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Made in us
Commanding Orc Boss




I was looking at a BFG FAQ just now and it talks of Fighters being able to suppress turrets when making bombing runs with bombers to add hits = to the amount of enemy turrets or something like that. Especially when it came to fighta-bommas for orks they said each one gets 3 suppression.

I have never heard of this rule before and was just wondering if I missed it somewhere or if they just made it up to add to the game, or if this FAQ is even real or possibly just fan-made?

Just trying to clear things up, thanks!

I hate hard counters. In a game of rock, paper, scissors, I hate playing any of the factions because no matter what you choose you might as well not deploy against your hard counter. I want to use a gun. Rock, paper, and scissors could all probably still beat gun, but gun will never feel like a game is a lost cause. 
   
Made in us
Beast of Nurgle





GW has turned the responsability of updating the BFG ruleset and correcting glitches to a group called the High Admiralty. The HA is a group of reputable and dedicated BFG players. They periodically convene to create a new FAQ and present it to GW for approval. This group came up with the 2007 FAQ with the turret suppression rules you are talking about. They are official, but broken.
The HA has revised the turret suppression rule in their 2011 FAQ which was submitted for approval a couple months ago. Nobody is really happy with this version either, but its not broken. You can find it at the SG forums. www.sg.tacticalforums.net

The new rule is that when a fighter is included in a squadron of bombers, it makes 1 attack even if it gets shot down by turret fire before the number of attacks are rolled. For example, a wave of 4 bombers attacks a ship and one squadron is shot down, it makes 3(d6-t) attacks. If it was a wave of 3bombers with 1 fighter, and the fighter gets shot down (or not), the wave makes 3(d6-t)+1 attacks. You can only get that +1 bonus for fighters up to the number of turrets the target ship has. Its supposed to make battleships more vulnerable to bombers and encourage fighter escorts with bomber waves.
   
Made in us
Commanding Orc Boss




Thanks so much, just two clarifications:

So you can have 2 bombers and 2 fighters all in one wave. Do they still all die if they are hit by an enemy squadron of fighters? (Or even just a single fighter?) Or do only one squadron type die (the fighters preferably)

Also with ork fighta-bommas where did they get the whole +3 turret suppression from? Or did they just make that up seperately just for them?

This message was edited 1 time. Last update was at 2011/04/18 19:35:23


I hate hard counters. In a game of rock, paper, scissors, I hate playing any of the factions because no matter what you choose you might as well not deploy against your hard counter. I want to use a gun. Rock, paper, and scissors could all probably still beat gun, but gun will never feel like a game is a lost cause. 
   
Made in us
Willing Inquisitorial Excruciator





Philadelphia

To answer your first question: ordinance waves of fighters and bombers are removed 1 for 1 by enemy fighters. In your example, it would take 4 fighters to remove the entire wave. If the enemy only had two fighters, you choose which of yours are removed (most likely the fighters first).

If your wave was hit by ship fire (lances, weapons batteries), then the whole wave is removed from play. There are trade offs with putting your ordinance in waves.

I don't remember where the ork fighta-bomma suppression stuff came from.

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"There is rational thought here. It's just swimming through a sea of stupid and is often concealed from view by the waves of irrational conclusions." - Railguns 
   
Made in us
Commanding Orc Boss




Cruentus wrote:To answer your first question: ordinance waves of fighters and bombers are removed 1 for 1 by enemy fighters. In your example, it would take 4 fighters to remove the entire wave. If the enemy only had two fighters, you choose which of yours are removed (most likely the fighters first).

If your wave was hit by ship fire (lances, weapons batteries), then the whole wave is removed from play. There are trade offs with putting your ordinance in waves.

I don't remember where the ork fighta-bomma suppression stuff came from.


Oh we've been playing it SO wrong lol. Thanks.

I hate hard counters. In a game of rock, paper, scissors, I hate playing any of the factions because no matter what you choose you might as well not deploy against your hard counter. I want to use a gun. Rock, paper, and scissors could all probably still beat gun, but gun will never feel like a game is a lost cause. 
   
Made in nl
Fighter Ace






Ork fb's got +3 as the original concept went weird when they introduced turret suppression.

Warmaster Phistis is correct on all and shizzles.

   
Made in us
Commanding Orc Boss




so from a tactics standpoint should i try to split them into squads of 2 rather than bunching them up?

Also one last question. If a single fightabomma hits a ship with 2 turrets and gets shot down, do I still get 2 hits on the ship?

Or lets say 3 completely seperate fb's hit a battleship with 3-4 turrets and all of them get shot down. Did each of them still get 3 hits so I still get a total of 9 hits?

Or does there still have to be a bommer remaining to claim the hits?

I hate hard counters. In a game of rock, paper, scissors, I hate playing any of the factions because no matter what you choose you might as well not deploy against your hard counter. I want to use a gun. Rock, paper, and scissors could all probably still beat gun, but gun will never feel like a game is a lost cause. 
   
Made in us
Willing Inquisitorial Excruciator





Philadelphia

zeekill wrote:so from a tactics standpoint should i try to split them into squads of 2 rather than bunching them up?

Also one last question. If a single fightabomma hits a ship with 2 turrets and gets shot down, do I still get 2 hits on the ship?

Or lets say 3 completely seperate fb's hit a battleship with 3-4 turrets and all of them get shot down. Did each of them still get 3 hits so I still get a total of 9 hits?

Or does there still have to be a bommer remaining to claim the hits?


Tactics wise, it depends

If you split your ordinance up, then when they hit the ship, the ship gets to fire its turrets at you twice (once for each wave of ordinance that comes in). If they're in one wave, then the turrets only fire once.

If you keep in one wave, then you can have the other wave shot down by taking one hit from lances or WBs, or by rolling a 6 when attacking a ship with blast markers in base contact with it. There are upsides and downsides to both approaches.

A lot will also depend on what your opponent has or is fielding as anti-ordinance, and what ships the enemy is using.

WIth re: to the FBs and hitting ships, I believe you still need to have a ship remaining to actually make an attack run to claim any bonus attacks. If they're all shot down, you get nothing. Sending individual bombers against a ship with 4-5 turrets means they fire 4-5 turrets at each bomber as it makes its attack. They're pretty much guaranteed to be shot down.

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Kabal of the Tortured Soul 2000+ points (painted) - Balt GT '08 85th; Mechanicon '09 12th
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"There is rational thought here. It's just swimming through a sea of stupid and is often concealed from view by the waves of irrational conclusions." - Railguns 
   
Made in us
Longtime Dakkanaut






Norfolk, VA

Well, when it comes to turret suppression, the best tactic I've heard of is to equip a wave with a number of fighters equal to the number of turrets on the target (if possible), and fill the rest out with bombers. So, for your run of the mill cruiser, this would be 2-3 fighters. This formation guarantees at least a handful of attacks on the target, since it is impossible for the target to shoot down all the incoming attack craft. However, this method is less useful for long range strikes that might be exposed to direct WB/lance fire, as it tends to require larger waves that might be completely removed by a lucky 6.

 
   
 
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