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Jet Pack

 Post subject: Jet Pack
PostPosted: Fri Apr 24, 2009 9:21 pm 
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Quote: (stompzilla @ 24 Apr. 2009, 21:04 )

Problem solved.

Hee hee hee!   :vD

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 Post subject: Jet Pack
PostPosted: Fri Apr 24, 2009 9:46 pm 
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But it sucked ass before.


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 Post subject: Jet Pack
PostPosted: Fri Apr 24, 2009 9:48 pm 
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I think the new version is fine, as previously the jet pack units were just too good.

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 Post subject: Jet Pack
PostPosted: Fri Apr 24, 2009 10:27 pm 
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Since the jetpack needs a special rule anyway, how much effort would it be to simply change jetpack to the eldar hit and run special rule, minus the full movement for consolidation?

Problem solved.


This was offered as a potential solution and voted down by a majority (Peer review + this community). I didn't personally really care one way or the other, but I have come to appreciate the new rule for what it is, as well as what it is not. I think the rule we currently have better emulates how Crisis perform in that "other" system.

And Hena, I am very aware that this is not 40K. I also understand that we don't want to make a list (or rules for that matter) that are just 40K with tiny figures. That is not what I am attempting.

However, the mechanism in Epic should in a sense "emulate", a word I chose very carefully, the same behavior of an equivalent unit in 40K. That means the jet pack should do a few things:

1. Make it harder to shoot at the jet pack bearer because they can pop out of cover, shoot, and then pop back in 40K. The current rule supports that action.

2. Make it more difficult to engage in close combat, but not impossible. In fact in 40K, that is one of the ways you get rid of Crisis suits and their like is by engaging them in hand to hand combat. However, it should be a little more difficult because of the extra movement. The current rule also emulates that behavior.

3. The new mechanism should not grossly improve the overall movement rate of the jet pack units as they are not vehicles with larger movement distances. The new rules also support that behavior, though the March issue that was brought up should be looked at and discussed.

So, all in all as stated earlier, the new rule is a reasonable and simple emulation of a 40K unit that we are attempting to model in Epic. Not copy exactly, but emulate its abilities.

So Tau jet packs work differently than they used to, but I'm Ok with that. In fact, that was one of the major complaints of the Tau list, the jet pack rules. I think we have derived a good and equitable way to accomplish one of my goals (40K Crisis emulation) and not break other associated units.

Testing will tell, but I think we are on the right track.

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 Post subject: Jet Pack
PostPosted: Fri Apr 24, 2009 10:38 pm 
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Crossfire is a nice bonus but it doesn't replace Engagements. Same with Co-ordinated Fire.

I keep hearing Tau are supposed to set up Crossfires....stuff happens...Tau win. That stuff (an extra Blast Marker and worse Armour Saves) doesn't win you games on it's own.

The Tau philosophy that says the army with the best small arms in the game never wants to get within small arms firefight range is missing a huge chunk when it can't Engage. Facing Tau is like facing a toothless Eldar, they have the mobility to dance around an army like Guard, and the SR to prepare some decent Engagements..but they aren't allowed to do them (i.e. it's suicide to do so), so the enemy just shrugs, laughs and keeps on fighting.

I think we've met a very strong impasse in that there are 2 or more opinions of what the 'core style' of a Tau army should be, and when the core 'theme/style/combat doctrine' is in dispute there's a long way to go.

For my part I can't get my head around the Tau being scared of firefights, it goes against every shred of fluff I've ever read on Tau. They are the kings of Firefights, the Fire Warrior is built and equipped for this job. He is supposed to be the core around which the rest of the Tau army concentrates.


Jet Pack- I prefer the current one to the old rule. I really don't like rules that break the agreed structure of the game, i.e. when it's my Activation, I get to Act. The old rule was so very lame, it was basically '15cm assault chargers don't bother'. The Tau player never had to think or plan their movement during their Activation to prevent assaults, as they had this special 'f*** you' rule to slap on the opponent when he's supposed to be doing something.
Rules that have the Jump Back taking place in the Tau players activation have my vote.


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 Post subject: Jet Pack
PostPosted: Fri Apr 24, 2009 11:43 pm 
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Quote: (stompzilla @ 24 Apr. 2009, 21:04 )

Since the jetpack needs a special rule anyway, how much effort would it be to simply change jetpack to the eldar hit and run special rule, minus the full movement for consolidation?

Problem solved.

Some varient of hit and run might work, but there are other problems. Imagine a mixed formation with some jet pack units and some not, say a FW formation with added gun drones. How can hit and run be applied here? You'd end up with different units shooting in different parts of the activation, which isn't allowed.

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 Post subject: Jet Pack
PostPosted: Sat Apr 25, 2009 1:48 am 
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I definately prefer the new Tau Jump Pack rule to the old one (I have playtested it).
I think the addition of a 10cm move after a March is warranted.

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 Post subject: Jet Pack
PostPosted: Sat Apr 25, 2009 9:01 am 
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I like the jump pack rule as it is. It lets me think about my movement, gives me a possible edge to get damage out and getting to safety afterwards, without being completely invulnerable.

The only thing that I dislike are teleporting or assaulting units from a air transport, since in that scenario the Jump Packs do me no good.


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 Post subject: Jet Pack
PostPosted: Sat Apr 25, 2009 10:14 am 
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Quote: (zombocom @ 24 Apr. 2009, 23:43 )

Some varient of hit and run might work, but there are other problems. Imagine a mixed formation with some jet pack units and some not, say a FW formation with added gun drones. How can hit and run be applied here? You'd end up with different units shooting in different parts of the activation, which isn't allowed.

Of course.  I'm currently working on my own version of the Tau, based mainly off of V 5 and 5.1, for my own personal use and the way i've worded the rule is as follows:

Tau Jet Packs follow all the rules for Jump Packs. Additionally, units with Tau Jet Packs that take advance or double actions may choose to shoot either before or after each move. However, they may still only shoot once during the action. For example, a Tau jetpack formation taking an advance action could shoot and then move or move and then shoot, while a formation taking a double action could shoot and move twice, move twice and then shoot, or move then shoot and then move again.  Only formations that consist entirely of jetpack troops may benefit from this ability.


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 Post subject: Jet Pack
PostPosted: Sat Apr 25, 2009 2:23 pm 
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For my part I can't get my head around the Tau being scared of firefights, it goes against every shred of fluff I've ever read on Tau. They are the kings of Firefights, the Fire Warrior is built and equipped for this job. He is supposed to be the core around which the rest of the Tau army concentrates.


Please keep in mind that "we" the community are not afraid to put Tau in the engage side of things, it is a design directive, if you will, for the Tau. Whether you agree with the directive or not is kind of irrelevant at this point as it is akin to disliking the laws of physics.

Emulating 40k mechanism is not a good thing.

This is an illogical comment. GW rules are expected to bear some consistency in how they behave between systems where that is possible. Using your logic, we would be just as valid adopting Warmachine or AT-43 game mechanics. Our games live in the 40K universe. It isn't unreasonable to assume that mechanisms at various levels of scale resemble/emulate/copy each other.

Nor is it bad practice as there is should be some comfort in knowing that to the degree possible, races behave in similar fashions regardless of the game system. Tau should not be pantywaist hand to hand opponents in 40K and then suddenly become the hand to hand combat monsters in Epic.


Except they move slower now to shoot than before. Or they move faster overall. That makes the crossfire harder. That plays directly against the things Tau should be able to do.

You continue to make the "crossfire" statement, but there is no justification for your position. You are stating a desire. Please provide the evidence that allows you to make your statement.

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 Post subject: Jet Pack
PostPosted: Sat Apr 25, 2009 2:56 pm 
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Please keep in mind that "we" the community are not afraid to put Tau in the engage side of things, it is a design directive, if you will, for the Tau. Whether you agree with the directive or not is kind of irrelevant at this point as it is akin to disliking the laws of physics.


Not even close, the 'laws of physics' are natural effects observed and tested under laboratory conditions- no-one suddenly says 'gravity should go sideways, because I like that style'.

The 'laws of Tau suck in engagements' is based on a group opinion that Tau should suck in engagements despite every one of their basic foot soldiers being equipped with the best Small Arm in the game.

If Nids for example where decided that they should be a static firepower army, as Orks have already stolen the horde combat style- I'd still object even if the internet consensus on an Epic forum has declared it scientific law.

I understand your the Tau champion liuetenant, who's job it is to suppress ideas and keep everyone on track, but I can't see a square peg being crammed into a round hole without comment.

Somebody coming from 40k, who played Tau there suddenly being told that their Fire Warriors are actually very rubbish at firing Pulse Rifles, and suck in the Rapid Fire firefights- they may be a little confused.

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 Post subject: Jet Pack
PostPosted: Sat Apr 25, 2009 3:08 pm 
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Quote: (Jeridian @ 25 Apr. 2009, 14:56 )

The 'laws of Tau suck in engagements' is based on a group opinion that Tau should suck in engagements despite every one of their basic foot soldiers being equipped with the best Small Arm in the game.

Actually, Jeridian, it's not based on a group opinion at all!  

It's based on an "executive order" from Jervis *early* in development that Tau should be "different" from other armies instead of just being a combination of Eldar and Imperial Guard.

The "best" way to do this was thought to reduce their FF ability and balance that with increased "direct" shooting, and that's been a design goal for quite some time.

The truth is, you'd probably find a *lot* of people who think this idea is flawed and is what's hindering the development of the Tau (I'd be one of those people!).  That's why there are a few of us who have posted "alt-Tau" lists that do away with that limitation.

For me, the "perfect" Tau list would be insanely strong in Firefights... *AND* insanely strong in shooting... and be costed appropriately, but "The Word of Jervis" prevents such a thing.




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