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Worklist for TacComs EA - core rules

 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 10, 2007 3:26 am 
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I seem to have access to it somehow on the work pc, digging now.

Edit I have moved everything to a different thread.

Otherwise - intermingling/commander upgrade - units with commander get to declear themselves intermingled on the defence.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 10, 2007 5:09 am 
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The Barrage/BP changes looks  interesting ... Keep up the good work Boyz !  Oh ... missed my line, "We don't need no sticking S/G !" :angry:  And, "DWWFY "!  :D  That's a wrap !  LUNCH ! :laugh:

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 10, 2007 7:40 am 
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Great work tracking that down Chris - thanks! Will examine in some detail.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Fri Apr 13, 2007 3:15 pm 
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I'm just throwing this in this thread so it doesn't disappear into the ether.  No need for discussion atm.

Disposable.  Units which are disposable are not valued by the other units in their army.  [some flavor text as to various kinds of justifications] A Disposable unit does not cause Blast Markers to be placed when it is killed or when hit by Disrupt weapons.  Disposable  units killed in assault count normally towards resolution.  Formations that consist solely of Disposable units lose all effects of Disposable.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Fri Apr 13, 2007 3:38 pm 
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In a like manner, I'd like to throw in the idea of support craft being added into the 2.0 SPECIALIST UNITS
& WEAPONS section.

Support Craft: Support Craft remain high up in the air; this means they can always draw a line of fire to any target and vice versa, like aircraft. They also never block line-of-fire to other units, including other support craft. They ignore terrain when moving and never benefit from its cover, nor can they provide cover for friendly troops, as they are too far away from the ground. They can only deploy troops immediately after they have performed a planetfall. In an assault, they work exactly like skimmers.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Sat Apr 14, 2007 5:34 pm 
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Question on the Air Rules overhaul:  Is it going to be an overhaul of the entire system or just the rules.  I think that making Air Power more 'realistic' and looking at all of the units involved and making them effective would help.  I understand the want to keep Air Power reduced, but AI is not the Air War talked about in the Rulebook, it is a pure air game that does not mesh well with an Epic game.  I think a 'supplement' could be built that updates the core air rules and provides updated stat blocks for a whole variety of Aircraft to match the new rules.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Sun Apr 15, 2007 5:02 am 
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How do the Support Craft rules work with the Air Power rules ?

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Sun Apr 15, 2007 4:42 pm 
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I assume you mean Thunderhawks and other WE Landers - not sure yet.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Mon Apr 16, 2007 6:48 am 
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Yes, but primarily the Manta & Orca ? :alien:

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Mon Apr 16, 2007 11:30 am 
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Do you mean 'how are support craft currently in play targetted by enemy aircraft'?

I always play them as skimmers, unless the support craft rule contradicts this - and therefore they are targetted as ground units.

Perhaps this could be cleared up...

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Mon Apr 16, 2007 10:04 pm 
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Yes ... C/S ... the flyer/support craft/skimmer/planetfall paradigm ... I guess is ? ???

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Fri Apr 20, 2007 3:37 pm 
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Added "Free Planetfall" to the list - Manta, Roks, etc..

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Wed Apr 25, 2007 4:30 pm 
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Oh something that riles some people
Defending units that cannot after a full countercharge engage their attackers may FF with an enemy supporting formation.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Wed Apr 25, 2007 9:53 pm 
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(Hena @ Apr. 14 2007,12:37)
QUOTE
One thing that I'd like to see is to expand the Assault scenario to other armies (as the current seems to be meant for the Imperial and chaos I suppose). And perhaps try to figure out new tournament balanced scenarios.

Well, with the Red Queen Rising campaign (Yes Hena one day it will be finished... one of the players is a stay-at-home dad and his wife is an accountant, they've got two young children and it's tax season here, so he's been rather unavailable) we did a lot of work with scenarios and our group is trying to put together a "Scenario Pack" book some time.

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