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E&C's Tau proposal

 Post subject: E&C's Tau proposal
PostPosted: Wed Jul 29, 2009 6:32 pm 
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You cannot simply introduce my Markerlight rule proposal to the ERC list as it is, because all that will happen is you'll have a list where every formation has a de-facto +1 to-hit, and Synergy is lost, because all formations have organic Markerlight capability.

List mechanics and army rules work hand-in-hand, not in isolation of each other.


First off, I agree with the general statement. And yes, Dobbsy, I see that people are excited about the proposal. I am encouraged that we may have a potential breakthrough on the approach that gets us beyond the log jams we have experienced in the past. I give E&C kudos for sticking his neck out and taking the risk.

However...

You've met a new girl, she's very attractive and she wants to go out with you. After you get past the hormonal responses, what will living with her be like in 5 years? 10 years?

You haven't a clue.

Some of you don't care. I do.

So it's a bit presumptious to assume that the list is going to solve world hunger at this stage in the game.

I am glad that a number of you are excited about the potential. That's great. The proposal needs to be tested. You need to know where your new girlfriend's warts and tatoos are. Is she just going out with you because you have money?

Once we have an understanding of how the proposal behaves, then we can start working on how that should impact the existing list. Why? Because 5.1 is the official list.

E&C's proposal is a test case.

Also for the consumption of others:

Baseline: def. 5. a specific value or values that can serve as a comparison or control.

From Dictionary.com

So, when I make the comment, that the existing palette of units needs to be the same with both lists, so that a baseline can be established, that means in order to understand how much better or worse units are performing given the changes, those units have to exist in both lists. You can't accuse one formation of underperforming if it isn't an option. Not including it doesn't mean that it works or is broken.

Apples to apples.

If any of you are involved in software development, especially if it is commercial grade, then this approach should be familiar to you.

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 Post subject: E&C's Tau proposal
PostPosted: Wed Jul 29, 2009 11:02 pm 
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Quote: (Honda @ 29 Jul. 2009, 18:32 )

I am encouraged that we may have a potential breakthrough on the approach that gets us beyond the log jams we have experienced in the past. I give E&C kudos for sticking his neck out and taking the risk.

Cheers, I appreciate that my proposal is being given serious consideration.

However...

You've met a new girl, she's very attractive and she wants to go out with you. After you get past the hormonal responses, what will living with her be like in 5 years? 10 years?

You haven't a clue.

Some of you don't care. I do.

Well, I have lived with the current 'girl' for a number of years already, and know her enough by now to know that although she may look a bit like a Tau, she doesn't behave like a Tau...

...so I'm on the market for a new 'girl', mostly because my friends point blank refuse to spend time with my old 'girl' these days, as they are disenchanted with 'her' behaviour.

Can I drop the analogy yet? :))

5.1 is the official list.
That is of course true, and if my proposal is not selected to replace the current list structure then I'm sure that it will simply fade into history (online at least, if not in my gaming group).

So, when I make the comment, that the existing palette of units needs to be the same with both lists, so that a baseline can be established, that means in order to understand how much better or worse units are performing given the changes, those units have to exist in both lists. You can't accuse one formation of underperforming if it isn't an option. Not including it doesn't mean that it works or is broken.
I can tell you right now that some (about 10) units need stat nudges if they are to work under my proposal with my proposed points costs.

And yes, just like rules and list choices, some point cost and a few stat changes are integral to my proposal.




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 Post subject: E&C's Tau proposal
PostPosted: Wed Jul 29, 2009 11:29 pm 
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You've met a new girl, she's very attractive and she wants to go out with you. After you get past the hormonal responses, ?

Sounds like a midlife crisis. A very apt analogy for 5.1  :laugh:

what will living with her be like in 5 years? 10 years
Who can tell, but you have to at least try first  :;): Staying with the girl with mental instabilities will end badly :laugh:





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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 2:38 am 
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I knew I was opening myself up for abuse with my analogy, but the state of the new proposal just brought it to mind. Alls fair and your points are taken.

I can tell you right now that some (about 10) units need stat nudges if they are to work under my proposal with my proposed points costs.

And yes, just like rules and list choices, some point cost and a few stat changes are integral to my proposal.


And that's Ok. I didn't expect the proposal to get it right on the first cut. Not to make light of your efforts or abilities, but nobody in the gaming business or hobby is that good.

I do think that the idea has merit and is worth developing, within the scope of the exercise, otherwise I wouldn't waste everyones time and "hormones".

So, let's give it some tests, figure out where it needs adjustments, get comfortable with it, figure out where the warts are and see where we stand.

Then we can make qualitative assessments on how to proceed.

Although we are looking at this from different perspectives, I do believe that we are all striving for the same endpoint.

An effective and balanced yet, fluffy list.

We will get there.

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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 9:02 am 
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So, which are the 10 or so stats you think need reducing in your 'new girlfriend'? And are you sure that's the best way rather than leaving them as they are and tweaking the +1 to hit mechanism to apply only sometimes as per others suggestions?


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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 10:48 am 
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Quote: (GlynG @ 30 Jul. 2009, 09:02 )

So, which are the 10 or so stats you think need reducing in your 'new girlfriend'? And are you sure that's the best way rather than leaving them as they are and tweaking the +1 to hit mechanism to apply only sometimes as per others suggestions?

Epic is supposed to be an 'elegant' game system, where rules don't have loads of exceptions.

I'll post a revised list soon, which will include some unit stat changes based on discussion we had after the game Ryan and I played.

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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 10:59 am 
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I think given the Taus propensity for AP and AT weapons on the same unit tweaking the rule to either +1AP or +1AT when firing (choice to be made before rolling dice!) would limit the tweaks somewhat and make the tau seem more of a 'balanced' force unlike other units where the race is to have mono mission weapons profiles.

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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 12:14 pm 
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Quote: (The_Real_Chris @ 30 Jul. 2009, 10:59 )

I think given the Taus propensity for AP and AT weapons on the same unit tweaking the rule to either +1AP or +1AT when firing (choice to be made before rolling dice!) would limit the tweaks somewhat and make the tau seem more of a 'balanced' force unlike other units where the race is to have mono mission weapons profiles.

I would prefer the +1 to apply universally, in the aim of having simplicity.

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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 12:16 pm 
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Here's our initial stat change thoughts, available for your consideration and maybe even gaming.




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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 12:18 pm 
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Quote: (Evil and Chaos @ 30 Jul. 2009, 10:48 )

Epic is supposed to be an 'elegant' game system, where rules don't have loads of exceptions.

I'll post a revised list soon, which will include some unit stat changes based on discussion we had after the game Ryan and I played.

Not convinced the suggestions are that big or complicated exceptions to be dismissed out of hand are they? - Markerlights will be a core global special rule that tau players would be aware of, not something occasional or obscure. Special rules from the main list have exceptions too e.g. some Ork units (but not others) having bonuses to certain orders (but not others).

The player having to choose a unit to have +1 for AT OR AP (in W40k the tau player has to target particular units to mark rather than everything within range) isn't an especially complicated exception and adds an extra layer of tactics. Nor would the suggestion I threw in from ages ago that it could be +1 to hit for anything unit not on Sustained Fire be, and it would encourage a mobile style of play too.

If the well-tested stats are about right for the units and guns now is artificially distorting them to make the markerlighting reasonable the best approach? Markerlights should be pretty important tactically but should players who choose not to make use of them for some or all formations have their effectiveness penalised? I'll likely go with whatever you opt for, but I'm dubious you're going the right way here.


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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 12:22 pm 
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Quote: (GlynG @ 30 Jul. 2009, 12:18 )

The player having to choose a unit to have +1 for AT OR AP (in W40k the tau player has to target particular units to mark rather than everything within range) isn't an especially complicated exception and adds an extra layer of tactics.

I'm definitely bearing it in mind as a possible balancing mechanism down the line.

Markerlights should be pretty important tactically but should players who choose not to make use of them for some or all formations have their effectiveness penalised?

Isn't that exactly what happens in Warhammer 40,000 however?

Markerlights should be absolutely integral to the Tau way of war, that assumption is basically the bedrock of my proposal.

Note that if you don't use Markerlight units, you'll have some extra points to buy a formation or two extra.




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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 12:44 pm 
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Typo on the Seeker Missiles on the Skyray - you have them down as AT5+ rather than AT6+ you said you're changing them to.

Do Markerlights work vs aircraft too? Can aircraft make use of them? I'm assuming it's 'yes' to both, but work checking.

Do the same weapons like the Twin Missile Pod or Ion Cannons on the Manta, Orca and aircraft change too for consistency? Or be left as is?


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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 12:57 pm 
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Quote: (GlynG @ 30 Jul. 2009, 12:44 )

Typo on the Seeker Missiles on the Skyray - you have them down as AT5+ rather than AT6+ you said you're changing them to.

Fixed. Version number not updated as I was just fixing a typo.

Do Markerlights work vs aircraft too? Can aircraft make use of them? I'm assuming it's 'yes' to both, but work checking.

Yes and Yes. The only exception is aircraft may not use Markerlights when attacking other Aircraft with AA attacks.

Do the same weapons like the Twin Missile Pod or Ion Cannons on the Manta, Orca and aircraft change too for consistency? Or be left as is?

I'd say that they should be changed for consistency.

With their target Markerlit the Orca and especially the Manta will become more powerful overall (Manta can now Double and still hit on 2's with its main gun if the target is Markerlit... maybe now Ryan will stop saying how the Manta is underpowered!), but will be slightly less powerful if the target is not Markerlit, seems fine to me.

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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 1:39 pm 
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Here's a version that includes updated Manta and Orca stats, sorry that v1.04 didn't last all that long. :))


I believe this list is now ready for testing.


EDIT: Quick update to clarify what part of the Manta's notes had changed (only the Transport rule, to make it more accurate, as a Manta cannot carry 8 Piranhas it can only carry 4 of them).

EDIT2: Fixed typo on Broadside armour save.




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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 2:18 pm 
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Your updated list looks pretty good to me.  Just had a quick re-jig of the list i took last time out and i'm pretty damned happy with it.

Moving HHs to the support section is, on reflection, a good idea.  Although it's still possible to ignore FWs in favour of crisis suits and HHs there will be much less ML support available and little to no AP fire so the army will suffer - as it should.  Although hard to quantify, sometimes you look at a list and it just "Feels right". personally this one works for me.

E&C, what stats are you testing the FWs at?  I've been using 2x AP5 30cm.

List i came up with using the updated version is remarkably similar:

Mech FWs + HHs + Skyray: 525
Crisis + Shas'O - 350
Crisis - 250
Stealths - 275
Broadsides - 300
Pathfinders - 175
Recon - 150
Recon - 150
HHs + HHs + Skyray - 675 (BTS)*  (Although could consider dropping the HH upgrade for another flight of Barracudas)
Barracudas - 150

3000

Has anyone else looked at the list yet and come up with any rough ideas of army selection?


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