Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 209 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11, 12, 13, 14  Next

Comments on v5.0

 Post subject: Comments on v5.0
PostPosted: Tue Feb 24, 2009 7:58 pm 
Brood Brother
Brood Brother

Joined: Tue Jun 17, 2008 8:11 pm
Posts: 21
Location: Germany
Whoops, I somehow completely forgot that Kroot already count towards your Support Group limit. Nonetheless, I would still raise the limit to 3 per Cadre to mitigate the proposed loss of the AMHC. On a related note, I would leave the Hammerhead Support Group just as is (4+2 Hammerheads). I am strictly against cutting the Hammerhead Upgrade from them. With the upgrade, people could still simulate the AMHC by taking a Support Group of 6 Hammerheads for the same price.

As for the ML/GM dependancy: As far as I see it, there are enough ML units in the list to keep GM competetive. The rules change just made them more interdependant/synergistic and a bit more fragile. Seems very Tauish. Also, most of the ML units are quite good on there own, like Skyray with its long range AA. You don't need to cram otherwise useless ML into you army, you just need to be a bit more careful with both  your army composition and your play.

OnyxIf FW's became more effective, I could support a removal of the AMHC as long as there is 3 Support formations per Cadre.

HH's would have to retain an upgrade to 6 tanks (as would Stingrays) or the deals off...  :whistle:  :vD .


I completely support this (see above)! But I would additionally move the Kroot to the Support Groups to clean up the look of the list. And why shouldn't they be taken if you have Crisis instead of FW? I think that is an unnessessary complication.

Also, in my opinion it would be perfectly ok to give FW as the only unit of the Tau FF4+. This is only slightly above average and shouldn't break the list. Instead, by making FW the one and only unit with a FF better than 5+, they would finally gain the special status among the other formations they are craving for so long. And to be honest: My Eldar Guardians have FF4+, but Fire Warriors with their better guns and equivalent training / balistic skill don't? Come on!

Dobbsy It's funny, after all this debate on jump packs the only difference that the new rule makes is that there's no multiple jump away. The big argument that was made here was that being able to jump away after an engagement declaration was broken. The funny thing is, now what you have is essentially the same effect, just not repeatedly if multiple engagers are involved.

e.g.1 - You move up & shoot with your Crisis suits out to 30cm. The enemy declares an engagement action from 30cm away (with a 15cm move looking for a FF engagement) and you jump back 10cm out or reach of engagement.

e.g 2 - you move up & shoot with your Crisis suits out to 30cm and jump back 10cm after shooting. The enemy still can't engage....

So effectively after all this debate, all that was required to adjust this rule was to mention that Tau jump packs may only avoid the first engagement....

Yes, their effect is nearly the same, so Jet Pack units are still as useful as before, BUT they don't do their move during the opponent's activation any more! This disruption of a players charge move always annoyed me. It is much more elegant and cleaner to have them move during their own activation. Plus, since they can do it only once, you can corner them with two or three formations and finally get into CC with them... All in all, I  am a big fan of the Tau Jet Pack rule change.

Top
 Profile Send private message  
 
 Post subject: Comments on v5.0
PostPosted: Thu Feb 26, 2009 1:51 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Here's, I believe, the first posted battle report for Tau v5.0.

I took an "extreme" Tau list, just to test it out.

Orks vs Tau: Horde vs Hammerheads

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: Comments on v5.0
PostPosted: Sat Feb 28, 2009 1:23 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
I kinda like the networked drone idea, so I think it should stay, but 25 points is awfully cheap for a leader. Most armies have to spend at least 50, though they do get a character's attacks etc as well.

So basically, I dunno...

_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
 Post subject: Comments on v5.0
PostPosted: Sat Feb 28, 2009 1:43 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (zombocom @ 28 Feb. 2009, 12:23 )

I kinda like the networked drone idea, so I think it should stay, but 25 points is awfully cheap for a leader. Most armies have to spend at least 50, though they do get a character's attacks etc as well.

I think if should be renamed as "Command and Control Node" or something similar... because, aren't all drones networked when nearby?

Make it a "character" with a stat box, and, perhaps add a weapon or an additionaly special ability, and make ot +50 points to add.

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: Comments on v5.0
PostPosted: Sat Feb 28, 2009 3:05 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 10, 2005 11:44 pm
Posts: 1891
Location: Katy, Republic of Texas
I kinda like the networked drone idea, so I think it should stay, but 25 points is awfully cheap for a leader. Most armies have to spend at least 50, though they do get a character's attacks etc as well.


This is the basic logic for how we arrived at the solution. It was designed to provide BM support and that's all.

_________________
Honda

"Remember Taros? We do"

- 23rd Elysian Drop Regiment


Top
 Profile Send private message  
 
 Post subject: Comments on v5.0
PostPosted: Sat Feb 28, 2009 3:49 pm 
Brood Brother
Brood Brother

Joined: Sat Jun 16, 2007 1:33 am
Posts: 340
Does anyone else think that maybe broadsides are a bit underpriced? I understand that they are slow, and occasionally have line of sight issues when compared to their HH competitors. But they have a long range, can be deployed on overwatch in cover and have reinforced armour. I use one formation of them every time I play Tau and they consistently over perform. I think perhaps a 50 point price increase is in order.

Just throwing this out there.


Top
 Profile Send private message  
 
 Post subject: Comments on v5.0
PostPosted: Sat Feb 28, 2009 4:06 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
I think the Networked Drones upgrade could safely be removed.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Comments on v5.0
PostPosted: Sat Feb 28, 2009 6:16 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
Quote: (Jstr19 @ 28 Feb. 2009, 14:49 )

Does anyone else think that maybe broadsides are a bit underpriced? I understand that they are slow, and occasionally have line of sight issues when compared to their HH competitors. But they have a long range, can be deployed on overwatch in cover and have reinforced armour. I use one formation of them every time I play Tau and they consistently over perform. I think perhaps a 50 point price increase is in order.

Just throwing this out there.

One of the reasonably accepted proposals in the last argument phase was a range reduction for railguns.

_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
 Post subject: Comments on v5.0
PostPosted: Sun Mar 01, 2009 5:58 am 
Brood Brother
Brood Brother
User avatar

Joined: Sun Aug 24, 2003 4:36 am
Posts: 207
I agree w/ Hena and the others, the option is cool, but it really sticks out in how easy it is for vehicles to get a leader and how hard it is for FWs.


I got a game in today and tried out the Manta and Barracudas.  The Manta performed well, but did not dominate the game, the shortened range of the Ions really kept it from just sniping anything it wanted.  It was eventually killed by a determined Eldar opponent after it lost its shield to a Crit on the first shot against it!

The Barracudas were a bit lackluster.  It didn't seem worth the risk to close for the additional AA6+ shot from the Burst Cannons as it would have brought me into flack range when on CAP.  Later in the game when I was trying some ground attacks with it, my options were very limited as it only has one attack against the ground w/o MLs.

Otherwise, I learned I need to stick at least one more ML unit in my list, as a series of blown activations w/ ML units really hurt my firepower.


Top
 Profile Send private message  
 
 Post subject: Comments on v5.0
PostPosted: Sun Mar 01, 2009 10:53 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Oct 05, 2005 1:24 am
Posts: 4499
Location: Melbourne, Australia
I agree w/ Hena and the others, the option is cool, but it really sticks out in how easy it is for vehicles to get a leader and how hard it is for FWs

I think that's more the problem of the FW design than anything.... At 25 points it's hardly a game breaker.

Top
 Profile Send private message  
 
 Post subject: Comments on v5.0
PostPosted: Tue Mar 03, 2009 3:01 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 10, 2005 11:44 pm
Posts: 1891
Location: Katy, Republic of Texas
Update time: CS has been released from the dungeon (i.e. Real Life ™ ) and will go through the technical edits. Then there are a couple of things that we are kicking around before freezing the list for play testing.

We noted with some humor, that a few of the recent discussion points were in previous versions and were later argued/debated out.

So what does that tell us besides the fact that the whole 4.x series has been a journey of circles?

Once we freeze the list, then it will come down to play test, play test, play test. I almost don't want to hear any rants about the list at least for the first month. After something like 30 days, then we can start discussing the list behavior and expand our investigations.

However, as stated at the beginning of this "trip", testing will be for a multi-month period of time, primarily driven by the level of play testing. No testing. No progress. Lots of testing, then we'll see refinements introduced more frequently. At this point though, steps will be incremental.

We are currently targeting this weekend for the final release.

Cheers,

_________________
Honda

"Remember Taros? We do"

- 23rd Elysian Drop Regiment


Top
 Profile Send private message  
 
 Post subject: Comments on v5.0
PostPosted: Tue Mar 03, 2009 6:21 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Aug 24, 2003 4:36 am
Posts: 207
Quote: (Honda @ 03 Mar. 2009, 14:01 )

We are currently targeting this weekend for the final release.

Cool, looking forward to it.


Top
 Profile Send private message  
 
 Post subject: Comments on v5.0
PostPosted: Wed Mar 04, 2009 1:14 am 
Brood Brother
Brood Brother

Joined: Fri May 13, 2005 11:01 pm
Posts: 1455
Quote: (shmitty @ 28 Feb. 2009, 21:58 )

I agree w/ Hena and the others, the option is cool, but it really sticks out in how easy it is for vehicles to get a leader and how hard it is for FWs.

That's a matter of those idiots in GW not including any detail about how the FW operate in larger forces, where large groups of FW congregate and work together.  There *should* be a leader available to FW.  Just a bare leader, nothing else.  I math-hammered in the Tau Infantry thread that IF you do FF-Engage with v5 Fire Warriors, you're going to lay a lot of hurt on someone, but it's going to pretty much take that FW unit out of the game for a few turns while they shed BMs (like 10!).  I've given a suggestion for it, and there's another suggestion floating around out there for how to give FW a 'platoon leader'.  I suggested a Shas'vre, who for training purposes is running a bunch of FW before he is given command of his own Cadre.  No co-fire, just Leader.  For the sake of fluff, he doesn't have the equipment (commo and/or markerlights) to call a co-fire.

I got a game in today and tried out the Manta and Barracudas.  The Manta performed well, but did not dominate the game, the shortened range of the Ions really kept it from just sniping anything it wanted.  It was eventually killed by a determined Eldar opponent after it lost its shield to a Crit on the first shot against it!

Good to hear.  The manta should be able to crush whatever it can get within weapons range, but the player should have to work to get something worth a 700-point activation into range to crush.

The Barracudas were a bit lackluster.  It didn't seem worth the risk to close for the additional AA6+ shot from the Burst Cannons as it would have brought me into flack range when on CAP.
Were you not using the +1 to AA attacks when on CAP orders?  an AA5+ shot is often worth it, especially when you've got 3 ships in the flight.

Later in the game when I was trying some ground attacks with it, my options were very limited as it only has one attack against the ground w/o MLs.

Otherwise, I learned I need to stick at least one more ML unit in my list, as a series of blown activations w/ ML units really hurt my firepower.
Not good to hear about blown activation rolls, but good to hear that you're bringing more MLs.  A Tau force without Markerlights is not really a Tau force, it's high-tech IG.

_________________
"For the Lion and the Emperor!"


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 209 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11, 12, 13, 14  Next


Who is online

Users browsing this forum: No registered users and 26 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net