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EA Tau Version 4.3.2

 Post subject: EA Tau Version 4.3.2
PostPosted: Sun Dec 18, 2005 7:17 pm 
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Understandable.  I was just curious if there was one as it was a bit of a hassle looking up stats yesterday.


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 Post subject: EA Tau Version 4.3.2
PostPosted: Mon Dec 19, 2005 10:37 pm 
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More comments:

Drones - I would say that Drones cant chose to ignore hits, but also that they would not be vulnerable to AT fire if they were in a formation without AV units.

Master Shaper - I have removed the 'assault weapon' entry for the Kroot Rifles.

Tau Names - Nerroth, the document doesnt exist at the link that you stated.

Proposed Upgrades for the Armoured Hunter Cadre
- Hammerheads
- Skyray
- Piranhas
- Tetras
- Swordfish

Gun Drones - I kept these at 'squads' to differentiate between a Gun Drone 'unit' and 'formation'.

I have also seperated out the two Tiger Shark stat tables.

Thanks.

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 Post subject: EA Tau Version 4.3.2
PostPosted: Mon Dec 19, 2005 11:35 pm 
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CS,

My comments regarding Tau WIP v4.2.8 vs. what I see in v4.3.2...

1) Deflector was supposed to change to goes off first for logistical reasons, therefore, it was changed to the following in the WIP list

Tau Deflector Shields

The Tau Deflector Shield is similar to an invulnerable save. It is used before armour or reinforced saves are rolled instead of after. In addition, It has no effect against base-to-base combat attacks. Against other attacks, the Deflector Shield save roll will be 4+, 5+ or 6+ instead of only 6+ and may be used against the strongest of attacks. It's a 6+ vs. weapons that allow both Armor Saves and Reinforced Armor Saves to work normally (e.g. AT shots). Its a 5+ vs. any shots that don't allow both Armour Saves and Reinforced Armour saves but does allow one of them (like Macro-weapon and Lance). Finally, its 4+ against anything that doesn't allow any armor saves (like Titan Killer).

2) ML needs to be able to target aircraft. See appropriate threads. Don't want to reinvent the wheel for something that's not only working, but also has a gaming and fluff precident to be legal/justified. (regardless of real life)

3) I have the 'army list' section all on one page... get rid of some blank space inbetween cadre, contingents, upgrades, etc. In addition, check your margins. Go down to .5" margins and you should save a ton of space... at least, that's what I did in my excel file of Tau WIP v4.2.8 - seemed to do the trick. You should be able to do the same - if interested. Definitely saves some paper and makes things easier on the eyes when looking through the list IMHO. ;)

4) AMHC - you changed upgrades to 'any'. You also proposed to change that from 'any' to what is listed in v4.2.8 "Hammerheads, Skyray, Swordfish" but add in "Piranha and tetra"...

I would not recommend adding in the piranha and tetra. These allow the formation to take on a lot of extra hits and bolster its ranks. These are also 'scouting' formation pieces. If you want to offer another upgrade to the formation, I would consider the Stingray. It has marker lights and can give you the anti-personel role, but it doesn't allow the formation to get crazy big. AMHC + HH + Piranha + Tetra would get it to 15 models or so... that's just too big IMHO and may imbalance the formation unnecessarily. Tau are not known for fielding orky formations of vehicles hordes. I would ask that you refrain from including scouting vehicles in this Main Battle Tank formation of vehicles. I do think the Stingray is adequate if needed though as I can see a MBT formation bringing in the Stingray's AP potential incase the enemy closes on the formation. Just my comments though CS... you the man. :)

5) Scorpionfish contingent

You have upgrades: Dragonfish and Supreme Commander.

As you've removed "Dragonfish" as a listed item in the upgrades section, I'd remove it from the Scorpionfish upgrades list.

6) Gun Drones:
You've listed them as Gun Drone Squads in the army list.
You've kept them as Gun Dron Squadrons in the Data Sheets.

Regardless of what you call them, they should match for gramatical clarity.

7) I'm apposed to the Skyray at 50 and the loss of the Seeker.

I'm very much in favor of the following, as it has tested successfully in v4.2.8 thus far...

Weapon  Range  Firepower  Notes
Smart Missile System  30cm  AP4+  Ignore Cover
2 x Hunter Missles  75cm  AT6+/AA6+  Guided Missles
Seeker Missiles  75cm  AT6+  Guided Missles

Notes: Skimmer, Markerlights

8) Ta'ro'cha should be removed from the crisis and broadside names. See the v4.2.8 WIP list for reference. That's not really part of the units name, its a fighting style.

9) Dragonfish - you are correct on the +100 point price. I appoligize for forgetting about the fact that we all agreed to that some time ago - LOL... Afterall, I had v4.2.8 already updated with that change even!  :blush:

However, your stats don't seem right and you have the Deflector on the unit still - eeek!

Here's the way it looks in v4.2.8 (for +100 and exchange for scorpionfish)

2 x Twin-linked Missile Pod 45cm AP4+/AT4+ Fixed Forward Arc
2 x Smart Missile System 30cm AP4+ Ignore Cover
Tracer Missiles 75cm MW6+ Guided Missiles
Hunter Missiles 75cm AT6+/AA6+ Guided Missiles
Seeker Missiles 75cm AT6+ Guided Missiles

Damage Capacity 3, Critical Hit Effect: The Communications Array is severed and the Dragonfish loses the Tau Supreme Commander ability for the rest of the game. Further critical hits cause no further effect.

Notes: Skimmer, Reinforced Armour, Tau Supreme Commander (same as normal Supreme Commander, but with 'Coordinated Fire' instead of 'Commander')

10) Great Knarloc doesn't need "Walker" ability since its infantry now. ;)

11) Moray FF value should be 5+. It has way too many guns to really be a 6+ in FF.

12) Moray CC value should be -. It cannot fight in base to base and if it could, it wouldn't do anything. Therefore should have no CC value.

13) MANTA should have a 4+ FF value. As discussed at length, its the one unit in our army that really has a monstrous amount of firepower and could justify a 3+ FF and possibly a 2+ FF value... the 4+ is reasonable and justified for the sheer size and armorment... (similar justification for the Moray's 5+ FF)

14) Hero salvo should go to 4x MW 6+ Guided instead of 6x

15) I'd like to see the drone sentries make it into the collectors section. Many are now playtesting that formation now. It seems quite fluffy. I don't think its ready for main list, but as FW has a 40K model for it, and has a potential for creating an E:A model, seems reasonable to include it. It's already in IA3 for 40K.

That's all I seen CS... definitely coming along.

Hoping to see these changes ASAP - then I won't have to have the WIP list. We'll all be using 4.3.2!  :alien:  :cool:  :8):

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 Post subject: EA Tau Version 4.3.2
PostPosted: Tue Dec 20, 2005 2:32 pm 
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Quote (CyberShadow @ 19 Dec. 2005 (21:37))
Drones - I would say that Drones cant chose to ignore hits, but also that they would not be vulnerable to AT fire if they were in a formation without AV units.

That's how we've been playing them and I think it makes sense.

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 Post subject: EA Tau Version 4.3.2
PostPosted: Tue Dec 20, 2005 11:49 pm 
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Quote (nealhunt @ 20 Dec. 2005 (07:32))
Quote (CyberShadow @ 19 Dec. 2005 (21:37))
Drones - I would say that Drones cant chose to ignore hits, but also that they would not be vulnerable to AT fire if they were in a formation without AV units.

That's how we've been playing them and I think it makes sense.

That's the way we've been playing them as well. Probably needs clarity lest some individual attempt to 'bend' this one way or the other.

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 Post subject: EA Tau Version 4.3.2
PostPosted: Wed Dec 21, 2005 12:42 am 
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Tau Names:


Fire Warrior = Shas'senshi (since the shas'ui is a Fire Warrior too! An equivalent to Gue'senshi for my Grenadiers, a means of referring to Shas warriors without recourse to rank)

Pathfinder = Shas'kusa'wake

Tetra = Shas'mono'mi

Piranha = Shas'ken'mi

XV15 = Shas'myen

XV8 suit = Shas'kik'yoku

XV88 = Shas'gen'hou

Devilfish = Shas'umi'kei

Hammerhead = Shas'mo'ku'zame

Swordfish = Shas'ka'jiki

Skyray = Shas'kor'ei

Stingray = Shas'aka'ei

Narwhal (Scorpionfish) = Shas'ka'ku

Dragonfish (which we could call Dragonet, too) = Shas'ryu'o

Kroot Carnivores = Ryou'shi'vesa (vesa for Kroot serving in the Empire's forces, ranked ?la to ?o equating to Kroot tribal rank)

Kroot Master Shaper = Ryou?shi?o

Kroot Hounds = Ryou'shi'sou'ku

Krootox = Ryou'shi'gis'sha

Great Knarloc = Ryou'shi'kyou'ryu

Barracuda = Kor'ka'masu

Tiger Shark = Kor'tora'zame

White Shark = Kor'zuro'zame

Orca = Kor'shas'shi

Moray = Kor'utsu'bo

Manta =  Kor'shas'ma'kei


Gary

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 Post subject: EA Tau Version 4.3.2
PostPosted: Tue Dec 27, 2005 3:15 pm 
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Where are we with 4.3.2? Did all the technical edits get in that we are expecting? Should we assume that this is the version that we'll be testing for the next XX days?

Thanx!

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 Post subject: EA Tau Version 4.3.2
PostPosted: Tue Dec 27, 2005 3:56 pm 
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Tau-ese ... Nice ! :D  Good work !

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 Post subject: EA Tau Version 4.3.2
PostPosted: Wed Dec 28, 2005 6:31 pm 
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Quote (Honda @ 27 Dec. 2005 (08:15))
Where are we with 4.3.2? Did all the technical edits get in that we are expecting? Should we assume that this is the version that we'll be testing for the next XX days?

Thanx!

I'll echo this... i was expecting a 'its final' announcement or something. I know we had 15+ updates still pending in the 4.3.2... and there was all that ML and skyray chatter for awhile.

so... where are we at and whats the plan at this point?

-- in need of direction.

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 Post subject: EA Tau Version 4.3.2
PostPosted: Wed Dec 28, 2005 9:05 pm 
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Hi. It is not final. There will be a version 4.3.3 as soon as I can. It will be close to v4.3.2 but with ammendments for leadership of armour, Skyray and other recent issues being debated.

I will get this sorted out in the next couple of days.

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 Post subject: EA Tau Version 4.3.2
PostPosted: Thu Dec 29, 2005 9:18 am 
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Thanks for the heads up CS... what about th  15 or so items I noted above? Will they also see attention?

Thanks for giving us a 4.3.3 target within the next couple days. I guess that means theres a possibility for some 4.3.3 playtest games over the new year holiday weekend then...

Here's to hoping anyway!

cheers,

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 Post subject: EA Tau Version 4.3.2
PostPosted: Thu Dec 29, 2005 9:56 am 
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That skyray Tactica, what points?

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 Post subject: EA Tau Version 4.3.2
PostPosted: Thu Dec 29, 2005 10:02 am 
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TRC - I was thinking start at 75 due to results of other playtest with it that way... however, I'll point you to CS's comments in the Skyray thread. He's already made up his mind about what he's doing with that, so that one particular point has been addressed. He's asked everyone to start testing out a new version of the skyray.

I do prefer the one above for the 75 points, but happy to please the boss as well.

Cheers,

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 Post subject: EA Tau Version 4.3.2
PostPosted: Thu Dec 29, 2005 3:37 pm 
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HI. I hope to get version 4.3.3 worked on over the weekend. As for the various issues, my 'normal' procedure is to go back through the threads since the last update (hence the 'markerlight thread') and distill the points and make changes as I go through. This will include the items mentioned in this thread.

All the best.

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