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Rampaging Reaver Titan Princeps





Warwickscire

Another thought occurs to me in that they maybe holding the campaign book back as it "spoils" a few future releases with pictures in the book. So, this is Wave 1. Wave 2 could have the book with the Thunderhawk, and Fire Raptor for the Marines and then Vampire Hunter, Vampire Raider, maybe even the Lynx for the Eldar. The book may even have the profile for the Stormbird, who knows.
   
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I don't have any plans to play AI at this point, but depending on the price, I could see myself getting a Thunderhawk when it is released - if only because of all the plastic Thunderhawk memes...

2021 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My [url=https://pileofpotential.com/dysartes]Pile of Potential[/url - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army... 
   
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Warwickscire

Screengrab of the Transfers. Interesting that they put Star Phantoms in for Marines. Also, pleased to see Mymeara for the Eldar in there as well

[Thumb - EldarTransfers.jpg]
Eldar Transfers

[Thumb - MarineTransfers.jpg]
Marine Transfers

   
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Chaos would have the best and most unique model if they're willing to make the Heldrake
   
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I can see the Hellblade and Helltalon for Chaos, perhaps - not so sure about the big lizard...

2021 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

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Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army... 
   
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Warwickscire

You've also got the Harbinger. You could also reference some of the old Dæmon Engines like the Doomwing and Firelord. Maybe the Silver Tower. Also, you've got the Blight Drone perhaps?

This message was edited 1 time. Last update was at 2021/09/27 10:31:22


 
   
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Germany

 zedmeister wrote:
You've also got the Harbinger. You could also reference some of the old Dæmon Engines like the Doomwing and Firelord. Maybe the Silver Tower. Also, you've got the Blight Drone perhaps?


Blight Drones would be Grot Bomb-sized in Aeronautica, so probably not a distinct unit by themselves.

"Tabletop games are the only setting when a body is made more horrifying for NOT being chopped into smaller pieces."
- Jiado 
   
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The Harbinger was huge, wasn't it bigger than the Manta? I doubt GW would release one for the larger scale AI, FW might though.

I am kind of glad they've stuck to the old FW flyers that felt more realistically scaled than introducing the GW flyers that look super chibi-like by comparison.

This message was edited 1 time. Last update was at 2021/09/27 11:19:24


 
   
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Warwickscire

AllSeeingSkink wrote:
The Harbinger was huge, wasn't it bigger than the Manta? I doubt GW would release one for the larger scale AI, FW might though.

I am kind of glad they've stuck to the old FW flyers that felt more realistically scaled than introducing the GW flyers that look super chibi-like by comparison.


Yeah, I reckon the Harbinger will be resin as will the Manta and probably the Stormbird

As for the GW designs, they don't seem like they're really for aerial combat. Don't think you can do much with hurricane bolters. Plus, a lot of them look crap
   
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Germany

Imperial flyers are built for maximum air resistance, so that the air can never defeat the Imperium.

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- Jiado 
   
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UK

AllSeeingSkink wrote:
Iracundus wrote:
Racerguy180 wrote:
The 6-8 of us that locally that were interested in AI already play AT & have previously played smaller scale. But out of that only 3 of us bought in. All due to factions available, when tau released 2 more joined and the remainder will as well once this hits.

I really don't want AI to die until there are chaos & nids stuff out.


Don't hold your breath.

In the 1st version of AI they said they would never do Tyranids "because Tyranids don't have planes".

I disagreed with that idea then and still do given all the descriptions of Tyranids dealing with planes in their own ways with their winged creatures and floating spore mines, though admittedly I think the 1st AI was before Hive Crones and Tentaclid living missiles were introduced by GW.


Even before Hive Crones there were Harridans and Gargoyles. I'm not really familiar with the fluff of Tentaclids but I imagine they're low speed missiles grown for dealing with enemy aircraft that are offering close air support to ground units, rather than going after supersonic fighter jets.

I dunno, it still doesn't seem right to me to have flapping wing flyers going toe to toe with high speed military jets in any context other than low speed close air support. The old fluff of Tyranids just filling the skies with critters making flight impossible made more sense, but doesn't really fit into how AI works.



I'd argue that right now most of the Tyranids we've seen air-force wise are closer to attack helicopters in role than fighter-craft. The idea that they just use a massive amount of floating spores to prevent air combat taking place makes perfect sense, but its really not much for the tyranid player to do in an air combat game.

That said there's no reason that the Hive Mind couldn't work on some kind of bio-fuel approach to developing a niche of tyranids. Perhaps with vents along wing-arms so that they basically "fly" but are pushing out enough force that they can approach jet aircraft speeds. It just takes a bit of new fluff; some invasion perhaps where the Hive Ship crashed or otherwise was unable to fill the air with spores (perhaps a world with very strong wind); so they evolve faster and faster organic flying creatures.

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I dunno, maybe I'm just small minded but I think anything they do to make Tyranids compete with jet fighters is going to feel very shoehorned in and take away from the biological aspect of them.

It'd be like if they started releasing literal tanks with tracks and all for Tyranids.

Maybe it's because I have an engineering background, but it feels to me biological stuff shouldn't be competing with engineered stuff on *every* front, and the idea of just throwing a bunch of critters in the air to clog up engines is probably the best biological solution to fighter jets anyway.

And I say that as a tyranid player who enjoys both aircraft and real natural flyers, it just doesn't feel right to me.

This message was edited 1 time. Last update was at 2021/09/27 12:09:02


 
   
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AllSeeingSkink wrote:
I dunno, maybe I'm just small minded but I think anything they do to make Tyranids compete with jet fighters is going to feel very shoehorned in and take away from the biological aspect of them.

It'd be like if they started releasing literal tanks with tracks and all for Tyranids.

Maybe it's because I have an engineering background, but it feels to me biological stuff shouldn't be competing with engineered stuff on *every* front, and the idea of just throwing a bunch of critters in the air to clog up engines is probably the best biological solution to fighter jets anyway.

And I say that as a tyranid player who enjoys both aircraft and real natural flyers, it just doesn't feel right to me.


Dunno, we already have Valkyries, which fill the helicopter niche instead of the jet fighter one, so...

I mean, I get what you're saying but there's already a lot of very ponderous planes out there already (bombers, landers, dropships) that the fighters should fly circles around, so I'm not sure if that would be reason enough.

This message was edited 2 times. Last update was at 2021/09/27 12:14:16


 
   
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There is a contradiction between the main GW background which says Harridans and Hive Crones etc... are clearly effective against enemy aircraft (including fast craft such as fighters) and the original AI writers who claimed no the Tyranids have nothing effective. However depictions in Black Library background have examples where flying Tyranid organisms clearly can bring down aircraft, including heavily armored Thunderhawks, whether from a combination of organic weapons fire, spore mine explosion, melee (which implies catching them) or Gargoyles clogging up the engines (possibly on purpose). The Tentaclid missiles have no description of their speed so we cannot really conclude they are "slow". About the only thing we do know is they do damage from a combination of impact and a massive electrical burst that knocks out electronics and engines.

Ultimately it comes down to the fact that aside from the original AI writers, all the other major GW sources say Tyranids do have effective flying Tyranid forms. So then the question would be how to translate what is depicted in the background into something AI ruleswise that would still be effective.

For the first AI, I proposed slow moving but very maneuverable Harridans that had some ranged fire with their bio-cannons, a little transport capability (as they carry Gargoyles attached to their belly), and scything talons (as they are described as tearing apart aircraft or even kamikaze style ramming into them). The compensation for the major disadvantage of slow speed was being dirt cheap so that Tyranids would field many Harridans. The other major unit at the time was FW's Meiotic Spores which were described as being used as a form of AA mine. Again the idea I had was something slow moving, powerful one time explosion, and dirt cheap. The idea was the Tyranid could fill the board with many cheap units so that even though enemy flyers could avoid or outmaneuver any one individual Tyranid creature, they might just be moving into the range of another. Harpies and Crones would now probably be smaller faster fighter equivalents compared to the bomber/dropship of the Harridan, though still slower than the flyers of other races. The Tentaclid missiles would be a way to offer limited longer range firepower so Tyranid players have stuff to do and are not just moving a bunch of slow turrets.

This message was edited 1 time. Last update was at 2021/09/27 12:15:55


 
   
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Did the nids have fighter/assault craft equivalents in BFG? Because one would think that if they can make them able to be used in space, a regular atmosphere should not be an insurmontable problem.

This message was edited 1 time. Last update was at 2021/09/27 12:20:01


 
   
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Warwickscire

 Albertorius wrote:
Did the nids have fighter/assault craft equivalents in BFG? Because one would think that if they can make them able to be used in space, a regular atmosphere should not be an insurmontable problem.


Not really, they had spore clouds that surrounded their ships which made them near sucicidal to attempt to fly attack craft through let alone attempt boarding actions
   
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 Albertorius wrote:
Dunno, we already have Valkyries, which fill the helicopter niche instead of the jet fighter one, so...

I mean, I get what you're saying but there's already a lot of very ponderous planes out there already (bombers, landers, dropships) that the fighters should fly circles around, so I'm not sure if that would be reason enough.


If we're talking about rules, that's a major gripe for me in terms of bombers. It's pretty absurd that a Marauder Destroyer is able to get guns on target against a fighter aircraft. I'd like to see to-hit bonuses and penalties based on the agility of the plane firing vs the agility of the one being fired upon.

I think all these things can coexist in a game, troops fighting on the ground, gunships providing close air support to them, while high speed fighters vie for air superiority. When the fighters can win air superiority, the natural progression is the enemy gunships can no longer operate, which leads to the troops on the ground losing out.

The problem with Tyranids in a game structured thusly is that while they do the close air support thing, they don't vie for air superiority against high speed fighters.
   
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 zedmeister wrote:
 Albertorius wrote:
Did the nids have fighter/assault craft equivalents in BFG? Because one would think that if they can make them able to be used in space, a regular atmosphere should not be an insurmontable problem.


Not really, they had spore clouds that surrounded their ships which made them near sucicidal to attempt to fly attack craft through let alone attempt boarding actions


Yes Tyranids did have small craft equivalent.

The spore clouds represented actual spores and smaller organisms that acted as ablative shields against enemy anti-ship fire (basically acting as void shields in rule terms) and they could do damage to an enemy ship if the enemy ship's shields were down.

Tyranids did have assault boats and boarding torpedoes, again both representing various smaller organisms that could smash into enemy ships and release Tyranids into the enemy ship.

The newer GW background from the Tyranid Codices has both Harpies and Crones in space as attack craft (quite how they fly is not said, but perhaps it does indicate ability for some sort of thrust propulsion). In BFG terms they might be the equivalent of those BFG "spores" and smaller attack craft.

This message was edited 1 time. Last update was at 2021/09/27 12:28:41


 
   
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Iracundus wrote:
There is a contradiction between the main GW background which says Harridans and Hive Crones etc... are clearly effective against enemy aircraft (including fast craft such as fighters) and the original AI writers who claimed no the Tyranids have nothing effective.

<snip>

Ultimately it comes down to the fact that aside from the original AI writers, all the other major GW sources say Tyranids do have effective flying Tyranid forms.

I'd argue that's because the writers of AI are (or at least were) probably more grounded in reality

But in terms of AI, the question is kind of whether they have something that can compete with fighters, not just compete in the close air support role. If they can't compete with the fighters, then they'll just be target practice unless they have rules where they're sending off gargoyles and farting out spores to clog the engines of the enemy fighters.

However depictions in Black Library background have examples where flying Tyranid organisms clearly can bring down aircraft, including heavily armored Thunderhawks, whether from a combination of organic weapons fire, spore mine explosion, melee (which implies catching them) or Gargoyles clogging up the engines (possibly on purpose). The Tentaclid missiles have no description of their speed so we cannot really conclude they are "slow". About the only thing we do know is they do damage from a combination of impact and a massive electrical burst that knocks out electronics and engines.


I think again this is a case of close air support vs air superiority. While Tyranids should be able to perform well in the former, swarming over enemy landing craft and gunships on approach, AI is more about the latter, dominating the skies through WW2 style dogfighting.

So then the question would be how to translate what is depicted in the background into something AI ruleswise that would still be effective.

In my mind, Tyranid flyers would just move so slow that they might as well be ground targets that camp out around the objective to pick off slow moving aircraft. Then they could have spore / gargoyle swarms that could move slowly around the map to block enemy flight paths.

Whether that would be fun, I dunno, maybe.

This message was edited 3 times. Last update was at 2021/09/27 12:34:19


 
   
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Arguments of realism only go so far in a universe where ships travel FTL through being hurled through a hell dimension, walking fungus/animal hybrids act like football hooligans, and where people are flinging magic spells around. By the realism argument, no Space Marine should be able to breathe. Are we then to say no, sorry you can't field Space Marines because they can't breathe so cannot work?

Ultimately it comes down to what is shown by the vast majority of other GW background, such as their Codices, which shows Tyranid flying forms as capable of bringing down Imperial fighter craft, including example given in one Codex of a Crone ambushing and taking out fighters in melee in mid-air. Other races clearly do not have unchallenged air superiority in just about every depiction of a Tyranid attack. Tyranids clearly can contest air superiority and are not restricted to just ground support.

I don't see why it's that hard to suspend disbelief for Tyranid flying creatures given that Tyranids are already depicted in BFG background and rules as being capable of facing off against starships, something no known creature on Earth can do. That means being able to travel much faster than any atmospheric craft and being able to hurl organic munitions at those much higher velocities.

Actually this almost sounds like a variation of how in the original Necron Codex, Imperial Tech-Priests "prove" Necron gauss weapons are impossible and should not work...yet clearly they do work within the 40K universe as attested to by all those flayed by them.

This message was edited 5 times. Last update was at 2021/09/27 12:52:47


 
   
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Heck GW aren't the only ones. Starcraft has the Zerg who have winged air units that fight with fightercraft and work in both atmosphere and outer space.

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Warwickscire

I supposed one way of working them would be similar to how they were done in BFG: slow moving but dangerous to approach. Their spore clouds make long range shooting less effective meaning you have to get close to take them out. Combine them with Spore Mines and getting swarmed with Gargoyles, I reckon you could do something.

Besides, I'd like to see the Epic Harridan return

   
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Iracundus wrote:
I don't see why it's that hard to suspend disbelief....


At the end of the day, to me it just doesn't feel right and takes away from the organic nature of Tyranids if you make them capable of atmospheric flight at speeds of fighter aircraft, and if they aren't going the speeds of fighter aircraft they aren't dogfighting which is the general premise of how AI currently functions (albeit not brilliantly ).

The space stuff to me is a completely different kettle of fish because Tyranids need to function in space to function in 40k as a whole, so I guess space magic or whatever

At the end of the day we could have a psyker who super saiyans his way around to dogfight against the Imperial Navy, but it's not so much "suspension of disbelief" as it is "yeah this just doesn't feel right".

But whatever, if Tyranids happen and it gets more players into the game, cool, just IMO I'm happy not having Tyranids in the game even though I have a 40k Tyranid army.
   
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 zedmeister wrote:
I supposed one way of working them would be similar to how they were done in BFG: slow moving but dangerous to approach. Their spore clouds make long range shooting less effective meaning you have to get close to take them out. Combine them with Spore Mines and getting swarmed with Gargoyles, I reckon you could do something.

Besides, I'd like to see the Epic Harridan return



That was sort of my proposal as detailed above and which was based on ideas I had with the first version of AI. Swarms of slower moving creatures like Harridans, and smaller faster creatures like Harpies and Crones, supplemented by barrage balloon Meiotic Spore mines that effectively create areas of danger through their blasts. Present the enemy with choices. Avoid the spore mine blast radius even though that might mean moving into the range of the guns or talons of the Harridan? And just when you think you might be out of bio-cannon range and safe, suddenly a Tentaclid missile shoots out and turns your aircraft into a plummeting brick.

AllSeeingSkink wrote:
Iracundus wrote:
I don't see why it's that hard to suspend disbelief....


At the end of the day, to me it just doesn't feel right and takes away from the organic nature of Tyranids if you make them capable of atmospheric flight at speeds of fighter aircraft, and if they aren't going the speeds of fighter aircraft they aren't dogfighting which is the general premise of how AI currently functions (albeit not brilliantly ).

The space stuff to me is a completely different kettle of fish because Tyranids need to function in space to function in 40k as a whole, so I guess space magic or whatever

At the end of the day we could have a psyker who super saiyans his way around to dogfight against the Imperial Navy, but it's not so much "suspension of disbelief" as it is "yeah this just doesn't feel right".


One could make the same argument that Orks making rustbucket aircraft that can perform comparably to the fighter craft of other factions doesn't "feel right".

That's the thing though. I don't see it as any different kettle of fish. It's the same reasoning: Tyranids need to function in the air to function in 40K as a whole just as in the same way they need to be able to function in space to function in the 40K universe.

All of the factions need to be able to do so.

This message was edited 4 times. Last update was at 2021/09/27 13:03:32


 
   
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Chopstick wrote:
Actually the maneuver, attitude, and firepower system of tthe new game are pretty bad and completely missing the core heart and soul of the original game. Aircrafts are quite unwieldy beasts to control and the original game capture that pretty well, it's very hard to turn and get other target in sight, because of the 9 attitude instead of 5. And ammo is limited so people can't just dakka away every turn.

Don't think there will be any revamp in rule, I just hope for some actual new, original stuff being made for the game, like new fighter Maybe something mind blowing like...naval combat.


Mostly agreed. The 9 altitudes and limited ammo aren't a huge issue though they do create some challenges, but the ridiculous amount of flexibility you have in maneuvering make any comparison to "chess" invalid (unless what drbored meant to say is "its like playing chess but all of your pawns are queens").

I was talking with a friend about rumors dealing with Titanicus and Aeronautica. There was a rumor dump a while ago that said that Titanicus was going to stop being supported by the end of 2022 and Aeronautica might be getting the same treatment.

^The latest big rumour drop batch (add salt as desired) stated that GW did have plans to combine Aeronautica & Titanicus into a form of Epic, but that now they don't. Apparently the interest & testing the idea out (thru sales etc) was not deemed worthwhile.


These rumors have been more or less all but confirmed to be entirely false based on another set of rumors that released around the same time which have been essentially all but confirmed to be true (at least based on whats happened thus far). The accurate set of rumors provided no details about AT/AI, but were very detailed about 40k and all those details thus far have been accurate. Those accurate rumors conflict in several places with the 40k rumors contained in the false rumor dump that included AT and AI having been planned to be combined but now being discontinued, etc.

I.E. both rumor dumps cannot be true, and the one that seems to be true based on actual proven validity have nothing to say about AT/AI. The safe bet is that if the false dumps 40k rumors are bad, then so is its AT/AI rumors.

Iracundus wrote:
drbored wrote:
Well, here's hoping that with Eldar and Space Marines, the game gets a new breath. If they can turn it around, then AI 2.0 could be in the cards in the future, or maybe if enough of this sells, they'll put Epic back on the table.

I think AT should stop dragging their feet about their refusal to release xenos TItans. Getting bored of their nth iteration of another Imperial/Chaos Titan with only minor changes or weapon variations.
Seriously, AI and AT both seem to be willingly leaving money on the table by refusing to release anything for xenos players or doing so at a snail's pace.


GW is doing the opposite of leaving money on the table by not releasing xenos Titans. As all Imperial and Chaos titans are essentially the same (throw some resin upgrade bits out for corrupted titans and psi-titans) they maximize their cost efficiency as everyone playing the game is buying the same kits (and evidently doing so in fairly large numbers). Adding xenos titans might bring an expansion of the player/customer base, but it also means a decrease in the games cost efficiency, as you are adding separate product lines that will only be purchased by a smaller share of the market.

If we believe longstanding past rumors that Aeronautica hasn't been financially successful (note that doesn't mean its unprofitable, just that it doesn't make as much money vs the cost of producing it compared to other games), then we can see how the different approaches between the two games might have resulted in that situation. AT with only one set of models has reportedly been one of GWs best product lines (supposedly in the first week of release it outsold GWs demand forecast for what should have been the entire first year of its existence 4-5x over - obviously its tapered off somewhat since then but its sales strength is apparently still evident from what grumblings I've been able to pull from insiders). AI with now-5 different factions is supposedly regarded as being questionable as to whether its worth continuing to invest in it by GW mgmt.

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There're no bonus rule for flying at supersonic (speed 6+) so Tyranid wouldn't a problem, but it would be quite hillarious if they use the exact same rule as aircraft.

That said there're still Necron and Dark Eldar and other Eldar cousin before they had to touch Tyranid if the rule writer'd know better.
   
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AllSeeingSkink wrote:
If we're talking about rules, that's a major gripe for me in terms of bombers. It's pretty absurd that a Marauder Destroyer is able to get guns on target against a fighter aircraft. I'd like to see to-hit bonuses and penalties based on the agility of the plane firing vs the agility of the one being fired upon.


That's mainly what I was getting at, yes: we're already there with all sorts of stuff, there's not really a need to single out nids.
   
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Warwickscire

chaos0xomega wrote:
00
I was talking with a friend about rumors dealing with Titanicus and Aeronautica. There was a rumor dump a while ago that said that Titanicus was going to stop being supported by the end of 2022 and Aeronautica might be getting the same treatment.

^The latest big rumour drop batch (add salt as desired) stated that GW did have plans to combine Aeronautica & Titanicus into a form of Epic, but that now they don't. Apparently the interest & testing the idea out (thru sales etc) was not deemed worthwhile.


These rumors have been more or less all but confirmed to be entirely false based on another set of rumors that released around the same time which have been essentially all but confirmed to be true (at least based on whats happened thus far). The accurate set of rumors provided no details about AT/AI, but were very detailed about 40k and all those details thus far have been accurate. Those accurate rumors conflict in several places with the 40k rumors contained in the false rumor dump that included AT and AI having been planned to be combined but now being discontinued, etc.

I.E. both rumor dumps cannot be true, and the one that seems to be true based on actual proven validity have nothing to say about AT/AI. The safe bet is that if the false dumps 40k rumors are bad, then so is its AT/AI rumors.

If we believe longstanding past rumors that Aeronautica hasn't been financially successful (note that doesn't mean its unprofitable, just that it doesn't make as much money vs the cost of producing it compared to other games), then we can see how the different approaches between the two games might have resulted in that situation. AT with only one set of models has reportedly been one of GWs best product lines (supposedly in the first week of release it outsold GWs demand forecast for what should have been the entire first year of its existence 4-5x over - obviously its tapered off somewhat since then but its sales strength is apparently still evident from what grumblings I've been able to pull from insiders). AI with now-5 different factions is supposedly regarded as being questionable as to whether its worth continuing to invest in it by GW mgmt.


See, I've been wondering about these rumours. Seems incredible as Titanicus has always been, at least anecdotally, a solid seller. All battleforces released for it sold out rapidly as do new releases. FW upgrades sell out fast on release and the aformentioned comments on it's status as a solid seller. As for AI, I believe someone earlier in this thread mentioned rumours that AI is a solid seller giving a decent return, but not to the scale of Titanicus or Necromunda.

   
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Iracundus wrote:
One could make the same argument that Orks making rustbucket aircraft that can perform comparably to the fighter craft of other factions doesn't "feel right".
One could, but one wouldn't, that's the difference

That's the thing though. I don't see it as any different kettle of fish.
I do, I think we all have our lines that we would rather not have crossed.

There's going to be a point for anyone where you go "nah, I just don't like that idea, it's too stupid".

I'm sure my background with engineering and aircraft is colouring my opinions, which is why I tend to think the AI rules writers back when FW wrote it were more grounded when they said Tyranids wouldn't be in AI because Tyranids don't have flyers that would compete on a level that is relevant to how AI functions.

It's the same reasoning: Tyranids need to function in the air to function in 40K as a whole just as in the same way they need to be able to function in space to function in the 40K universe.

All of the factions need to be able to do so.

I mostly disagree, Tyranids don't need air superiority in the sense of being able to out-dogfight Imperial fighters, they can just swarm the skies with critters so the enemy aircraft are no longer able to support their troops on the ground.

But anyway, I think we're just going around in circles at this point. As I said in my previous post, if we get Tyranids I'm not going to be crying, I just don't particularly want them. Especially when we still have Necrons, Dark Eldar and Chaos which could be added.

This message was edited 1 time. Last update was at 2021/09/27 13:39:12


 
   
Made in gb
Fixture of Dakka







Thinking about Drew Carey and the Necrons for a moment...

Dark Eldar have the Voidraven Bomber and Razorwing Jetfighter from current 40k - I'm fairly sure they used to have a flyer from FW, but I can't remember what it was. Either way, that would put them on par with Eldar, with a fighter and a bomber, though without a Vampire-equivalent should GW produce that for the Eldar. Is there any mention in the DE background stuff of a flyer larger than the Voidraven?

Necrons have the Night Scythe - but that seems to be it, though an emplacements pack of Monoliths would be cool. Again, I'm less familiar with Necron lore - if we're brainstorming, are there any mentions of other Necron flyers that'd be available, or would something need to be invented whole cloth?

2021 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My [url=https://pileofpotential.com/dysartes]Pile of Potential[/url - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army... 
   
 
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