Tactical Command
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Slow and Steady
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=69&t=19921
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Author:  BlackLegion [ Tue Dec 21, 2010 10:36 am ]
Post subject:  Slow and Steady

Is this rule on the bigger spaceships really necessary?

Author:  Morgan Vening [ Tue Dec 21, 2010 1:13 pm ]
Post subject:  Re: Slow and Steady

BlackLegion wrote:
Is this rule on the bigger spaceships really necessary?

Not for their weaponry component, perhaps. But for their deployment capability, I think that's the reason for it. Space Marines being able to drop 8 Tactical Formations (with 250pts for character/dreadnought upgrades) into the enemies deployment zone before they've activated, could be seen as problematic.

Morgan Vening

Author:  zombocom [ Tue Dec 21, 2010 1:44 pm ]
Post subject:  Re: Slow and Steady

I've always felt the turn 3 thing makes them pretty much unusable, turn 2 would surely be enough of a disadvantage?

Author:  frogbear [ Tue Dec 21, 2010 1:50 pm ]
Post subject:  Re: Slow and Steady

zombocom wrote:
I've always felt the turn 3 thing makes them pretty much unusable, turn 2 would surely be enough of a disadvantage?

Agree

Author:  BlackLegion [ Tue Dec 21, 2010 11:44 pm ]
Post subject:  Re: Slow and Steady

I agree. No one ever uses a spaceship with slow&purposeful.

Author:  Honda_reloaded [ Thu Dec 23, 2010 12:00 am ]
Post subject:  Re: Slow and Steady

I would be strongly in favor of a T2 arrival as well.

From a SM perspective, you have a better idea of where formations might be and can plot accordingly. In T3, you can plot around objectives and then run with your strategy, though that can be a tough one to pull off.

A T2 arrival would be compounded by not knowing exactly where things are going to be, but be able to drop enough stuff on the objectives to withstand the counter-punch...or at least that is what I'm thinking. I really need to try this one out, but do see a T2 arrival at least making the BB more attractive a choice.

Author:  Ginger [ Thu Dec 23, 2010 2:21 am ]
Post subject:  Re: Slow and Steady

I have often found a T2 arrival to be the most optimal - T1, the opponent has time to recover or counter-attack; T3 the opponent can predict where the drop is likely to be, plan accordingly (which is why a T3 drop can be very tough to win)

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