Items for consideration
This list contains a list of items and alterations for version 4.4.1. Each item is classified as either 'for consideration' (points remain unmarked), 'under discussion' (with a link to the current discussion), or 'resolved' (with the current resolution).
Resolved items are not necessarily closed, but I consider them at a stage where they are ready for inclusion in the next revision.
- Initiative bonus for Stealth, Moray and/or Manta.
- Network Drones; allowing further formations access to the upgrade.
- Knarloc Riders, and the Kroot
- Vespids
- Tau names for the relevant units.
- Swordfish: What is the purpose of this unit? Does the upgrade alter the role of the formation? Are these taken in 'all' formations?
- AX-1-0: Formation size and points cost. Increase main armament to 2+?
- Pathfinders (and, to a lesser extent, Fire Warriors): Disrupt on the Rail Rifle? Are the Fire Warriors worth taking for their own value, do these two infantry units perform as expected? Are Fire Warriors worth taking when compared? Should Pathfinders points value be increased?
- Orca: Can these be exploited? Should they be limited to one per Cadre taken?
- Change the name of the Scorpionfish?
- Reduce the number of special rules in the list. (Support Craft rule?)
Resolved
Change the orbital tracer salvo from:
Gravitic Tracer Salvo : 6x MW6+ Guided
To:
2x Gravitic Tracer Salvo : 3xMW6+ Guided Each of the two Tracer Salvoes may be targetted at different formations.
Markerlight Sentry Turrets - make a formation consist of 6 units, at 50 points (awaiting ratification!)
Change all the SMS systems as a global: 30cm ? AP5+ - Ignore cover
Change the Broadside stats to:
Broadside Light Vehicle, Move: 15cm, Save: 4+, CC: 6+, FF: 5+ Twin-linked Railguns: 75cm AT2+ Smart Missile System: 30cm AP5+ Ignore Cover Notes: Walker, Reinforced Armour
Six units for 250 points.
Upgrades: Gun Drones Broadsides: Add an extra two units for an additional 125 points.
Also, we will drop the note that Broadsides occupy two slots in the Orca, since there is now only one of them rather than a group.
Add a note that allows Drones to garrison with a garrisoning unit.
Markerlight Sentry Turrets - changes...
Robotic Sentry rule:
Each robotic sentry unit is classified as a formation of its own, and these units are placed at the start of the game, after objectives are declared and before forces are set up (see page 124 of the main rule book, robotic sentries are deployed after section 6.1.4 and before section 6.1.5). Robotic sentry units do not get activations and they cannot be used to claim or contest objectives.
Robotic sentry units never receive blast markers for any reasons, have no zone of control and assaults are handled differently. Enemy units engage robotic sentries as normal, with units using their close combat or firefight values. However, units in base contact with a robotic sentry unit automatically hit the sentry, which makes its normal save. Units using their firefight must roll to hit as usual. Robotic sentry units don?t make return attacks, and in addition neither unit is considered in close combat, further rounds are not fought and the enemy may more off at any time. No assault resolution is made.
Force List:
Markerlight Sentry Contingent (50 points) ? consists of three individual formations of a single Markerlight Senry Turret ? no upgrades
A maximum of two Markerlight Sentry Contingents may be purchased for each 1000 points value, or part thereof, of the Tau force. Therefore, a force of between 0 and 1000 points may take two contingents, a force of between 1001 and 2000 points may take up to four contingents, a force of between 2001 and 3000 points may take a maximum of six contingents, and so on.
Stats:
Unchanged, except that the teleport rule is removed.
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