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Worklist for TacComs EA - core rules

 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 6:47 pm 
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How about using the existing player generated Epic brand: NetEpic: Armageddon?

I do like the idea of splitting the MW/TK into AT/AP values.

Other than that, I'll keep my suggestions to typos and clarifications until I get some more games under my belt.


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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 10:11 pm 
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I think the whole war engine flyers claiming objectives should probably be in list along with flak rush.


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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 10:18 pm 
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(CyberShadow @ Apr. 03 2007,13:16)
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How about the effects of multiple instantiations of the same specialist upgrade in a single formation - for example Leader on three units in the same formation (the common issue).

Not quite... the issue is multiple instances of any given specialist unit ability on a single unit. E.g. One unit with three copies of Leader. Multiple units having Leader is not an issue AFAIK.

Proposal: Just state categorically that NO specialist unit ability stacks. Simple, and most parsimonious solution. You either have a specialist ability or you don't, there is no such thing as 2xLeader.


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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 11:59 pm 
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(Lord Inquisitor @ Apr. 03 2007,22:18)
QUOTE

Proposal: Just state categorically that NO specialist unit ability stacks. Simple, and most parsimonious solution. You either have a specialist ability or you don't, there is no such thing as 2xLeader.

Well, that doesnt really work fore necrons. So if changed you have to adress the "necron ability" (regeneration) because it depends on multiple leaders. Or atleast its one possible and quite fun way to go with them...






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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Wed Apr 04, 2007 12:12 am 
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(Weedow @ Apr. 03 2007,23:59)
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Well, that doesnt really work fore necrons. So if changed you have to adress the "necron ability" (regeneration) because it depends on multiple leaders. Or atleast its one possible and quite fun way to go with them...

Multiple leaders in a formation aren't the problem being addressed, it's multiple leaders on a single unit; like taking a Venator formation, adding a Tomb Spyder, and then putting the Necron Lord character upgrade on the Tomb Spyder, which is a valid "target" for the Lord.

Honestly, I'm not sure what the big deal is, since it becomes an "eggs in one basket" situation that seems, to me, to be self-limiting... some "groups" of characters are going to be really good at encouraging their followers to regroup.  Even the "stealth" leader given by supreme commander doesn't seem to be that big of a deal for an Ork Warlord or Space Marine Supreme.  What is the problem seen with "doubling up" leaders on a single unit?  Same goes for inspiring.

Invulnerable save is the only other "doubling up" that might be a problem, but I think that was addressed as "one save" a while back.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Wed Apr 04, 2007 12:55 am 
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i think this is a really good idea! , get all the bits and bobs that have been floting around out out of the way.

alot of the problems could be sorted out with a new F.A.Q.

but i don't really agree with the idea of Holofields being an Invulnerable save, it would mean that they are not affected by crossfire or AT sniper, i under stand the reason for wanting to do this (reduceing the amount of special rules), but i think we should be careful in doing this because part of the different styles of diffrent races are the special rules, so if you remove most of the special rules you could run the risk of making all the different army play the same way.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Wed Apr 04, 2007 9:38 am 
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Initial list looks good to me. All really rests on whether or not access to the LRB is available though, and I'd love to know what stage Greg is actually up to with it all!!

I've got more for the 'later' category I think.  A couple of things for core rules which may be best suited as house rules(?):
-intermingling - intermingled targets must also be in engage range.
-interception - can intercept interceptors (allows fighters to escort bombers).

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Wed Apr 04, 2007 11:56 am 
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(The_Real_Chris @ Apr. 04 2007,06:41)
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No disscussion........ :)

sorry :) got a bit caried away!

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Wed Apr 04, 2007 3:45 pm 
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Updated list to incorporate all the suggestions.  Let me know if I missed anything.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Wed Apr 04, 2007 5:50 pm 
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I like the look of the list.  While it looks fairly complete I think we can count on some more items coming up in the future.

There are a couple of items that I think should be worked on sooner rather than later.

The rules for Flame Templates I think should be tackled as soon as possible.  The lack of hard-fast rules I think is an impediment to army (and their weapons) development.  It should definately be resolved months before any armies get reviewed.

Multiple Specialist Abilities are another item as important as the Flame Templates.  While it is a safe one, I think that the current mindset that you cannot have multiple levels / stacks of a single ability type on a unit / in a formation needs to be reviewed.  I imagine that there are a couple of units, if not more, that have had their development hindered because we fealt that we could not stack abilities.  Example: The Devotional Bell on AMTL Warlords.  One of the primary issues about its development was trying to generate enough bonuses and abilities to warrant the loss of two titan weapons.  One idea was to have it give a +2, +3, or +4 Inspiring bonus on assault resolution, in addition to other things, to make it worthwhile and live up to its background.  This was shot down in favor of giving the Inspiring ability an area effect and to give the Warlord +5cm speed.  While I have no personal problems with the end results, (I think Jervis would barf on the +5cm speed for the Warlord) I think the discussion would have gone very differently if special abilities could be stacked.

Scout ZOC - since there seen to be a couple of questions/concerns that relate to Scout ZOC I think this might be something that needs to be looked at sooner rather than later.

<<<--->>>

While I can't be of much help right now, once I get my masters done in mid to late summer I can be a significant contributor.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Sun Apr 08, 2007 3:42 am 
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War engine barging - they shouldn't be able to drag units all over the place, but then perhaps the rules do not allow this anyway?

Some discussion occurred here:
http://www.specialist-games.com/forum/t ... C_ID=10316

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Sun Apr 08, 2007 3:55 am 
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(nealhunt @ Apr. 03 2007,18:32)
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*Scout ZOC/Assaults (not entirely sure what this means?)
*Overhaul Barrage table (ditto)

The scout zoc/assaults is my bad way of saying scout intermingling.

Overhaul barrage table was the disscussion a while back on how to make barrages better, remove the 3bp/4bp jump, dispersed barrage, focused barrage etc.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Sun Apr 08, 2007 4:12 am 
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(The_Real_Chris @ Apr. 08 2007,02:55)
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Overhaul barrage table was the disscussion a while back on how to make barrages better, remove the 3bp/4bp jump, dispersed barrage, focused barrage etc.

Would you mind posting links to previous discussion on the barrage table overhaul Chris? I crunched some numbers myself a year or two ago, but didn't manage to come up with anything I felt happy with.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Sun Apr 08, 2007 5:41 am 
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(The_Real_Chris @ Apr. 08 2007,04:31)
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The old forum with the discussion in seems to have died :(

As we say in NZ - bugger!  :angry:

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