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Discussions on the Tau.

 Post subject: Discussions on the Tau.
PostPosted: Sun May 18, 2008 6:41 pm 
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My gaming group has come, again, to the conclusion that the Tau list is over-strong, and I thought I'd raise some of the group's thoughts here for discussion.



The Moray

These are underpriced.

For 300 Points, you get a vehicle that puts out similar firepower to two Shadowswords, to which LOF can never be blocked (This is almost never a disavantage) and a super-shield which saves against TK hits on a 4+ (Nothing else in the game bar some Necrons is this tough).

The non-TK version of this vehicle is also too cheap, again putting out many shots that always ignore LOF considerations.

It is highly powerful, and has almost no downsides (It even gets two AA shots...); It has become a crutch for Tau players in the same way as 250pt Warhound Titans have for Space Marines.

If this non-canon vehicle (Which will never get a model) must stay in the army list, then at minimum it needs a 50pt price increase.




The Scorpionfish

For 225pts you can get a vehicle which can put out 6 AP3+ ignore cover shots (Assuming a Sustain Fire when the target is Markerlit, since markerlights are very cheap to obtain) at 150cm range, which also has decent armour, fast speed, and is a skimmer.

To compare with... a Basilisk squadron:

- Basilisks will hit less units (When was the last time you had 6 AP targets under a 3BP template?)
- The Scorpionfish ignores cover, the Basilisks don't,
- The Basilisks will degrade in power as they get shot at / they will break after one casualty (The scorpionfish will not, critical hits notwithstanding).
- The 3 Basilisks are much easier to kill (Armour not reinforced).
- The Basilisks are slower
- The Basilisks are not skimmers
- The Basilisks can't fire 4 Macro-Weapon shots. :D
- The Basilisks are 25pts more expensive.

As with the Moray, this vehicle is underpriced by 50pts, at the least.

The fact that for 100pts (A total of only 25pts more than a Moray) you can give it Supreme Commander and the Tau Super-shield just help highlight how very cheap this vehicle is, even when in comparison to another cheap unit.


Markerlight Sentry Drones

Quite apart from their (too?) powerful special rule that allows them to be placed in the opponent's table half, the note on how many are allowed per 1000pts belongs in the army list section, not in the unit's datasheet.


Jet Packs
My group continues to believe that the Tau Jetpack rule is overpowered, and our main Tau player (Jstr19) has stopped using it entirely, and he still wins most of his games even without it.


Broadside Suits

4+RA seems too tough on fluff grounds for this unit.

Why is the armour on a Broadside Suit better than that of a Dreadnought?

For that matter, why is the armour save of a single Broadside so much better than a unit (Which represents at minimum 3) of Crisis Suits?

It doesn't balance fluffwise, and feels overly-strong ingame.

======



Ultimately, my group continues to feel that the Tau army list is still over-strong and is in need of a number of ajustments (Not all of which I have listed here).

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 Post subject: Discussions on the Tau.
PostPosted: Sun May 18, 2008 7:08 pm 
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There is odd stuff with the Tau, but really there isn't much point bringing it up (best comment to date being from one chap saying there is no real difference between a 5+ and 6+ save on the fighter bomber). I'm just saving it all up to hopefully demonstrate in person to CS one day.

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 Post subject: Discussions on the Tau.
PostPosted: Sun May 18, 2008 7:57 pm 
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As much as I hate to pour salt on an old wound, I agree with E&C in general that the Tau are overpowered or at least were on the second to last version.  I still am of the opinion the greatest, deadliest strength of the Tau is in the wide variety of units at its disposal.  My solution at the time was to re-do the list to allow only one Auxilliary sublist per fielded army.  Drones, Humans, Kroot; pick one and deal with the consequences.  

I wince though everytime a Tau post comes up because there really is a such a tremendous division in the community with just as many experienced, trusted players insisting the list is just fine.

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 Post subject: Discussions on the Tau.
PostPosted: Sun May 18, 2008 7:59 pm 
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How come 150cm range?


heh, oops. :D

It's still too cheap even at 75cm mind you.


I still am of the opinion the greatest, deadliest strength of the Tau is in the wide variety of units at its disposal.

Aye, this doesn't hurt; The Tau can compete in any area of the game (Artillery, Aircraft, Airdrop, AA, Aaaand Firefight too), due to the large variety and nigh-universal utility** of units available to them.


Please do list all (other than FF4+ for Firewarriors bit).

I'll do my best to remember everything that got raised (It was a decent-sized list).


** == Most army lists have dud units after all, which is a failing of those lists of course, but the Tau don't really have that problem.

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 Post subject: Discussions on the Tau.
PostPosted: Sun May 18, 2008 8:18 pm 
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Nah they have stuff like firewarriors which despite being excellent mech troops are poor choices compared to everything else :)

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 Post subject: Discussions on the Tau.
PostPosted: Sun May 18, 2008 8:20 pm 
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Indeed, no chaff, just 'excellent', and 'better than that'. :D

I kid, I kid. :)

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 Post subject: Discussions on the Tau.
PostPosted: Mon May 19, 2008 12:23 am 
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Well, as I think we may have at least two Tau in the London tournament "experimental" day (Sunday 29th June), I hope we can see some of these points being proved / disproved. Which brings a thought - can you suggest a simple way to track the way "overpowered" formations or armies are performing? (also a topic for a new thread I think)

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 Post subject: Discussions on the Tau.
PostPosted: Mon May 19, 2008 1:57 am 
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(Evil and Chaos @ May 18 2008,20:41)
QUOTE
The Scorpionfish For 225pts you can get a vehicle which can put out 6 AP3+ ignore cover shots (Assuming a Sustain Fire when the target is Markerlit, since markerlights are very cheap to obtain) at 150cm range, which also has decent armour, fast speed, and is a skimmer.

150cm... I wish ?:devil:
I'd support an increase to 250pts for the Scorpionfish.

The fact that for 100pts (A total of only 25pts more than a Moray) you can give it Supreme Commander and the Tau Super-shield just help highlight how very cheap this vehicle is, even when in comparison to another cheap unit.

When you add the SC+Tau Deflector it doesn't get the extra shot (plasma Rifle) unlike the Shas'O so I'm not in favour of a price increase for the SC ability (the Deflector is obviously more useful than the Plasma Rifle to the ScorpionFish). As I already mentioned though I can see a small price increase for the ScorpionFish being acceptable.

Markerlight Sentry Drones
I have said elsewhere that I think these should be 75-100pts for 3 and keep EXACTLY the same rules as they have now. Great ability that should cost more than it does now.

Broadside Suits

4+RA seems too tough on fluff grounds for this unit.

Why is the armour on a Broadside Suit better than that of a Dreadnought?

For that matter, why is the armour save of a single Broadside so much better than a unit (Which represents at minimum 3) of Crisis Suits?

It doesn't balance fluffwise, and feels overly-strong ingame.
As has been said they are LV's. They do have the Walker ability though so I always put them in terrain (if possible). I can't really make my mind up on this... What are the stats for the Crisis Suit and Broadsides armour in 40K for comparison?

Ultimately, my group continues to feel that the Tau army list is still over-strong and is in need of a number of ajustments (Not all of which I have listed here).
I'm generally very happy with the core list and wouldn't favour many (if any) changes to the structure (although I was interested in Moscovian's idea if it doesn't change or reduce the total number of options available). There are some units that could have their cost increased (something is only overpowered if it's cost is too cheap). Morays could increase by 25-50pts (no more) and would still be usable and fair.
"non cannon"... move on, nothing to see here ?:alien:

My little gaming group believe it's more about how you play against Tau that will gain victory, not -
'we can't beat them if we play the way we play against other armies, so we have to nerf the Tau to allow us to keep playing our style of game'.





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 Post subject: Discussions on the Tau.
PostPosted: Mon May 19, 2008 2:24 am 
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Onyx, my plan was to actually increase the total number of units available to the Tau player, but restrict them according to auxilliary types.  That way all the cool drone models could make their way into the list, some Imperial vehicles, other Kroot models or Vespids or what-have-you.

My thinking would be it would be easier to balance the list in such a way while making the Tau more realistic IMO.  Managing different types of auxilliaries would probably be undesirable on the field due to the vastly different combat styles and the Tau would probably avoid fielding a motley bunch.  Anyway, I'll post something when I put it together finally.  I don't want to derail the thread any more than I have.

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 Post subject: Discussions on the Tau.
PostPosted: Mon May 19, 2008 3:39 am 
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(Onyx @ May 19 2008,01:57)
QUOTE

(Evil and Chaos @ May 18 2008,20:41)
QUOTE
Broadside Suits

4+RA seems too tough on fluff grounds for this unit.

Why is the armour on a Broadside Suit better than that of a Dreadnought?

For that matter, why is the armour save of a single Broadside so much better than a unit (Which represents at minimum 3) of Crisis Suits?

It doesn't balance fluffwise, and feels overly-strong ingame.

As has been said they are LV's. They do have the Walker ability though so I always put them in terrain (if possible). I can't really make my mind up on this... What are the stats for the Crisis Suit and Broadsides armour in 40K for comparison?

A Crisis suit is typically fielded in a Squad of 3, and each suit is S5 T4 W2 I2 A2 Sv3+ (roughly on par with a Space Marine Captain, except for the very low Initiative).  

The only Weapons reasonable capable of killing a Crisis suit other than the basic "make your opponent roll lots of saves, he'll fail eventually" are Anti-Tank weapons like Missile Launchers and Lascannons.

They further tend to have Shield Drones, giving the Squad a couple 4+ Invulnerable saves to bounce those anti-tank shots off of to keep the suits in the fight longer.

Assuming a Crisis Squadron of 3 suits + 2 Shield Drones, it will take 7 Antitank shots to kill every member of the Squadron, and *24* bolter hits** to gun down the squadron through failed saves.

A Broadside trades it's jetpack for heavier armor (Sv2+, equal to a Terminator), and usually operates in a unit by itself with 2 Shield Drones.  It takes 5 Lascannon or Meltagun hits to kill a broadside with ranged fire, and *18* Missile hits (assuming no AP2 or AP1 shots forcing me to use the 4+ Invuln instead of the 2+ armor).  You need *24* bolter hits** to kill a broadside through failed armor saves.  

**bolter hits are assumed to be wounding hits, double this number for raw hits, and add another 50% on top of that for total Marine Equivalents shooting:  72 MEq to kill 5 models (Crisis), 3 models (Broadside)

It takes 7 Lascannon hits to kill a Land Raider or Leman Russ from the front, on average. (1/6 chance of a Pen, 4/6 chance of a kill + 1/6 glance, 1/6 kill = 5/36 chance of a kill on any one shot). You might get lucky and kill it with the first shot, but it will NEVER take less than 3 Lascannons to kill a Broadside with 2 Shield Drones.

(Evil and Chaos @ May 18 2008,20:41)
QUOTE

4+RA seems too tough on fluff grounds for this unit.

Why is the armour on a Broadside Suit better than that of a Dreadnought?

Broadside suits (and Crisis suits, for that matter) have an infantry statline in 40k (and a Broadside can roll a 2+ Armor Save against Missiles!).  A Dreadnought is an armor 12-12-10 vehicle (front-side-rear), which means that a lascannon will penetrate 3/6 of it's hits, and kill 3/6 of those hits (9/36 chances to kill, 4 hits almost guarantees a kill).  In addition, it will further glance 1/6 of the hits, which has another 1/6 chance of a kill (1/36 chance of a kill, 10/36 chance of a kill total for Glance + Pen).  

Stepping down to Missiles, a missile has a 2/6 chance of a Pen, 1/6 glance (9/36 total chance of a kill on a Dreadnought).  A missile has a 5/6 chance of wounding, and a 1/6 chance of killing the *First* Shield Drone (5/36 chance of killing the Drone, but doing NO actual damage to the combat effectiveness of the Broadside).  The second Shield Drone has another 5/36 chance of dying to a missile, but there's STILL no loss of combat effectiveness if the #2 drone goes down.  The Broadside himself has a 5/36 chance of dying to a third missile (a missile is double the Broadside's Toughness, so he dies outright).  I don't know enough probability to finish analyzing, except to say that there is absolutely NO way to kill a broadside with less than 3 shots, while there's almost a 1/3 chance of killing a dread with ONE shot.

Does this bit of Math-hammer answer your question? [/teacher mode]
(not trying to be rude here, honest, but it sure reads that way)

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 Post subject: Discussions on the Tau.
PostPosted: Mon May 19, 2008 8:52 am 
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(Onyx @ May 19 2008,01:57)
QUOTE
My little gaming group believe it's more about how you play against Tau that will gain victory, not -
'we can't beat them if we play the way we play against other armies, so we have to nerf the Tau to allow us to keep playing our style of game'.

Out of interest what ways am I missing. For example the skimming tank horde has to be shot with artillary as far as I can tell (or other 'deep strike' style attacks that aren't cc based).

The GM horde seems to need all its markerlights killed fast enough to stop you getting mauled (tricky turn one, have to hope the tigersharks arent carrying too many ml drones and the pathfinders are getting used up quick to have a hope turn 2).

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 Post subject: Discussions on the Tau.
PostPosted: Mon May 19, 2008 10:44 am 
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What bothers me the most in this list  are three things ;

- Too many units, some being "fan made" while not really needed (Moray, Scorpionfish...It's not because it's Epic the Tau need those to "feel" Epic). Wouldn't hurt if the number was "simplified" (by making a single profile for some similar units in their spirit). It's quite a minor trouble, though.

- The way the army list is. It's too permissive in its upgrade for everything. I believe the Tau are more alike to the Eldar in the way of battle, and that means they should use a lot of specialized formations to strike at their opponents - rather than the "W40k make your army with all you want" way of thinking.

- The markerlight sentry drones. I would rather see them used in a special scenario or in a "collector" section. They have nothing to do in the "standard" tournament army list. I know FW made these models, but that doesn't mean you HAVE to include them in the tournament army list at all costs. By the way, it's another "fan made" unit - and quite overpowered, moreover.






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 Post subject: Discussions on the Tau.
PostPosted: Mon May 19, 2008 11:36 am 
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(Ginger @ May 19 2008,00:23)
QUOTE
Well, as I think we may have at least two Tau in the London tournament "experimental" day (Sunday 29th June), I hope we can see some of these points being proved / disproved. Which brings a thought - can you suggest a simple way to track the way "overpowered" formations or armies are performing? (also a topic for a new thread I think)

Percentage-based win-loss stats for all armies, rather than a points-based league.

I think that's why I've been saying percentage-based stats would be good ever since the 'championship' was started. :)

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