 50/50 balanced.
Imperial Navy having a slightly steeper learning curve. This explains the fact most of the complaints come from IN players not being able to beat Chaos in their first games.

So, yeah, you're unique. ;)

Chaos can shunt of 6+ armour with ease -> Lances always 4+. Bombers attack 5+.

Chaos has more speed. Use it. It almost seems as if you are waiting for the shotgun. Manoeuvre. Make the AAF run for the complete(!) IN fleet hard to pull. The IN has to pass Ld tests as well to do so.

Do you play with celestial phenomena? If yes - use it ; If no - start to use it  ;)



Title: Re: List of flawed ships
Post by: Plaxor on April 28, 2011, 07:54:37 AM
Pthisis,

I would recommend trying the Attack Rating based CP deployment. Turns out for interesting games, and should help against the Nova cannon.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on April 28, 2011, 08:59:51 AM
I feel like I'm taking crazy pills!
Nobody has done this or experienced this but my gaming group?

6 ships with torps including 2 carriers (6 torps, 8 squadrons).  They get within 30cm and unless you have more than 8 CAP on every ship, as far as I can see, there is no way youre not taking every torpedo in the face.  Average 59cm range with blast markers in the way.  Lots of damage.  Bracing usually not an option at that point, is it?  Chaos gets no Firedrakes and can't shunt torps off 6+ armor.  What do you vet Chaos players do to mitigate this?

As I said, focus your Desolator's fire on the Dictators. You have at least 2 turns for this. Focus the lances of the MMMH on the Retribution. have the fighters handle the torps, not the bombers. Let the turrets handle the torps. Get the Murders within 30 cm of the Lunars and LO away. Do not be afraid to take damage.
Title: Re: List of flawed ships
Post by: RCgothic on April 28, 2011, 01:48:28 PM
Hellbringer Light Cruiser       150 pts

Type/Hits    Speed/Turns    Shields/Turrets
Cruiser/6          25/90                  1/2

Port Launch Bays: 2
Stbd Launch Bays: 2
Prow Lances: 2 30cm F

Special Rules: Improved Thrusters, The Hellbringer was designed specifically as a planetary assault vessel and therefore scores two assault points for every turn it spends landing troops in a planetary assault mission.

This sounds reasonable to me, though it is a very efficient way of getting AC. For 40pts less than a Dev, you lose p/sb lances, 2 hits, 1 shield, 1 turret, and L/F/R on the prow weapons and the ideal abeam aspect, but gain improved thrusters, 90' turns and the assault point rules. I think that's probably just about right. I have less trouble believing a Chaos CL can have S4 LBs than an Imperial CL, because they're wider and therefore have more internal volume.
Title: Re: List of flawed ships
Post by: Taggerung on April 28, 2011, 06:38:39 PM
Ya looks good to me. It's 40 points more than the Enforcer but loses a lance but gains 2 launch bays. So that seems good for 40 pts.
Title: Re: List of flawed ships
Post by: Taggerung on April 28, 2011, 09:39:16 PM
@Plaxor

I have been thinking about the Space Marine fleet, and have been wanting to try them out, but I keep passing over them (Which is sad because I play Space Marines and Orks in 40k), and I was wondering, if it were possible to do like you did for battle barges being any ship they want for +35 pts, but do that for cruisers as well. I really can't see the strike cruisers being very good, only 1 shield (I believe it's blank for the regular strike cruiser, but 1 for the Vanguard), yea they are 6+ all around, but 4 hits in a round and the thing is crippled. They also have quite poor firepower for their cost.

I play Space Wolves, and you even mention in the battlebarge fluff that they usually don't have a conventional fleet, which is quite true. In the fluff, they don't even have any battle barges in the traditional sense. Logan Grimnar uses a captured Retribution class battleship for his flag ship. I can see keeping this limited, perhaps for every strike cruiser you may take an imperial/chaos cruiser at +35 pts. Just a thought, because I have been struggling to find a paint scheme for my Imperials to use, and I would love to do them up in Space Wolf colors, and then all I would have to do is pick up a few strike cruisers, and I could use it as both IN or Space Marines when I want.

It may just be a dream, but I think it would be neat, and make the fleet more appealing.

@All

Thoughts?
Title: Re: List of flawed ships
Post by: Plaxor on April 28, 2011, 09:48:14 PM
Strike cruisers should have 2 shields... good catch.

And no. Only one VBB is allowed.
Title: Re: List of flawed ships
Post by: Taggerung on April 28, 2011, 09:55:42 PM
I am not saying more than one VBB, but give them access to regular old cruisers (Not Battlecruisers, or anything more than like a lunar)
Title: Re: List of flawed ships
Post by: Phthisis on April 29, 2011, 01:33:34 AM
Gah!  Are you sure Plaxor?  I thought Strike Cruisers were always 1 shield before.

I don't have an issue with Marines on board IN ships.  Tag, beyond the +1 LD, what's the utility?
Title: Re: List of flawed ships
Post by: Taggerung on April 29, 2011, 04:00:00 AM
It's not really even the +1 leadership to be honest. There really is no game balance behind other than the fact I think strike cruisers are useless. I think this way would at the very least bring some interest into the fleet.

This is more me being selfish and want to have a dual purpose for my Imperial fleet because I really do like the Imperial vessels, and love the models, but would like to incorporate them into a space marine fleet, and since I have been reading a lot of space wolf fluff lately, I would love to have a reason to paint my imperials in space wolf colors.

@Plaxor

How about I play test it and let ya know how it goes? If it's stupid broken, or not even worth it ill just forget it.
Title: Re: List of flawed ships
Post by: horizon on April 29, 2011, 04:02:11 AM
In FAQ2010 Marine Strike Cruisers can take +1 shield for 15pts..
Title: Re: List of flawed ships
Post by: Plaxor on April 29, 2011, 07:16:41 AM
Regarding 2 shield strike cruisers,

Remember a while back guys, when BaronIveagh hated the idea? Well that's when we voted it in. Exchanging 1 shield for a launch bay.

Basically, marine strike cruisers have 2 shields and 1 launch bay.

Tag, if you want to take a smallish VBB then take an Armageddon BC. Why such need for a lunar?

The fleet has 2 cruisers, and 1 swappable cruiser. Sorry, marines are boring, quite well represented.... They've been expanded as much as is reasonable for now, and I can't visit everyone's whimsy.
Title: Re: List of flawed ships
Post by: Taggerung on April 29, 2011, 08:06:43 AM
It was just an idea I had. Perhaps we will just house rule it and see how it goes.
Title: Re: List of flawed ships
Post by: RCgothic on April 29, 2011, 09:59:20 AM
Stuff...

I don't like the Armageddon and Defiant example, Why not try it out using a Lunar and a Strike Cruiser with the added shield. Should be a much better comparison. The Defiant as everyone agrees is basically a bad ship.

Or how about a Retribution vs 3 Dauntless'? Another good matchup to see.

The Armageddon is the best battle cruiser, which is why it was chosen. The Defiant has only 2WB fewer firepower than an Endurance to one side (which is all that matters vs a single retribution, it will never fire both broadsides.  In addition, it has enough AC to provide CAP for both vessels, completely eliminating any threat from the Retribution's torps. The Endurance is a reasonable ship, and in this particular situation the Defiant's ability to focus brings it up to par. In addition, I pointed it at 120, not 130.

3 Dauntless vs Retribution:

Hits: 18 hits vs 12 hits.

Minimum hits required to damage: 1 vs 4

Ordnance: 9T vs 0.
9 torps stand a reasonable chance of crippling a Dauntless in one go.

Primary Weapons:
@60cm 3L vs 0
@45cm 3L&18WB vs 0
@60cm 3L&18WB vs 9L.
The Dauntless gains no advantage by using its broadsides instead of its lances, and so makes itself vulnerable to capital ship closing on the gunnery chart. The Dauntless can expect 0.5 hits past shields, or 2.75 on lock on. The Retribution can expect to nearly destroy a Dauntless before they even get in range (2.7 past shields from weapons, 2.8 from torps), and once in range and bearing in mind the dauntless' attacking aspect will do enough hits past shields to destroy a Dauntless in a single turn (7.2).

So this is probably how it would go down:
The Dauntlesses have to lock on to do significant damage past shields. Therefore they cannot use AAF to boost past the 30cm zone where the Retribution can fire and they can't. One Dauntless will then end up braced, because otherwise it stands a substantial risk of being destroyed. With one Dauntless braced and two on Lock On, they can expect 1.25 hits past shields, which isn't enough to force the Retribution to brace. The return fire even without lock on will probably destroy the Dauntless which previously braced, after which point even locked on two Dauntlesses will struggle to do the Retribution any harm whatsoever.
Title: Re: List of flawed ships
Post by: RCgothic on April 29, 2011, 10:07:45 AM
I'd also like people to consider D3 per 20mm torp marker. This standardises to 20mm bases (which I still hate, but which i'd concede eventually) without much adjusting the spread of the torps, which really doesn't need adjusting. (and which I will continue to fight).
Title: Re: List of flawed ships
Post by: horizon on April 29, 2011, 10:40:00 AM
Hi RcG,

you miss one vital point. The torpedo Dauntless can squadron, can do AAF and then release a combined str18 torpedo salvo. If they manage a shot at the sides/rear even 4 turrets won't stop that salvo.

At best turret roll it would still be 14 dice at 5+.


If the Retribution gets first shot 'the Dauntless be toast.
Title: Re: List of flawed ships
Post by: RCgothic on April 29, 2011, 10:47:10 AM
Even that salvo into the side/rear wouldn't (usually!) be crippling to a Retribution. 16 would get past turrets, followed by 16/3 hits, or 5.33.

In addition, good luck getting off a side/rear shot! You cannot turn whilst on AAF, so you would have to start out in the side/rear already pointing in the right direction. The chances of pulling that off against a ship with a 60cm reach which knows that must not happen are pretty slim. The Retribution would feel perfectly happy to take that salvo on the prow and then dish out some of its namesake.
Title: Re: List of flawed ships
Post by: Taggerung on April 29, 2011, 10:49:39 AM
Question...

How many torps would you value 1 attack craft at?
Title: Re: List of flawed ships
Post by: horizon on April 29, 2011, 11:11:20 AM
RcG,
hmm, Retribution has 3 60cm lances (revised). Dauntless can ditch that for a turn.

Dauntless are fast enough to do a flanking at range.

5 hits = 12 - 5 = 7
give a dice more and you'll end up with a crippled battleship. Not unlikely.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on April 29, 2011, 12:03:35 PM
The Armageddon is the best battle cruiser, which is why it was chosen. The Defiant has only 2WB fewer firepower than an Endurance to one side (which is all that matters vs a single retribution, it will never fire both broadsides.  In addition, it has enough AC to provide CAP for both vessels, completely eliminating any threat from the Retribution's torps. The Endurance is a reasonable ship, and in this particular situation the Defiant's ability to focus brings it up to par. In addition, I pointed it at 120, not 130.

While the Armageddon is the best battlecruiser, I don't see why it should be the vessel chosen. As I said, a Lunar and a Strike Cruiser would offer a more challenging target with the Lunar and Strike Cruiser coming to 345 points. The problem with picking the Armageddon at 245 means the second ship will suck since you want to test if the Retribution comes out ok at 345 points. This is the point of your exercise right?

I would think offering 2 effective ships even if they are not the best in their class would be much better than having 1 ship which may be the best but would not be able to handle the threat esp if supported by another sub-optimal ship.

3 Dauntless vs Retribution:

Hits: 18 hits vs 12 hits.

Minimum hits required to damage: 1 vs 4

Ordnance: 9T vs 0.
9 torps stand a reasonable chance of crippling a Dauntless in one go.

And the Dauntless player would let this happen because...?

Primary Weapons:
@60cm 3L vs 0
@45cm 3L&18WB vs 0
@60cm 3L&18WB vs 9L.
The Dauntless gains no advantage by using its broadsides instead of its lances, and so makes itself vulnerable to capital ship closing on the gunnery chart. The Dauntless can expect 0.5 hits past shields, or 2.75 on lock on. The Retribution can expect to nearly destroy a Dauntless before they even get in range (2.7 past shields from weapons, 2.8 from torps), and once in range and bearing in mind the dauntless' attacking aspect will do enough hits past shields to destroy a Dauntless in a single turn (7.2).

So this is probably how it would go down:
The Dauntlesses have to lock on to do significant damage past shields. Therefore they cannot use AAF to boost past the 30cm zone where the Retribution can fire and they can't. One Dauntless will then end up braced, because otherwise it stands a substantial risk of being destroyed. With one Dauntless braced and two on Lock On, they can expect 1.25 hits past shields, which isn't enough to force the Retribution to brace. The return fire even without lock on will probably destroy the Dauntless which previously braced, after which point even locked on two Dauntlesses will struggle to do the Retribution any harm whatsoever.
[/quote]

And again, the smart Dauntless player would attack head on because? the Smart Dauntless player would swing around to the rear and to make use of the fact that a battleship needs to move 15 cm forward before turning.  Yes next turn, a Dauntless might be crippled. 9 lances on Lock on would result in 3 points of damage to the Retribution at least if it does not decide to brace.

That's not insignificant. Then there's the torp Dauntless' as Horizon mentioned. I don't think it's that clearcut as you are theorizing it to be. I suggest playing it out.
Title: Re: List of flawed ships
Post by: RCgothic on April 29, 2011, 05:20:23 PM
The Dauntlesses don't have much choice in the matter. The attached shows possible moves and counter moves for the Retribution and Dauntless.(http://img.photobucket.com/albums/v723/rcgothic/MovesforDauntlessandRetributionscounter-moves-1.jpg)
At the top of the image is a dashed line of starting locations for the Dauntlesses, beginning no closer than 45cm to the Retribution, and going as far away as is interesting. Around this line is a solid line denoting a 25cm move in any direction, and another line denoting a 42.5cm typical AAF move in any direction. An extremely good roll will be twice this distance.

In the middle is a plot of possible moves for the Retribution. Surrounding this are two squiqqly circles which denote where the retribution can bring its 60cm and 45cm guns to bear. The diagonal dashed lines show where the Retribution can point its prow (the lowermost diagonals require CTNH, and also shows where the side arc starts before the Retribution Moves).

So given that the goal is to get a shot off at the let's go through the options:

A: The Dauntlesses move to remain outside weapons range of the Retribution. Even with a very good AAF roll the Retribution can easily turn to totally negate their move.
B: The Dauntlesses move to 45-60cm of the Retribution. Without AAF, the Retribution can easily turn to negate their move. With a good AAF roll, they can just about exceed the Retribution's turn rate, even on CTNH. However, due to the random extra distance, they are at risk of not rolling far enough and ending up either at the mercy of the Retribution's guns or severely out of position. Either way, they'll not end up facing the right way to fire a salvo, and when they're forced to course correct next turn the Retribution will be able to recoup the angle they gained this turn. As we'll see later, slightly past directly in front of the Retribution won't be enough.
C: They move to within 45cm of where the Retribution will be. They can exceed the Retribution's turn rate, but so what? They still can't get a shot off at the side/rear and they're totally at the mercy of the Retribution's guns.

So where do they need to start to get off a side/rear view?
(http://img.photobucket.com/albums/v723/rcgothic/StartingLocationstoflankaRetributionwithTorpedoDauntlesses.jpg)
The outer solid line is where they need to be to get a shot off. The inner solid line is where they need to end up to get a shot off. The dashed circles are the Retribution's weapon ranges, whilst the dashed lines show the borders of the aspects. 2 options:

A: For most of the outer solid circle, they need to get a reasonable AAF and be pointing nearly directly at the Retribution. This doesn't work from directly in front, so they need a significant offset. As shown earlier, getting both an offset and facing the right direction is impossible on clear terrain.
B: For starting right in front of the Retribution, they either need to be within 45cm (in which case the Retribution will already have turned and broadsided them), or have a slight offest and be pointing in exactly the right direction. As noted earlier, getting an offest and pointing in right direction is pretty much impossible on open terrain.

So the best option for the Dauntlesses to flank? Split up. However, this leads to significantly increased attrition of the torpedo salvoes, and if the Retribution ever gets to fire both broadsides the battle will be over pretty much instantly.
Title: Re: List of flawed ships
Post by: RCgothic on April 29, 2011, 05:57:14 PM
While the Armageddon is the best battlecruiser, I don't see why it should be the vessel chosen. As I said, a Lunar and a Strike Cruiser would offer a more challenging target with the Lunar and Strike Cruiser coming to 345 points. The problem with picking the Armageddon at 245 means the second ship will suck since you want to test if the Retribution comes out ok at 345 points. This is the point of your exercise right?

The Armageddon was pointed at 235pts. The Defiant was pointed at 120pts. The total was against a 355pt Retribution.
Title: Re: List of flawed ships
Post by: Plaxor on April 29, 2011, 06:51:29 PM
RCG, you certainly have a talent.
Title: Re: List of flawed ships
Post by: horizon on April 29, 2011, 07:21:00 PM
The diagrams didn't tell anything new RcG. Nicely made though.

Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on April 29, 2011, 10:16:23 PM
While the Armageddon is the best battlecruiser, I don't see why it should be the vessel chosen. As I said, a Lunar and a Strike Cruiser would offer a more challenging target with the Lunar and Strike Cruiser coming to 345 points. The problem with picking the Armageddon at 245 means the second ship will suck since you want to test if the Retribution comes out ok at 345 points. This is the point of your exercise right?

The Armageddon was pointed at 235pts. The Defiant was pointed at 120pts. The total was against a 355pt Retribution.

Yes but what I want to see is how it fares vs 2 balanced ships vs 1 strong ship and 1 weak ship preferably at 345 points. Using a Lunar or Gothic and a Strike Cruiser, things would be more interesting. Strike Cruiser could even ram the Retribution with the THs taking out the Ret's torp salvo and make things difficult for it by knocking out systems if they survive the turrets (unlikely but still possible).
Title: Re: List of flawed ships
Post by: RCgothic on April 29, 2011, 10:33:10 PM
Ok, well let's try 2 balanced ships. 2 Lunars for 360pts vs a Retribution.

Hits: 12 vs 16
Minimum to Damage: 4 vs 2
Ordnance: 9 vs 12
Weapons:
@60cm 3L vs 0
@45cm 3L&FP18 vs 0
@30cm 3L&FP18 vs 4L&FP12.

This is fairly even in firepower at 30cm, made up for by the extra torpedoes, but because of the shields it's a 3-1 difference in rate of damage. This also overcomes the 1.33-1 difference in hits.
Title: Re: List of flawed ships
Post by: RCgothic on April 29, 2011, 11:03:35 PM
Or how about an Emperor vs a Retribution.

355pts vs 365pts.

Shields, Hits, turrets the same.

Ordnance: 9 Torps vs 8 AC.

Firepower:
@60cm FP16 vs 3L
@45cm FP16 vs 3L&FP18.

The torps won't do any damage, but the Emperor will need to keep a fighter back as CAP. Without locking on, FP16 isn't enough to breach 4 shields against 6+ Cap Closing or 5+ Cap Abeam at close range. This means the Emperor will depend on its AC to do the damage - 2F&3B after casualties will do 1.13 attacks past shields per turn. the WBs will place BMs to slow the Retribution, but the Retribution can do the same and prevent the Emperor from turning.

The Retribution can penetrate the Emperor's shields, and will probably lock on as well. At close range vs Cap Ship Abeam locked on, the Retribution is looking at 5pts of damage past shields per turn, but it will take a while to manoeuvre to that position. The question is whether the Emperor will manage 6pts of damage past shields before the Retribution can land a killing blow? I think this is a very close fight.

So again, given an Emperor is 365pts, why should the Retribution be 345?
Title: Re: List of flawed ships
Post by: Sigoroth on April 30, 2011, 08:05:25 AM
The argument that the fixed Ret should cost only 345 pts confounds me somewhat. I get the feeling that the only reason it's being presented is because the current Ret is 345 pts and weak, and therefore there is resistance to the idea of any form of cost bump.

However, let's look at the original costs. The Emp was only 345 pts and the Ret was 365 pts. Now, this was obviously unbalanced, but I put it to you (the BFG community) that if the that original Ret was 18WB at 45cm instead of 12WB at 60cm then not only would people have taken the ship but most likely there would never have been any change in the cost of the Emperor. I believe the reason for the points swap was because people complained about the terrible disparity between the Emp and Ret and the HA thought it more a problem with the Emp than the Ret and so figured the swap would fix all problems (of course, they were wrong).

The point here being that if the HA had plumped for the fix to the Rets broadside firepower that we are talking about it would have been at 365 pts, and the Emp still at 345 pts. I imagine that most people would consider this situation slightly unbalanced still, but it is certainly better than the current (official) state of affairs and an acceptable arrangement.

That is an argument from tolerance though, not balance. When looking to balance then we should look at what we have, which is 12WB at 60cm for 345 pts. While this arrangement is suboptimal to the role of the ship I think it would be hard to argue that this version of the ship should cost less than 345 pts. That is, it's balanced for what it gives, though not particularly attractive. So, starting from this point, we swap 15cm range for +50% firepower. This is not equal. The firepower is worth quite a bit more than the range. Add to this the fact that the ship is now optimised to its role and a 10 pt increase really is quite conservative.
Title: Re: List of flawed ships
Post by: Bryantroy2003 on April 30, 2011, 08:59:19 AM
That is an argument from tolerance though, not balance. When looking to balance then we should look at what we have, which is 12WB at 60cm for 345 pts. While this arrangement is suboptimal to the role of the ship I think it would be hard to argue that this version of the ship should cost less than 345 pts. That is, it's balanced for what it gives, though not particularly attractive. So, starting from this point, we swap 15cm range for +50% firepower. This is not equal. The firepower is worth quite a bit more than the range. Add to this the fact that the ship is now optimised to its role and a 10 pt increase really is quite conservative.


This paragraph pretty much summs up why id oppose it. Because I remember the days back when I had to pay 365 points for a line breaker that did worse then the 345 point Emp at its intended role. However after play testing the new points cost/rules I would easily concede to the 355 total being proposed and count my self lucky you didnt raise it up more.
Title: Re: List of flawed ships
Post by: RCgothic on April 30, 2011, 01:05:38 PM
The argument that the fixed Ret should cost only 345 pts confounds me somewhat. I get the feeling that the only reason it's being presented is because the current Ret is 345 pts and weak, and therefore there is resistance to the idea of any form of cost bump.

However, let's look at the original costs. The Emp was only 345 pts and the Ret was 365 pts. Now, this was obviously unbalanced, but I put it to you (the BFG community) that if the that original Ret was 18WB at 45cm instead of 12WB at 60cm then not only would people have taken the ship but most likely there would never have been any change in the cost of the Emperor. I believe the reason for the points swap was because people complained about the terrible disparity between the Emp and Ret and the HA thought it more a problem with the Emp than the Ret and so figured the swap would fix all problems (of course, they were wrong).

The point here being that if the HA had plumped for the fix to the Rets broadside firepower that we are talking about it would have been at 365 pts, and the Emp still at 345 pts. I imagine that most people would consider this situation slightly unbalanced still, but it is certainly better than the current (official) state of affairs and an acceptable arrangement.

That is an argument from tolerance though, not balance. When looking to balance then we should look at what we have, which is 12WB at 60cm for 345 pts. While this arrangement is suboptimal to the role of the ship I think it would be hard to argue that this version of the ship should cost less than 345 pts. That is, it's balanced for what it gives, though not particularly attractive. So, starting from this point, we swap 15cm range for +50% firepower. This is not equal. The firepower is worth quite a bit more than the range. Add to this the fact that the ship is now optimised to its role and a 10 pt increase really is quite conservative.
100% agreement, as people may be able to tell.
Title: Re: List of flawed ships
Post by: afterimagedan on May 01, 2011, 07:18:30 AM
I'm a bit new to this but it seems like 345 may be a bit low. It seemed a little bit overpriced when the ship was 60cm and WB12 but because the ship, with the rest of it being build like a linebreaker type, was contradictory in it's own layout. Why do you need the range when you want to smash into the enemy line with torps and plow through so you can use those batteries? Shorter range  and more power makes the Retribution more suited for it's job. That being said, it now still has a decent range and much more powerful wbs. It is now a much more effective ship then it once was. 355 seems right to me. The drop in a little bit of range for the jump to wb18 seems to warrant the price raise.
Title: Re: List of flawed ships
Post by: Bryantroy2003 on May 01, 2011, 02:24:38 PM
8 Orcas
2 Messengers
 LD 9 Admiral + 1RR
4 Hero’s 2 Standard 2 Tolku
4 Standard Merchants + Hits

Total 1990pts

Ret 355pt version
LD 8 Admiral
1 Dictator
Overlord 220pt short range version no upgraded systems
Gothic
Tyrant +WB range (Book values)
3 Dauntless Lance versions
5 Cobra’s
3 Falchions
5 Firestorms (Book values)

Total 1995

Battlefield is 3 feet wide and 5 feet long, with at least once small terrain piece in all six sections of the board. The dominating features are the Solar Flare and Large Planet. I start on the end with the planet and in his deployment zone sits a medium sized asteroid belt. He must split his fleet to avoid placing any ships starting inside it or crowding them too much in a small area. His escorts are organized into 4 orca's to a messenger per squadron and none of his capital ships are squadroned. My own ships have one squadron between the tyrant and Overlord. Their equal range allowing them to combine fire effectively to avoid having their dice reduced for BM's. And their torp waves will be formidable, I hoped.

Rather than go turn by turn since I failed to take detailed enough notes ill separate it by 3 periods since it was a 6 turn game.

First Period,

I lead the charge with every squadron but my swords managing to go AAF and not wanting to waste my only reroll on that they lag behind by about 10cm. The Dauntless shoot ahead all nearly maxing their rolls and the slowest one advances 49cm. They were positioned such as to hide behind a dust cloud 30cm to their front still thus blocking any attempts to get a first strike on them. My retribution sitting in the open inviting their torpedo’s and AC to attack. My own Dictator Launches fighters that move straight ahead to block some of the inevitable AC that will be incoming.

His own Ships move minimum distances, with the 3 hero/2 merchant portion of the fleet moving into the dust cloud’s edge to target my LC’s hiding on the other side. The WB fire is affected by firing through the dust and they procede to put the lead Dauntless into Brace as it manages to save 5/6 hits and doesn’t get a crit against it. Close one for me. Their torps all concentrate on my Ret with their AC moving in on the Dictator. Only 2 waves of torps manage to reach the Ret failing to cause any damage and 3 being shot down. The remaining Torps will be in a position to bother my Gothic next turn.

Second Period

Now this is where it gets hazy. My Ret manages to get its self in between both parts of his fleet and LO causing a hero and merchant to be crippled for next to no return damage and my Dictator is destroyed by his AC waves, he rolled supernaturally high on his attack run rolls and his damage dice were all 5’s and 6’s, The Emperor has a very nasty sense of humor.

But not much else happened other then my Dauntless’s getting into his rear arc and making a nucance of them selves. Neither side’s escorts have managed to do much at all at this point.

Third Period, Showdown

Some how we both manage to congregate into the center moving minimum speeds and using the planet to turn around overshoots from the escorts. In one turn of LO from both sides we are left with my Crippled Ret and Gothic along with my Firestorms and a single Cobra, and he has 2 Hero’s almost crippled and a Merchant left but none of his escorts are damaged. Another turn of maneuvering from me has my Ret in a position to hit one hero on each side of its broadsides but since I had to turn I cant LO and I come up with settling for crippling both of them rather then kill them. My Gothic moves in on the lone Merchant and cripples it as well with a lucky double 6 from its two remaining lances.

My Firestorms move in on LO and take out one of his squadrons and its pesky messanger. My lone Cobra stages a last ditch torp run on his other messanger but fails to kill it. My Cap ships torps are also loaded so I fire the Ret’s 5 torps at the escorts and the gothic’s 3 at the nearest crippled Hero. Causing 2 more escorts to die and one more hit on the hero to include a Fire! crit. He has the one hero to my BB’s right use the Planet to turn about without officially turning and thus uses LO while the other comes headon both managing to bring down my shields but fail to inflict any more hits. His Merchant moves up on LO as well and scores a single hit, and takes out the bridge. Poor Admiral Buckethat  you will be missed. His escorts attempt to move up but have to stop short or run over his own torpedo markers from earlier in the game that are still mucking things up with some pretty awesome turns. Thus they end their move 1cm short of shooting at my Ret as well, but I let them any way since he was very generous in allowing me to reroll a dice that was sitting barely on the edge of the planet during my AAF roll in the beginning.

This proves to be fatal as he scores the last 3 hits needed to kill her. Thankfully she is just hulked and can be salvaged later to Kill more Heritic’s and Xeno’s scum.  At this point it was late and we called it a game.

My overall impression with the new points/wb’s for the Ret is a good one. From my experience the Lances on it aren’t used over 45cm much but they are a nice pocket option. Sadly my Overlord died when my Dictator decided to get sucked into the warp. And scored 8 hits against it with its shields already down. I used my reroll here trying to brace but rolled 11 both times. Sometimes I hate rolling high ^_^.  His impression was positive as well since he didn’t think the new rules overbalanced the Ret but defiantly made it his focal point for most of the game. Thanks to a BB’s 4 shields and huge turret amount this was a very tough nut to crack. Oh and an embarrassing moment for me…. I didn’t quite manage to keep my Tyrant on the board, on turn 3 its base was sticking off the edge at the end of its mandatory move thus 195 pts weren’t used effectively and only fired once before disengaging. Ill have to pay more attention next game.
Title: Re: List of flawed ships
Post by: Taggerung on May 02, 2011, 06:59:44 AM
@ RC + Sig....

Not getting into this debate again. It was decided once it would stay at 345, and I don't know why you guys are trying to bring up a damn argument for a 10 point cost fucking difference. Do you not have better things to do?
Title: Re: List of flawed ships
Post by: horizon on May 02, 2011, 07:10:52 AM
Because 10pts could be the power ram or the assault boats, perhaps the asset which brings you the game victory in the nailbiting end of a campaign?

;)
Title: Re: List of flawed ships
Post by: Bryantroy2003 on May 02, 2011, 08:05:08 AM
Because just like the Dictator needing a slight reduction, I woulda been grateful for a 5pt one even, the Ret in all of my test games has performed great and that 10pt increase never slowed it down. But if you gave me 10pts more to put to something else in addition to taking it could well allow me to afford something I would have had to do without. I cant think of anything off the top of my head atm, but if its already been agreed upon to stay at 345 ill not argue the point any more. And I will pray an extra time to the Emperor for the steal of a price im getting.

I might even try to work BB's into my Limante list.... nah I just love those cobra's too much.
Title: Re: List of flawed ships
Post by: RCgothic on May 02, 2011, 08:18:44 AM
@ RC + Sig....

Not getting into this debate again. It was decided once it would stay at 345, and I don't know why you guys are trying to bring up a damn argument for a 10 point cost fucking difference. Do you not have better things to do?

It was originally decided for 355pts, but kicking up a fuss got it changed. We're just following precedent.

The Retribution has got significantly more powerful, to the extent that a 10pt price increase is conservative. I'm confident that in a straight fight the Retribution can compete on at least even terms with the Emperor and Apocalypse, both 365pt ships.

I've already compared to the Emperor, but compare to the Apocalypse: Retribution has the stronger prow and dorsal weaponry. It's faster. It doesn't have the range of the Apocalypse's lances, but it isn't subject to a penalising special rule either. Whilst 6 lances are powerful at 30cm plus, the FP18 comes back into its own at 15cm and gains far greater benefit from lock-on.
Title: Re: List of flawed ships
Post by: Taggerung on May 02, 2011, 08:30:57 AM
Yes, it got more powerful....because it was totally over cost before that. That ship was worthless before the change.
Title: Re: List of flawed ships
Post by: RCgothic on May 02, 2011, 08:38:15 AM
The sum of its parts were worth what was paid for, they just didn't work well together in concert. The new sum of parts is worth more than the old sum of parts, and work well together. The fact it can go toe to toe with more expensive battleships with reasonable chance of success indicates it should be more expensive than it is currently.
Title: Re: List of flawed ships
Post by: afterimagedan on May 02, 2011, 05:08:10 PM
After messaging RcGothic and Plaxor with my ideas about changing the Tyranid Fleet, I would like to post them in one batch here...

--------------------------------------
There are a couple changes to the Tyranid Fleet I would propose. I think this would make the Tyranid fleet more appealing, balance them out a little more, and keep them from being abused (super-hives for example). I believe that, when you look at the serious downsides to the Tyranid fleet, the benefits are just not good enough to make up for them at the points you are paying for Tyranid ships.

1. Hive Ship
A. The Hive Ship seems to be a little bit weaker than more Tyranids want them to be so they are always looking to upgrade them with evolutions (needing approval by their opponent). I think the Hive Ship should have some of the most commonly taken evolutions taken written into their rules so there is no question what can be taken with or without permission. That way, the evolutions as they are now will just be considered refits and players will feel like their Hive Ships (and Tyranid Fleet in general) are powerful enough to warrant  using and not have to worry about their opponent saying no to evolutions. It could be an option written into their rules on the bottom of the Hive Ship page that says something like “Hive Ships may take 0-2 ‘Reinforced Carapace’ and 0-1 ‘Extra Spore Cysts’ at the cost listed in the ‘Evolutions of the Hive Mind’ section’ without an opponent’s permission.” Or, these upgrades could just be written into the profile of the hive ship and the points cost changed accordingly. This change to the Tyranid Fleet would allow Tyranid players to know that they could at least have a Hive Ship that is more like a Battleship, something very powerful like most other forces have without taking evolutions by permission.

2. Cruiser - I believe these Tyranid cruiser changes will make the Tyranid fleet as a whole much more appealing and less one-sided strategy-wise.
A. There should be an option, much like other fleets who can take Secondary Commanders, to allow Tyranid Cruisers to have a leadership which will allow them to have a smaller Synapse range. There would be something written in the Tyranid fleet page like this; “0-2 Hive Nodes. Up to two Tyranid Cruisers may purchase Hive Nodes which makes them into Synapse creatures at LD7 for +30pts each. The Tyranid Cruiser’s Synapse range is 15cm.” This would allow Tyranid players to perform well in smaller games (they are horrible under 1,000pts from the experience I have) and have the option to have smaller forces roaming the battlefield instead of always clumping together (like every other fleet can do without worrying about synapse).
B.  At this point, Tyranid Cruisers are terrible for the cost. Compare the good and bad it has against the SM Strike Cruiser or an IN Dauntless. For the points, they are almost not worth taking. Their profile is worse than pretty much all other light cruisers, they need synapse, they have spores instead of turrets and shields, and still cost around the same points-wise.
C. Tyranid Cruisers should be given the option to be light carriers (this, among other changes, will help balance their attack craft swarm “nerf.” Plaxor proposed that there may be an option for a capacity 3 launch bay in the thorax position. I agree with this notion.

3. All is lost - This is very discouraging for Tyranid players. We are supposed to have one of the better “close combat” type fleets and we have a special rule that makes boarding much worse for us. If we close in and are going to heavily board an enemy ship, they can just self destruct when they know they are going to lose. Why couldn’t they do this with Khorne Berzerkers running through the ship as well? This rule hinders Tyranids and it seems unrealistic that this option is not available for other armies who are  also heavy on the boarding side. This should be removed or balanced in some way.

4. Other Stuff
- Since the changes to make all fighers resilient, one of the benefits the Tyranid fleet has is reduced; the ability to have double fleet capacity. They already have really slow assault boats; this change hurts the Tyranid fleet and I think there should be some way to balance it with them. Fleets with much ordinance (IN, Tau, Tyranids) are going to suffer a bit from this, especially when the fleet’s focus is on attack craft and not torps; even worse when they are slower.
-Hive Mind Imperative seems completely useless, especially for the points. Maybe it can do something else?
------------------------
Title: Re: List of flawed ships
Post by: Phthisis on May 02, 2011, 08:28:44 PM
With the addition of the Hellbringer and the realization that if I want I can take up to 6 Fire Daggers as my renegade IN ship allotment at 1500pts, many of you will be pleased to know that I no longer have major qualms about the changes to the Chaos fleet list.   (I still think CSMs should be prorated, but thats a completely different issue.)

Here is the kind of rediculously overpowered fleet list Tartanus now allows a Chaos player to build:
Desecrator BB
Warmaster & CSMs
2x Murders
Hades
Hellbringer w/CSMs
Hellbringer
3 renegade Firedaggers
45pts left over - flavor to taste

See?  Its all your nightmares come true.

Or I could even cross-pollenate lists and add a Despoiler.
Despoiler BB w/Warmaster & CSMs
Strike Cruiser
Murder
Hades
2x Hellbringer
1xHellbringer w/CSMs

A Traitor Legion barge with 4 Strike Cruisers and a couple of gunships for support.  With this fleet a Chaos player may actually have a slight advantage in the ordnance phase over another fleet, Emperor forbid!

Sorry for the sarcasm, but I really don't believe these lists provide any overwhelming advantage for Chaos.  Every fleet has a counter for what these can do, and now Chaos has a response for everything an opponent can do.  Boarding becomes more feasable and Chaos can put up a better fight against ordnance heavy opponents, and maybe give some back.

If anyone thinks these lists are broken or OP, speak up.
Title: Re: List of flawed ships
Post by: horizon on May 02, 2011, 08:35:10 PM
Tyranids,
fighters resilient? What? Ugh...*

Tyranid Cruisers could use an improvement.
All is lost, yeah, it is all fleets or no fleet.
Hiveship, hmm, dunno, really. It is pretty good but it thrived too much on 2 evolutions. Perhaps evolutions should be changed/limited/randomized and be allowed again without approval.

Hiveship + escorts under 1000 was always pretty strong. Numbers!


Chaos,
well that brings in above *

* With all these fan changes I am losing track.

I am seriously going to wait on a finalized product. I always knew all profiles without looking... from every fleet... but now I am loster then lost.

I kinda think I am going back to faq2010 + v1.5.

:)

Title: Re: List of flawed ships
Post by: Phthisis on May 02, 2011, 08:59:00 PM
@Horizon

Stats for the Hellbringer are back on pg84.  Light Carrier, 4 bays, str2 lances 30cm front arc only, 150pts.

Other than that, the rest ot the stats are original from the rulebook, from the IN or SM lists or your own design. 

Chaos hasn't been changed much at all.
Title: Re: List of flawed ships
Post by: horizon on May 02, 2011, 09:05:23 PM
Desecrator?
Firedagger = bakka?

oh, I never ever used csm's in my renegade battles.

:)


Oh, light carrier for Chaos?

Yeah, I am against. I don't want such a design in the Chaos fleet.
Title: Re: List of flawed ships
Post by: RCgothic on May 02, 2011, 09:59:12 PM
@Plaxor,
I'm on page 33/45 of the main rules with corrections/adjustments. Should I send over what I've got so far Plaxor, or do you want to wait until I've covered the whole document?

@afterimagedan,
I don't disagree with any of the changes in general. Working evolutions in to the hive ship profile will probably take a bit of thought, and cruisers (immature hives) should definitely get more useful. I agree with ditching All Is Lost as well.

@horizon
The way fighters work are getting an overhaul in order to make them worth escorting things with. This is a similar mechanic to resilience, but not quite. I've rewritten both these sections to make how they work and interact clear and straightforward.
Title: Re: List of flawed ships
Post by: Phthisis on May 02, 2011, 10:17:43 PM
But it makes sense fluff-wise.  Light cruisers have much lower overhead, provide much needed AC for defense against the IN's penchant for ordnance and provide a manouverable platform to initiate boarding actions.  Perfect for a pirate or renegade.  If they didn't have them they'd almost be forced to make one.

Second, Tartanus is unplayable without a carrier smaller than a full size cruiser.  

Third, after your reforms, Chaos was left without a functional attack carrier.  Which is odd because its the fleet that has the most right to one.

Fourth, the IN has been gifted with escort carriers and light carriers and anti-ordnance escorts.  So, now they are able to spam ordnance cheaply and quickly and easily counter enemy ordnance.

Im really concerned about Chaos vs the other new fleet lists.  Chaos used to be the long range fleet.  With the new IN ships infringing on that ground and its fragility and lack of ordnance, how do you figure a Chaos fleey can function vs the new fleets?
Title: Re: List of flawed ships
Post by: horizon on May 02, 2011, 10:22:14 PM
My reforms? This was a democratic thing. That my idea got a vote (Despoiler that is) is just flattering. :)

I am just nodding along or opposing. ha!

Light Carriers are things to surpress or do something in a convoy scenario. Otherwise they will always be poo.

Devestation is still attack carrier. It still has a broadside as a Lunar with longer range plus attack craft.



@ RcG,
blech-ish. I like BFG fighter-bomber rules as are (as you know I would only ammend one thing in FAQ2010). Otherwise leave it all alone. It works, easy to keep track off. And balanced.

Title: Re: List of flawed ships
Post by: Taggerung on May 02, 2011, 10:25:09 PM
Personally...

If you get that light carrier, you shouldn't be able to bring the firedaggers. The Hellbringer is designed to give you a bit more ordnance, but your fleets weakness has always been being vulnerable to ordance, and your 5+ all around. You can't have all your weaknesses removed. It would be like giving the orks the ability to bump leadership fleet wide, or giving all the IN ships prow weapons lol. You have to have some weakness to overcome.


@Horizon,

I agree about the Devastations myself, but Phthisis hates them for some reason that I can't figure out.

@Phthisis,

Before we commit to adding the Hellbringer to your fleet, I think we should try a game where you don't squadron them up like you have been doing and see how that works for you. Since they have lances, you don't need to worry about blast markers, and if not squadroned then you don't have to worry about bracing one and fucking the other. If you need a bonus leadership, put SM crews on them.
Title: Re: List of flawed ships
Post by: Phthisis on May 02, 2011, 11:32:40 PM
@Horizon

Sorry, I was under the impression that the nerfs were your own initiative.

The Devestation was never an attack carrier.  Carriers are a high priority target.  They can't lend their firepower to a fleet that closes and when abeam their range is to short to lend lance shots without getting hammered in return.  Its a fleet support ship with purely defensive weaponry.
The Despoiler was the attack carrier, but now its a functional fleet support ship.  Its an analog to the Emperor but a little more expensive. 
As it stands, Chaos has no ship that can fly along with the fleet and provide ordnance support while lending fire.  Fleet-wise and fluff-wise this is necessary, especially vs the new IN lists.  IN has the Dictator and all kinds of smaller carriers, Orks havs the Terror, Marines have Strike Cruisers.  Chaos has nothing available to fulfill this attack carrier role.

Chaos has plenty of weaknesses.  Tag, you know full well what will happen to those Hellbringers in a torp shotgun.  Firedaggers aren't that much protection.  Chaos shouldn't have them because they can mitigate a weakness?  Why shoukd IN have them when they augment its strength?  Even if the Firedaggers protected reliably, Chaos still has plenty of weaknesses, and now its only strength is being encroached on by IN.

Also, Tartanus is still unplayable without a light carrier.  Youve seen the lists, theyre not overpowered.  It fits fluff wise.  Why deny this one ship when it restors balance?

Title: Re: List of flawed ships
Post by: Taggerung on May 02, 2011, 11:42:09 PM
@Phthisis,

I am  not saying you shouldn't get the Hellbringer, all I am saying is that the combo of cheaper light carriers, and Firedaggers would more or less neutralize most Ordnance coming your way, and that is too much of a buff.
Title: Re: List of flawed ships
Post by: Phthisis on May 03, 2011, 12:31:12 AM
@Tag

And the Firedaggers do the same for the IN.  They free up AC from CAP a little.  It mitigates a disadvantage for Chaos and augments a strength for the IN by performing the same function.  Why is IN allowed to augment itself while Chaos has to present its weaknesses without mitigation?

Neutralizing ordnance isnt a buff and Firedaggers cant do much to mitigate a torp shotgun.  Surviving a torp shotgun is only the first phase of a battle.  Now IN is getting plenty of range.  Last I checked, Firedaggers dont do anything to prevent locked-on Nova Cannons or 60cm WBs and lances.

The rule I'd use to do this is the one in the new FAQ that allows Chaos to take a cruiser or escort squadron out of the Imperial fleet lists for every 1500pts in the limit as renegades at a -1LD penalty to that ship or squadron.

I don't think I'd use the Firedaggers in my Death Guard list, but if I ever went back to traversing it would come in handy. I just found a loophole. 

Title: Re: List of flawed ships
Post by: afterimagedan on May 03, 2011, 12:39:56 AM
Would it be better to start a separate thread about Tyranid changes? I feel like it would be easier to keep it separate.
Title: Re: List of flawed ships
Post by: Taggerung on May 03, 2011, 01:06:47 AM
Other than Nova Cannons the ONLY weapons at a range of 60cm + are battlecruisers or battleships. Both of which you rarely ever see more than 1 ship in any Imperial fleet, and most of them its usually just a dorsal str 2 lance.  It's still a rare and precious commodity in the Imperial Fleet, so it's not like they are all over. Also, technically the Firedagger is only in one Imperial Fleet, battlefleet bakka which overall isn't very good (I don't think), and we won't be using it very often (Jon tried it out as a tester really)

I would be fine the Imperial ships being taken at the -1 ld, seems to be reasonable and fluffy. It would however need to be a common ship, and not a very specific ship such as a Firedagger since as I said, is only in Bakka.

Title: Re: List of flawed ships
Post by: Phthisis on May 03, 2011, 01:57:37 AM
The Firedagger is included in one of Plaxor's Imperial fleet lists.  I'm not jumping outside of his available fleet lists for it.  Its there, its available.

Nova Cannons with Lock On are one significant encroachment on the Chaos fleet's ground of being the fleet with long range fire.   AAF torp shotguns have an average range of 64cm and bypass shields.  In terms of weaponry, the Dominator and Tyrant can boost to 45 and there is some massive firepower available in the Battlecruiser and up range.  In fact, an IN battlecruiser usually has more firepower than any of the Chaos heavies anymore.  In the Chaos range, only the Carnage and Murder has any firepower over 45cm.  Its more even than you think.

Besides, if I have a method or tool that mitigates your torp shotguns then you might actually have to develop a strategy that requires some brainpower.   Anybody can roll dice. Our games were predictable and boring.  You used torps until I learned to dodge.  Now you use a fleet with a 7cm longer AAF torp range and Nova Cannons.  Wohoo.. So much fun I have. :-\
Title: Re: List of flawed ships
Post by: Taggerung on May 03, 2011, 03:13:37 AM
Go read Plaxor's files before being an ass. The ONLY fleet list that gives you the Firedagger is battlefleet Bakka, a specific fleet list in plaxors flawed lists.

AAF Imperial shotgunning is a bad tactic, and I have never used it. I don't even do it anymore with the orks, since taking torps on killkroozers/terrorships costs extra now, and since it's possible with the changes to orks, I run a gunboat heavy fleet. We haven't even played 1 v 1 in months.

Even without Lock on working for Nova Cannons I would still run with 2 dominator's because I love the ship, I even use it against Eldar, it's an awesome all comers cruiser. Also, The nova cannons force me to go straight at you, just AAF to get out of my forward arc, and force them to turn then they aren't locked on, and pretty much useless.

I am so sorry that your fleet has a weakness, and you fight the two fleets that make the most of the disadvantage you have, but you don't see ANY other chaos players complaining about their fleets. Even though you suggested it, we can just go back to using actual fleet lists so no one will ever take the Firedagger again (Which is the least of your concerns, every ship in Bakka has fast tracking turrets for free anyways)....even though I don't even think they did anything in that 3k game we took.
Title: Re: List of flawed ships
Post by: Phthisis on May 03, 2011, 05:28:51 AM
What's so special about Bakka that its untouchable?  Why is everything esle on the table except for this one ship that helps mitigate the effect of your favorite tactic?  If the torp shotgun is not a good tactic, then why is it such a big deal that a chaos player has access to a ship that mitigates it?  From what youre saying, it shouldn't matter if I have a couple of Firedaggers or not.

Youve been playing a brand new Eldar player a lot lately with your Orks.  Torpedos would be a waste, heavy guns much better.

Stop trying to run interferance.  If you have any legitimate reasons why you think that the Firedagger should be off limits or why the Hellbringer would break the fleet, then lets hear them and debate them on their merits.  So far the only arguments you have given against anything that Ive said is that I don't win any games, that I'm just complaining because I don't know how to play my fleet and that youre more qualified than I am because you win all the time.  None of that is true and none of them are arguments against the proposed change, just attempts to assassinate my character.  Of course I'm going to be hostile when you insult me constantly.

Since I have been on this forum, Ive been lobbying for a single change to the Chaos list.  It doesn't need longer range lances on the Dev or the old Despoiler profile back.  It only needs an attack carrier.  It needs one ship profile that can move forward along with the line ships, provide close AC support and lend some firepower to the gunships.  Its fluffy for a Chaos fleet to have such a ship, its necessary now to counter the plethora of AC and ordnance that other fleets are now capable of taking, cheif amongst them the IN.  And, as it is, the Tartanus fleet list has no carrier below cruiser size and a requirement for an escort squadron or light cruiser for each cruiser taken.  The Wardens list has opportunities for ordnance below cruiser level in terms of torpedos, an escort carrier (assault boats!) And a very good option for a light carrier.  The Hellbringer satisfies the attack carrier role and fills in the gap in Tartanus.  Add an attack carrier, fleet has its character back, issue closed.  
Title: Re: List of flawed ships
Post by: horizon on May 03, 2011, 06:38:33 AM
Phthisis, you are still coming from the point of view Chaos is to weak or something. Which they are not. Chaos has clear rounded fleet. A fleet that can do anything and everywhere. You make is seem as it has lots of weakness. This simply is not true.
I really hope you take Admiral d'Artagnan's & mine advice to Chaos with you.

Have you ever responded to the question if you use celestial phenomena?

Make me a list of what you think are the weakness of a Chaos & Imperial Navy fleet.

What do you consider an attack carrier? A light cruiser ain't suited for attacks.

No one forces you to play Tartanus if you cannot/will not/do not like with few carriers. Play the Gothic or Armada list.

Title: Re: List of flawed ships
Post by: Taggerung on May 03, 2011, 07:29:55 AM
What's so special about Bakka that its untouchable?  Why is everything esle on the table except for this one ship that helps mitigate the effect of your favorite tactic?  If the torp shotgun is not a good tactic, then why is it such a big deal that a chaos player has access to a ship that mitigates it?  From what youre saying, it shouldn't matter if I have a couple of Firedaggers or not.

It's not my favorite tactic, far from it. Effective? Yes for sure, but boring as shit. Why do you think I was lobbying for an Ork gunship platform? Because the ONLY ork tactic was AAF shotgun, and ram/board if possible....fucking yawn...why do you think I started a new fleet?

Youve been playing a brand new Eldar player a lot lately with your Orks.  Torpedos would be a waste, heavy guns much better.

Yes that's quite true I have been mostly playing them. However I have also played my Imperial Fleet 7 out of the 8 games we have played. Which if you want to call Ethan and ask him what fleets I have taken, you will realize they have a healthy mix of everything as I am trying to make a neat/fluffy all comers list, go for it, since you seem to think all I do is lie.

Stop trying to run interferance.  If you have any legitimate reasons why you think that the Firedagger should be off limits or why the Hellbringer would break the fleet, then lets hear them and debate them on their merits.  So far the only arguments you have given against anything that Ive said is that I don't win any games, that I'm just complaining because I don't know how to play my fleet and that youre more qualified than I am because you win all the time.  None of that is true and none of them are arguments against the proposed change, just attempts to assassinate my character.  Of course I'm going to be hostile when you insult me constantly.


Calm the fuck down, you are getting far too upset over a forum man. Sit back, pop a beer and relax. This is only about a game that's supposed to be fun.

Except for that one post I have done no such assassination attempts (Which I apologized for, and you started anyways), and have backed you getting that Hellbringer since it was proposed, I was only suggesting that specific fleet ships 1: really have no place in the Chaos fleet, and 2: We need to play test the hellbringer before giving you more new ships into the fleet. Trial and error is the best way to make sure things don't get too out of whack. Add in one ship at a time and see how it works out. Going through and making vast (Not saying this is) changes to anything will result in some errors and it will be to hard to figure out what is

Since I have been on this forum, Ive been lobbying for a single change to the Chaos list.  It doesn't need longer range lances on the Dev or the old Despoiler profile back.  It only needs an attack carrier.  It needs one ship profile that can move forward along with the line ships, provide close AC support and lend some firepower to the gunships.  Its fluffy for a Chaos fleet to have such a ship, its necessary now to counter the plethora of AC and ordnance that other fleets are now capable of taking, cheif amongst them the IN.  And, as it is, the Tartanus fleet list has no carrier below cruiser size and a requirement for an escort squadron or light cruiser for each cruiser taken.  The Wardens list has opportunities for ordnance below cruiser level in terms of torpedos, an escort carrier (assault boats!) And a very good option for a light carrier.  The Hellbringer satisfies the attack carrier role and fills in the gap in Tartanus.  Add an attack carrier, fleet has its character back, issue closed.  

I completely support this...never said I had an issue with it, at all. I think it makes perfect sense since Chaos is mostly a pirate fleet. Do I think it will fix your problem? No, nor do I think it will be that great of a ship personally, but I have had really poor performance from every light cruiser I have ever taken.



/sigh....
Title: Re: List of flawed ships
Post by: Taggerung on May 03, 2011, 07:39:54 AM
On a positive note, how goes Dark Eldar anyways? My buddy Jim built himself a grand cruiser, and is just awaiting rules on one :)
Title: Re: List of flawed ships
Post by: RCgothic on May 03, 2011, 08:23:35 AM
@Tyranids, I suggest we post in the Tyranid fleet thread about what to do with it. afterimagedan has some good ideas that are worth expanding on.

@Imperials, Firedaggers do mitigate hostile torp shotguns - 1 in 6 salvoes will blow up on contact with the flak field. Retribution should be 355pts (not going to let people forget!)

@Chaos, it has 2 battleship carriers that can fire forwards with nearly as much firepower as a retribution (more at close range) whilst pumping out 4, 6 or 8 AC, one of which having a speed of 25cm. The Relictor may also pump out as much firepower whilst closing as a Retribution. Chaos is very strong in this regard. Now I'm not against an AC focused LC, but it needs to be on the expensive end of the spectrum so as not to edge out the Devastation.

@Necrons, this fleet also needs some love. I really liked the idea of scarab swarms, though not so much introducing a carrier specifically for them. This is based on the ideas thrown around in the necron thread in the experimental rules section:

Scarab swarms are treated as resilient assault boats that may move 10cm in the movement phase and are only hit by turrets on the roll of a 6. When the scarab swarms complete their attacks against a ship, do not remove them, as they cling to the ship to make further attacks in subsequent ordnance phases until they are destroyed. The turrets of the target ship may fire at them again at the beginning of each ordnance phase, and the ship moving through blast markers will also affect them normally.
Scarabs are not replenished by reloading ordnance, but by a successful damage control roll in the end phase, as more scarabs are located and brought online. Each roll of a 6 replenishes 1 scarab base up to the original complement. If ship has also taken critical damage, you must share successful rolls between repair and scarab replenishment, so you will have to decide which is more important!
Title: Re: List of flawed ships
Post by: Plaxor on May 03, 2011, 08:46:15 AM
@Tag

Dark Eldar have a GC, read the options below the torture. Players may make their flagship torture a gc by adding hits and another weapons system.

@RC

You're right about the Retribution, in all honesty I did reduce its points due to complaints on Tag and... others part. Mostly to stop whining. However the point is that people would still take this incarnation of the Retribution for 355 without feeling handicapped. Which is all that I want.

On necrons: Scarabs are going to be featured in the necrons 'planetary defense' section. They will be much like a minefield but be assault boats. I would love to hear suggestions on how this would work, but unfortunately I think that this would be a detraction from my current primary goal; finishing the fleet lists/rules. Planetary defenses are fairly secondary to this.


@Pthisis

I honestly think that the Maelstrom fleet is quite playable as it is now. I don't understand the complaint exactly. With it you're merely forced to take 3 squadrons of escorts or 3 cls. However I do understand that the fleet is ordnance light, and I made the Hellbringer more for rogue trader fleets, who don't have many ordnance options.

@Tyranids

I made a few decisions about tyranids, and I'm not terribly interested in a complicated change. People weren't interested in tyranids before which is a peculiarity. So far I have 'scouting' vanguards and some changes to the upgrades. Mainly that they are always available, and that you can only take 4 upgrades, including taking the same one multiple times. Meaning that you could only create a 6shield 12 hit monstrosity (without any other good upgrades, which are now usually cheaper) instead of a 14 6 shield one with boosted speed and massive amounts of bio-plasma.

Also of note, escorts with more than 1 hit become light cruisers. Since these can be squadroned with escorts it is no problem, and allows for a certain niche. I am considering allowing light cruisers to purchase an additional weapons system from their respective lists (I.E. a light cruiser vanguard would be able to purchase double the pyro-acid batteries).
Title: Re: List of flawed ships
Post by: Taggerung on May 03, 2011, 09:19:11 AM
Oh fine, raise the cost of the Retribution. It seems we are out numbered again. I will still take it because it reminds me of an 18th Century Ship of the line (Which is why I started the Imperial fleet to be honest), and it is still way better than it was, I still won't change my opinion on the fact that it's fair at 345 lol.

I was wondering something. Why does the Vanquisher have 5 turrets? Is it because it can become a carrier?

As for the Dark Eldar GC, oh, I was under the impression you were making a new ship, not just adding some hit points to one a cruiser.

About space marines and the specific chapter rules (Which are neat by the way), wouldn't it be more accurate/fluffy that Imperial Fists had the Stalwart rule, and Space Wolves were aggressive or something a bit more appropriate for a Chapter known for it's brutal assaults (Even in aggressive boarding actions in the fluff, Space Wolf Omnibus if you are interested). Maybe they get a bonus to the crit bonus, or do an auto crit...just tossing ideas out)

 
Title: Re: List of flawed ships
Post by: Plaxor on May 03, 2011, 09:50:28 AM
The Vanquisher has 5 turrets because it had little of anything else.


The reason Space Wolves are stalwart is because of counter charge in 40k. there is already an assaulty marine option.
Title: Re: List of flawed ships
Post by: Taggerung on May 03, 2011, 10:21:28 AM
Quite so, missed the relentless rule for Blood Angels.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 03, 2011, 01:16:29 PM
The sum of its parts were worth what was paid for, they just didn't work well together in concert. The new sum of parts is worth more than the old sum of parts, and work well together. The fact it can go toe to toe with more expensive battleships with reasonable chance of success indicates it should be more expensive than it is currently.

It doesn't change the fact that the original 365 point Retribution was an overcosted underperforming animal as Tag has pointed out. In an ideal world, it should have had FP18@60 cm broadsides for the same pointage if we go by the Emperor's FP6 broadside weaponry. I still think 345 is fine for the FP18@45cm Retribution but why not just meet at 350 just to satisfy both parties?
Title: Re: List of flawed ships
Post by: Phthisis on May 03, 2011, 02:31:06 PM
@Horizon

IN & Chaos were balanced before all the changes made.   Chaos got an overall nerf by shortening the lances on the Devestation and changing 4 forward lances to 4 side batteries.  IN got buffs. NCs got the ability to reroll misses. The new fleets have added more heavy weaponry on battlecruisers and above, and more access to AC with a pair of very good light carriers and even an escort carrier that can get AC into a fleet even cheaper than a Devestation.

Chaos was always the more AC heavy fleet, which was a counter to the fact that almost every IN ship has torpedos.  Now IN has more torpedos, more AC, and plenty of long range gunnery.  

We use terrain but not as much as the book suggests.  Most people here are still learning how to play.

@Plaxor
I dont like Tartanus because the lack of AC creates an exageration of the above imbalance.  AC to protect against torpedos and enemy AC is a necessity and Chaos has to use its precious cruiser slots to do that.  Even then Chaos still will be at a disadvantage.

@RC
The difference is that the Ret is more resiliant than any Chaos BB.  Chaos is supposed to have more firepower at longer range than the IN to make up for its vulnerability.  If the Ret is tougher and has more firepower, then what does the Chaos BB have over it?

@Tag
Glad youre not against the Hellbringer.  It would make the chaos fleet more interesting and even out the creeping imbalance between Chaos and IN.
You and I need to go to our seperate corners.  I need time to calm down.  I have that celtic temper where its exceedingly hard to make me angry but once that line is crossed it stays crossed for a good while.  Insulting my intelligence and integrity are the fastest way to cross that line, mostly because those are my best qualities.  I take pride in my intellect and my sincerity. Libeling me by telling everyone here that I'm a bad player and accusing me of lobbying for changes to help me win couldn't be further from the truth and you know that those claims are false.  You still havent retracted them. 
Keep the arguments to the issue at hand and over time I will calm down.  If youre right you should be able to speak against the argument and not the arguer, right?

@All
My argument is that the IN has a lot more AC and cheaper than before.  Chaos is weak against ordnance, so in the original fleet they had access to cheaper AC than the IN to make up for the INs penchant for torpedos and high armor.  Giving the IN so much cheap AC and keeping their torpedos has shifted the balance in favor of the IN.  More long range heavies in the IN list and weakened Chaos carriers contributed to the imbalance a bit too.  A light carrier like the Hellbringer fixes this by adding another less exoensive AC option.  Its fun, its fluffy. Even those who don't see the imbalance agree that it won't break the fleet list.  Add it and there is no more problem.
Title: Re: List of flawed ships
Post by: horizon on May 03, 2011, 07:12:13 PM
I gave up vs Phtisis, all arguments ditched etc. Ah well. Can't have it all.
Title: Re: List of flawed ships
Post by: Taggerung on May 03, 2011, 07:14:13 PM
@All

Phthisis for the record isn't a bad player, he is so far the only player in our gaming group to bloody the nose of my ork fleet, and since I played it at the time as a torp shotgun fleet (This was before all the new changes for the orks, and before we started playing flawed lists), it was a hard fleet to deal with. He has made some valid points, especially about the overall cost of IN ordnance becoming a bit cheaper with the Dictator being lowered in cost (Thank god it was though, 220 for that ship was absurd). As for him lobbying for changes to help him win, that technically aren't true. I think everyone always wants something for their own fleet to help their play styles, not necessarily to help them win, but to help them play the fleet they want. Like me with the Space Marine IN cruiser idea. That had nothing to do with game balance, merely a fluffy way to play, and Phthisis likes to play either BFG or 40k in a very fluffy manner.

Anyways...lets get back to the issues at hand.
Title: Re: List of flawed ships
Post by: Phthisis on May 03, 2011, 07:43:41 PM
@Tag
Thanks, man.  Hatchet buried.

@All
Tag is very clever and took to the game with ease.  We have all made a lot of rules mistakes as we are all just getting into the game, and these mistakes were easy to make as we were juggling many different versions of the rules. He has been way ahead of the curve here and even though we may disagree on some things I respect his opinion. I take back what I said about him.

Im not asking for the changes to the IN to be undone.  Just a carrier that allows Chaos to be aggressive and keep up with IN ordnance.

@Horizon
Thanks.  I know you probably don't agree with me still, but this is really the way I see it.  I'm pleased with the BFG:R as a whole, but this has been a sticking point with me since I first read the lists.  My argument hasn't changed.  Just know that my concern is genuine.  
Title: Re: List of flawed ships
Post by: horizon on May 03, 2011, 08:13:28 PM
@All

Phthisis for the record isn't a bad player, he is so far the only player in our gaming group to bloody the nose of my ork fleet, and since I played it at the time as a torp shotgun fleet (This was before all the new changes for the orks, and before we started playing flawed lists), it was a hard fleet to deal with. He has made some valid points, especially about the overall cost of IN ordnance becoming a bit cheaper with the Dictator being lowered in cost (Thank god it was though, 220 for that ship was absurd). As for him lobbying for changes to help him win, that technically aren't true. I think everyone always wants something for their own fleet to help their play styles, not necessarily to help them win, but to help them play the fleet they want. Like me with the Space Marine IN cruiser idea. That had nothing to do with game balance, merely a fluffy way to play, and Phthisis likes to play either BFG or 40k in a very fluffy manner.

Anyways...lets get back to the issues at hand.


Perhaps, I am one of the most fluffy players around (again, who loads a Flame of Asuryan (Spirit of Arina) fully loaded (max re-rolls in a 1500pts battle, that's more then 1/3 on 1 ship... and win that battle because of said ship).
My advices are always on what combination ans ships are good but I prefer the fluff fleet and approach.


Still what do you consider an attack carrier for Chaos?

Title: Re: List of flawed ships
Post by: Taggerung on May 03, 2011, 08:20:48 PM
His main complaint about the Devastation is that since it has longer range lance batteries, it's mostly suited for hanging back and shooting abeam. He is wanting something that can move forward and engage at close range. What about the option to swap out the lance batteries on the Dev's for weapon batteries? Is that something that could work?
Title: Re: List of flawed ships
Post by: Phthisis on May 03, 2011, 08:45:38 PM
@Horizon

A carrier that doesn't have to stand back.  Something that can move in with the fleet to provide good close AC support and bully its way into an enemy with the rest of the Chaos fleet.  IN has the Dictator which can torp or ram with the rest.  The two CL carriers have the manouverability and forward punch to perform this role as well. Orks have the Terror which can bully up with heavy gunz or torpedos.  These ships can muscle their way in and hit hard with weapons and ordnance.

Many ships in the Chaos fleet work well closing.  Its a decent and fluffy tactic as Murders are the most common cruiser.  The Devestation, Despoiler and Desecrator are predominantly broadside ships and therefore better for fleet support.  At long range it takes multiple ordnance phases for their AC to hit.  Its not very effective when the opposing player gets to see how many squadrons you put up and where they are going.  The Styx and Hecate are better because of their 2 long range lances, but those are heavy cruisers and restricted in number and very easy to suppress.  Everyone else has something cruiser size or less they can take multiples of, so the Styx and Hecate don't fit the bill.

The Hellbringer is a good fit.  Decent forward armament for its class, lots of AC for CAP and strikes, manouverability and speed to keep up.  Individually they are easy to shut down, but in pairs a decent alternative.  Like a pirate strike cruiser.  Thing even can board.  

@Tag
How would swapping lances for batteries on the Dev help?  I don't understand it.

If we were going to modify the Devestation, I'd rather have the batteries side and lances prow FLR.
Title: Re: List of flawed ships
Post by: Taggerung on May 03, 2011, 09:23:41 PM
Well Batteries are much better the closer you get, so having batteries on all the sides would give the ship incentives to stay with the rest of the fleet instead of staying at range.
Title: Re: List of flawed ships
Post by: Phthisis on May 03, 2011, 10:32:18 PM
@Tag
 Its not the incentive, its the capability.  A pair of lances can hurt things at close range just like batteries.  As was said before, at 30cm the Dev is a Lunar with AC.  Still, there's no sense moving the Dev forward with the fleet if you sacrifice your chance to contribute supporting fire.  Closing with a Dev right now is just as bad as closing with a Carnage.  Both are still good ships, but both are defensive ships.  Nobody thinks a Dev should be near the enemy.  I was chided in this thread a few pages back for even experimenting with it.

Think carrier with an attack posture.
Title: Re: List of flawed ships
Post by: RCgothic on May 03, 2011, 10:57:31 PM
The Desecrator and Desolator both have very effective attack postures. When you account for AC, they have a much stronger forward focus than any Imperial BB.
Title: Re: List of flawed ships
Post by: Phthisis on May 03, 2011, 11:21:17 PM
Did you factor ramming into that calculation?
Or the increased damage that Chaos will take from WBs?

The Desolator has no AC.  Did you mean Despoiler?

It has 3 lances forward and 8 AC.  The Emperor has 10WBs forward and 8 AC.  The Emperor has 5+ armor just like the Despoiler.  Nobody would argue that the Emperor is an attack carrier.

Come to think of it, the Emperor and new Despoiler are pretty comperable now.  Why is the Despoiler 20pts more?
Title: Re: List of flawed ships
Post by: Taggerung on May 04, 2011, 01:51:01 AM
Only thing I can notice really is that you get assault boats for free, with the option for SM crews that buff them. Then you are also 5 cm faster, which is a huge bonus because if there is a blast marker you get to turn. The Emperor however has the +1 LD automatically.

Those are the only real differences however...besides a slightly better front arc FP.
Title: Re: List of flawed ships
Post by: Phthisis on May 04, 2011, 03:10:39 AM
The 15cm move of the Emperor does screw it over a bit, but its not really supposed to get close enough to get hit much, is it?

The Emperor is 365 without Sharks, but for +5pts it has the same AC loadout as the Despoiler in the same numbers.  So that's 370 for the Emperor and 390 for the Despoiler.
The Despoiler is 5cm faster.  The Emperor gets +1 turret and +1 to LD.  As the Emperor will likely be the flagship, it gives a +1 bonus to the Fleet Commander, which in the list is an increase of 25pts.  If I want +1 to Ld for the Despoiler I have to pay 35pts for it extra. 
As far as the weaponry, it seems like a wash to me.  Prow on, the Despoiler has 3 lances but the Emperor has 10WB.  Side on the Despoiler has 10WBs and 3 lances, but the Emperor has 16WB. 
I could see the higher price for the old Despoiler because of the 7 lances front.  But now that it's so similar to the Emperor and the Emperor has some bonuses that the Despoiler doesn't...

Looking at the revised points costs for the fleet lists here....

Emperor is a pretty good deal for AC over the Despoiler already.  In its new combat role as fleet support, an argument can be made that it should be much closer to the Emperor in cost.

Mars Battlcruiser.  Published at 270.  -10 pts. to pts cost.  Includes a Nova Cannon that can now Lock On.  You did reduce the Styx to 260, but 275 was obviously rediculous.  So for the same price, the Mars gets 6+ armor and a Nova Cannon.  The Styx gets 2 more bays and a turret.  2 more AC isn't worth a NC.  A turret isn't worth 6+ armor.  The Mars is a better deal.

Dictator is the IN's cruiser size carrier.  -10 to pts cost.  Devestation left at the same price but had its lances shortened.

Defiant originally published at 130.  -10 to cost and managed to pick up 2 torpedos as well.

The Enforcer stayed the same.

Added the Tempest for 45pts.  Cheapest AC bay in the game.

Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 04, 2011, 05:09:42 AM
@Horizon

IN & Chaos were balanced before all the changes made.   Chaos got an overall nerf by shortening the lances on the Devestation and changing 4 forward lances to 4 side batteries.  IN got buffs. NCs got the ability to reroll misses. The new fleets have added more heavy weaponry on battlecruisers and above, and more access to AC with a pair of very good light carriers and even an escort carrier that can get AC into a fleet even cheaper than a Devestation.

Chaos was always the more AC heavy fleet, which was a counter to the fact that almost every IN ship has torpedos.  Now IN has more torpedos, more AC, and plenty of long range gunnery.  

No, the Devastation was undercosted. Waaaaay undercosted. However, I do not agree on IN getting lots of access to AC via cheap LCs. I think we can actually just drop the Defiant and stay with the Endurance and Endeavor.

@RC
The difference is that the Ret is more resiliant than any Chaos BB.  Chaos is supposed to have more firepower at longer range than the IN to make up for its vulnerability.  If the Ret is tougher and has more firepower, then what does the Chaos BB have over it?

And on this point, can we let the Desolator have Str 6@60 cm lances for maybe 320 points? I think we're at the stage that it should be changed to those values.

@All
My argument is that the IN has a lot more AC and cheaper than before.  Chaos is weak against ordnance, so in the original fleet they had access to cheaper AC than the IN to make up for the INs penchant for torpedos and high armor.  Giving the IN so much cheap AC and keeping their torpedos has shifted the balance in favor of the IN.  More long range heavies in the IN list and weakened Chaos carriers contributed to the imbalance a bit too.  A light carrier like the Hellbringer fixes this by adding another less exoensive AC option.  Its fun, its fluffy. Even those who don't see the imbalance agree that it won't break the fleet list.  Add it and there is no more problem.

Yup, I do not like the direction where IN is going in getting access to cheap AC via LCs. I just don't like Chaos getting cheap ACs by getting LCs themselves. I prefer they stick to the standard cruiser chassis. An all LB regular cruiser total Str 6 with only prow WBs would not be out of the question.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 04, 2011, 05:11:39 AM
His main complaint about the Devastation is that since it has longer range lance batteries, it's mostly suited for hanging back and shooting abeam. He is wanting something that can move forward and engage at close range. What about the option to swap out the lance batteries on the Dev's for weapon batteries? Is that something that could work?


@Horizon

A carrier that doesn't have to stand back.  Something that can move in with the fleet to provide good close AC support and bully its way into an enemy with the rest of the Chaos fleet.  IN has the Dictator which can torp or ram with the rest.  The two CL carriers have the manouverability and forward punch to perform this role as well. Orks have the Terror which can bully up with heavy gunz or torpedos.  These ships can muscle their way in and hit hard with weapons and ordnance.


If we were going to modify the Devestation, I'd rather have the batteries side and lances prow FLR.

You want a carrier that can play the forward role? Didn't that happen with the reduction in the Devs lance range? Now you really have to play it more forward and it's still quite maneuverable. So what else are you looking for?
Title: Re: List of flawed ships
Post by: Phthisis on May 04, 2011, 07:03:34 AM
I'm looking for a carrier that can attack aggressively.  Just because the Devestation's lances are shorter, it doesn't mean they are suited to be played forward.  I even tried just that as an experiment in my last game.  It was bloody terrible and when I mentioned it here you told me it was obviously bad positioning and never to do it again back on page 84. 

Why was the Devestation so undercosted?  You don't think its priced low deliberately to counter torpedos? 

GW has already published light carriers for the IN, so we are stuck with them.  The problem is they were made cheaper in the revisions without providing Chaos with a comparable option.  And then it went even further with the Tempest. 
Rather than scrap all that work, the easy way out is to offer Chaos a good way to add AC with ships below cruiser size as well.  I see this as an opportunity to introduce new tactics and flavor to the Chaos fleet without torching what was previously done.
I am really really quite happy with the Hellbringer as proposed.
Title: Re: List of flawed ships
Post by: RCgothic on May 04, 2011, 08:07:24 AM
I was referring to the Despoiler with 3 Lances, 9 torps and 6AC, which easily beats the Emperor.

AC on LCs isn't so fantastic, as a wave of 2 can barely be depended upon to survive turret fire, just 2/3rds as effective as half of a wave of 4 against a T2 target. They're almost purely defensive. In addition to being just less effective, it's a more expensive way to spam ordnance by taking Enforcers or Defiantss, as they're both more than half the value of a Dictator.

The Tempest IS cheaper per bay, but you get a lot less for your points. For 180pts you get 4AC, 4 hits and 8WBs. The Dictator for 30pts more gets 4 more WBs, 6 Torps, an additional shield, 4 more hits and an additional turret. In addition, the Tempests absolutely MUST be in base contact to launch an offensive wave, because a single bomber is going to die to turrets 75% of the time.
Title: Re: List of flawed ships
Post by: RCgothic on May 04, 2011, 09:21:03 AM
I'm nearly done with the editorial pass of the main rules. I'm on page 42/45. Should be done either this evening or tomorrow some time.
Title: Re: List of flawed ships
Post by: Plaxor on May 04, 2011, 09:50:16 AM
@RC

Thank you, you're a godsend. Especially for defending the tempest.

@Pthisis

You'll get your Hellbringer. However I feel that it isn't unique enough from the enforcer, and isn't quite worth the cost that it needs to be (150). So I think that it should have either 45cm lances (and I like the idea of a prow-only weapon, to force the hellbringer to close) Or potentially str6 45cm wbs.

So the argument on 'fixing chaos' should be moot. I understand your concern. Tartanus/maelstrom are supposed to be 'comparable' fleets. And tartanus has a much easier access to ordnance than the rather ordnance light Maelstrom.

@Admiral

AC spam is difficult in IN lists, as the Defiant is restricted. The enforcer is spammable, however you wouldn't gain anything over just taking 2xDictators anyways. The only real solid ac spam is taking tons of tempests, and those aren't that great, and you only improve your ratio by a little. The only fleet allowing these loses some strength on their torpedoes.

Don't worry, I have worked very very hard to ensure that AC does not become more accessible to any fleet for less points than they currently have (with a small margin of error). Most people don't like CLs/Escorts anyways when they are carriers, so there is no unbalance here.

The Hellbringer, would allow the same number of ac as a devestation, for 40 less points. Although significantly weaker.


@Nova Cannon,

Sorry I've been quite a bit busy this week and intend to look into nova cannons as soon as possible. I know Pthisis sent me an analysis of them.

@Retribution/Desolator

The desolator saw a small boost with its dorsal weapons batteries. The ret will be 355 rather than digging up something new.

@Changes, everyone

At the end of next week, with the finalization of the Hellbringer's rules, I intend to put a hold on rules changes. Save for those regarding Tau, Tyranids and RT/Demiurg fleets (as I haven't updated their documents fully)

RT fleets will be seeing some significant changes relative to background in the tartanus sector. As the war here will be a RT driven one. So the 2 fleet lists for RTs currently, which have a multitude of unorganized options will be divided into three, representing the three main families involved in the war.

The Alexander family will have access to Demiurg, Kroot and Eldar allies.

The Damote family will be the 'Wolf-Pack fleet' slightly modified

The Injarl family will have access to thexians, as well as Imperial reserves.

Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 04, 2011, 10:40:19 AM
I'm looking for a carrier that can attack aggressively.  Just because the Devestation's lances are shorter, it doesn't mean they are suited to be played forward.  I even tried just that as an experiment in my last game.  It was bloody terrible and when I mentioned it here you told me it was obviously bad positioning and never to do it again back on page 84.  

Doesn't mean they can't fit the role of attack carrier. You just can't put them in front. They're not sluggers. What would you expect from a 5+, 8hp ship which needs to LO to be effective? Even the original Despoiler cannot be considered an effective attack carrier.

Why was the Devestation so undercosted?  You don't think its priced low deliberately to counter torpedos?  

Simple answer, they made a mistake. they didn't realize how effective it was.

GW has already published light carriers for the IN, so we are stuck with them.  The problem is they were made cheaper in the revisions without providing Chaos with a comparable option.  And then it went even further with the Tempest.

Yes, but doesn't mean we can't get rid of them or make it hard to take them.
  
Rather than scrap all that work, the easy way out is to offer Chaos a good way to add AC with ships below cruiser size as well.  I see this as an opportunity to introduce new tactics and flavor to the Chaos fleet without torching what was previously done.
I am really really quite happy with the Hellbringer as proposed.

If the work makes the IN become what they are not supposed to be, then scrap it no matter the time and effort put in. I am still wary about giving Chaos access to cheap LCs which in turn can give them more AC and which is still an effective gunship. They already have the Slaughter and the Devastation for that.

@Plaxor, you miss the point. IN was never supposed to be an AC fleet. We're not talking about effectiveness of the ship, rather the access to AC, even if restricted. What's happening is people can bring quite a lot (including torps) at the expense of Chaos which IS supposed to be the AC fleet. I can bet that someone can make an effective IN AC list even using Defiants. That's what troubles me. The line is being blurred between the two and the solution now is to give Chaos access to LC carriers. I'd rather just return to the original roots of BFG and keep the delineation bet Chaos (mainly AC fleet) and IN (mainly Torp fleet).

I can actually understand Pthisis' problem with the IN getting a whole slew of stuff, esp the latest project of Nate and the other HA. I thought IN should not get anymore. Chaos should be getting a couple, and they did get some but I think, not enough. Eldar, D. Eldar, SM, Orks, Necron, Nids and Tau  should also have gotten more than is norm. Really the addition of the new ships just doesn't bring anything to the table and makes people wonder why IN keeps getting stuff.
Title: Re: List of flawed ships
Post by: RCgothic on May 04, 2011, 01:07:12 PM
I actually think access to CVLs and ECVs will make IN LESS of an AC fleet, because the ability to take a cheap and almost totally defensive  carrier will free up the obligation to take an offensive carrier, freeing up points for gunships.

Also, the reason the Despoiler is more expensive than the Emperor is because it has 30-40% more firepower, more speed, ability to turn under fire, and free assault boats, with the Emperor's only bonus the +1Ld. I personally think the assault boat upgrade is worth 10pts on an 8LB ship, and the Emperor gets them too cheaply.

If the Leadership is worth 25pts, that makes the despoiler 35pts more expensive than the Emperor for +30% firepower, +5cm speed, and ability to turn under fire. If the speed/ability to turn are worth just 15pts, that makes the Despoiler's additional firepower worth 20pts, which I think is fair. I could see a further 5pt reduction, but that's it.

================================================

We do need to talk about the Relictor though. The fluff talks about it being faster than a Desolator, which it's only barely, the weapons reduction is comical compared to the bare increase in speed, and S3 Lances feel weirder  than overpowered weapons batteries would be because they're more WYSIWYG. Rather than use the Scartix coil as justification for a pathetic increase in speed, or make it cheaper and thus impinge on the Desolator, I'd go with the following:

"The Relictor class battleship was first developed during the Great Crusade under the supervision of Arch Magos Eneatu who theorised he could gain even more performance from the Desolator's engines. Unfortunately due to the increased power demands of the improved engines, the Desolator's high power lances had to be exchanged for less power hungry weapons systems. Few were ever created following Eneatu's designs, and most were assigned to the various space marine legions that went traitor before the Istvaan incident.

The Relictor in its current form is believed to have been born when the heretic captain [insert fluff-appropriate name] encountered the dark-age space hulk [insert fluff appropriate name] in [insert fluff appropriate date]. It is unknown exactly what he discovered as the hulk disappeared back into the warp soon after, but since that date various Relictors have surprised Imperial vessels with implausibly powerful broadsides.
The most famous Relictor is the Harbinger, recorded as the head of...etc"

Relictor class Battleship, 360pts.
Prow S9 Torps
Dorsal FP9 WBs@60cm
L/R Lances S2@45cm
L/R WBs S18@30cm

The Relictor is Massive and has Improved Thrusters. The original designs used less powerful, longer-ranged weapon batteries. The Relictor may revert to this pattern by exchanging its FP18WBs for FP12 versions with 45cm range for -20pts.

This way it stands up pretty well to an Imperial Retribution.
Title: Re: List of flawed ships
Post by: Phthisis on May 04, 2011, 04:19:33 PM
@Plaxor
Glad to hear Chaos will get a Hellbringer.  Id favor the 45cm lances or 3 lances at 30cm over the 6 bays.  6 bays seems too many.  I agree about fixed forward lances.  No LFR.

@RC
The extra bays in CLs and escorts could also be used to eat CAP, freeing up the bays from larger ships to attack.  It makes IN very very good at being an ordnance fleet.  Chaos couldn't take enough bays for CAP.  Combine some smaller carriers with a pair of Dictators and everything from the Dictators becomes offensive.

I agree the speed of the Emperor is a big disadvantage, but the +1 LD is a 25pt freebie.  Lets call them even. In terms of AC, with the Sharks on the Emperor its still 20pts less.  So the difference is Emperor has +1 turret and 16WBs side while the Despoiler has 10WBs and 3 lances.  Are those 3 lances worth 20pts more than 6WBs and a fifth turret?

@Admiral
The pitiful forward armament on the Devestation means its not an effective attack carrier.  Its a defensive ship.  Its a high priority target and can't dish it out and get close.  Not an attack carrier.

The old Despoiler was a beast head on.  Not a perfect attack carrier, but at close range on LO its intimidating.

Glad to see someone gets my point on the balance between Chaos and IN!  IN had torps, Chaos had AC.  IN had resiliance, Chaos had more firepower.  IN had ramming, Chaos had boarding.  IN has manouverability, Chaos had speed.  Chaos largely had longer range at the cruiser level but the IN battlecruisers encroached on that territory and NCs crossed that line and do so with fervor now that they are 22% more accurate.  If IN has both AC and torpedo superiority, plus manouverability, resiliance and several ships with heavy long range firepower and NCs... What does Chaos do better than IN again?

Title: Re: List of flawed ships
Post by: RCgothic on May 04, 2011, 04:46:06 PM
What 5th turret? Are you thinking of the Oberon?
Title: Re: List of flawed ships
Post by: Phthisis on May 04, 2011, 04:51:56 PM
Emperor had 5 turrets unless somebody took one off.  Despoiler has 4.

Oh, and by your calculation above, if the +1 to leadership is worth 25pts, then the Despoiler is 45pts more for +5cm speed, -1 turret and 3 lances in place of 6WBs.
Title: Re: List of flawed ships
Post by: RCgothic on May 04, 2011, 05:20:47 PM
Well I'm officially astounded. I never knew the Emperor had 5 turrets! Well it still works out.

The emperor is 365
Assault Boats should be 5pts, so 375.
minus the leadership bonus of 25pts, so 350.
minus additional turret is 345.
Despoiler's speed/turning +15, 360.
The difference is therefore 30pts. What you get for this:

-FP10@60cm in 3 arcs (43pts)
-FP12@60cm in 1 arc (43pts)

+FP20@60cm in 1 arcs (72pts)
+S3 Lances in 3 arcs (51pts)

Difference: 37pts.

These are using my formula estimations for weapons. Alternatively, Smotherman, which I consider less accurate, gives a 34.5pt difference for weapons.
Title: Re: List of flawed ships
Post by: Phthisis on May 04, 2011, 05:43:04 PM
So, despite their fairly equal utility, the Despoiler is screwed 30pts for 4 extra off-side WBs that doesnt get used?

Sounds more like a problem with how points values are calculated for FLR weaponry.

If thats the way it is, what if the Despoiler had 6WB side, 5WB FLR and 3 lances FLR?  That makes it even stronger in all 3 fire arcs but by your system it should drop its cost from 122 pts of weaponry to 115pts.  Thats a 7pt decrease.  But its stronger all 3 sides...

Maybe youre undervaluing FLR WBs or overvaluing fixed WBs?  The firepower of both ships is more evenly matched than a 35pt or even a 30pt difference.
And what needs to be restated is that as it stands the Emperor is still 20pts less with Sharks, an extra turret and +1 LD and -5cm.

Title: Re: List of flawed ships
Post by: RCgothic on May 04, 2011, 07:17:12 PM
In that example, it's not stronger in every arc, just the first it fires into. It's 3WB worse off overall as well as 7pts. I value the 4WBs off-side as worth 14pts, so even ignoring the off-side the Despoiler would only be 6.4pts overcost, so I still think it's priced not far wrong. Smotherman completely disregards fire arc, so in the example you gave Smotherman would rate the L/F/R 14pts weaker.

The problem with formulae is that off-side firepower is more valuable for some ships than for others. Being able to focus fire is very valuable for a carrier, but would a Retribution be willing to sacrifice more than 20% of its firepower to focus?

The additional 4WBs may not be worth much to a standard Despoiler (and these 4WBs are by no means the only source of the points difference - lances are a lot more valuable at 60cm than WBs), but if it trades 2LBs for 9 torps, it's suddenly going to find itself in a position where pure firepower matters more. (not sure 2LBs for 9 torps is a very fair trade)

Perhaps the despoiler could come down in cost by 10pts more, with the torp version costing 10pts.
Title: Re: List of flawed ships
Post by: Phthisis on May 04, 2011, 07:58:44 PM
Ok, so Emperor at 365 but +10 for Sharks.  Despoiler at 380, but +10pts and -2 LBs for torpedos. 
Considering the rules for boarding torpedos and the value of the long range lances, this seems fair to me.
Title: Re: List of flawed ships
Post by: horizon on May 04, 2011, 08:36:14 PM
Glad to see someone gets my point on the balance between Chaos and IN!  IN had torps, Chaos had AC.  IN had resiliance, Chaos had more firepower.  IN had ramming, Chaos had boarding.  IN has manouverability, Chaos had speed.  Chaos largely had longer range at the cruiser level but the IN battlecruisers encroached on that territory and NCs crossed that line and do so with fervor now that they are 22% more accurate.  If IN has both AC and torpedo superiority, plus manouverability, resiliance and several ships with heavy long range firepower and NCs... What does Chaos do better than IN again?
IN has no AC superiority, even under BFG;R

As said: attack carrier is Devestation is broadside as Lunar. What is Lunar? Attack Cruiser.
You also keep forgetting the Grand Cruiser: Excorcist

Reslience? 6+ prows? Long range? Acheron, Hades, Desolator, Despoiler, Styx, and something I forgot: oh yeah: m.thaf... Planet Killer! At 45cm (outside usual IN operational field) more lances are added.

6+ prows are the most overrated items in the game to me.
Title: Re: List of flawed ships
Post by: Phthisis on May 04, 2011, 09:44:14 PM
Thats what Ive been hearing.  But as 6+ armor is slightly better than 5+ abeam, and torpedos and ramming are a heck of a lot better than any IN cruiser's (or even any Chaos cruiser's) side weaponry and 6+ armor makes that possible, I figure its pretty decent.   Armored prows can be leveraged lretty successfully.  If anyone wants to take a 35pt deduction and run their IN cruisers with 5+ armor its fine by me.  What do you say to a 145pt Lunar?

Even the IN having parity with Chaos on AC is too much. But yes, in most fleet lists as it stands now IN can easily have AC superiority as well as their usual torps. And they dont sacrifice much to do it.
Hellbringet fixes it and adds attack carrier.

A Devestation lacks two key features the Lunar has: forward armament and armored prow.  Chaos can't have an armored prow.  Devestations have 6WBs front at 30cm.  Carnage has the same thing forward.  Do you consider it an offensive or defensive ship?

Yes, both Chaos & IN has long range in ships above cruiser size.  Its not the sole territory of Chaos and so not something they leverage well.

What do you want for the Planet Killer?  A unique super battleship of your own?  That sounds fun, actually.  All the other fleets have something similar.  But maybe the Ramiles counts?
Title: Re: List of flawed ships
Post by: RCgothic on May 04, 2011, 09:52:09 PM
Hell yes I'd take a 145pt Lunar. I'd take ten of them in 1500pts.

Anyway, Plaxor you have a 21page 10,000 word e-mail. ;)
Title: Re: List of flawed ships
Post by: Sigoroth on May 04, 2011, 10:19:27 PM
The Despoiler has significantly greater firepower than the Emperor. If you used the Despoiler in the exact same manner as an Emperor then you get roughly +56% direct focused firepower. This isn't even taking into account offside weaponry. You also get the comfort of not being easily manipulated by enemy fire. Even with a BM in contact you're able to execute a turn.

If you choose to you can replace AC for torps and use it as an "attack carrier". For this role the bonus offside weaponry is actually usable and the extra speed over the Emp is essential. All the while still having equivalent firepower from the dorsal lances on the way in, even before broadside firepower is calculated.

The advantages of the Emp are +1 leadership and +1 turret. Versatility, manoeuvrability and firepower vs an easier time reloading and slightly better ordnance protection. I think the price difference is justified.
Title: Re: List of flawed ships
Post by: Plaxor on May 05, 2011, 12:07:54 AM
Anyway, Plaxor you have a 21page 10,000 word e-mail. ;)

Good God, I don't know whether to be pleased or unhappy.
Title: Re: List of flawed ships
Post by: Phthisis on May 05, 2011, 12:10:22 AM
@Sig
Agreed that it should be 390 when used with torpedos as an attack carrier.  Agreed that the Despoiler should be more expensive.  Agreed that the lances are batter than WBs.  See, we can agree on some things, Sig!

Disagree on the difference in damage output being worth a 35pt cost increase when all else is equal.  There are benefits to the lances, for sure, especially at long range.  But there are some things that the Emperor's loadout is much better for.  Eldar and closing enemy ships come to mind.  Its not so cut and dry as a 56% increase in damage or firepower.  And you prefer WBs for the chance of a spectacular success a lot of the time, don't you?

@Plaxor
Ruling on using Firedagger or any other IN ships for Chaos' IN renegades that aren't from the original fleet list?
Title: Re: List of flawed ships
Post by: Plaxor on May 05, 2011, 02:25:53 AM
@Pthisis

Renegade Imperial forces as they are in FAQ 2010 aren't present in these rules, as it gives too large of an option. Players for fluff reasons may agree to use allies/reserves following those rules, and this replaced that method of taking ships.

However, depending on how the RT allies list looks you may have some small 'gray area' for taking ships from other fleet lists.
Title: Re: List of flawed ships
Post by: Sigoroth on May 05, 2011, 03:29:35 AM
@Sig
Agreed that it should be 390 when used with torpedos as an attack carrier.  Agreed that the Despoiler should be more expensive.  Agreed that the lances are batter than WBs.  See, we can agree on some things, Sig!

Disagree on the difference in damage output being worth a 35pt cost increase when all else is equal.  There are benefits to the lances, for sure, especially at long range.  But there are some things that the Emperor's loadout is much better for.  Eldar and closing enemy ships come to mind.  Its not so cut and dry as a 56% increase in damage or firepower.  And you prefer WBs for the chance of a spectacular success a lot of the time, don't you?

A closing capital ship with 6+ armour at long range will see the Emp with an average 1.33 hits vs the 2.33 of the Despoiler. This is a 75% increase in firepower in the most typical circumstance. Yes, the WBs aren't always this bad. Sometimes you're not at long range. Sometimes you're not shooting at 6+ armour. However, sometimes you're shooting through blast markers, or against abeam targets. The thing about WBs is that they're positional weapons. Great when you manoeuvre them well. Not so great when stuck on a slow barge that can't turn. As well as dedicated WB gunboats I also like lance boats, such as the Gothic. As a support weapon lances are greater than WBs and as a carrier both the Emperor and the Despoiler are support ships.

As for shooting at Eldar, I assume you mean MSM, in which case you're not going to get a shot off anyway, so it's a moot point. In fact, being faster, the Despoiler is more likely to get a shot off with direct fire weaponry.
Title: Re: List of flawed ships
Post by: Phthisis on May 05, 2011, 06:42:12 AM
The Despoiler has stronger firepower than the Emperor.  But 3 lances arent worth 35pts more than 6WBs.  Its worth 12 more by Smotherman.  Its worth 25 more by RC.  Looking at the fleet lists, its definately less than 30pts.  For what it does, it should probably be worth 10pt less than it is.
Title: Re: List of flawed ships
Post by: horizon on May 05, 2011, 07:03:50 AM
Thats what Ive been hearing.  But as 6+ armor is slightly better than 5+ abeam, and torpedos and ramming are a heck of a lot better than any IN cruiser's (or even any Chaos cruiser's) side weaponry and 6+ armor makes that possible, I figure its pretty decent.   Armored prows can be leveraged lretty successfully.  If anyone wants to take a 35pt deduction and run their IN cruisers with 5+ armor its fine by me.  What do you say to a 145pt Lunar?

Even the IN having parity with Chaos on AC is too much. But yes, in most fleet lists as it stands now IN can easily have AC superiority as well as their usual torps. And they dont sacrifice much to do it.
Hellbringet fixes it and adds attack carrier.

A Devestation lacks two key features the Lunar has: forward armament and armored prow.  Chaos can't have an armored prow.  Devestations have 6WBs front at 30cm.  Carnage has the same thing forward.  Do you consider it an offensive or defensive ship?

Yes, both Chaos & IN has long range in ships above cruiser size.  Its not the sole territory of Chaos and so not something they leverage well.
Why on earth did you leave out the fact lances hit on a 4+? Regardless of 6+ prow armour.

Carnage is offensive if needed and great at long range.
You do not go prow on. You keep an abeam closing route. That means the str6 prow is not going to fire by itself. Attack does not mean blind head on.

The 20cm on the Despoiler is a great deal, aka turning with blastmarker in contact is possible. Emperor cannot do that. Thus that only sounds as 5cm but makes a great deal in gameplay as well.
Title: Re: List of flawed ships
Post by: Phthisis on May 05, 2011, 07:57:51 AM
I hope everyone knows lances hit 6+ prows on    a 4+.  AC also bypass armored prows.  As WBs are far more common and torpedos roll against whatever armor they hit, and lances come at a rather significant premium and are relatively rare even in a chaos list, 6+ prows can be leveraged.  The majority of dice rolled while closing need 6 to hit and to even drop a shield.  Its significant.  Just saying I don't think its overrated.  It literally makes the IN fleet useable.  Id like to play against that 145pt Lunar fleet.  It would be an easy victory.

Attacking at an oblique isnt closing.  Abeam closing is an oxymoron.  If you can fire side weaponry youre abeam.  The attack carrier needs to get in close to provide close AC support.  If youre firing side weaponry, then you must be moving further away from your target.  They may be closing, but the Dev is working to increase the distance.  The Dev is a poor attack carrier.  Its a defensive ship, much like the Carnage.  This isnt really an issue anymore because of the Hellbringer.

Yeah, the bump from 15 to 20cm is significant.  But its not worth 25pts.  Will you make a Despoiler with 15cm movement 365pts?  I dont think you would.
Title: Re: List of flawed ships
Post by: RCgothic on May 05, 2011, 08:24:30 AM
The Despoiler has stronger firepower than the Emperor.  But 3 lances arent worth 35pts more than 6WBs.  Its worth 12 more by Smotherman.  Its worth 25 more by RC.  Looking at the fleet lists, its definately less than 30pts.  For what it does, it should probably be worth 10pt less than it is.

My formula puts the Emperor at 362.5pts, and the Despoiler at 392, or (384.5 with torps), a diference of 29.5pts.

Smotherman puts the Emperor on 365.5 and the Despoiler at 399 (396.5 with torps).

The reason smotherman comes out so high is because it massively over-values assault boats, charging the despoiler 28pts for them. I on the other hand, would charge more for 60cm lances firing in 3 arcs, which recoups some of the value.

As such, I think 390pts is a good price for the sum of the parts. There is a reasonable argument that as a support ship, the Despoiler should get a slight price break for its substantial off-side firepower, though not for its 'attack' variant.

Thinking about it, I'd make the Despoiler 380pts, with the torp option +5pts. This isn't because the torps are worth more (they're worth slightly less), but because the off-side firepower is worth more on this variant so it shouldn't get the 10pt price break afforded to the regular ship.

@Phthisis: I use an abeam-closing profile with my IN ships and it works wonders. I get to fire both prow and broadside at targets. The closing speed is about 75% of what it would normally be, but it makes up for that by allowing my battleships, battlecruisers and Tyrants to return fire on the way in. It also makes turning into the enemy fleet easier when I arrive. An Acheron on lock-on makes a mockery of 6+ prows, and a pair of them will easily cripple any 6+ ship that doesn't brace, even at long range.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 05, 2011, 12:07:52 PM
Attacking at an oblique isnt closing.  Abeam closing is an oxymoron.  If you can fire side weaponry youre abeam.  The attack carrier needs to get in close to provide close AC support.  If youre firing side weaponry, then you must be moving further away from your target.  They may be closing, but the Dev is working to increase the distance.  The Dev is a poor attack carrier.  Its a defensive ship, much like the Carnage.  This isnt really an issue anymore because of the Hellbringer.

You probably need re reconsider what an attack carrier really means. In the old days an attack carrier just means a carrier with a lot of attack craft on board. They use the attack craft to search out the enemy and deal damage. Even then, one does not expect the attack carrier to crash into the enemy lines and shoot up targets.

Now the carriers in BFG are a hybrid type. They're essentially battleship carriers. However, I still wouldn't be expecting them to head into the middle of the enemy formation and perform as well on the offense as well as expect to survive the onslaught of return fire much better than a true gunship.

I agree with people when they point out that the Despoiler is a support ship. A support ship is neither offense oriented or defense oriented. It can do both but just not very well. The Despoiler on Lock On still won't be expected to do as much damage as a true gunship on Lock On. Do that with any carrier in BFG and you lose at least half of its weaponry. There is really no such thing as a true attack carrier in the game that marries both a gunship's offense and resilience as well as AC, especially with the revised stats.
Title: Re: List of flawed ships
Post by: Phthisis on May 05, 2011, 08:17:01 PM
The Despoiler at 380 with an increase for torpedos is reasonable.

The Dictator is a good attack carrier.  It can move with the formation and contribute its torpedos and ram as good as any other IN ship.  No sense in trying to go abeam with it.  It can get in close and launch at close range.

The Terror Ship is a good attack carrier.  Same armament fore as the Kill Kroozer.  No reason to run it abeam.  It gets in close and launches AC at close range.

That Eldar carrier is good too.  Prow mounted pulsar lance and 4 squadrons.  Dive in, lance & launch, run away.  Just like the rest of the Eldar fleet.

I'd say the Dev is unique as its the only carrier below heavy cruiser that is defensive and long range. Strange, isnt it?

Its a moot point when the revised traitor list comes out.
Title: Re: List of flawed ships
Post by: Sigoroth on May 05, 2011, 08:57:35 PM
Attacking at an oblique isnt closing.  Abeam closing is an oxymoron.  If you can fire side weaponry youre abeam.  The attack carrier needs to get in close to provide close AC support.  If youre firing side weaponry, then you must be moving further away from your target.  They may be closing, but the Dev is working to increase the distance.  The Dev is a poor attack carrier.  Its a defensive ship, much like the Carnage.  This isnt really an issue anymore because of the Hellbringer.

What? Of course attacking at an oblique angle will close with the enemy. Hell, you can be travelling in perpendicular directions to the enemy and still close the distance. The Dev can be used as an attack carrier. In the line it has only -6WB offside firepower compared to a Lunar, with 4 bombers rather than 6 torps. On the way in you can run them straight in if you want, keeping them with Slaughters (though behind obviously), firing the fore batteries on the way, as well as the 4 AC. Hell, you can be pointed directly at the enemy and still get to fire your abeam weaponry against them. It just depends how close you are and how wide his line is. Obviously if you're going to bring the Dev in close enough to use its prow weaponry and/or shotgun its bombers then an oblique attack angle would likely be best, depending upon the other elements in your fleet.

A more normative use of the Dev might be purely as a support ship, providing AC cover and lance fire from 45cm at. By the way, the Carnage is not a defensive ship. It has a defensive aspect, but has the speed, reach and firepower to take the initiative and force the opponent to react.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 05, 2011, 10:44:11 PM
The Despoiler at 380 with an increase for torpedos is reasonable.

The Dictator is a good attack carrier.  It can move with the formation and contribute its torpedos and ram as good as any other IN ship.  No sense in trying to go abeam with it.  It can get in close and launch at close range.

Contribute torpedoes basically means supporting the others as you do not expect them to really kill something. Probably will have to BFI too. And part of your definition of an attack carrier is for the ship to be able to ram. So ram away with your Devastation. Nothing's stopping you. You'll probably take more damage but you can still do it.

The Terror Ship is a good attack carrier.  Same armament fore as the Kill Kroozer.  No reason to run it abeam.  It gets in close and launches AC at close range.

And then it probably gets crippled the next turn or at the very least loses its AC. Sure go ahead.

That Eldar carrier is good too.  Prow mounted pulsar lance and 4 squadrons.  Dive in, lance & launch, run away.  Just like the rest of the Eldar fleet.

Yeah because if it doesn't run away, it's basically toast as well.

I'd say the Dev is unique as its the only carrier below heavy cruiser that is defensive and long range. Strange, isnt it?

Its a moot point when the revised traitor list comes out.

It's the player and not the ship which makes for a ship being offensive or defensive. You can do all those things which the other ships can do with the Devastation. It's up to you if you want to. Now yes, you have tried it with your battle report a few pages back. However, you actually used them as bait, which I would never have done, at least not with only the Desolator as the main distraction. They are better off coming in with the MMMH group but not squadroned with them or as the second wave and shooting things up with opportunity fire.

Put Dictators with a Retribution and you'd also see the Dictators targeted first and killed rather than the Ret.
Title: Re: List of flawed ships
Post by: Phthisis on May 05, 2011, 10:56:21 PM
@Sig

True, that would be the way to do it.  Running oblique the whole way risks your Devs being out of range, so straigh in then oblique right before.  If youre oblique or perpendicular, technically they are closing and you are moving away even if the distance is shrinking.  They could always turn and leave the Devs out of range.

Still, I'm worried about their survivability in that role.  High priority target, low armor in a vulnerable facing without enough firepower to make the enemy flinch... I cant see them not being forced to brace or crippled quickly, unlike the other carriers I mentioned.

@Admiral

The attack carrier doesnt have to be able to ram specifically, just make the opponent flinch.  Making other ships brace is something that those other ships can do but I seriously doubt a Devestation can.  It means the carrier gets hit a lot harder the next turn.

Dictator with power ram.  Torpedo then bomb.  Ram if you can following turn.  Or ram & bomb.  Scary.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 06, 2011, 02:12:14 AM
Power Ram adds +1 and you're adding another 5 points to what is already an expensive and possibly overcosted ship. At best, you get the +1 additional damage. Great. But remember once that ship AAFs, no more ordnance for the next phase.

Sure you can have ordnance this turn if you didn't launch them and keeping them for the shotgun but then your Devs would be launching bombers at the enemy fleet since you're keeping stuff for the shotgun. And guess what? The bombers would be going after the Dictators. That's what i would do because once there is no AC, Chaos would be more in the advantage.

I'd say the Devastation, esp in 2s or 3s will make an opponent flinch. In my list, it was 2 Devs and a Styx. So 16 bombers vs 2 Dictators? Care not to flinch?
Title: Re: List of flawed ships
Post by: Phthisis on May 06, 2011, 05:00:47 AM
14AC from 2 Devestations and a Styx.

So, against a Dictator, that's average 14 attacks with bombers by 2 Devestations and a Styx. Not too shabby. 
Of course the 2 Dictators average 17 from torpedos and bombers.  And are much better protected by 6+ armor on the approach.   Also, not too shabby.  Especially since the two Dictators cost 220pts less.  And the Dictators have a slight advantage in getting their shots off first.

Compared to their counterparts in other fleets, the Devestation is fairly pathetic when used offensively.  Its a good defensive carrier, but I honestly wonder why it has such a reputation.


Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 06, 2011, 05:10:32 AM
14AC from 2 Devestations and a Styx.

So, against a Dictator, that's average 14 attacks with bombers by 2 Devestations and a Styx. Not too shabby. 
Of course the 2 Dictators average 17 from torpedos and bombers.  And are much better protected by 6+ armor on the approach.   Also, not too shabby.  Especially since the two Dictators cost 220pts less.  And the Dictators have a slight advantage in getting their shots off first.

Compared to their counterparts in other fleets, the Devestation is fairly pathetic when used offensively.  Its a good defensive carrier, but I honestly wonder why it has such a reputation.

Someone should really show you how to use Devastations. Heh! Dictators will not be able to get a shot off first. Remember your scenario is you're going for shotgun meaning you are keeping the AC on board until you can use them. the 14 (yes, my bad on the math) will get to your Dictators first before they can get a launch off. Bombers don't really care about that 6+ prow of yours and the Devs won't really care as well since they have lances to pierce those 6+ prow. I wouldn't be surprised if the Dictators are crippled if you don't launch fighters to minimize the bomber attacks.
Title: Re: List of flawed ships
Post by: Phthisis on May 06, 2011, 05:41:14 AM
Seriously.  Teach away.  I'd be very happy to learn.

Still your example is 3 on 2.  The 3 includes a heavy cruiser as well.  Doesnt seem like you believe theyre that great of youre stacking the odds in their favor that much.

I cant yet see a way that the Dictators cant nerf the Devestations' and Styx's attack and kick their teeth in.
Title: Re: List of flawed ships
Post by: Taggerung on May 06, 2011, 05:45:07 AM
14AC from 2 Devestations and a Styx.

So, against a Dictator, that's average 14 attacks with bombers by 2 Devestations and a Styx. Not too shabby. 
Of course the 2 Dictators average 17 from torpedos and bombers.  And are much better protected by 6+ armor on the approach.   Also, not too shabby.  Especially since the two Dictators cost 220pts less.  And the Dictators have a slight advantage in getting their shots off first.

Compared to their counterparts in other fleets, the Devestation is fairly pathetic when used offensively.  Its a good defensive carrier, but I honestly wonder why it has such a reputation.




Why do Dictators have a slight advantage for getting their shots off first?
Title: Re: List of flawed ships
Post by: Phthisis on May 06, 2011, 06:26:56 AM
Good question.

Because torpedos and fighters go 30cm and bombers go 20cm.  And 12 torpedos are braceworthy even vs 3 turrets.  They have longer range, can sweep any CAP and nerf the incoming bombers very effectively by placing any remaining fighters on CAP.  So there's the range advantage and a defensive advantage as well.
Also they can AAF from well outside the Devestation's reach and hit pretty reliably. 

Actually, that sounds a bit bigger than a small advantage, doesn't it?
Title: Re: List of flawed ships
Post by: horizon on May 06, 2011, 06:30:13 AM
Phthsis has an entrenched tactical vision on ships and tactics as a whole. ;)
Why do you keep honouring so much weight to the 6+ prow?

-warning-

AAF =/= Reload

Again you let the Dictators get in the torpedo shot. Move so he can't do it. And when he manages to be within 30cm and launch torps/bombers there has certainly been a moment in play he did not have them in play.

I mean, does he do long range ordnance, hopes to reload, hopes to AAF perhaps? The Dictator will not waste his ordnance early on for a shotgun attack.

You are letting the battle be dictated. Turn it around.
Because what? 60cm lances won't change your outcomes, a lot.

Also, Devestation (R) is 190, Dictator (R) is 210.

Should the Devestation be better then the Dictator?


Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 06, 2011, 08:11:20 AM
Seriously.  Teach away.  I'd be very happy to learn.

Still your example is 3 on 2.  The 3 includes a heavy cruiser as well.  Doesnt seem like you believe theyre that great of youre stacking the odds in their favor that much.

I cant yet see a way that the Dictators cant nerf the Devestations' and Styx's attack and kick their teeth in.


I was referring to my fleet list which supports an MMMH squadron. In our conversations, we weren't isolating ships as we were talking about our experiences. Even with 2 Devs vs 2 Dictators though, the chances of the Dictators ramming a Dev is quite low. The Devs can maneuver much more better than Dictators especially if you prefer to ram and keep your AC and torps. Devs can just plink away at your ships in frustration with its 45 cm reach. 2 of them can just keep focusing on one Dictator until its crippled with the Devs just launching bombers to force you to launch fighters. After which they can now focus on the other Dev. Torps are quite easily avoided in the latest rules unlike before.  Devs require finesse to use but 2 of them can easily tag team the Dictators into submission.
Title: Re: List of flawed ships
Post by: Phthisis on May 06, 2011, 03:50:08 PM
@Horizon
Entrenched?  I havent been called that before.  Id rather have the right idea than win a stupid argument for winning's sake though, so at least I'm not intractable.  Show me why youre right and I'll adopt and defend your belief.

They don't have to reload on the turn they AAF.  They RO the following turn.  I don't see any reason why they can't do that if they don't BFI.  By then the damage has been done.

Moving the Devestations so they are out of the Dictator's range also means that the Dictator is out of the Devestation's range.  

So far there isn't a battle to dictate.  This is just an analysis of how to use the two ships and the threat they represent.  Saying a Dictator has more reach, more damage output and more resiliance vs the Devestation isnt a strategic manouver on a tabeltop, its a statement of fact.  If the Devestation cant get close to a Dictator without having its AC neutralized and getting hurt/braced, then what is there to do but give the Dictator a wide birth?  Saying that its a strategic error is like saying a Devestation getting crippled by a pair of Nova Cannons is a strategic error by the chaos player.

I'm not arguing for a points change or the return of 60cm lances.  This was about demonstrating how the Devestation is rediculously good and easily fulfills the attack carrier role.
But since you bring it up, if the 2 Devestations and a Styx are losing to 2 Devs and cost 220 pts more, is there a points imbalance here?  

@Admiral

Youll get no argument from me that the MMMH combo is just great.  Sigiroth might disagree, but not me.  I had already agreed with Sigiroth that if you run the Devs behind  a formation like that and run them oblique just before the fleet dives through, youll have better luck.  But the Devestations survive because of a concentrated effort to kill the enemy carriers.  Doesn't make a Devestation an aggressive carrier nor does it even make them a good carrier despite its fearsome reputation.
Sure, a pair of devestations can whittle the Dictators down with assistance from other ships that keep them braced.  Thats the 'normative use' Sig referred to.


Does this really have a point anymore?  If anything I've become even more convinced that the Devestation needs to be used in a defensive posture, and that Dictators vs.  Styx & Devestations example made my argument clear that the IN was becoming too strong in the ordnance phase and encroaching on Chaos' ground.  And I think it put a good dent in the undeserved fearsome rep of the Devestation.  
This argument was originally about Chaos needing an attack carrier to cope with all the love IN got and the across the board cheapening of IN AC.  Chaos is getting the Hellbringer according to Plaxor.  3 of them roughly equal 2 Dictators in points cost and will eat their lunch.

This discussion has taken over this thread and its not even over any changes that need to be made.  Unless we are going somewhere that improves BFG:R, we should let it slide, right?   Horizon & Admiral, I'd love to talk tactics with you by PM.  Sound good?  Get me out of my trench.
Title: Re: List of flawed ships
Post by: RCgothic on May 06, 2011, 07:46:11 PM
I think, with the new less restrictive squadron rules, Avenger class Grand cruisers are going to be disproportionately effective.

A squadron of 2 Avengers headed by a Retribution has a broadside firepower of WB58 and 3 lances, for just 755pts.

Compared to a Dominator, it has nearly double the broadside firepower at the expense of prow NC, with more shields and, thanks to squadroning with other vessels, need never expose its soft nose.

Too much for 200pts? My formula brings it out at 195pts, however, a 6+ prow would be worth 30pts to it, and that is effectively what it's gaining by squadroning.
Title: Re: List of flawed ships
Post by: Plaxor on May 06, 2011, 11:22:02 PM
RC you're missing out on a key factor for the squadroning rules. When firing at squadrons with multiple armour values, dice which score a 5+ in this scenario would still hit the nearest avenger, whereas the 6+ would hit the nearest ship overall. see pg.29 of my rules, (34 pdf page) center column in the bottom.

You're not giving the avengers 6+ prows!


Also some one would have to be playing a load of points to get the mandatory prereq cruisers to purchase those GCs, and although squadroning is

As a funny thought, if squadrons improved armour, I'm sure people would be taking strike cruiser led cruiser squadrons for that sweet 6+ side and rear armour.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 06, 2011, 11:52:27 PM
@Admiral

Youll get no argument from me that the MMMH combo is just great.  Sigiroth might disagree, but not me.  I had already agreed with Sigiroth that if you run the Devs behind  a formation like that and run them oblique just before the fleet dives through, youll have better luck.  But the Devestations survive because of a concentrated effort to kill the enemy carriers.  Doesn't make a Devestation an aggressive carrier nor does it even make them a good carrier despite its fearsome reputation.
Sure, a pair of devestations can whittle the Dictators down with assistance from other ships that keep them braced.  Thats the 'normative use' Sig referred to.

But you don't need assistance with the Devs. They just need to keep focusing fire on one Dictator, whittling it til it BFIs or is crippled then focus on the other Dictator with its full 8 squadrons of AC. Sooner than later the Dictator being focused upon will have to brace. The Devs can now send all of its bomber wings vs the other Dictator. The Devs have more manuever room and speed vs the Dictator and can easily avoid its torps now that it has been reduced in width unlike before where you can make a wall. Devs can play the waiting game longer vs a Dictator.

Does this really have a point anymore?  If anything I've become even more convinced that the Devestation needs to be used in a defensive posture, and that Dictators vs.  Styx & Devestations example made my argument clear that the IN was becoming too strong in the ordnance phase and encroaching on Chaos' ground.  And I think it put a good dent in the undeserved fearsome rep of the Devestation.  
This argument was originally about Chaos needing an attack carrier to cope with all the love IN got and the across the board cheapening of IN AC.  Chaos is getting the Hellbringer according to Plaxor.  3 of them roughly equal 2 Dictators in points cost and will eat their lunch.

Point is we who are pro-Devs think you just need to alter tactics some more to get the most out of them and get rid of the attack carrier mindset. There is none. Even the Eclipse which is the best example one can put out but carriers will be there mainly to lend support with their AC. Don't expect to send in a carrier and expect it to be able to take damage as well as dish out damage which is what you are thinking. Even a Dictator with prow armor can easily be killed. Lord knows, I've had my share of easily broken Dictators. But point is, they're not the main killers. In BFG the gunships are still the premier killers.

Also, the rep of the original Dev is deserved. It was too good for its point cost. even at 45 cm, it's still a tad undercosted but everyone can agree esp since in the BFG:R the Dictator has been lowered in cost.

Now I agree with you that IN is encroaching on what should be Chaos expertise. I feel the Defiant or any other low cost carrier shouldn't be available to the IN for game balance and faction strength's sake. IN should ever be the torp and NC fleet. I don't think giving chaos a carrier LC, and a good one at that, should be the solution to balance it out. 

This is what I was pointing out in previous LC for Chaos arguments, Chaos will get better ship in their version of an LC and even though more expensive than the Dauntless is still cheaper than the Slaughter and provides a serious plethora of AC support at an inexpensive cost. You think there's no problem with that?

Rather I would have just taken a full sized cruiser, given it all LBs at a total of Str 3 per side with long range prow lances or WBs. That really still maintains the line and then just dumped the Defiant esp since we all couldn't find a decent compromise for it and just kept the Endeavor and Endurance.

It's still not too late you know.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 07, 2011, 12:03:29 AM
You're not giving the avengers 6+ prows!

Why not? I think the GCs specific to the race should be given what the race has. IN Vengeances, Avengers and Exorcists should be given access to 6+ Prows and Str 6 Torps or NCs. Chaos Vengeance, Retaliator and Exorcist should be given access to 60 cm Prow Lances or Weapon Batteries or Str 6 Torps. Of course, it goes without saying, they should be priced or repriced accordingly.

You're changing things anyway, right so why not go the whole 9 yards? Other examples would be Ret at FP18@60cm for 365 -375, Desolators with Str 6@60cm lances, Apocalypse with FP9@60cm dorsal WBs at 370 maybe. Oberon's with all 60 cm WBs at 355. Remake the Despoiler into something people can agree with but for sure it should have prow LBs at 4. This isn't going to be official anyway right, so we don't need HA approval? If we wanted Chaos to get swiveling prow 60 cm lances, fine as long as things are priced correctly. If we want to keep the forward only flavor, that would be fine as well.

Everyone can definitely provide input but we should stop tiptoeing around and just make the changes people have largely agreed to anyway.
Title: Re: List of flawed ships
Post by: horizon on May 07, 2011, 06:02:58 AM
Phthsis, we given so many examples on tactics so far.

Quote
But since you bring it up, if the 2 Devestations and a Styx are losing to 2 Devs and cost 220 pts more, is there a points imbalance here?
What?
Title: Re: List of flawed ships
Post by: Plaxor on May 07, 2011, 07:25:49 AM
Horizon,

I don't understand your disagreement with the carrier CLs in IN.... I don't think that they are as bad as you think they are.

2 Enforcers=220 pts. 2 Defiants=240 pts Getting the same amount of AC as a dictator. The Cls only really help IN defensively. However I would like to hear your argument. I do understand the Hellbringer issue..... hmmmm.... I'll have to think about this more.....

Why not? I think the GCs specific to the race should be given what the race has. IN Vengeances, Avengers and Exorcists should be given access to 6+ Prows and Str 6 Torps or NCs. Chaos Vengeance, Retaliator and Exorcist should be given access to 60 cm Prow Lances or Weapon Batteries or Str 6 Torps. Of course, it goes without saying, they should be priced or repriced accordingly.

They have access to prow torps already. We voted for that, however we voted against 6+ prows as the GCs are shared and a 'characterful' idea for a fleet.

Besides the same could be said that Dauntlesses should have 6+ prows.
Quote
You're changing things anyway, right so why not go the whole 9 yards? Other examples would be Ret at FP18@60cm for 365 -375, Desolators with Str 6@60cm lances, Apocalypse with FP9@60cm dorsal WBs at 370 maybe. Oberon's with all 60 cm WBs at 355. Remake the Despoiler into something people can agree with but for sure it should have prow LBs at 4. This isn't going to be official anyway right, so we don't need HA approval? If we wanted Chaos to get swiveling prow 60 cm lances, fine as long as things are priced correctly. If we want to keep the forward only flavor, that would be fine as well.

There are things that are too much, and one factor is intriguing character. If someone asks the question of why don't we make 'Imperial cruiser' and force them to buy the weapons for it? It makes their decisions limitless. Things are far more interesting with limits... with character.... with problems.
Quote
Everyone can definitely provide input but we should stop tiptoeing around and just make the changes people have largely agreed to anyway.

Like what? We have most things. We voted on most things. The tiptoeing is to avoid everyone being able to take everything that they want, as stuff like that changes the character of the game, and is a huge amount of work balancing and working out. Not to mention the most important factor, it prevents the possibility of doing more releases.

Changes are "Mainly"

Price modifications for IN/Chaos fleets
Orks improved with more upgrades
Eldar MMS incorporated
Few vessels added for races.
BMs at v1.0

Others are minor quibbles.
Title: Re: List of flawed ships
Post by: RCgothic on May 07, 2011, 08:12:49 AM
There are also fighters having a chance to remain in play (fixes fighters), and allowing cap ships to squadron with any cap ship, and escorts with Light cruisers.(because the current rules feel very artificial).

Ok, it hadn't clicked that any 5's would affect the Avenger, however, in the situation where you have Lunar leading an Avenger, the following will happen:

Any lances will hit the Lunar.
Any 6+ WBs will hit the Lunar (1/3)
Any specific 5's will hit the Avenger. (1/3)

Having 5+ armour but being behind another ship with a 6+ prow is therefore still equivalent to having a 6+ prow and invulnerability to lances. Of course, the lead ship will take its usual pummelling, but the Avenger becomes far less vulnerable than it would otherwise be, and that vulnerability was built into the low price cost.
Title: Re: List of flawed ships
Post by: Plaxor on May 07, 2011, 08:39:40 AM
yes, but you're forgetting a key advantage here.

Say that the player was intending to hurt the lunar anyways. This would mean that if the lunar were not squadroned only 6's would have an effect on the ship. Which now that it is squadroned your 5's are now worth something and causes potential damage to another ship.

What you're thinking of as a massive advantage isn't as big as you think it is. The only scenario where this causes you problems is if your opponent intends to kill the Avenger, and is unable to make it the closest target while in its front arc.

Squadroning has it's play for survivability, and 'closest ship' is the important part of it. But honestly the scenario you're giving is worse than squadroning 3 cruisers together.  this would happen;

all 6+ hits go to first cruiser. 5+ hits are simply ignored. With your example it is a less-defensive way of playing.

Let's say that the player didn't squadron the avenger and cruiser.

Then if the player wanted to shoot at the avenger he would score hits on 5+, and the lunar on 6+. If he wanted to hit the lunar anyways, then he would be losing out on the free 5+ bonus hits on the avenger.

However if they were squadroned and he wanted to shoot the lunar, then his 5+ hits would count for something.

The same could be said about squadroning Dauntlesses with retributions! well you just gave a bunch of cls 4 shields!?!?!?

Title: Re: List of flawed ships
Post by: RCgothic on May 07, 2011, 08:49:53 AM
Fair enough, but the avengers specifically had a low price because the way you had to use them specifically made them more vulnerable than regular cruisers, and they're a higher priority than that lunar because they have nearly twice the weight of firepower, unlike the CLs which are comparable. Also, unlike the CLs, if you go round the side they have 3 shields.

I still think this is a problem specific to the Avenger, rather than squadrons as a whole. I think it's too cheap for what you get now.
Title: Re: List of flawed ships
Post by: Plaxor on May 07, 2011, 09:26:27 AM
I know. It is a very cheap feeling vessel, but it has it's troubles, and squadroning it is a clever way to help mitigate it that people might not use.

Honestly my opinion is that we shouldn't dig up old cans of worms like that unless they are gamebreaking. I would like to get a 'finalized' version out at some point, and then wait a year to see how things go and update again then. The Avenger was the most hated GC, and now will likely be used fairly often. We may decide to bring it back up to 220ish at some point, but this is a 'passable' screw up. As it doesn't give the IN anything they wouldn't normally have, and it still has it's linebreaker weakness as we already discussed.

It's good you're trying to find things that we missed, as I'm going to be stopping discussion regarding nearly all fleets soon. Because I'm getting tired of the constant lobbying and pointless quibbles.

Although I am trying to understand Horizon's CL carrier complaint in IN. I can't honestly see it. I still think people will use larger carriers more often.

Title: Re: List of flawed ships
Post by: Bryantroy2003 on May 07, 2011, 09:38:15 AM
Unless some one else choses my list for me, the only capital carrier I take in IN is going to be my Dictator. Unless I forgot it at home in which case ill take a Mars. Course im crazy enough to use escort carriers too.
Title: Re: List of flawed ships
Post by: horizon on May 07, 2011, 11:48:45 AM
Hey,

well, I experienced light carriers. 1 shield... easy brace. Or do you wait for incoming fire on a 6 hit ship with 1 shield?
Nah, they just don't cut it for me.

Endeavours[AM]/Dauntless are pretty good though.



Eldar MMS,
care to send me the thing before you upload it? I mean, changes are fast. How they behave something else. And I tested MMS pretty well I can say so I know what changes can do...

Some people miss the Supernova & Wymr.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 07, 2011, 12:57:35 PM
They have access to prow torps already. We voted for that, however we voted against 6+ prows as the GCs are shared and a 'characterful' idea for a fleet.

I think they should have access then for additional points.

Besides the same could be said that Dauntlesses should have 6+ prows.
[/quote]

No because they have 25 cm speed. The same can be said that the Endeavors should have 6+ prow because they have 20 cm speed.

There are things that are too much, and one factor is intriguing character. If someone asks the question of why don't we make 'Imperial cruiser' and force them to buy the weapons for it? It makes their decisions limitless. Things are far more interesting with limits... with character.... with problems.

Why would they be too much? What has character got to do with it? Apocalypse should have FP9 dorsal WBs as well as keeping the lance range problem which is the one which makes it characterful. A Ret having FP18@60cm WB is characterful because it would be one of the most powerful WB battleships out there. Oberon is still characterful if it had all its WB ranges pegged at 60 cm and it was before they nerfed it. Desolator would be known as the most poewrful lance battleship. Character can still remain.


Like what? We have most things. We voted on most things. The tiptoeing is to avoid everyone being able to take everything that they want, as stuff like that changes the character of the game, and is a huge amount of work balancing and working out. Not to mention the most important factor, it prevents the possibility of doing more releases.

Changes are "Mainly"

Price modifications for IN/Chaos fleets
Orks improved with more upgrades
Eldar MMS incorporated
Few vessels added for races.
BMs at v1.0

Others are minor quibbles.

I'm pretty much sure balancing wouldn't be a problem much for the people here. Character can still be done somewhere. For the Ret, up the batteries but lower the lance ranges if you want to to further show the decline in lance tech for IN. Same with Oberon.  Character is the least of the problems.
Title: Re: List of flawed ships
Post by: Phthisis on May 07, 2011, 06:33:04 PM
@Admiral

I can see your point for a chaos cruiser sized carrier with more bays.  But that seems like a problem for HA to tackle.  Judging by the points cost of the Styx, I doubt it will happen.   A slight change to the weapons profile and +2 bays = 70pts?  Rediculous.  They arent going to sign off on a cruiser carrier with a similar profile for around 220.  However if HA does consider this I will argue for it.
Light carriers are GWs albatros, not ours.  Eliminating them from BFG:R makes existing models obsolete and therefore is messy.  

There are several reasons a CL carrier is the better solution in BFG:R.
First, I've been told that adding a new ship to the existing Black Crusade list is off limits.  Is anyone going to consider a massive points drop on the Styx or Devestation?  How about a significant increase in firepower?  No?  Then that's a pointless discussion.  
Second, the Tartanus list requires one escort or CL before you can take a cruiser.  IN has one escort type and two CL type carriers, which are not only easy choices to get AC into the fleet, but also are very good for their points.  If Chaos is going to take a carrier, they have to fill cruiser slots with Devestations.  IN can take a ton of AC, and keep their torpedos.  If Chaos gets a CL carrier, then it can keep up.  This cruiser is specific to tartanus.
Third, a light carrier is so rediculously fluffy!  Pirates and renegades need to capture ships to survive and keep their overhead low.  The manouverability and large number of attack craft are well suited to acheiving their goals.  If thet didn't have one readily available, they'd gut the side batteries and magazines on an Unbeliever and cram in bays to make one.

As far as balance goes, I don't see a light carrier for Chaos causing problems.  Against the Wardens list it gives them the manouverability and AC to at least keep up.  Its not much of a threat vs Bakka but it can at least counter torpedos well.  Standard IN had an across the board price decrease for AC, and a light cruiser is easy to brace and damage.  Basically the light carrier just allows the Tartanus list to take as much AC as they could in the regular chaos list.  

You and Horizon keep saying there is a problem here using a lighy carrier in a chaos list, but so far havent specifically named it.  What is the issue?

Title: Re: List of flawed ships
Post by: RCgothic on May 07, 2011, 07:11:32 PM
The reason for the across the board drop on AC prices for IN was because it's ridiculous to play +35pts (extra turret accounted for) and trade in 4 Lances@30cm worth about +30pts, making 65pts total for 4 bays launching just bombers and fighters.

On the other hand, the Devastation pays just +5pts over the Carnage after accounting for the turret. It loses 73pts of WBs and range, but gains 58pts of lances, meaning that overall it pays just 20pts for its 4 bays which also get assault boats. How was this not the deal of the last two centuries? That's why it had its lance range cut in BFG:R so that it has to pay 30pts.

This is still 25pts fewer for superior bays compared to any of the IN carriers in BFG:R. I think the Devastation is of equal value to the Dictator, but still costs 20pts less.
Title: Re: List of flawed ships
Post by: horizon on May 07, 2011, 09:35:11 PM
Phtsis, easy,
Chaos should not have light cruisers. Because Chaos ships are old. And in old they had no light cruisers.

Mind you: renegade cruisers are possible. As Draft2010 says. These are newer renegade turned vessels, not necessarily Chaos ships. So now you can add a Endeavour/Endurance/Dauntless/Defiant in your Chaos fleet.

Title: Re: List of flawed ships
Post by: Phthisis on May 07, 2011, 09:50:33 PM
@RC

You're comparing it to the Carnage?  Could you find a more different ship in the Chaos fleet?

Why not the Slaughter?  That has much more in common with the Devestation than the Carnage.   Same type of calculus has the Devestation paying 50pts for the bays.  

If youre going to complain about the Devestation, then compare it to the Styx.  2 bays, 15cm to lances but 2 fewer on a FLR = +70pts?  Make the Devestation 230pts.  

While youre at it, since armored prows are not worth it and torpedos are so easy to stop, deduct 10pts from every IN ship with one.

@Horizon
One ship or cruiser for every 1500pts.  -1 to LD for same points cost (equal to 25pt nerf) which is terrible on a carrier.  Not even allowed in BFG:R according to Plaxor. 
Title: Re: List of flawed ships
Post by: RCgothic on May 07, 2011, 10:06:33 PM
Vs Slaughter:

Starting value: 165pts
difference in speed: -13pts
difference in turrets: +4pts
difference in WBs: -40pts
difference in lance range: +28pts
Final price: 190pts

Therefore LBs valued at 46pts for 4. This is still significantly less than the Dictator's bays for better bays. In the previous example, I started with the Carnage because I reckon it's pointed about right. I think the Slaughter is undercosted by about 15pts due to its lack of synergy with the rest of chaos. This makes the Dev's bays 31pts, still the bargain of the century compared to anything IN has. In a stand-up fight the Dev will butcher a lunar, matching its firepower from greater range whilst still having AC to boot. The Dev is not a bad ship. It's a frikkin brilliant ship, even after the range nerf.
Title: Re: List of flawed ships
Post by: horizon on May 07, 2011, 10:13:29 PM
Ah frick it.

Personally to me any Imperial fleet can go renegade. Though I would not place marks of chaos on them.

But I think the rule should exist. I like it. It is fluffy. Renegade IN captains commandeering a small flotilla, carving their own empire only to meet the hammer...

Also: RcGothics matchups are good. (Though I disagree with almost all of his AC rules ;) ).

Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 07, 2011, 11:00:33 PM
@Admiral

I can see your point for a chaos cruiser sized carrier with more bays.  But that seems like a problem for HA to tackle.  Judging by the points cost of the Styx, I doubt it will happen.   A slight change to the weapons profile and +2 bays = 70pts?  Rediculous.  They arent going to sign off on a cruiser carrier with a similar profile for around 220.  However if HA does consider this I will argue for it.
Light carriers are GWs albatros, not ours.  Eliminating them from BFG:R makes existing models obsolete and therefore is messy.  

Huh? Why not? Dev is at 190 so getting one for around 210 for the additional bays and prow lances should not be too bad. The +70 points is for the fact that lances were added as well as range bump on the prow weapons if I am not mistaken.

There are several reasons a CL carrier is the better solution in BFG:R.
First, I've been told that adding a new ship to the existing Black Crusade list is off limits.  Is anyone going to consider a massive points drop on the Styx or Devestation?  How about a significant increase in firepower?  No?  Then that's a pointless discussion.  
Second, the Tartanus list requires one escort or CL before you can take a cruiser.  IN has one escort type and two CL type carriers, which are not only easy choices to get AC into the fleet, but also are very good for their points.  If Chaos is going to take a carrier, they have to fill cruiser slots with Devestations.  IN can take a ton of AC, and keep their torpedos.  If Chaos gets a CL carrier, then it can keep up.  This cruiser is specific to tartanus.

These two reasons assumes the existence of an IN AC LC. If that LC is gone, then there is no need to make an AC LC for Chaos.

Third, a light carrier is so rediculously fluffy!  Pirates and renegades need to capture ships to survive and keep their overhead low.  The manouverability and large number of attack craft are well suited to acheiving their goals.  If thet didn't have one readily available, they'd gut the side batteries and magazines on an Unbeliever and cram in bays to make one.

And you do know, if we are following fluff reason, how hard it is to operate a carrier? You need to maintain parts for the AC as well as the ordnance and the fuel as well as its other weapons and systems. I would think pirates would prefer gunships than carriers if only to limit the problem of acquiring parts and ordnance as well as losing attack craft themselves and replacing them.

You and Horizon keep saying there is a problem here using a lighy carrier in a chaos list, but so far havent specifically named it.  What is the issue?

I already pointed out problems. A Chaos LC would be inherently better than its IN equivalent, 4, count em 4 bays of the Hellbringer (at least that's what I remember from a few pages back) and similar prow lances and speed and turn advantage over Defiant for 150 points vs 2 for Defiant and its lance and torps? At a points efficient cost which can be combined with the Slaughter, couple of Devs, Styx and Desolator to make an fast AC heavy fleet? I think not.

Dump the Defiant and Enforcer and eliminate the problem of IN getting cheap AC.
Title: Re: List of flawed ships
Post by: Plaxor on May 08, 2011, 12:01:38 AM
Admiral, explain your issue with IN CL carriers more in-depth. I still do not understand your reasoning as why they are problematic. IN does not get AC for cheaper overall (220 pts to 210), and in the Wardens/Tartanus fleet is the only place where Enforcers are available, and are the only carrier option other than Tempests (escort carriers) and Excorcists. Well plus the variant Vanquisher.


Pthisis,

Admiral does have a point about AC being more expensive to maintain than weapons batteries. Which is why the Maelstrom fleet is very AC light. However there is reason to include such vessels. Primarily to not force players to spam devestations in the list. Additionally there is room for another tempest-style escort, but we will see.

Horizon,

I understand your arguments against Chaos CLs, they simply don't exist. However FFG is producing canon for our game regardless of if we want it or not. The Hellbringer is in here, as well as the Pestilaan.

There is a minority who want chaos Cls. and I developed a fleet list for them to be able to play with such vessels, without disrupting the fleet lists of those that would play without them. CLs for chaos are not in the 13th black crusade.

CLs suck in chaos, we know this, which is why they are mandatory in the Maelstrom fleet, and the fleet list is balanced in respect to their necessity.

Regarding Eldar,

I have seen quite a few complaints about the absence of the supernova et al. I will add them in. The only changes I intend for eldar are the holofield changes to lances (4/5/6 depending on range) and a RS for wbs. I'll see if I can email you an advance copy when I review them.

All stats/costs will be as in 1.9. The only changes will be regarding holofields.

Regarding IN renegades,

IN renegades are perfectly usable in a chaos fleet, and cannot take marks. You just need your opponents permission to do so (not too hard among us chaps). Players are allowed to take reserves/allies consisting of 1/3 of their total points value from any other fleet list if you agree.

The reason for the 'opponents permission' is to keep each fleet list defined, and to prevent possible rules conundrums and possible broken combos.


Hoping I didn't miss anything!
Title: Re: List of flawed ships
Post by: Plaxor on May 08, 2011, 12:13:18 AM
Oh, later I will talk about the DOOM! cycle for wargames releases.

Admiral D might know what I'm talking about.
Title: Re: List of flawed ships
Post by: Phthisis on May 08, 2011, 02:29:25 AM
@Admiral & Plaxor

If we were talking modern day, you'd be right about the AC vs gunnery.  But this is the dark future where everything is bigger and technology is about superstition and forgotten lore.

Batteries on ships are macro-cannons, massive volcano cannons and giant lasers.  Running each one of these is like operating a partical accelerator or a tokamak. Its like what they put on titans, only bigger.  Which forgeworld is providing the ammunition, refit materials and technical expertise to keep them running?

AC are actually the low-tech option.  The fluff has army mechanics maintaining their aircraft, not techpriests,and the ammunition they use is the same stuff they issue to the IG & PDF.  Theyre cheap, easy to maintain and arm and made on every civilized or better planet in the Imperium.  Heck, they could probably build them at a large enough pirate base.

When the batteries break down, you gut the gun-bays, sell off the components and make launch bays.

@Admiral

The Styx has 2 more bays, makes the WBs 60cm, trades in 4 lances for 2 FLR and makes them 60cm.  70pts?  Really?

Compare the Dictator to the Mars.. A Nova Cannon, 2 completely new 60cm FLR lances and 12WBs upgraded by 15cm, all for 50pts.


The Warden fleet can fill its slots all with carriers too and still pack more of a punch even with the Hellbringer.  I just want more balance.  
But youre right, it would be better balance to introduce a 6 bay carrier for around 220.  That would have to be done in the Black Crusade list by HA.  Its off limits, and in the list we can change needs a light carrier to avoid forcing players to fill their cruiser slots with devestations.

By eliminating light carriers and chaos light cruisers, youre advocating burning the whole tartanus sector project and starting over.

@Horizon
Youre right, light cruisers are not old.  But you say that any IN fleet can go renegade.  What if all the renegade light cruisers were relatively new?  Pirates would love them and theyre easier to capture/mutiny on than a full size cruiser.  Can we just change some of the fluff, or are we stuck because of that RPG?
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 08, 2011, 03:14:45 AM
Admiral, explain your issue with IN CL carriers more in-depth. I still do not understand your reasoning as why they are problematic. IN does not get AC for cheaper overall (220 pts to 210), and in the Wardens/Tartanus fleet is the only place where Enforcers are available, and are the only carrier option other than Tempests (escort carriers) and Excorcists. Well plus the variant Vanquisher.

My problem with them is they give IN cheap access to AC even though the ship is crap. That's the fact even if you limit it to Tartanus or Tempest or whatever because you can only bring one list to play anyway. IN was never an AC fleet. They had access to them but they were very expensive.

Allowing the carrier LC hurts the Chaos faction since they are supposed to be the AC heavy faction. Since the Defiants and Enforcers are allowed, Chaos players now feel their territory is being tread upon so that a carrier LC is now being given to them at a very affordable cost allowing them to get a GC or BB in easier.

Those are my main problems with allowing IN access to a carrier LC. Since it is crap anyway, might as well get rid of it. Really, their existence are causing more problems. Then make the Hellbringer the full sized carrier it's supposed to be.
Title: Re: List of flawed ships
Post by: Sigoroth on May 08, 2011, 03:16:46 AM
yes, but you're forgetting a key advantage here.

Say that the player was intending to hurt the lunar anyways. This would mean that if the lunar were not squadroned only 6's would have an effect on the ship. Which now that it is squadroned your 5's are now worth something and causes potential damage to another ship.

Actually, this is simply a win for the Lunar. If the opponent wanted to damage the CG then it is very hard to do so, as RCG pointed out. It basically gets 6+ armour and invulnerability to lances. If the opponent wanted to damage the Lunar however there is still advantage for the Lunar. You note that 5's will get "bonus" hits to CG. Well, you'd need at least 4 "bonus" hits for it to even count, so this is not a bonus at all. In fact, the most it will do usually is just allow for an opportunity to prematurely detonate any ordnance thrown towards the CG. On the other hand, since those 5's count as having already hit then they won't get re-rolled on LO, meaning that there will be less dice coming at the Lunar.

Quote
Squadroning has it's play for survivability, and 'closest ship' is the important part of it. But honestly the scenario you're giving is worse than squadroning 3 cruisers together.  this would happen;

I disagree with this aspect of squadrons. It makes sense for escorts, but not for capital ships, particularly cap ships of different sizes.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 08, 2011, 03:25:10 AM
@Admiral & Plaxor

If we were talking modern day, you'd be right about the AC vs gunnery.  But this is the dark future where everything is bigger and technology is about superstition and forgotten lore.

Batteries on ships are macro-cannons, massive volcano cannons and giant lasers.  Running each one of these is like operating a partical accelerator or a tokamak. Its like what they put on titans, only bigger.  Which forgeworld is providing the ammunition, refit materials and technical expertise to keep them running?

They're bigger sure but they're mostly still mechanical. Nothing complex about them. They even use conscripts to swing the things. Compared to AC they're quite simple.

AC are actually the low-tech option.  The fluff has army mechanics maintaining their aircraft, not techpriests,and the ammunition they use is the same stuff they issue to the IG & PDF.  Theyre cheap, easy to maintain and arm and made on every civilized or better planet in the Imperium.  Heck, they could probably build them at a large enough pirate base.

They are not. The AC are at least 747 sized and those are just the fighters. Their targeting systems are not something mechanics can just maintain, especially the ones used for space combat where you have to find the target first and you have to guide the missiles in from distances of thousands of kilometers. Do no underestimate the complexities involved in space fighters and bombers.

When the batteries break down, you gut the gun-bays, sell off the components and make launch bays.

And how much to buy the fighters, ordnance and fuel to fill that bay?

@Admiral

The Styx has 2 more bays, makes the WBs 60cm, trades in 4 lances for 2 FLR and makes them 60cm.  70pts?  Really?

Compare the Dictator to the Mars.. A Nova Cannon, 2 completely new 60cm FLR lances and 12WBs upgraded by 15cm, all for 50pts.

You can't compare IN ships to Chaos ships. They each have their own quirks. The Styx was more expensive before but it was much too expensive. 260 points is just about right. Again if you feel the discrepancy is a problem, blame that on the Devastation which was, and still is in my opinion, too cheap.


By eliminating light carriers and chaos light cruisers, youre advocating burning the whole tartanus sector project and starting over.

If its broke, fix it. If you have to start over, then do so.
Title: Re: List of flawed ships
Post by: Taggerung on May 08, 2011, 04:40:20 AM
Well...Comparing the Mars to the Dictator the upgrades run about 60 points, and since the Dictator is kind of over cost anyways, that seems about right. I don't really like the Mars but I just found out that Berek Thunderfist's (The Wolf Lord Ragnar Blackmane succeeds) personal cruiser is a Mars class...so looks like I have to make one up now.

Why couldn't he have been an Overlord...now that's a good ship!
Title: Re: List of flawed ships
Post by: Plaxor on May 08, 2011, 05:04:07 AM
Well...Comparing the Mars to the Dictator the upgrades run about 60 points, and since the Dictator is kind of over cost anyways, that seems about right. I don't really like the Mars but I just found out that Berek Thunderfist's (The Wolf Lord Ragnar Blackmane succeeds) personal cruiser is a Mars class...so looks like I have to make one up now.

Why couldn't he have been an Overlord...now that's a good ship!

And the Space Wolves also have an Emperor too!
By eliminating light carriers and chaos light cruisers, youre advocating burning the whole tartanus sector project and starting over.

nooo!! KHAN!!!

Quote
@Horizon
Youre right, light cruisers are not old.  But you say that any IN fleet can go renegade.  What if all the renegade light cruisers were relatively new?  Pirates would love them and theyre easier to capture/mutiny on than a full size cruiser.  Can we just change some of the fluff, or are we stuck because of that RPG?

Something intriguing to note. Chaos cruisers are usually older than IN ones. However chaos' escorts are actually newer than the sword and it's variants.

It is perfectly reasonable to assume that a CL could suffer the same fate.


Actually, this is simply a win for the Lunar. If the opponent wanted to damage the CG then it is very hard to do so, as RCG pointed out. It basically gets 6+ armour and invulnerability to lances. If the opponent wanted to damage the Lunar however there is still advantage for the Lunar. You note that 5's will get "bonus" hits to CG. Well, you'd need at least 4 "bonus" hits for it to even count, so this is not a bonus at all. In fact, the most it will do usually is just allow for an opportunity to prematurely detonate any ordnance thrown towards the CG. On the other hand, since those 5's count as having already hit then they won't get re-rolled on LO, meaning that there will be less dice coming at the Lunar.

Small advantage for the ordnance. There are quite a few advantages and disadvantages to the scenario. Sadly though, I'm afraid you're right. I added in the multi-cap ship squadron rules to appease RC who really likes the idea. I didn't think it would cause any issues.




Admiral,

I think I understand your plight, but you would need 2 enforcers to equal 1 dictator, which is more expensive for the same amount of ac.

Certainly an issue. However Tartanus is meant to be a more ac-heavy IN fleet. To counterbalance this they lose 2 torpedoes on their standard cruiser designs. As well as access to larger carriers.

Armageddon has access to the Defiant, although in limited number (1 per 500 in this) so the issue here is somewhat lessened.

I understand that there is demand for a counterbalance, but I did make the Maelstrom fleet a bit problematic when it comes to AC.
Title: Re: List of flawed ships
Post by: Phthisis on May 08, 2011, 05:32:57 AM
Big as a 747?  The Furies and Starhawks were replacements for Thunderbolts and Marauders, which arent nearly that big.  I bet the Fury is about the size of an SR71.  Plus we know Thunderbolts and Marauders don't need a techpriest to maintain from fluff.

Some of the batteries are that simple, but not all.  Even in the simple ones, the macro cannons.  Those rounds are bigger than a school bus!  Where the heck are they getting them from?  Must cost a pretty penny for all that metal and bang.

They'd probably get good $ for the old batteries.  Fighters, ordnance and fuel would be a lot cheaper than the super-tech in the batteries.  Plus theyre easier to steal.   Haul back a captured freighter to a pirate dock to refit a couple of batteries (hopefully theyre the same make and in good shape!) or transfer cargo and fuel and set the hull adrift? You can capture fighters, bombers, fual and ammunition in transports. You want new plasma batteries you have to get them built and maintained by the tech-priests.   Pirates life a hard life.  Everything is a cost/benefit analysis and they have few friends.

Im not suggesting anything about the Devestation other than that it would make a very inferior attack carrier, unlike all the other cruiser sized carriers in the game.  
But I am pointing out that its easy to argue a points value as anything you want if you compare it to the right ship.  Id rather figure out what it can do vs other ships of the same type.  

If the Devestation is still so cheap, raise the price already! This is a project to give balance to the lists, right?  Why does everyone agree its too cheap but still leave it?  I am the only one who doesn't think its awesome and I seriously doubt my opinion is stopping you because you all decided on this before I was on this forum.  For what the Styx costs, make it 220 or 230 since theyre about the same bloody profile.
Same thing goes for the armored prows.  If they are so overcosted, then deduct 10pts off every ship with an armored prow.

Or not, since the Devestation is merely ok and armored prows make the IN fleet.  

And to note, the light cruisers are only in one list.  Black Crusade is untouched.
Im still on board for that 6 bay standard cruiser for the BC list.

@Tag
Go wolves!

@Plaxor
I dont want to burn the Tartanus list.  Actually I just ordered some new cruisers and a strike cruser to build a Tartanus fleet.  We need to get this figured out before I saw my chaos cruisers in half.  I can't afford to waste $40 on unusable ships.
Title: Re: List of flawed ships
Post by: horizon on May 08, 2011, 06:44:42 AM
Quote
Regarding Eldar,

I have seen quite a few complaints about the absence of the supernova et al. I will add them in. The only changes I intend for eldar are the holofield changes to lances (4/5/6 depending on range) and a RS for wbs. I'll see if I can email you an advance copy when I review them.

All stats/costs will be as in 1.9. The only changes will be regarding holofields.
I can live with that. So a slight improvement vs batteries under 15cm and a decrease vs lances under 15cm.
These are changes I considered myself (the lances) and only did not do them because of some concerns of the '4+ iron lance rule".


Styx,
I played the Styx at 290 with success. I played the Styx at 275 with success. At 260 it will still be a success, plus I can add an Iconoclast compared to the 290 version. :)

Styx is an unique vessel and well worth its points.
Title: Re: List of flawed ships
Post by: afterimagedan on May 08, 2011, 06:55:59 AM
Yes!!! Supernova! I will have to post some pics of mine. I'm proud of it. Gothicomp probably.
Title: Re: List of flawed ships
Post by: horizon on May 08, 2011, 06:58:43 AM
Cool. :)

Oh, and bombers are 747, was in the rulebook iirc.
Title: Re: List of flawed ships
Post by: Plaxor on May 08, 2011, 07:44:06 AM
I can live with that. So a slight improvement vs batteries under 15cm and a decrease vs lances under 15cm.
These are changes I considered myself (the lances) and only did not do them because of some concerns of the '4+ iron lance rule".

Which is good that we're agreed in that respect. The RS is just easier than explaining some save mechanic....

I was wondering if you could give me some examples of converted eldar ships for your MMS vessels?
Title: Re: List of flawed ships
Post by: RCgothic on May 08, 2011, 08:20:44 AM
On LCVs:

I utterly disagree that they're a problem. They don't spam better than full size carriers, and their ordnance is defensive unless paired with another carrier, in which case you weren't going ordnance light anyway. What they do allow is to provide a token CAP for a cheaper amount, thus allowing purer gunship lists to be taken. This doesn't edge in on chaos's turf in any way, shape or form.

On Cap ship squadrons:

Come on guys, this is a good idea to allow them. The restrictions are completely arbitrary, and it totally makes fluff sense for a larger capital ship to be in a squadron with its escorting cruisers. The rewritten rules that will appear in the next update (if they haven't already been killed) are good - this problem is avenger specific. The 5+ prow battleships are too slow and/or not enough of a gunship to matter for this trick to matter, the Vengeance and Exorcist are priced high enough to compensate, and the 5+ prow LCs really need the protection when in a squadron. Escorts are already somewhat protected by their aspect, and other fleets don't have the same 5+/6+ prow issue. If necessary we can make it so that the largest ship within a squadron can always be picked out. Don't abandon the changes over one ship's interaction with them.
Title: Re: List of flawed ships
Post by: Sigoroth on May 08, 2011, 08:56:26 AM
On Cap ship squadrons:

Come on guys, this is a good idea to allow them. The restrictions are completely arbitrary, and it totally makes fluff sense for a larger capital ship to be in a squadron with its escorting cruisers. The rewritten rules that will appear in the next update (if they haven't already been killed) are good - this problem is avenger specific. The 5+ prow battleships are too slow and/or not enough of a gunship to matter for this trick to matter, the Vengeance and Exorcist are priced high enough to compensate, and the 5+ prow LCs really need the protection when in a squadron. Escorts are already somewhat protected by their aspect, and other fleets don't have the same 5+/6+ prow issue. If necessary we can make it so that the largest ship within a squadron can always be picked out. Don't abandon the changes over one ship's interaction with them.

To be honest I don't think that it does make sense for different sized ships to be in squadron, at least as far as the game is concerned. What is the difference between being in "squadron" and simply flying in formation? There are a number of slight differences as far as the game is concerned, but two major differences. Protection and special orders. Both of these are terrible. A ship should not be protected simply by being in squadron. A ship should not be forced to brace because another, nearby, ship is being shot at.
Title: Re: List of flawed ships
Post by: Taggerung on May 08, 2011, 09:01:46 AM
@Phthisis

Shit, I forgot to tell you, I just won a boxed set on Ebay for like 70 bucks, so I have 4 chaos cruisers I won't really be using...Any interest in at least 2 of them? I can use the others to make wreck markers for ships, but 4 is pushing it.

@Plaxor

Yea the wolves fleet seems to be made up of around 50% Imperial Navy Vessels, and they actually only reference a Battle Barge once in all 6 of the books, and really? They have an Emperor class too? I know the "Pride of Fenris" which is Logan Grimnar's flag ship is a Retribution class battleship which is perfect since that's the center piece to my fleet.

Also...Just got to the part in the book again...forgot the "Fist of Russ" was destroyed, so I have no idea what Ragnar uses as his flag ship...I suppose I could make it anything now. I do know they have 1 Battle Barge of standard design however. Need to work that into my fleet somehow.
Title: Re: List of flawed ships
Post by: RCgothic on May 08, 2011, 09:13:10 AM
No ship will be forced to brace if another does in the proposed rules, because capital ships can go on special orders individually.

The benefits:
Combining firepower
Hit allocation
One Command Check to rule them all (if no other SOs in effect within the squadron, and only if desired.)

The drawbacks:
Formation must be maintained. (the penalties for this now apply to the whole squadron rather than just out of formation ships - it was difficult to tell which ships were the out of formation ones in some situations).
Hits carry over onto next ship.

If capital ships being able to be picked out within a squadron is something people want, then that's a relatively easy change to make. Just decide what sort of squadron you want:

#1. Any capital ship can be picked out.
#2. Largest capital ship can be picked out.
#3. Only closest ship can be picked out.

Any of these are easy, but I really do want to hang on to mixed squadrons. It makes no sense whatsoever that a cruiser can't operate in concert with a battleship.
Title: Re: List of flawed ships
Post by: RCgothic on May 08, 2011, 09:35:15 AM
The latest incarnation of the rules will be up very shortly. Can we let them get posted so we have something solid to discuss?
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 08, 2011, 10:55:45 AM
Big as a 747?  The Furies and Starhawks were replacements for Thunderbolts and Marauders, which arent nearly that big.  I bet the Fury is about the size of an SR71.  Plus we know Thunderbolts and Marauders don't need a techpriest to maintain from fluff.

Don't tell me that. Tell Andy Chambers, one of the original designers of the game who said the AC were as big as 747s.

Some of the batteries are that simple, but not all.  Even in the simple ones, the macro cannons.  Those rounds are bigger than a school bus!  Where the heck are they getting them from?  Must cost a pretty penny for all that metal and bang.

I rather doubt they are getting them anywhere. A Macrocannon would require the services of a Tech Priest to install. Again, reminding you BFG ships are kilometers long.

They'd probably get good $ for the old batteries.  Fighters, ordnance and fuel would be a lot cheaper than the super-tech in the batteries.  Plus theyre easier to steal.   Haul back a captured freighter to a pirate dock to refit a couple of batteries (hopefully theyre the same make and in good shape!) or transfer cargo and fuel and set the hull adrift? You can capture fighters, bombers, fual and ammunition in transports. You want new plasma batteries you have to get them built and maintained by the tech-priests.   Pirates life a hard life.  Everything is a cost/benefit analysis and they have few friends.

Fighters, ordnance and fuel would cost the pirate a pretty penny in the long run. They are in there for profit. Having to purchase AC, their ordnance and fuel just eats into the bottom line. Your scenarios are basically one in a thousand chances of happening. Yes, pirates do take this into account. Right.

As for Devastation cost, its been so low for the longest time that people do not want it increased. They'd rather nerf the lances range but its not enough really. It should be in the 200 point levels.  I would have kept the range and just upped the cost to 210.

As for the AC LC, I still say get rid of it and clear out a huge chunk of the problem in one go.
Title: Re: List of flawed ships
Post by: RCgothic on May 08, 2011, 11:52:14 AM
No. Removing the CVLs invalidates people's models, and they aren't even a problem anyway. I think what we've got so far is good. It isn't broken, it doesn't need fixing.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 08, 2011, 01:30:34 PM
It's not like there's a lot of Defiants or Enforcers out there and even if there are it's not as if the bays can't be replaced with WB or lance bits (hey, not like these are rare commodities).

But if that's what you want to go about it, hey Pthisis, ask for more torp ships for Chaos, similar to the Dictator but cheaper. And while everyone's at it, do the same for Eldar both flavors, SM, Necron, Nids and Orks. That way, every fleet is generic. That's where everything will lead to anyway later if not sooner.

I really can't figure why IN has to have an AC LC. It's not like they need it. And I play IN. I like that FLAVOR and CHARACTER that they have issues fielding AC and rely on guns and torps.
Title: Re: List of flawed ships
Post by: RCgothic on May 08, 2011, 01:41:32 PM
I have 4 Defiants.
Title: Re: List of flawed ships
Post by: Bryantroy2003 on May 08, 2011, 01:42:46 PM
Then you have the option to not use them. Dont force others to conform to your distate of that single type of ship. I am going to convert a pair of my Dauntless's over to be enforcers just because I want to see how they perform as opposed to taking a single dictator a few times. And they look bloody awsome. If you dont like it, dont buy it. Its that simple.
Title: Re: List of flawed ships
Post by: afterimagedan on May 08, 2011, 01:47:01 PM
Admiral does make a point.
Title: Re: List of flawed ships
Post by: Phthisis on May 08, 2011, 03:38:34 PM
@Admiral

Could you provide the source where Andy Chambers says theyre all big as 747s?  In the main rulebook it says theyre relatively small and have a wide range of sizes.  Also we know the older versions were not that big: thunderbolts & marauders. 

Even if they are unnecessarily large, I still think its cheaper and more feasable for pirates to maintain a few squadrons of bombers than a battery of macro cannons.

Admiral, youre not being fair to me.  I'm not asking for torpedos or to make the IN & Chaos fleets generic.  In fact, I'm doing the opposite.  Im asking for more access to AC to restore the balamce of Chaos AC to IN torpedos (a balance which already favors IN anyway).

I like the inclusion of light cruisers.  It makes smaller point games easier and more interesting without having to use the Privateer rules.  It just needs to be done with balance, which is something I think GW failed to do when they released them. 
Title: Re: List of flawed ships
Post by: Bryantroy2003 on May 08, 2011, 04:50:16 PM
If nothing else allow captured IN LC's to be useable within the Choas fleet with say, a CSM crew or Warlord on board? Representing the high amount of resources it took to take it from the Emperors Holy Navy. But I do like his idea for a Attack LCV It does have benefits in smaller games and as a second wave in fleet actions. The 1000-1750 range it will strugle in but I am sure a canny player could find uses for it.

But as has been said, make sure to take 2 it costs more then to take 1 dev, or you risk ubalancing the current system.
Title: Re: List of flawed ships
Post by: RCgothic on May 08, 2011, 05:05:54 PM
2 would need to cost significantly more than 1 dev.

But I think the proposed 150pts for 2L@45cm and 4 bays is a fair price. You can get more AC than when taking a dev, but you lose so much firepower in comparison, as well as a defensive profile 2 hits and a shield.

If necessary, a 'This ship is rare, so only 1 may be taken per 500pts' limitation would prevent spam.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 08, 2011, 10:34:06 PM
I have 4 Defiants.

Which I am quite sure you can easily change.

Then you have the option to not use them. Dont force others to conform to your distate of that single type of ship. I am going to convert a pair of my Dauntless's over to be enforcers just because I want to see how they perform as opposed to taking a single dictator a few times. And they look bloody awsome. If you dont like it, dont buy it. Its that simple.

I don't use them and never will. But you miss the point. It's not just because I don't want to use them. It's the idea of letting IN get cheap AC.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 08, 2011, 10:47:25 PM
@Admiral

Could you provide the source where Andy Chambers says theyre all big as 747s?  In the main rulebook it says theyre relatively small and have a wide range of sizes.  Also we know the older versions were not that big: thunderbolts & marauders.  

Even if they are unnecessarily large, I still think its cheaper and more feasable for pirates to maintain a few squadrons of bombers than a battery of macro cannons.

It was in one of the old BFG mags if I am not mistaken. Maybe Horizon can help me out. But they were big according to Andy Chambers because BFG scale was big. And because of this, they are not feasible for a pirates to maintain. Anything larger than an escort means they need lots of manpower. Remember a cruiser originally was posited to have 8,000 crew. Now that has increased and a carrier should actually have a larger compliment compared to a gunship and they should know how to fly these things to as well as have a crew that can operate the other sections of the fighter.


Admiral, youre not being fair to me.  I'm not asking for torpedos or to make the IN & Chaos fleets generic.  In fact, I'm doing the opposite.  Im asking for more access to AC to restore the balamce of Chaos AC to IN torpedos (a balance which already favors IN anyway).

Actually, it was more at a snipe to the current situation rather than me being unfair to you. Had no intention of being unfair to you. But really, think about it. IN has been getting access to cheap AC. So why not aside from more options for AC, that Chaos also get access to cheap torps? Same with the other races.

I like the inclusion of light cruisers.  It makes smaller point games easier and more interesting without having to use the Privateer rules.  It just needs to be done with balance, which is something I think GW failed to do when they released them.  

I don't. Chaos already has a better ship than any LC could be and it just means the LC should at least be equal to the task of the Slaughter which from the looks of it is now coming out to be true. 4 AC on one LC chassis. Oooooooh-kay.

So I can see people in the future clamoring for the Nemesis and Jovian to become official and they might just be made official. Jovian tried to be snuck in, albeit in a most limited matter but it has. So next phase would be more accessibility. Nemesis should be up for bat next time. Then Chaos players will ask for something similar in design like the Nemesis. As will the other factions. It's a most logical direction to go in an evolutionary sense. But it will in effect make every faction generic. And then to supposedly limit the access, "1 in X number of points" clauses will be thrown this way and that or "it will only be available in this fleet list".

I much prefer the original characteristics and flavor. I also prefer a ship design to be AVAILABLE TO ALL the lists in the faction. That's the true mark of a truly good design and it will just have the simple clause of: "This ship can be included in all the fleet lists of X faction".
Title: Re: List of flawed ships
Post by: Bryantroy2003 on May 09, 2011, 01:02:46 AM
And your disagreement with the LCV is the same disagreement I have with the Necron auto brace. I dont like it there for they shouldnt have it. The IN still pays a premium for their AC regardless of the platform it is deliverd on. And if you are taking the small guys you are concentrating on gunboats as has been pointed out almost a dozen times already. No one, and I do mean No One is going to spam LCV's and hope to win. If they were they would take nothing but Dictator's instead because they are far more survivable and flexible. The LCV is a points trap if you dont come with a very good plan on how to use and protect it from the get go.

It is not an undercut to the flavor of the fleet. And it never will be. It is nothing but another play in a giant playbook. Should Choas get some kind of access to torps? They have it in their BB's their GC Repulsive and their Escorts. If they want it they have 4 avenues from which to approach it. And their hulk as well. So its not a lack of options that you can complain about, they have lots. Including several Character ships. Throw on top of it that they get boarding Torps for free while the IN dont have access to it at all.

And I do not want the Dev's points to increase. They are fine where they are. If Choas gets a cheap cruiser so what, they still have the slaughter to beat me over the brow with for far cheaper. And that is pointed correctly imo as well, ive had many wins and losses against a wide varriety of Choas fleets and other IN as well. Choas still rules the AC department, and IN dominates with Torps. Although I do remember one fight where the IN player took a NC spam list which missed alot and the Choas player had a Desolator and Replusive shotgun Torping the poor Rookie's Mars point blank, after the Cap had been cleared by a Dev's wings.

But as I said in my first sentance ill say again, just because you dont like something doesnt mean it must change. There is no undercut to the flavor of any of the lists/fleets/races/sectors/whatever by the IN having LCV's. Hell they have had access to escort carrier's for a long time now and im sure you wont argue that those break their flavor. And while I only own 6 of them I love using them mixed in with other escorts to sacrifice first so I can keep cranking out CAP and letting those Big Guns, affordable because I didnt have to purchase full cruisers, do their jobs.
Title: Re: List of flawed ships
Post by: Plaxor on May 09, 2011, 01:41:26 AM
Admiral D,

I do think that you are right about the Hellbringer, and it will look somewhat different. It will likely be a CL psuedo-full-cruiser similar to the Merchant for tau.

I will shoot for a cost of 180 pts.
Title: Re: List of flawed ships
Post by: Taggerung on May 09, 2011, 01:47:25 AM
180? So at this point just a retooled Dev? I liked the other version better personally.
Title: Re: List of flawed ships
Post by: Plaxor on May 09, 2011, 01:51:08 AM
I like it too, but I don't like controversy, and honestly that profile was too expensive for what it does. However it was better than any technology the IN has.

I think I could see it as an actual stripped-down full cruiser. As the pirates didn't have enough parts to replace the weapons, or simply wanted more engine power.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 09, 2011, 03:33:42 AM
And your disagreement with the LCV is the same disagreement I have with the Necron auto brace. I dont like it there for they shouldnt have it.

So change it. If one has to, remove it. I have the same answer for it.

The IN still pays a premium for their AC regardless of the platform it is deliverd on. And if you are taking the small guys you are concentrating on gunboats as has been pointed out almost a dozen times already. No one, and I do mean No One is going to spam LCV's and hope to win. If they were they would take nothing but Dictator's instead because they are far more survivable and flexible. The LCV is a points trap if you dont come with a very good plan on how to use and protect it from the get go.

No one has tried yet. You can't say they can't hope to win because as with any list, it's the player which will make or break the list.

It is not an undercut to the flavor of the fleet. And it never will be. It is nothing but another play in a giant playbook. Should Choas get some kind of access to torps? They have it in their BB's their GC Repulsive and their Escorts. If they want it they have 4 avenues from which to approach it. And their hulk as well. So its not a lack of options that you can complain about, they have lots. Including several Character ships. Throw on top of it that they get boarding Torps for free while the IN dont have access to it at all.

Character ships are unique. They won't give Chaos access to torps the way AC LCs can provide cheap access of AC to IN. You want something similar, then Chaos gets access to torp LCs like the Dauntless.

But as I said in my first sentance ill say again, just because you dont like something doesnt mean it must change. There is no undercut to the flavor of any of the lists/fleets/races/sectors/whatever by the IN having LCV's. Hell they have had access to escort carrier's for a long time now and im sure you wont argue that those break their flavor. And while I only own 6 of them I love using them mixed in with other escorts to sacrifice first so I can keep cranking out CAP and letting those Big Guns, affordable because I didnt have to purchase full cruisers, do their jobs.

I'd argue the escort carriers DO break their flavor. Your last sentence is precisely my problem with AC LCs and Escort carriers in IN. Thank you for further supporting my point.

And lastly, the Dev IS way undercosted for what it can do whether you use Smotherman or RCGs math. Everyone has known it for the longest time. It had to raise in cost or get nerfed. Proof is in the pudding already in that the new stats cut down the lance range from 60cm to 45cm, meaning the game designers agreed with those clamoring for a change as well. And it's still around 10 points under.
Title: Re: List of flawed ships
Post by: Phthisis on May 09, 2011, 03:39:46 AM
@Plaxor

Its not going to avoid the controversy.  Everyone was on board with the Hellbringer except Admiral.  His argument wasnt against a chaos light carrier but rather that all light carriers should be stripped from the game.  Besides, he's using two bad arguments.  The slippery slope argument is unfounded.  Adding a Hellbringer does not mean anyone will ask for another ship type or that you will have to allow it, nor does it mean you have to add torpedos to Chaos or make every fleet identical.  This is a way to make the Chaos fleet the AC fleet again, remember?  This is reinstating the uniqueness of the Chaos fleet.  Also, comparing the Slaughter to a light cruiser is a false comparison.  The Slaughter has a cruiser profile and so is much more resistant to damage and less manouverable.  They have nothing in common.  Might as well say you shouldn't have a Dictator because they have a Mars and the Mars is much better.  
And 150pts   is well deserved for the Hellbringer because in addition to the weaponry and bays, I'm going to use it to board like a mofo.  Unbraceable damage past shields.  Thats why I havent argued it needs to be cheaper.  

If youre not eliminating the IN light cruiser profiles, Admiral isn't happy.  If you keep the light carriers in the game but don't introduce one for chaos in the tartanus list, there is a big imbalance against the chaos list and a burden to spam Devestations in the precious cruiser slots.   Yes, I get an attack carrier and am grateful for that, but for a full size carrier you are putting it in the wrong list.  This new solution seems to fix less and satisfy no-one.

Title: Re: List of flawed ships
Post by: afterimagedan on May 09, 2011, 03:46:33 AM
I liked the first version of the Hellbringer. It was a nice addition and will allow for a good, head-on carrier.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 09, 2011, 03:49:28 AM
@Plaxor

Its not going to avoid the controversy.  Everyone was on board with the Hellbringer except Admiral.  His argument wasnt against a chaos light carrier but rather that all light carriers should be stripped from the game.  Besides, he's using two bad arguments.  The slippery slope argument is unfounded.  Adding a Hellbringer does not mean anyone will ask for another ship type or that you will have to allow it, nor does it mean you have to add torpedos to Chaos or make every fleet identical.  This is a way to make the Chaos fleet the AC fleet again, remember?  This is reinstating the uniqueness of the Chaos fleet.  

The problem is there was never any need to restore the uniqueness of the Chaos fleet before the AC LCs came out.

Also, comparing the Slaughter to a light cruiser is a false comparison.  The Slaughter has a cruiser profile and so is much more resistant to damage and less manouverable.  They have nothing in common.  Might as well say you shouldn't have a Dictator because they have a Mars and the Mars is much better.

You're mistaken. They do have something in common. Speed as well as weapon ranges as well as speed bonus during AAF. The Slaughter is effectively the Light Cruiser writ Large. It is virtually the Chaos equivalent in all but name being a faster, short ranged and highly maneuverable regular cruiser compared to its siblings.
 
If youre not eliminating the IN light cruiser profiles, Admiral isn't happy.  

To be more precise, IN light cruiser carrier profiles and maybe even access to the Escort carriers. The funny thing is the Defiant profile, given more speed (25 cm) and 45 cm range Str 2 lances would actually be a good fit sat wise for Chaos rather than IN. While I have been against Chaos getting LCs, I might be persuaded to actually relent and give Chaos that.
Title: Re: List of flawed ships
Post by: horizon on May 09, 2011, 04:01:50 AM
I am against Chaos light cruisers as well. Not only the admiral.
Title: Re: List of flawed ships
Post by: Sigoroth on May 09, 2011, 04:39:01 AM
Also against Chaos CLs.
Title: Re: List of flawed ships
Post by: Phthisis on May 09, 2011, 04:44:14 AM
Sorry Horizon.  I didn't mean to forget you. Youre against all chaos light cruisers of any type because of fluff, but are ok with the IN's light cruisers of every type, even carriers.  Admiral is against all light carriers and escort carriers in either fleet, but seems ok for gunship light cruisers for both.  Youre both against the Hellbringer for completely different reasons and it seems that giving one of you what they want will make the other unhappy.

@Admiral
I still dislike the Slaughter/Light Cruiser comparison on the issues of manouverability and survivability.  I think those are the key differences and the Improved Thrusters and weapon range are incidental.  
Perhaps a comprimise on this issue is to eliminate the Slaughter from the maelstrom list.  There are plenty of light cruisers there you think will fill the same role.

I will let you and Plaxor hash it out whether to burn the Tartanus lists and remove light cruiser and escort carriers from the game or not.  Personally I'd like to keep them.

@Plaxor
Youve got a tough job!

I think there can be a solid case for chaos light cruisers in fluff becausd of the new RPG fluff, piracy  and the chaos escort background, a necessity for a good sub-cruiser carrier option in the tartanus list and a big hole in the fleet where an attack carrier should be.  I'm very willing to pay the agreed upon 150pts for the Hellbringer, and so is everyone else, despite its profile because of its utility.  

Or we can scratch the whole thing like Admiral, Horizon and Sigiroth want.  Gut the lists, start over and obsolete a bunch of existing models.

Or we can add a nearly identical ship to the Devestation that fills the attack carrier hole but still allows the tartanus list to suffer, especially at lower point values.
Title: Re: List of flawed ships
Post by: Taggerung on May 09, 2011, 04:58:49 AM
Hmmm seems we are at an impasse...

Plaxor, Tagg, Phthsis for the Hellbringer

Sig, RC, Horizon against the Hellbringer


So far the only compelling arguement against the Hellbringer I have really seen is that those against don't want chaos to have CL's on principle (I guess? Haven't really seen any logic behind it thus far), and they don't want Chaos to get an easier way to get a mass amount of AC in a fleet list which is designed to restrict it.

I personally am more on the fence, I don't really care, I think it's a neat ship idea and I know Phthsis would really like to see it in his fleet, and I really have no issue with it. However as sort of a compromise about CL's for Chaos (Since they already have them, and in fact a fleet list is designed around taking them) why not just restrict it's use.

In the Maelstrom incursion fleet list just have a 1 for every 500 points rule in there...It can't be spammed, but still be used, and if you take a Hellbringer it can't be used as the requirement for a Devestation.


or my personal preference is to just remove the specific fleet per sector (Which is dumb anyways) and have it more like the Eldar, or Orks...you have a couple of types of fleets you may make up, such as a Battlefleet, a Patrol Fleet, a (Whatever fleet)...This way players can choose which type of encounter they are having, and make fleets from there. My biggest problem is that with Chaos and Imperial fleets, you don't have similar mechanics of fleets to come up with a fair game, and that is something I think could be a good change, and would allow for things like the Hellbringer to see the light of day but yet only be in a Pirate fleet list, so players if they so choose can completely ignore them.
Title: Re: List of flawed ships
Post by: Phthisis on May 09, 2011, 05:09:14 AM
Not opposed to those limitations at all.
Title: Re: List of flawed ships
Post by: horizon on May 09, 2011, 06:45:59 AM
I still want to see what an attack carrier should be for Chaos.

And, welcome to list/rule design. Be a dictator and find your head on a plate. Be a wimp and be burned at the stakes. ;)

Title: Re: List of flawed ships
Post by: RCgothic on May 09, 2011, 07:49:30 AM
Hang on a sec, I'm not opposed to the Hellbringer. I think it's a neat idea that would get butchered by any semi-competent gunfleet due to easily being suppressed and almost no defensive weapons.

As for list/rule design, Plaxor's tried to be as open and inclusive as possible, but I can sense a lot more dictation coming up on the topics people can't agree on.
Title: Re: List of flawed ships
Post by: commander on May 09, 2011, 08:30:16 AM
I am against Chaos light cruisers as well. Not only the admiral.

Same here.
Title: Re: List of flawed ships
Post by: RCgothic on May 09, 2011, 09:17:49 AM
Well the Chaos CL can of worms was opened by an official GW publication. They exist. End of.

Allowing them in one list will not be game-breaking, and they're a significant counterbalance to all the new ships IN are getting.  
Title: Re: List of flawed ships
Post by: horizon on May 09, 2011, 09:34:58 AM
Well the Chaos CL can of worms was opened by an official GW publication. They exist. End of.
That's sad since I have the original fluff line on the Pestilaan. And it would've solved the problem. (Meaning: no Chaos CL).
Title: Re: List of flawed ships
Post by: Phthisis on May 09, 2011, 03:39:10 PM
If fluff is the only issue here, then write new fluff!  The Maelstrom isn't the Eye of Terror and pirates aren't traitor legions.  There should be no expectation that renegades in the Maelstrom will adhere to the fleet list and ship types that Abbadon made use of half the galaxy away in a large scale coordinated invasion. So far there are already a couple of significant fluff glitches in the background written for Tartanus ships anyway.

Chaos doesn't have light cruisers because they used to not have them?  Well, these light cruisers are new pirate modifications of stolen IN light cruisers.  Some of them are even produced by renegades.  Ta da!
These ships arent even allowed in the BC list. 

@Horizon
Ive said this twice before:
An attack carrier is a carrier with an aggressive posture, ie:  significant forward weaponry.  A good example is if you switch the position of the weaponry on the Devestation.  2 lances 45cm FRL and WBs on the sides.  Or even fixed forward lances at 60cm.

Title: Re: List of flawed ships
Post by: RCgothic on May 09, 2011, 03:47:11 PM
I think we could afford to knock another 15pts off the Styx. I get it at about 245pts.
Title: Re: List of flawed ships
Post by: horizon on May 09, 2011, 07:18:22 PM
NO friggin way.
Veto against Styx at 245pts.



Attack carrier,
do you think such a Devestation would change the Dictator examples we have. ;) ?

Title: Re: List of flawed ships
Post by: Phthisis on May 09, 2011, 08:22:00 PM
How did you get veto power?

Yeah, it changes it a bit.  Makes an AAF shotgun a lot riskier because the attack carrier is facing straight towards you.  They can potentially engage in a multiple ship boarding action.   Unbracable damage and a bunch of chances at a crit.  Finally gives Marines an opportunity for boarding in a fleet that conventionally tries to keep its distance.   A pair of cruisers boarding a Dictator with CSMs on it averages 3 hits, but can potentially do a lot more. 
It evens the score a bit for the Dictator's torpedo/AC combo, but even then the Dictator still has an advantage.

Title: Re: List of flawed ships
Post by: horizon on May 09, 2011, 08:28:27 PM
I just say so. I have no veto. ;)
But it is habbit I used in this thread. Just, ya know, fun. :)


I don't get your assessment. What is the difference in a ship pointing at you firing 2 lances. Or a ship turning broadside and firing 2 lances?

Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 09, 2011, 10:50:40 PM
I think we could afford to knock another 15pts off the Styx. I get it at about 245pts.


No, 260 is the lowest it should be.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 09, 2011, 10:53:42 PM
I just say so. I have no veto. ;)
But it is habbit I used in this thread. Just, ya know, fun. :)


I don't get your assessment. What is the difference in a ship pointing at you firing 2 lances. Or a ship turning broadside and firing 2 lances?

I don't get it either. Directly pointing a ship at a another is a surefire way of getting it shot with WBs more effectively. I do this with the MMMH and accept the risk because I get a chance to shoot my lances forward on LO to get a better return. One can't do this even with Pthisis proposal or my carrier proposal (all LBs, Str 2 lance firing forward) because the ship will be reliant on RO and thus cannot maximize the full potential of the lances.
Title: Re: List of flawed ships
Post by: Phthisis on May 09, 2011, 11:34:29 PM
@Admiral
If the Styx is 260 then the Mars is undercosted. 


@Horizon & Admiral
Context guys.  I'd rather take 12 WBs to the prow than 6 torpedos to any side. 

I already explained that facing would give me the option to board.  Coming head on gives a ship a lot more options than running abeam.  I'm thinking a turn ahead.

Why doesn't anyone understand that you don't have to RO untill the turn AFTER you launch?  That means I can be LO the turn I launch ordnance.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 09, 2011, 11:47:41 PM
@Admiral
If the Styx is 260 then the Mars is undercosted. 

And you think this because...?

@Horizon & Admiral
Context guys.  I'd rather take 12 WBs to the prow than 6 torpedos to any side. 

Why not take 12WBs on an abeam profile then? It's not like only one weapon is firing at you. That attack vector you prefer might just mean you'll be eating 12 WBs as well as 6 torps in front.

I already explained that facing would give me the option to board.  Coming head on gives a ship a lot more options than running abeam.  I'm thinking a turn ahead.

What is it about boarding that makes it important to you? Boarding with cruiser is tricky at best. Boarding with a battleship is a much better option.

Why doesn't anyone understand that you don't have to RO untill the turn AFTER you launch?  That means I can be LO the turn I launch ordnance.

What is it about not launching ordnance to clear away bombers and torps that you do not understand? It's not like your opponent will not be launching his AC and torps at you. I do get that you can do that. What I don't get is why you would do that.
Title: Re: List of flawed ships
Post by: Phthisis on May 10, 2011, 01:06:41 AM
The Mars is undercosted because 2 bays is nor worth an armored prow, 6 WBs and a Nova Cannon.

They probably wont be taking many WBs because of thd geometry.  And of they do, it may wipe out incoming torpedos for me.

Boarding with a closing cruiser is tricky vs an abeam cruiser.  Its easier vs a closing cruiser.  Its impossible by an abeam ship.  Boarding is a good tactic as it passes shields and is unbraceable and potentially devestating

Place on CAP, then RO.  Then you have protection against long range ordnance while you close.  Up close it wont protect you.  In all likelihood I might not even LO.  Its not much of a boost on a ship with only 2 lances.  Keeping mobility for boarding is more important.

Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 10, 2011, 01:48:28 AM
The Mars is undercosted because 2 bays is nor worth an armored prow, 6 WBs and a Nova Cannon.
?

What? You're comparing across factions again? It won't work because each faction has its own characteristics. You compare within faction. From the Dictator, the Mars adds an NC and 2 Dorsal Lances, increases the range of the WBs and loses a turret. All for 55 points. Say 20 points for the NC. Leaves 55 points for the lances, range increase and loss of a turret.

They probably wont be taking many WBs because of thd geometry.  And of they do, it may wipe out incoming torpedos for me.

Who won't be taking WBs?

Boarding with a closing cruiser is tricky vs an abeam cruiser.  Its easier vs a closing cruiser.  Its impossible by an abeam ship.  Boarding is a good tactic as it passes shields and is unbraceable and potentially devestating

It is. For both parties. I wouldn't board unless I was on a battleship or the target is crippled or am tag teaming one.

Place on CAP, then RO.  Then you have protection against long range ordnance while you close.  Up close it wont protect you.  In all likelihood I might not even LO.  Its not much of a boost on a ship with only 2 lances.  Keeping mobility for boarding is more important.



Again, every turn, the enemy will be launching AC against your ships. So have one on CAP. And once I clear those out, then what? You won't launch again? Then guess what I send bombers or AB against you.
Title: Re: List of flawed ships
Post by: Phthisis on May 10, 2011, 02:37:22 AM
Comparing across factions is fair game.  If they can't compare rationally then its a symptom of imbalance.

I mean they wont be taking much WB fire.  Unless you turn broadsides in which case I welcome them over the torpedos.

I'm planning on double teaming one with CSMs.   Pretty low chance of failure.

Long range ordnance has a very low likelihood of connecting.  Its the close up stuff I'm concerned about.
Everything launches fighters for a screen and reloads.  My next launch is the turn before I board. See it now? 
Title: Re: List of flawed ships
Post by: Plaxor on May 10, 2011, 02:56:24 AM
Regarding interfleet balance.

Balance between fleets is a very difficult endeavor. So long as overall they are close this is unimportant. Ships such as the styx can only be 'loosely' compared to the Mars as each fleet has access to several different fleets. It is much better to balance within fleets, to ensure that no ship is obviously a poor choice compared to others in the list.

Regarding fleet lists.

I know someone brought this up, that IN/chaos don't make sense to have individual fleet lists. This is comparable to Space marines in 40k, who have several rule books for just space marines.

The reason why IN/Chaos fleets don't simply have access to everything like other races fleets, such as Eldar or Necrons is simply because they have FAR more ships, and in the interest of fairness these vessels are limited to accomidate races with smaller numbers of vessels.

If say Necrons had another 10 ships then there would be individual fleet lists for them as well.

Additionally, this is a way to provide character and to make players who use the 2 most-commonly played factions from looking too much alike. Think about it in 40k, what if every marine player just played with the generic codex, then things would be much more boring.

Regarding power of veto:

Horizon has power of veto on anything regarding Eldar. In fact, he is the only one with veto, as the eldar rules are his idea.'


Styx:

These quandaries are a little late in the game gentlemen. The Styx works for 260 points. I do not want to dig up old arguments. They are a substantial waste of time, and every person has an idea of what ships are useful and which ones aren't.

I believe the styx to be good at 260, Horizon does as well and Admiral D too. Not every vessel has to be in everyone's taste.
Title: Re: List of flawed ships
Post by: Taggerung on May 10, 2011, 03:30:40 AM
@Plaxor

No I agree that we don't want the same thing for every fleet, but if we break them up to be different types of fleets instead of being special lists, and break them up accordingly...Such as a patrol fleet probably wouldn't have access to most Battleships, but more likely to have light cruisers and escorts.

This is more a streamlining effort to make match ups easier.
Title: Re: List of flawed ships
Post by: Sigoroth on May 10, 2011, 03:48:17 AM
The Mars is undercosted because 2 bays is nor worth an armored prow, 6 WBs and a Nova Cannon.

Er, no, I have to completely disagree here. The armoured prow is countered by the fact that the Styx has absolutely no need whatsoever to close with the target and so can go abeam. I would not pay the 35 pts to put a 6+ prow on the Styx. It would be worthless. The Mars on the other hand needs to point its prow at the enemy to get off a NC shot, for which the 6+ prow is appropriate protection. Also, the Styx at > 45cm has +6WBs +2AC vs the NC of the Mars. At 45cm the Styx has +2AC vs the NC of the Mars (at a secondary target). The Mars has +6WB offside fire, the Styx has +5cm speed. The Styx has +1 turret.

Three Mars will give 12 AC, whereas 2 Styx will give 12 AC. This leaves 260 pts worth of ships to make up for whatever advantages you see the Mars having.

Title: Re: List of flawed ships
Post by: horizon on May 10, 2011, 04:06:19 AM
Mars is fine. Styx as well (260).

@Horizon & Admiral
Context guys.  I'd rather take 12 WBs to the prow than 6 torpedos to any side. 

I already explained that facing would give me the option to board.  Coming head on gives a ship a lot more options than running abeam.  I'm thinking a turn ahead.

Why doesn't anyone understand that you don't have to RO untill the turn AFTER you launch?  That means I can be LO the turn I launch ordnance.
First sentence: what? I do not understand.

If you face on a 45degree angle you get broadside fire, next turn you can turn again to go into boarding position if you like. Boarding is only funny with dedicated ships. Not sure if I would run a carrier into boarding...

Waiting with launch ordnance means your AC is not in play and that my ordnance can do whatever it wants.
Title: Re: List of flawed ships
Post by: Sigoroth on May 10, 2011, 04:38:57 AM
On the topic of the Mars, I would imagine that the cost of its Improved Tracking System should be reduced to 10 pts.

Comparing a Mars + ITS + Extra Turret (285 pts) to a Dominion with NC (not an option, but assume +20 pts for a total of 275 pts) we have a difference of 10 pts in cost and the left shifted WBs vs the lances. At >30cm range this will typically still favour the lances and even when <30cm it will generally still favour the lances because of the ceiling effect (you can't shift further left than the defences column) and also because the Mars is unlikely to LO, which typically favours WBs when all else is equal (ie, 3d6 hitting on 5+ = 2d6 hitting on 4+ normally, but is greater when on LO).

Dropping the cost of this upgrade down to 10 pts makes it only 5 pts more expensive than a NC Dominion would be, and this should more than adequately cover any beardiness of the rule. In fact, it probably isn't even worth 10 pts on the Mars.

For convergent evidence we can look at the Overlord. The Overlord with the ITS is, I think, widely held to be balanced. The Mars has only 75% of the upgradeable direct fire weaponry of the Overlord. 75% of 15 pts would be 11.25 pts. However, the weaponry is also only 75% of the range, which would be 8.44 pts. Perhaps this last should not be weighed so highly, since most of game is spent sub-30cm, but if the Mars had longer range WBs it would spend a greater proportion of the game at longer range (approaching obliquely) and the Overlord also tends to hang back similar to a Carnage, extending the usefulness of its range. Add to this the fact that the Mars is far more likely to be reloading rather than locking on and the comparative value of the left-shift goes down even further (nearer 5 pts than 10 pts).

So I really think that 10 pts is sufficient cost for the ITS on the Mars.
Title: Re: List of flawed ships
Post by: Plaxor on May 10, 2011, 04:46:13 AM
Is it 15?

I don't want to make any upgrade a no-brainer. It's better to have something on the side of less-than worthwhile then always take forever.
Title: Re: List of flawed ships
Post by: Plaxor on May 10, 2011, 08:23:03 AM
I re-read the Hellbringer in BFK, and compared its stats to other vessels.

So here is what it should look like:

Hellbringer Light Cruiser      120 pts

Type/Hits   Speed/Turns     Shields/Armour   Turrets
Cruiser/6        30/90                    1/5+              1

Port + Stb launch bays   1

Prow Lances 1 45cm F
Dorsal Wbs 4  30cm l/f/r

Scores 2 AP for every turn it spends landing troops.



Also... it has a dorsal weapon?
Title: Re: List of flawed ships
Post by: Bryantroy2003 on May 10, 2011, 01:07:26 PM
It isnt really a dorsal weapon more like the emplacements on each side are too weak individually to affect much individually and thus swivel together to combine into a useful volley. This is reflected by a dorsal profile but you could put in a rule that it is taken down by either a pt/st weapon hit instead if you feel like it. Thats how I see it being rationalized.

As for fleets performing specific roles, they are expected to perform any role their master requires at a moments notice with what ever ramshackle affair they can get together. If they are to escort a 20 ship convoy and the only thing on hand is 6 LC's and 2 BB's then guess what, those ships are going to escort those unglamorus transports to where ever they are bound and the admiralty will cover down on the lost protection they bring with what ever they can. Its not a perfect system but what in 40k is?

In order to understand the way the Imperial Navy at the least works, I highly recomend picking up the Rogue Trader book, BattleFleet Koronus. Its not as comprehensive in some area's as i'd like but thats because it leaves room for GM ruling to fill in the space. Even if you dont want to play the RPG this would be an invaluable fluff imo. And it would show you that there are now infact official Choas LC's and an LCV as well. It gives the profiles for several new cruiser hulls for the IN including a flawed BC that has the potential to burn its self up in just a few rounds due to any crit. But thats my blurb on it.

I dont think the Styx needs to be adjusted any more. For its points it is a bargain in the BC slot. Id still prefer a Hades but thats because im not very good with AC.
Title: Re: List of flawed ships
Post by: horizon on May 10, 2011, 01:14:50 PM
And it would show you that there are now infact official Choas LC's and an LCV as well.
As said, I have the original background on the Pestilaan (wip manuscript) and it would explain ... a ... lot....
Title: Re: List of flawed ships
Post by: RCgothic on May 10, 2011, 01:17:01 PM
I re-read the Hellbringer in BFK, and compared its stats to other vessels.

So here is what it should look like:

Hellbringer Light Cruiser      120 pts

Type/Hits   Speed/Turns     Shields/Armour   Turrets
Cruiser/6        30/90                    1/5+              1

Port + Stb launch bays   1

Prow Lances 1 45cm F
Dorsal Wbs 4  30cm l/f/r

Scores 2 AP for every turn it spends landing troops.

Defiant beats this ship hands down in all but speed, and surely that's saying something. In fact, Defiant is a good deal more manoeuvrable due to a lower minimum move.
Title: Re: List of flawed ships
Post by: Bryantroy2003 on May 10, 2011, 01:38:36 PM
Allow it to make 2 turns that equal 90* maybe? Or include a rule that allows it to turn prior to the mandatory minimum to turn. Such as instead of moving 15cm it can move 10cm prior to turning?

This would allow it to skirt debris and natural terrain more precisely then its contemperary's without giving it a huge manouverability advantage either. I wouldnt be opposed to the WB's being increased to 5 for the listed profile.
Title: Re: List of flawed ships
Post by: horizon on May 10, 2011, 01:42:36 PM
Eh. No.

Hellbringer is only fun in small convoy raids. Has no place in a fleet engagement.

Title: Re: List of flawed ships
Post by: RCgothic on May 10, 2011, 02:00:29 PM
I would be happy for the Hellbringer to have 4AC with 2L@45cm front.

It's still only half to 2/3 a cruiser armament on the broadsides, 2/3 cruiser range on the prow, and for 80% of a cruiser's price.
Title: Re: List of flawed ships
Post by: horizon on May 10, 2011, 02:10:52 PM
At 120pts? 4AC?
Insanity! Heresy!

That is 8AC at 240pts.

16AC for 480pts.
Add a bigger carrier eg Styx -> 22AC @ 740pts.

Go friggin fish.


Title: Re: List of flawed ships
Post by: RCgothic on May 10, 2011, 02:49:07 PM
Of course not for 120pts. For 150pts as proposed earlier.
Title: Re: List of flawed ships
Post by: horizon on May 10, 2011, 02:57:31 PM
So my "list" would show up at:
860pts for 22 AC.

Still hardcore ordnance spam.

:(

Tau could do:
3x Explorer. 1x Hero. 870pts = 28AC
which is also hardcore spam ;)

Title: Re: List of flawed ships
Post by: RCgothic on May 10, 2011, 03:30:13 PM
Yes, but it would be almost completely devoid of any actual weapons, composed entirely of easily suppressible light cruisers.

Any half decent gunfleet would obliterate that list.
Title: Re: List of flawed ships
Post by: Phthisis on May 10, 2011, 04:18:38 PM
@Plaxor
On the Hellbringer, is that one launch bay total or 2 launch bays?  2 bays is reasonable for its points but a 2nd turret is in order, I think.

I do ike the 150pt version.  I don't see much benefit in spamming them over spamming Devestations, which is possible already.  But if people are afraid of it, then a limit isnt an issue.  In fact, it can keep people from making a big mistake in fleet design.

@Horizon
4 Dictators is 840 and has 16AC and 4 torpedo salvoes.  Thats 20 ordnance markers vs 22 for Chaos.

7 Defiants are 840 and has 14AC and 7 torpedo salvos.  Thats 21 ordnance markers.

Your point about capability to spam ordnance is that it should only be something the IN can do?
Title: Re: List of flawed ships
Post by: horizon on May 10, 2011, 07:08:30 PM
Yes, and 4 Devestations = 16AC with 16 lances at 760pts (vs Dictators that is 80pts less = 2 Infidels = 4 torps = 2 markers).

Title: Re: List of flawed ships
Post by: Phthisis on May 10, 2011, 08:07:55 PM
And the Defiants bring 14 lances FLR, 6 more than the Devestations can bring to bear and still more ordnance even including the infidels.

We could do this all day.  Im sorry that the Devestation gives you nightmares, but thats not a justification to give the IN an advantage in AC as well as torpedos, armor, manouverability and long range weaponry.  And the Devestation isn't nearly as good of a ship as you make it out to be. Admiral says a cross fleet comparison isn't fair? Can't compare the Styx to the Mars?  Stop comparing the Dev to the Lunar then.  
Title: Re: List of flawed ships
Post by: horizon on May 10, 2011, 08:16:58 PM
And the Devestations have the first shot. And you'll bet at least one Defiant goes down from 8 lances. ;)

7 Defiants = 14 AC + 7 torps = 21 markers.
4 Devestations + 2 Infidels = 16 AC + 4 torps = 20 markers

The Devestations start firing at 45cm with lances. 1 shielded vessels are easy to surpress.
Defiants need to be in base2base to make torps count. This is more fun when one explodes.
In base2base is less markers.

Yes, we could go on all day.

The IN is not an AC fleet. And has no AC advantage as far as I can see.

The Devestation is an awesome ship.

I think we are back at the point where I say: I give up in trying...


Title: Re: List of flawed ships
Post by: Phthisis on May 10, 2011, 08:30:03 PM
The Defiants move from outside the Devs range and hit with their lances. 55cm. The Devs move abeam and only fire 45cm.  First shot to the Defiants.  14 lances are going to mess up a Devestation, not to mention 14 torpedos and possibly bombers.

Im fine with you giving up.  Youre not correct anyway.  Every scenario we have posed the Devestations come up short.
Do we live nearby? Lets play a game.
Title: Re: List of flawed ships
Post by: zaxqua on May 10, 2011, 09:18:24 PM
Of course the devestations come up short. The ship was not designed to take on equal point value carriers in a duel, it was designed to provide the chaos fleets with ordanance. And, on top of that, it is completely illegal to field a fleet of 7 defiants! (unless admech, which has more expensive ships) You can't look at the ships on a one-to-one basis, you have to look at how the ship works in a regular, balanced fleet.
Title: Re: List of flawed ships
Post by: RCgothic on May 10, 2011, 09:35:53 PM
Some of the restrictions on ships have been relaxed a bit.

But the torp salvoes off defiants are so weak you may as well ignore them for ordnance purposes. If fired in a combined salvo they give up the numerical advantage.
Title: Re: List of flawed ships
Post by: Phthisis on May 10, 2011, 09:44:25 PM
@zaxqua
Thank you for someone finally understanding me!

@RC
Fighters can remove CAP for torpedos.  Torpedos can clear CAP for bombers.
Title: Re: List of flawed ships
Post by: horizon on May 11, 2011, 04:02:10 AM
The Defiants move from outside the Devs range and hit with their lances. 55cm. The Devs move abeam and only fire 45cm.  First shot to the Defiants.  14 lances are going to mess up a Devestation, not to mention 14 torpedos and possibly bombers.

Im fine with you giving up.  Youre not correct anyway.  Every scenario we have posed the Devestations come up short.
Do we live nearby? Lets play a game.
Netherlands :)

Why do your Defiants move in first? Perhaps the Devestations move in first. If Chaos plays it well the Defiants won't get a full shot ever in the game.
By the way, why 55cm? Defiants move 20/shoot 30.

You still have to have the Defiants in b2b to make their torps count.
And if you used them as cap removal then you will only be 1 marker in the lead.

1str2 torp marker or 1 bomber marker.


Imo 1 Devestation would/could lose vs a Dictator.
Why? Because it is 20pts cheaper.

When levelled. It is equal. Tactics make the differnence.

Never said anything else here.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 11, 2011, 12:43:29 PM
And the Defiants bring 14 lances FLR, 6 more than the Devestations can bring to bear and still more ordnance even including the infidels.

We could do this all day.  Im sorry that the Devestation gives you nightmares, but thats not a justification to give the IN an advantage in AC as well as torpedos, armor, manouverability and long range weaponry.  And the Devestation isn't nearly as good of a ship as you make it out to be. Admiral says a cross fleet comparison isn't fair? Can't compare the Styx to the Mars?  Stop comparing the Dev to the Lunar then.  


Get rid of the Defiant. Problem solved. Yes, don't compare. And the Dev is as good a ship as it is to be. Switch fleets with Tag. Maybe he can show you how good it is.

Yes Styx is a more of a pure attack carrier ship which has to be more closer to the front line, different from the Mars which is mainly a support ship suited to stay back and shoot NC while launching fighters to support the IN. But by compare I am saying you can't compare the exact pointages by comparing across factions. Chaos should really have access to cheaper AC while having more expensive torps, the reverse of IN. Smotherman and RC Gothic's formulas also do not take these into account but something which could be incorporated to improve the math.

Dev is different from a Lunar as a carrot is to a zucchini, both vegetables but offering something different. Both Lunar and Dev are same type but provides different game play. Though I really can't figure how a Lunar came into the discussion.
Title: Re: List of flawed ships
Post by: RCgothic on May 11, 2011, 02:21:42 PM
The Lunar came in because a Dev can match its broadside firepower whilst providing AC on top.

With the exception of the RSVs, we're not getting rid of any ships.

End of.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 11, 2011, 02:51:14 PM
Can provide similar broadside only on one fire arc, to be precise. However still shouldn't be compared.

As for the Defiant, just reminding you that the option is there.
Title: Re: List of flawed ships
Post by: Phthisis on May 11, 2011, 03:44:22 PM
This whole issue started because I said that the Devestation is a purely defensive carrier while the other races all have strong attack carriers.  I said that with the changes made to the Despoiler and Devestation, and with the across-the-board 10pt decrease to every IN carrier  there is now an imbalance in AC and a significant hole in the fleet that an attack carrier could fill.

Well, the way some around here talk, a pair of devestations in a fleet is practically an auto-win.  So they have been trying to convince me that a Devestation is as good at, if not better than, getting up close and slugging it out as any other carrier in the game.  Which is complete BS.  But they think prow armor and torpedos are extremely overrated, and so want to compare the Devestation to the Lunar.  They have been arguing that the Devestation is a Lunar with 4 bays for only 10pts more.

Of course, if the IN player decides that the thing to do is shoot torpedos from long distance and turn broadsides as the Chaos fleet approaches, then theyre right.  This seems to be the way everyone who has jousted with me on this topic has described their strategy.  Here we do things differently and much better. Both IN players stay prow on in order to maximize their use of torpedos (they bypass shields, guns don't).  Usually using an AAF shotgun tactic that targets one or two ships with the majority of the IN fleet, including Dictators to clear CAP.  Its effective and leverages their prow armor and torpedos, which turning would otherwise completely negate.  If Devestations are in range, they are the target.

There are benefits to a carrier that can stay inside AC range without getting killed.  Unfortunately, the Devestation is the worst at doing that in the entire game.  How this translates.into a super powerful uber carrier escapes me.  And yet people still complain that its too inexpensive.  And call me names.  And suggest that Tag will be able to somehow make them into brilliant attack carriers.  Tag is smart, but he's not a magician.  So far his idea has been not to squadron them so that they aren't both neutralized by BFI while one is getting killed.

It seems to me that people think Devs are awesome because theyre playing against Chaos wrong.  And because theyre playing against Chaos wrong with the IN, they think its overpowered and so want a nerf and points deductions to the IN fleet.  Which is why I want to play IN against Horizon.  I keep describing the same scenario and its not connecting.  I keep hearing 'Arent they launching torpedos from long range?' And 'But when they turn brosdsides to face your incoming chaos ships'..... 
Title: Re: List of flawed ships
Post by: horizon on May 11, 2011, 08:52:57 PM
Did I call names? Nah.

I gave you answers to the IN tactics. You don't agree with them. Pity the distance is too far.
Title: Re: List of flawed ships
Post by: Phthisis on May 11, 2011, 08:59:10 PM
No, you didn't.  It wasn't you I was referring to.

It is a pity.  I'd only like to show you what I am describing and get your opinion.  I've got no hard feelings.  I still value your opinion.  If I didn't I wouldn't keep on with you about this for a week.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 11, 2011, 11:59:16 PM
Everyone's been giving you tip and tactics already but you don't want to take them. We're not saying the Devs (or 2) are an auto win but a Dev is definitely very good for its points. There's a difference. You keep thinking we're saying the Dev is an uber ship which should be able to survive being in close combat. It can but the chances are doubtful.

Any ship, no matter how good it is for its point can be destroyed or lost, especially if the player is playing them wrong. Carriers have no business being up close, even the Dictator because the chances are it will have to brace and so lose out on half of its weapons.

Since you seem to favor the Dictator more, why not do the simple thing?  Play the IN faction solely from now on instead. That's not an insult, rather it's a suggestion to play what you believe strongly in rather than continue to insist on playing something and yet not believe in their capabilities. If you don't believe in your ships, you won't be able to maximize their capabilities and will continue wondering why 2 Devs in formation with a Desolator got blown out of space real quick.
Title: Re: List of flawed ships
Post by: Phthisis on May 12, 2011, 01:31:57 AM
Because I want to play Chaos.  I like the challenge.

Nobody has given me tips or strategy for pages and pages. I had't asked for any to begin with anyway. People just started accusing me of playing badly because I don't think Devestations are that great.  Nobody even asked how I have been using them, so nobody knows if I have been playing correctly or not!  Sigiroth said to close with them and go oblique at the last moment and I said that would work better than what I had been doing, so youre wrong about me not taking anyone's advice.

The ongoing argument has been whether the Devestation is good, or even passable, at getting up close along with the rest of an aggressive Chaos fleet to give close AC support or counter torpedo shotguns.  The argument started with people saying the Devestation was the best aggressive carrier in the game because it had the same weapon loadout as a Lunar.  I disagreed on the basis of the Devestation's vulnerability.  Over time I've proved my point again and again.

I've never asked for advice on how to use my Devestations. I never said how I have been using them.  Ive never requested a points change for the Dev or even the return of its 60cm range.  I just said the Dev wasn't as awesome as its made out to be and too vulnerable to use up close and I have been under attack ever since.  People have just assumed that since I don't think its great I am a bad player and need advice.  I don't. The Devestation can't be used up close.  I'm right.  

If anything, this thread of argument has exposed to me that the flawed reasoning behind many of the changes made to points values in the fleet list may be due to an ineffective tactical dogma that is prevalent amongst IN players.  But I'm a heretic for not getting wet over the Devestation.  I'm always the heretic, so I'm used to it.  Boys in my class used to call me a 'fag' for not liking New Kids on the Block.  Death Guard players said the Plaguespear wouldn't work. My physics teacher and other students thought I didn't get it because I believed Black Hole theory was based on bad math.   I see things differently.  I wave my heritic flag proudly.

The topic is concluded.  I don't want to talk anout this anymore.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 12, 2011, 02:03:09 AM
Because I want to play Chaos.  I like the challenge.

Then why are you complaining about the Dev since it challenges you? BTW, playing Chaos is NOT a challenge.

Nobody has given me tips or strategy for pages and pages. I had't asked for any to begin with anyway. People just started accusing me of playing badly because I don't think Devestations are that great.  Nobody even asked how I have been using them, so nobody knows if I have been playing correctly or not!  Sigiroth said to close with them and go oblique at the last moment and I said that would work better than what I had been doing, so youre wrong about me not taking anyone's advice.

LoL! I've given advice.

The ongoing argument has been whether the Devestation is good, or even passable, at getting up close along with the rest of an aggressive Chaos fleet to give close AC support or counter torpedo shotguns.  The argument started with people saying the Devestation was the best aggressive carrier in the game because it had the same weapon loadout as a Lunar.  I disagreed on the basis of the Devestation's vulnerability.  Over time I've proved my point again and again.

And I've already told you what I do with my Devs in my all cruiser 1500 point list.


The topic is concluded.  I don't want to talk anout this anymore.


Yes, probably best this way.
Title: Re: List of flawed ships
Post by: Plaxor on May 12, 2011, 05:04:51 AM
We all have different opinions. The Dev conversation should be closed now, as I don't think anyone will be changing their minds.

The Hellbringer V1 works, however the question is how is it justified by fluff? Is it a stripped down cruiser? is it a CL?

V2 is certainly balanced as a light carrier, although I don't think anyone would be interested in taking such a ship.
Title: Re: List of flawed ships
Post by: Sigoroth on May 12, 2011, 07:21:48 AM
@Phthisis

It must be admitted that the Dictator was purpose built to close. Prow armour, torpedoes and lack of range makes it a line support ship. This has its ups and downs.

The Dev, on the other hand, is more versatile. With the extra range and speed it can provide support from a safer distance, and at 190 pts it provides a better AC to cost ratio than the Dictator. When the enemy closes to 30cm it puts out as much firepower as a Lunar broadside (or both broadsides of the Dictator), while still maintaining a resilient aspect and providing AC to the fleet. For just 10 pts more than a Lunar, that's pretty good.

But the versatility comes in being able to use it as an attack carrier. When breaking the line it has 75% of the Lunar's direct fire capability plus 4 AC (minus torps). It also has better speed to get into position and an extra turret. All this for 10 pts more. Not too bad. What it really loses out on is the 6+ armour of course. The solution here would be to either approach obliquely (mitigating both the prow vulnerability and the speed bonus) or to provide a preponderance of targets with the soft prow. A fleet consisting of Slaughters, Hades, Devs and Executors, for example.

You could make the argument that neither of these options is as good as the 6+ prow and that despite the 50% greater direct firepower when used as a line breaker, this isn't as good as the torpedoes of the Dictator. You'd be right. The Dictator is a better carrier of the line. It costs more though, and is not as good a support carrier. It's slower, lacks range, pays for armour that wouldn't be used and has less firepower.

So when you compare the Dictator to the Dev and argue that the Dictator is superior you're right, when looking solely at the role of carrier of the line. I don't think that the Dictator is tremendously superior in this role, but it is easier to use. The Dev requires a little finesse or a themed fleet, and lacks the punch torps can provide. But, meh, it's cheaper.

You might have got such opposition because it seemed like you were making a flat statement that the Dictator is greater than the Dev full stop. If that was your intention, then we'd have an argument. For the role of carrier of the line, I'm willing to stipulate that the Dictator is superior and more purpose built.

The question I think is does Chaos need a carrier of the line equal to or better than the Dictator? My initial thought is no. Firstly Chaos isn't really an attacking line fleet. They're more like circling wolves. OK, yes, you can construct a closing Chaos fleet. Sure. But if that's what you want to do then the Dev is a fine ship. If we start trying to give Chaos a carrier of the line like a Dictator then why not other ships of the line? Why not a Lunar analogue? Or a Ret analogue?
Title: Re: List of flawed ships
Post by: Phthisis on May 12, 2011, 03:59:27 PM
@Plaxor

Does Hellbringer V2 have 2 total bays or only 1?

If it has 2, I'd take either of them for their points.  V1 could be a modified Murder, with bays replacing batteries and weakened lances and greater manouverability because the hull was stripped down. 

@Sig
Will answer when I have time.
Title: Re: List of flawed ships
Post by: Phthisis on May 12, 2011, 09:03:55 PM
There are advantages to firing ordnance close enough to their target that they reach it in the same player turn they are launched.  The biggest being that you can deal with CAP how you see fit, or avoid it all together, so you maximize your damage potential.  Another benefit is your opponent has no chance to counter it with gunnery or their own AC.  A bomber wave fired from 40cm away is much less likely to do damage than one launched 15cm away.
This shotgun tactic is something most carriers in the game do well.   IN and Ork carriers can close as safely as they can run abeam.  The Eldar carrier has good forward weaponry as well and is more resistant to fire to the prow. 
The Chaos fleet is the most vulnerable, especially when advancing.  So an aggressive carrier for the Chaos fleet has to make up for it with punching power to force enemies to brace.  The Despoiler was such a ship with 7 lances forward.  Once it's weaponry was moved to the side, it became a much better support carrier, Chaos's answer to the Emperor.  Its still a good ship, but not good for that role anymore. 
The Styx can fill that role somewhat, but it has nowhere near the strength or resilience the old Despoiler had.  It would work in multiples, but the cruiser requirements and cost are prohibitive.
The old use of the Devestation and what it has become is a topic I don't want to dredge up again, but suffice it to say it is the least capable of fulfilling this slot.
Traversing is a loosing strategy, especially with LO NCs on the loose now. 
With no capable attack carrier, the head-on fleet is at a disadvantage.  Since Chaos is supposed to be the AC fleet, I think a carrier that can provide close range support/ordnance for a head-on strategy  and contribute to its own defense is in order. 
Title: Re: List of flawed ships
Post by: Plaxor on May 12, 2011, 09:10:17 PM
Hellbringer V2 has 2 launch bays
Title: Re: List of flawed ships
Post by: horizon on May 12, 2011, 09:26:59 PM
Hi,

Phtsis, read Sigoroth's post. Circling wolves, not advancing fleet (which is IN designed to do).

I do not understand why a Devestation with 60cm weapons is an attack carrier and not with 45cm. 60cm encourages even less attacking intentions then 45cm. I do not understand why you think it is a difference if it (or variant) had 45cm on the prow (LFR). As this way it exposes a 5+ prow instead of 5+ abeam.
Even I would not position the Styx prow on. I would always keep an abeam angle.

Even if closing. Keep that abeam side. Yes, this doesn't matter to lances etc but it does to batteries and planned torp routes.

Chaos boarding fleet ain't made of Devestations in the front line.

What is a Chaos head on fleet?

If you keep ordnance to shotgun ( a good and viable tactic) the other can do long range waves. Yes, vulnerable to direct fire but still a threat.

Title: Re: List of flawed ships
Post by: RCgothic on May 12, 2011, 09:50:12 PM
Congrats on this thread gaining 100 pages btw.
Title: Re: List of flawed ships
Post by: Phthisis on May 12, 2011, 10:06:54 PM
@Plaxor
I'd use either version happily.  V1 has a strike cruiser feel that I like.  V2 is a little more versatile.  
My preference is V1.

@Horizon
The Devestation was never an attack carrier.  What do you think we have been discussing over PM?  Not talking about this anymore.

At this point it seems like youre saying 'no' without taking time to remember what I'm saying.

A head-on fleet is one with lots of Murders and Hades.  I know you and Sig don't like it, but lots of people who play Chaos do.
Title: Re: List of flawed ships
Post by: afterimagedan on May 13, 2011, 02:56:46 AM
I also think Styx is a good addition to the head-on chaos fleet.
Title: Re: List of flawed ships
Post by: horizon on May 13, 2011, 03:57:11 AM
A head-on fleet is one with lots of Murders and Hades.  I know you and Sig don't like it, but lots of people who play Chaos do.
Head on up to 45cm. Then the broadsides should be used.

I think better of MMH then Sig does.
Title: Re: List of flawed ships
Post by: zaxqua on May 14, 2011, 08:14:07 PM
And now for something comepletly different:
How come the space marine vanguard cruiser is 15points less than the strike cruiser but has better wepons? And while I'm on sm, the blood angels fleet list is one-dimensional and retarded. Yes, the sons of sanguinius love close combat and have the black rage, that does not mean they are not as good at fleet battles. In fact in the Blood Angels Omnibus the battle barge ALWAYS engaged enemy ships in gun duels, not boarding actions. Keep their leadership normal and give each capital ship a "Death Company Boarding Party." This can be used once per game to a)double the ships boarding value for one turn, b)go onboad a thunderhawk and give it +2 on the hit and run table, or c)used in a planetary assult senario by giving +2 assult points for the first turn spent within 30cm of the planet.
Title: Re: List of flawed ships
Post by: Plaxor on May 15, 2011, 04:41:20 AM
Zaxqua, that is the reason that the Master of the fleet's ship retains it's normal leadership. Even with the negative modifier to leadership they still are better off than IN/Chaos.

The Vanguard has 1 less sheild than the SC, which is a solid reason for the 15 point decrease.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 15, 2011, 06:35:51 AM
A shield costs 15 points? o.O
Title: Re: List of flawed ships
Post by: Plaxor on May 15, 2011, 07:39:40 AM
Well that and some different weaponry. As well as the Vanguard being a CL so it can squadron with escorts (not a huge buff)
Title: Re: List of flawed ships
Post by: Plaxor on May 17, 2011, 05:07:19 AM
RC, your edits are phenomenal. I'm on page 7 of your work and 4 hours in....

Sorry about the delay in updates guys, I was moving to a new flat this last week. Anyways, I would like to make a few decisions regarding the rules, and close fighters/squadrons by the weekend.

Horizon/Sigoroth/Admiral D,

If any of you happen to be around right now I would like your opinion on something RC put into his edits; namely allowing gunnery to shift left into the firepower column.
Title: Re: List of flawed ships
Post by: horizon on May 17, 2011, 05:19:43 AM
Nein mann.



(No).
Title: Re: List of flawed ships
Post by: Plaxor on May 17, 2011, 05:21:52 AM
K, thanks Horizon.
Title: Re: List of flawed ships
Post by: Sigoroth on May 17, 2011, 06:43:45 AM
I myself am not against this idea. The biggest objection that I can see is that doing so actually uses values outside the table (ie, the label column). I don't have a problem with the concept of perfect gunnery accuracy. In fact, I think it would help to legitimise the assigned value. For example, why is the WB value of the Lunar 6? What does the 6 represent? Answer: the maximum potential impacts. Without the chance for the Lunar to roll 6 dice (and the Dom to roll 12 and the Tyrant to roll 10 and Carnage/Emp 16, etc) then the value is a pure abstraction. Pure abstraction is fine, but we have an abstraction which is so close to the actual numerical value that it becomes confusing.

For example, if instead of having firepower 1-20, what if it was firepower A-T? So the Lunar would have firepower F, the Dominator would be firepower L, etc. Then a further left column shift would take the Dominator from 11 dice to "L" dice, which is meaningless. Of course, letters can't be added or divided meaning that combining and splitting firepower would be impossible without simply assigning a numerical value to those letters. Similarly any other abstraction would be able to be so categorised back into a simple numerical expression (category 1 firepower, category 2, etc).

However, if the values returned by each category were not fractions of 1 then it wouldn't be possible to simply use the firepower column. For example, if firepower 6 gave 12 dice in the defences column then a further left shift would actually reduce firepower by 50%!

In essence, this sort of thing would not normally fly, but in this case we have a chance to define firepower in real terms, rather than pure abstraction, and it's aligned to be doable.

TL;DR - Yes.
Title: Re: List of flawed ships
Post by: Plaxor on May 17, 2011, 06:49:08 AM
Well there are only two situations where the 'perfect fire' would occur. Against Defenses within 15cm (which is fine, as I intend to make fairly tough defenses)

The other situation is against closing vessels within 15cm during any game which is near the sun (flare region and mercurial zone IIRC)

So pretty rare.... I think the only issue is the column definition here.
Title: Re: List of flawed ships
Post by: horizon on May 17, 2011, 06:52:17 AM
Upon reflection I think it can be done. (I looked at the chart and the difference is neglible).

Gives a small boost to Eldar and other races with left shift (or upgrades with left shifts or which prevent right shifts or so).
Title: Re: List of flawed ships
Post by: Sigoroth on May 17, 2011, 06:54:34 AM
Well there are only two situations where the 'perfect fire' would occur. Against Defenses within 15cm (which is fine, as I intend to make fairly tough defenses)

The other situation is against closing vessels within 15cm during any game which is near the sun (flare region and mercurial zone IIRC)

So pretty rare.... I think the only issue is the column definition here.

Well you would think that there's only 2 situations, but the one you forgot was modified ships. For example, an Overlord with the Targeting Matrix. This would allow it to get perfect fire against a defence, a closing cap ship at close range or a moving away cap ship at close range into the sun in any battlezone except outer reaches and deep space.

There are a few ships that can get this  sort of upgrade, there's refits and then potentially racial special rules.
Title: Re: List of flawed ships
Post by: Sigoroth on May 17, 2011, 06:58:25 AM
Upon reflection I think it can be done. (I looked at the chart and the difference is neglible).

Gives a small boost to Eldar and other races with left shift (or upgrades which prevent right shifts or so).

Yeah, there is no difference for firepower 5 or less, it's +1 dice for firepower 6-15 and +2 dice for firepower 16-25.
Title: Re: List of flawed ships
Post by: horizon on May 17, 2011, 07:00:24 AM
Exactly.


Though Sig, that might make the targetting matrix on the Mars 15pts again. ;)

I need to see output on the options-increase for:

Retribution (AdMech) with AWR (str18wb!!)
Eldar Dragonships (str12wb with left shift)


-warning
yup.
Title: Re: List of flawed ships
Post by: Plaxor on May 17, 2011, 07:08:57 AM
Yep, that retribution would be murder. Pure concentrated murder.
Title: Re: List of flawed ships
Post by: Sigoroth on May 17, 2011, 07:25:49 AM
Exactly.


Though Sig, that might make the targetting matrix on the Mars 15pts again. ;)

I need to see output on the options-increase for:

Retribution (AdMech) with AWR (str18wb!!)
Eldar Dragonships (str12wb with left shift)


-warning
yup.

Heh, well I think the TM on the Mars is still lame at 15 pts compared to the lances of the Dominion and the TM of the Overlord, which pays the same to upgrade 33% more firepower with 33% more range.

As for the Ret, well if you manage to break the enemy's line, and we'll assume they're running perpendicular to you so you get 1 ship closing and 1 shp moving away, then this change will give +2 dice against the closing ship (assuming close range and no interference from BMs etc). So instead of getting 16 dice at both ships it'll get 18 dice at the closing ship and 16 dice against the moving away ship. Unless, the moving away ship is sunward of the Ret and you're not in the outer reaches or deep space, in which case it will get 18 dice against each target. So very best possible scenario imaginable, the AM Ret gets +2 dice each side with this change.

The Dragonship will get +1 dice if it's firing at a closing ship at close range or a moving away ship at close range into the sun except when in OR or DS. This last scenario is quite unlikely, given they usually fire into the prow or side and prefer the OR or DS battlezones. In fact, given that Eldar don't like to be close due to potential for enemy ships to explode then it's not much of an advantage to them at all. When they do decide to get to close range then it just increases the chances the enemy will explode and maul them. So a bit of a trade-off inherent to the change.

Yep, that retribution would be murder. Pure concentrated murder.

Unlike the Murder, which is pure concentrated lame.
Title: Re: List of flawed ships
Post by: Admiral_d_Artagnan on May 17, 2011, 08:27:49 AM
I don't mind being able to use the left most column.
Title: Re: List of flawed ships
Post by: Plaxor on May 17, 2011, 08:33:49 AM
Ok, looks like left-most column is on!

Also I see why Sig was complaining about the TM on the Mars. 33% less firepower should mean 33% cheaper.

The Murder is a bit of a misnomer, as it probably has the least Murder of any of the Chaos cruisers.
Title: Re: List of flawed ships
Post by: RCgothic on May 17, 2011, 11:49:17 AM
To be clear, in my edit I didn't just 'edit in' that the the firepower column can be used.

I pointed out that we needed to better define which column counted as the 'leftmost column', noted that I wouldn't mind it being the firepower column, but then proposed that the following wording be added to clarify the matter:

“No target aspect or modifier can adjust shooting beyond the Special or Ordnance columns on the gunnery table.”

But as it seems like we're going with a revised version, I'd use the following wording instead:

"Target aspects and modifiers may adjust shooting up to (but not beyond) the Firepower and Ordnance columns on the gunnery table."

Although while it's been mentioned, I don't think  the double shift for sunward edge should apply outside the flare and mercurial regions. Sure, if you look right at a star, even in the outer reaches it will dazzle, but the modifiers apply at an up to 45' ofset from the star. This only really makes sense if you're very close to it.
Title: Re: List of flawed ships
Post by: Plaxor on May 17, 2011, 12:13:03 PM
RC, I have no intention of changing the inlaid double RS/LS for being close to a star.

Most fleets prefer to be farther away from the sun, in DS or OR, even the Attack Rating selection rules promote battles farther from the sun. Most pickup games ignore this 1/3 of the time factor as well, simply setting up phenomena however.

I could've sworn that is what you were saying...
Title: Re: List of flawed ships
Post by: RCgothic on May 17, 2011, 12:25:33 PM
What I mean is, that, at present, you could be firing at a 45' angle to the sunward edge and still have your targeting systems interfered with. This seems completely unreasonable outside the Flare and Mercurial zones - the star simply isn't that big or dazzling.

What I mean is: keep the double shift, but restrict it to the flare and mercurial zones, where the star really would be large and bright enough to interfere across a wide angle.
Title: Re: List of flawed ships
Post by: Plaxor on May 17, 2011, 12:30:53 PM
That's how it is now?
Title: Re: List of flawed ships
Post by: horizon on May 17, 2011, 12:37:21 PM
iirc yes it is.
Title: Re: List of flawed ships
Post by: RCgothic on May 17, 2011, 12:49:30 PM
IIRC, you currently get the double shift in all but the outer reaches and deep space.

I'd like it restricting to flare/mercurial.
Title: Re: List of flawed ships
Post by: Plaxor on May 17, 2011, 12:52:30 PM
Hrmm.... RC is correct. Wow... I've been playing that wrong... oops.

I do agree that it should only shift twice at Flare and Mercurial. Unless there are any complaints?
Title: Re: List of flawed ships
Post by: RCgothic on May 17, 2011, 12:57:05 PM
You're not the only one who had to look twice at the rule! I couldn't quite believe it the first time I read it either.
Title: Re: List of flawed ships
Post by: Plaxor on May 17, 2011, 01:03:00 PM
I wonder if that was a big factor in the initial balancing between Chaos and IN. Most people consider IN worse, but maybe that's because it was 'supposed' to be that most often chaos was losing a lot on long ranged shots.
Title: Re: List of flawed ships
Post by: horizon on May 17, 2011, 01:09:58 PM
Odd.... I shall reread v1.0 at home.
Title: Re: List of flawed ships
Post by: Plaxor on May 18, 2011, 05:21:01 AM
Got to another point in RCs edit.

Regarding boarding, I ditched drawn combats 'grappling together' and remaining in contact because it didn't really make sense, and it was a needless complication of the rules.

He asked that I bring it up....
Title: Re: List of flawed ships
Post by: afterimagedan on May 18, 2011, 05:34:23 AM
Good catch. I found that a little weird too.
Title: Re: List of flawed ships
Post by: RCgothic on May 18, 2011, 09:10:52 AM
Having drawn combats allows for multiple ships on both sides, which is complicated. I'm of the opinion that by doing away with getting locked, v1.5 saved an awful lot of FAQ explanation.

I'm not saying it should be reinstated, just that it should be discussed.
Title: Re: List of flawed ships
Post by: Phthisis on May 19, 2011, 05:06:50 PM
Boarding...  We could have so much fun on this topic!

But just for ease, lets not keep them locked at all.

Even though I have some fun ideas for keeping them locked even if it isn't a tie.
Title: Re: List of flawed ships
Post by: RCgothic on May 21, 2011, 12:52:46 PM
So no objections to continuing to leave locked combats out of boarding? It's simpler all round really.
Title: Re: List of flawed ships
Post by: Plaxor on May 24, 2011, 09:39:26 AM
I am ending all rules changes/discussion for BFG:R (formerly known as flawed ships). Unfortunately the process has become slightly fractured, and the changes make the building process slow. Further changes are possible in another edition (if there is one in a year or so)

I would like to thank you all for your help and support. If I have any other specific questions, (I'm looking at you Horizon) then I will PM you.

Hopefully I will be able to produce a finalized PDF of the entire work within the next few months.

DISCLAIMER- BFG:R is unnoficial, and all my current PDFs are works in progress (don't count on them being final). They are not supported by GW and you need your opponents permission to use anything contained within.

Final note- Squadron rules will follow something similar (if not the same) to Sigoroth's ruleset. As well, rogue traders will follow a lineage/family system.