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V4.4 - Jump Pack

 Post subject: V4.4 - Jump Pack
PostPosted: Sat Mar 04, 2006 1:20 am 
Swarm Tyrant
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A while ago now, there was discussion on simplifying the Jump Pack rules. The options were:

- Keep the rule as it is (obviously).

- Make it mimic the 'Skimmer' ability, when the Tau recieve an engagement (only).

This is discussed here.

- Something else...?

OK, so this post is not full of new ideas. But, does the Jump Pack rule need changing or clarification? If so, in what way?

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 Post subject: V4.4 - Jump Pack
PostPosted: Sat Mar 04, 2006 5:13 pm 
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Only played against the tau once and the tau owner and I both found the jump pack rule disapointing.

I'd say the skimmer mimic would work better, but I'm sure many Tau owners would disagree.


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 Post subject: V4.4 - Jump Pack
PostPosted: Sat Mar 04, 2006 6:20 pm 
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Personaly I'm okay with the current rule. I always could solve issues by a careful reading of the rules.


"Skimmer in assaults" would be more powerful IMO, for this means a Tau army would just negate Hand-To-Hand for the most part.

I often game with two ork players which I think would be less keen on such a rule, for their chokboys and air assaulters would be less of a serious threat for my Crisis.


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 Post subject: V4.4 - Jump Pack
PostPosted: Sun Mar 05, 2006 7:51 pm 
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Jumppacks are almost fine for me, except for the fact that you can?t jump away when air assaulted. Why can?t they wait ?til the assaulters are landed and then jump away? Maybe give the transporter the chance to fire at them before jumping back , so the opponents activation wasn?t in vain after all.


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 Post subject: V4.4 - Jump Pack
PostPosted: Sun Mar 05, 2006 8:41 pm 
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So, the general concensus is to leeave it as it is, and keep an eye on it for the future?

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 Post subject: V4.4 - Jump Pack
PostPosted: Sun Mar 05, 2006 9:04 pm 
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It hovers along waiting for them to jump. :)

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 Post subject: V4.4 - Jump Pack
PostPosted: Sun Mar 05, 2006 10:35 pm 
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Quote (The_Real_Chris @ 05 Mar. 2006 (21:04))
It hovers along waiting for them to jump. :)

LOL, come on Chris, don?t do this on me please. It is a simple question , to which I don?t know the background. If it?s hovering , how long do you think would it do it? Patience probe? Zippy trigger? We both know that it wouldn?t do that. Btw , how high? :blues:

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 Post subject: V4.4 - Jump Pack
PostPosted: Mon Mar 06, 2006 1:30 am 
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I like it as it is.  Mostly it just causes a shift from CC to FF when I'm engaged by opponents, somethimes I'm able to gain supporting fire from nearby friendlies, sometimes I'm able to avoid supporting fire from enemies, only on some precious few occasions it is able to skip away completley from an engagement.

Love those times, though.

It really captures the feel of the Tau, as well.  The Skimmer thing is a poor sub.  Leave it alone.






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 Post subject: V4.4 - Jump Pack
PostPosted: Mon Mar 06, 2006 1:30 am 
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CS,

I think the rule basically works right now. The only thing some have questioned is whether or not you determine if the 'jumping away' formation is intermingled before or after the jump.

Some clarity there 'may' be in order.

All in all, I think this rule is fine for this versioning of the v4.4 list for now. Tweaking may be in order later.

Generally speaking though, this rule is working as designed.

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 Post subject: V4.4 - Jump Pack
PostPosted: Mon Mar 06, 2006 7:47 am 
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I guess an ominous height :)
I canna comment ont he jump packs as I have no experience with them or anything like them. They currently allow the troops to jump back, what, a Kilometer, 500m? I guess this is more a function of strategy and tactics than tech so maybe an air assault comes in to quick for the retreat to happen.

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 Post subject: V4.4 - Jump Pack
PostPosted: Mon Mar 06, 2006 4:22 pm 
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The problem is not one of balance or feel.  For that, I think the current mechanics work fine.

The problem is the ridiculously complex and confusing interaction with the assault rules in a handful of cases.  Admittedly, it doesn't happen all that often, but it does happen frequently enough that it has been asked about multiple times from *gasp* actual game experience.

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 Post subject: V4.4 - Jump Pack
PostPosted: Mon Mar 06, 2006 5:49 pm 
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Is this something better clarified with FAQ as the relative infrequent nature but often enough to be annoying?

Just an idea.

If not - if we simply answer when 'intermingled' is calculated as it results to charges - would that be enough?

What are the majority of problems you are referencing NH - once we know that - we can make a call on a remedy.

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