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Possible Changes for v4.2

 Post subject: Possible Changes for v4.2
PostPosted: Fri Jul 08, 2005 10:15 pm 
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IF YOU HAVE COMMENTS ON THOSE POINTS, PLEASE START A NEW TOPIC, AS THERE ARE SIMPLY TOO MANY OF THEM FOR JUST ONE.


>>?? Guided Missiles: remove unguided launch but up to hit values by +1 (so seekers would be AT4+, for example) ??
(this option is still on the table, but not very likely ATM)

>>Support Craft: CC reduced from 6+ to - (nada)

>>add 'drones' upgrade to stealth
Stealth Contingent down to 250 points

>>Scorpionfish gets renamed to Narwhal

>>rewording of the Coordinated Fire rules, to make things more clear

>>Stingray Contingent up cost to 250 points

>>Tetras:
Contingent up to 175 points
Upgrade up to 100 points

>>Whiteshark changed to WE 2DC, 5+ save (crit = destroyed)
loses railguns; replaces TL ions with TL light railcannon (MW3+, TK(1))
Both Whiteshark and Tigershark get Heavy Interceptor Missiles that have AT5+/AA5+

>>Hammerheads: ion cannons limited to 50% (0-2 for contingents, 0-1 for upgrades)
OR
Reduce IC stats, eg AP from 4+ to 5+ OR AT from 4+ to 5+

>>Guided Missiles
range of GM on ALL aircraft reduced to 45cm

>>Alien Auxiliary Formations: if you take none of those in your army at all, you may instead take one further Contingent choice (for people who want to take strictly all-Tau armies)

>>Drones: the rule stating that drones only count as half casualties in assaults is dropped (no special rules that benefit the Tau in assault situations)

>>Orca: up transport space to 9 so large Stealth and PF contingents can fit in - Fire Warriors and other Battlesuits unaffected.






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 Post subject: Possible Changes for v4.2
PostPosted: Sat Jul 09, 2005 2:17 am 
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JG

Have you considered giving drone formations "scout" so they are able to screen and sacrafice themselves for the greater good against assaults?

As for GM's, perhaps make them unable to shoot @ to-hit of 7+ (hit on 6+ then double, marshal, target in cover, ect) without ML support, and remove any +1 to-hit bonus to sustained fire without ML support?  Missile armed units get some shots w/o ML's, but using ML's gets you get the creamy goodness!

-Heckler


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 Post subject: Possible Changes for v4.2
PostPosted: Sat Jul 09, 2005 6:41 am 
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>>?? Guided Missiles: remove unguided launch but up to hit values by +1 (so seekers would be AT4+, for example) ??
(this option is still on the table, but not very likely ATM)

Reply: Nah, I like it as it is right now it is handy but not "overly handy"

>>Support Craft: CC reduced from 6+ to - (nada)

Reply: Yes

>>add 'drones' upgrade to stealth
Stealth Contingent down to 250 points

Reply: Yes, yes, yes, add Drones please. I am not too sure on the points drop, these guys are pretty useful.

>>Scorpionfish gets renamed to Narwhal

Reply: Yes

>>rewording of the Coordinated Fire rules, to make things more clear

Reply: Yes, but don't ask me to do it.

>>Stingray Contingent up cost to 250 points

Reply: Yes

>>Tetras:
Contingent up to 175 points
Upgrade up to 100 points

Reply: Yes, these guys are very useful when deployed.

>>Whiteshark changed to WE 2DC, 5+ save (crit = destroyed)
loses railguns; replaces TL ions with TL light railcannon (MW3+, TK(1))
Both Whiteshark and Tigershark get Heavy Interceptor Missiles that have AT5+/AA5+

Reply: Yes

>>Hammerheads: ion cannons limited to 50% (0-2 for contingents, 0-1 for upgrades)
OR
Reduce IC stats, eg AP from 4+ to 5+

Reply: I don't like it, I would rather their weapon stats were changed to seperate them out from the Railgun version rather then a forced split. I actually like taking pure formations of both types.

>>Guided Missiles
range of GM on ALL aircraft reduced to 45cm

Reply: Yes, and I would even go so far as to say 30cms would be better.

>>Alien Auxiliary Formations: if you take none of those in your army at all, you may instead take one further Contingent choice (for people who want to take strictly all-Tau armies)

Reply: No, even though I am a most often field Pure Tau forces (Because my Kroot always end  up face down by the end of turn 2. It's a damn dice game I tell ya!)

>>Drones: the rule stating that drones only count as half casualties in assaults is dropped (no special rules that benefit the Tau in assault situations)

Reply: Yes, Tau formations should 'Fear' assaults, and the present use of Drones has to some extent removed this. This should put that 'Fear Factor' back in.

>>Orca: up transport space to 9 so large Stealth

Reply: Yes I would really like to see where this one would go.

Jaldon:p

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 Post subject: Possible Changes for v4.2
PostPosted: Sat Jul 09, 2005 7:42 am 
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Quote (JimmyGrill @ 08 2005 July,14:15)
>>Scorpionfish gets renamed to Narwhal

Narwhal?

Have you ever seen one? They are not the prettiest nor the fastest mammal in the ocean :-)

Besides, aren't all the other vessels named after fish? Specifically warm water/tropical fish?

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 Post subject: Possible Changes for v4.2
PostPosted: Sat Jul 09, 2005 8:23 am 
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Quote (pixelgeek @ 09 2005 July,07:42)
[quote="JimmyGrill,08 2005 July,14:15"]
Narwhal?

Have you ever seen one? They are not the prettiest nor the fastest mammal in the ocean :-)

Besides, aren't all the other vessels named after fish? Specifically warm water/tropical fish?

Yes, I know what a Narwhal looks like ?:;):

The renaming is being done because
1. we don't want to have as many "...-fish" in the list
2. we didn't wanted the similarity to the Eldar Scorpion (also SHT)

The Narwhal thing was by popular choice, player tend to think the beast is okay for this, it's rather heavy and massive (like the SHT named after it), and has a cool horn/tooth

And FYI, the Orca is also a whale. And the Narwhal is based on the Orca chassis ? :;):


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 Post subject: Possible Changes for v4.2
PostPosted: Sat Jul 09, 2005 8:31 am 
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Quote (HecklerMD @ 09 2005 July,02:17)
JG

Have you considered giving drone formations "scout" so they are able to screen and sacrafice themselves for the greater good against assaults?

Yes, I have been trying that for some time, but dropped it for V4.0

It just turned out too useful in the end (Drones in formations were more often used to pull off the ZOC trick than to act as the screen they should actually be), and allowed a lot of formations to garrison deploy (Crisis, Broadsides,...) which really shouldn't.

So I took it out pre-v4, and have never missed it since then. It seems like an obvious thing to do, but didn't work too well.


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 Post subject: Possible Changes for v4.2
PostPosted: Sat Jul 09, 2005 9:28 pm 
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IF YOU HAVE COMMENTS ON THOSE POINTS, PLEASE START A NEW TOPIC, AS THERE ARE SIMPLY TOO MANY OF THEM FOR JUST ONE.

Thanks, I'll close the topic now (I was too dumb to find the lock topic button before now  :p )


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