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Changes for version 4.4.1

 Post subject: Changes for version 4.4.1
PostPosted: Sat Apr 22, 2006 8:36 am 
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Am I saying the same thing? Yes.


Argumentum ad nauseam or argument from repetition or Argumentum ad infinitum is the false proof of a statement by (prolonged) repetition, possibly by different people. This logical fallacy is commonly used as a form of rhetoric by politicians, and it is one of the mechanisms of reinforcing urban legends. In its extreme form, it can also be a form of brainwashing. In common usage the statement "A lie repeated often enough becomes the truth" is often used to allude to the same concept, which self referentially has been attributed diversely to Lenin, Goebbels, Hitler and Stalin among others, when little evidence can be found to support most of these historical figures having said this.


http://en.wikipedia.org/wiki/Ad_nauseum

As for armies with a lack of air defence what a total load of rubbish, want me to go back to each batrep and total the points being spent on units with flak attacks or would this be too embarissing?

No, no, allow me..

http://www.epic40k.co.uk/epicomm....;t=6339
6 March 2006
Tau 4.3.3
IG spent 100 points on AA capable units, 0 points on CAP capable units.  Tau oppnent spend 900 points on A-X-10s, and 100 points on a Orca.  Tau outspend points on Air at a 10-1 ratio, with expected (and hoped-for) results

http://www.epic40k.co.uk/epicomm....;t=6024
3 Feb 2006
Tau 4.3.2
Tau spend 875pts on A-X-10s, Eldar spend 450 points on AA capable formations, 300 points on CAP capable formations. Cant really fault this one.  "Venear of plausibility"

http://www.epic40k.co.uk/epicomm....;t=6032
4 Feb 2006
Tau 4.3.2
Tau spend 875 points on A-X-10s. Orks spend 820 points on Flak outranged by the TS by 50%, rather than on units that can take advantage of the Orks strengths and win the game, including 4x 4 unit Flakwagon formations that are unable to take advantage of half the Orks special rule (Mob Up) due to >5 units starting.  Orks spend 400 Points on 2 CAP Capable formations, also handicapped by >5 unit strength.  Points wise this looks educational.  "Looks" being the operative word, which was probably the point.  Composition wise you can see that this is a set-up.  This Ork army was picked and designed to perform poorly in all aspects, and make the A-X-10 look too good, while looking "Fierce" in the AA department.

But, yeah, the Orks did spend more on AA than the Tau spent on Air.  Not wisely, just more.

http://www.epic40k.co.uk/epicomm....;t=5617
23 Dec 2005
Tau 4.3.2 (?)
Tau spend 875pts on A-X-10s.  IG Spend 400 Pts on AA, including 300 points on AA formations that break after 1 kill, (A common criticisim leveled against other 3 strong formations, and still the best way to take Hydras) and 0 points on CAP capable formations
Tau outspend IG 2.1875 to 1

Same post, different batrep...
http://www.epic40k.co.uk/epicomm....;t=5617
23 Dec 2005
Tau 4.3.2 (?)
This could be interesting.  SM AA gets a bad rep, but I find it to be pretty decent:  60CM range, 4+ to hit.  Not too shabby, though a little expensive.  I take 3 or 4 when I play SM, so do my SM opponents.  My A-X-10s have done poorly against the SMs, having been shot down repeatedly, through 4.3.2 till now, with few exceptions... Oh, wait, whats that, TRC?
A lack of hunters also helped decide what was going in.
Ahh, I see.  A lack.
Tau spend 875pts on Air.  SMs spend 150 points on AA capable units and 150 pts on CAP capable units.  Tau outspend SM 2.917 to 1.

Over 5 batreps the Tau's opponents have spent a total of 850 pts on CAP capable units and 1920 on AA capable units vs. 4500pts of Tau Air.  Tau outspend total enemy AA/CAP assets by a factor of over 1.6 to 1.  Average game the opponents spend 550 pts per game on anti-air capabilities, though that varies wildly, and the Tau spend an average of 900 pts a game on Air.

Did I miss anything?

Quote (The_Real_Chris @ 21 April 2006 (00:41))
Why? I don't like the current unit. It may be balanced it may not. So?


Personally, I like to think that if the unit, any unit, is balanced, meaning fair, we can move on.  I guess we forgot to take into account what TRC likes and dislikes.  Silly us!


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 Post subject: Changes for version 4.4.1
PostPosted: Sat Apr 22, 2006 10:06 am 
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@Tactica


I'm with you, but you are talking about spirit of play vs. rules.

The simple truth of it is if the rules allow it, it will be done.

E:A is a permission based game. Without the rule making it legal, it's illegal in otherwords.

Therefore, the logical argument to your post is - if you don't want someone to do it - don't give them permission in the rules.


So what I hear you saying is that some players do not feel any moral obligation to include "fun for opponent" in any contest because it is more important to win than to ensure that both parties have a good time?

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 Post subject: Changes for version 4.4.1
PostPosted: Sat Apr 22, 2006 10:32 am 
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You might note I used indeterminate language and commented that it might be a valid argument to lower the cost of FW rather than raising PFs in order to address internal balance issues. ?I was under the impression that pretty clearly left open the possibility that nothing is wrong with them.

I'm not sure why the quote you pulled from my post precipitated the your response. ?All I did in that quote was suggest a playtest technique that could potentially resolve the question of external balance.


@Neal,

I apologize if in my response, you felt I was I picking on your comments. What I was attempting to do is get a summary statement that I could address without having to go back to a bunch of posts and do major surgery. So again, I was not attempting to single you out.

Also, I want to say that I respect all the opinions that are expressed on this board. I may not "like" the opinions or "agree" with the opinions, but I do respect anyone who has the "huevos" (Texas term) to stand up and be counted. That is what free speech is all about and it should be cherished.

Getting back on topic, and speaking to the general population of players who feel that "something" is wrong with the Pathfinders, I'm really interested in seeing some sort of empirical data that supports your hypothesis.

As Heckler pointed out earlier, this exercise is not supposed to be about likes and dislikes, it is supposed to be about ensuring balance in the list so that all things being equal (and they never are), the "list" isn't what allows a player to win in a game, it is his or her skill that allows that to happen.

So given that PF's have been in various forms of the Tau list at their current values and capabilities at what could be considered "a long time", where are the indicators through playtesting that they are causing an imbalance?

@HecklerMD: If you ever come to Houston, I'll buy you some BBQ ?:/

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 Post subject: Changes for version 4.4.1
PostPosted: Sat Apr 22, 2006 6:05 pm 
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Perhaps test this way? Double (or add 50%) the size and cost and use as Cadre. Then see how well the others compare to it. I find the idea that with artificial constraints (and not by cost/effectivess) the unit will be ok very odd to be honest. It is easy thing to do though.



Actually, this is a really intriguing idea.

Question for you...if they did cost 25-50% more (see me hedging already  :/  ), but they were a cadre, would that "feel" better to you, rather than where they are currently set?

My initial thoughts are that it would be an extremely fragile unit for the cost and it wouldn't give you any additional extra force selection capability on the surface, and I'd still take FW cadres to support them, but it is certainly an interesting idea worth exploring.

Very good.

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 Post subject: Changes for version 4.4.1
PostPosted: Sat Apr 22, 2006 7:02 pm 
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OK. I am going to close down this topic for a while before it gets too heated. I will start a new thread soon (tomorrow, I hope) and I will open up the first batch of topics for discussion.

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 Post subject: Changes for version 4.4.1
PostPosted: Tue May 16, 2006 5:19 pm 
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There's a problem with Orca and Kroot. In Tau list 4.4, the Orca can transport

Transport (may carry up to ten of the following units: Fire Warriors, Pathfinders, Stealth, Gun Drones,
Heavy Drones, Kroot Carnivore Squads, Crisis, Broadsides; Crisis and Broadsides take up two spaces each)


The problem is that a Kroot Kindred consists of the following:

1 Kroot Master Shaper plus 9 Kroot Carnivore Squads.

Based on this, the Kroot can use the Orca as transport, but only in the relatively rare situation where the Master Shaper has been killed and only Kroot Carnivore Squads remain. They can then board the Orca and fly away.

This looks like an error in the Orca entry. I believe the intent of the list design is that a minimum-size Kroot Kindred can fit in an Orca. This requires a change to the Orca entry, as follows:

Transport (may carry up to ten of the following units: Fire Warriors, Pathfinders, Stealth, Gun Drones,
Heavy Drones, Kroot Carnivore Squads, Kroot Msater Shapers, Crisis, Broadsides; Crisis and Broadsides
take up two spaces each)


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 Post subject: Changes for version 4.4.1
PostPosted: Tue May 16, 2006 5:41 pm 
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The orca in V4.4 can carry ten units .


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 Post subject: Changes for version 4.4.1
PostPosted: Tue May 16, 2006 7:43 pm 
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Quote (dptdexys @ 16 May 2006 (17:41))
The orca in V4.4 can carry ten units .

Yes, it can. However, it can not carry any ten units, but ten units from a specified list. The list does not include Kroot Master Shapers, which are included in all Kroot formations. The problem is not unit count, but that the Kroot boss is not allowed on board an Orca.


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 Post subject: Changes for version 4.4.1
PostPosted: Tue May 16, 2006 7:50 pm 
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Then I'd agree that Kroot Master shapers should be added to the list,nice work on spotting that.


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 Post subject: Changes for version 4.4.1
PostPosted: Tue May 16, 2006 10:27 pm 
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The intention is that the Master Shaper is included in the transport capacity, and I will clarify that with the next version. Thanks.

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 Post subject: Changes for version 4.4.1
PostPosted: Wed May 17, 2006 6:44 am 
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CS,

Not going to debate with anyone, just things on my mind...

Manta: (see the thread)

AX-1-0: I prefer Moray now that the points are so high here and plane is not longer really reflecting core design. Points down or effectiveness up... prefer the former here.

Stealth: +1 init

Network Drone: on other HH / Stingray body formations.

cheers,

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 Post subject: Changes for version 4.4.1
PostPosted: Wed May 17, 2006 7:06 am 
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Resist... commenting... on... A-10..... :)
(Instead see previous comments :) ).

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