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Changes going into 6.32

 Post subject: Re: Changes going into 6.32
PostPosted: Thu Sep 09, 2010 2:30 am 
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The Tigershark AX-1-0 also has a networked Markerlight.

But it doesn't /need/ a Markerlight, so we leave it off. Same with Seeker Missiles, in my opinion. Give those to the regular Tigershark - it would give the lesser bomber an actual role (volume of fire vs quality of fire). If we are sticking to the Drone Racks /or/ Seeker paradigm, then I don't know. We need to make the Tigershark drones more viable.

Of course I've made my thoughts on the Tau air power in other places.


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 Post subject: Re: Changes going into 6.32
PostPosted: Thu Sep 09, 2010 3:02 pm 
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Yes the Tigershark AX-1-0 has a networked Markerlight as default! The generic Tigershak doesn't has it. Not even as an upgrade.

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 Post subject: Re: Changes going into 6.32
PostPosted: Thu Sep 09, 2010 5:32 pm 
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BlackLegion wrote:
Yes the Tigershark AX-1-0 has a networked Markerlight as default! The generic Tigershak doesn't has it. Not even as an upgrade.


Hmmmmmmmmm thats a brilliant idea, I could add markerlights up the cost to 450pts and then no one would take them and my mission would be complete - evil chuckle ;)

just joking - before anyone panics


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 Post subject: Re: Changes going into 6.32
PostPosted: Thu Sep 09, 2010 5:42 pm 
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Just wanted to add as well, as I am not sure I made this clear enough - the reason I posted these before doing a version 6.32 is so they got discussion and anyone could post possible balance issues or any problems they think a change may raise.

If I wasn't open to changing my mind on these and not including them, or adding other changes I would just have posted a version 6.32 and ignored anyones concerns.

I would suggest though if you have concerns, its best to post them in a fairly constructive manner and if at all possible give some examples of why a change is bad.

Now as far as I can see so far the only real change causing any problems is the AX-1-0, so I will open a thread specifically for it and try and explain why I made the changes I did in more detail - also I am going to start a Drone thread on the off chance something interesting can be found to do with them.


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 Post subject: Re: Changes going into 6.32
PostPosted: Thu Sep 09, 2010 11:55 pm 
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All the changes look great to me, good job so far Yme :)

Considering I fancy going Kroot heavy (like I used to in W40k) I'm particularly glad to see the Kroot Hounds become an ok choice now, rather than being subpar Kroot for more points as they oddly were before.


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 Post subject: Re: Changes going into 6.32
PostPosted: Fri Sep 10, 2010 8:43 am 
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Apart from the AX (see dedicated thread) I'm fine with the changes, though if you're going to add Guided missile to the Manta, it may as well be 2x to represent the 10 that can be shot each 40k game. ( I would assume/hope that it has many more, it just can't reload them fast enough for 40k...)


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 Post subject: Re: Changes going into 6.32
PostPosted: Tue Sep 14, 2010 1:26 pm 
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Could you add Kroot Hounds to the list of units that can be transported in a Manta? Krootox can't go in a Manta but Kroot Hounds are allowed in there in W40k. I suspect it's probably just been missed off accidentally.

Also could you add Kroot Hounds and Krootox be added as transportable by an Orca like they should be able to be? (Krootox at 2 spaces for 1). The size of the basic Kroot formation plus the upgrade takes the formation size to one more than an Orca can carry in epic, so it won't change any initial deployments, but if you have a Kroot formation on the ground with Hounds/Oxs that's taken casualties you can pick them up and re-deploy them later.


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 Post subject: Re: Changes going into 6.32
PostPosted: Tue Sep 14, 2010 4:50 pm 
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GlynG wrote:
Could you add Kroot Hounds to the list of units that can be transported in a Manta? Krootox can't go in a Manta but Kroot Hounds are allowed in there in W40k. I suspect it's probably just been missed off accidentally.

Also could you add Kroot Hounds and Krootox be added as transportable by an Orca like they should be able to be? (Krootox at 2 spaces for 1). The size of the basic Kroot formation plus the upgrade takes the formation size to one more than an Orca can carry in epic, so it won't change any initial deployments, but if you have a Kroot formation on the ground with Hounds/Oxs that's taken casualties you can pick them up and re-deploy them later.


I wonder if the Tau technicians are happy clearing up the mess! ;)

I dont really have any problem adding the hounds to the transport options of both, seems odd the OX can be taken by one but not the other, for simplicity I would be inclined to leave it off the transport options - its armour is a boost as well if the formation is air assaulting at 250pts for an air assault it would still look like a good deal if you just left one of the Kroot Ox at home and started mounted in an Orca.

edit: sorry just seen the OX should take 2 spaces (probably leave kroot at home in that case), still inclined to leave it off though.


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 Post subject: Re: Changes going into 6.32
PostPosted: Fri Sep 17, 2010 11:02 pm 
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Just to say I have a fairly good idea of the changes I will be making for 6.32 and I intend to get it up and posted by the 24th Sept, so If people have anything they want to raise to go into that version its best to do it soon.

Once version 6.32 is done I want to keep changes to a minimum if possible and just adjust points values based on playtesting (assuming no serious problems are discovered).


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