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Firewarriors vs Pathfinders |
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Tactica |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241 |
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clausewitz |
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Joined: Thu Jul 07, 2005 2:02 pm Posts: 916 Location: Glasgow, Scotland |
Isn't that the motto of the US Marine sniper? Seems like there are two issues. 1. That PFs abilities are not correct. Too many sniper shots and/or disrupt shots. 2. Thats PFs are under-costed. From an EA perspective I dont agree with 1. IMO the stats are fine, and representative of Tau snipers. Yes they are better at ranged shooting than other snipers, which is as it should be from the Tau design concept of relying on ranged shooting and not assault. Though I am not a 40k player the explanations from those that do know 40k seem to support the current stats. As for 2, I think there is a possibility that PFs are perhaps slightly too cheap. I would recommend that this is noted and reviewed after the next vault list has had time to be used by the "masses". |
Tactica |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241 |
I'm glad we discussed this. I see your perspective now. I still disagree with the lobbied point because I see these as distinctly different concepts, but I at least see why we look at 40K sniper and E:A sniper differently now. Thanks for elaborating. If there's not a clear 'porting principle' that we are to follow to cover this kind of thing, then I think its going to come down to design vision. _________________ Rob |
Tactica |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241 |
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RedDevil |
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Joined: Thu Nov 03, 2005 9:58 pm Posts: 112 |
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clausewitz |
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Joined: Thu Jul 07, 2005 2:02 pm Posts: 916 Location: Glasgow, Scotland |
Just my opinion but I see it as this.. Firstly, there is the Tau EA character feature, that being that their ranged shooting ability is artificially high when compared to other races. ?This is to balance out their artificially lowered assault power and to encourage Tau-ish play (i.e. stand of shooting rather than up close fighting). Secondly, I would say the extra disrupt comes from the combination of pathfinder equipment and abilities. ?The combination of markerlights, rail rifles, carbines etc. ?The overall effect of which is that they create more disruption on their targets than other sniper units. Also noone has even tried to contend the sniper on pulse carbine. |
semajnollissor |
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Joined: Mon Dec 26, 2005 6:38 pm Posts: 1673 Location: Chattanooga, TN, USA |
In 40k, there is a universal weapon rule (sniper weapon) that allows the weapon to always hit on a 2+, wound on a 4+, and forces the target unit to take a pinning test (a leadership test that, if failed, prevents the unit from moving). Different races have different variations, like deathworld snipers getting to re-roll the to-wound roll if it fail the first roll, or Eldar Pathfinders (don't get confused by the name) getting to negate armour saves when the to-hit roll is 4+ (they still hit on a 2+). Now, I really don't remember if rail rifles get this rule (I assume they do), but carbines most certainly do not. Even if rail rifles don't have the rule in 40k, they serve the same role, so probably ought to have the sniper ability in E:A, if the rail rifles are included. Now, as for the disrupt ability, that could best be attributed to the carbine's grenade launcher. However, the rail rifle should not get the ability since it is functionally equivalent to other sniper rifles, and those rifles do not get disrupt. I think that inclusion of the rail rifles should be handled the same way that space marine scouts snipers were done. Let it be an upgrade to a single stand (as opposed to how all eldar rangers get sniper). My reasoning is that, like SM scouts taking sniper rifles, rail rifles are an ungrade and not standard equipment (like eldar ranger long-rifles are). You should know that in both cases (SM scouts and Tau Pathfinders) that 40k players very often take the sniper rifles, but that had no bearing on the SM list, so it should not have any here. Also, SM scouts can have a higher concentration of snipers per unit that tau pathfinders can (not including the new drones). Furthermore, including sniper teams in each unit doesn't make sense from a real world PoV. I mean, 1 of the 5 guys on a stand is a sniper, while the rest are normal scout - that doesn't seem like a good tactical arrangement. Its more likely that the snipers would be segregated, where that one sniper stand is really just 1 or 2 guys, and not 1 sniper + 4 scouts. I think that if you guys want to differentiate the rail rifle from other snipers, you could just play with the weapon stats. I would suggest making it 30cm AP5+/AT6+ sniper and remove the sniper ability from the unit notes. The simple inclusion of the ability to hit vehicles with a sniper shot would make rail rifles be in a class by themselves. |
clausewitz |
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Joined: Thu Jul 07, 2005 2:02 pm Posts: 916 Location: Glasgow, Scotland |
Can you explan this more, I'm not quite following you here. Which goes against fluff I think as the rail rifle is still experimental or did that change with new codex? The sniper drone is IMO much better unit to model to be the sniper in Tau armies. |
semajnollissor |
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Joined: Mon Dec 26, 2005 6:38 pm Posts: 1673 Location: Chattanooga, TN, USA |
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