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post #521 of 574 (permalink) Old 06-23-12, 05:45 AM
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Quote:
Originally Posted by maddermax View Post
It's required. It says they're normally only allowed to use a zoom move in the rules.
Okay, I see that now. It just seems odd to me that they call it a "special move". Why not just call it "moving" and say "flyers have an 18" combat and a 36" cruising speed"? They also make several references to a "zooming flyer" like it is different from a non-zooming flyer (which implies its moving in another fashion). Units can also not disembark from a zooming flyer which seems to imply that there's alternative form of movement a flyer can make that will allow you to disembark (though the alternative may also be implying a stationary flyer).

The whole thing is worded like zoom is "special", not baseline movement.

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post #522 of 574 (permalink) Old 06-23-12, 09:21 AM
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Quote:
Originally Posted by Eleven View Post
huh? what makes you think that. If they had more people throwing more ideas and more people cross working on multiple codices at once things would be more balanced not less.

Having 1 guy and a few helpers working on a codex over here, and another 1 guy and his helpers working on a codex over there is the kind of thing that causes balance issues.

Also having too few people limits variety of thought. Look at all the cool ideas come out of the community vs how few good ideas come out of gws 5 authors. It's because we have them outnumber 10,000 to one.
In general, one 40k codex is worked on at a time. If there is an overlap, it's at the begining or tail end. Writing is mostly done by one person. The rest of the team help with playtesting it against all the other races, boss keeps an eye on it in overview.

This way, it's kept balanced against the other races, and major faults can be picked up on. In later stages, the rest of the studio gets to playtest too, and anything tru'y broken gets jumped on (usually).

Now, say instead you have 3 people working on 3 codeces all simultaneously. Suddenly there's multiple changing possibilities going on, fewer people concentrating on balancing one list, and 3 books for the boss to keep track of under tight deadlines. As things get changed post-games, there's more chance it will be unbalanced against another race, especially one that's being changed at the same time.

It may seem strange to someone who hasn't worked there, but the way it's currently done does ensure some semblance of balance.

The ideas part is why I was so keen to encourage talking to GW. The community does has good ideas, but studio staff don't read forums, they don't have time or the inclination after finishing work.

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post #523 of 574 (permalink) Old 06-23-12, 09:34 AM
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Another point that you're not taking into consideration: a codex comes with model releases and a colour section. So the sculpting team needs to double, if not triple in size to meet demand, and 'eavy metal has to double at least too. Suddenly the studio is very cramped, and needs to expand. It's crowded enough already...

GW doesn't make enough money to pay for a studio 3x the size it is now...

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post #524 of 574 (permalink) Old 06-23-12, 09:53 AM
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Rather than take ideas off the Internet and sell them back to the community, which I think would be business suicide, maybe GW can set up a Virtual Studio and have their teams work from home? It would obviate the need for a bigger building.

I work like this, granted what I do is a lot more condusive to virtual officing.
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post #525 of 574 (permalink) Old 06-23-12, 09:54 AM
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For everyone saying "Eldar fliers, omg" then you don't need to worry.

We're going to get exactly the same as Dark Eldar - a single plastic kit (possibly 2 if we get a second wave). It's called the Nightwing Interceptor.

Falcons, Prisms, Vypers, Night Spinners et al will stay as Skimmers. We just get the 1-2 flyers, same as everyone else.

I have to admit that the "can only turn 90 degrees thiing" is a pleasant surprise - 40k hasn't had degrees of turn for a long time, and it's a nice check on the power of flyers, especially if it must be done at the START of the move and not the end. Stops someone running 36" down the flank and getting auto-side armour shots.

However expect to see Eldar/(Dark Eldar?) getting a vehicle upgrade that allows them to turn at any point in their movement - in keeping with the "maneuverable as fuck" fluff. I hope.

90% of people think they are above average.

Statistically Improbable. Psychologically Inevitable.
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post #526 of 574 (permalink) Old 06-23-12, 11:21 AM
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Does anyone know what a stormbird looks like? I really want a flyer in my crusade era army and I think the stormbird or some other form of flyer apart from the thunderhawk.
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post #527 of 574 (permalink) Old 06-23-12, 12:18 PM
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Flyers

Aerial Support
Flyers must being the game in Reserves - it takes time for a Warlord to organise and coordinate air support.

Flyers and Measuring
Flyers have flying bases that suspend them above the battlefield. However, distances are still measured to and from the Flyer's hull, with the exception of the vehicle's weapons and Fire Points, which all work as normal. The base of the Flyer is effectively ignored, except for when:

-The Flyer is being assaulted, in which case the models may move into contact with the vehicle's hull, its base or both.

-Models are embarking or disembarking from the Flyer, in which case the base of the Flyer is used as the Access Point.

Flyers and other Models
Models that physically fit under a Flyer model can move beneath it. Likewise, a Flyer can end its move over such models. However, when moving this way, enemy models must still remain 1" away from the base of the Flyer, and the Flyer cannot end its move with its base within 1" of other enemy models.

Zoom
Flyers can usually only make a special kind of move called Zoom. Some can also Hover - see page 81. Zooming allows the Flyer to move at fantastic speeds making it very difficult to shoot down, but limiting its manoeuvrability. If a Flyer Zooms, it has a Combat Speed of 18" and Cruising Speed of 36". However, as a certain amount of forward thrust is required for the vehicle to stay in the air, a Zooming Flyer can never voluntarily move less than 18". If a Zooming Flyer is forced to move less than 18" in its own Movement phase, it is automatically Wrecked.

To represent its limited manoeuvrability, a Zooming Flyer can only make a single pivot on the spot of up to 90 degrees before it moves. Thereafter, it must move directly forwards in a straight line. In a turn in which a Flyer enter the board from reserve, it can do so facing any direction you wish, providing that the resulting move will not carry it off the board again. A Zooming Flyer can move over intervening units and impassible terrain exactly as a Skimmer. In addition, a Zooming Flyer does not have to take Dangerous Terrain tests even if it starts or stops over difficult, dangerous or impassible terrain. Finally, models cannot embark upon, or disembark from, a Zooming Flyer.

Zoom, Tank Shock and Ramming
Zooming Flyers cannot Tank Shock or Ram nor can they be Tank Shocked or Rammed.

Zooming and Shooting
Flyers have sophisticated targeting systems designed to work at the fastest speeds. Zooming Flyers can fire up to four of their weapons using their full Ballistic Skill if they have moved at either Combat Speed or Cruising Speed that turn.

Assaulting Zooming Flyers
Due to their high speed (and presumably high altitude)...
Zooming Flyers cannot be assaulted.

Leaving Combat Airspace
It's quite likely that a Flyer making a Zoom move will....
the board, either deliberately or by accident. If this happens
the Flyer is said to have left combat airspace - it then enters
Ongoing Reserves (see page 125). A Flyer that leaves combat
airspace must Zoom back on when it returns from Ongoing
Reserves, even if it has the Hover type.

Flyers and Damage Results
Zooming Flyers follow the exceptions given below.

Locked Velocity
If a Zooming Flyer suffers an Immobilised result, its velocity is
locked. A Flyer with Locked Velocity cannot change speed
for the rest of the game, but must continue to Zoom at
Combat Speed or Cruising Speed (whichever it was using when
it suffered the Immobilised result). Once a Flyer's velocity is
locked, it cannot Evade and cannot move Flat Out, however
with Locked Velocity you can still turn before it moves as normal
and if it leaves the board will enter Ongoing Reserves.

Crash and Burn
If a Zooming Flyer is Wrecked or Explodes, its flaming hull
rains down on the battlefield. Centre a large blast marker
over the Flyer - it then scatters 2D6". Any models under the
blast marker's final position suffers a Strength 6, AP- hit. The
Flyer is the taken off the board. If the Flyer is also a transport
any models within suffer a Strength 10 hit with no armour saves
allowed. Survivors are placed anywhere within 3" of the
marker's final position and in unit coherency. Any models that
cannot be placed are removed as casualites.
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post #528 of 574 (permalink) Old 06-23-12, 12:29 PM
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Allies
Unforeseen alliances happen all the time in the murky world of Warhammer 40,000. The Eldar might assist the Tau in destroying a Tyranid invasion, knowing that if they don't the vassals of the Hive Mind will destroy a Craftworld. An Imperial Guard general might hire Orks of the Bloodaxe clan, little realising that his Chaos Space Marine enemies have already struck a similar arrangement with the selfsame greenskins. The possibilities are endless! From a gaming point of view, taking allies in your army opens up entirely new tactical possibilities, making your already formidable force even more so.

Levels of Alliance
Of course, in the grim darkness of the far future (where there is only war), it's a sad fact that very few armies trust one another entirely - if a all. A labyrinthine history of grudges, wars, campaigns and betrayals (intentional or otherwise) have the....

Allies of Convenience
The tides of war can often throw unlikely allies together
forcing them to work in common cause for a time. Such
alliances seldom last for an entire battle, let alone a campaign
but that brief while can be sufficient for immediate ne...

Units in your army treat Allies of Convenience as enemy
units that cannot be charged, shot, targetted with psychic
powers or have templates or blast markers placed over.
However, if a psychic power, scattering Blast weapon or other
ability that affects an area hits some of these Allies of Convenience
they will be affected along with any friendly or enemy units. This
means that, for example, Allies of Convenience units:

-Can't benefit from the Warlord Trait of an allied ch...
-Cannot be joined by allied Independent Characters
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post #529 of 574 (permalink) Old 06-23-12, 01:10 PM
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Quote:
Originally Posted by Magpie_Oz View Post
Rather than take ideas off the Internet and sell them back to the community, which I think would be business suicide, maybe GW can set up a Virtual Studio and have their teams work from home? It would obviate the need for a bigger building.

I work like this, granted what I do is a lot more condusive to virtual officing.
And people complain *now* that lists 'aren't playtested'. Can you imagine how it would be if the writers worked from home?

Their dept is set up so that they can get up from their desk and be right next to a gaming table. They can lean over and ask someone "what do you think of this?" Get them working from home and the talking and playing stops...

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post #530 of 574 (permalink) Old 06-23-12, 01:36 PM
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Anyone able to confirm what the force org is for allies?

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