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Author Topic: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG  (Read 174227 times)

Offline Caine-HoA

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #45 on: September 03, 2010, 01:44:48 PM »
@horizon

I know it can last longer with 2 shields, i would be happy with 6 hull as well but this wont happen as the protactor has 6. It is more expensive than a dauntless then but it costs 130 point not 110. And again the quiestion would the mass of tau players really use this ship having 1shield 4 structure? It will be the same dead fleet enrty as before no matter if you slightly increase the weapon power.

Offline tinfish

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #46 on: September 03, 2010, 11:12:16 PM »
At least if it has grav-hooks it can bring Wardens. If it has the firepower to destroy enemy escorts to allow Wardens/Castellan's to attack it may be some use.

Offline Harrypotter

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #47 on: September 04, 2010, 10:09:43 AM »
2 shields does give added survivability most of the time, but as mentioned it is a little more expensive than a Dauntless, equally it would be fair to say that with 4 HP's it's more vulnerable to ordnance (although with 2 turrets and a fighter squadron is better able to defend itself against said ordnance).

If we took Horizons suggestion as the base model for the Emissary then taking the wardens would result in 190 points for 2 wardens and a ship that is roughly 2-4 escorts worth in terms of capability, In my (not very carefully thought out) opinion that may render it a choice not worth taking.

Giving it 2 shields would kinda tip the balance back towards it being a choice I'd be more inclined to take (and if you kept the wb's with the tracking system it would be quite meaty against eldar :D).

I also like the 2 shields from a fluffy practical sense, as a diplomacy vessel I'd expect the emphasis to be on survivability rather than offensive capability (that's what I'd bring in the Protectors etc. for).

For me, Horizons stats with 2 shields feels kinda right.

Better post this now before the battery dies :-s

Offline horizon

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #48 on: September 04, 2010, 07:37:24 PM »
No Tau ship needs to worry about enemy ordnance, not even Castellans or other Tau escorts. Enemy fleets will have to worry about Tau ordnance first.

Dunno, for me the 2nd shield isn't needed with my stats. If it would get a 2nd shield I would increase points to 140.

Offline Caine-HoA

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #49 on: September 04, 2010, 07:53:07 PM »
I would rather play it with 140 points and 2 shields than for 130 and 1 shield.

Offline Harrypotter

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #50 on: September 04, 2010, 07:59:24 PM »
I'd not mind a points increase to make it a ship I'd actually choose to take.

Offline tinfish

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #51 on: September 06, 2010, 02:03:07 PM »
I will probably manage a 1000 - 1500 pt game this weekend. Which incarnation of the Emissary should I try?

Offline horizon

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #52 on: September 06, 2010, 07:02:12 PM »
Dunno. Ray didn't reply.

But if we get positive feedback on our ideas it might be persuasive. :)

Thus variant I proposed and perhaps a 2nd shield for 140pts.

Offline Harrypotter

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #53 on: September 06, 2010, 07:16:50 PM »
I'd be interested in seeing how that would perform in a game.

Offline tinfish

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #54 on: September 06, 2010, 09:48:37 PM »
I have a 1500 pt game set up - probably Necrons :( as he hasn't had a chance to try a Tomb ship yet. On the bright side it may be Marines...

I am happy to try any Emissary - they can't do worse than the last game.

<edit>

Is it this one with 2 shields?

Emissary
points 130
hits 4
turrets 2
shields 1
armour 6+/5+
speed 25cm
turns 90*

Prow Railguns - 45cm - str.2 - F
Port Railguns - 45cm - str.2 - F
Starboard Railguns - 45cm - str.2 - F
dorsal launch bay - barracuda 25cm - str.1 - n/a
Prow missiles - 20-40cm - str.3. - F

prow deflector, integrated tracking systems.
may swap port/starboard railguns for grav hooks (-> wardens).
« Last Edit: September 06, 2010, 09:51:27 PM by tinfish »

Offline tinfish

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #55 on: September 10, 2010, 10:12:50 AM »
Just checking what I'm trying out tomorrow.

Castellan - 2RB @ 45cm
             - 2 Grav Launchers

Protector - 12 RB @ 45 cm (on several mounts)
              - 2 IC @ 30 cm
              - launch bays & Grav Launchers
 
Horizon - your Emissary has pretty weak weapons. The original FW one has 8 RB's, the draft one 4 RB + 2 IC. Speed and manoeuvrability are good, but I don't see it shooting down many escorts. I will give it a go and see what happens.

Offline horizon

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #56 on: September 10, 2010, 10:27:28 AM »
Castellan : cool (which speed?)
Protector: I guess the Nate variant with 45* turns?

Emissary [Distant Darkness]
Yes, as said it is the design philosophy. 6 railguns might not shoot down many escorts (though it is not impossible when getting 2-4 dice.
Keep in mind it has tracking systems. Thus above 30cm 6 railguns are almost on par with 8 non-tracked railguns. Under 30cm 8 will have the edge.
The Nate/draft variant also loses above 30cm but gains impressive under 30cm (1 lance/ion equals 3 railguns/batteries) as it has an equivalent of 10 weapon batteries
in the front arc assisted by fighters and missiles.
(A Dauntles can either bring down 9 wb in the front or 4 to the side. Endeavours can do a 8 strong broadside @30cm).

So the Darkness variant is faster, turns better and has an edge in long range gunnery. Perfect for diplomacy & trade. I do not see it as an (escort) hunter.are

Offline tinfish

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #57 on: September 10, 2010, 01:26:22 PM »
Definitely fighting Necrons - with a Tomb ship, so only 3 cruisers to worry about.

If I use your Emissary then the Castellan will have to move 25cm to keep up.

I was planning on the latest Protector a few pages back. It has double the firepower of the draft version, so it is on par with most other cruisers.

I understand what you are saying about the DD Emissary - with 2 shields it may survive longer, but it might not hurt much. If I am lucky he will shoot at it and leave the escorts alone.

Offline tinfish

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #58 on: September 12, 2010, 12:34:00 AM »
I took:

Custodian,
4 Protectors,
Emissary,
2 Castellans,
3 Wardens &
Kor'O.
I couldn't afford the second shield on the Emissary.

Necrons

Tomb ship
2 Scythe
Shroud
2 squadrons of escorts

Highlights - 2 squadroned Protectors hulked a Scythe in one round of shooting - they are now vicious to the front. They spent the rest of the game being chased around by the Tomb ship with one eventually being destroyed, the other crippled.
Another locked on Protector crippled a Scythe (despite it being braced).

Lowlight - most of the escorts died in one round of shooting. Ordinance and Necrons don't mix.

The extra speed and manoeuvrability of the Emissary was good, but I think it caused one point of damage the whole game (counting those saved) I would prefer the draft one with 25cm speed and 90 turns, + 1 shield optional. It survived the game unharmed, but afterwards he said that it wasn't worth shooting at, so he ignored it.

Protectors are powerful to the front, but the broadsides are pretty weak to make up for it. As soon as the Necrons got past me I had a lot of trouble doing any damage. 90 degree turns or 25cm speed would be nice, but I doubt we will get that on a sub 200 pt ship - and I wouldn't want to spend more on a 6 HP ship.

Didn't get a chance to try the Castellans as they died too quickly - heroically saving the Protectors from the Tomb ships attention for one round.


Offline horizon

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Re: Tau Kor'or'vesh Commerce Protection Fleet draft rules for BFG
« Reply #59 on: September 12, 2010, 07:47:19 PM »
Heya,
to be honest that game had one problem: The Tombship is considered by many a heavily broken (overpowered ) ship.

The cool thing about not shooting at the Emissary is that it free to roam. It still a 130pts things. And missiles can be vicious, the barracuda good at removing cap... (although vs Necrons useless).

The Protector with 20cm and 90* is Distant Darkness phase 3. Fix all weaponry front and it works.