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Tau Infantry Discussion, part two

 Post subject: Tau Infantry Discussion, part two
PostPosted: Thu Mar 05, 2009 11:52 pm 
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CS Edit: The previous was getting too large, and throwing up some strange behaviour. Therefore, I have split off the last few posts and continued discussion here. For the 'story so far' go here:

http://www.tacticalwargames.net/forums....;st=210

Now, back to our regular program....


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Quote: (Irondeath @ 05 Mar. 2009, 22:45 )

Also sounds like you should give Vassal a try!

THIS!

Or, not to sound rude, play with yourself... against yourself... and play each army to the best of your ability.

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 Post subject: Tau Infantry Discussion, part two
PostPosted: Fri Mar 06, 2009 12:28 am 
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Quote: (Lion in the Stars @ 05 Mar. 2009, 21:59 )

Since this is supposed to be an infantry discussion, let's look at the Dev+(HB)RB+Hunter (425) supporting Assault Marines (175).  For our comparison victims, I'm going to pick on an IG Infantry Company, with no attached support units, and no units within support range (everyone's favorite target).  While the Hunter doesn't have any targets, there are only 3 units in the Marine list that can take an AA upgrade, so he's there for 'realism'.  For the sake of discussion, I'll start with the most favorable comparison for the attackers, the Advance.  Devs advance to within 15cm of the enemy and hop out of the RBs, then open fire.  RBs give 4xAP4+, Devs throw 8xAP5+.  That's 2+2.67 hits, and the 5+ cover save means 3.11 dead IG.  Assault Marines Retain and Engage, with 4xCC3+; Devs give 4xFF3+ and 4xFF5+ in support.  That's 2.67CC hits, and 4FF hits.  5+ cover save means 2.66 Dead IG from the firefight, total of 5.67 dead IG.  IG counterattack, get 7 stands+command on the Marines and 2 stands FF, 1.5 CC hits, .67FF hits, Marine armor saves .75+.33, for 1 Marine dead.  Resolution is SM7:IG3, should be about 5 autohits on the IG, completely wiping them out.

...

Obviously, Marines are better at assaults.  Perhaps I should have used a Mech Infantry company instead?

A mech infantry company is 1HQ+12IG+7Chimera (400 points), and it will be supporting a Stormtrooper Platoon in Valkyries (8+4, 350 points) in an attack on that same hapless foot IG company in the Woods (yes, it sucks to be the training dummies).  So, MechCoy drives up, jumps out of the tracks, and shoots at the foot IG.  That's 7xAP6+ from the infantry, and 2xAP6+ per Chimera, for a total of 21xAP6+=3.5 hits.  5+ cover save means that's 2.33 kills, 3.33BMs before the assault goes in.  Stormtroopers lose out on their 4BP Disrupt shot, since they're Engaging.  Instead, they deliver 8xFF4+ and 4xFF5+ personally, with 13xFF5+ and 7xFF5+ =20xFF5+ in support!  That's 4 hits from the Stormtroopers, and 8 hits from their transports and supporting company.  5+ cover save means 'only' 8 IG die.  10.67IG shoot at the Stormtroopers, and get 3.55 hits, 2.33ish kills on the Stormtroopers.  Resolution is ST10, IG3, which will kill the 2.67 remaining IG outright, even if the Stormtroopers roll double ones and the IG rolls a six.  Is it unlikely to get everyone within 15cm like that?  Not with an assault like the stormtroopers landing behind the position!

Steel Legion Infantry Company (250 points) dug-in, Tau send 2x Firewarrior Cadres (300 each) to remove them to allow other operations.  13 IG units in woods, Tau do a basic Retain to blast them out.  Let's assume that all the Dfish get close enough to shoot.  [snip incorrect math] 32xAP6+ and 8x AP5+, for 5.33+2.67=8 hits total, 5+ cover save means 5.33 dead guard.  Not quite enough BMs to break the 7.67 survivors (you should break the IG one time in 3), and that's 600 on 250, outpointing 2.4 to 1 (which should be just enough to chase the IG out of the woods).  

If you want to math-hammer it, then I have a number of objections to your examples.


First, this is 600 points rather than the 750 you're using for IG.  It should be better.


Second, and most importantly, Tau should assault in this situation.  It makes tactical sense.  I've done similar kinds of math hammer and it's overwhelmingly obvious that this is precisely the unusual situation in which Tau should launch assaults but no one seems to be able to drop the "Tau should never assault" mentality.

Redoing it with an assault... 2.67 kills from the first FW formation.  We'll round down to make it easy.  11 IG with 3 BMs remain.  When the second FW formation assaults, it's 16 5+FF shots and 8 6+FF shots for 6.67 hits for ~4.5 kills.  IG get 11 shots at 5+FF for 2.5 kills.  Tau outnumber, with +2 for BMs and +2 for kills = +5 resolution.  There might be a 2 or 3 IG troopers left, instead of a total wipeout, but I think we can call it pretty darn close, especially since we rounded down early on.

In other words, the 600 point Tau fire/assault was almost as good as the 750 point IG fire/assault.


Third, even if you insist that Tau are not allowed to assault and absolutely must shoot ranged fire for the purposes of comparison, you're biasing it against the Tau.  Your examples assume that the Stormtroopers are "landing behind the [enemy] position".  Obviously, if that happens then the second FW formation has crossfire.

That crossfire makes a big difference.  Taking those 4 hits from the second FW formation from 5+ saves to 6+ saves and adding the bonus BM from crossfire means 6 dead IG and 9 BMs (6 casualty, 2 under fire, 1 crossfire), which more than breaks the remaining 7 IG.  It's not as strong as the fire/assault combo but the Tau aren't sitting there with a damaged and suppressed formation, either.

Going back to an earlier objection about how that makes the Tau formation vulnerable, the FW are not any more exposed doing that than the IG Stormtroopers would be with their wraparound assault.  If you assume it's okay for the Troopers, it should not only be okay for FW but it will be better.  The Tau will always be stronger than the Troopers in the same position because the Tau won't take damage and BMs from the assault.

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 Post subject: Tau Infantry Discussion, part two
PostPosted: Fri Mar 06, 2009 12:36 am 
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Quote: (Chroma @ 05 Mar. 2009, 20:47 )

Quote: (Onyx @ 05 Mar. 2009, 13:19 )

I'm not in favour of reduced size formations.

I'm going to be blunt here: How much of this is predicated on you having a fully (and awesomely) painted Tau army that you don't want to have to change up?

I know how expensive Tau stuff is, but I think it's inappropriate in making a *play* balanced list to allow that fact undue influence on the design process.  "I think Stingrays should be kept because I bought twelve!" is not a valid design principle, but it's been mentioned more than once in discussions; so where do you stand on that?

I'll be blunt aswell then - Calling for a change to the Hero because you had one game where it was extremely lucky is not a valid design principle either.  :glare:  :tongue:

On a more serious note, I don't just own a Tau army, I've used it, a lot (unfortunately, I'm not able to play much at the moment). My thoughts are guided by our gaming experiences not by what Tau I have in box.
That said, removal of units from the list, that have been available for years is very frustrating for tau army owners (not just myself) and that should be remembered.

The Tau forum is starting to look like it used to, again - threads poppoing up everywhere, different ideas coming out of the woodwork. Everyone with their own idea of how the Tau should play...
It just seems that there is no way that this list is ever going to please everyone.




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 Post subject: Tau Infantry Discussion, part two
PostPosted: Fri Mar 06, 2009 1:50 am 
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Quote: (Onyx @ 05 Mar. 2009, 23:36 )

I'll be blunt aswell then - Calling for a change to the Hero because you had one game where it was extremely lucky is not a valid design principle either.  :glare:  :tongue:

Well, I didn't call for change... I asked if anyone had a reason *not* to take one!   :))

EDIT - And I've had two games where the Hero has destroyed way more than 150 points... against Guard it destroyed two Super-Heavy Tanks, and the Marines with the loaded, landed Thunderhawks... and it reduced a Supa-Stompa to 1DC, only because it was in cover... so, that's three examples.

The Tau forum is starting to look like it used to, again - threads poppoing up everywhere, different ideas coming out of the woodwork. Everyone with their own idea of how the Tau should play...


Well, to be blunt again, I feel that it's because the Tau Army Champions take too light of a hand in things in the discussions here.  They seem to be discussing the list amongst themselves, but we poor, bloody Fire Warriors have no idea what's going on with the Ethereals so we bicker and comment amongst ourselves.




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 Post subject: Tau Infantry Discussion, part two
PostPosted: Fri Mar 06, 2009 4:08 am 
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The Tau forum is starting to look like it used to, again - threads poppoing up everywhere, different ideas coming out of the woodwork. Everyone with their own idea of how the Tau should play...
It just seems that there is no way that this list is ever going to please everyone


Well, to be blunt again, I feel that it's because the Tau Army Champions take too light of a hand in things in the discussions here.  They seem to be discussing the list amongst themselves, but we poor, bloody Fire Warriors have no idea what's going on with the Ethereals so we bicker and comment amongst ourselves

Well, to be blunt  :;): perhaps then we should all just shut up and play some then??? Let the ACs make the decisions and formulate from there once they get a decent amount of feedback (decidedly lacking), not ideas or math-hammer???

They gave us v5 just recently and ever since then we just blurt out new ideas instead of trying the ones we have on paper. "I want 4+ FF FWs!" "No I want 5+ AP disrupt FWs!" "NO they should carry sling shots and use bad language a lot more!"

Doesn't anyone actually want anyone else to be right? Can we not take a chance on some things without the constant obstructionism? I mean refusing to playtest 4+ FF because you feel it's downright wrong?? It smacks of childishness. If you want to disprove something how about a batrep playing against yourself using the thing you dislike?

I'm getting a bit tired of math/theory hammer - my eyes have started to glaze over of late. There's a lot of talk and very little results. Do we all just like to hear ourselves talk in a forum? Surely a list/unit design isn't totally based on math-hammer? Surely there's a bit of fun and wing-it to see what happens?

I'm starting to understand what the ACs are having to deal with.

Maybe we just have to let the ACs do their thing and cop it on the chin. Stop our moaning and just play with what we get. I mean did we complain to SG when the original army lists came out? We had no input there. Because we have input here we go absolutey bonkers with moaning and the like. I almost like the idea of totally closed design lately.

And another thing...! Err... no I think I'm done   :vD


That feels better now it's off my chest. Think I'll go have a cup of tea and a lie down.  :agree:

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 Post subject: Tau Infantry Discussion, part two
PostPosted: Fri Mar 06, 2009 10:13 am 
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Well if people want to playtest on Vassal I'll be around from about 19:00 GMT tonight. You can use the current models to proxy easily enough and I'm happy to either play with Tau 5.0 or against.


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 Post subject: Tau Infantry Discussion, part two
PostPosted: Fri Mar 06, 2009 12:47 pm 
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Quote: (Dobbsy @ 06 Mar. 2009, 03:08 )

The Tau forum is starting to look like it used to, again - threads poppoing up everywhere, different ideas coming out of the woodwork. Everyone with their own idea of how the Tau should play...
It just seems that there is no way that this list is ever going to please everyone


Well, to be blunt again, I feel that it's because the Tau Army Champions take too light of a hand in things in the discussions here.  They seem to be discussing the list amongst themselves, but we poor, bloody Fire Warriors have no idea what's going on with the Ethereals so we bicker and comment amongst ourselves


Well, to be blunt  :;): perhaps then we should all just shut up and play some then??? Let the ACs make the decisions and formulate from there once they get a decent amount of feedback (decidedly lacking), not ideas or math-hammer???

They gave us v5 just recently and ever since then we just blurt out new ideas instead of trying the ones we have on paper. "I want 4+ FF FWs!" "No I want 5+ AP disrupt FWs!" "NO they should carry sling shots and use bad language a lot more!"

Doesn't anyone actually want anyone else to be right? Can we not take a chance on some things without the constant obstructionism? I mean refusing to playtest 4+ FF because you feel it's downright wrong?? It smacks of childishness. If you want to disprove something how about a batrep playing against yourself using the thing you dislike?

I'm getting a bit tired of math/theory hammer - my eyes have started to glaze over of late. There's a lot of talk and very little results. Do we all just like to hear ourselves talk in a forum? Surely a list/unit design isn't totally based on math-hammer? Surely there's a bit of fun and wing-it to see what happens?

I'm starting to understand what the ACs are having to deal with.

Maybe we just have to let the ACs do their thing and cop it on the chin. Stop our moaning and just play with what we get. I mean did we complain to SG when the original army lists came out? We had no input there. Because we have input here we go absolutey bonkers with moaning and the like. I almost like the idea of totally closed design lately.

And another thing...! Err... no I think I'm done   :vD


That feels better now it's off my chest. Think I'll go have a cup of tea and a lie down.  :agree:
This is one issue. As soon as a new version is released, each section of the EA Tau community starts talking about what they would like to add or take away from the latest version, based on their own agendas. Since the release, we have seen two (?) battle reports (from the same person), and threads discussing FW/infantry, smaller formation and upgrade sizes, changes to the core cadres, questions on the space assets, another discussion on FF values, and changes to crisis stats based on changes to FW's. Looking at the list of changes that Honda and I are monitoring from the discussions, the next version of the list will look something very similar to around version 3.2.

Sorry guys, but you will have to cut us a bit of slack here. If someone wants to have a battle report, and start a thread or two based on this experience and discuss one or two changes then great. However, there is a lot of reasonably major changes all being thrown around at the same time, with little actual evidence of any basis for them.

My philosophy is that 'math hammer' is OK for a starting point, but if changes are made as a result of a spreadsheet we get the equivalent of GWs marketting process.... And none of us want that!  :oops:

Now where is my paper bag to breath into....?  :vD

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 Post subject: Tau Infantry Discussion, part two
PostPosted: Fri Mar 06, 2009 1:17 pm 
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To be fair CS, the debate so far has centred on the Fire Warriors and how to make them more desirable and hence more used. Their lack of use seems to boil down to the availability of more effective formations, perceived formation weaknesses and possibly the list structure itself.

The other point about Co-ordinated firing is that it seems to be rarely used despite being a hallmark of the Tau and so could possibly be revisited, perhaps in conjunction with the Fire Warriors.

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 Post subject: Tau Infantry Discussion, part two
PostPosted: Fri Mar 06, 2009 1:42 pm 
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Quote: (CyberShadow @ 06 Mar. 2009, 11:47 )

Since the release, we have seen two (?) battle reports (from the same person

I've actually posted three battle reports for v5.0, each trying different things:

All Tank Tau vs Orks

Mixed Tau vs Imperial Guard

All Infantry Tau vs Space Marines


I took a Hero Cruiser in all three games and it performed pretty well each time, prompting my question in this thread: "Why wouldn't you take a Hero?"

It was during these games that I noticed my Tau armies often came up 25 points short and that there was no real way to fill that in, this prompted me to press for more flexibility in the upgrade options in this thread.

So, my comments/concerns have been based on actual play experience, not "theoryhammer" or "mathhammer".

CS and Honda, I do appreciate your efforts, it's just that we're all quite passionate about getting Tau to *work*...  :agree:

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 Post subject: Tau Infantry Discussion, part two
PostPosted: Fri Mar 06, 2009 5:32 pm 
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Discussions certainly have taken on a life of their own lately.

I know that Honda has stated we may see another version soon and he intends that one to be stuck for some time while playtesting happens.  I am actually looking forward to that.  I don't think all of these things being discussed should be in this next revision, but they sure could be on a list of things to try.

While I have not written up battle reports (which was silly of me and I intend to get better at that), my experiences w/ 5.0 have been really positive in regards to the new special rules and air caste changes.

Where I would love some guidance from you guys (CS and Honda) is in how I playtest when the next release shows up.  For example, I am presently enamored w/ FF4+ FWs and intend to keep testing them out in my games.  If you feel that is a waste of time, then I won't bother with it.  Perhaps when the release, which I thought to be mostly technical edits, shows up you could highlight the issues from the current discussions that bear further testing.  Frankly your opinions matter a heck of lot more than mine and I would love to hear more of them on these discussions.


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 Post subject: Tau Infantry Discussion, part two
PostPosted: Fri Mar 06, 2009 9:29 pm 
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Once again, my experiences and opinion mirrors Smitty's almost exactly.

It's actually getting spooky!  :oh:

I too would like to see FF 4+ FWs.  The only agenda i have is to see a Tau army that plays to the cannon doctrine and is not as dull as dishwater to play with.


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 Post subject: Tau Infantry Discussion, part two
PostPosted: Sat Mar 07, 2009 12:28 am 
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Quote: (stompzilla @ 06 Mar. 2009, 20:29 )

Once again, my experiences and opinion mirrors Smitty's almost exactly.

It's actually getting spooky!  :oh:

That's because I hacked your account and write your posts for you Stomp! :yes:  :yes:


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 Post subject: Tau Infantry Discussion, part two
PostPosted: Sat Mar 07, 2009 12:46 am 
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Quote: (shmitty @ 06 Mar. 2009, 09:32 )

Where I would love some guidance from you guys (CS and Honda) is in how I playtest when the next release shows up.  For example, I am presently enamored w/ FF4+ FWs and intend to keep testing them out in my games.  If you feel that is a waste of time, then I won't bother with it.  Perhaps when the release, which I thought to be mostly technical edits, shows up you could highlight the issues from the current discussions that bear further testing.  

Emphasis mine, but Quoted for truth.

If you (Honda/CS) want us to test something specific, like Fire Warriors with 4+FF, SAY SO.  Otherwise, I will continue to frankly ignore the comments of people refusing to even test an idea, and compile the things I want to test when I can find the time to do so.  

More progress will be made if you ask for specific conditions to be tested.
Frankly your opinions matter a heck of lot more than mine and I would love to hear more of them on these discussions.


Disagree with the first part of that, but do want to hear more of the AC/AAC's input.

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 Post subject: Tau Infantry Discussion, part two
PostPosted: Sat Mar 07, 2009 12:33 pm 
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Well, to be blunt again, I feel that it's because the Tau Army Champions take too light of a hand in things in the discussions here.  They seem to be discussing the list amongst themselves, but we poor, bloody Fire Warriors have no idea what's going on with the Ethereals so we bicker and comment amongst ourselves


Well, let me offer another kind of analogy. A lot of times, projects go through an emotional phase, akin to a rollercoaster ride. It's up, it's down, it's up again, it's mentally and physically exhausting.

As a PM, you can either get on the ride and get consumed by everything going on (OK, RAISE YOUR HANDS AND SCREEEEEAM!!!!) or you can stand at the gate and wait for the exhausted riders to stumble over to you and ask "what's next?"

So let me help you guys out:

1. Math hammer is a key phrase that tells me to stop reading the post. Math hammer is not a substitute for play test. It's great if you like statistics (and I do), but it just doesn't hold any water with me.

2. You guys have way too much time on your hands to debate. Actually what I really think is going on is that you in total, are some pretty serious problem solvers, but you are almost Obsessive/Compulsive in that regard. Meaning if you aren't solving something, you think there must be something wrong. I say that with a lot of love and humor, but you do tend to burn a lot of electrons. When focused, you guys/gals are absolutely awesome in your ability to fix things. Left on your own, you tend to get pretty worked up.

So, let's chill a bit.

3. One of the reasons I sometimes stay off of the discussion is to let you wander and discover. You have been extremely creative in looking for solutions. I don't assume that I have all the answers. Most of you (like all) are probably a lot smarter than I am. Why would I limit you to my reduced capabilities?

4. Believe it or not, there is a plan. I've stated how the plan will go upfront and I am sticking to that declaration. You are not always going to know why decisions are being made at every turn and juncture because, 1. It isn't critical for making progress, 2. It very easily leads to non-productive efforts.

5. So understand the nature of this exercise. You are the musicians in an orchestra. Without direction, all you produce is noise. Without you the players, I'm just some bizarre personality with a little stick.

Together, we make beautiful music.

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 Post subject: Tau Infantry Discussion, part two
PostPosted: Sun Mar 08, 2009 7:39 pm 
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Quote: (Honda @ 07 Mar. 2009, 04:33 )

1. Math hammer is a key phrase that tells me to stop reading the post. Math hammer is not a substitute for play test. It's great if you like statistics (and I do), but it just doesn't hold any water with me.

If you're not going to read a post where I'm crunching numbers, I might as well withdraw from the project entirely.  I haven't had time to play a game (of ANY kind, not just E:A) in more than a year.  As I've posted before, it's a 16-hour round trip to bother Jav98 into a playtest game, not counting the game time.  'kidnapping' Cuban Commissar is a 4-day event.

Playing against myself, when my Tau playstyle requires some sleight-of-hand and deception tactics, is almost impossible.

2. You guys have way too much time on your hands to debate. Actually what I really think is going on is that you in total, are some pretty serious problem solvers, but you are almost Obsessive/Compulsive in that regard. Meaning if you aren't solving something, you think there must be something wrong. I say that with a lot of love and humor, but you do tend to burn a lot of electrons. When focused, you guys/gals are absolutely awesome in your ability to fix things. Left on your own, you tend to get pretty worked up.

So, let's chill a bit.


Only a little OCD in getting it right (feels like Tau) and fun (equal weight to both feel and fun).  I try to come up with ideas, but when one of the big names in getting GAMES in tells me he won't even try playing the changes I've come up with, I get a little steamed.  After all, the GM change was MINE, and it seems to work so far (limited comments on that rule).  I know I can make stuff that works (MW-Guided Missiles, Stingray), but I've also had some duds (those Markerlight Towers).  Until you play it, you don't know what it's going to be.  A lot of people liked the idea of the RST, but they made the game un-fun to play.

3. One of the reasons I sometimes stay off of the discussion is to let you wander and discover. You have been extremely creative in looking for solutions. I don't assume that I have all the answers. Most of you (like all) are probably a lot smarter than I am. Why would I limit you to my reduced capabilities?

I doubt that I'm smarter than you, after all, you're finding time to play...

4. Believe it or not, there is a plan. I've stated how the plan will go upfront and I am sticking to that declaration. You are not always going to know why decisions are being made at every turn and juncture because, 1. It isn't critical for making progress, 2. It very easily leads to non-productive efforts.

So, what's the word on the tech-edited version of v5?

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