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Supreme Commander v5.1 http://www.tacticalwargames.net/taccmd/viewtopic.php?f=23&t=16288 |
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Author: | Morgan Vening [ Fri Jul 31, 2009 6:47 am ] |
Post subject: | Supreme Commander v5.1 |
Am I being a complete ditz, or does the Supreme Commander upgrade not give Supreme Commander for a Scorpionfish? Seems counterintuitive to have the name of a Special Ability as the name of an upgrade that doesn't give it that. Like a Teleport upgrade allowing the unit to move without regards to terrain (and not dropping in), or a Scout upgrade allowing a formation to get an additional -1 to be hit when in cover. Can't it be called something less confusing? I don't know how the Tau ranking structure works, but the equivalent of Field Marshall, Colonel, General whatever. Morgan Vening |
Author: | The_Real_Chris [ Fri Jul 31, 2009 6:57 am ] |
Post subject: | Supreme Commander v5.1 |
Are you referring to the supreme commander ability being removed and being replaced with leader, co-ord fire and 'may re-roll init test once per turn'? Personally I think one unit in the whole army having commander is no great shakes. |
Author: | Morgan Vening [ Fri Jul 31, 2009 7:22 am ] |
Post subject: | Supreme Commander v5.1 |
Quote: (The_Real_Chris @ 31 Jul. 2009, 06:57 ) Are you referring to the supreme commander ability being removed and being replaced with leader, co-ord fire and 'may re-roll init test once per turn'? Personally I think one unit in the whole army having commander is no great shakes. Supreme Commander (0-1 per army) Either: Add the Tau Deflector Shield, Leader and Coordinated Fire abilities        to one Scorpionfish Missile Gunship +100 points Or: Add one Tau Shas’o Commander to Crisis Team +100 points The Shas'o has the stated ability "The Shas’O allows the Tau player to re-roll one failed initiative test (of any type) once per turn. " When I take a Supreme Commander, it's nearly always for the re-roll of inits. I don't mind so much about the lack of Commander (as I rarely would engage, and even less so with multiple units). But the lack of the re-roll had a disruptive influence on my game today. It essentially forces the cost of at least 350pts to get it. But my main beef is with the IMO poor naming of the upgrade. Morgan Vening |
Author: | zombocom [ Fri Jul 31, 2009 10:03 am ] |
Post subject: | Supreme Commander v5.1 |
I recall mentioning this when 5.1 was released. |
Author: | clausewitz [ Fri Jul 31, 2009 5:59 pm ] |
Post subject: | Supreme Commander v5.1 |
The Supreme Commander Scorpionfish was removed as it was widely believed the role should be taken by a Crisis-suited Tau commander. Thus the Scorpionfish lost the supreme commander reroll ability, but the deflector/leader/co-ord fire remained. |
Author: | zombocom [ Fri Jul 31, 2009 6:02 pm ] |
Post subject: | Supreme Commander v5.1 |
The upgrade is still called "supreme commander" though, which is frankly daft. |
Author: | clausewitz [ Fri Jul 31, 2009 6:51 pm ] |
Post subject: | Supreme Commander v5.1 |
I take your point that it is not perhaps that most apt nomemclature, but it is in order that you must choose one of either the Shas'O or the "command" Scorpionfish. It could be rewritten so that the Scorpiofish option was not within the Supreme Commander section of the list, but likely that would require more wordage and list space. Is it worth that? |
Author: | zombocom [ Fri Jul 31, 2009 7:09 pm ] |
Post subject: | Supreme Commander v5.1 |
Definately. Having an upgrade named "Supreme Commander" that doesn't add the Supreme Commander ability is confusing, misleading and poor list design. You don't need to restructure the list, just rename the "supreme commander" upgrade to "high commmand" or something. |
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