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London Experimental Day - Tau games

 Post subject: London Experimental Day - Tau games
PostPosted: Thu Jul 10, 2008 7:05 pm 
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Quote: (Dobbsy @ 09 Jul. 2008, 18:36 )

So would majority consensus be that they would be better if only deployed in the controlling player's half?

People do realise that without turrets close to enemy deployment Tau cannot possibly make attacks into the player's deployment like other armies' artillery without risking a formation? Other armies don't have this restriction as they get long range indirect fire. Even the turrets are at risk.

What do people feel is appropriate costing then for a +1 to hit given Indirect firing units get a +1 to hit targets without LOS for free?

Dobbsy,

As a rule of thumb I am against any list that allows actual deployment into an enemy's half.  Teleporting and dropping is one thing but deployment is something that crosses the line with me.

It may be that limiting the turrets will keep the Tau from attacking an enemy's deployment zone but that is okay in my book.  This can be a limiter for the Tau which is a good thing for any list to have.  I've PM'd you my ideas as to where things need to go with the list.  I am hoping that we can present something to Cybershadow that will 'fix' the Tau and my thinking is having two people like us with different ideas working on the same goal will push things forward.  

Onyx,

I understand your frustration.  I felt the same way when the Eldar were under deep scrutiny - before all the changes.  However I do believe that the Tau list will be better for it in the long run and the games will be more fun to play.  Weather the storm, brother, and you'll be happy you did.

One thing that I believe all of us agree on is that something needs fixing.  Or maybe some things.  The trick is what those things will be.  I am going to be wildly unpopular by saying this but I really believe Cybershadow has allowed the list to fall into disarray.
   (waiting for the thunderbolt to strike me :oops: )
I agree that the list has had little real positive development to the point where my old playing partners flat out refused to play against it anymore.  The Tau never lost.  Ever.  That is a bad thing.

My personal belief is that the list needs to be stripped back as far as possible to determine what is the minimal number of unit types needed to run a core Tau army.  From there things could be added back in, either in variant army formats for by adding auxilias to the core list.  Everyone including CS acknowledged that these are good ideas, but so far NOTHING has been done to move the Tau in that direction.  What is the big hold up?  All I read is that "we need to get the main list fixed first and then..."  But you cannot make auxilia or variant lists with the list in its current format.  Something has to give and that falls on CS's shoulders.  Once he can do that, we'll see progress on the Tau.

To bring this too-lengthy post full circle... Once you have the Tau list broken down into variants/auxilias I believe a lot of the other problems will naturally fix themselves, including the sentries (as part of a drone list of some type).  I have lots of detailed ideas but I'll save them for CS if he wants them.

Like many Tau players, I have a vested interest in seeing the list fixed if merely for the fact that I have so much money tied up in dust-collectors (a.k.a. my Tau models) right now.  If it can't be I might as well sell them.




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 Post subject: London Experimental Day - Tau games
PostPosted: Thu Jul 10, 2008 7:39 pm 
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Quote: (The_Real_Chris @ 10 Jul. 2008, 11:57 )

? The Tau have Mantas and teh like - why can't they hit the enemy deployment zone?

Indeed, any time Jstr uses Morays or Mantas (SG list stats), his first order tends to be Advance/Double to kill a target in the enemy's deployment zone.

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 Post subject: London Experimental Day - Tau games
PostPosted: Thu Jul 10, 2008 10:56 pm 
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Quote: (Moscovian @ 10 Jul. 2008, 19:05 )

Everyone including CS acknowledged that these are good ideas, but so far NOTHING has been done to move the Tau in that direction.  What is the big hold up?  All I read is that "we need to get the main list fixed first and then..."  But you cannot make auxilia or variant lists with the list in its current format.  Something has to give and that falls on CS's shoulders.  Once he can do that, we'll see progress on the Tau.

To bring this too-lengthy post full circle... Once you have the Tau list broken down into variants/auxilias I believe a lot of the other problems will naturally fix themselves, including the sentries (as part of a drone list of some type).  I have lots of detailed ideas but I'll save them for CS if he wants them.

Like many Tau players, I have a vested interest in seeing the list fixed if merely for the fact that I have so much money tied up in dust-collectors (a.k.a. my Tau models) right now.  If it can't be I might as well sell them.

I am certainly interested in ideas from all members, and I do feel that this may be a good way forwards. So, please do send me your ideas, and this goes for others too. I will throw out a new version of this list shortly, in an attempt to seriously address a number of the issues that have been raised here.

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 Post subject: London Experimental Day - Tau games
PostPosted: Thu Jul 10, 2008 11:19 pm 
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Indeed, any time Jstr uses Morays or Mantas (SG list stats), his first order tends to be Advance/Double to kill a target in the enemy's deployment zone

And I'm curious to know what you throw at that Moray and whether that Moray survives passed that turn? From what I'v eseen it shouldn't....

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 Post subject: London Experimental Day - Tau games
PostPosted: Thu Jul 10, 2008 11:44 pm 
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Incidentally CS would it be possible to bring out two Tau lists? A limited 'what you can buy' list and a more expansive 'everything we've thought of' list? Oh and deflector shields should be a flat 5+ save :)

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 Post subject: London Experimental Day - Tau games
PostPosted: Fri Jul 11, 2008 1:26 am 
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Oh and deflector shields should be a flat 5+ save

Why is that TRC?

Also no one seemed to want to answer my previous question..

What do people feel is appropriate costing then for a +1 to hit given Indirect firing units get a +1 to hit targets without LOS for free?





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 Post subject: London Experimental Day - Tau games
PostPosted: Fri Jul 11, 2008 2:06 am 
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Dobbsy, I think that is a difficult question to answer - that's probably why you didn't get an answer yet.  :sigh:  I personally find pricing units compared to other units is easier than pricing them as a classification.  I guess I wouldn't have been a very good creative team member of the original Epic game.




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 Post subject: London Experimental Day - Tau games
PostPosted: Fri Jul 11, 2008 2:47 am 
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Thanks for the wise words Moscovian. :agree:

Quote: (Evil and Chaos @ 11 Jul. 2008, 02:39 )

Quote: (The_Real_Chris @ 10 Jul. 2008, 11:57 )

? The Tau have Mantas and teh like - why can't they hit the enemy deployment zone?

Indeed, any time Jstr uses Morays or Mantas (SG list stats), his first order tends to be Advance/Double to kill a target in the enemy's deployment zone.

Imperial Guard would eat that for breakfast and still be hungry for more... (with some of the changes suggested here)

-2 Squadrons of Vultures on Overwatch will kill Morays and really hurt a Manta (if not kill it). This is a tactic that I have often had to contend with and is very effective. I can't understand why it hasn't been mentioned more by some of the tactical genius' we have here... (good onya Tiny Tim)
-No Markerlight Turrets (if some here get their way) to allow the Hero to attack them first (can only target WE's without Markerlights).
-Bucketloads of artillery (Tau's worst nightmare, as has been stated before).
-strong enough AA to be able to deter Tigersharks with Heavy Drones.

I know this is only one army (and a very small sample list) but it shows that maybe some of the changes suggested could go too far.

Many of the other Races would be winning strategy (Eldar, Marines, Chaos) and that usually hurts Tau aswell.




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 Post subject: London Experimental Day - Tau games
PostPosted: Fri Jul 11, 2008 7:49 am 
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Nothing that cannot be dealt with.

Yeah, you will have losses, so what it´s part of the game already. There is nothing which cannot be countered, just a litte testing and adaption. If it proofs too weak, it will be balanced right upwards. Now TAU feel like the famous "I WIN" button with a counter to everything you can throw on them.

Second two formations of Vultures is truly Overkill, we rarely tend to use one of them, 600pts one shot wonders which can even be countered by some ground attacking fighters istn´t that cost efficient most times. I have yet to see the Manta which falls to two Vultures formations. But maybe we are here other tactical genius' and tend to adapt different situations in a different manner. :cool:

Also if you state IG will eat this for breakfast with the suggestet chances, there is no proof for this, only your assumption. Bring on some tests if CS has uploaded the list and we will talk again about this. I am very interested in seeing the IG Army of Doom gainst the TAU. Because until today I saw no IG army of doom ever winning against these three-fingered bounders :p

btw, i really like the auto option the board incluides to overwrite words it dislikes. Cool form of censorship  :vD




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 Post subject: London Experimental Day - Tau games
PostPosted: Fri Jul 11, 2008 8:55 am 
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Quote: (Dobbsy @ 10 Jul. 2008, 23:19 )

Indeed, any time Jstr uses Morays or Mantas (SG list stats), his first order tends to be Advance/Double to kill a target in the enemy's deployment zone

And I'm curious to know what you throw at that Moray and whether that Moray survives passed that turn? From what I'v eseen it shouldn't....

They don't need to survive if they've just sniped your most vital unit with TK(D3) attacks... This is the analogue of using them like the 'suicide' Warhound, to kill or break a formation, then pray they break from incoming fire before they die (So they can retreat and rally in turn 2).

The difference between a 'suicide' Moray and a 'suicide' Warhound is that the Moray can do it at a longer range (So it's safer from reprisal than a Warhound tends to be), with more powerful attacks, and its LOF can never be blocked.

The Manta, on the other hand, won't even care, it's like a Warlord Titan (Very hard to break) which can see everything...

... 'Always popped up skimmer' would prevent this suicide/sniping, of course.

-2 Squadrons of Vultures on Overwatch will kill Morays and really hurt a Manta (if not kill it). This is a tactic that I have often had to contend with and is very effective. I can't understand why it hasn't been mentioned more by some of the tactical genius' we have here... (good onya Tiny Tim)

We don't tailor lists to fight the Tau here, we play blind.




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 Post subject: London Experimental Day - Tau games
PostPosted: Fri Jul 11, 2008 9:59 am 
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We don't tailor lists either...
And I often face 2 Vulture squadrons no matter what I'm using (and will often field 2 squadrons once my second one is painted).

Soren - Vultures are one shot wonders that can kill many times their own points value, can be placed on overwatch and control large parts of the board and then are very fast for claiming objectives later in the game (whilst still having sevicable weapons).
Using 2 squadrons of them is not overkill at all... It's common sense.

Soren, same old words. I'm not going to repeat myself anymore on this thread (hopefully that doesn't mean we continue to get bombarded by anti-Tau rhetoric and this thread gets one sided).




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 Post subject: London Experimental Day - Tau games
PostPosted: Fri Jul 11, 2008 10:39 am 
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Maybe I should say we build our lists blind as E&C stated. If you take two Vultures against Eldar you can say your 600 pts good bye instantly. Even Nighthawks are enough to break them or even load them with as much BM to get them useless. 4 unizs is quite small to stay efficient.

It´s simply the old game of taking the dangerous parts first. Every army has to make compromizes when facing such units. I don´t see the point why Tau shouldn´t. An average TAU army will always win against an average other army, not designed to specially defeat the three finger buggers. Thats a fact, thats proven and 90% of all users here will agree, I´m sure.

And yes, I am not interested in TAU bashing or anti TAU rhetorics, but I get a little bit angy when somebody says the list is OK. Hell it is NOT OK. And NOT moving in any direction get´s me even more angry again. Every list is in a constant flow of giving and taking, TAU are an exeption. And Onyx, please don´t understand me wrong, but if you don´t see this point, you should really rethink your position to list designing. I already did mine.  :;): (F**K I do not know how to translate this from German to English without offending you, so forgive me if this is wrong spelled or harsh)

To the Vulure thematics: MANY TIMES OF THEIR POINT VALUE means at least 600+ points and yes, this has to be proven by you. Most times they get back their 300, agreed, but more is questionable and very, very very rare. It´s more of the "Oh Vultures, let´s kill them" Syndrom, forcing the enemy to act, than really pure killing power.




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 Post subject: London Experimental Day - Tau games
PostPosted: Fri Jul 11, 2008 10:46 am 
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Quote: (Hena @ 11 Jul. 2008, 11:45 )

Quote: (Soren @ 11 Jul. 2008, 12:39 )

An average TAU army will always win against an average other army, not designed to specially defeat the three finger buggers. Thats a fact, thats proven and 90% of all users here will agree, I´m sure.

That's not a proven fact at all. Last time my Marine list that I'd use in official tournament whopped two Tau lists in row that I played. Tau has some overpowered units, but it's not autowin army by any means.

Then we are doing something wrong in my gaming group   :vo .....And Touney lists are no average lists, at least not for us here...  :blush:

And using overpowered units is a strong indicator to a better-than-average-win-loss ratio....Same reason why Terminator went up in price and tanks went down....and repeating myself the cycle of movement for epic lists.....




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 Post subject: London Experimental Day - Tau games
PostPosted: Fri Jul 11, 2008 11:18 am 
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Soren - For the record, I have proposed change (please read ALL these recent threads for proof), just not as much as others want.
Where have I said the list is ok or finished?

I have already explained this to you...

Please STOP mis-representing my point of view.

Oh and maybe I'll get Mark_Logue to recount his game with an Elyssian based list which basically destroyed an Eldar army by the end of turn 1...
(And for all those that took the time to write that the Elysians are not a finished list.. I KNOW THAT. It's simply to prove a point... Some people really are blind in one eye and can't see out of the other)

Nothing is ever as clear cut as we think.




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