Andrew_NZ wrote:
Ethereal, think a 75 point upgrade for this is rather high. All the other lists have them for 50 points. And the Vior’la list has inspiring as well for the lower price. You can still only put him on a Fire Warrior unit, as opposed to in a tank for example, so not much more resilient.
Ah! Missed that change. Will amend it.
Andrew_NZ wrote:
Gun Drones, the cost of the upgrades for the Stealth Cadre remains the fairly expensive, previous, version. Might be nice to add four drones but 75 points is rather a lot for a markerlight, activation boosting type of formation. And then they could not teleport either.
Will amend.
Andrew_NZ wrote:
Sentry Drone Turrets, like that they can have Scout, useful if they are deployed conventionally. Does not affect the teleport in option. Can’t see myself taking them for 175 points, but, . . . . did build some!!
I removed Teleport and gave them Fearless. I felt with that change we should try them at a slightly higher cost to start with.
Andrew_NZ wrote:
Piranha, upgraded with the extra Twin Rail Rifles makes them a much more capable (firepower wise) unit. Was there supposed to be an extra OR in that statline? Seeker Missiles OR Fusion Blaster OR Twin Rail Rifles? It also seems to lose the burst cannons and drones with the upgrade. Might be nice to have the differently armed unit(s) with designations, for example have an TX-42 with the upgraded weaponry and the standard TX-4 as the light version.
You get them as either burst and drones and seeker OR Rail rifles and fusion blaster. I forgot that they should have a different naming convention. Will amend.
Andrew_NZ wrote:
Hammerhead (Railgun), see that you stuck with the Twin Burst Cannons, rather than smart missiles. Is that part of trying to keep a common cost for the basic Hammerhead Armoured Cadre? Noted that you were intending to drop the small arms MW from the Fusion turret.
Yeah I felt that as the Cadre keeps the same price across the board that the burst cannon should stay.
Andrew_NZ wrote:
The Hammerhead upgrade options don’t mention the other two tank (turret) variants, cost or numbers. The twin missile pods and the plasma rifles versions.
Missed that! Will amend.
Andrew_NZ wrote:
The Orca on the Tau list has armour 4+. Here the Scorpion Fish has reinforced armour 5+ as its basic stat, which is great. The addition of a Tau Deflector Field makes it as good as a Manta. But then all that extra armour means it can’t planetfall or carry troops. It did not get any Hunter missile AA capability, but I see that they only increased to 225 points. Like the change to Init 1+.
I’d rather drop the 2 x Twin Missile Pods and replace them with 2 x Hunter Missiles, as per the Skyray. The addition of Markerlights gives some, close in, direct fire capability with the main batteries.
I felt the Hunter missile would just make the Skyray take a bit of a back seat so went without. Plus the cost would be ramping up. With all the changes I made adding the Hunter just looked like it carried too much. I wanted to have at least one missile system that allowed non-ML direct fire.
Andrew_NZ wrote:
Barracuda Fighter, is missing the AA5+ on the Ion Cannon stat line.
Will amend.
Andrew_NZ wrote:
Tiger Shark Bombers, both regular and AX-1-0, have armour 4+ on the Tau v 6.8. list, here they only have 5+
Will amend this also.
Andrew_NZ wrote:
Custodian Class, does not match the Tau v .6.8.
This list has 3 Salvos each of 3 x MW4+, rather than one salvo of three.
The Tau third phase list also does not have Slow and Steady on this spacecraft.
Oh, OK . I'll have to re-read my copy of the Third Phase then as I thought I copied it directly. Thanks for all the info Andrew. Much appreciated.
Also, thanks Fudd for the early game play feedback.