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Getting past the logjam

 Post subject: Getting past the logjam
PostPosted: Wed Aug 05, 2009 5:16 am 
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This may not sound relevant to the discussion but for quite some time I and several of my friends were involved in the creation of a balance mod for Dawn of War and one of the most difficult points was how to deal with Tau precisely because of the Mont'ka/Kayun ideology split.

Our conclusion was that these are simply ideologies that the Tau apply as needed which don't affect the units themselves and that instead of forcing one or the other upon the player we should instead allow the player to determine which path to choose as opportunity presented itself by providing simply the units free from the ideologies.

Personally I find that E&C's proposal allows for the application of these ideologies in a very Tau manner by focusing on the Tau technologies like markerlights that differentiate them from the rest of the 40k universe.

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 Post subject: Getting past the logjam
PostPosted: Wed Aug 05, 2009 1:01 pm 
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Quote: (Moscovian @ 04 Aug. 2009, 17:33 )

E&C, how do you feel that your list differs from the 5.1?  I have looked it over but not played with it.  Do you think the unit stat changes are the biggest contribution to an improved synergy?  Or the list structure?  Or the prices?  Or the change in special rules?  Obviously you think all the changes are necessary otherwise you wouldn't have modified them, but what two things do you think are changing the list the most?

The biggest change is the Markerlight change.

However because of that change, many other aspects of the list have to change too, to keep it from immediately becoming overpowered.

With a bit of testing, units that underperform in my proposal can be put back to their original stats, if justified. I'm just a very cautious games designer when it comes to stats and points costs.

The reason I am asking all these questions is because it appears the 'logjam' is that some portion of the Tau players always seem to be disenfranchised.

You can't be by all the people, for all the people, all the time.

IF the two lists could be molded so that they shared the same unit stats and special rules, then the remaining differences would simply be that of price and structure which could then be further developed into the Patient Hunter & Killing Blow lists.
I believe that saying that my proposal only represents the 'Killing Blow' style could be a misconception.

What I have done is even the emphasis, as 5.1 focuses mostly on the 'Patient Hunter' style, whilst I have attempted to address both styles equally. Whether that approach has merit is of course debatable. :)

A move like this may be the 'killing blow' to the logjam and might even bring some people back into the playtesting fold.
My proposal remains just a proposal at this point, it is up to Honda to decide our path for us.

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 Post subject: Getting past the logjam
PostPosted: Wed Aug 05, 2009 1:04 pm 
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Quote: (The_Real_Chris @ 05 Aug. 2009, 04:45 )

You can't have Bens universal +1 without significant changes, as it is a core rule that would be shared by both.

So the core change is everything relies on markerlights. Which then affects synergy, price and stats.

Agreed, although of course rooted in 5.1, the special rule change makes the structure and stats of the units subject to change too.

The list structure is an additional change.

I would note that the changes regarding Fire Warriors (smaller mech formation, bonded team upgrade) are very important if you want Fire Warriors to feature more prominently in Tau armies.




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 Post subject: Getting past the logjam
PostPosted: Wed Aug 05, 2009 8:50 pm 
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I understand that neither list was designed around the concept of Killing Blow or Patient Hunter, but if each seems inclined in that direction then that could be the foundation for working the two lists together.

Obviously there would have to be quite a bit effort to try to finesse the two together since the special rule for marker lights affects so much on the lists, but I do think it might be worth the effort to try.  In fact an attempt to push both lists to be more like the KB or PH types might be the justification needed to rework some of the stats.

This is all general concept stuff and it may not be possible - I just wanted to throw it out there in case Honda or CS or anyone thinks it has some merit.

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 Post subject: Getting past the logjam
PostPosted: Fri Aug 07, 2009 4:17 am 
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I've been sitting on the fence with all this discussion of late. At first E&Cs proposal looked good because it was a bit of fresh air in design however after re-reading it along with discussing 5.1 with other players(and seeing that a couple of cool ideas are to be poo-poohed by Honda) I've really lost a lot of interest and haven't bothered contributing. Why bother when no one listens eh? I've been blue in the face (excuse the Tau pun) with this list for ages now so nothing has changed there right? Surely the problematic units in question being removed could at least show us where the list is at before we go off half-cocked designing a new list? I'm not attacking you here E&C, just lamenting the entire process that seems to tie us all up in knots with endless debate and squabbling. I'm not saying it will be the final design we go with just that here in Tau Land We Do Not Even Try Something First before every man and his dog gets involved with the endless debate cycle. So, I think I'll just have to wait to see what you guys hammer out (if you can) for now as the Tau list really has become the Olympic Rings list for me -circles within circles (of debate).

Now all that said I have one point to make - take it as you will.

It's interesting, that after all the brain power dedicated to these discussions, that so little time has been invested in simply trying 5.1 without AP GMs first (including removal of the Stingray and Scorpionfish)....


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 Post subject: Getting past the logjam
PostPosted: Fri Aug 07, 2009 10:34 am 
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seeing that a couple of cool ideas are to be poo-poohed by Honda

That's the nature of the creative process and is to be expected, ideas are thrown around and then the chairman (Honda) selects which ideas to carry forwards, otherwise the whole thing is unmanagable.

The most critical sections of my proposal are still on the table at this time.

It's interesting, that after all the brain power dedicated to these discussions, that so little time has been invested in simply trying 5.1 without AP GMs first (including removal of the Stingray and Scorpionfish)....

We've tried playing the ERC list without the Scorpionfish and Stingray over the years (effectively the same thing), and it doesn't 'feel' like a Tau army should, in our opinion. That's what my proposal is supposed to fix.

I am confident that my proposal can be a final direction for the list, that due to the smaller ammount of army list choice it can be balanced within a reasonable time frame, and that it will deliver a fun, tactical, and unique army list style.

I ask, since you have flirted with interest towards my girl, that you try one single date (game) with her under my proposal's rules.

=====

Note that removing the Scorpionfish's AP missiles only partially deals with the 'problem' associated with that unit, you are still left with a unit type that appears nowhere in the background or the 40k rules (a slow missile barge), which in my opinion disincentivises a game of manouver (which should be the Tau's bread and butter).

I won't deny it's a big step to drop the Scorpionfish and replace it with something else, but I do believe that we would end up with a healthier Tau army list with that step taken. YMMV.




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 Post subject: Getting past the logjam
PostPosted: Fri Aug 07, 2009 11:58 am 
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This girl metaphor is getting entirely too awkward.





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 Post subject: Getting past the logjam
PostPosted: Fri Aug 07, 2009 11:58 am 
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It's fun though. :))

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 Post subject: Getting past the logjam
PostPosted: Fri Aug 07, 2009 12:59 pm 
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Quote: (Dobbsy @ 07 Aug. 2009, 04:17 )

It's interesting, that after all the brain power dedicated to these discussions, that so little time has been invested in simply trying 5.1 without AP GMs first (including removal of the Stingray and Scorpionfish)....

I never use Stingrays and, I believe, I've only used a single Scorpionfish once, and it was destroyed almost immediately.  

I've made a conscious decision *NOT* to use Stingrays in my games, as I've never thought them necessary/appropriate, so, consider all my games tests of v5.1 without "AP Missiles".

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 Post subject: Getting past the logjam
PostPosted: Sat Aug 08, 2009 6:28 pm 
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Quote: (Evil and Chaos @ 07 Aug. 2009, 10:34 )

We've tried playing the ERC list without the Scorpionfish and Stingray over the years (effectively the same thing), and it doesn't 'feel' like a Tau army should, in our opinion. That's what my proposal is supposed to fix.

Not to be too insistent, please define "Tau army feel". The problem from an outside point of view is that all entries are from the perspective of the individual and his idea of 'how a Tau army should feel'. This being the case there will always be problems agreeing on any point because you have not agreed on a common frame of reference
You cannot choose the proper route to a place with out knowing the place you are going.
Perhaps more time should be spent on determining what exactly you want the Tau army to be in Epic. You know; doctrine, operational concept,etc.
If I could stamp my feet or send up a flare I would, everyone has good ideas and they will be even better when you define exactly how the army would operate in EPIC.
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 Post subject: Getting past the logjam
PostPosted: Sun Aug 09, 2009 12:46 am 
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The Tau army should work like the intricate Japanese multiple-maneuver-unit strategies of years past.

Your army flows around the hard rocks of the opponent's line, and wears away at the weak points.  Only when the entire enemy's army has had it's soft, supporting rock worn away do the Tau hit a hard rock to push it over into the flow and to it's destruction.

Tau are more maneuverable than almost anyone else, they use this to achieve local superiority and shatter that point, then flow to the next point of attack.

Have you ever watched two people fence?  The feint, parry-and-riposte, always in motion along angles to the opponent is the best way to describe how the Tau should work (that's how I could make my 40k Tau work, but Epic hasn't been like that).

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