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Tau beefs, discussion

 Post subject: Tau beefs, discussion
PostPosted: Fri Sep 26, 2008 9:31 am 
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Quote: (Dobbsy @ 25 Sep. 2008, 23:29 )

They are pretty much as tough as similar space marine armies, though break faster.

Thanks for making my exact point TRC... break faster = fragile...

Well in that case you should add a fair bit cheaper, longer ranged and skimmers so get shot at less :)

It's not like the Tau don't have tools to hit the enemy wherever they feel they want to.
And ditto to every other army. Thanks to blindfire artillery...  :;):

Hena has already outlined who actually has artillery. I should that guard armies in tournies have abandoned artillery pretty much beyond maybe one battery. It just doesn't last that long or help with objectives much. Indeed I see Eldar with more indirect now, largely due to having an excellent SHT platform for it.

Ah but the super skimmer tanks that when finally spotted got shot enough always ended up with the odd blast marker after rallying
Man! I never see people bitch so much about skimmer tanks that the Eldar have. Why is it people bitch about Tau skimmers? It's bizarre. :sleep:

Its a joke :) The reason they got the drones was that people didn't want them to be as fragile, something you mentioned earlier.

So Ginge', you don't see fairly weak assault values and the removal of commander to prevent combined assaults as a weakness then?

Commander is a very hard ability to use, even for space marines. Replacing it with co-ord fire is far superior. Hell, I bet every army would want it!

Yep, and Leman Russ have a 20 cm movement stat that let's them move to fire at a target which can be 75cm away BTW...

Don't quite understand this, you mean they can range 75/95/105 depending on their movement and intervening terrain?

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 Post subject: Tau beefs, discussion
PostPosted: Sun Sep 28, 2008 11:36 pm 
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Well in that case you should add a fair bit cheaper, longer ranged and skimmers so get shot at less

Yep without reinforced armour too...  And can only be bought in smaller more fragile formations.. and where'd you get the idea HH are longer ranged than LR?? Go look at the stats again TRC....

Unless ... you are behind a terrain
I do so love it when my words get twisted. Not...

My point was you have to move a ML unit into harm's way to light a target. usually meaning you are exposed - not behind terrain - and that Lemans can move around to bring your exposed troops underfire from 95cm away (20cm move + 75cm shot)...  :sus:





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 Post subject: Tau beefs, discussion
PostPosted: Mon Sep 29, 2008 12:22 am 
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Quote: (Dobbsy @ 28 Sep. 2008, 23:36 )

Well in that case you should add a fair bit cheaper, longer ranged and skimmers so get shot at less

Yep without reinforced armour too...  And can only be bought in smaller more fragile formations.. and where'd you get the idea HH are longer ranged than LR?? Go look at the stats again TRC....

I think we are talking at cross purposes here. I was referring to words you should add to balance fragile as the points and stats attempt to do. Of course they aren't as good as a russ company - they cost less too. I would dispute smaller - for 700 points you could have 8 hammerheads, a skyray and 2 stingrays (though the stingrays aren't that usefull so better to say 9 units for 600 points- including swordfish - compared to a russ companies 11 for 700).

And they are longer ranged, or should I say longer effective range. We play on 6x4 tables with our gt 12 pieces of appropriately sized terrain (for simplicity lately and whats in the club thats been 4 hills, 4 woods, 4 city sectors). It is very rare to have a decent fire corridor of 75cm that a skimmer can't avoid, especially considering objective placement and a russ's low speed. However these chaps can pop up so in an opposed firefight the skimmers have the edge unless the russ wish to surrender a turn or two to go on overwatch. Which is of course where the rest of the army comes in and you have all the strategies and counter strategies around them!

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 Post subject: Tau beefs, discussion
PostPosted: Mon Sep 29, 2008 10:54 pm 
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But part of the point about 'markerlight' equipped formations is that they are cheap, and should be in harms way to bring in the Tau long range fire. If the enemy metaphorically 'waste' the activation of a 600 point formation destroying a 75 point formation then it leaves the door open for counterattacks, movement etc.

The whole point here is that EPIC is made more enjoyable by having more strategies, counter-tactics and possibilities open to players. Conversely, the more that a race resorts to a single approach (eg long-range artillery fire) the more one-dimensional and ultimately boring the race becomes no matter how stunning the models are.

So, yes the Tau ought to be able to assemble formations that prefer lon-range shooting, while "drop armies", close assault strategies, deception etc ought to be possible in the right circumstances and using appropriate formations. Armies (and indeed the rules) ought to reward those who use the troops to their best advantage, while being moderately lenient on those who don't (or who can only throw '1's :smile: ).

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 Post subject: Tau beefs, discussion
PostPosted: Mon Sep 29, 2008 11:20 pm 
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Fine! OK, You're all right. I'm wrong. Go ahead and screw this list till the cow's come home.

Take out your damned turrets Hena. I'm sick of hearing you bitch about them.


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 Post subject: Tau beefs, discussion
PostPosted: Mon Sep 29, 2008 11:57 pm 
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Course I'd prefer turrents to change to normal units, that would solve them and leave them in! :)

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 Post subject: Tau beefs, discussion
PostPosted: Tue Sep 30, 2008 1:32 am 
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Quote: (The_Real_Chris @ 30 Sep. 2008, 06:57 )

Course I'd prefer turrents to change to normal units, that would solve them and leave them in! :)

And make them MUCH less effective. Lighting up your own half of the board is pointless. There'd be no need for them in that case.

Turrets are extremely useful and should cost a lot more for the abilities they provide. If they cost enough to reduce the activation count then that will help balance their abilities.

We've played 100pts for a group of 3 in the past and limited their availability to 1 formation per 1500pts (we may increase the pts even more though). paying 200pts to light up the opponents half of the table is fair (when IG, etc get it for free). Now that the Hero has lost it's missile attacks, that will help reduce the over the top GM attacks at the beginning of the 1st turn (assuming Tau win the strategy roll).

Hang in there dobbsy, I know how you feel mate but I want to have a say in how the Tau play so I have to keep plugging away so that all views are heard here.




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 Post subject: Tau beefs, discussion
PostPosted: Tue Sep 30, 2008 6:50 am 
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Course I'd prefer turrents to change to normal units, that would solve them and leave them in

Would it really? Would they have teleport and scout? Otherwise they're useless, as they can only deploy in garrison(the point of them is to mark well ahead of Tau forces not right in front of them) and the whole unit gets vapourised when you destroy one in CC/FF. Of course if they have teleport they are more abusive than their current form because they can deploy in the enemy deployment zone.

We tried them as a normal unit. They sucked. I think it was why they were changed IIRC. Go and look up the old thread on these things. This whole argument has gone round and round already TRC. It's seriously ridiculous.

I've said all I'm going to on this topic I think - unless we can come up with something that everyone agrees on...

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 Post subject: Tau beefs, discussion
PostPosted: Tue Sep 30, 2008 11:09 am 
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Quote: (Dobbsy @ 30 Sep. 2008, 06:50 )

Would it really? Would they have teleport and scout? Otherwise they're useless, as they can only deploy in garrison(the point of them is to mark well ahead of Tau forces not right in front of them) and the whole unit gets vapourised when you destroy one in CC/FF. Of course if they have teleport they are more abusive than their current form because they can deploy in the enemy deployment zone.

We tried them as a normal unit. They sucked. I think it was why they were changed IIRC. Go and look up the old thread on these things. This whole argument has gone round and round already TRC. It's seriously ridiculous.

That simply isn't true. It is true if you want a weapon that hits the enemy deployment zone, artillery for Tau. Clearly the ability to deploy on overwatch (so -1 to hit) on the halfway line isn't enough for you. With scout it takes one unit to be within 15cm of the objective before the rest get to deploy on the half way line. That means the markerlights extend to only 15cm away from the enemy deployment zone, not right in front of any of your army!. Ta da, coverage of all but the first foot of the enemies half - though are you actually instead wanting a no cost way of hitting the enemy deployment zone?

I thought we had established MLs worked fine pre turrets. So add turrets and make them nigh impossible to shift in a game so the target is always marked? No wonder there was a suggestion to scrap it and give them all permanently raised to hit values at no cost increase, that it seems is what some people want.

Make turrets scout, fearless, move 0 and they form an excellent line.

You then end up with the enemy getting lit as they move into the Tau territory, the sphere of influence you might say. If you want to light up the enemies deployment zone you have to use units to do it - pathfinders, stealths, tetra, dropped drones (and dropped turrets as I think Tigers should carry them as well) as now you aren't seeding an area like a minefield but engaging in active infiltration. Then as your third line you have the firing units themselves lighting targets. So infiltrators, minefields (turrets), army. Seems sensible. I am baffled as to how turrets ever appeared in their current form anyway - the most resistant unit in the game for its points to fix a problem that didn't exist.

You could argue that the drones would be all over the deployment zone, just as I could argue that they get blown away as the enemy army rolls into it, its garrisons shooting stuff up pre overwatch and so on.




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 Post subject: Tau beefs, discussion
PostPosted: Tue Sep 30, 2008 12:55 pm 
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I'm the first to admit that I hate the current turret rules. However, I am very interested in seeing the arguments pro and con. It's clear that there are people (Onyx, Dobbsy are the most visible, I think) who like turrets. There is an equally visible opposition (Hena, TRC).

Please don't give up in frustration, folks!


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 Post subject: Tau beefs, discussion
PostPosted: Tue Sep 30, 2008 3:40 pm 
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I think, for me, it's more what Turrets can do for the GM's rather than wanting the turrets themselves (I think they are too tough to kill at the moment - I rarely deploy them out in the open making it even harder). If their effects could be replicated in such a way as to remove the need for them (ie dobbsy's suggestion) then I would fully support it (simplifying the special rules and cutting down on Tau units - hmmm there were a few in this discussion who wanted that).

though are you actually instead wanting a no cost way of hitting the enemy deployment zone?

What, you mean like most Guard artillery can? At least the Tau have to either Garrison or move into range (exposing them to Overwatch). Of course in either case, if the enemy is behind cover there won't be any shooting without Markerlights.

Still, nothing new being written here by anyone.

Its late and my brain ain't running on all cylinders tonight  :sleep: .
I'll see what pearls of wisdom you all can come up with tomorrow.

Steve.

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 Post subject: Tau beefs, discussion
PostPosted: Tue Sep 30, 2008 4:29 pm 
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Quote: (Onyx @ 30 Sep. 2008, 15:40 )

I think, for me, it's more what Turrets can do for the GM's rather than wanting the turrets themselves

So essentially GM's didn't work for you pre turrets? (An answer it seems hard to get from some people.)

What, you mean like most Guard artillery can?


Yes exactly. You wish to copy that ability or not? Not every list has it. Do the Tau with all the other stuff that has been listed doing the same job want it in addition to their other advantages?

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