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Tau Air

 Post subject: Tau Air
PostPosted: Tue Mar 07, 2006 12:35 am 
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The tau have troops that very good in FF (nowhere near as good as some but good anyway).

If tau players cannot manage to set up situations where a 5+ first strike FF and a 5+ MW FF attacks (especially in clipping assaults or against broken formations) are not a viable option then i cannot think what you would call viable options.

Crisis and stealth formations have been excellent in support of assaults when i've used them and are a great choice when assaulting especially from an orca (clipping is by far the best option,it is the only way I will ?use them in assaults) against a broken and non fearless formation .






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 Post subject: Tau Air
PostPosted: Tue Mar 07, 2006 3:45 pm 
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?
Originally posted by Honda
Although this is somewhat interesting, the two facts do not mean anything when compared to each other. We had this discussion on the Battlestats program topic and what those statistics represent.


So, out of interest, when we feel there is a problem, what sort of evidence do you accept?


I accept all kinds of evidence, especially if the testing conditions are consistent and applied equally across all the data.

However, basing assumptions where different conditions applied to the various results is going to provide skewed results...hence the comments regarding the Battlestats program. The results reported apply to multiple versions of lists, some of which were openly acknowledged as being unbalanced both in favor of and against the tested lists.

So was any effort applied to re-fight those same battles with updated lists to find out if the results were different? Not to my knowledge, everyone has just moved on. So the data posted is time sensitive, in that it might have some applications at a given point in time, but as soon as you move on from that point, then the data has less significance.

Wins scored with v1.0, 2.0, 3.0, even 4.0 no longer have any statistical weight given that we are in a later version of the list and that no regression testing has occurred.

And that's just one variable that has changed with the games reported. Next, you'd have to go back to see what the game conditions were. Were the experience levels with the rules and the lists equal? We don't know, so it is possible that an experienced player matched up against a non-experienced player, thus adding another level of complexity to any analysis.

So again, the Battlestats are interesting data points, but not relevant to current development.


You've rejected statistical evidence/tournament experience as unreliable.


Again, I've not rejected the data, only applied less of value to old data than others have. There is a difference.


When games are done with a specific, possibly "abusive" ist in play (take 5 Aces, for instance), we get players arguing there's an agenda at work to "neuter" their forces.


I think if you go back and read the threads, TRC reported a possible abuse. There were challenges to that assumption and he then backed up his statement with a set of conditions (i.e. games) to prove his point.

I applaud his effort. He convinced me, because of his testing, that it was possible to abuse the TS. Where our opinion still diverges is where the assumption that TS can abuse all armies. Of that assumption, I still contend that horde armies would welcome a Tau player who over expends in air assets to the detriment of his ground forces.


It's frustrating that every time we try to discuss a potential problem, it gets rejected out of hand, especially with comparisons to SW lists as justification (where at least 2 out of 3 are being "adjusted" in the next Rules Review).

Those of us pointing out potential problems are trying to help produce a balanced list, to try and minimise the amount of adjustments that will take place in the future.


If you are willing to express an opinion with as much conviction as you have, then why should you be surprised when others do the same thing if they should disagree with you?


In fact, I'm getting a growing feeling that if you're aiming to play a list when it is completed, you should probably play *against* it when you're testing - it gives you a real grasp of the strengths & weaknesses from the opponents perspective, and helps to get the feel of a list right from an opponents eyes. IMO, this is the major problem that befell the Swordwind lists - too much tweaking was done on the basis of those playing the list felt was needed, and not enough attention was paid to those who were having to face the list.



I don't disagree with the above. I think that's how you learn more about your army.

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 Post subject: Tau Air
PostPosted: Wed Mar 08, 2006 5:28 am 
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Well everything else aside (background relative power levels and the like) my biggest problem with tau air following my games at the weekend is it high flexibility/activation count.

I think any problems with firepower and the like would be mitigated somewhat if I couldn't generate quite so many activations. Upping the cost of the lander slightly, making TS fly in squadrons (with slightly downgraded armour to 6+) this would cut down the air activations somewhat and make them somewhat less flexibile and able to go after everything else. Look at the Eldar, vaguely powerful planes, but expensive squadrons.

All the the 'extreme' ideas I can come up involving Tau air come down to the many activations. 9 orca's (well unlikely, but a 100 point Orca formation with left over points is by far the best investment in the list short of a supreme commander), 6 TS, 5 of the old A-10's. All revolve around out activating the opponent to gain control of the battlefield, overwealm enemy fighters and flak and so on.

All of these become less appealing when the activations are cut in half, now I have to figure on actually taking enemy fire, not being able to outlast everything or swarm enemy fighters. It might not answer every problem, but it makes a stab at most of them.

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 Post subject: Tau Air
PostPosted: Wed Mar 08, 2006 10:28 am 
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TRC, CyberShadow has indicated that he is monitoring the AX-1-0 performance, and that one of the options is to change the formation to 2 planes.

I agree that Tau air shouldn't provide an easy way of gaining activations.


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 Post subject: Tau Air
PostPosted: Wed Mar 08, 2006 10:41 am 
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I've still got to do my orca write up but I can say now that currently I'll always have at least one just as a cheap activation, bomber and objective grabber.

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 Post subject: Tau Air
PostPosted: Wed Mar 08, 2006 10:52 pm 
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[quote="The_Real_Chris,08 Mar. 2006 (03:41)"][/quote]
I've still got to do my orca write up

guess you already got a game in then. Great! I just can't get the time to game before the weekend :(

but I can say now that currently I'll always have at least one just as a cheap activation,

sounds like what IG do with sentinel formations, though they use those for cross-fire too.


objective grabber.

A common issue for all aircraft that can land (typically transports thus far I guess). An issue that could be addressed by blocking landed aircraft from claiming objectives in the main rules.

Well - if the ERC wanted too do it and if they viewed this as a problem to be fixed instead of a tactic.

Guess time will tell their view on this one.

I've recomended on more than one occasion that landed aircraft not be able to claim.




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 Post subject: Tau Air
PostPosted: Wed Mar 08, 2006 11:15 pm 
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sounds like what IG do with sentinel formations, though they use those for cross-fire too.

Hmm, not quite.  Sentinals are a formation that just about any other formation can kill/break quite easily.  How often do they last to turn 3?  Only if they get ignored.

Aircraft are much harder to kill (if they play it very cautious and dont rush into flak and stay within their own AA umbrella).

I would suggest that we need to proceed on the assumption that landed aircraft can claim/contest objectives.  That is the rule that all the other aircraft are pointed for, so changing that would affect the lot of them.  If that was to happen at some point all the lists would need to re-evaluate their aircraft (the transport ones).

On that basis we need to keep an eye on the Orca when used as an objective grabber.

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 Post subject: Tau Air
PostPosted: Thu Mar 09, 2006 6:32 pm 
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Quote (clausewitz @ 08 Mar. 2006 (16:15))
sounds like what IG do with sentinel formations, though they use those for cross-fire too.

Hmm, not quite. ?Sentinals are a formation that just about any other formation can kill/break quite easily. ?

Cw,

Perhaps you missed TRC's statement "he'll always take a orca for a cheap activation"

My response that you quoted was in response to that statement. "That's what IG players do with sentinels."

In otherwords, IG players take 100 point sentinel formations for cheap actiavtions. IG sentinels also are used for crossfire. Its their two main roles.

So if TRC says he's always going to take 'some formation' for a cheap activation - OK, good game strategy in army building. Many forces do that.

If he wanted a cheaper one with Tau, he could take the drones.

That's all I was saying.

How often do they last to turn 3?  Only if they get ignored.

From my response to TRC, don't know that the question is on par, however, to answer your question - I play IG a lot. I keep sentinels alive as long as needed. They are the furthest thing from my opponnent's mind typically. Unless I stick them out there to get a cross-fire or go objective grab, my opponent could usually care less about them.

In that regard though, one could say the same about an orca. Unless its being used to objective grab or has cargo on board - its really just an annoyance at best. It can be ignored unless its a problem.

Obviously, a flier that can get to anywhere on the field has other uses - such as BM placement.

For the record - I think the Orca could be a bit cheap, and I think its close, but I only think its a bit cheap because it can objective grab. The tau still have to win the game.

Their are many forces that can take troop laiden carriers and simply stay off board until turn three. Then they go for the grab. In that regard, I don't think Tau are any different.

I guess the real question is whether X orcas for cheap activations are really a game winner or not against the other lists out there. As noted before - I don't know.

As you said, I think its something we need to be mindful of.

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 Post subject: Tau Air
PostPosted: Thu Mar 09, 2006 6:57 pm 
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Tactica, ok I get your point.  I was perhaps reading more into TRCs staement than you were.

Agreed that the objective grab as a go-anywhere flier versus the cost is the key element.

If you want to keep a loaded Thawk, Vampire or Landa off-board till turn 3 then ok, you are keeping a lot of points off board for a gamble.

100 point Orca that lays a couple of BMs then does a turn 3 objective grab is much less of a gamble.

I think we are on the same page here.


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 Post subject: Tau Air
PostPosted: Thu Mar 09, 2006 6:58 pm 
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100 point Orca that lays a couple of BMs then does a turn 3 objective grab is much less of a gamble.

I think we are on the same page here.


and agreed.

Cheers for the follow up, :)

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 Post subject: Tau Air
PostPosted: Mon Mar 13, 2006 12:27 am 
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Quote (The_Real_Chris @ 08 Mar. 2006 (04:28))
my biggest problem with tau air following my games at the weekend is it high flexibility/activation count.

So spending your 1/3rd points on Thunderbolts isn't a problem for you TRC? Weaponry and objective grab aside(I'm aiming at pure aircraft here, that's still a lot of cheap activations to place blast markers....






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 Post subject: Tau Air
PostPosted: Mon Mar 13, 2006 7:59 am 
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If they had 2dc and 5+ armour, no it wouldn't be. As it is their ground weaponry is balanced out by their extreme vulnerability and short range.

Not to say i haven't won a game with 12 Thunderbolts (vs marines) :)

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 Post subject: Tau Air
PostPosted: Mon Mar 13, 2006 2:58 pm 
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So spending your 1/3rd points on Thunderbolts isn't a problem for you TRC? Weaponry and objective grab aside(I'm aiming at pure aircraft here, that's still a lot of cheap activations to place blast markers....


The point that keeps being brought up, but ignored, is the fact that other lists (IG, SM, Orks) can also field "cheap" air activations.

In fact, they can field even more "cheap" activations than the Tau because their "cheap" activations only cost 150 pts, whereas the Tau "cheap" activations start costing at 225 (Tigershark) or 250 (Barracudas).

So, other lists are just as adept at fielding cheap activations as the Tau and in some cases even more so.

I think this argument fails to hold water.

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 Post subject: Tau Air
PostPosted: Mon Mar 13, 2006 5:22 pm 
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In fact, they can field even more "cheap" activations than the Tau because their "cheap" activations only cost 150 pts, whereas the Tau "cheap" activations start costing at 225 (Tigershark) or 250 (Barracudas).


Tau activations start at 100 points for an Orca, making them the cheapest.  But really, I think you are missing the point and focusing too narrowly on activation count.

It's not the number of starting activations that matters.  Every army has activatiion padding, but most of the time the padding is fragile and once formations start to break any activation advantage is quicly reduced.  Only activations that stay around and maintain effectiveness matter.

DC2, 5+ armor, and 45cm range to avoid flak is extremely survivable and maintains full effectiveness until it is destroyed completely.  That means lots of cheap activations that stay in play for a long time and that is the concern.  In contrast, the examples you are using for comparison degrade rapidly under fire and are much more likely to be restricted in targets and/or vulnerable to flak when attacking.


As I said, it may very well be that it is okay (both the Orca and the TS) at current point levels.  However, I can't imagine how anyone would feel comfortable dismissing that out of hand.

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 Post subject: Tau Air
PostPosted: Mon Mar 13, 2006 5:44 pm 
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Honda you also forget the basic TS which is a better ground attack platform than the thunderbolt pair (and costs the same).

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