Quote: (Dobbsy @ 25 Sep. 2008, 00:08 )
Fair enough LiTS but how do we then balance the lack of an artillery ability of the Tau? RSTs went someway to providing that.
The problem I see is that we've created a Tau list that is fragile - and they really are fragile when you do actually hit them (e.g no RA on tanks etc) - but if you take away an ability to hit the rear board like every other army can do without LOS then they get even more weak IMO. They can't project firepower and they have to move into position to attack that rear board area, exposing them.
I see everyone else beat me to the list of stuff that does do it, combined with being able to move while doing it! And they are far better off than Marines, CSM and even Orks to an extent, with all their options putting troops very much in harms way (with armour 6 fighters, air assaults, one way teleports on turn one or suicide runs by warhounds and similar). The Tau options are all more survivable than that.
Pretty much the only army with reliable base line attacks is Imperial Guard and Siegers, with L&D having some capability depending on build. Oh and Eldar who are of course good at everything.
I disagree with the Tau being fragile. They are pretty much as tough as similar space marine armies, though break faster. Though of course they also have most of the weaknesses removed - i.e. skimmer tanks can't be cc'd, long range firepower is even more defensive as most things can pop up to fire so getting a bead is damn hard. GM's were never supposed to be a mainstay weapon (I thought).
The ML turrets can just go with no real effect on the gm ability. They were never needed before and made things too simple. The Tau army is already the most simple for a new player to epic to understand (hell if a new box set was ever made it should have Tau in it). If the ML/GM system is abstracted away I think it either disappears entirely with the missiles getting indirect/no LoS or stays minus the current incarnation of markerlights.
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