Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 99 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7

questions on ML sentry turrets

 Post subject: questions on ML sentry turrets
PostPosted: Mon Sep 25, 2006 5:58 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 10, 2005 11:44 pm
Posts: 1891
Location: Katy, Republic of Texas
I think the proposal for a formation of 3 for 25 points is supportable.

As it stands, if you spend 75 points, you get 50% more units (6 vs. 9) and three separate formations. I would consider setting a limit of 0-3 per 3000 points though.

_________________
Honda

"Remember Taros? We do"

- 23rd Elysian Drop Regiment


Top
 Profile Send private message  
 
 Post subject: questions on ML sentry turrets
PostPosted: Thu Sep 28, 2006 6:23 am 
Brood Brother
Brood Brother

Joined: Fri May 13, 2005 11:01 pm
Posts: 1455
How about a Max of 1 per thousand points or fraction thereof instead?

That gives you 3 at 2700, and 2 at 1500 (does anyone play games at that size?), and stays nice and scalable with larger games.

_________________
"For the Lion and the Emperor!"


Top
 Profile Send private message  
 
 Post subject: questions on ML sentry turrets
PostPosted: Fri Jan 05, 2007 4:53 pm 
Swarm Tyrant
Swarm Tyrant
User avatar

Joined: Thu Jan 02, 2003 6:22 pm
Posts: 9350
Location: Singapore
OK, I have gone through this entire thread again (oh boy!) and thought about this some more. It seems that there is a lack of consensus for the resolution for these things.

As far as I can see, there are a few issues here?

Formations ? I do take your points about having these things as formations of one. The use of a formation is there to avoid stringing them out too much, any units left out of formation by one turret being destroyed automatically self destruct. In formations of three, this means that almost the entire formation can be taken out by a single combat. Therefore, formations of six mean that they are likely to be placed in areas of the battlefield, mutually supporting each other rather than strung out in lines. Having said that? six individual formations of one does have a certain appeal and keeps things simpler? It seems that formations of one has the general backing of this boards, so we will give that a try. Markerlight Sentry Turrets will be purchased as a set of three formations, each consisting of a single MLST. (This has halved the number of units on the table, but balanced it out by trebling the number of formations.)

Placement ? I like the idea of determining where these things are before the game (after objectives are declared, before force setup), but the whole ?preplotting? thing is getting complicated. Having them set up ?before? the game is a ?realistic? scenario, and avoids teleporting completely. This solution also negates them needing an activation to teleport in, which is good in my book.

Activation ? I don?t think that it is in keeping with the philosophy of the game to allow these things to actually activate. They don?t move, don?t shoot and cant assault? what would you do with the activation! It would be a simply pass, which goes against the design principles of the game in general. MLST don?t activate at all.

Points Cost ? This is a more difficult issue. I am very aware that they could become a cheap activation, and this just feels wrong. On the other hand, over costing them leads to them never being used. On top of this, I am against the idea of getting a random allocation, and feel that we should keep their use and participation in the Tau plan within the hands of the players. This means that, the simplest solution is to keep them cheap, and limit their numbers? something like two formations for each full 1000 points of the force ? meaning a maximum of six formations in standard 2700 point or 3000 point games. I would like to keep Scout out of these things, but would be happy to recost them at 50 points for a formation of three for further testing.

Blast Markers ? These things are robotic, so I don?t think that they should be affected by blast markers at all, particularly since the effect of BMs in assaults is negated for them. So, I will add a line to the ?robotic sentry? rule to clarify this. To re-iterate, robotic sentry units are not affected by blast markers and never receive them for any reason. This means that they never broken or suppressed.

Close Combat - I agree that the current situation in assaults can lead to some strange situations. My gut reaction here is to treat them as inanimate structures. In many games, this type of structure simply doesn?t fight in close combat. What about if an enemy unit does not assault a sentry turret in the normal way, and automatically hits sentry turrets in close combat. In addition, there should be no assault resolution, no way for the turrets to fight back or hit the enemy in close combat, they have no zone of control, and they are not ?locked? and so can ?fire? as normal at their opponents. This means that an enemy has nothing to fear from close combat with a turret.

So, units in base contact with a MLST automatically hit, and the turret just makes a normal save. Units in firefight must roll to hit as normal. MLST don?t make return attacks. In addition, neither unit is considered in close combat, further rounds are not fought and the enemy may more off at any time. No assault resolution is made.

I also want to comment on the use of these things that this discussion seems to have thrown up. Personally, I see these turrets as area suppression formations, placing them at parts of the battlefield that I want covered. I don?t use them as a hard hitting unit, teleporting them into range right from the first turn. Am I alone in this? I think that this makes a difference to their perceived value. As a hitting formation, they are undoubtedly going to die fast, as area denial, they may not physically make their points back, but are worth the investment.

So, changes?

Robotic Sentry rule:

Each robotic sentry unit is classified as a formation of its own, and these units are placed at the start of the game, after objectives are declared and before forces are set up (see page 124 of the main rule book, robotic sentries are deployed after section 6.1.4 and before section 6.1.5). Robotic sentry units do not get activations and they cannot be used to claim or contest objectives.

Robotic sentry units never receive blast markers for any reasons, have no zone of control and assaults are handled differently. Enemy units engage robotic sentries as normal, with units using their close combat or firefight values. However, units in base contact with a robotic sentry unit automatically hit the sentry, which makes its normal save. Units using their firefight must roll to hit as usual. Robotic sentry units don?t make return attacks, and in addition neither unit is considered in close combat, further rounds are not fought and the enemy may more off at any time. No assault resolution is made.

Force List:

Markerlight Sentry Contingent (50 points) ? consists of three individual formations of a single Markerlight Senry Turret ? no upgrades

A maximum of two Markerlight Sentry Contingents may be purchased for each 1000 points value, or part thereof, of the Tau force. Therefore, a force of between 0 and 1000 points may take two contingents, a force of between 1001 and 2000 points may take up to four contingents, a force of between 2001 and 3000 points may take a maximum of six contingents, and so on.

Stats:

Unchanged, except that the teleport rule is removed.

_________________
https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond.
https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.


Top
 Profile Send private message  
 
 Post subject: questions on ML sentry turrets
PostPosted: Fri Jan 05, 2007 5:40 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
CS,

I like most of the changes for the Sentries.  

Placement sounds smart.  Teleporting never sat well with me.  Making them a defensive piece makes more sense.

Activations (or the lack thereof) sound good.  They should be passive.

Price sounds like a bargain, but you never know.

Some thoughts for you just to chew on:

1. Make them so that they automatically lose their assaults (no rolls needed).  This speeds things up, is easier to explain, and prevents any unforseen issues with how it is written now.

2. The number of Sentry formations would be best kept to 0-2 or 0-3 per list TOTAL.  Nobody wants to spend the time shooting at these things and they convey a tremendous amount of support to the Tau forces if left ingored.

There are only a finite number of activations that your enemy can take in a game, and these things will GUARANTEED end up on any list at 50 points/formation.  So now your opponent will be forced to deal with these things and use up precious activations.  That seems wrong to me.

Imagine a 5000 point list with ten formations of 3 Sentries each.... That is THIRTY OF THEM!  In order to make them useless you have to kill them (as you have it written since they can't break or collect BMs) and I just don't see an opponent having the time or resources to do it.  All that for a mere 500 points.  VERY unbalanced IMO.

You'd also see a reduction in the use of other formations with markerlights (why bring them?).

If people want to use more of them, they can always play a scenario.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: questions on ML sentry turrets
PostPosted: Fri Jan 05, 2007 7:48 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 23, 2005 6:14 pm
Posts: 390
Formations:  I've always thought that formations of one was the way to go.
Placement:  That placement system sounds right to me.
Activation:  Again, I'm in agreement.  No activations solves many problems.
Points:  I'll leave that to others.
Blast Markers:  Allowing BM's to suppress would make some sense as the 40k rules have them popping down in a similar way to the sentry turrets.  Having said that, if sensor turrets can't activate then it's hard to justify a rally.  Also, they are supposed to be hard to see and hit so only actual hits can affect them so just firing at them isn't enough to take them out of the game, you need to hit and damage.  Overall I think KISS wins out with completely ignoring BM's.
Close Combat:  That suggestion sounds right.

Regarding their role:   IA3 (p191) explicitly states that, "The Tau use the towers as an areas denial weapon, making it difficult for the Cadian Chimeras to move without drawing immediate attack.  In this way they acted much like a conventional minefield, slowing the enemy advance and making movement dangerous rather than being able to halt an advance on its own."

Orde

_________________
"I'm smelling a whole lot of 'if' coming off this plan."

Tau Army List Archive


Top
 Profile Send private message  
 
 Post subject: questions on ML sentry turrets
PostPosted: Fri Jan 05, 2007 8:43 pm 
Swarm Tyrant
Swarm Tyrant
User avatar

Joined: Thu Jan 02, 2003 6:22 pm
Posts: 9350
Location: Singapore

(colonel_sponsz @ Jan. 05 2007,18:48)
QUOTE
Blast Markers: ?Allowing BM's to suppress would make some sense as the 40k rules have them popping down in a similar way to the sentry turrets. ?Having said that, if sensor turrets can't activate then it's hard to justify a rally. ?Also, they are supposed to be hard to see and hit so only actual hits can affect them so just firing at them isn't enough to take them out of the game, you need to hit and damage. ?Overall I think KISS wins out with completely ignoring BM's.

With a formation of one, the only way that blast markers would affect it would be from disrupt weapons.

I agree that these are area denial units, and I am hoping that deploying them before force deployment will do that.

I agree that perhaps 2 per 1000 points could escalate... although I would hope that 5000 point games would be on larger boards! Still, perhaps rethinking the maximums would be better - either a maximum of three contingents, or reduce it to three per 3000 points or part thereof?

The trouble with automatically losing assaults is that the engagement is a foregone conclusion. I would prefer to keep the close combat rules as they are right now, and review them when/if issues arise. The currect method means that it is possible for a (small) enemy formation to take on the turret, and fail to destroy it (although not fearing any repercussion). I think that this is nice as it gives a reason to attack the things with the right formation, rather than just the smallest, weakest or closest formation. Now, the enemy player should make a decision (although not a difficult one!) whether to use a 'good' unit to make sure that they can deal with it, or a weak formation that might not do it this turn.

Thanks.

_________________
https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond.
https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.


Top
 Profile Send private message  
 
 Post subject: questions on ML sentry turrets
PostPosted: Fri Jan 05, 2007 9:04 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
Fair enough.  Just tryin' to simplify.   :cool:

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: questions on ML sentry turrets
PostPosted: Fri Feb 02, 2007 11:42 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Oct 05, 2005 1:24 am
Posts: 4499
Location: Melbourne, Australia
Nice one CS! I'd even ?go as far as saying a maximun of 2 contingents (6 units?)per army is more than fair to both sides.

I'll wait to see what your final choice is but I'm pretty sure the 2 contingents would be the way I'll go in my games.


Top
 Profile Send private message  
 
 Post subject: questions on ML sentry turrets
PostPosted: Fri Feb 02, 2007 4:15 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada

(colonel_sponsz @ Jan. 05 2007,18:48)
QUOTE
Regarding their role: ? IA3 (p191) explicitly states that, "The Tau use the towers as an areas denial weapon, making it difficult for the Cadian Chimeras to move without drawing immediate attack. ?In this way they acted much like a conventional minefield, slowing the enemy advance and making movement dangerous rather than being able to halt an advance on its own."

Since it appears that they are, essentially, "Tau minefields", wouldn't it make more sense for them to be a feature of a Tau upgrade to the Assault scenario than the Tournament scenario?

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 99 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7


Who is online

Users browsing this forum: No registered users and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net