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v4.4 remaining work...

 Post subject: v4.4 remaining work...
PostPosted: Thu Mar 16, 2006 10:09 am 
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How? i only want one to be an arse with - I have a crisis formation - or are you saying i have to start in it as well?

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 Post subject: v4.4 remaining work...
PostPosted: Thu Mar 16, 2006 12:37 pm 
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Quote (CyberShadow @ 15 Mar. 2006 (21:29))
We could just make the Orca an upgrade. This would make it limited to one per Cadre or Contingent.

This would seem to solve the problem fairly simply.

I would limit them to one per Cadre (+1). So you may use it as transport for any Infantry Formation (LV - Broadside) and have extra activation(s).

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 Post subject: v4.4 remaining work...
PostPosted: Thu Mar 16, 2006 12:40 pm 
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Having them as an upgrade would mean they become part of the formation... Which wouldn't work, a bomber as part of infantry formation??

However limiting them to 1 per cadre would have a similar affect.


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 Post subject: v4.4 remaining work...
PostPosted: Thu Mar 16, 2006 1:04 pm 
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Quote (orkybob @ 16 Mar. 2006 (12:40))
Having them as an upgrade would mean they become part of the formation... Which wouldn't work, a bomber as part of infantry formation??

However limiting them to 1 per cadre would have a similar affect.

They aren?t Bombers in the traditional way. They may fly in, but once on the field they turn to be skimmer for rest of the game.

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 Post subject: v4.4 remaining work...
PostPosted: Thu Mar 16, 2006 2:36 pm 
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Quote (Steele @ 16 Mar. 2006 (12:04))
They aren?t Bombers in the traditional way. They may fly in, but once on the field they turn to be skimmer for rest of the game.

Steele

Ah OK I played it wrong then!! ?So whats the speed once its on the ground? And do you need to have taken a spaceship or something to use one to "fly" in. Either I completely missed this in the army list (probable!!) ?or its not really explained fully.
Surely if this is the case it shouldn't be catagorized as an aircraft, but an armoured vehicle - similar to the drop pod (but with a movement stat).

I'm now well confused!! ?:8:


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 Post subject: v4.4 remaining work...
PostPosted: Thu Mar 16, 2006 2:40 pm 
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1 per cadre, or 1 per "transportable formation" is a nice. You solve the problem with no changes to the stat or the cost. Congrats!

They aren?t Bombers in the traditional way. They may fly in, but once on the field they turn to be skimmer for rest of the game.

Once landed they have a move of 0..., so its a bit strange!
However, I like the idea of the Orca being a transport skimmer ( mov > 0) with planetfall. But it would change the unit, which is not needed as it works well as it is and most players seem to like it this way.

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 Post subject: v4.4 remaining work...
PostPosted: Thu Mar 16, 2006 3:41 pm 
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Quote (orkybob @ 16 Mar. 2006 (14:36))
Quote (Steele @ 16 Mar. 2006 (12:04))
They aren?t Bombers in the traditional way. They may fly in, but once on the field they turn to be skimmer for rest of the game.

Steele

Ah OK I played it wrong then!! ?So whats the speed once its on the ground? And do you need to have taken a spaceship or something to use one to "fly" in. Either I completely missed this in the army list (probable!!) ?or its not really explained fully.
Surely if this is the case it shouldn't be catagorized as an aircraft, but an armoured vehicle - similar to the drop pod (but with a movement stat).

I'm now well confused!! ?:8:

It is called aircraft only as long as you keep it offboard, then either planetfall or air-assault or similar. After that deployment move it is no longer aircraft, but a skimming WE.

Edit:At least that its how I understand the ruling for the Orca.

Cheers!
Steele





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 Post subject: v4.4 remaining work...
PostPosted: Thu Mar 16, 2006 3:56 pm 
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I don't get it. Its a transport craft surely? Not even a skimmer. That is land, stay still, take off.

So would the limited orca have to start the game with its cargo on board? This is different to the other transports out there - what if you wanted it for troop extractions (or as I want it for a turn 3 objective grabber :) ).

I guess the have to buy troops and transport them is a limit - now I have to pay 75 points for a bunch of drones for the above tactic.

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 Post subject: v4.4 remaining work...
PostPosted: Thu Mar 16, 2006 4:31 pm 
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Quote (The_Real_Chris @ 16 Mar. 2006 (14:56))
I don't get it. Its a transport craft surely? Not even a skimmer. That is land, stay still, take off.

Thats how I was playing it, but if you drop off troops you can dust off again and leave them there (yes in my imagination its the drop ship from Aliens...."On an express elevator to hell... Going Dowwwwnnnnn....") ?.. Therefore it can't be an upgrade as it would have to stay with the troops it drops off as it would be part of the formation...and have to keep cohierency (sp?).


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 Post subject: v4.4 remaining work...
PostPosted: Thu Mar 16, 2006 4:48 pm 
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Well, in that case keep them as an Air Caste formation, but 0-1 per formation which can actually be transported by them (and which isn't already aboard a Manta)


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 Post subject: v4.4 remaining work...
PostPosted: Thu Mar 16, 2006 8:16 pm 
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That might be better... although for book-keeping it may be better to simply say a max of one Orca per Fire Warrior Cadre and leave it at that. That may be too limiting though...

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 Post subject: v4.4 remaining work...
PostPosted: Fri Mar 17, 2006 12:35 am 
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To be honest, I don't see the reasoning behind worrying about an Orca restriction - I'd pretty much always take at least one (usually 2) Morays and may add either a Barra squadron or a ship to planetfall if I wanted to.

Besides, taking 900 points' worth on transports that are hardly the most durable or directly effective firepower-wise doesn't seem like an option I'd take, even in a planetary assault scenario Morays and Barras (not to mention 'Sharks or a Manta) would be essential to provide heavy firepower in a contested drop.


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 Post subject: v4.4 remaining work...
PostPosted: Fri Mar 17, 2006 1:16 am 
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@Nerroth,

Agreed - we must be cautious about making unproven changes. To say that you can take 9 Orcas doesn't mean that you should or that its even a good idea.

The unit itself is obviously not impractical or imbalanced. The only 'question' is whether or not 9 of them in 2700 point army is broken easily... But we also don't know if its tactically  viable in a tournament either! :)

So, until proven to be a problem - play on. We can always amend to X Orcas per Y points or whatever if needed - but again, not until proven to be a problem.

Its back to that change for change sake mentality that Honda likes to bring up. Gota watch that trap.

I leave it in CS's capable hands - I just want to see v4.4 sooner rather than later!

Cheers,

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 Post subject: v4.4 remaining work...
PostPosted: Fri Mar 17, 2006 4:21 am 
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I do have half a bat rep on 9 orca's. In essence I don't think it is decisive and was a poor test (I always think playing marines is a poor test). But I think it showed me the advantage of having 1 or two hanging around empty to take objectives turn 3/4.

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 Post subject: v4.4 remaining work...
PostPosted: Fri Mar 17, 2006 5:50 am 
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Quote (The_Real_Chris @ 16 Mar. 2006 (21:21))
But I think it showed me the advantage of having 1 or two hanging around empty to take objectives turn 3/4.

@TRC,

I proved the same thing to my orc buddy when he was snub nosing the Landa.

Same thing when you talk about the thunderhawk or Vampire.

There's definitely value in being able to land a transport anywhere on the field in a game of objectives.

Its a basic game strategy. Having 1 or maybe 2 spare is handy, far from game breaking though IMHO.

PS - I agree on vs. marine testing. Very poor force to test against. I prefer to test anything against IG, orcs and Eldar to get a good feel.





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