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Nailing it down

 Post subject: Nailing it down
PostPosted: Sun Jan 03, 2010 1:57 pm 
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LB, you are throwing out a suggestion to change something without even suggesting a change.  What would you cost it at?  300?  400?  225?  Go too high and you make the unit not worth while.  Go too low and it doesn't balance the unit.

I am curious what you would cost it at.

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 Post subject: Nailing it down
PostPosted: Sun Jan 03, 2010 9:29 pm 
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Quote: (Moscovian @ Jan. 03 2010, 12:57 )

LB, you are throwing out a suggestion to change something without even suggesting a change.  What would you cost it at?  300?  400?  225?  Go too high and you make the unit not worth while.  Go too low and it doesn't balance the unit.

I am curious what you would cost it at.

That's the problem with units that are very narrow in their focus. If you want units that can blow 600+ points out of the sky reliably, they need to be costed accordingly. Then, if your opponent doesn't take what the unit focuses on, you've got a hella expensive ornament.

It then becomes a game of rock/scissor/paper, and they're boring as *expletive deleted*.

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 Post subject: Nailing it down
PostPosted: Mon Jan 04, 2010 1:02 am 
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Is it really that much of a problem? Surely, it's all about the tactics?

From what I see, 2 DC Pylons could be broken fairly easily so I have to say, that if you haven't broken them before you air assault anything, then you're doing it wrong. Even a 2 plane ground attack could do the trick. You might lose a plane but the other is easily capable of breaking the thing. Heck Land speeder shooting attacks could do it.





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 Post subject: Nailing it down
PostPosted: Mon Jan 04, 2010 5:34 pm 
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Particle Acc.    75cm*  MW4+  TK1D3
            and        AA5+  TK1D3
I wouldn´t cost it over 250 points, it´s too easy to break with DC 2. Terminators, Speeders and Whirlwinds can do the job with SM, and Vypers, Hawks and Night Spinners with Eldar (I have both and IG).

IMHO, Pylons are dangerous because initiative 1+ and teleport. The particle accelerator does not scare me, it´s even weaker than a volcano cannon.

* 75cm because I just realized that ground AA weapons don´t have the -15cm range penalty for being 360º fire arc.




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 Post subject: Nailing it down
PostPosted: Mon Jan 04, 2010 6:18 pm 
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Quote: (lord_bruno @ Jan. 04 2010, 17:34 )

* 75cm because I just realized that ground AA weapons don´t have the -15cm range penalty for being 360º fire arc.

They have. Please read what i posted above about AA-weapons.

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 Post subject: Nailing it down
PostPosted: Mon Jan 04, 2010 9:29 pm 
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This changes nothing really.

I mean, sure you can lower the range on it, but it can STILL swat a WE transport out of the air.

The problem that needed to be addressed was the "fear factor" for those SM players.

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 Post subject: Nailing it down
PostPosted: Mon Jan 04, 2010 9:34 pm 
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With shorter range the area where a transport aircraft can land save is far bigger than with the long range.

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 Post subject: Nailing it down
PostPosted: Mon Jan 04, 2010 10:44 pm 
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Quote: 

The problem that needed to be addressed was the "fear factor" for those SM players

Did it really though? Like I said, tactics would solve that issue surely?


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 Post subject: Nailing it down
PostPosted: Tue Jan 05, 2010 12:35 am 
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Quote: (Dobbsy @ Jan. 05 2010, 16:44 )

Did it really though? Like I said, tactics would solve that issue surely?

That was always my view.  Sadly I always seemed to be in the minority.

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