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Battlefleet Gothic => [BFG] Experimental Rules Feedback => Topic started by: RayB HA on April 17, 2010, 02:43:58 AM

Title: Bombers -House Rules-
Post by: RayB HA on April 17, 2010, 02:43:58 AM
Hi Guys,

As I hate the way bombers work in BFG I've tried numerous HR's and ER's the following rules are a recent addition to this collection and have won me over somewhat.

Each surviving bomber marker in a wave makes D6 attack runs. Roll a D6 for each attack run. Roll each D6 that beat the turret value against the targets weakest armour value.

Turret Suppression: Each fighter in the wave allows you to reroll D3 attack runs to beat the turret value.

Note: Eldar Bomber rules may still reroll the number of attack runs.
Ork Fighta Bommas have D3 attack runs but no additional special rules.

Example: 1 Fighter squadron and 3 bomber squadrons attack a cruiser with 2 turrets. The Fighter gets destroyed by the turrets but still confers D3 rerolls. The Attacks runs from the bombers are rolled: 2, 3 and 5 for a total of 10. Of these 10D6 6 beat the turret value. Turret suppression is rolled for, 2 rerolls are gained 1 failed attack run
is successfull from the reroll. 7 attack runs are rolled against the cruisers weakest armour scoring 2 points of damage.

Cheers,

RayB    
Title: Re: Bombers -House Rules-
Post by: Vaaish on April 17, 2010, 05:21:04 AM
Honestly, seeing that a ordnance heavy Tau fleet was the overall winner of adepticon two years running (until he met up with the unkillable hiveships) I don't feel that bombers need a boost in effectiveness as the fleets that make use of them already have ready access and are already strong contenders.
Title: Re: Bombers -House Rules-
Post by: Caine-HoA on April 17, 2010, 01:19:31 PM
In my opinion bombers could need this boost as Massing Turrets is makes them worse than Surpressing Fire makes them better.

At least in several of my games (i play a lot of tau as well) my bombers did very unsatisfying jobs as soon as the enemy has 2 turrets. Big waves can easily be recuded to small ones in most situations and 50% of the few that reach the enemy die out of turret fire hitting at 4+.

So i think the rule suggested should be given a chance. I simply doubt that anyone wants to use it if its not official as with any rule...
Title: Re: Bombers -House Rules-
Post by: RayB HA on April 17, 2010, 03:01:48 PM
Vaaish,

Tau are the exception (Nids not so much as Hiveships are expensive), where Explorers are exhaustively used. But you can almost safely mass turrets if your opponent goes all ordy. Also it can back fire with failed command checks or 'defensive' BM's.

Damn Hiveships and thier immunity to bombers!

Cheers,

RayB
Title: Re: Bombers -House Rules-
Post by: RayB HA on April 17, 2010, 03:22:08 PM
These are comparative 'average' str6 bomber attacks:

OR (Official Rules) vs turrets: 0=21, 1=15, 2=10, 3=6, 4=3, 5=1, 6=0

HR (House Rules) vs turrets: 0=21, 1=17.5, 2=14, 3=10.5, 4=7, 5=3.5, 6=0


The HR's are more effective but also have a standard decrease rather than the OR's exponential decay.

Actually with the effectiveness of the HR bombers I think turret suppresion could be dumped all together.

Cheers,

RayB   
Title: Re: Bombers -House Rules-
Post by: Commx on April 17, 2010, 03:59:14 PM
Quote
In my opinion bombers could need this boost as Massing Turrets is makes them worse than Surpressing Fire makes them better.
Caine-HoA, would you mind giving us any evidence of that statement or at least a reason for this belief? My Master Excel Sheet tells me the following about Turret Suppression and Massed Turrets, using a wave of eight Attack Craft as an example. (Less Attack Craft barely alter the ratios, merely causing lower absolute values.)

# of TurretsBasic CaseMassed Turrets (3)Fighter Support (Optimal)FS & MT
118,751518,7516
211,699,18512,6911,85
36,5588
432,2566
50,9350,685,515,51
60066

The only time at which the positive impact of Fighter Support is lower than the negative one of Massed Turrets is against a vessel with a single Turret - so basic Escorts and a lot of Ork vessels. Against a vessel with two Turrets, they are approximately equal when combined - but note the advantage gained by the Fighter Support if less than the maximum amount of Massed Turrets are present as will often be the case - and against everything above that you always end up with a higher average amount of attacks.


Quote
These are comparative 'average' str6 bomber attacks:

OR (Official Rules) vs turrets: 0=21, 1=15, 2=10, 3=6, 4=3, 5=1, 6=0

HR (House Rules) vs turrets: 0=21, 1=17.5, 2=14, 3=10.5, 4=7, 5=3.5, 6=0

The HR's are more effective but also have a standard decrease rather than the OR's exponential decay.

Actually with the effectiveness of the HR bombers I think turret suppression could be dumped all together.

Cheers,

RayB
 

Hello again Ray,

Although the idea of a more even decrease appeals to me, there is still something which bothers me about your new version (well, apart from the fact that such a change would render my precious Excel-Sheet meaningless :'(). You are effectively adding even more rolls to what is already the most lengthy of processes in the game. Now you would have to Roll: Initial Attack Runs, Fighter Support, and Re-rolled Attack Runs; instead of only Attack Runs. I feel that this, combined with the other rolls you already have to make (Turrets, Damage, possibly Criticals), would make a single Bombing Run take up far too much time in comparison to other elements of the game.

Oh, and Nids are quite a big exception in the field of Bombers: They have none! ;)

Cheers,
CommX
Title: Re: Bombers -House Rules-
Post by: RayB HA on April 17, 2010, 04:31:44 PM
8 is a bad number to use for this as there are only 6 results of a D6 (who would have thought! ;) ). Multiples are fine though.

As turrets attack waves rather than each maker you can't really use them to display averages effectively.

Actually I'd wager that this method is quicker than the current rules as you are rolling dice instead of performing basic arithmetic. I'm not joking, it's quicker to roll.

Cheers,

RayB  
Title: Re: Bombers -House Rules-
Post by: Commx on April 17, 2010, 04:53:58 PM
8 is a bad number to use for this as there are only 6 results of a D6 (who would have thought! ;) ). Multiples are fine though.
Why would this be an issue? As long as I do not intend to randomise between the Bombers or otherwise divide by their number - for which I see no need - the exact amount of Bombers seems highly irrelevant. I simply went with the Tau-sized wave of eight as it seemed appropriate, but if you want I could get out the numbers for a wave of six markers.
Quote
As turrets attack waves rather than each maker you can't really use them to display averages effectively.
The way I see it, each Turret - normally - inflicts 0.5 Hit, so on average every two Turrets will remove a single marker. If any Fighters are present, double their number of Turrets can thus be safely ignored in the average case - their loss will not influence the result as Turret Suppression happens anyway - and every Turret above that removes half a Bomber worth of Attack Runs. The last bit is the only thing that could be considered a bit dubious, as one does not normally have 'half-Bombers', they are either dead or alive.
Quote
Actually I'd wager that this method is quicker than the current rules as you are rolling dice instead of performing basic arithmetic. I'm not joking, it's quicker to roll.
I suppose that is going to remain a matter of preference then, as I feel that said 'basic arithmetic' passes a lot faster than waiting for two sets of dice to finish rolling, looking up what they say and comparing it to something, and then removing them again to make way for the next batch. :)
Title: Re: Bombers -House Rules-
Post by: RayB HA on April 17, 2010, 06:02:45 PM
As the attack runs are determined by D6-turrets, multiple results from the D6 can equal 0 meaning you need the whole range of 6: 1,2,3,4,5 and 6.

So 2 turrets would be: 1=0, 2=0, 3=1, 4=2, 5=3, 6=4, T=10 rather than (3.5x6)-(2x6)=9.

As turrets have different percential effects on different size waves including turret kills in an example can only show the average for that specific sized wave.

Basic arithmetic aside it also depends on how quickly you can roll dice.  :)

Cheers,

RayB HA 

   
Title: Re: Bombers -House Rules-
Post by: Caine-HoA on April 17, 2010, 06:03:45 PM
I dont think your numbers represent the game practice.

How often does a wave of 8 AC reach its targer unhindered? Furthermore how often do you manage to get exacty the perfect amount of fighters to your enemy.

Far more often is the case that small waves of AC reach a target, thinned out by opponents fighters. So if for example a wave of 3 bombers reaches a target that has normally 2 turrets (eg an escort) but is supportet by two others, double the bombers are destroyed. Its relativly easy to assure that your escorts stand in base contact and profit from massing turrets. On the others side like described above its relatily hard to get the perfect amount of fighters on every AC wave in the moment you attack to profit from surpressing fire.

And sry but i dont understand that the size of the AC wave doesnt have an effect. Like said above, most of the time rather small waves reach a target (i can give causes to that if you want an explanation). with small waves a higher percentage of the wave is destroyed from turrets (as most ships in bfg have about 2 turrets). So if a wave of 2 bombers attack a target with 2 turrets its likely that half of the bombers are destroyed. If you have more bombers in a wave a lower percentage will be destroyed. If you have more turrets, and via massing turrets that is possible. a even higher percentage of waves is destroyed.
So if you take a wave of 8 AC as example and i take 8 AC as well but splitted up as 4x2 AC far more of them are destroyed when attacking the same target. And even more the higher the turret value of the defender.

Thats what i meant with "In my opinion bombers could need this boost as Massing Turrets is makes them worse than Surpressing Fire makes them better."

Massing turrets was meant as an reaction to the rule of surpressing fire.
Title: Re: Bombers -House Rules-
Post by: RayB HA on April 17, 2010, 07:32:01 PM
My examples are only trying to show the differences between the OR's and my HR's.

When showing average surviving waves I would say that there are so many variations that you can't factor it all in. After all you've got vary turrets, varying massed turrets, enemy fighters, different carrier strengths, blast markers, varying turret suppresion and even direct fire weapons.

All you can do is say on average what 1 bomber marker will do if it survives. Or in my case what 6 bombers will do.

These are comparative 'average' for 1 bomber's attacks:

OR (Official Rules) vs turrets: 0=3.5, 1=2.5, 2=1.6.., 3=1, 4=0.5, 5=0.16.., 6=0

HR (House Rules) vs turrets: 0=3.5, 1=2.916.., 2=2.3.., 3=1.75, 4=1.16.., 5=0.583.., 6=0

Cheers,

RayB HA
Title: Re: Bombers -House Rules-
Post by: Caine-HoA on April 17, 2010, 08:18:16 PM
Sry if there was a misunderstanding my post was adressed to Commx.

@RayB
I understand, that only such an example brings the true numbers and in that way are comparable. Nevertheless what i explained in my former post is an additional problem with bombers when using massing turrets and surpressing fire.
Neither your nor Commx numbers take this problem in account. I know its hard and would be too much work to do stochastics with so many factors nevertheless they are a factor for the effectivness of bombers in the game.

I just wanted to make clear that tehre are more factors and what i meant with having both rules is worse for bombers than having none of them. Strangely when itroducing surpressing fire i guess the aim was to make them better vs high turret value targets. What came out of it is that there are more mid range turret values in the game at least for destroying bombers before they attack. And as mid sized attacks of AC are happening far more often in the game than attacking battleships with it efeectivly bombers were weakened.
Title: Re: Bombers -House Rules-
Post by: Commx on April 17, 2010, 09:22:30 PM
As the attack runs are determined by D6-turrets, multiple results from the D6 can equal 0 meaning you need the whole range of 6: 1,2,3,4,5 and 6.

So 2 turrets would be: 1=0, 2=0, 3=1, 4=2, 5=3, 6=4, T=10 rather than (3.5x6)-(2x6)=9.

As turrets have different percentile effects on different size waves including turret kills in an example can only show the average for that specific sized wave.
Hence me specifically declaring it was an example using eight Attack Craft in the most optimal combination for each situation (or just eight Bombers for the 'Basic Case'). The Attack Run reduction for Turrets is most certainly taken into account in my maths, by applying yet another average - in this by taking the average of all six possible rolls. A single Bomber attacking a vessel with two Turrets will therefore cause an average of 1,67 Attack Runs ([0+0+1+2+3+4]/6), whereas two will cause double this number and so on. Massed Turrets are taken into account with the aforementioned reduction of Fighters/Bombers that remain and finally Turret Suppression is taken into account according to the normal rules.
Title: Re: Bombers -House Rules-
Post by: RayB HA on April 18, 2010, 02:41:02 PM
Caine-HoA,

Ah, that makes more sense to me now  ;)

As I've said before I'm not trying to find the average bomber attacks just displaying the differences between OR's and HR's.

However, if you did want to do this I'd say use the most common strengths of bomber waves. In my experience that's 4 (straight from a carrier), 3 and 1 fighter (straight from a carrier), 3 bombers, 2 Bombers. 1 Bomber never comes up we usually use them to clear CAP or attack Eldar. Waves of more than 4 are rare as they can get shot down, actually I ONLY ever see them from Explorers or from carrier squadrons within launch range, in which case it'll be a straight 8 AC.


Commx,

Your are an Excel expert. However 8 Bombers is a pretty strange standard (as apposed to Str6).  :)


Cheers,

RayB
Title: Re: Bombers -House Rules-
Post by: Commx on April 18, 2010, 09:32:28 PM
RayB,

That's too much honour really, more a case of 'idle hands are the devil's workshop' and infernal persistence. The reason I went for 8 the first time was that someone mentioned Tau, so I went with the massive Explorer wave you just mentioned. As I said, it doesn't matter that much anyway.

The only really useful thing I did learn from this exercise is that you might as well prohibit Fighta-Bommerz from acting as a Fighter to use 'regular' Turret Suppression. Out of the 28 possible cases (0-6 Turrets on the target and 0-3 vessels assisting it) there are exactly zero where using a Fighta-Bommer that way would be desirale.


Caine-HoA,

First of all, my apologies if I seemed rude earlier on. I don't know why, but your initial post somehow struck a bit of a wrong chord with me...

Secondly, what I said in my last comment is not completely accurate. What I should have been saying is that whilst the Massed Turrets take away a larger portion of the Wave when it is smaller, the Turret Suppression itself will also play a larger role. For example, in the case of a target with two Turrets and zero or three assisting vessels, the Massed Turrets will reduce the final amount of Attack Runs by only 21% against a wave of eight Attack Craft, and by 50% against a wave of four Attack Craft. However, Turret Suppression gives only a 22% bonus with eight Attack Craft, and an impressive 80% with only four of them. The latter may seem counter-intuitive, but all I can say about it is that I fully agree with that. :P

Although these ratios are not completely equivalent, they mean that there is no change in my eventual conclusion: Turret Suppression is more 'powerful' with four or more Turrets on the target, Massed Turrets are more 'powerful' with one and slightly so with two, and the situation with three Turrets can go either way.
Title: Re: Bombers -House Rules-
Post by: Caine-HoA on April 18, 2010, 10:02:32 PM
@Commx

thx for the apologies, absolutly no problem, sometimes there have to be changed more than two sentences to understand what the other means or wants to explain.

So as i understand it Turret Surpression is more usefull vs battleships (4 or more turrets) and when useing a large wave of attack craft and Massing Turrets is more effective vs small waves of attack craft (as a higher percentage of the whole wave will be destroyed before even making dmg) and for low turret value ships who are supported.

If we look again what situations are common in avarage games maybe my first statement, that Surpessing Fire + Massing Turrets overall is for Bombers worse than not using both rules, is not that wrong in the end.

@Both
To make the "average situation" clear:
When talking about the avarage situation maybe the most common wave sent out from carriers is 4 (or 3bombers one fighter and so on) but what arrives the enemy often is less than those 4 AC launched for the attack because of intervening fighters, cap fightes and so on (as RayB mentioned it as well). Only in the optimal case that the launching ship is in a range of 20cm (for most bombers i think thats the distance that counts) and can directly attack another ship the perfect wave will reach the enemy ship. So i would say there are more situations where 3 or less AC arrive as a wave. Most often facing a turret value of 1-3 (escorts 1-2, cruisers 2, battlecruisers/Carriers 3). So that would support my statement above.

Even for Tau Explorers as already mentioned by RayB in most situations it doesnt make sense to launch a wave of 8AC as they can be fired on with normal weapons to destroy all of them.


And to come back to the specific topic. RayB's ER seems to solve exactly the problem with attacking higher turret value targets, while haveing almost the same effectiveness at lower value turrets.
So maybe it would be better simply taking this rule and maybe even take out the Surpressing Fire and Massing Turret rules again as they (in my opinion) didnt reach what they were meant to.
Title: Re: Bombers -House Rules-
Post by: RayB HA on April 19, 2010, 01:25:30 AM
Massed Turrets: These should stay as it helps escorts survive those nasty A-boats. Also it does have consequences. Also with the limit of +3 it's not as bad as it was.

Turrets Suppression: With my HR's I think we can get by without suppressing.

Cheers,

RayB HA

Title: Re: Bombers -House Rules-
Post by: Caine-HoA on April 19, 2010, 09:23:26 AM
By the way we almost never had the case of having even 3 helping Ships, as we thought only the ships that are DIRECTLY in base kontakt with the ship that is attacked can mass their turrets, what made sense to me.
As i understand it here you mean that ALL the ships that are in base to base contact can mass their turrets. So now you make the addition to the rule that a maximum of 3 can help in this way.

How about changing it to what i understood. That it wont ever be that many because around a base you cannot place more that 2 or 3 others without haveing one of them only 1 or two others around them. There is always one that it not saved by 3 because it takes the outer position. So most of the time its an addition of 2 Turrets (the escorts standing next to the one who is attacked) what already doubles the amount of turrets for escorts. I think that should be enough.
Title: Re: Bombers -House Rules-
Post by: Commx on April 19, 2010, 08:15:20 PM

Actually, as far as I am aware that is how it is supposed to be: A vessel gains a bonus equal to the amount of other ships with at least one Turret in base contact with itself, up to a maximum of three. Because of that, the cases I used in my example (0 or 3 assisting vessels) are not really representative either. In a more realistic scenario, the most likely numbers are one or two for vessels with two Turrets (a pair or trio of Cruisers Squadroned together) and three for those with one Turret (Escort squadrons flying around with their members in hexagonal clusters of seven to optimally support each other). Against the Escorts the Bombers will indeed end up better off without both rules, but one or two bonus Turrets for the Cruiser will not actually hinder a wave of four at all. Four Attack Craft (2 Bombers + 2 Fighters) will create 5.33 Attack Runs against a two-Turret Cruiser with zero, one, or two Massed Turrets (but only 4.5 with three).

So my general conclusion for this would be that only Escorts got a significant defensive boost due to these rules being in place, which seems acceptable as nobody actually uses Bombers against them to begin with (only Assault Boats, against which they honestly deserved slightly more survivability to begin with).

The issue of incomplete waves arriving can be taken into account by comparing the amount of Launch Bays between yourself and the enemy, determining the ratio that can be taken down by enemy Fighters on the way and compensating for that with additional Attack Craft. I can't say anything solid about that though, as this is something between you and your opponent and I am not, in fact, a Psyker so I can't read your minds. ;)


RayB,

Actually, your rules would still require the Turret Suppression rules, as removing them would make the dreaded Hive Ship and the Ork Hulk - as well as Nicassar Caravans and other Tau Orbitals with four Security Modules! - completely immune to Bombers as you would be incapable of causing any Attack Runs at all to a vessel with six Turrets of its own.
Title: Re: Bombers -House Rules-
Post by: Caine-HoA on April 19, 2010, 09:50:15 PM
One quick response for now:

Quite a few Fleets dont have acess to Assault Boats so they have to use Bombers vs Escorts as well.

"Four Attack Craft (2 Bombers + 2 Fighters) will create 5.33 Attack Runs against a two-Turret Cruiser with zero, one, or two Massed Turrets (but only 4.5 with three)" Commx

So about half of the firepower of a Tau Explorer Battleship does about one damage (for armor 5 targets) to a average cruiser. I think thats a bit low to be honest. An in addition its not straight fire power, the attack has to reach the target.
Title: Re: Bombers -House Rules-
Post by: Don Gusto on April 19, 2010, 10:07:24 PM
I thought about an alternative bomber rule some time ago and came up with the following, but haven't tested it:

Defending ship rolls d6 per point of turretstrength.
Attacking bombers roll d6 per bomber squadron.
If the total from turrets is higher than the total from bombers the attack fails.
Otherwise the difference is the number of attack runs the bombers make.

- turrets that have been used or are held back against torpedoes only roll d3
- ork fighta bommas only roll d3
- tau tracking systems allow reroll of any turret dice
- eldar bombers may reroll any bomber dice and turret 6's don't count against them

This could be used with Massing Turrets but wouldn't need Fighter Suppression.
Title: Re: Bombers -House Rules-
Post by: Vaaish on April 20, 2010, 01:46:53 AM
Caine, I think your statement is a little misleading. That is firepower that is in resilient AC, with effectively unlimited range, combined with attacks that ignore shields. There is also a strong possibility that multiple waves will hit before the enemy can close within range to return fire. I mean, in terms of outright damage, a retribution BB not locked on and with an enemy capital ship closing at 60cm only has enough firepower to do about 1.5 points of hull damage to the average cruiser after you take into account knocking out the shields and it costs far more than the explorer. (while I know it isn't exactly an even comparison, it does mean tau has more points to use on other craft which allows them to bring a greater amount of ordnance to the table).
Title: Re: Bombers -House Rules-
Post by: RayB HA on April 20, 2010, 03:04:05 AM
Commx,

Good point about 6 turret ships, however it’s tempting to say they hit on a 7 (so a 6+ then a 4+, just like in Epic). Hmm, they could just be straight out immune to bombers, that was the intent for Hulks in the first place. Hiveships on the other hand ‘should’ only get a max of 5.


Don Gusto,

I think your rule set would take too long, as you’d have to go case by case.

Cheers,

RayB


Title: Re: Bombers -House Rules-
Post by: Commx on April 20, 2010, 07:06:22 AM
Don Gusto,

I think your rule set would take too long, as you’d have to go case by case.

Cheers,

RayB
Actually, it would take no more work than the current method (plus whatever re-rolls are available). It's just that under his method the Turrets roll as well and you compare the totals of all dice rather than each Bomber dice with a static value. Example: Three Bombers versus two Turrets. The Bombers roll 3d6 Attack Runs, and the Turrets subtract 2d6 of them.

The only thing I don't really like about this set is that you are practically required to send more Bombers than a Vessel has Turrets if you want any chance of actually doing anything, an effect which increases with the amount of Turrets as you are less likely to deviate from the average when more dice are thrown.


Caine-HoA: Well, I cannot decide if you think 5.33 Attack Runs is a lot or not, my sole point there was that Massed Turrets have no impact on the situation at all there. Of course, those 5.33 are less than half of the Explorer's Firepower, and the 1.78 points of Damage they will cause on average are still more than the broadside of a non-Locked On battleship which does not negate Shields in a comparable situation. Hardly a cause for complaint I would say (well, from the Tau side at least...)
Title: Re: Bombers -House Rules-
Post by: RayB HA on April 20, 2010, 03:41:02 PM
Ah yes,

I assumed that it was case by case until you ran out of turrets... Sorry about speed reading.
I don't think Don Gusto's ruleset is viable as it does require you to have more bombers than turrets (or to be super lucky).

Cheers,

RayB HA