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Development Plan

 Post subject: Development Plan
PostPosted: Fri Nov 07, 2008 6:41 pm 
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I thought Epic Tau are supposed to be weak in Assaults?  :oo:

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 Post subject: Development Plan
PostPosted: Fri Nov 07, 2008 7:37 pm 
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Why have i the sudden urge to redesign the entire list? *grumbles*

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 Post subject: Development Plan
PostPosted: Fri Nov 07, 2008 7:58 pm 
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Quote: (BlackLegion @ 07 Nov. 2008, 18:37 )

Why have i the sudden urge to redesign the entire list? *grumbles*

Shhh... what do you think some of us are doing in our spare time?   :shutup:    :laugh:     :O

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 Post subject: Development Plan
PostPosted: Fri Nov 07, 2008 8:03 pm 
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Quote: (Chroma @ 07 Nov. 2008, 13:58 )

Quote: (BlackLegion @ 07 Nov. 2008, 18:37 )

Why have i the sudden urge to redesign the entire list? *grumbles*

Shhh... what do you think some of us are doing in our spare time?   :shutup:    :laugh:     :O

Boy, I wish you were kidding. :sigh:

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 Post subject: Development Plan
PostPosted: Fri Nov 07, 2008 9:05 pm 
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Quote: (Hena @ 07 Nov. 2008, 10:29 )

It's there to prevent Tau suits being overrun in assault easily. That's exactly what it does.

And if you've ever played Tau in 40k (earlier editions, not 5e), it's really hard to assault Crisis suits except with Jump-pack troops, until the Tau run out of table.

Amusingly enough, Jetpacks and Jetbikes have the same assault-phase movement rule in 40k.  Is there a reason that Crisis, Stealth, and drone units (and ONLY those units) couldn't have Hit&Run (I haven't played any games with that mod, so I'm curious)?

Also, Jetpack Infantry are just as fast as Assault Marines (both move 12" per turn), until the Assault Marines charge into combat (18" move that turn, while Crisis etc still only move 12").  25cm is a good compromise to represent this.  Reducing speeds below that is a bad idea.

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 Post subject: Development Plan
PostPosted: Sat Nov 08, 2008 1:25 am 
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Quote: (Lion in the Stars @ 07 Nov. 2008, 20:05 )

Amusingly enough, Jetpacks and Jetbikes have the same assault-phase movement rule in 40k.  Is there a reason that Crisis, Stealth, and drone units (and ONLY those units) couldn't have Hit&Run (I haven't played any games with that mod, so I'm curious)?

Unfortunately, yes there is a reason.

While hit and run works beautifully for a fully jetpack formation, in a mixed formation it leads to different parts of the formation shooting at different times in the action.

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 Post subject: Development Plan
PostPosted: Sat Nov 08, 2008 6:15 pm 
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And Eldar have Hit-and-Run for ALL formations not for specific units.

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 Post subject: Development Plan
PostPosted: Sat Nov 08, 2008 7:12 pm 
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Quote: (zombocom @ 08 Nov. 2008, 00:25 )

While hit and run works beautifully for a fully jetpack formation, in a mixed formation it leads to different parts of the formation shooting at different times in the action.

What about something similar to the rules that allow garrisoning to cover mixed formations:

Tau formations that consist of half or more units with Tau Jet Packs benefit from the "Hit and Run" special rule.




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 Post subject: Development Plan
PostPosted: Sat Nov 08, 2008 7:52 pm 
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Quote: (Hena @ 08 Nov. 2008, 18:47 )

Hit & Run makes them a lot better in assault. Which is very much against the idea of the list.

I would presume that only the move-shoot-move part of hit and run would be used, not the full move after assault part...

But as I said, it doesn't work for mixed formations.




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 Post subject: Development Plan
PostPosted: Sat Nov 08, 2008 8:33 pm 
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Quote: (zombocom @ 08 Nov. 2008, 18:52 )

But as I said, it doesn't work for mixed formations.

It could also be written as "Only formations that consist of all units having Tau Jet Packs" can use Hit-and-Run.

I don't think allowing them to "jump around" after an assault is such a bad thing; most of the time, assaulted Tau are going to be destroyed/broken anyway... and, honestly, don't you think Tau *winning* an assault would cause them to dance with surprised joy?   :laugh:




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 Post subject: Development Plan
PostPosted: Sun Nov 09, 2008 1:27 am 
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Quote: (zombocom @ 08 Nov. 2008, 18:52 )

Quote: (Hena @ 08 Nov. 2008, 18:47 )

Hit & Run makes them a lot better in assault. Which is very much against the idea of the list.

I would presume that only the move-shoot-move part of hit and run would be used, not the full move after assault part...

But as I said, it doesn't work for mixed formations.

Even with limiting Hit and Run to non engage actions it could improve Tau assault abilities.
I can see Tau players setting up assaults with lots of support after using Hit and Run, especially if used with co-ordinated fire rule .
Would it be worth trying the Tau Jet Pack rule with only a 5cm move instead of 10cm.This would reduce the ability to avoid CC that seems to be causing problems for some whilst leaving poorly judged assaults still to run into problems.
Also if we are wanting to limit the assault abilities of Tau why not give them -1 or -2 to engage actions rolls(this could be done in a similar way to the Orks iinitiative rolls).

Just my thoughts and there not too serious at that. :vD


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 Post subject: Development Plan
PostPosted: Wed Nov 19, 2008 1:48 am 
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I just had an idea (whilst sitting on the toilet and that may be where this idea belongs  :whistle:  :glare: ).

Whilst reading the Tau Codex, I got an even greater feel for how Tau don't value territory. So how about this...

Set up all objectives as normal (for the opposition to garrison, capture etc). Both sides can garrison normally. The difference comes with how Victory Points are calculated. Instead of capturing the Blitz to get a point and capturing 2 objectives on the enemies side for a point, how about 1 VP for destroying/breaking 1/3 of the enemies forces? Another point for destroying/breaking 2/3 of the enemy?

The Tau are all about the systematic destruction of the opposing forces. This rule would reflect that and really encourage the Tau player to get out there and kill as much as possible, as quickly as possible (rather than hide away and lob long range shots when easiest to do so).

As I say, I've not had long to think about it but the way the Tyrannids work their BTS is a sort of precident for flexibility in this kind of thing.

Is it workable?

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 Post subject: Development Plan
PostPosted: Wed Nov 19, 2008 2:00 am 
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Actually i just thought about the same thing.
Tau don't value terrain to be held. So how can this be implemented in Epic?

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