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Made in us
Dakka Veteran






It's not the number of drones they produce that bothers me, it's the inability many armies have to even target them. Even making them stay out turn one wouldn't help most armies because they're going to be able to get some of them out of LOS and a single survivor would bring the whole unit back. Armies like Khorne Daemonkin couldn't threaten them at all.

Honestly, I'd rather just let them rearm/reequip but have to stay on the table within 6' of the edge. That way you don't need interceptor to stop them.
Made in us
Dakka Veteran






notredameguy10 wrote:


Big difference between allowing your 1000 point death star to be only snap shot at for the entire game, to having a unit make BS2, T4 drones (which, btw, is no different than demon summoning)


There's a big difference in the demon summoning comparison to the drone creation one imo. With demon summoning, you're not guaranteed created units since you can fail the cast and the opponent can roll to deny the witch. Secondly, you can kill the demon princes or other units that are summoning demons. With the drone factory, the spawns are guaranteed and you are unable to kill the piranhas if they're allowed to enter and leave in the same turn. It's not fun having something in the game that you outright cannot interact with or stop, and I say that as a player with a Tau army.
Made in us
Dakka Veteran






 CKO wrote:
 lessthanjeff wrote:


There's a big difference in the demon summoning comparison to the drone creation one imo. With demon summoning, you're not guaranteed created units since you can fail the cast and the opponent can roll to deny the witch. Secondly, you can kill the demon princes or other units that are summoning demons. With the drone factory, the spawns are guaranteed and you are unable to kill the piranhas if they're allowed to enter and leave in the same turn. It's not fun having something in the game that you outright cannot interact with or stop, and I say that as a player with a Tau army.


At this point I am not going to re-write something I have already said, I understand that most people are not reading the article so I will copy and paste, so tiring!

If they are leaving the field the same turn they come on than they are losing out on a lot also! Seeker missiles, burst cannons, objective grabbing are all things they lose if they leave the turn they come on, if a player where to play the formation they will realize they rather the piranhas leave than stay!


You seem to think we aren't reading the article, but I seem to think you aren't reading the responses.

I know what you have proposed as a change, but people in this thread are saying that the formation was not OP and was not given adequate testing time before changes were made so why should we not respond to problems with the RAW?

I get that you think the formation is being wasted if they don't also load up on missiles so they can fire those off every other turn, but I don't think that's the big appeal of the formation or the broken part of it. I think a unit is broken if an opponent cannot interact with it in any way. Invisibility is bad enough because it makes a unit practically unkillable, but letting the piranhas enter and leave in the same turn makes them completely unkillable. Combo the formation with the drone one and now they have improved bs and interceptor as well making them even deadlier. I don't care that they lose missiles and burst cannons from the piranhas if they're unkillable.
 
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