Tactical Command
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Things to try/watch for in the latest version
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=23&t=5593
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Author:  The_Real_Chris [ Wed Apr 05, 2006 7:36 am ]
Post subject:  Things to try/watch for in the latest version

Well, heres a few things I would recomend people try in their armies (perhaps not all at the same time).

Orca's. Include 1-2 empty orcas in your army, their purpose isn't to transport things but to lay blastmarkers at range safe from flak and turn 3/4 land to contest/capture objectives.

Pathfinders - use them more, especially for hunting enemy SC, nobz, farseers etc (remember crossfire is -2 tot he armour save!) and jacking your activations up making co-ordinated fire more viable.

Try maxing out on Tigersharks. At 150 points they have more firepower than a formation of thunderbolts and you can do cunning things with them like activate two and arrange them next to each other so their front firing flak covers the front 180 degrees.

Minor point on that craft - why has the fixed forward ion cannon got an AA value? How can it manover that fast to get a lock a fire? Other bomber weapons are turreted.

Author:  Honda [ Wed Apr 05, 2006 1:39 pm ]
Post subject:  Things to try/watch for in the latest version

I would also add, try bunches of the ML Sentry turret. I haven't tried to stress test this unit yet and in games where it matters, I've only ever taken two as I have a hard time justifying getting more.

Author:  The_Real_Chris [ Wed Apr 05, 2006 9:17 pm ]
Post subject:  Things to try/watch for in the latest version

Oh and remember coordinated fire is another word for cross fire :) (especially with your pathfinder assains!)

Author:  Tactica [ Thu Apr 06, 2006 5:12 pm ]
Post subject:  Things to try/watch for in the latest version

@TRC,

Minor point on that craft - why has the fixed forward ion cannon got an AA value? How can it manover that fast to get a lock a fire? Other bomber weapons are turreted.

LOL - because its actually meant to shoot enemy aircraft in core design. Remember, its crewed by Tau Air Caste whom which can handle more G's than the Imperial or human navy pilot. Also recall that it flies just as fast as a barracuda. Furthermore, recall that in core design, it's really a fighter bomber.

However, as we are calling it a bomber in E:A, I would agree with you. We have diverged from Imerial Armor's vision here. This is not the craft that we see in IA. Therefore, as a bomber, the Ion Cannons have no reason to have an AA value. Afterall, whose going to fly in the face of the E:A bomber tiger shark so it can shoot at them... bombers don't perform anti-aircraft engagements.

+ + + moving on to the point of the thread + + +

I think you bring up good concerns. I would add to the list that we also want to be mindful of the following:

Swordfish
? - are they now worth their purchase value?
? - (previously the upgrade cost too much)
? - are they now a no-brainer for every HH formation in v4.4

Scorpionfish
? - did we get it right in effectiveness?
? - is it too cheap/expensive?
? - stress test - what happens at various points levels?


On the other hand, I don't think its all negative concerns as the thread would suggest. I think there are concerns on the other side of the coin as well.

BM management concerns
?- which formations seem to have a hard time shedding the BM and thus activating as intended in their roles i.e. is Network Drone (leader for vehicles) needed elsewhere
?- Stingray, HH contingent and ScorpF are the concerned

Initiative concerns
?- do others need 1+ init?
?- Stealths, Morays, and Manta are the concerned lot

Stealth Suit pricing
? - to expensive? ?

Manta
? - to expensive?

Stealth Special Rule
  - Stealth Suits AND Sniper Drones are candidates
  - Stealth tech is supposed to go invisible if too far away
? - Rule suggestion: no shooting at them unless within 30cm?
? - comes from core design of both not being able to be fired at unless you roll 2d6x3 to see them. Average distance is 7x3=21 inches. Max range of visibility is 12x3=36inches. The average of the two is basically equivilent to E:A 30cm site range.
? - Tau E:A Strategy isn't the highest in the game, and Stealths rely on ability in 40K as a core part of they're play style
? - Rule is more than justified from core design
? - Question is: would it be balanced?

Cheers,




Author:  thurse [ Thu Apr 06, 2006 5:25 pm ]
Post subject:  Things to try/watch for in the latest version

support craft rules : give too many drawbacks to moray and mantas ( easy targets )

Author:  Nerroth [ Thu Apr 06, 2006 10:53 pm ]
Post subject:  Things to try/watch for in the latest version

Depends on who you fight.

Against Eldar in hilly terrain (with the new Skimmer rules) two Ion Morays can devastate formations which otherwise would be able to hide beind terrain pieces while trying to hit-and-run your own forces - or to try and get close enough to do so...


Gary

Author:  The_Real_Chris [ Fri Apr 07, 2006 8:32 am ]
Post subject:  Things to try/watch for in the latest version

Convincing Chris to take Firewarriors in anything but a suicide roll (dropping pathfinders or human garrissons from the list would do it :) ).

To be frank I can't think of anything that would get me to take them in the same sort of incidence that I take infantry companies in my steel legion armies (at least 3 at 2700 points, one as the SC) with the humans and pathfinders doing the two jobs I would use them for better.

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