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EA Tau Version 4.3.2

 Post subject: EA Tau Version 4.3.2
PostPosted: Tue Dec 13, 2005 11:36 pm 
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Do you not remember why I lobbied for the removal of the Stingray from your pdf in the first place, Tactica?

The tank is more vulnerable than other AVs of its type (at least, the ones with heavier weapons), designed to fulfill the role of beyond-LOS fire support that would hamper a formation of direct-firing vehicles like HHs - and is better suited as remaining its own Contingent.

CyberShadow, I would stick with the current 4.2.8 limitations: Skyray, Extra Hammerheads, Swordfish. Loading dedicated formations with conflicting unit types is a false security, an inefficient means of maximizing the formation's potential - and takes points away from an army choice which would be better served by taking a separate, yet complementary formation.


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 Post subject: EA Tau Version 4.3.2
PostPosted: Wed Dec 14, 2005 1:40 am 
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Quote (Nerroth @ 13 Dec. 2005 (22:36))
CyberShadow, I would stick with the current 4.2.8 limitations: Skyray, Extra Hammerheads, Swordfish. Loading dedicated formations with conflicting unit types is a false security, an inefficient means of maximizing the formation's potential - and takes points away from an army choice which would be better served by taking a separate, yet complementary formation.

:D  The original expansion of the upgrades was a result of the general call from you guys that the upgrades were too limited! *bangs head against wall*  :o0

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 Post subject: EA Tau Version 4.3.2
PostPosted: Wed Dec 14, 2005 2:01 am 
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CS,

Nerroth is right and I do recall the reasoning.

For the record and in summary:

Unless you see reason otherwise, as stated in 4.2.8 is working as designed and has playtested to be balanced.

Cheers,

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 Post subject: EA Tau Version 4.3.2
PostPosted: Wed Dec 14, 2005 2:11 am 
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CS,

List is definitely shaping up. Still to busy to fully review, however, a quick glance:

Moray FF should be 5+
Manta FF should be 4+
removal of ML not usable vs fliers / space craft

....more to come

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 Post subject: EA Tau Version 4.3.2
PostPosted: Thu Dec 15, 2005 2:17 am 
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Quote (CyberShadow @ 13 Dec. 2005 (16:40))
:D  The original expansion of the upgrades was a result of the general call from you guys that the upgrades were too limited! *bangs head against wall*  :o0

JJ was supposed to send you a helmet in the mail when you took the job, just for times like this.  I take it you didnt get it yet?

Must be delays due to the season? :p

I think the Tiger Shark / Tiger Shark AX-1-0 should have seperate entries, to reduce confusion.  Also, perhaps the AX-1-0 Squadron should be 0-1 per army?  It is experimental/rare and a flying TK weapon could lend itself to abuse.  Just floating an Idea.

I liked the limited upgrades on the AMHC as before, and sorry about your head. :p

I made comments about the Skyray in the new thread, but to summerize:
ML Vs Aircraft is probablly harder than its worth, I think AA missiles should forego ML in favor of Drone guideance, so I think the Hunter missile should be strictly AA5+ 75CM, and the Skyray should be:
2x Hunter Missile AA5+ 75CM
2X Seeker Missile AT5+ 75CM Guided Missile
Secondary Weapons system:  I'd switch to a  wimpy 15cm Burst cannons, thats what the model has, but I'm not picky about the secondary systems.


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 Post subject: EA Tau Version 4.3.2
PostPosted: Thu Dec 15, 2005 4:41 am 
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Quote (HecklerMD @ 15 Dec. 2005 (01:17))



I think the Tiger Shark / Tiger Shark AX-1-0 should have seperate entries, to reduce confusion.  Also, perhaps the AX-1-0 Squadron should be 0-1 per army?  It is experimental/rare and a flying TK weapon could lend itself to abuse.  Just floating an Idea.


They are one choice as it mirrors FW guidance in Epic and 40K.

They are not limited as you can only have 33% aircraft anyway, and without something other than bombers, your aircraft are not likely to survive. In addition, a A-X-10 heavy list has yet to proven broken in a tourny environment game. In inordinant amount will only have an effect on WE heavy armies. It will have the exact oppossite effect on a massive ork army.

No reason to limit until proven problematic in my opinion.

Rarity implies importance, and usually drives people always fielding the rare units irrationally.

If the rules are problematic, then we should adjust. The unit should not be limited to 0-1 per army IMHO.

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 Post subject: EA Tau Version 4.3.2
PostPosted: Thu Dec 15, 2005 5:13 am 
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Quote (Tactica @ 14 Dec. 2005 (19:41))
They are not limited as you can only have 33% aircraft anyway, and without something other than bombers, your aircraft are not likely to survive. In addition, a A-X-10 heavy list has yet to proven broken in a tourny environment game. In inordinant amount will only have an effect on WE heavy armies. It will have the exact oppossite effect on a massive ork army.

No reason to limit until proven problematic in my opinion.

Rarity implies importance, and usually drives people always fielding the rare units irrationally.

If the rules are problematic, then we should adjust. The unit should not be limited to 0-1 per army IMHO.

Point taken.

RE:  Separate Entries:
SG seperates unit entries based on points cost, and sometimes seprates unit entries based on minor differences (LRuss Vs. LRuss Vanquisher Vs. LRuss Demolisher, SM Bike Vs. SM Attack Bike) that are otherwise the same cost.  Our Tigershark/AX-1-0 is the only combined unit entry (unless I missed something) that has a differing points value but shares a unit entry.

A seperate entry wont affect how the unit is played, or how much it costs, but will reduce confusion.  Maybe not for you or I, but someone else out there. :p

Besides, that empty space on Pg 14 (That used to hold the Whiteshark entry) looks, well, empty.


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 Post subject: EA Tau Version 4.3.2
PostPosted: Thu Dec 15, 2005 11:48 pm 
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CS, will this (revised) 4.3.2 list be the one you submit to Jervis for Vaultage?


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 Post subject: EA Tau Version 4.3.2
PostPosted: Fri Dec 16, 2005 1:41 am 
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Quote (HecklerMD @ 15 Dec. 2005 (04:13))


RE:  Separate Entries:
SG seperates unit entries based on points cost, and sometimes seprates unit entries based on minor differences (LRuss Vs. LRuss Vanquisher Vs. LRuss Demolisher, SM Bike Vs. SM Attack Bike) that are otherwise the same cost.  Our Tigershark/AX-1-0 is the only combined unit entry (unless I missed something) that has a differing points value but shares a unit entry.

A seperate entry wont affect how the unit is played, or how much it costs, but will reduce confusion.  Maybe not for you or I, but someone else out there. :p

Besides, that empty space on Pg 14 (That used to hold the Whiteshark entry) looks, well, empty.

Point taken :p

Even though its not the way FW did it, ehem... I'll concede that it would make it easier to understand.

Thereforere, I'm OK with the entry's being combined (FW way) or seperate (Easier to understand way). :;):

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 Post subject: EA Tau Version 4.3.2
PostPosted: Fri Dec 16, 2005 11:30 am 
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Quote (Nerroth @ 15 Dec. 2005 (22:48))
CS, will this (revised) 4.3.2 list be the one you submit to Jervis for Vaultage?

It is possible. I will find the general concesus here and if it seems a good, solid list then I will make the few changes and submit it. Otherwise, it will be revised in the hope that the next version can be submitted.

Right now, I think that there are three issues outstanding - Skyray/AA, Dragonfish and leaders/blast marker management. I am happy to leave the BM/leader issue for more developed playtesting. (As a side, I am relatively happy that there are only a few issues. After the last version, I was worried!  :D )

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 Post subject: EA Tau Version 4.3.2
PostPosted: Fri Dec 16, 2005 12:13 pm 
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Right now, I think that there are three issues outstanding - Skyray/AA, Dragonfish and leaders/blast marker management. I am happy to leave the BM/leader issue for more developed playtesting. (As a side, I am relatively happy that there are only a few issues. After the last version, I was worried!


I agree that we are pretty close and that BM Management can wait (or become a list feature  :p ), however, we really should come to a conclusion on the other two before posting.

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 Post subject: EA Tau Version 4.3.2
PostPosted: Fri Dec 16, 2005 11:28 pm 
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I think v4.3.2 has some obvious tweaks that could be fixed now, get those in, and lets chat about the open items.

I'll try and run through a list of issue differences between v4.2.8 and v4.3.2 this weekend.

I've not had time to look and do a side by side because of work, holidays... and we are moving on 12/27/05 so life is in dissarray at the moment.

Nonetheless, the Tau E:A list is important to me and I plan to give this a proper review in the very near future. I'm hoping to get some E:A tau games in this weekend too. (last games on table before we migrate across midwest suburbia) ;)

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 Post subject: EA Tau Version 4.3.2
PostPosted: Fri Dec 16, 2005 11:34 pm 
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I'll be playing a game or 2 myself this weekend, and will try and put a battle report in after.

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 Post subject: EA Tau Version 4.3.2
PostPosted: Sun Dec 18, 2005 1:26 am 
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Is there a summary sheet somewhere for Tau?


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 Post subject: EA Tau Version 4.3.2
PostPosted: Sun Dec 18, 2005 11:12 am 
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This is something that I will be adding for the Epic Vault version, but because things change so much between versions adding one to the updates here just asks for discrepancies between the main list and the summary.

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