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Tau vs Imperial Guard, 3k

 Post subject: Tau vs Imperial Guard, 3k
PostPosted: Wed Sep 24, 2008 1:30 pm 
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I think one of the problems is there are only three things to do to the formation. Alter its shooting, alter its survivability. With the planetfall option the range isn't that important. So 'balance' vs fun and utility will always be a tricky thing to get to make people happy. I guess each more and more extreme unit in the game (and support craft are pretty extreme) alters the metagame as you have to have counter measures and this is better for some armies, worse for others.

But certainly it ties into the chat last night with ever more 'extreme' army list selections coming up, all to minimise weaknesses and limit the number of armies you have to plan to defeat.

I think 'common' or what you might consider representative armies, especially the older lists like orks, will get rarer as they include more of the specials to deal with the newer stuff (zaps etc).

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 Post subject: Tau vs Imperial Guard, 3k
PostPosted: Wed Sep 24, 2008 1:45 pm 
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The concept behind the Support Craft in general is that it is somewhere between a skimmer and an aircraft.  I've been thinking that perhaps the ranges for these units need to be revisited and perhaps limited much the same way weapons on aircraft have different ranges from weapons on ground vehicles.

This is just one aspect of the support craft.  Being there are only three of them in all of Epic-dom right now, another set of things to reconsider are their cost, armor, and armament.  

I would say that these types units make things boring, too easy, etc. but they represent such a small % of units in the Tau army and even smaller in Epic generally that I think they have their place.  As mentioned, support craft have pluses and minuses and if costed appropriately I can't see why they couldn't be balanced parts of the game.  

I don't feel like delving into Tau specifics but lowering range and upping cost sound reasonable.  The planetfalling ability can mitigate the range in some respects but remember that the closer the Support Craft is to shoot, the closer it is to be shot at.  If it is reaching that 45cm hot zone, it could easily come under some serious firepower.  

Question: Despite the fact that these units can always draw line-of-fire, I've always played that the standard -1 cover modifier still counts.  Ex. IG guardsmen stacked against the side of a building could be hit, but the cover modifier would still count.  Also, units in terrain (like inside a fortification) still get those cover saves.  Are other players doing this as well?

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 Post subject: Tau vs Imperial Guard, 3k
PostPosted: Wed Sep 24, 2008 1:52 pm 
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Quote: (Ginger @ 24 Sep. 2008, 20:09 )

3) Increase their cost to reflect the number of additional boosts they have over similar units elsewhere.

This is obviously my preferred option and a suitable solution.
Said it before - No such thing as over-powered, just under-priced.

Thanks for the write-up Ginger, very interesting post.

I think one of the problems is there are only three things to do to the formation. Alter its shooting, alter its survivability.

Whats the 3rd option TRC?

I've been thinking that perhaps the ranges for these units need to be revisited and perhaps limited much the same way weapons on aircraft have different ranges from weapons on ground vehicles.
Battlcannons on Thunderhawks do not have a range reduction from land based versions. I'm not in favour of reducing weapons ranges or the Morays will HAVE to deploy via Planetfall (whereas right now they have a choice).

Question: Despite the fact that these units can always draw line-of-fire, I've always played that the standard -1 cover modifier still counts.  Ex. IG guardsmen stacked against the side of a building could be hit, but the cover modifier would still count.  Also, units in terrain (like inside a fortification) still get those cover saves.  Are other players doing this as well?
That is exactly how we play it.

Your definately right though Mosc. This really seems to be much a do about nothing when the number of Support Craft units are considered...




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 Post subject: Tau vs Imperial Guard, 3k
PostPosted: Wed Sep 24, 2008 3:16 pm 
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Quote: (Onyx @ 24 Sep. 2008, 13:52 )

Battlcannons on Thunderhawks do not have a range reduction from land based versions. I'm not in favour of reducing weapons ranges or the Morays will HAVE to deploy via Planetfall (whereas right now they have a choice).

Possibly THawks ought to have a range reduction if in the air - - but that would be a 'special' rule. However, it is important to note that THawks only throw 1x Dice for their battlecannon so the actual effect is insignificant compared with other units which get to throw multiple dice, often with better stats.



Question: Despite the fact that these units can always draw line-of-fire, I've always played that the standard -1 cover modifier still counts.  Ex. IG guardsmen stacked against the side of a building could be hit, but the cover modifier would still count.  Also, units in terrain (like inside a fortification) still get those cover saves.  Are other players doing this as well?

That is exactly how we play it.

Your definately right though Mosc. This really seems to be much a do about nothing when the number of Support Craft units are considered... Maybe not yet; though if the evolution of "Skimmer" is anything to go by, perhaps it should be considered to prevent further turmoil (and burst veins). :smile:

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 Post subject: Tau vs Imperial Guard, 3k
PostPosted: Wed Sep 24, 2008 4:49 pm 
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Quote: (Onyx @ 24 Sep. 2008, 13:52 )

I think one of the problems is there are only three things to do to the formation. Alter its shooting, alter its survivability.

Whats the 3rd option TRC?

I'd have to a) kill you if I told you and b) have to remember :)

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 Post subject: Tau vs Imperial Guard, 3k
PostPosted: Wed Sep 24, 2008 5:17 pm 
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We also play with the -1 to hit in cover. The problem with this however in terms of the Manta and Moray is what they usually spend time shooting at Tanks/Titans have to risk blowing up to ever cover. But I agree that the Support craft are getting attention irrespective of their number. There are only 4 or 5 of them. (are there still supportcraft in the Nid List?)


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 Post subject: Tau vs Imperial Guard, 3k
PostPosted: Wed Sep 24, 2008 5:27 pm 
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There is a) few units but b) large numbers of points. A third of your army could go on them.

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 Post subject: Tau vs Imperial Guard, 3k
PostPosted: Wed Sep 24, 2008 5:33 pm 
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Yes, the Thunderhawk, I forgot about that one.  But all the others have reduced ranges.... I think.  Almost all aircraft have reduced ranges - is that better? ???

The range reduction for the Moray I can't comment on.  I've never fielded that particular unit although I would say it might be worth it for you or others to try it out.  The Dark Eldar's Executor has a top range of 60cm (1 x MW3+ TK) which is significantly lower than most units of its price range.  The rest of the armament runs 30-45cm.  The thing is a transport first and foremost so this may not be the best comparison, but I feel comfortable with the unit's balance... even with the debated support craft ability.  Looking over the Moray stats I can't help but think it is overpowered and in need of a range cut.  I won't speculate further though.

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 Post subject: Tau vs Imperial Guard, 3k
PostPosted: Thu Sep 25, 2008 2:00 am 
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Quote: (The_Real_Chris @ 24 Sep. 2008, 23:49 )

Quote: (Onyx @ 24 Sep. 2008, 13:52 )

I think one of the problems is there are only three things to do to the formation. Alter its shooting, alter its survivability.

Whats the 3rd option TRC?

I'd have to a) kill you if I told you and b) have to remember :)

LOL... priceless.

Thanks mate  :vD

I've always thought that the Squat Overlord Airship could use Support Craft aswell.




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