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The Jetpack rule is 'broken'

 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 9:29 pm 
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I cannot understand the argument about if they are assaulted multiple times they can keep moving around is broken(I know how the rule works I'm confused ?:confuse: ?as to why it's a problem) as every formation can move after being assaulted so this would apply to every formation in every list.
If someone assaulted my (as an example) Mech company 10 times in a turn they could theoretically move an extra 100 cm per turn,50 cm in counter charge and 50 cm in conslidation moves .I know the jet packs give a bigger move per engagement but any formation could be moving way too much if constantly engaged.

That is one way of looking at it. ?You can simply tell people to "learn to play better." ?However, as has been pointed out to me in the past, this isn't very constructive.



Please read all the post ,I never mentioned "learn to play better" I'm sorry if this is how it sounded ?:( ? .I ?talked about learning how to counter a rule that some are obviously having problems with, theres a big difference.
I cannot be more constructive than explaining how to set up an assault for a rule that is designed to make it difficult to assault against.

Not passing judgement on the Jet Pack Rule, here is what I see:

Without the rule, Engages work as normal. ?You Engage, get into BTB contact or within 15cm, and fire away. ?Simple enough.

With the rule, that is no longer the case. ?Now, you must essentially get within the enemy ZoC (5cm), or their Jet Pack move will take you out of the Assault, leaving you high-and-dry. ?As you said, you must, essentially, begin you Engage Action within 20cm of the opponent. ?And it will be all but impossible to engage them in CC unless you happen to have the Infiltrator special rule or an extreme movement rate. ?

It will be extremely difficult to pull off successful engagements, as they will, for all intents and purposes, require an extra round to set up. ?First round, you have to wait until they move, then cram yourself up nice and close. ?Next round, you have to hope you get to go first, before they move too far away and/or blow the crap out of you. ?While this is the general case with any Engage action, the Jet Pack rule makes it distinctly more difficult to pull off.


The rule is supposed to make it difficult to engage.It doesn't need an extra round to set up,you just set up an assault as you would with any other formation just remember the 10cm jet pack rule as you set it up thats all.The risk is the same if they have the rule as it is now or for the 10cm jump after shooting.

This is a HUGE advantage for such units. ?One that I am not entirely sure is accurately reflected in their points values (especially considering their firepower and armor).


This I cannot argue with ?:;): ? only more testing will show wether a points increase is nescersary or not

Now, is it broken?

I don't think the rule itself is broken but this doesn't mean that another rule wouldn't be better, I'd like to see the jet pack rule tried with a 5 cm jump (to match the countercharge distance) instead of 10 cm .


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 Post subject: The Jetpack rule is 'broken'
PostPosted: Sat Nov 03, 2007 12:27 am 
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I guess the thing I don't understand is the comparisons between the Jet Pack rule and the Eldar Hit-And-Run rule or the fact that everyone consolidates or flees AFTER an assault.

The Jet Packs can move their free move multiple times per turn, every time they are assaulted, and, on top of that, they can stall each one of these assaults so that they never actually take place.

The other rules are VERY different. ?Eldar only get to Hit and Run either when moving (with no extra movement granted to them, just the ability to interrupt their normal move sequence with firing), OR if they are SUCCESSFUL in an Assault. ?If they happen to FAIL in their Assault, they will be Broken.

And making a Consolidation move after an Assault again implies that the Assault actually took place and you won. ?Otherwise you are Broken as well.

So, yes, if you were Assaulted 3 times in a turn, you could conceivably get 3 Consolidation moves, if you won every one of them.

The Tau rule allows them to get their free move with no risk to themselves...if they make it out of range, the enemy just sits there and has wasted their activation.

Thats a VERY different rule.

But is it Broken? ?Well, as I said, I'm not 100% convinced of that...I just think the other rule might work better, be less subject to abuse by the skilled or beardy, and be more "fluffy."

Myself, well, I plan on just shooting the crap out of them with volume MW fire the first time they show their little faces from behind terrain. ?Revanants, Scorpions, and Steam Gargants work wonderfully for such things. ? :;):






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 Post subject: The Jetpack rule is 'broken'
PostPosted: Sat Nov 03, 2007 7:41 am 
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Oh and just to continue as everyone else have - would people have a problem if it was 5cm jump back. Minimise the issue? :)

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Sat Nov 03, 2007 11:46 am 
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Why is more "fluffy"? Because it works same as the special rule works in 40k? I find highly unfluffy as it grants them a huge movement. 10cm out of assault is not a short length.


Thats why i suggested 15cm move - shooting - 10cm extra move to a total of 25cm which Crisis suits have now.

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Mon Nov 12, 2007 12:06 pm 
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Incidentally would the cost have to go up if they had the 15cm + 10? Since they could now garrison and so forth.

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Mon Nov 12, 2007 12:20 pm 
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Still talking to yourself? :D


I think their cost would stay about the same actually, as they'd lose their incredible in-game manueverability.

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Mon Nov 12, 2007 1:00 pm 
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Would this be after the move and fire? So advance no change but net decrease in speed of 10cm for double?

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Mon Nov 12, 2007 5:41 pm 
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Of course if you were preparing for an engagement you might first place a supporting formation on the other side of the Suits so that they couldn't just jump back out of engage range.

However as a player that has never one with Tau, what do I know?

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Mon Nov 12, 2007 5:44 pm 
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(Tiny-Tim @ Nov. 12 2007,16:41)
QUOTE
Of course if you were preparing for an engagement you might first place a supporting formation on the other side of the Suits so that they couldn't just jump back out of engage range.

However as a player that has never one with Tau, what do I know?

Unless you have airborne formations, this is pretty much impossible against Tau... They're so incredibly fast, and their first targets on turn 1 are always your infantry transports (So that you stand no real chance of Engaging them during the game), so you'll have no real chance of putting a formation behind them due to your missing transports.

When you do finally attempt an Engagement, the Tau just hop back out of range (Tau tend to only use Crisis suits in an aggressive role).





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 Post subject: The Jetpack rule is 'broken'
PostPosted: Mon Nov 12, 2007 7:50 pm 
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You can't assault, and shooting only leads to a loss (Because Tau are three times better than you at ranged fire), Catch-22.

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Mon Nov 12, 2007 7:55 pm 
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First you double behind the Tau and fire.


You can't, the Tau killed your transports on turn 1, or you're too slow to try it in the first place.

Most armies don't have the capability to undertake this tactic.

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