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Vespids

 Post subject: Vespids
PostPosted: Wed Feb 07, 2007 7:00 pm 
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I decided to go ahead and try out the Vespids.

The first point to discuss is their inclusion in the Tau force list. While a lot of discussion centred on the Stingwings being added as a general upgrade for Tau forces, I have made the decision to keep the Vespids separated in the same way that the Kroot are. The reason for this is that I feel that the Vespids cannot be integrated and faithful to the background at the same time. If we go down the route that the Vespids follow Tau development and are weak in assaults, giving them a 1cm range, then they have little to add to the Tau units. The other option is to give them a firefight along the lines of the Kroot? which necessitates separate formations. Otherwise, they will simply be added to as many Tau formations as possible in order to counter attack any assaults made against the Tau.

I have also acknowledged the position of the Strain Leader. While the Tau 40K Codex has a Leader for every squad of around six, this will not be the first time in Epic that this ratio has been scaled up.

I have kept the Neutron Blaster as a small arms weapon, and kept it as FF4+. While one possibility that was discussed was 2xAP5+, this to me suggests some rapid rate of fire, rather than stronger weapons. With a short range, they cant really be anything except small arm weapons.

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 Post subject: Vespids
PostPosted: Thu Feb 08, 2007 1:02 am 
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On an ancillary note ... how are Kroot/Human auxiliaries transported ?  And   Vespids fly like jump pack troops ?

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 Post subject: Vespids
PostPosted: Thu Feb 08, 2007 2:15 am 
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Vespids have wings, L4, and fly better than jump troops in 40k (they get to re-roll their Dangerous Terrain/"George of the Jungle"), in addition to being able to 'Fleet' move instead of shooting.

I really wish there was a way to remove a normal armor save in E:A, without making the weapons capable against vehicles as well by using Macro.  Neutron Blasters are NASTY things.

Right now, Kroot can be transported in Orcas (and Mantas in 40k), but otherwise get to hoof it.

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 Post subject: Vespids
PostPosted: Thu Feb 08, 2007 2:50 am 
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Sounds good, LotS ... I knew they had wings, but I didn't know how "good" those wings are ! :) Well having the Kroot use the Orca or Manta is not  bad.  How about Humans Aux. ?  Same as Tau ?

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 Post subject: Vespids
PostPosted: Thu Feb 08, 2007 3:51 am 
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Anyone have any ideas as to what the heck we use for Vespids miniature-wise?


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 Post subject: Vespids
PostPosted: Thu Feb 08, 2007 12:13 pm 
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I am considering Eldar Hawk Exarchs (they have the nice 'shoot me I am static pose that the 40K Vespids all adopt'! ?:laugh: ).

The Kroot must walk, or be garrisoned (aside from the transport options mentioned). This fits their background and we had discussions about who would clean out the Devilfish after a Kroot herd had been locked in it for a while!

The Humans could be given transports... but I dont want them to replace the Fire Warriors in battlefield role.

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 Post subject: Vespids
PostPosted: Thu Feb 08, 2007 6:45 pm 
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Well that makes sense ... but the Kroot need to clean up after themselves !  :laugh: I'd guess the Human Aux., could use the Orca  and Manta too ?

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 Post subject: Vespids
PostPosted: Fri Feb 09, 2007 9:44 am 
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I too think exarchs are the natural answer, little actual conversion to do, the question is has anyone enough of them to make a Vespid army?

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 Post subject: Vespids
PostPosted: Fri Feb 09, 2007 3:09 pm 
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I have loads! I dont even use them for Exarchs attached to my Swooping Hawk stands! (Yes, I like them that much. They are almost as bad as the shouting Marine Commanders!)

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 Post subject: Vespids
PostPosted: Sat Feb 10, 2007 6:52 am 
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I think I've got 3-4 stands of them made up already, and it shouldn't be too hard to get that many more for dirt cheap.
-----
In 40k, Tau human aux don't have any transport options other than the Mk1 combat boot.  they're not even transportable in the Orca/Manta, IIRC!

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 Post subject: Vespids
PostPosted: Sat Feb 10, 2007 6:58 am 
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Bad choice ... the Human should have some options, IMO :)

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 Post subject: Vespids
PostPosted: Sat Feb 10, 2007 11:40 pm 
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Nice idea on the Exarchs minis CS! luckily I have a ton sitting around too.


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 Post subject: Vespids
PostPosted: Fri Feb 16, 2007 1:53 am 
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I still have an extreme concern in applying the FF bonus for them in the context of auxilliaries as, when it comes down to it, thematically they are identical in operation to Crisis Suits, simply different.

They flit about the battlefield applying their power (in the form of highly potent and fairly specialised weapons) where needed. Being Auxilliaries, however, they are probably a bit more common in this regard (across the Empire's forces that maintain Vespid components) than Crisis Suits themselves (though by no means as ubiquotous).

Anyhow, as for specific criticisms of how they're currently presented: I've not got much! They seem okay, most things considered.

My main reservation is that their decent FF ability isn't as useful beside Crisis Suits and other 'mobile' Tau Armies as the fluff would lead us to believe (the Crisis+Vespid Tagteam is almost presented as an excellent emblem of the Greater Good). I still feel a strictly handy 'boost' AP (AP4+[3+?] or similar)attack would be more suitable, allowing them to add 'weight' to a Crisis Formation whilst simultaneously adding to the overall punch rather significantly (ie alternative approach to drones, where you 'flood' with blast markers and 'bodies').

But, if everyone's set on keeping FF Ability as the main attraction/point of the Vespids, then I really don't have much past that! I'd still be keen to see them as simultaneously an upgrade *and* an Auxilliary units, but that's not a major issue.

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