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Tau special rules

 Post subject: Tau special rules
PostPosted: Thu Sep 18, 2008 12:43 am 
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As these are starting to pop up again maybe it would be useful to stick all the rules and the suggestions in one thread.

These are the current Tau special racial and army list rules.

COORDINATED FIRE
Some units are noted as being able to call in coordinated fire. Those units can order up to two other formations that have not taken an action this turn, and which are not broken, to follow their own formation when they take an advance, double or sustained fire action, as long as all of the formations have at least one unit within 15cm of the formation containing unit calling for coordinated fire.
Make a single initiative roll for all formations, counting a single –1 modifier if any have blast markers. If the test is failed then the original formation (containing the unit calling for coordinated fire) receives a Blast marker and must take a hold action, but
the other formations are unaffected (and may take an action later in the turn).
If the test is passed then all formations concerned are allowed to take either an advance, double or sustained fire action.
There is no obligation for all formations to take the same action, and these actions may be resolved in any order, but they must all fire at the same target formation. The formations don’t have to stay within a given distance of each other and will complete their actions one after the other. Each formations action is declared and resolved (including testing to see if the target formation is broken) before moving on to the next Tau formation.
Note that units with this ability confer the Coordinated Fire ability to any formation that they join. For example, a Pathfinder upgrade purchased to be added to a Fire Warrior Cadre, adds the Coordinated Fire ability to all units in the Cadre, including the Fire Warriors.


MARKERLIGHTS AND GUIDED MISSILES
All enemy units within 30cm range and LOF of at least one unit with markerlights are considered to be marked. However, Tau units that are broken or have marched that turn cannot use their markerlights. The action the markerlight unit is carrying out does not have any impact on guided missiles (except ‘March’, as noted above).
Guided missiles must either be guided by a markerlight or be fired unguided. If they are fired unguided, they follow all the normal shooting rules. If a missile is guided by a markerlight, the firing unit does not need a line of fire to the target unit and receives a +1 to hit modifier. However, hits may only be allocated to units from the target formation that are marked by a markerlight. Apart from that, all the normal shooting rules apply. Tracer missiles which are fired unguided from orbiting spacecraft may only be targeted at War Engines – Tracer missiles which are fired guided from orbiting batteries function as normal.

TAU SUPREME COMMANDER
Tau commanders are experienced in positioning their troops to get the maximum effect from their firepower while at the same time avoiding vulnerable close combat situations. They are able to call on their troops to pour fire into a single target formation, catching it in a withering hail of attacks from all directions.
The Tau Supreme Commander functions in exactly the same way as the standard Supreme Commander ability, but substitutes ‘Coordinated Fire’ for ‘Commander’. Therefore, the Tau Supreme Commander ability gives the benefit of both the ‘Coordinated Fire’ and ‘Leader’ ability, as well as allowing the Tau player to re-roll one failed initiative test (of any type) once per turn.


TAU TECHNOLOGY

TAU JET PACKS
Tau Jet Packs follow all the rules for Jump Packs. Additionally, units with Tau Jet Packs are allowed to fall back from a charging enemy instead of making a counter-charge move. The units may move 10cm in any direction immediately after the enemy formation has declared an engage or air assault action against their formation (note that falling back happens before a charge or air assault is made, not after charge moves as with counter-charges). The Jet Pack unit may not end this movement inside any enemy zone of control (since this is not an engage move). If this move is not possible without entering
an enemy zone of control, then the Jet Pack unit may not make this move and is ‘fixed in place’.
Note that this jet pack move comes immediately after the assault declaration, and so in some cases will not be able to prevent close combat attacks, and this move is made before the first round of combat, and is not used in the second or any subsequent combat rounds. Also, the rules for intermingled assaults means that all formations being assaulted are treated as a single formation and must therefore remain in unit coherency. This applies equally to Jet Pack units, which still must stay in unit coherency after their fall back move.

TAU DRONES
Formations do not receive blast markers for drone units that are destroyed, but drones lost in an assault do count towards the assault resolution as normal. Drone units do not disallow garrisoning at setup if the formation would otherwise be able to do so.


TAU DEFLECTOR SHIELDS
Tau deflector shields work like an invulnerable save in all respects, with the single exception that they will not always save on the normal 6+, instead the score is dependent on the impact energy of the hit: The deflector will save on a 4+ against weapons with the Titan Killer ability (roll for variable damage first and then save against each hit separately, as attacks might be only partially deflected), a 5+ against Macro Weapon hits (and similar weapons which ignore basic armour saves), and a 6+ against AT and AP attacks (essentially, any attack which is not MW or TK will be saved on a 6+). This save is made
before standard armour or reinforced saves are rolled, instead of after. They give no protection against attacks from enemy units in base contact, where the angle of incoming attacks does not allow for deflecting shots completely away from the craft.

ROBOTIC SENTRY
Each robotic sentry unit is classified as a formation of its own, and these units are placed at the start of the game, after objectives are declared and before forces are set up (see page 124 of the main rule book, robotic sentries are deployed after section 6.1.4 and before section 6.1.5). They may be placed anywhere on the table, outside of any enemy setup zones (usually 15cm from their home board edge). Robotic sentry units do not get activations and they cannot be used to claim or contest objectives.
Robotic sentry units never receive blast markers for any reasons, have no zone of control, and assaults are handled differently – enemy units engage robotic sentries as normal, with units using their close combat or firefight values. However, units in base contact with a robotic sentry automatically hit the sentry tower, which makes its normal save. Units  using their firefight must roll to hit as normal. Robotic sentry units don’t make return attacks, and in addition neither unit is considered engaged in close combat. Further rounds are not fought and the enemy may move off at any time. No assault resolution is
made.
A maximum of one Markerlight Sentry Support Group may be selected for each 1000 points, or part thereof, of the Tau force. Therefore, a force of between 0 and 1000 points may take up to one support group, a force of between 1001 and 2000 points may take up to two support groups, a force of between 2001 and 3000 points may take a maximum of three support groups, and so on.

SUPPORT CRAFT
Support craft remain high up in the air, this means they can always draw a line of fire to any target and vice versa, like aircraft. They also never block LOF to other units, including other support craft. They ignore terrain when moving and never count as being in cover, nor can they provide cover for friendly troops, as they are too far away from the ground. In an assault, they work exactly like skimmers.

Self Planetfall
Note that the Manta is a space capable craft, and therefore does not require space assets in order to planetfall.
Normal planetfall rules apply, including the designation of the planetfall turn and plotting a drop zone, placing the Manta as the space craft. On arrival, the Manta descends to ground level and conducts a normal activation.




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 Post subject: Tau special rules
PostPosted: Thu Sep 18, 2008 1:26 am 
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Well to go first.

COORDINATED FIRE


Yes its a damn fine rule, especially with an army to match (high activation count then fights like low activation count but shootier), fun when combined with markerlights for stuff like 2 lots of piranha, maybe garrisoned, with either pathfinders to mark for them (double to target, the other two sustain) or more piranha with a few tetra attached. And so on. No reall drawback but then again isn't every race entitled to one great special rule?

MARKERLIGHTS AND GUIDED MISSILES

As I've said elsewhere I think they add vital character when done right and tie the army together. However I don't think currently they are done right really with stuff like AP gms wiping out part of a firewarriors role and so on. Also have problems with turrets and so on.
One proposal out there is to scrap entirely and make the GM rule give a unit on sustain no need for LoS (no doubt to hit values would increase as well).

TAU SUPREME COMMANDER

This rule affects one stand/formation int he army - if he is taken. Why not just drop it?  Dropping it makes very little difference to the army, gets rid of the whole rule, and anyway don't Tau SC come with big swords? :)
At the very least make it a unit note?

TAU JET PACKS

I would simply make them hit and run. Others make them a constant problem for CC armies as skimmers (by far the simplest and removes this rule as well, pop up could be seen as them using their manoeuvrability etc) and other ideas like replacing them with an invulnerable save and stuff are knocking around.

TAU DRONES
Should this ability work for all drone formations? Should independent formations be used in a sub list? Could the unit and special rule be looked at in its 3 possible iterations - independent, as an upgrade or independent in a drone themed army? Maybe just drop the special rule in favour of expendable or just drop the special ability and leave it to their save to represent this?

TAU DEFLECTOR SHIELDS
In battle fleet gothic these things are useless verse lance fire, great verse weapons battery fire. Here its the opposite. I still think they should be a flat 5+ invulnerable save both for simplicity and to make it easier to price the units its added to.

ROBOTIC SENTRY

Scrap it. Sentries should be normal units using normal special rules like scout and stuff. With a markerlight if they are the markerlight version.

Self Planetfall
Should it be able to sustain on the turn it lands? Can it land on the same turn an enemy spacecraft is around? If not what is the order for declaring? Can you change your mind if the enemy picks the turn you want and deploy normally?




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 Post subject: Tau special rules
PostPosted: Thu Sep 18, 2008 2:56 am 
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Quote:

COORDINATED FIRE


I like it and it has character


Quote:

MARKERLIGHTS AND GUIDED MISSILES


Use basic indirect fire rule and +1 for sustain. Perhaps make Seeker missiles 60cm so can fire 120cm on sustain. GMs are supposed to have unlimited range anyway, so you get a longer range on sustain and you get the abstract ML coverage with the sustain... Pathfinders could get a Markerlight for a +1 to hit.??
I'm going to think more on this one

Quote:

TAU SUPREME COMMANDER

EDIT- Actually I think I agree with Onyx because it's a necessary rule. He needs to keep the re-roll ability and leader and use Co-ord fire instead of Commander. Otherwise if he is designated just plain old SC when purchasing, he will have Commander as well as that's what you get with SC. It needs to be clear he doesn't get Commander.


Quote:

TAU JET PACKS


I really like Neal Hunt's idea of skimmer for them. It's again one less special rule. Failing consensus on that if the group that has been most vocal about the rule (Jstr19 and E&C etc) can come around to it, as Jstr mentions, then it can stay as is.


Quote:

TAU DRONES

Like I said in the "beef's thread", have both & cost the independent formation higher.


Quote:

TAU DEFLECTOR SHIELDS

"I still think they should be a flat 5+ invulnerable save both for simplicity and to make it easier to price the units its added to."

I'm happy with this, TRC.


Quote:

ROBOTIC SENTRY


"Scrap it. Sentries should be normal units using normal special rules like scout and stuff. With a markerlight if they are the markerlight version."

I'll agree to this so long as the indirect fire/ML system comes into effect.


Quote:

Self Planetfall


I'd say no to sustain on landing. It can land same turn as enemy spacecraft turn as it doesn't require a spacecraft to deploy. If it doesn't require a spacecraft then you pick when it deploys.





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 Post subject: Tau special rules
PostPosted: Thu Sep 18, 2008 3:10 am 
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COORDINATED FIRE


No problems with it for me.

MARKERLIGHTS AND GUIDED MISSILES

I'd really like to see this retained.
One idea out there is not to remove GM but to keep them as they are with the addition of Indirct Fire (with no range doubling). If the enemy is lit up then the usual modifiers would be applied. With this rule I could see Markerlight Sentry Turrets being moved to the Collectors Section. Much more reliance on Pathfinders, Tetras and Heavy Drones.

TAU SUPREME COMMANDER

I see no reason to change this.

TAU JET PACKS

I've played the Tau Jetpacks in a few different ways (all suggestions from these forums) and I really don't see that one is better than the other (neither do my opponets). I really don't mind the original rule.

TAU DRONES
I guess Expendable would work fine.

TAU DEFLECTOR SHIELDS
"I still think they should be a flat 5+ invulnerable save both for simplicity and to make it easier to price the units its added to."
I could live with this or reversing the effects so that it's a 4+ vs normal fire, 5+ vs MW and 6+ vs TK.

ROBOTIC SENTRY

If GM's gain Indirect Fire then I could support the removal of Robotic Sentries. No Indirect Fire for GM's then I'll be using Robotic Sentries . It's that simple for me.

Support Craft
I like the rules as they are now. Nothing can hide from them and they stand out like a sore thumb to the enemy. Always popped up is a lot more time consuming (measuring not needed under the present rule).
KISS




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 Post subject: Tau special rules
PostPosted: Thu Sep 18, 2008 11:50 pm 
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Coordinated Fire – I think this is probably fine, as it allows focus on the intent of the list - short range firepower, crossfire etc.

Markerlight and Guided Missiles – Personally I think these need a complete rethink. Not sure yet what I think should be done, but I dislike the current system.

Tau Supreme Commander – Definately unneeded. Just add the commander replacement line to the coordinated fire rule.

Tau Jet Packs – I'd like to see skimmer and hit and run playtested. Anything to cut down the special rules.

Tau drones – Expendible and be done with it.

Tau Deflector Shields – A 5+ invulnerable save sounds fair, or just a normal invulnerable save and an adjustment to existing points/armour saves to get rid of the rule altogether.

Robotic Sentry – This has to be the first to go. Entirely against what a Tau army should be, and yet another unneeded rule. The same effect could be achieved without the rule.

Support Craft – I think always popped up should be playtested to see if it works out.




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 Post subject: Tau special rules
PostPosted: Fri Sep 19, 2008 1:19 am 
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Self Planetfall


Ehm...the Thunderhawk, Landing Craft, etc are space capable too...but require a spaceship to use Planetfall.

So why can the Manta Self Planetfall?

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 Post subject: Tau special rules
PostPosted: Fri Sep 19, 2008 3:47 am 
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Zombo, I tested hit and run in a game against you about 6 months ago. Remember?


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 Post subject: Tau special rules
PostPosted: Fri Sep 19, 2008 11:46 am 
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Quote: (Jstr19 @ 19 Sep. 2008, 03:47 )

Zombo, I tested hit and run in a game against you about 6 months ago. Remember?

I do. I also remember that you forgot to use it all game :)

I'd like to see skimmer tried. It means you still can't CC them, but they can't leap out of FF range, which is the most annoying part.

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 Post subject: Tau special rules
PostPosted: Fri Sep 19, 2008 7:42 pm 
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Quote: (BlackLegion @ 19 Sep. 2008, 01:19 )

Self Planetfall


Ehm...the Thunderhawk, Landing Craft, etc are space capable too...but require a spaceship to use Planetfall.

So why can the Manta Self Planetfall?

Because the Tau get all the cool rules.  :))


Honestly, I don't really know why the Manta gets a 'free' planetfall... but there's a lot I don't know.

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 Post subject: Tau special rules
PostPosted: Fri Sep 19, 2008 8:56 pm 
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I don't recall the conversation from way back, but the Self-Planetfall seems a lot like a method of using the Manta in 2700 point games. It's not a good argument, since I don't think anyone plays 2700 points, but I seem to remember that this is the original rationale.


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 Post subject: Tau special rules
PostPosted: Fri Sep 19, 2008 9:42 pm 
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Quote: (asaura @ 19 Sep. 2008, 20:56 )

I don't recall the conversation from way back, but the Self-Planetfall seems a lot like a method of using the Manta in 2700 point games. It's not a good argument, since I don't think anyone plays 2700 points, but I seem to remember that this is the original rationale.

Should the manta really be in a game that small anyway?

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 Post subject: Tau special rules
PostPosted: Fri Sep 19, 2008 9:56 pm 
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Should a Warlord Titan in a game that small anyway?

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 Post subject: Tau special rules
PostPosted: Sat Sep 20, 2008 2:14 am 
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Yeah, probably best to let players choose what they want to use in a 2700pt game...

With regard to the Manta Planetfall rules, I don't really see why they should be any different to Thunderhawk's etc. Would simplify things a bit.

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