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Firewarriors

 Post subject: Firewarriors
PostPosted: Wed Feb 22, 2006 8:17 pm 
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Quote (nealhunt @ 22 Feb. 2006 (11:19))
The 2x disrupt, scout, sniper and ML (and to a lessor extent, the CF) are more valuable to *me* in a basic E:A Tau infantry role in my E:A games for the price.


Actually, I agree. ?The unit points are incorrect.

Subtract out the cost of the DF, and pathfinders are 31.25 points each v 25 for the FW. ?For the 6.25 points per model, they get an extra Disrupt, Scout, Sniper, and Coordinated Fire.

I think we've safely passed the "no brainer" zone on 6 points for all that.

NH,

So since the Pathfinders have playtested out to be valuable but not over the top for a very long time, and folks like RedDevil, TRC, and myself have said for some time that the Firewarriors are lack luster in the Tau army - are you saying that the Firewarriors cost too much or they don't have enough functionality "P'z'azz" to warrant their current cost?

How would you go about *fixing* the FW's then since we are quite happy with the PF's as is?

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 Post subject: Firewarriors
PostPosted: Wed Feb 22, 2006 8:26 pm 
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@Honda,




6-12 Strength 5 weapons from a single Firewarrior infantry unit in 40K meant any enemy vehicle with armor 10 and/or armor 11 in 40K had to fear the basic infantry as well as the big guns in the Tau army.  That meant that rhino front armor, chimera side armor - basalisks had to just hide, and even Leman Russ and Demolisher rear armor was not safe from the Tau FW! Thus - the mobile cav of the FW in a skimmer was truly a force to be reconned with - Tau and Necrons are the only standard infantry issue weapons that not only due to mass Firepower against infantry, but the enemy vehicles weren't safe from the standard issue warrior either! In E:A - this concept is completely lost unless you want to engage vehicles with Tau, get really close, and risk your own BM and damage to your Tau formation - assaulting - even to FF just isn't a good proposition for the Tau Firewarrior, so that means FW in E:A are somewhat preordaned to deal with enemy infantry only.



I'm not sure I agree with this. Our +5 FF is respectable. If we were to engage anyone of those targets, I think the weight of shot we produce could take those targets down. However, I will grant that it isn't something you bet the house on.


I guess... hmm...

If but hear me out for a second... *IF* I'm going to get within 15cm, I'm gettin close to the enemy.

Do I want to fire my weapons twice or do I want to engage?

I'm only engaging to deal with the vehicles. Vehicles usually are either 'well protected' by other formations - or their armor is so good that FF is not where I want to be with them in E:A. Vehicles usually FF much better than they fight in base-to-base too... so engaging in E:A for Tau Firewarriors isn't really an option for me - accept in the most dire of situations.

So - not trying to convince anyone else, just attempting to explain my reasoning for not being thrilled with E:A Tau Firewarrior vehiclular FF as an alternative to what i'm used to doing with Firewarriors in 40K.

:)

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 Post subject: Firewarriors
PostPosted: Wed Feb 22, 2006 9:30 pm 
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How would you go about *fixing* the FW's then since we are quite happy with the PF's as is?


No clue at this point.  I haven't played Tau in months and when I did I was focused on other, non-FW issues.  I can't comment on FW performance.

I was just looking at stats v numbers.  The proportion looks off, for what I hope are obvious reasons.

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 Post subject: Firewarriors
PostPosted: Wed Feb 22, 2006 10:25 pm 
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Quote (nealhunt @ 22 Feb. 2006 (14:30))

I was just looking at stats v numbers.  The proportion looks off, for what I hope are obvious reasons.


Completely agree.

Their points do not match their performance - by comparison to the Pathfinders in the list.

Thus a part of my original response to your post a page or two ago.

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 Post subject: Firewarriors
PostPosted: Wed Feb 22, 2006 10:44 pm 
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Quote (Hena @ 22 Feb. 2006 (13:14))

One question is, why do the Pathfinders have the sniper on every unit? Or for the matter at all? Consider the marine scouts in 40k. They can have the sniper rifle as well, however only one model can be upgraded in scout formation to have sniper ability. How about doing the same for pathfinders?

Can't compare marine scouts to Tau pathfinders - its apples and oranges.

This E:A Tau decision to make pathfinders have the E:A Sniper ability goes back to JimmyGrill. If you are familiar with the Tau core design concepts from 40K or fluff - the Pathfinders are the elite sniping scout formation. Probably because Pathfinders are the premier sniper in the Tau battle line. All of them mark targets for the rest of the army, Their are 3 Strength 6 railrifles per unit, they can fire at different targets etc... (In E:A you only need 3-7 models to equal a unit) just a core design element really that was mirrored into E:A Tau.

Frankly, the formation has worked great and caused no problems in playtest since inception.

Their also a good answer against Tyranids! :devil:

But PF's aren't really the question in this thread, it's the FW - so back on topic for me...

Second point is that firewarriors could have 2 x AP5+ shots.

If you can get to 15cm, the E:A Tau do have that. Are you proposing that heve it at 30cm?

They certainly pack more punch in 40k.

Amen to that.

Would that be over the top?
Don't know.

Perhaps drop the disrupt ability
In exchange for 2x shot at 30cm? Maybe an idea to try.


(why is it there anyway)?

This also goes back to a JimmyGrill decision. In 40K, Tau can have all pulserifles (1 shot at 30", 2 shots at 12") or Tau can have up to half the models in the formation with pulse carbines (these cause pinning in 40K but have a shorter range) and the other half would still have pulse rifles.

So, the 15cm shot is causing disrupt to represent pulse carbines at a lessor range. Ironically, nobody plays the pulse carbines really and there was a big push by Tau players to make them 2 shot.

If you do the math in 40K, the Pulse Rifle is a better proposition due to the 2 shots at 1" - 12" range. They are also better proposition at the >18" - 30" range. That means the Pulse carbine in 40K really only has a valuable range at >12"-18" range. (a 6" window of efficiency out of the 30" potential) Thus - they are not fielded by the top players at all.

One also might consider giving it AT6+, but I don't think thats a good idea.

An AT shot is what they need to become flexiable, but its not really supported in the current E:A development. All 40K Strength 5 (and even Strenght 6 40K weaponry - think heavy bolter and multilaser) are considered AP only shots. Its not until you get to 40K Strength 7 shots that they gain some amount of AT6+.

So I'd have to agree with you Hena, Not being able to fight in combat and not being able to have an AT shot makes the formation questionable when there are other better choices in the list.

Unless from E:A terms you are looking for a 200 point Cadre to gain more access to the rest of the Contingents in the list, I struggle to find value in the E:A Tau for the 200 - 300 point investment in the Formation.

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 Post subject: Firewarriors
PostPosted: Thu Feb 23, 2006 5:27 am 
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Yep I prefer Crisis and Pathfinders over FWs too. FWs have large numbers but that becomes a bit of an anchor to weigh them down IMO. Hard to hide, hard to be too mobile with really. But I can see uses that I haven't yet practiced too.


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 Post subject: Firewarriors
PostPosted: Thu Feb 23, 2006 6:44 am 
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They do have a respectable FF ability (5+). The abilitiy to double to an activated IG mech squad, then hopefully win the initiative and sustain would probably finish 'em off.

The Etherial option though is a very powerful one - Extra FW, Skyray and Ethereal might wiegh in at 600 points but its nigh unshiftable and the fearless ability means its a nifty assualt formation to use against non specialist troops.

I think perhaps they may work (I haven't tried nor seen try) as a lynchpin formation. Big, will keep going reguardless and when in range and sustaining enough to wipe out any infantry/mech force. Course I wouldn't use more than one.

Everyone else is Crisis and Hammerheads supported by Pathfinders :)

Anyone had any experience of them as fearless manta escort?

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 Post subject: Firewarriors
PostPosted: Thu Feb 23, 2006 8:03 am 
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Quote (The_Real_Chris @ 22 Feb. 2006 (23:44))
Anyone had any experience of them as fearless manta escort?

LOL - now you are talking about some serious points!

BTW: answer = no, not here. :)

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 Post subject: Firewarriors
PostPosted: Thu Feb 23, 2006 2:08 pm 
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Hi!

I don't have all that much experience with Fire Warriors - those 200 points in my lists usually go towards another Grenadier Copany - but it has seemed that they would perhaps do with being a little more distinct in terms of operation.

AT isn't the way to go - the whole point is that they should rely on ML shots for that sort of thing - but the idea of 2xAP5+ at 30cm does sound reasonable enough...

Perhaps allow the option of taking either the second 30cm shot or keeping the Carbine (and associated Disrupt) shot for the stand?


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 Post subject: Firewarriors
PostPosted: Thu Feb 23, 2006 2:50 pm 
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The reference was made to scouts as they can have the sniper rifle (whole squad btw).


I think it noteworthy to mention the synchronicity of events between the Old SM 40K Codex, the development of EA, and the new SM 40K codex.

1. Old SM Codex, scouts only get three sniper rifles in a 10 man unit

2. EA Development ongoing, early lists produced. Most likely modeled after existing Codex, not proposed changes to new.

3. EA comes out.

4. New SM codex comes out, suddenly scout squads can get 10 sniper rifles in a 10 man squad. Now there is a disparity.

So, I think we should be cautious about how we try to relate what is in 40K vs. EA. Depending on when you take the snapshot in time, things may or may not be in sync.

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 Post subject: Firewarriors
PostPosted: Thu Feb 23, 2006 2:54 pm 
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Yep I prefer Crisis and Pathfinders over FWs too. FWs have large numbers but that becomes a bit of an anchor to weigh them down IMO. Hard to hide, hard to be too mobile with really. But I can see uses that I haven't yet practiced too.


This is an early observation on my part, but to date, I have yet to get the value out of my crisis units. Some of it has to do with deployment, so the opponent, but in the last two games where they were my "center of gravity" formation, I was less than impressed with their mobility, loved their weapons, very aware of how susceptible they are as a four unit formation.

For my money, at least in those two games, I would have been better served by a FW cadre with an upgrade.

However, I have not abandoned them yet, but I am waiting for them to impress me in an action.

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 Post subject: Firewarriors
PostPosted: Thu Feb 23, 2006 3:57 pm 
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Quote (Honda @ 23 Feb. 2006 (07:50))

The reference was made to scouts as they can have the sniper rifle (whole squad btw).


I think it noteworthy to mention the synchronicity of events between the Old SM 40K Codex, the development of EA, and the new SM 40K codex.

1. Old SM Codex, scouts only get three sniper rifles in a 10 man unit

2. EA Development ongoing, early lists produced. Most likely modeled after existing Codex, not proposed changes to new.

3. EA comes out.

4. New SM codex comes out, suddenly scout squads can get 10 sniper rifles in a 10 man squad. Now there is a disparity.

So, I think we should be cautious about how we try to relate what is in 40K vs. EA. Depending on when you take the snapshot in time, things may or may not be in sync.

@Honda,

Well said & good points.

Not to mention - they are something that have just 'worked' in the list for a long time without causing balance issues to date in batreps.

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 Post subject: Firewarriors
PostPosted: Thu Feb 23, 2006 6:53 pm 
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Not to mention - they are something that have just 'worked' in the list for a long time without causing balance issues to date in batreps.


Agree wholeheartedly. Sometimes we have this love/hate relationship with 40K in that it is the guiding force in EA sometimes, but not all the time and in some circumstances, but not all of them.

As I am more of a "Spirit of the Law" kind of person, I'm inclined to look at the big picture and see what the overall result/effect is. If it's close, that's great. If not, then is it unbalanced? If not, then I don't worry too, too much about the mechanism if it is a "reasonable" extrapolation of what we see in the 40K universe.

There's an interesting discussion going on in the Necron board about Monoliths and their relative effectiveness and without hijacking this thread, it is safe to point out that we're not the only one's that have to work to find that balance.

So, I agree about the Pathfinders. They are a great unit. They have some pretty cool abilities, and they have their downside as well...and in playtesting to date, have not shown themselves to be unbalancing a unit even if fairly popular.

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 Post subject: Firewarriors
PostPosted: Wed Mar 01, 2006 10:13 pm 
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So coming full circle, it sounds like the Firewarriors are lackluster, but have upgrade options.

Perhaps that ultimately equates to "working as designed."



Cheers,

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