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A fun challenge

 Post subject: A fun challenge
PostPosted: Mon Mar 06, 2006 1:16 am 
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Since CF has yet to be proven as a problematic game balancing event, why are you guys discussing reducing its range of participation?

So far, it's my understanding that the ability is a bit of a red herring and situationally effective, but overall can be quite limiting on the tau army if over used.

Therefore, although it has its uses, it's not been a problem in game after game experiences - or even anything close.

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 Post subject: A fun challenge
PostPosted: Mon Mar 06, 2006 2:07 am 
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Agreed, CF hasn't proved to be the answer to every game.  I think its probably better against the 'Nids because it encourages the correct fire discipline to use against them.  I.e. keep shooting a swarm until they are ALL dead, rather than the usual fire for suppression and weakening.


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 Post subject: A fun challenge
PostPosted: Mon Mar 06, 2006 9:37 am 
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Quote (clausewitz @ 06 Mar. 2006 (02:07))
Agreed, CF hasn't proved to be the answer to every game. ?I think its probably better against the 'Nids because it encourages the correct fire discipline to use against them. ?I.e. keep shooting a swarm until they are ALL dead, rather than the usual fire for suppression and weakening.

Agree too. Nothing to add.

Steele

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 Post subject: A fun challenge
PostPosted: Mon Mar 06, 2006 4:35 pm 
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"Kill'm all and let the Emperor sort'm out !" :laugh: :D :;):

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 Post subject: A fun challenge
PostPosted: Tue Mar 07, 2006 5:41 pm 
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Hena
I actually think that the 15cm range with coordinated fire is a nasty bit. Would be better (for the opponent) with 5cm. As it would allow opponent to try to get an intermingled assault (the bad side with using leader to do combined assaults).


Intermigling is ultimately dangerous to Tau, especially against air/space striking Marines. As a result, coordinate fire would be prohibited against such a force.

Still I agree reducing the ability one way or another might work to prevent over use.


Tactica
So far, it's my understanding that the ability is a bit of a red herring and situationally effective, but overall can be quite limiting on the tau army if over used


I agree it's not always useful. But in some occasions that may have to do with our playstyle, triggering two Coordinate Fire ?was undeniably worthwile. Especially on turn 2 when the typical Epic game is all about nailing ennemy formations before they have the opportunity to activate, especially big ennemy formations that cannot normally be broken by a single activation.

Anyway I see opinions are mixed. So I will investigate further, and hopefully try to get a nice battlereport.





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 Post subject: A fun challenge
PostPosted: Tue Mar 07, 2006 6:34 pm 
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Their will be a problem for tau though if the CF limit is 5 cm as they would be setting themselves up for an intermingled assault if they are that close and as is well known they don't like it up'em  :p .


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 Post subject: A fun challenge
PostPosted: Tue Mar 07, 2006 7:35 pm 
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Baronp,

Keep in mind of what Commander can do to to a force that doesn't fight combat well. Keep in mind of what a force with higher initiative, drop pods, planetfall, and commander can do.

I've had formations drop in, and then get mass assaulted something fierce completely devistating a front - before I got to activate - on turn 1.

CF just doesn't compare IMHO.

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 Post subject: A fun challenge
PostPosted: Tue Mar 07, 2006 9:09 pm 
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Hena,

You keep saying 'Leader' and I think you mean 'Commander'.

Leader - removes an additional BM when you successfully regroup. IG commissars have this.

Commander - allows you to pull up to two other formations in a charge with you. Marine characters have this.

So a common Marine tactic is to use drop pods and drop all over your deployment zone in one area. Then they use commander to make a massive assault move to wipe out a powerful formation.

Another move is to teleport in two terminator squads, and then issue an assault with commander to wipe out a titan or other juicy target in one turn.

Commander - in the right hands - is a vicious enemy of an IG or Tau army that doesn't fight h-t-h combat so well. :/

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 Post subject: A fun challenge
PostPosted: Wed Mar 08, 2006 4:10 am 
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Commander is a vicious tactic of a Guard commander who wishes to attack with three commissars! (Those multiple commissars are also a lesson for greedy attacker who intermingle your formations - what, you get +4?! On one noteable game.)

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