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Tau vs. LatD

 Post subject: Tau vs. LatD
PostPosted: Wed Oct 15, 2008 11:08 pm 
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That should be spot-on @ 300.

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 Post subject: Tau vs. LatD
PostPosted: Thu Oct 16, 2008 6:18 pm 
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Ouch, that's some rotten luck you had, ID.

My initial suggestion for halving the weapons was based on the FW Manta stats, and calling a Moray a 'baby-manta-without-transport'.  Obviously some tweaking can happen for balance.

I'm surprised you played both APU and the reduced weapons at the same time, though.

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 Post subject: Tau vs. LatD
PostPosted: Thu Oct 16, 2008 8:39 pm 
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Before this one, I deemed both nerfs to be absolutely necessary:

Support Craft, as written, needs to be changed. Basically, it´s the old Skimmer rule without popping down, and anyone who remembers the growing storm that grew of the old Skimmer cannot be surprised that "see-all" is unacceptable.

The Moray´s firepower is questionable as well. As E&C (IIRC) put it someplace else, those stats look as if someone just sat down and wrote up a dream machine. Shooting-wise, it´s more or less 2 Shadowsword equivalents with better protection, integrated AA, Fearless and immunity to CC, thank you very much. But we´ve been over this a couple of times.

It all boils down on what role the Moray is to fulfill. I´m okay with it being a proto-Shadowsword, but 2x TK(D3) is too much, and no, pricing won´t fix this as well as reducing to 1x TK (D3).

That said, I´d like to reiterate that its speed might potentially go up to 25cms as APU necessitates a lot of double moves and the Ion-Moray really struggled to get the (excellently placed, it just can´t be any better vs. Skimmers) Basilisks into its sights.

On another note, what struck me once more was how much bunching up helped my Cultist hordes, unafraid of barrage weapons they moved as coherent blobs of (low-level) firepower, which facilitated pretty much any action they took, getting more units into range at all turns. Same with the tanks, RRiders, arty, which all could make max use of terrain.

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