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Stomp Tau[Long]

 Post subject: Stomp Tau[Long]
PostPosted: Sat Apr 25, 2009 11:58 am 
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Below is the list i'll be testing for my own personal use within my local gaming group.

Main differences between this and the V5.1 document being worked on here:

Core cadres are now crisis and FWs with 3 support fms per core cadre.

HH support group replaces AMHC.
Fws have FF4+, and have gone back to 2 x 30 cm AP 5+
Stealth suits have FF4+ and a points boost.  Going to leave first strike for the minute but it's top of the list of things to drop if they prove to be too good.
Crisis suits have a MW FF, making them a good support unit for FWs.  This is instead of the 15 cm MW shot.
Price drop for AX-1-0s to bring them more in line with other fliers.
Jetpack rule now works like Eldar hit and run except for full move after consolidation.
The Moray is back.
Drones are back and are expendable.  Drone fms have had a points raise.
I've chubbed some of the more fiddly weapons that bogged things down.
Price slash for HH fms.
Range increase to 75cm for the Ion Cannon.
Few minor points tweaks - Shas'O down to 75 pts, Stingrays dropped to 200 pts


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 Post subject: Stomp Tau[Long]
PostPosted: Sat Apr 25, 2009 12:01 pm 
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TAU SPECIAL 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.

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 be guided by a markerlight. When a missile is guided by a markerlight, the firing unit does not need a line of fire to the target unit. 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.

Tau Supreme Commanders
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 Jet Packs
Tau Jet Packs follow all the rules for Jump Packs. Additionally, units with Tau Jet Packs that take advance or double actions may choose to shoot either before or after each move. However, they may still only shoot once during the action. For example, a Tau jetpack formation taking an advance action could shoot and then move or move and then shoot, while a formation taking a double action could shoot and move twice, move twice and then shoot, or move then shoot and then move again.  Only formations that consist entirely of jetpack troops may benefit from this ability.

Expendable
Expendable units do not generate Blast markers when they are removed as casualties. This includes special effects, which create Blast Markers when the unit is targeted. Unless otherwise noted, expendable units DO count as casualties for the purposes of assault resolution (EA Rule book 1.12.7).


Tau Deflector Shields
Tau deflector shields work in a different way to Imperial or Ork shields in that they do not absorb the incoming energy, but are shaped and positioned in such a way as to deflect the incoming fire (hence the designation).  Tau deflector shields work like an invulnerable save in all respects, except that this invulnerable save is always at 5+.

Support Craft
Some large war engines of the Tau operate above the battlefield, below the airspace used by aircraft, but higher than standard skimmer levels/terrain features. The vehicles, which loom over the fight in this way have this stated in their individual notes. They operate exactly as skimmers, which are ‘popped up’ at all times.


T’AU THIRD PHASE EXPANSION ARMY LIST
Tau armies have a strategy rating of 3.
Battlesuit Cadres and the Manta have an initiative value of 1+, all other Tau formations have an initiative value of 2+.

TAU CADRES
Any amount of points may be spent on Tau Cadres. They are independent formations.

Fire Warrior Cadre
8 Tau Fire Warrior Teams. May additionally have 4 Devilfish Troop Carriers for +100 points. Upgrades: any except Supreme Commander and Networked Drones
200 points

Battlesuit Cadre
4 XV8 Tau Crisis Battlesuit Teams. Upgrades: any except Networked Drones
250 points

TAU SUPPORT GROUPS
Up to 3 Support Groups may be taken per Cadre in the army. They are independent

Armoured Mobile Hunter group
4 Hammerhead Gunships. Upgrades: Hammerheads, Skyray, Networked Drones
200 points

Moray Squadron
1 or 2 Tau Moray Assault Ships
350 points each

Pathfinder Support Group
4 Tau Pathfinder Teams. May have 2 Devilfish Troop Carriers for free. Upgrades: Pathfinders, Gun Drones, Tetras
150 points

Stealth Support Group
6 Tau XV15 Stealth Battlesuit Teams. Upgrades: Gun Drones
275 points

Broadside Battlesuit Support
Group
6 Tau XV88 Broadside Battlesuits. Upgrades: Broadsides, Gun Drones
300 point

Scorpionfish Support Group
1 or 2 Scorpionfish Super-heavy Missile Gunships. Upgrades: Networked Drones,
250 points each

Stingray Support Group
4 Stingray Missile Gunships. Upgrades: Stingray, Skyray, Networked Drones
200 points

Recon Skimmer Support Group
6 Tau Pathfinder Tetra or Piranha Light Skimmers. Upgrades: Tetras, Piranhas, Pathfinders
150 points

Drones swarm
4 Gun drone teams. Upgrades: none
150 Points

Tau Upgrades
Up to three upgrades can be taken per Cadre or Support Group, note that Support Groups have a limited choice of possible Upgrades. Upgrades are not separate formations but are added to the original formation and are counted as part of it in all respects. Each upgrade can only be taken once per formation.

Commander
A formation may have one of the following Commanders:
add a Tau Ethereal Caste Member to Fire Warrior Team (0-1 per army, Fire Warrior Cadres only)
+75 points
add a Tau Shas’el Commander to Crisis Team
+50 points

Supreme Commander
(0-1 per army)
Add one Tau Shas’o Commander to Crisis Team
+75 points

Fire Warriors
+4 Tau Fire Warrior Teams +50 points
May have 2 Devilfish Troop Transports for additional +100 points

Pathfinders
+2 Tau Pathfinder Teams. May have a Devilfish for free +100 points

Gun Drones
+4 Tau Gun Drone Squads +100 points

Broadsides
+3 Tau XV88 Broadside Battlesuits +150 points

Crisis
+2 Tau XV8 Crisis Battlesuit Teams +125 points

Stealth
+3 Tau XV15 Stealth Battlesuit Teams +150 points

Hammerheads
+2 Tau Hammerhead Gunships +100 points

Skyray
+1 Tau Skyray Air Defence Gunship +75 points

Recon Skimmers
+3 Tau Piranha or Pathfinder Tetra Light Skimmers (can be mixed) +75 points

Stingray
+2 Stingray Missile Gunships +100 points

Networked Drones
Add the ‘Leader’ ability to one vehicle in the formation +25 points

ALIEN AUXILIARY FORMATIONS
Up to 1 Alien Auxiliary Formation may be taken per Fire Warrior Cadre in the army. They are independent formations and additionally count as a Support Group selection.

Formation Type Units Cost
Kroot Kindred
1 Kroot Master Shaper plus 9 Kroot Carnivore Squads:
175 points
May additionally have: (each option can only be taken once)
+5 further Kroot Carnivore Squads: +75 points
+3 Kroot Hound Packs: +50 points
+3 Krootox Herds: +75 points

TAU AIR CASTE FORMATIONS
Up to one third of the points available to a Tau army may be spent on Tau Air Caste Formations. They are independent formations. You may select the Hero or Custodian for your force, but not both.

Barracuda Squadron
2 Barracuda Superiority Fighters
175 points

Tiger Shark Strike Squadron
2 Tiger Shark Strike Craft Twin-linked Ion Cannon variant
175 points

Tiger Shark AX-1-0 2
2 x Tiger Shark AX-1-0 Light Railcannon variant
300 points

Manta Missile Destroyer
1 Manta Missile Destroyer
700 points

Hero Orbital Support
1 Hero Class Cruiser (Lar’Shi), Vash’Ya Configuration
200 points

Custodian Orbital Support
1 Or’es El’leath (Custodian) Class Battleship
250 points

Orca Dropship (max one per Cadre)
150 points

TAU UNITS
TAU FIRE CASTE GROUND FORCES

ETHEREAL CASTE MEMBER
Type Speed Armour Close Combat Firefight
Character n/a n/a n/a n/a

Honour Blade (base contact) Assault Weapon Extra Attacks (+1)
Notes: Character, Invulnerable Save, Leader, a formation joined by an Ethereal becomes Fearless. If the Ethereal is
killed, his formation breaks automatically

SHAS’EL COMMANDER
Type Speed Armour Close Combat Firefight
Character n/a n/a n/a n/a

Commander Plasma Rifle 30cm AP4+ -
Notes: Character, Invulnerable Save, Coordinated Fire, Leader

SHAS’O COMMANDER
Type Speed Armour Close Combat Firefight
Character n/a n/a n/a n/a

Commander Plasma Rifle 30cm AP4+ -
Notes: Character, Invulnerable Save, Tau Supreme Commander

FIRE WARRIOR TEAM
Type Speed Armour Close Combat Firefight
Infantry 15cm 5+ 6+ 4+

Pulse Rifles 30cm 2 x AP5+ -

PATHFINDER TEAM
Type Speed Armour Close Combat Firefight
Infantry 15cm 5+ 6+ 5+

Pulse Carbines 15cm AP5+ Disrupt
Rail Rifles 30cm AP5+ Disrupt
Notes: Scouts, Coordinated Fire, Markerlights

XV8 CRISIS BATTLESUIT TEAM
Type Speed Armour Close Combat Firefight
Infantry 20cm 3+ 6+ 5+

Twin-linked Missile Pods 45cm AP5+/AT5+ -
Twin-linked Plasma rifle 30cm AP4+ -
Fusion Blasters: Small arms MW
Notes: Tau Jet Packs

XV15 STEALTH BATTLESUIT TEAM
Type Speed Armour Close Combat Firefight
Infantry 20cm 5+ 6+ 4+

Multiple Silenced Burst Cannons 15cm AP3+ disrupt and
Small Arms:  First Strike
Notes: Tau Jet Packs, Scouts, Reinforced Armour, Markerlights, Teleport

XV88 BROADSIDE BATTLESUIT TEAM
Type Speed Armour Close Combat Firefight
Light Vehicle 15cm 4+ 6+ 5+

Twin-linked Broadside Railguns 75cm AT2+ -
Smart Missile System 30cm AP5+ Ignore cover
Notes: Reinforced Armour, Walker

GUN DRONE SQUAD
Type Speed Armour Close Combat Firefight
Infantry 25cm 5+ 6+ 6+

Pulse Carbines 15cm AP5+ Disrupt
Notes: Tau Jet Packs, Expendable


DEVILFISH TROOP CARRIER
Type Speed Armour Close Combat Firefight
AV   25cm 5+ 6+ 6+

Burst Cannon & Gun Drones 15cm AP4+ -
Seeker Missiles 90cm AT5+ Guided Missiles
Notes: Skimmer, Transport (may carry two of the following units: Fire Warriors, Pathfinders)

HAMMERHEAD GUNSHIP
Type Speed Armour Close Combat Firefight
AV 25cm 4+ 6+ 5+

Railgun 75cm AP5+/AT3+ -
OR Ion Cannon 75cm AP4+/AT4+ -
Smart Missile System 30cm AP5+ Ignore Cover
Seeker Missiles 90cm AT5+ Guided Missiles
Notes: Skimmer, may have either Railgun OR Ion Cannon as main weapon, not both

MORAY ASSAULT SHIP
Type Speed Armour Close Combat Firefight
WE 20cm 5+ - 5+

2x Railcannon 75cm MW3+ Titan Killer (D3), Fixed Forward Arc
OR: 2 x Heavy Ion Phalanx 60cm 3 x AP3+/AT3+ Fixed Forward Arc
Interceptor Missiles 30cm AA5+ Fixed Forward Arc
Damage Capacity 3. Critical Hit Effect: The Moray’s control systems are damaged, the Moray crashes to the ground and is destroyed.  Any unit within 5cm takes a hit on a 6+
Notes: Support Craft, Planetfall, Reinforced Armour, Fearless, Tau deflector shield. May have either Railcannon OR 2 x Heavy Ion Phalanx as main weapon, not both

SKYRAY AIR DEFENCE GUNSHIP
Type Speed Armour Close Combat Firefight
AV 25cm 4+ 6+ 6+

Smart Missile System 30cm AP5+ Ignore Cover
2x Hunter Missiles 60cm AA5+ -
2x Seeker Missiles 90cm AT5+ Guided Missiles
Notes: Skimmer, Markerlights

STINGRAY MISSILE GUNSHIP
Type Speed Armour Close Combat Firefight
AV 25cm 5+ 6+ 6+

Submunitions Missiles 90cm AP4+ Guided Missiles, Ignore Cover
Seeker Missiles 90cm AT5+ Guided Missiles
Smart Missile System 30cm AP5+ Ignore Cover
Notes: Skimmer, Markerlights

PATHFINDER TETRA LIGHT SKIMMER
Type Speed Armour Close Combat Firefight
LV 35cm 5+ 6+ 6+

Pulse Rifles 30cm AP5+ -
Notes: Skimmer, Scouts, Coordinated Fire, Markerlights

PIRANHA LIGHT SKIMMER
Type Speed Armour Close Combat Firefight
LV 35cm 5+ 6+ 6+

Burst Cannon & Gun Drones 15cm AP4+ -
Seeker Missiles 90cm AT5+ Guided Missiles
Notes: Skimmer

SCORPIONFISH SUPER-HEAVY MISSILE GUNSHIP
Type Speed Armour Close Combat Firefight
WE 25cm 5+ 6+ 6+

2 x Twin-linked Missile Pod 45cm AP4+/AT4+ -
2 x Hunter Missiles 60cm AA5+ -
Variable Munitions Launcher – select the missile salvo type before firing each turn
Either: 4x Tracer Missiles 90cm MW5+ Guided Missiles
Or: 6x Seeker Missiles 90cm AT5+ Guided Missiles
Or: 6x Submunitions Missiles 90cm AP4+ Ignore Cover, Guided Missiles

Damage Capacity 3. Critical Hit Effect: The primary munitions stockpile is hit, igniting the payload internally and ripping the vehicle apart from the inside. The Scorpionfish is destroyed, and any units within 5cm of the model suffer a single AP6+/AT6+ hit.
Notes: Skimmer, Reinforced Armour

ALIEN AUXILIARY FORCES

KROOT MASTER SHAPER
Type Speed Armour Close Combat Firefight
Infantry 15cm 6+ 4+ 5+

Gifted Mercenary Weapons (base contact) Assault Weapons Macro-weapon, Extra Attacks (+1)
Kroot Rifles (15cm) Small Arms -
Notes: Leader, Infiltrators, Scout

KROOT CARNIVORE SQUAD
Type Speed Armour Close Combat Firefight
Infantry 15cm - 4+ 5+

Kroot Rifles (15cm) and (base contact) Small Arms and Assault Weapons
Notes: Infiltrators, Scout

KROOT HOUND PACK
Type Speed Armour Close Combat Firefight
Infantry 15cm - 4+ -

Fangs (base contact) Assault Weapons -
Notes: Infiltrators, Scouts

KROOTOX HERD
Type Speed Armour Close Combat Firefight
Infantry 15cm 4+ 4+ 4+

Claws (base contact) Assault Weapons Extra Attacks (+1)
Kroot Guns 45cm AP5+/AT6+ -

TAU AIR CASTE NAVAL FORCES

BARRACUDA SUPERIORITY FIGHTER
Type Speed Armour Close Combat Firefight
Aircraft Fighter 6+ n/a n/a

Ion Cannon 30cm AP4+/AT5+/AA5+ Fixed Forward Arc
Twin-linked Burst Cannons 15cm AA6+ -
Aircraft Seeker Missiles 45cm AT5+ Guided Missiles, Fixed Forward Arc

TIGER SHARK STRIKE CRAFT
Type Speed Armour Close Combat Firefight
Aircraft Bomber 4+ n/a n/a

Twin-linked Ion Cannons 30cm AP3+/AT4+ Fixed Forward Arc
Twin-linked Burst Cannons 15cm AA6+ -
Twin-linked Missile Pods 30cm AP4+/AT5+ Fixed Forward Arc
Aircraft Seeker Missiles 45cm 2x AT5+ Guided Missile, Fixed Forward Arc

Notes: Transport (may carry four of the following units: Gun Drones, Heavy Drones); the Tiger Shark cannot land (and hence not air assault or embark troops) but can disembark Drones in the normal way after its approach move is
completed.

TIGER SHARK STRIKE CRAFT (AX – 1 – 0 VARIANT)
Type   Speed Armour Close Combat Firefight
Aircraft Bomber 4+ n/a n/a

Twin Light Railcannon 45cm MW3+ Titan Killer (D3), Fixed Forward Arc
Twin-linked Burst Cannons 15cm AA6+ -
Aircraft Seeker Missiles 45cm 2x AT5+ Guided Missile, Fixed Forward Arc

ORCA DROPSHIP
Type   Speed Armour Close Combat Firefight
WE Aircraft Bomber 4+ 6+ 6+

Twin-linked Burst Cannon 15cm AP4+/AA6+ -
Twin-linked Missile Pods 45cm AP4+/AT4+ Forward Arc
Aircraft Seeker Missiles 45cm AT5+ Guided Missiles

Damage Capacity 2. Critical Hit Effect: The Orca’s control surfaces are damaged. The pilot loses control and the Orca crashes to the ground. The Orca and all models on board are destroyed.
Notes: Planetfall, Transport (may carry up to twelve of the following units: Fire Warriors, Pathfinders, Stealth, Gun
Drones, Heavy Drones, Kroot Carnivore Squads, Kroot Master Shapers, Crisis and Broadsides; Crisis suits take up two spaces each) The Orca is a dedicated transport, and not designed to hold ground. An Orca may not capture an objective, but may be used to contest an objective. Units transported inside the Orca must disembark to capture an objective.

MANTA MISSILE DESTROYER
Type Speed Armour Close Combat Firefight
WE 20cm 5+ - 4+

2x Heavy Railcannon 90cm MW2+ Titan Killer (D3), Fixed Forward Arc
3x Heavy Ion Phalanx 75cm AP3+/AT4+ Fixed Forward Arc
4 x Twin-linked Long-Barrelled Burst Cannons 30cm AP5+/AA6+ -
Twin-linked Missile Pods 45cm AP4+/AT5+ Fixed Forward Arc

Critical Hit Effect: The Manta’s shield control systems are damaged and the deflector shield fails. It is unavailable for
the remainder of the game. Further Critical hits will cause an additional point of damage.
Notes: Damage Capacity 8, Tau Deflector Shield, Reinforced Armour Transport (may carry 16 of the following units: Fire Warriors, Pathfinders, Stealth, Gun Drones, Heavy Drones, Crisis, Broadsides, Piranha, Tetra. Note that Crisis units, Piranha and Tetra take up two spaces each. Additionally, up to four of the following vehicles may be carried as well: Devilfish, Hammerhead, Swordfish, Skyray, Stingray). The Manta always counts as a skimmer vehicle, constantly ‘popped up, for all purposes. 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 spacecraft. On arrival, the Manta descends to ground level and conducts a normal activation.

HERO CLASS CRUISER (LAR’SHI), VASH’YA CONFIGURATION
Type  Speed Armour Close Combat Firefight
Spacecraft n/a n/a n/a n/a

2x Pin-point attack n/a MW2+ Titan Killer (D3)
Notes: Transport (may carry up to 6 Morays and/or Orcas plus any troops carried in them; Mantas (plus any troops in
them) can also be carried but count as three craft for transport capacity purposes)

CUSTODIAN CLASS BATTLESHIP (OR’ES EL’LEATH)
Type  Speed Armour Close Combat Firefight
Spacecraft n/a n/a n/a n/a

2x Custodian Gravitic TracerSalvo 3x MW5+ Guided Missiles
Notes: Slow and Steady. Transport (may carry up to 18 Morays and/or Orcas plus any troops carried in them; Mantas
(plus any troops in them) can also be carried but count as three craft for transport capacity purposes). Gravitic Tracer Salvo – Each of the two Tracer Salvoes may be targeted at different formations.


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 Post subject: Stomp Tau[Long]
PostPosted: Sun Apr 26, 2009 9:07 am 
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Not bad. There's a couple of good changes. I'm not sure I'm too thrilled that we've reached the "This is my list instead" point again though. Have you trialled the 5.1 much Stomp? Any batreps?


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 Post subject: Stomp Tau[Long]
PostPosted: Sun Apr 26, 2009 1:39 pm 
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Some questions:

Drones Swarm - 150 points
Gun Drone Upgrade - 100 points

both for 4 drones. Is that supposed to be? But still, for 150 points I wouldn't take them fo what they can do. For 100 maybe.

I dont like the MW FF for the Crisis with the 5+ FF. I still rather not go into an assault with them, if I dont have to, especially with your other rule change to their movement and shooting ability. They can win a FF for sure, happened to me yesterday against a genestealer swarm. But mostly due to the awesome armour save. Of course, with that MW they can get deadlier in an engagement, but I still would not like to initiate it.
But I have to admit it migth be worth testing.

Tigersharks for 175 points? I guess its the same typo as in the 5.0 list it should read 275.

Pathfinder now for 150, but the upgrade costs 100 for two which makes the upgrade a bit pricey in comparison. But I could see this as intended. For now I tend to take the PF upgrade with a FW formation instead of PF on their own.

Thats all what I saw for now.
But the question by Dobbsy seems valid: How many games did you do with 5.1 (or 5.0 at least)?

I stick with 5.1 for now and try to playtest it as much as possible.


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 Post subject: Stomp Tau[Long]
PostPosted: Sun Apr 26, 2009 1:42 pm 
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They can win a FF for sure, happened to me yesterday against a genestealer swarm.


You won a firefight against a formation that has no firefight value...not that impressive.

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 Post subject: Stomp Tau[Long]
PostPosted: Sun Apr 26, 2009 2:04 pm 
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Sorry, I didnt explain it thouroghly:

4 genestealer in basecontact with three Crisis units, therfore CC and three Crisis could use their FF. And as I mentioned, I won mostly due to the armour save additional to the lucky kills of 2 units of genestealers.

In this case it wouldn't help that much to have a MW FF, but still might have. The only thing I wanted to say by that is the ability to win because of the armour save. Without it, for example MW weapons on the other side...





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 Post subject: Stomp Tau[Long]
PostPosted: Sun Apr 26, 2009 3:10 pm 
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Well, that's slightly more impressive,  :laugh:

I think the desired tactic is for the Crisis to double into Supporting Fire range, then for the Fire Warriors to do the engaging. That way you have the numbers of a FW formation in combat (rather than a tiny Crisis formation), but still get the Supporting Fire MW attacks.

Which fits the Tau background- Crisis suits are designed to float around behind the Tau Fire Warrior lines (as Fire Warriors should outnumber Crisis Suits), and move to where a 'crisis' is occuring in order to provide their fire support in back-up of Fire Warriors who are the boots on the ground.


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 Post subject: Stomp Tau[Long]
PostPosted: Sun Apr 26, 2009 3:15 pm 
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I agree with your tactics and I normally try to have something near my Crisis, especially if my unit of 6 with a Shas'o is the BTS goal on my side. But in this case I was pretty much surrounded and tried to get as much as possible out of it and I was attacked by the genestealers later on.

But more about that, when I post the BatRep!


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 Post subject: Stomp Tau[Long]
PostPosted: Sun Apr 26, 2009 3:25 pm 
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Quote: (Assariel @ 26 Apr. 2009, 15:15 )

But more about that, when I post the BatRep!

WOOHOO!!!

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 Post subject: Stomp Tau[Long]
PostPosted: Sun Apr 26, 2009 3:43 pm 
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Oh, of course. No plan survives contact with the enemy.

The intent is for Crisis to support Fire Warriors, but your opponent will try to thwart this.


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 Post subject: Stomp Tau[Long]
PostPosted: Mon Apr 27, 2009 4:56 am 
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In this case it wouldn't help that much to have a MW FF, but still might have. The only thing I wanted to say by that is the ability to win because of the armour save

So what you are saying is that 5+ MW FF doesn't make all that much difference? I agree. So let's put it back in the crisis stats. I've said it before and I'll say it again (and will continue to push this)... MW shooting should give MW FF. It is a ridiculous idea that a weapon with MW would not provide that ability in FF. Do they turn off a switch so the weapon isn't a fusion weapon? I don't think so.

To provide examples

Firedragons:
Fusion Guns 15cm MW 5+
AND (15m) Small Arms, MW

Wraithguard:
Wraithcannon 15cm 2xMW5+
AND 15cm Small Arms, +1A, MW

Just so I understand it (or at least attempt to) why was MW FF taken away in the first place?

Was it some view that they were too powerful? Well now they move slower and don't jump away when engaged. I think the view they are now too powerful is clearly debunked. Seriously, MW FF will not break this unit with it's current stats.





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 Post subject: Stomp Tau[Long]
PostPosted: Mon Apr 27, 2009 12:07 pm 
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Quote: (Dobbsy @ 27 Apr. 2009, 04:56 )

Just so I understand it (or at least attempt to) why was MW FF taken away in the first place?

You know why it was taken away: The belief that Tau can have *no* advantages in Assault.   :shutup:

It's always been a mystery to me why the Ethereal was allowed to grant an extra CC attack...  :vD

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 Post subject: Stomp Tau[Long]
PostPosted: Mon Apr 27, 2009 5:39 pm 
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Quote: (Chroma @ 27 Apr. 2009, 13:07 )

It's always been a mystery to me why the Ethereal was allowed to grant an extra CC attack...  :vD

My face was pretty much like that:  :oo:  when I first read it...

As for the MW FF I agree its stupid they are not using it for FF, but since its a game that attempts trying to be balanced, not everything will be realistic.

I dont know about the actual weapons and fluff technology, but Crisis have another weapon as well. So it might be possible to argue the MW weapon is just too "clumsy" for a close FF. But then again it only has a range of 15 cm....  :glare:


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 Post subject: Stomp Tau[Long]
PostPosted: Mon Apr 27, 2009 6:23 pm 
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Just so I understand it (or at least attempt to) why was MW FF taken away in the first place?

You know why it was taken away: The belief that Tau can have *no* advantages in Assault.    

It's always been a mystery to me why the Ethereal was allowed to grant an extra CC attack...  

Hey! You guys did that while I was at the beach. You're not going to stick me with that one.  :tongue:  

As to why it was pulled off, if I remember correctly from my blitz to get caught up on the threads, an argument was made that they were too good...but that was back in the "leave the Tau standing in their knickers" period.

When we get to the point where we are capturing items to look at for the next release, let's make sure it gets on the table. I don't think I'll be that hard to persuade on this one.

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Honda

"Remember Taros? We do"

- 23rd Elysian Drop Regiment


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 Post subject: Stomp Tau[Long]
PostPosted: Mon Apr 27, 2009 6:56 pm 
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Joined: Sat Feb 28, 2009 11:14 am
Posts: 103
Location: Germany (NRW)
Quote: (Honda @ 27 Apr. 2009, 19:23 )

When we get to the point where we are capturing items to look at for the next release, let's make sure it gets on the table. I don't think I'll be that hard to persuade on this one.

Wrote that statement down in a textfile in my E:A folder, not to forget it!  :vD

But I am pretty sure Dobbsy will be persistent anyway in the next round!  :smile:





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