Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 287 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 20  Next

Aspect: Tau Units

 Post subject: Aspect: Tau Units
PostPosted: Mon Oct 20, 2008 8:38 pm 
Brood Brother
Brood Brother

Joined: Fri May 13, 2005 11:01 pm
Posts: 1455
Biggest change isn't a unit change, it's a rules change:  GMs *must* be fired at a marked target.  This forces maneuvering to mark targets, reduces gunline issues (kill the MLs, no GM-spam).  With this change, include the +1 to-hit from a marked target into the base attack line for GMs (AT5+, AP4+, or MW5+.  AA missiles unaffected).  Also, increase GM range to 90/105 cm.

Manta:
Change:  Reduce weaponload to match FW/40k (roughly Reaver-level), reduce points.
Rationale:  Manta is not supposed to be a Tau Titan.  Tau had a hard time dealing with titans until AX10, unless they brought a Manta (AX10 carries same big rails).

Moray:  
Change:  Reduce Weaponload to par with Warhound.
Rationale:  If Manta doesn't have 2x rail shots, why would a much smaller vessel?

Turrets (both ML and gun):
Change:  cut/paste into Collector's Section.
Rationale:  All these units are for defensive operations.  Tournament Scenario is supposed to be a Meeting Engagement where two maneuvering forces have come into contact.  These units are counter to the assumption and feel for the Tau in tournament play.  (Save for 'Siegemasters' list)

Crisis (and Stealth):
Change:  Add MW FF attack from Fusion Blasters.
Rationale:  Every other list with a ranged MW attack has MW FF (Fire Dragons, Landspeeder, do I need to keep going?).

Stingray/Scorpfish:
Change:  Just the GM rule-change, detailed above.
Rationale:  All of a sudden, these units are completely ineffective outside 30cm (45 for Scorpfish) if they don't have a ML unit within 30cm of the enemy.  This will require some points changes.  (Note that the scorpfish does not even have a ML, so only has 2x 45cm AP4+/AT4+ without ML support.)

_________________
"For the Lion and the Emperor!"


Top
 Profile Send private message  
 
 Post subject: Aspect: Tau Units
PostPosted: Mon Oct 20, 2008 10:26 pm 
Brood Brother
Brood Brother

Joined: Wed Aug 10, 2005 11:44 pm
Posts: 1891
Location: Katy, Republic of Texas
Quote: (Honda @ 19 Oct. 2008, 23:09 )

UNIT: TAU SCORPIONFISH
My opinion: No change
Rationale: A characterful unit that is hinted at in IA3: Taros campaign. The unit itself is a natural progression for Tau warfare theory

A mobile Orca Bomber is referenced. There is no reference to a static missile barge.


I would quote from IA3, pg 202, third paragraph down on the right column:

"There were unconfirmed reports of other variants of the Orca, armed with multiple missile racks and bomb bays, but none of these were positively identified during the Taros Campaign".

I apologize for the original tone of my posting.




_________________
Honda

"Remember Taros? We do"

- 23rd Elysian Drop Regiment


Top
 Profile Send private message  
 
 Post subject: Aspect: Tau Units
PostPosted: Mon Oct 20, 2008 10:41 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Sorry, I was mistaken on the reference.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Aspect: Tau Units
PostPosted: Mon Oct 20, 2008 11:38 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
Hmm, that's certainly a reference to a missile orca, but nothing suggesting it'd be a skimmer rather than a flyer...

Anyway, that's off topic.

_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
 Post subject: Aspect: Tau Units
PostPosted: Tue Oct 21, 2008 12:10 pm 
Swarm Tyrant
Swarm Tyrant
User avatar

Joined: Thu Jan 02, 2003 6:22 pm
Posts: 9350
Location: Singapore
Quote: (Evil and Chaos @ 20 Oct. 2008, 11:57 )

Sorry, Cybershadow repeatedly refers to this thread as a 'discussion' in his initial post.

I took that to mean that discussion was encouraged.

*shrug*

My original intention was to use this as a (friendly) discussion thread as well as a set of suggestions, so that we can evolve ideas about the units and people can post updates, etc.

If you guys would like the suggestions and discussion sides seperated out, let me know and I will throw out an additional thread for this.

_________________
https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond.
https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.


Top
 Profile Send private message  
 
 Post subject: Aspect: Tau Units
PostPosted: Tue Oct 21, 2008 12:41 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
I'd be surprised if genuinely new ideas come to light now, we're going to be discussing the same issues from minutely different angles; Let's just have the 'list structure' thread and then you can make some initial decisions?

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Aspect: Tau Units
PostPosted: Wed Oct 22, 2008 1:09 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Oct 05, 2005 1:24 am
Posts: 4499
Location: Melbourne, Australia
I have a radical proposal that I'd like to throw out there for general comment.


WEAPON: TAU RAILGUN
My opinion: make it 60cm universally for ground forces(inc support craft)
Rationale: It's still a great ranged weapon, it forces the Tau to manoeuvre more, it gives the Tau a solid 60cm band across all unit types, it tones down the range at which Tau can shoot thus scaling back their perceived imbalance.


Top
 Profile Send private message  
 
 Post subject: Aspect: Tau Units
PostPosted: Wed Oct 22, 2008 1:23 am 
Brood Brother
Brood Brother

Joined: Fri May 13, 2005 11:01 pm
Posts: 1455
Then we're breaking the current alignment between 40k ranges and E:A ranges.  Ion Cannon is 60"/60cm, rail is 72"/75cm.  While this has been done on infantry weapons (plasma guns for stormtroopers are 24"/30cm, while bolters are 24"/small arms), this change would break/set precedent on vehicle weapons.

Also, the big rails one the support craft are 108" range in 40k (so are the rails on the AX10, but that's a different discussion).

_________________
"For the Lion and the Emperor!"


Top
 Profile Send private message  
 
 Post subject: Aspect: Tau Units
PostPosted: Wed Oct 22, 2008 1:34 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
Ok, this is pretty wild, but I'd like to propose some radical stats for the Manta.

Given that we have a concensus that the Manta should be more of a troop carrier than a gunboat, to me, the nearest equivilent in Epic is the Marine Landing Craft. They certainly carry a very similar number of vehicles and troops.

It's well known that epic aircraft have artifically reduced DC (see thunderhawk etc), which would put a Manta at about DC5 if it were a bomber. That's pretty close to the Landing Craft.

So, with that in mind, might it not be possible to at least conceive of the Manta as a bomber rather than the frankly awkward support craft concept?

A weapon downgrade is also fairly agreed upon. I've tried to reflect the 40k weapon layout more closely here, though these are pretty rough stat conversions. Note that in 40k the heavy railcannon is TK(1), whereas other similar weapons (Pylon, Volcano Cannon) are explicitly TK(d3).

Code Sample: 

Tau Manta

Type:         Speed:       Armour:   Close Combat:   Firefight:
War Engine    Bomber       4+        6+              4+

Weapon                   Range          Firepower          Notes
Twin Heavy Railcannons   90cm           MW 2+              TK(1), Fixed Forward Arc
3x Twin Long Barrelled
  Ion Cannons           60cm           AP3+/AT3+          Fixed Forward Arc
8x Drone Targetted
  Burst Cannons         15cm           AP5+/AA6+          -
Twin Missile Pods        30cm           AP4+/AT5+
Seeker Missiles          75cm           MW6+               Guided Missiles

Damage Capacity 5, Critical Hit Effect: The Manta’s shield control systems are damaged and the
deflector shield fails. It is unavailable for the remainder of the game. Further Critical hits will
cause an additional point of damage.

Notes: Reinforced Armour, Tau Deflector Shield, Fearless, Planetfall, Transport (may carry 16 of the
following units: Fire Warriors,Pathfinders, Stealth, Gun Drones, Heavy Drones, Crisis, Broadsides,
Piranha, Tetra. Note that Crisis units, Piranha and Tetra take up two spaces each. Additionally, up to
four of the following vehicles may be carried as well: Devilfish,Hammerhead, Swordfish, Skyray,
Stingray).


Somewhere around the 600 point region?

Thoughts anyone?




_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
 Post subject: Aspect: Tau Units
PostPosted: Wed Oct 22, 2008 1:50 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Oct 05, 2005 1:24 am
Posts: 4499
Location: Melbourne, Australia
This is an additonal idea that I think needs revisiting if we do want synergy and down powering with a new design of list V5.0?? I understand some won't like it, but I think it could be a useful amendment for the list.

Unit: BROADSIDE BATTLESUIT
My opinion: make them Infantry
Rationale: Synergy. Now, I know all the arguments over this previously, but Tau don't have a dedicated heavy AT infantry. Crisis suits are jack of all trades and their speed and stats don't mesh well with foot FW formations as you lose a bit of their true potential by adding them to FWs. It would also be nice to not have to rely on tanks to provide the AT backup FWs need if you so chose. Sure, you can do that already, but giving Broadsides Infantry could also mean you could combine arms with FWs more cleanly - not have the LV aspect (AT shooting) effecting the FWs. Combing this idea with my proposal on railgun stats would also make this option a little less on the nose as Broadsides wouldn't be shooting quite so far on garrison.


Top
 Profile Send private message  
 
 Post subject: Aspect: Tau Units
PostPosted: Wed Oct 22, 2008 1:53 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
Hmmm, Broadsides are already pretty well protected by their very decent armour save, and making them infantry makes them significantly tougher again. This would probably have to be coupled with a drop in armour save.

_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
 Post subject: Aspect: Tau Units
PostPosted: Wed Oct 22, 2008 2:19 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Oct 05, 2005 1:24 am
Posts: 4499
Location: Melbourne, Australia
Then we're breaking the current alignment between 40k ranges and E:A ranges.  Ion Cannon is 60"/60cm, rail is 72"/75cm.  While this has been done on infantry weapons (plasma guns for stormtroopers are 24"/30cm, while bolters are 24"/small arms), this change would break/set precedent on vehicle weapons.
[QUOTE]
Fair enough, but we are playing a different game and we can make our own adjustments for balance, surely? It is an abstraction I agree but I thought it might be a decent power balancing factor.


[QUOTE]This would probably have to be coupled with a drop in armour save.

I would wear that if it made them more synergistic and able to work more closely with FWs. Flat 3+ armour save, same as Crisis? What Crisis have in agility and armour, Broadsides have in straight up armour???

Top
 Profile Send private message  
 
 Post subject: Aspect: Tau Units
PostPosted: Wed Oct 22, 2008 2:22 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
There is also the cost/army alteration issue.  Most people have broadsides based one to a base already.

_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 287 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 20  Next


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

cron

Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net