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For Elysia! The Elysian Drop Troop Regiment v3.x

 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Sat Jun 04, 2011 7:30 pm 
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Honda_reloaded wrote:
@Signal:

Regarding taking Scout away from the Venator. I'll think about that proposal. As part of the push back, I'd like you and others to consider whether or not that could be "gamed" from someone trying to take advantage of the difference.

I can understand your reticence to potentially opening up opportunities to exploit the rules, but I think any benefit which could be gained would be balanced out by the drawbacks. Having a 2/2 split between Tauros and Venators, with the Scouts on the outside flanks, would provide a pretty solid ZoC from the scouts elements, potentially drawing engaging enemy infantry towards the ends, rather than the center. On the other hand, that formation would be restricted by 5cm coherency. I don't really see much to be afraid of, though perhaps someone else might see some opportunity.

Honda_reloaded wrote:
Re: Drop Sentinels vs. Venators, I may just be too dense to see your point (or it could be the end of a very busy week), but I am not following your line of reason. Each of the vehicles has a role, which you acknowledge. Each is capable of getting Sky Talon support (when the Sentinel is a support fm). The only difference between the two is that the Sentinel has been added as an organic asset to account for their attachment at the platoon level.

So it seems as if the list is supporting your statements. Help me out a little here.

I guess the crux of my argument is, I don't think the Drop Sentinels should be available as an independent formation. This would emphasize their "infantry support" status, make the Tauros the undisputed "scout" formation, and limit the ability to "popcorn" teleporting MW formations.

Honda_reloaded wrote:
Re: Mortars...interesting proposal, the Mortar company. I will think on that some more.
@E&C/Signal

Based on the strength of your statements, you both are basically claiming that the list is unplayable because of this suddenly revealed cost imbalance. That's how I am interpreting your comments.

Respectfully I have to disagree.[/quote]
Not saying the list is unplayable, just that certain army design opportunities are unnecessary limited.

Honda_reloaded wrote:
Is everything perfect at this point? Absolutely not and I have stated so. However, it is very important to the overall direction of the list that the DTCs in association with the additional support elements are balanced first. It is critical that those elements are balanced as this is primarily geared to be a "drop" infantry list vs. the 101st Airborne Regiment mounted in Hueys.

I. From a fluff perspective, in both IA books, it is very clear that the Elysians deploy with not enough Valkyrie transports to drop all of their forces. In each case so far, there have been two waves of drops to get everyone where they need to be. That seems to be an accepted fact associated with their operations.

So, the list has to work as a drop infantry list first.

The reason why the Elysians tend to deploy in two waves in the fluff has less to do with a deliberate regimental organization decision, and more to do with the sheer size of the deployments in question. Both IA books detailing the Elysians depict an entire regimental assault. Although only half of the 23rd Regiment was able to deploy at once, that half was delivered with 160 Valkyries. I highly doubt anyone's epic game will be that big, but maybe we should limit Drop Companies to allow only 40 of them to take Valkyries? ;) I think that it's unnecessary to build that kind of restriction into the list, especially since it's entirely possible for an Elysian Brigade (which is their apparent designation for a group of Companies which make up a Regiment. Whatever happened to Battalions?) to deploy entirely via Valkyries which remain on station.

In actually play, I think there are two factors that will contribute to your looked-for scarcity of Valkyries, without removing them altogether. First, people need physical models to represent the Valks, and there tends to be a finite limit of the expensive things. Sure, this isn't game-imposed, but it does represent the sort of scarcity the Elysians tend to deal with. Second, it's still extra points to bring the carriers, and they aren't always desired. If planning on dropping a formation into cover as a dedicated objective holder, for instance, Valkyries aren't particularly necessary.

Honda_reloaded wrote:
II. Again falling back on fluff, the attached ST elements are smaller, more mobile elements that actually land their troops (Reference: See IA3 and the battle for the Hydro processing plant), whereas the drop companies still fly to the destination, but then drop to the target.

Very true, but the fluff descriptions of Valkyries are sometimes very odd compared to their depiction in Epic gameplay. At times the writers seem to think of them less as organic transports, but more as attack helicopters which happen to be able to carry infantry on their way in, before returning to refuel/rearm. They also seem to spend a fair amount of time ferrying ammunition and supplies for the troops themselves.

Honda_reloaded wrote:
The advantage to the DTCs is that they unlock additional capabilities, not the least of which is additional units to give them some measure of resilience. So part of the cost of the DTC is the ability to have options.

It is true that they have options, but an unfortunate side effect of the Epic ruleset is that upgrades are often less desirable than additional formations, simply due to the benefits of having an activation advantage. Placing the "option surcharge" on the formation, instead of the options themselves, seems somewhat counterproductive.

Honda_reloaded wrote:
Now, will the Valk/Vendie costs get worked out? Absolutely. Will they be addressed right now? No. They aren't critical to proving whether or not the other elements work with the DTCs.

In addition, I am a big proponent of not changing too many variables at one time. It's a standard methodology in software testing. It works in list development as well.

The fact that I am using this methodology shouldn't come as a surprise to you E&C, it's what was used to drive the Tau development. It works...it just takes a little longer. But, it also produces more consistent results.

And as always, my old rule still stands. Documented playtesting is the key determinant in what changes get made. Any imbalances will reveal themselves and be duplicatable...and corrected.

Cheers,


I respect your desire to try and iron out some of the kinks with the new, relatively untested units before fine-tuning some of the older elements. My issue with leaving the air-cav elements unchanged for now is that it will fundamentally affect the balance amongst other elements in the list.

Currently, Support Companies are essentially the best options in the list. Since Storm Troopers are an equivalent but inherently better option than the Core choice, players will tend to take a minimum of Core choices and maxing the support companies. In this context, Tauros/Storm Troopers/Vultures are competing directly against each other as the only (reasonable) ways to get any sort of mobility in the list. In this competitive environment, the Tauros might be a great deal simply because it's 150 points for four speed-35cm units.
Once air-mobile Drop Companies are a feasible choice, the Tauros squadron might be "worth" less, simple because there is a core option which can fulfill the need for a mobile formation. They'll still be useful, but their relative value will drop somewhat.


A couple more comments on the list, looking at it some more:
First; I thought the decision was to have three mortar squads for 50 points, not the option for 0-3, at 25 points each?
Second; was there a need to increase the cost of the Drop Company? I thought the addition of the plasma guns was to make them worth their current cost, not to increase it further?
Third; I think there was a minor overflow with the Support Companies entry, which makes an extra three mostly-blank pages show up ;)
Fourth; And something which I really don't have an answer for, is a problem with having numerous Valkyries available in an army. Rocket Pods, as they are currently listed, are a real hassle to track. Due to the undoubted effectiveness of multiple-template Disrupt barrages, and their one-shot nature, it can become frustrating to monitor which units in formation have expended their munitions. Is there any support for a Valkyrie variant, to be used as the Core Skimmer upgrade, which replaces the Rocket Pods? Using the "Underwing Rockets" from the Thunderbolt or Lightning Strike would be a possible option, giving an AT4+ FxF shot to each Valkyrie, while removing the bookkeeping. At the very least, I think it'd be beneficial to remove the Rocket Pods from the Sky Talons. They're currently being valued at the same points cost as the regular Valkyries, despite being inferior, and I'm certain a large part of that is due to the raw effectiveness of Rocket Pod strikes.


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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Sun Jun 05, 2011 10:26 pm 
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Test List 1 - Mixed Force
================

Reg HQ Drop Troop Company - 300pts
3x Mortar Units - 50pts

Drop Troop Company - 225pts
Valkyries - 75pts

Drop Troop Company - 225pts
Vendettas - 125pts

Drop Troop Company - 225pts
1x Hardened Veterans - 25pts

Vulture Squadron - 300pts

Vulture Squadron - 300pts

Drop Sentinel Squadron - 150pts

Drop Sentinel Squadron - 150pts

Tauros Squadron - 150pts

Tauros Squadron - 150pts

Lightning Fighters - 200pts

Lightning Fighters - 200pts

Marauder Bomber - 150pts

=======================

3000pts
13 Activations

======================

Semi air-cav, semi-drop.


As with most IG lists, the Upgrades are rarely worth taking.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Sun Jun 05, 2011 11:18 pm 
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wouldn't the Hardened veterans be better off with the RHQ to eliminate multiple duel BTS targets...

also you could have 10 Drop companies + Valks,

10 activations and 40 valks ;)


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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Mon Jun 06, 2011 7:21 am 
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KivArn wrote:
wouldn't the Hardened veterans be better off with the RHQ to eliminate multiple duel BTS targets...

Yup that'd make sense to do.

Quote:
also you could have 10 Drop companies + Valks,

10 activations and 40 valks ;)

Realistically, you'd want 8 Drop Companies and a reinforced RHQ BTS.

You'd have 9 formations, with no AA, very little AT, and you wouldn't be able to garrison your army (Unlike Storm Troopers in Valkyries) so you'd be forced to Double to get a shot at anything on turn 1... sounds like a paper tiger to me.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Tue Jun 07, 2011 1:57 am 
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Ok, interesting.

So this is what I think I see is:

7 fairly fragile formations, though extremely mobile, Strong ground attack forces, but the Lightning Strikes are pretty puny in the AA arena.

It will be interesting to see how you do with this list and how much of it is still in place at the top of Turn 3.

BTW, I'm not trying to say that your list is bad, just what jumped out at me when I first looked at it. I've tended to go with larger Drop co.s with the idea that they can hang around longer and their initial punch is a little harder. I don't know whether that's the optimal configuration or not, just what I've played with the most.

Anyone else willing to give the "build an army" exercise a go? I'm curious what others might do. I'll do the same before the week is done.

Also, I won't lose a lot of sleep about the proposal, as I'm inclined to go with it and see what develops in the next 60 days. However, I am curious what others would do with the capabilties right out of the gate.

My biggest concern now is that drop vs. airmobile gets out of whack. If most people (including myself) think there are still reasons to take the drop companies, I'm Ok with that.

Cheers,

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Tue Jun 07, 2011 3:10 am 
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Quote:
I can understand your reticence to potentially opening up opportunities to exploit the rules, but I think any benefit which could be gained would be balanced out by the drawbacks. Having a 2/2 split between Tauros and Venators, with the Scouts on the outside flanks, would provide a pretty solid ZoC from the scouts elements, potentially drawing engaging enemy infantry towards the ends, rather than the center. On the other hand, that formation would be restricted by 5cm coherency. I don't really see much to be afraid of, though perhaps someone else might see some opportunity.


I think what bugs me is that it seems fiddly…plus the invariable “did you know you left off Scout on the Venator” and “Did you mean to…”.

I think I’ll leave it as is for now and put the issue in the parking lot to be reviewed later.


Quote:
I guess the crux of my argument is, I don't think the Drop Sentinels should be available as an independent formation. This would emphasize their "infantry support" status, make the Tauros the undisputed "scout" formation, and limit the ability to "popcorn" teleporting MW formations.



Ok, that is clearer. The reason they are part of a drop company and an independent formation is that is how they are “reflected” based on the book. I realize that Epic doesn’t and shouldn’t directly model every aspect of 40K, however in this case I am using a “spirit of the law” as guidance.


Quote:
Honda_reloaded wrote:
Re: Mortars...interesting proposal, the Mortar company. I will think on that some more.



So, “if” we were going to seriously investigate the mortar company idea, how would it be structured, costs, etc.?
Honda_reloaded wrote:

Quote:
Quote:
I. From a fluff perspective, in both IA books, it is very clear that the Elysians deploy with not enough Valkyrie transports to drop all of their forces. In each case so far, there have been two waves of drops to get everyone where they need to be. That seems to be an accepted fact associated with their operations.

So, the list has to work as a drop infantry list first.


The reason why the Elysians tend to deploy in two waves in the fluff has less to do with a deliberate regimental organization decision, and more to do with the sheer size of the deployments in question. Both IA books detailing the Elysians depict an entire regimental assault. Although only half of the 23rd Regiment was able to deploy at once, that half was delivered with 160 Valkyries. I highly doubt anyone's epic game will be that big, but maybe we should limit Drop Companies to allow only 40 of them to take Valkyries? I think that it's unnecessary to build that kind of restriction into the list, especially since it's entirely possible for an Elysian Brigade (which is their apparent designation for a group of Companies which make up a Regiment. Whatever happened to Battalions?) to deploy entirely via Valkyries which remain on station.


I guess where we differ on this is that you’re trying to logic away why the Elysians did what they did, whereas I am only attempting to model their behavior. The “fluff” really represents our facts.

Quote:
In actually play, I think there are two factors that will contribute to your looked-for scarcity of Valkyries, without removing them altogether. First, people need physical models to represent the Valks, and there tends to be a finite limit of the expensive things. Sure, this isn't game-imposed, but it does represent the sort of scarcity the Elysians tend to deal with. Second, it's still extra points to bring the carriers, and they aren't always desired. If planning on dropping a formation into cover as a dedicated objective holder, for instance, Valkyries aren't particularly necessary.



I will grant you the second point, however, gaming history has plenty of examples where someone supposedly fielded a “too” expensive army to play. Besides, in a system that encourages “counts as” because of model availability, any list built upon the premise that Model A costs too much is setting itself up for failure.


Quote:
Quote:
Honda_reloaded wrote:
II. Again falling back on fluff, the attached ST elements are smaller, more mobile elements that actually land their troops (Reference: See IA3 and the battle for the Hydro processing plant), whereas the drop companies still fly to the destination, but then drop to the target.


Very true, but the fluff descriptions of Valkyries are sometimes very odd compared to their depiction in Epic gameplay. At times the writers seem to think of them less as organic transports, but more as attack helicopters which happen to be able to carry infantry on their way in, before returning to refuel/rearm. They also seem to spend a fair amount of time ferrying ammunition and supplies for the troops themselves.


Noted, and I agree that sometimes interpreting fluff can be challenging, nonetheless, we do the best that we can and “fiddle” <technical term> where we have to. It’s part of fun in building a list.


Quote:
Quote:
Honda_reloaded wrote:
The advantage to the DTCs is that they unlock additional capabilities, not the least of which is additional units to give them some measure of resilience. So part of the cost of the DTC is the ability to have options.


It is true that they have options, but an unfortunate side effect of the Epic ruleset is that upgrades are often less desirable than additional formations, simply due to the benefits of having an activation advantage. Placing the "option surcharge" on the formation, instead of the options themselves, seems somewhat counterproductive.
No disagreement there and as stated before, I’m not inferring that the costs are all worked out to be perfectly in balance.


Quote:
A couple more comments on the list, looking at it some more:
First; I thought the decision was to have three mortar squads for 50 points, not the option for 0-3, at 25 points each?


Oh, that’s one of those edit things that pop up every now and then. While we are considering a Mortar company, I think I’ll way until we have a definitive direction.

Quote:
Second; was there a need to increase the cost of the Drop Company? I thought the addition of the plasma guns was to make them worth their current cost, not to increase it further?



The cost increase was recommended by E&C and I adopted it. I prefer the changes to be more conservative this late in development and if the cost increase proves to be unwarranted, then it will be easy to drop later on.

Quote:
Third; I think there was a minor overflow with the Support Companies entry, which makes an extra three mostly-blank pages show up


Ok, I’ll look into that. Thanx for picking that up, sometimes formatting is the last thing that comes to me.

Quote:
Fourth; And something which I really don't have an answer for, is a problem with having numerous Valkyries available in an army. Rocket Pods, as they are currently listed, are a real hassle to track. Due to the undoubted effectiveness of multiple-template Disrupt barrages, and their one-shot nature, it can become frustrating to monitor which units in formation have expended their munitions. Is there any support for a Valkyrie variant, to be used as the Core Skimmer upgrade, which replaces the Rocket Pods? Using the "Underwing Rockets" from the Thunderbolt or Lightning Strike would be a possible option, giving an AT4+ FxF shot to each Valkyrie, while removing the bookkeeping. At the very least, I think it'd be beneficial to remove the Rocket Pods from the Sky Talons. They're currently being valued at the same points cost as the regular Valkyries, despite being inferior, and I'm certain a large part of that is due to the raw effectiveness of Rocket Pod strikes.



I will leave the Valks as is. The proposal comes with a high risk factor and low benefit to the list, especially at this stage in the game. We use markers etc. to keep track and I would recommend developing some sort of system to help you as well.

Cheers,

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Tue Jun 07, 2011 4:41 am 
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Thanks for your response, I'm going to trim out some of the quoted quotes in my reply ;)

About Scout Venators... wrote:
I think what bugs me is that it seems fiddly…plus the invariable “did you know you left off Scout on the Venator” and “Did you mean to…”.

I think I’ll leave it as is for now and put the issue in the parking lot to be reviewed later.

A quick comment in the 'fluff' box might be enough to alleviate some of the pestering. No objection to putting it off for later, but my vote's on leaving it off :)


About Sentinel Formations... wrote:
Ok, that is clearer. The reason they are part of a drop company and an independent formation is that is how they are “reflected” based on the book. I realize that Epic doesn’t and shouldn’t directly model every aspect of 40K, however in this case I am using a “spirit of the law” as guidance.

Fair enough. My interpretation of the Elites Sentinels, and the Platoon Sentinels, was that the Elites squadron was so that if you took Veterans as troops, you could still have Sentinels available. Since there isn't a huge difference between the two in Epic, it seems almost more like the IA8 list is saying "2 or 4 Sentinels, for +25 points each"

A way to differentiate the Formation of Sentinels might be to use them as the location to include "Support Sentinels."


About Mortar Companies... wrote:
So, “if” we were going to seriously investigate the mortar company idea, how would it be structured, costs, etc.?


I don't have a ton of experience in these matters, but I would propose one of the following options: (leaning towards the former)

Core Formation, one per 1500 points: ~275 points
1 Commander, 3 Drop Troops, 4 Mortars.

or

Support Formation: 275 points
1 Commander, 6 Mortars

About Valk numbers... wrote:
I guess where we differ on this is that you’re trying to logic away why the Elysians did what they did, whereas I am only attempting to model their behavior. The “fluff” really represents our facts.

I think it's imperative for the list to model the capabilities of the Elyisan Drop Regiments, not just the specific incidents. (especially as they're cited as being poorly planned ones) The fluff does represent our facts, and it's important to note both the structure of what happened, as well as in-universe opinions about it. The 23rd's deployment on Taros, for instance, "...was a daring plan, but fraught with dangers. Within the High Command many felt it was being conducted with too much haste and running too many risks. Was it hamstrung by a lack of aircraft? Did the two-lift plan compromise the attack?"(IA3, 110) The facts seem to show a significant resistance to deploying without enough Valkyries, (and thus having to do a two-wave deployment) which is decent evidence that this was not the standard for Elysian operations.

About Excess Valkyries... wrote:
I will grant you the second point, however, gaming history has plenty of examples where someone supposedly fielded a “too” expensive army to play. Besides, in a system that encourages “counts as” because of model availability, any list built upon the premise that Model A costs too much is setting itself up for failure.

I wasn't trying to say that the expense of models should influence list design; it just seems to me that if a formation can perform its mission either as all infantry, or as a mixed formation which is more expensive (in points and money) you're unlikely to see all the formations with skimmer support. I think the majority of Elysian armies will have a decent mix of both types without an artificially inflated points cost for air transport. I see definite advantages to both kinds of deployment (to answer your open question posed RE: E&C's list)

About Rocket Pods... wrote:
I will leave the Valks as is. The proposal comes with a high risk factor and low benefit to the list, especially at this stage in the game.

Could you please elaborate on what you mean here? I don't think I'm following :)


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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Tue Jun 07, 2011 11:58 am 
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As regards Mortars, moving as much as possible out of the Upgrades section into the Support section is always going to find favour with me. Upgrades almost never get used, whilst Support are commonly used.


Also, I'm again going to ask you to steal the special rule from EpicUK's Vannaheim air cavalry list, that allows 0-2 aircraft formations to start the game on CAP, instead of starting ground garrisons on overwatch.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Fri Jun 10, 2011 6:11 pm 
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Just pinging everyone to let them know that I am here, but very busy. I will be taking a look at this over the weekend.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Sat Jun 18, 2011 6:24 pm 
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Mortar Company, 0-1 Core Formation, 275 points, or is 250 more appropriate?
1 Commander, 3 Drop Troops, 4 Mortars.


It is my intention to not give the Elysians lots of artillery, but this should provide enough support to an assault and functionally focused enough to actually contribute.

Other changes:

1. Valk/Vendie costs as proposed by E&C

2. Will leave Scout on Venator

3. Will try to clean up the editing

Then I think we're good to go.

Regarding comments on the mortars, sooner is better.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Sat Jun 18, 2011 9:55 pm 
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I'd really like to avoid hard limits on formations, as it makes a big difference depending on whether you're playing a 2k game, or a 5k game. Can we settle on a ratio, instead? Maybe 1 formation per 2k points?


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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Sat Jun 18, 2011 9:57 pm 
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I too am hugely against 0-1 formations unless in areas of extreme need.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Tue Jun 21, 2011 6:13 pm 
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Version 3.1.5 is up.

Comments to follow at a later date.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Wed Jun 22, 2011 9:13 am 
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Well, I really dislike the Drop Artillery Company.
I don't think it should be 0-1 per 3kpts, and I don't think it should be a core formation type.

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