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EA Tau Version 4.3.3

 Post subject: EA Tau Version 4.3.3
PostPosted: Sat Feb 11, 2006 1:52 pm 
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The issue about get out of coherency - die when youare a zero move unit is here to stay. Or at least that was Jervis's last word on zero move guns int he siege list. As a result tight deployment is the way to go, I recomend triangles and the like.


TRC,

I wasn't trying to infer that a change in that rule was needed.

In fact we might offer to mention that "if" the unit should fall out of coherency, that it will be destroyed.

I think that alone might keep most from trying to do something "funny" with the deployment, thus providing an incentive to deploy reasonably.

Your thoughts?

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 Post subject: EA Tau Version 4.3.3
PostPosted: Mon Feb 13, 2006 4:16 pm 
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Honda,

I think it makes sense.

CS,

I think the list has beat sentry turrets to death. Honda's been testing them pretty regularly.

I for one would be willing to give them a go if you see fit to put them in. I think they are a fluffy element to the list and only add an option for a 'trick' in our list. I think these things are important to kick a list dynamic.

However, I don't want to waste my time with something you don't have a vision for though.

So, will follow your lead.

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 Post subject: EA Tau Version 4.3.3
PostPosted: Mon Feb 13, 2006 5:54 pm 
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All

In TRC's absence, from a "newbie" perspective, it doesn't hurt to re-iterate the impact of a 'zero move' formation losing coherency - but I suspect that, like intermingled assaults, it will only take one bad experience for this lesson to be  learned 'the hard way'.

On a related note, did you explore the possibilities of using a similar device with only FF capabilities (in effect a minefield)?

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Ginger





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 Post subject: EA Tau Version 4.3.3
PostPosted: Mon Feb 13, 2006 6:51 pm 
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On a related note, did you explore the possibilities of using a similar device with only FF capabilities (in effect a minefield)?



Interesting idea, however, the formation is not intended to deny the opponent something, it is designed to allow the Tau to gain something.

For instance, should the IG create an artillery park in the corner, that's kind of a painful proposition for the Tau. Also, if you are looking to stretch the engagement zone, it allows you to consider doing that without a huge sacrifice.

It's not really a game winner type of unit, just something that allows you to add a new twist to existing capabilities.

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