Sentry Turret with Marker Light |
RedDevil
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Post subject: Sentry Turret with Marker Light Posted: Mon Dec 05, 2005 5:56 am |
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Joined: Thu Nov 03, 2005 9:58 pm Posts: 112
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Dobbsy/Honda: Sounds good as well, lol. Just for clarity, do you see this as paying for a die roll? Or paying for a concrete number of them?
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Tactica
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Post subject: Sentry Turret with Marker Light Posted: Mon Dec 05, 2005 4:49 pm |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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I'll have to concur with Dobbsy and Honda on their well made points. Tally me in their camp on this one.
Cheers,
_________________ Rob
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Honda
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Post subject: Sentry Turret with Marker Light Posted: Wed Dec 07, 2005 3:12 am |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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Well, I plan on including a unit from the 4.2.7 list which I believe is 6 units for 75 points in my game on Thursday.
That being said, I do think that some sort of a variable roll for size should be factored in, given that teleport BM's don't impact the unit's effectiveness.
So, perhaps as Dobbsy suggested, 3 + D3 for 75 points. The point level might be a little high if we assume the unit size is going to be 4-6, but we can always adjust for that later.
In fact, I think that's what I'll test, 3 + D3 for 75.
_________________ Honda
"Remember Taros? We do"
- 23rd Elysian Drop Regiment
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Honda
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Post subject: Sentry Turret with Marker Light Posted: Wed Dec 07, 2005 2:28 pm |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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Was thinkin'
Let's say you have a line of 6 sentry towers set thusly:
X X X X X X
and for what ever reason, you lose the middle two and now have:
X X X X
So now the unit is out of coherency. It's immobile, what happens next?
_________________ Honda
"Remember Taros? We do"
- 23rd Elysian Drop Regiment
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colonel_sponsz
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Post subject: Sentry Turret with Marker Light Posted: Wed Dec 07, 2005 3:04 pm |
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Joined: Sat Jul 23, 2005 6:14 pm Posts: 390
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Damn good point Honda! In IA3 Forgeworld have them as a unit of two which means that you would not get this problem if one was destroyed. However, it would also mean that it would be easy to break or supress the unit - not something I have a problem with as they are reasonably flimsy and are supposed to pop-down when shot at. Finally, when strung out in a long line of units of two it would be easy to supress part of the line but much harder to shut them all down, again that sounds right to me.
Not bad from a list that wasn't playtested at all by FW... 
Orde
(Note: I haven't playtested this idea either, I'm theorising here.)
_________________ "I'm smelling a whole lot of 'if' coming off this plan." Tau Army List Archive
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Tactica
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Post subject: Sentry Turret with Marker Light Posted: Wed Dec 07, 2005 5:16 pm |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Dobbsy,
The goal was to get it into the main list if possible. However, no playtest and lots of theorizing means collectors only at first. If we can get it worked out though and some playtest results, I'd be all for it going into the main list.
However, I am but one.
Honda makes sense...
Hmm...
Col_sp,
FW may be on to something with only two in a formation. BTW: don't they have 4 in the other turret formations? Perhaps they have a rule that they act as stand alone.
Well, with this bit of info, we would have to venture away from the idea of 6 models to a formation without adding special rules. I'm all for KISS so no special rules here are warranted either as I think we can make it work without them.
I say we have them operate in formations of 2 like FW and Col_Sp suggest.
Perhaps you would buy 3 formations of 2 for 75 points = 1 contingent slot.
However we want to put it into the list, the group of formations would eat up a single contingent slot IMHO.
Each formation would be uber fragile, but you could have the potential to cover 3 areas.
What do you think?
LMK and if we come to a consensus, I'll update the WIP list accordingly.
Cheers,
_________________ Rob
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Honda
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Post subject: Sentry Turret with Marker Light Posted: Wed Dec 07, 2005 7:30 pm |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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I'm Ok with separate formations, however, we'd still need to address the "impervious to teleport" special ability that gets inferred by how this behaves.
How about:
a) Three formations of 1 x D2 for 75 points? It would count as a single contingent and would allow you to get up to 6 turrets. The 75 points now seems a little high, but I'd rather start there and ratchet down vs. working our way back up.
or
b) Go back to Dobbsy's D3 + 3 and make each unit a separate formation.
So, A or B? <...or the as yet to be discovered Option B>
_________________ Honda
"Remember Taros? We do"
- 23rd Elysian Drop Regiment
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Tactica
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Post subject: Sentry Turret with Marker Light Posted: Wed Dec 07, 2005 10:06 pm |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Honda,
is option a) d3 formations of 2 models?
_________________ Rob
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Tactica
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Post subject: Sentry Turret with Marker Light Posted: Thu Dec 08, 2005 12:01 am |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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I think we should caution the creation of any contingent less than 50 points.
5 independents for 50 points does seem logical to me though.
cheers,
_________________ Rob
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Dobbsy
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Post subject: Sentry Turret with Marker Light Posted: Thu Dec 08, 2005 2:28 am |
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Joined: Wed Oct 05, 2005 1:24 am Posts: 4499 Location: Melbourne, Australia
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RedDevil
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Post subject: Sentry Turret with Marker Light Posted: Thu Dec 08, 2005 6:52 am |
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Joined: Thu Nov 03, 2005 9:58 pm Posts: 112
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Err, when I recommended that you roll a die to see how many you get, I was thinking that you just placed them induvidually wherever you wanted (out of enemy ZOC of course).
I guess a BM would suppress them for a turn (pop-down), but you would have to actually kill them induvidually to kill them... Funny how I can think one entire concept without saying anything.
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Tactica
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Post subject: Sentry Turret with Marker Light Posted: Thu Dec 08, 2005 7:28 pm |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Just a thought - there would need to be some kind of understanding that the player doesn't use these formations for actual activations.
i.e. dump X of these things on the field, and as a result, I'll acitvate a sentry... your turn... I'll activate a sentry... your turn... etc.
These should not be used for activation advantage.
Cheers,
_________________ Rob
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