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V4.4 - Markerlight Sentry Drones

 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Fri Mar 03, 2006 6:54 pm 
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I think Teleport, not Garrison.

Everything else looks good.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Fri Mar 03, 2006 6:55 pm 
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CS

Are these still intended to exert an Zone of control? This seems odd as they have no offensive capbility! As stated earlier, I would prefer that they have no effect on opponents other than to prepare "killing zones".

And possibly, I wonder about whether they are actually too expensive. (unlike me I know :p ) I guess the question is just how effective they will be, will they get their points back, or put another way, how much more effective will the boosted formations be?

However, will leave that up to you

Ginger

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sat Mar 04, 2006 12:51 am 
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Hi. What is the reasoning behind having no zone of control (beyond the logical, rational one)? The reason that I ask is that introducing this change is a fairly big alteration to the main rules, which I dont actually think will affect 95 percent of situations. Besides, I am not against the idea that the enemy would need to stay out of a minimum distance from these unless assaulting them.

As for points, I would not like to make them much cheaper than this, particularly before their use if effectively gauged. As with most things, these will be 'such it and see' to see whether they perform within their expectations.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sat Mar 04, 2006 1:11 am 
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CS and Ginger,

I say 'don't drop the points lower' yet.

Points, because I think if we go higher - they are not going to be used. If we go lower, I think it becomes too compelling to by 200 points worth and saturate an area of the field with ML.

GM heavy lists are going to have to see how they make use of these things and whether they are worth the points are not, but I'd rather play it safe at 75 to start.

ZOC - I don't see this hurting anything and it's another rule and divergence from the main rules to get them in print. KISS. So if you want to enter the ZOC, you have to charge them - not a big deal...

Thinking...

[Digression Mode]
LOL - heaven help the guy that charges a unit of these things while he has blast markers and only with 5 models, somehow can hit them and goes into the tie breaker roll off and rolls snake eyes, then gets outnumbered and has too many blast markers so breaks... LMAO...

It would be the equivilent of putting your guns away and running blindly into a metal wall - while being on Tau camera.

That would be hilarious. :p

Cheers,

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sat Mar 04, 2006 1:37 am 
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Hi CS

The potential issue that I see is that a number of these formations, if cunningly placed, could well be used as a cheap 'Area denial" mechanism, forcing the opponent to use activations to clear them - which is not I think the intention. Even moderately spaced, a formation will have a ZOC of 25Cms (or approx 10"), fully spread out they will extend over 35Cms (or approx 1'2"). Three such units will mask half the average table!

And as Tac so eloquently puts it, they could even break an assaulting formation, with some admitedly extreme die rolls - which would quite likely leave a bad taste in your opponents mouth (even though you may well be rolling around the floor).

All the best

Ginger

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sat Mar 04, 2006 7:05 am 
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Ginger,

All the same, if you have to 'teleport' in the 'area denial' that you speak of, you also have to use the points to deny said area.

You'll also have to risk losing a lot of that as soon as the enemy puts a hurt on those formations.

Regards to the 'assault' possibilities - such things can happen with any formation. ZOC or not - it has nothing to do with bad dice and moronic tactical decisions. If you charge anything with less units and more blast markers - your just asking for bad mo-jo on the dice IMHO.

I say enough hypothetical testomonial regarding extreme possibilities - test it and see.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sat Mar 04, 2006 7:05 am 
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CS,

BTW: these things cannot claim - right?

cheers,

Rob

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sat Mar 04, 2006 10:05 am 
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So the list of possible exceptions for the unit is -
no ZoC
cannot claim
cannot activate

Is there a simpler way of doing it? :)

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sat Mar 04, 2006 3:03 pm 
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My personal opinion, just based on my games with them (about 6 now), is that the ZOC isn't that big an issue, but I'll caveat that by saying that I've never taken more than two in a game.

It gets hard to justify the points for more. If an opponent wanted to pick up a decent amount of points to pad the tie breaker, then these are the guys to do it with. There's not a lot of risk involved.

As far as claiming objectives, I've always maintained that they should NOT have that ability. This unit is not supposed to allow for a cheap win, it is supposed to facilitate a carefully planned attack.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sat Mar 04, 2006 3:27 pm 
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Hi Tac

Since Teleport happens after deployment, but before the start of the game, I was envisaging a situation where a string of the things was put across the front of the main body of the opposing troops, forcing either a huge detour, or wasted activations - thus the area being 'denied' is really a more appropriate route.

I also thought that they would ignore BMs (as they are robotic, and have no inate offensive capabilities), thus requiring to be destroyed - which could be quite difficult if they are placed in two parallel lines, combined with their 4+ armour save.

In essence this tactic would be a means of delaying or restricting an opponents manoeuver - or even of channeling him away from beneficial terrain / objectives - neither of which was the intention of this unit IMO.

Note, I believe that the way the Drones enhance Tau firepower may in itself have a similar effect anyway; its just I feel that should be a decision of the opponent rather than one dictated by the rules.

All the best

Ginger

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sat Mar 04, 2006 8:32 pm 
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Quote (Ginger @ 04 Mar. 2006 (08:27))

Hi Tac

Since Teleport happens after deployment, but before the start of the game, I was envisaging a situation where a string of the things was put across the front of the main body of the opposing troops, forcing either a huge detour, or wasted activations - thus the area being 'denied' is really a more appropriate route.

Again - this would be an 'extremes' excersize. What is the Tau player sacrificing in order to be able to 'deny' a portion of the field? How important is that portion? In a game where you can 'tripple' around such blockaids, how big of a deal is it?

If I can shoot or assault them away pretty quickly - then the rest of the force can funnel through - again, was it a big problem to the enemy if I paid 75 points per 6 models to do this with?

I hear the scenerio - I just don't see the problem. There's no claiming and there's no activating. ZOC just doesn't seem to be a problem, afterall, the Tau player is paying for that 'luxury' of some denial - however fleeting the denial may be.

This is just like what I told TRC... are you sure your not TRC? Its worry for worry sake - not actual test experience.

To be fair though - ZOC is not their main purpose, so if it had to go - I wouldn't be offended, but I think it should be tried first with ZOC than making another rule to remove it - as again, I see the scenerio and tactic - its interesting. I just don't see the problem right now.



In essence this tactic would be a means of delaying or restricting an opponents manoeuver - or even of channeling him away from beneficial terrain / objectives - neither of which was the intention of this unit IMO.

I think the markerlights in themselves infuse an 'area denial' mentality in the opponent. Its more psychological than physically restricting movement.

But as stated above, interesting tactic... the tactic will have a stiff cost of 75 / 6 'barracades' in this proposition. Its a point of interest, but not an obvious problem by any stretch.

Since we keep talking about the hypothetical...

- = 5cm ZOC/coherency.
U = 2cm LV sentry unit.

- U - U - U - U - U - U -


35cm + 12cm = 47cm is max area denial.

As you are talking about 122cm across a 4' section of a deployment zone (not even 6' or 8' mind you) it would take 3 formations just to 'deny' a 4' section of a board. That's 225 points (75 * 3)

Now, this is ONLY until somebody shoots the middle out of one of the formations at which time the unit is now out of coherency and the 'remenants' must disappear at the end of the turn. But you've also just opened up a path for units to travel through.

You could also simply activate a flier or charge to make a hole...

All of this assumes you actually needed to go through that 122 cm he is blocking with his 225 point investment.

meanwhile, if you pop a hole in the middle of three of his formations that he dropped over there, then he's going to lose all kinds of models at the end of turn 1.

Now to double it (6 units) and have a 'parrellel' barracade like you postulated, then he would have to invest 450 points to block the 4' of deployment zone. Now we are getting into a healthy investment. It should require some work to just rid him of that investment. However, you can still just 'go around' the formations if you choose as he's still only doubly blocking the 4' section of board.

Furthermore, in order to block an entire 6' deployment widith... you need to deny 183cm. Well, if each unit can only block 47cm (see above) then that means you will need 4 formations at 75 each to make a single weak line (300 points) or you need to double it (600 points) to make a double. OK - now that's just insane points dump into something that cannot win you the game.

As every two of these require you buy a cadre of at least 200 points - you are really getting into a healthy investment to 'attempt' to deny the opponent some of the battlefield.

So... as we are **WAY** into the realm of TRC-hpothetical-Land... (and its a scary place mind you) :p I say we stick to the basics, leave ZOC in - and test the heck out of it.

We can always tweak it as needed.

Cheers,

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sat Mar 04, 2006 8:53 pm 
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Just realised - as they never activate they are never out of coherancy so never dissapear.

You are out of coherancy if at the end of your move you are more than 5cm away - not the end of the turn. If you never activate you never get to be out of coherency :)

I do think all the exceptions and wierd things like the above simply call for nominating an objective on the opponents side of the board and seeding it with markerlights :)

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sat Mar 04, 2006 9:23 pm 
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I do think we are at the point at which we should begin testing the sentires.

However, we should definitely be testing for possible problems with the sentries.  The problem regarding dropping them in front of enemy deployment being one.

The other thing that occurred to me was using them as assault denial.  I.e. teleporting them in between a Tau formation and an enemy one that has moved into assault range.

I'm sure that CyberShadow will keep track of these possibilities for the next revision.


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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sat Mar 04, 2006 10:25 pm 
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Tac et al

I really am not TRC, (although others might think the world would be a better place if it were so) ?:D

Also, I agree that the ML ability does imbue a sense of area denial by their very presence (see the last sentence of my previous note). :)

You have got the gist of the point about using them as a "roadbump" to slow down an opponent or force him to waste an activation. For what it's worth, the formations I had envisaged were not actually long (and vulnerable) 'strings' but rather the following:-

a) Parallel deployment; which will give you a distance of around 30 cms if measured corner to corner

. ? ? ? ? ?? ? - x - x - x -
. ? ? ? ? ??- x - x - x -

b) Extended deploynent; weaker than a), but gives you around 33 - 35 cms

. ? ? ? ?? ? ? ? ? - x -
. ? ? ? ?? ?- x - x - x - x -
. ? ? ? ? ?? ? ? ? - x -

Finally, I hadn't thought of an assault blocker (good spot CW - are you sure you are not TRC either??) :laugh: ?:D

Ginger

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sun Mar 05, 2006 3:26 am 
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I confess I'm Tactica. Its a Dr Jekle and Hyde thing :)

The asualt blocker is an interesting idea, could well annoy orks and the like. For sheer style though shouldn't that be air-dropped drones? :)

To move away from discussion then to testing what should people test? With what exceptions?
The basic exception is no activation (why when the Tau list already has a 75 point activation).
Then it is no capturing.
Then there is a clarification on what happens if it is cut in half with fire but doesn't activate - do you still remove out of coherancy models and when?
And finally is there no ZoC for thee chaps?

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