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V4.4 - Markerlight Sentry Drones

 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Wed Mar 01, 2006 11:42 pm 
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OK. Another thread to discuss one of the issues, that of the Markerlight Sentry Drone Turrets.

I am fine with allowing these things into the main force list.

Proposition:

Force List

Markerlight Sentry Contingent
Six (6) Markerlight Sentry Drone Turrets, 75 points

Upgrades: None

Stat Line

Type: Light Vehicle
Speed: 0cm
Armour: 4+
Close Combat: -
Firefight: -

Weapons: None
Notes: Markerlights

Discussion Points

Deployment: Either we could go with teleport for these things, or we could reduce the formation to four units which could then be deployed via a Tiger Shark. However, a formation of four would be costed at around 50 points, which presents a very cheap activation.

Deployment: These things should not be able to activate on the turn that they arrive?

Formation coherency: Both in terms of the units arriving on the table, and when casualties are caused in the middle of the formations lines.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Thu Mar 02, 2006 12:23 am 
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How are they activated? No move , no weapons. I thought Markerlights were kind of static/passive elements in E:A , thus ever present.

Steele

Edit: Unless you mean Marshalling and the like....





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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Thu Mar 02, 2006 1:30 am 
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This formation should not have an activation. All we are triggering is the markerlight ability.

Two more things:

1. I would not be in favor of the Tigershark deployment. These things don't need the additional cost, especially since not a lot of people take Tigersharks in the first place. So, I belive that to be an unnecessary burden.

2. Should mention in the notes something like, "since the unit is immobile, if units get out of coherency, then the smallest fragment is destroyed."

We can even include an example where the formation is laid out in a line, someone shoots the two middle units, kills them, and now the formation is out of coherency. The Tau player then gets to pick one of the remainders to remove.

Or something like that.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Thu Mar 02, 2006 2:56 am 
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Quote (Steele @ 01 Mar. 2006 (23:23))
How are they activated? No move , no weapons. I thought Markerlights were kind of static/passive elements in E:A , thus ever present.

Steele

Edit: Unless you mean Marshalling and the like....

Whoa! You took the exact words out of my mouth Steele! :D


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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Thu Mar 02, 2006 3:07 am 
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I didn't think they were activated - but how do you clear blast markers then if they don't take such a test?




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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Thu Mar 02, 2006 3:39 am 
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Bit of an 'off the wall' alternative.

Solves the activation issue somewhat and clears up any confusion over when they die.

Why not make them one of the objectives? You place two in the opponents half, well, one of those is seeded with markerlights (represented by the models, possibly a nifty little diorama) and is a Tau facility of some sort they wish to recapture or whatever fluff you like.

You can't kill them, they stop working in any end phase you have captured that objective, restart if they are abandoned.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Thu Mar 02, 2006 3:42 am 
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Interesting concept

If I have understood you right, this is a formation that essentially "lights up" targets for others to shoot. In which case, some thoughts :-

1) As this has no offensive capability, could you specify it has no activation at all? This would allow you to drop the points a bit, and would not give an ultra cheap activation (which would probably be the main beef).

2) Perhaps state that these have no Zone of control (as they have no offensive capability).

3) Perhaps give them "Scout" ability to allow them to be spread out a bit more?

Cheers

Ginger

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Thu Mar 02, 2006 1:26 pm 
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An interesting discussion.

I guess that we have two options now...

1. No activations. They are able to remove a number of blast markers in every end phase (always on Marshal orders, or something like that).

2. They are an objective.

What about deployment being limited to garrison only? No teleport, no Tiger Shark drops?

I also like the idea of them having the Scout ability.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Thu Mar 02, 2006 2:50 pm 
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. No activations. They are able to remove a number of blast markers in every end phase (always on Marshal orders, or something like that).

2. They are an objective.

What about deployment being limited to garrison only? No teleport, no Tiger Shark drops?

I also like the idea of them having the Scout ability.


1. Should not be an activation. Since BM do not affect ML, then BM management is irrelevant.

2. You could do that, but I think you'd be limiting the usefulness of the unit and very likely kill the need. The Tau don't have any problems lighting up units in their half of the board. The issue is getting to artillery or other units that hide behind terrain. Since we don't have artillery, we need something to get to those units. The Sentries themselves don't do it, but they do facilitate that action if you plan for it.

3. I would not  be in favor of the Scout ability. I see potentials for serious abuse by doing that.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Thu Mar 02, 2006 2:58 pm 
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Given the "no-activation" approach, I should have thought that Garrisons, Teleports from Spaceships or drops from A/c would be quite acceptable and in keeping with the theme.

In essence, their deployment would need to be done such that it does not require an activation in itself - hence in the Strategic part of each turn, or as part of A/c movement (in a ground attack or possibly Transport mission). Basically you put these things out where you intend to attack to give you that added edge, but they should not have any other material effect on the opposition.

I would even go so far as to say that perhaps they should be impervious to BMs as there is nothing to suppress or break as such and any working drone illuminates targets in range (and it keeps things simple).

They need to be knocked out to stop them working (and should thus be very vunerable to fire / assault) so perhaps making their armour 5+, would be the only other comment.

However, if you give them scout ability, I do think you need to remove their Zone of Control to prevent abuse.

Cheers

Ginger





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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Fri Mar 03, 2006 9:18 am 
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I meant on the opponenets half of the board, sorry.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Fri Mar 03, 2006 4:54 pm 
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Quote (Honda @ 02 Mar. 2006 (07:50))
1. Should not be an activation. Since BM do not affect ML, then BM management is irrelevant.

2. [objective option] You could do that, but I think you'd be limiting the usefulness of the unit and very likely kill the need. The Tau don't have any problems lighting up units in their half of the board. The issue is getting to artillery or other units that hide behind terrain. Since we don't have artillery, we need something to get to those units. The Sentries themselves don't do it, but they do facilitate that action if you plan for it.

3. I would not ?be in favor of the Scout ability. I see potentials for serious abuse by doing that.

I'll concur with Honda on all 3 points.

Well said.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Fri Mar 03, 2006 5:58 pm 
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OK, so where are we with this?

Force List

Markerlight Sentry Contingent
Six (6) Markerlight Sentry Drone Turrets, 75 points

Upgrades: None

Stat Line

Type: Light Vehicle
Speed: 0cm
Armour: 4+
Close Combat: -
Firefight: -

Weapons: None
Notes: Markerlights

Discussion Points

Deployment: Teleport, or Garrison? This deployment does not count as activation.

Activation: No activations apply to the turrets. They are unaffected by blast markers (robotic) and 'light up' all enemy in the catchment zone.

They suffer from out of formation as normal (no Scout ability).

Does that sum it up, or have I missed something?

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Fri Mar 03, 2006 6:17 pm 
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Thats fine for me.

Cheers!
Steele

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Fri Mar 03, 2006 6:22 pm 
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Quote (CyberShadow @ 03 Mar. 2006 (10:58))

OK, so where are we with this?



All stats look right to me CS.


Deployment: Teleport, or Garrison? This deployment does not count as activation.

As Teleport happens before a turn starts and before you see who goes first, and can be used at the beginning of any turn so will require the Tau player to think tactically... I think Teleport is definitely the way to go.


Activation: No activations apply to the turrets. They are unaffected by blast markers (robotic) and 'light up' all enemy in the catchment zone.

The effect here is accurate. I would consider a text revison...

Turrets don't activate. They are immune to blast markers. Markerlights.

They suffer from out of formation as normal (no Scout ability).

Yep - subject to formation coherency and no scout!

Does that sum it up, or have I missed something?

I think you have it.

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