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Sentry Turret with Marker Light

 Post subject: Sentry Turret with Marker Light
PostPosted: Mon Nov 28, 2005 4:51 am 
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Well, either way ... they need more playtesting ... Yes ?  And Teleporting S/Turrets would work for me too ... :;):

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 Post subject: Sentry Turret with Marker Light
PostPosted: Tue Nov 29, 2005 5:30 am 
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So is there a consensus on what they should look like beyond what we already have placed in the WIP list gents?

I heard scout and orca drop - but are either of these needed considering marker light and teleport?

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 Post subject: Sentry Turret with Marker Light
PostPosted: Tue Nov 29, 2005 6:07 am 
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At this point, Teleport, Scout and Markerlight for all S/Turrets types would make them quite useful, IMO ...

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 Post subject: Sentry Turret with Marker Light
PostPosted: Tue Nov 29, 2005 6:29 am 
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So add scout to what's already in Tau WIP v4.2.7?

Consensus with L4 everyone?

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 Post subject: Sentry Turret with Marker Light
PostPosted: Tue Nov 29, 2005 3:11 pm 
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How about this as an alternative - scrap the entire idea of them as a unit and have them as an upgrade for Orcas, so after the dropship has brought its cadre to the battlefield it then starts to seed the battlefield with sensor towers to assist the units in the field and to record the events for the Shas'ar'tol for later analysis. This latter thing seems something an emphasis is being placed on, with the new special issue tech and suits in the new codex and experimental hammerhead turrets and the Tau having to play catch up with the rest of the 10,000+ year societies out there.

Have sentry towers as an upgrade for Orcas, but count them as a weapon - an additional 1BP weapon that marks the attacked unit (as the area is seeded with towers that call in seekers from the orca or off table, if they are relying information back to command they probably have a more sophisticated comms link than normal battlefield units)

Sentry towers are going to be horrible as a unit - crossfire and ZoC issues, not to mention that they need to be wiped out to stop working (unless markerlights are weapons and can be supressed, in which case do they cause blastmarkers?). I think whatever happens its going to be a lot of odd unique rules and special cases.


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 Post subject: Sentry Turret with Marker Light
PostPosted: Tue Nov 29, 2005 4:36 pm 
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TF,

I'm not in favor of your suggestion. I think it gets complicated, adds layers of rules to explain the 'weapon' and units on the field, I also think it brings something to the table we are trying to avoid - BP.

So back on the existing idea that seems to have quite a bit of steam, what say you on the scout or no scout for the existing v4.2.7 version of the Sensor Tower?

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 Post subject: Sentry Turret with Marker Light
PostPosted: Tue Nov 29, 2005 4:52 pm 
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Yep !   Tac and I agree ... but I don't see why you couldn't keep the option of dropping from Orcas !  As Terminators can be teleported OR Carried in L/Raider ...  Options (flexibility)... works for me ... :D

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 Post subject: Sentry Turret with Marker Light
PostPosted: Tue Nov 29, 2005 5:43 pm 
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My view:

Scout yes, teleport no.

Scout covers the fact that they don't have to be set up close to each other as they are designed to cover a large area with minimal presence.  I don't know how garison works in a tournament game but I get the impression that whilst they may be set up by dropping from an Orca this is done in advance of the area being contested (hence garison).

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 Post subject: Sentry Turret with Marker Light
PostPosted: Tue Nov 29, 2005 7:01 pm 
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Well, I am not in favor of dropping teleport. The whole reason for fielding the unit was to provide ML support in areas where the Tau traditionally have trouble reaching.

Forcing the purchase of an Orca (100 pts), just to deliver a 75 pt unit that will stuggle to stay alive past one turn doesn't seem to be a good expenditure of points.

It shouldn't cause BP, shouldn't contest objectives, shouldn't be able to hold objectives.

It is a simple piece of machinery that is intended to leverage existing capabilities.

Should it still be able to deploy out of an Orca/Manta? I don't see any problem with that, I just don't know why you would do it.

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 Post subject: Sentry Turret with Marker Light
PostPosted: Tue Nov 29, 2005 7:10 pm 
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Quote (colonel_sponsz @ 29 Nov. 2005 (16:43))

Their are three reasons I personally suggest we steer clear of adopting a "drop from Orca" concept. They are price, rules, and fluff/purpose.

Price.
Adding 100 points requirement to these would make them over price and not vary valuable at all IMHO. Remember what they acutally don't do.

Rules.
Deploying something that's immobile would mean deploying it within 5cm of the Orca. That kind of defeats the purpose of putting scout on it and works completely against the logic of scattered out ground coverage of painting an area on the field. So to rectify, there would have to be special rules describing an Orcas ability to disperse deployment of these things - that's just unnecessary I feel. Why create rules if we don't have too.

fluff/purpose.
This is the most important. These things deep strike or teleport in behind enemy lines in principle. So the whole point is that they really do arrive silently, undetected and in position. They don't move, and are rapidly deployed. In E:A terms, that just seems to be a perfect fit for teleport if I've ever seen one.

PS - if we say they only garrison, then they aren't deploying behind enemy lines, and they are deploying around our objectives. That's not even in reality what they should be doing - which is getting in the enemy's lines and marking early to guide in the big guns. Garrison is fine for a tactical option, but if the formation is subject to only being deployed in this mode, it will only further hinder the possibilities of seeing the unit in the actual list and in actual play IMHO as that's not what the formation should really be doing at all from a tactics and utility perspective.

Anyway, just my thoughts gents. I am but one amongst many.

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 Post subject: Sentry Turret with Marker Light
PostPosted: Wed Nov 30, 2005 11:45 pm 
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Quote (Tastyfish @ 29 Nov. 2005 (14:11))
Sentry towers are going to be horrible as a unit - crossfire and ZoC issues

Tasty - that's only if you give them ZOC or crossfire abilities(which in turn means you arm them - which isn't their purpose). My idea was that they hold nothing of value so become nothing but a nuisance to the enemy. The enemy then has the option to destroy them or leave them be.

I think the main issues for me will be their cost and how the enemy can destroy them. ?Is that what you mean by "horrible" tasty?

Do we make them:
A/a moved-over = destroyed unit or
B/the opponent has to take an action to kill them etc?

Personally I see option B as the choice as it's more E:A mechanics based than option A but I could go either way depending on what others think about it. It's not as if this unit is even in-play at the moment.






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 Post subject: Sentry Turret with Marker Light
PostPosted: Thu Dec 01, 2005 1:22 am 
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Personally I see option B as the choice as it's more E:A mechanics based than option A but I could go either way depending on what others think about it. It's not as if this unit is even in-play at the moment.


I would also expect Option B to be the correct mechanic. OTW, players will just move over the unit on their way to do something else. In essence, we'd be giving them 75 points just to move.

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 Post subject: Sentry Turret with Marker Light
PostPosted: Thu Dec 01, 2005 1:49 am 
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Quote (Honda @ 01 Dec. 2005 (00:22))

Personally I see option B as the choice as it's more E:A mechanics based than option A but I could go either way depending on what others think about it. It's not as if this unit is even in-play at the moment.


I would also expect Option B to be the correct mechanic. OTW, players will just move over the unit on their way to do something else. In essence, we'd be giving them 75 points just to move.

ahh but if we're sneaky Tau, we can place them so they have to move into our overwatch areas ?:;):

Plus if you make them drive-over the price could possibly come down.





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 Post subject: Sentry Turret with Marker Light
PostPosted: Thu Dec 01, 2005 1:56 am 
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ahh but if we're sneaky Tau, we can place them so they have to move into our overwatch areas


I think you'd be giving me a lot more credit than I am due.

:p

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 Post subject: Sentry Turret with Marker Light
PostPosted: Thu Dec 01, 2005 2:55 am 
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ROFLMAO - sneaky Tau sounds too much like sneaky git to me for some reason.

Wise Tau sounds much better...

OK, swinging back around On topic, I think option B is more appropriate. Must shoot and kill to deal with. Afterall, it is an armored drone tower thing. If you've seen the 40K scale ones FW created, they are rather sturdy. Also, the drone head in theory collapses down inside of the thing as needed for protection.

Depending on what you drive over one of these with... you very well may be walking!

Ork vehicles might explode... hmph, tempting... but I won't. :)





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