EA Tau Version 4.3.3 |
CyberShadow
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Post subject: EA Tau Version 4.3.3 Posted: Fri Jan 06, 2006 6:12 pm |
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Swarm Tyrant |
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Joined: Thu Jan 02, 2003 6:22 pm Posts: 9349 Location: Singapore
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Hi guys. Here is the latest version of the Tau force list for EA. It is still not totally there, and issues such as debate on the Jump Packs, and finalisation of the Tiger Shark issue are all still outstanding.
EA Tau Force List - Version 4.3.3
My Notes
- The Protector starship has still not been added to the collectors sections. This is not a commentary on the starship itself, but the list is already starship heavy. This is still an open issue.
- Drone turrets have also not been added yet. Can we reopen discussion on this to double check that we are happy with the stats for them and remind me what was discussed?
- The Drone Sentry Emplacements have not yet been moved to the main section. To be honest, I am still not sure if the totally warrant a permanent place in the core list (and I know that I am going to get flak for that comment!). They just seem a more specialist type of unit, for specific scenarios/missions.
- I did consider changing the speed of the Scorpionfish/Dragonfish to make them equal, and I agree that this should probably be done? but 20cm or 25cm!
- The Crisis Cadre has been given an increased initiative to represent both the ?bonded? status of the warriors, and to help with blast management. There is currently no points increase for this cadre.
- The Hammerhead ?leader? upgrade has been added.
- Markerlight restriction against air/space units removed.
- The Tiger Shark? oh boy, the Tiger Shark. I thought about this issue a lot. Many of the suggestions did not seem to address the issue. I want to keep the two shots on this thing, at TK(1). I see this as being a War Engine killer? not necessarily the ultimate Warlord destroyer but something that is very nasty to SHTs. Therefore, I think that restricting this to formations of one makes the Tau player think a little more when using it. I have not restricted the number available, as I don?t think that this solves the problem, and actually may hinder future attempts to balance it. I have also reduce the strength of the Railcannon to 4+. This means that it should average a single hit, rather than two of three hits. I have not changed anything else. I realise that the Railcannon change is a bit out from left-field, but it is a relatively minor adjustment which I hope does not change the focus of the unit, while hauling it in a little. I now await the outcry ? brace for impact! ?
- I have still not added to Tau names yet? I know, I will.
- Finally, I have not even looked at the Jet Packs issue yet. This is still in a real state of flux and required more debate. It will hopefully be addressed with the next update.
Thanks.
_________________ https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond. https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.
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Tactica
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Post subject: EA Tau Version 4.3.3 Posted: Fri Jan 06, 2006 8:02 pm |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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The_Real_Chris
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Post subject: EA Tau Version 4.3.3 Posted: Fri Jan 06, 2006 8:39 pm |
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Joined: Mon Jul 04, 2005 4:45 pm Posts: 8139 Location: London
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So, reduced firepower by 25% for the Tigersharks main guns, wonder if massing 'em still works. Will give it a try against a non marine force soon (as marines are just screwed anyway ).
_________________ If using E-Bay use this link to support Tac Com!'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913 "Gentlemen, we may not make history tomorrow, but we shall certainly change the geography." General Plumer, 191x
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CyberShadow
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Post subject: EA Tau Version 4.3.3 Posted: Fri Jan 06, 2006 9:35 pm |
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Swarm Tyrant |
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Joined: Thu Jan 02, 2003 6:22 pm Posts: 9349 Location: Singapore
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Sounds like you are on the right track here and the changes sound like they are all appropriate from my perspective! |
Really? Are you feeling OK?
Skyray "Hunter Missles" are different than the Scorpionfish "Hunter Missles". That's a JJ no-no! Can't have two weapons with the exact same name doing two different things. |
D'Oh. You are right. This is a no-no! It meeds fixing. Thanks.
Under the Upgrades section - there's two funny characters under Commander - I think they are supposed to be hyphens or spaces perhaps, but it shows up as a funny character when I open up the .pdf in adobe.
Those funny characters are what happens when my PDF converter encounters bullet point lists.
the list is actually labled 4.3.3 in the document header... but the link says 4.3.4..
the main thread header still says 4.3.2... may want to say 4.3.x or something so folks know there's a new update out!
Take your pick! Version 4.3.2, 4.3.3 or 4.3.4!

Sorry, fixed for clarity.
General Comment and praise - YAY - you got the entire army list on one page, you da' man!
I knew that you would like that!
So, reduced firepower by 25% for the Tigersharks main guns, wonder if massing 'em still works. Will give it a try against a non marine force soon (as marines are just screwed anyway
I dont see this as a reduction in firepower (if successful, the strength is the same). I just felt that this would make the unit slightly less powerful, without changing its focus.
Please do let me know your comments and experiences with it.
Thanks.
_________________
https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond.
https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.
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Tactica
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Post subject: EA Tau Version 4.3.3 Posted: Fri Jan 06, 2006 10:14 pm |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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@ CS,
ROFLMAO - 
_________________ Rob
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Nerroth
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Post subject: EA Tau Version 4.3.3 Posted: Fri Jan 06, 2006 11:16 pm |
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Joined: Tue Aug 02, 2005 12:00 pm Posts: 573 Location: Canada
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CS,
Just a question: What made you switch the Hero missile salvo to 4 from 6?
The Hero and Custodian have the same missile strength in BFG (6 missiles - well the Custodian has 6 in the forum list, at any rate), as long as the BFG strengths are equal I would wish to keep them both at 6 Tracers in Epic.
Gary
_________________  Gue'senshi: The 1st Kleistian Grenadiers v7.3 pdfHuman armed forces for the greater good.
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Nerroth
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Post subject: EA Tau Version 4.3.3 Posted: Fri Jan 06, 2006 11:24 pm |
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Joined: Tue Aug 02, 2005 12:00 pm Posts: 573 Location: Canada
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More importantly, will this be the list you submit to Jervis?
And will you be sending it soon?
Thanks.
Gary
_________________  Gue'senshi: The 1st Kleistian Grenadiers v7.3 pdfHuman armed forces for the greater good.
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The_Real_Chris
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Post subject: EA Tau Version 4.3.3 Posted: Sat Jan 07, 2006 1:56 am |
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Joined: Mon Jul 04, 2005 4:45 pm Posts: 8139 Location: London
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Quote (CyberShadow @ 06 Jan. 2006 (20:35)) | | I dont see this as a reduction in firepower (if successful, the strength is the same). I just felt that this would make the unit slightly less powerful, without changing its focus. |
? Don't get it, isn't hitting less a reduction in firepower?
_________________ If using E-Bay use this link to support Tac Com!'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913 "Gentlemen, we may not make history tomorrow, but we shall certainly change the geography." General Plumer, 191x
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Honda
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Post subject: EA Tau Version 4.3.3 Posted: Sat Jan 07, 2006 3:58 am |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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My Notes - Drone turrets have also not been added yet. Can we reopen discussion on this to double check that we are happy with the stats for them and remind me what was discussed?
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Sigh...Ok, I will.
I would also like to point out that the entry was in the previous WIP lists because, if someone should ask, then the Tau player has something to point to as far as the validity of the unit. If it's not in print, then how do you distinguish that from some person who just shows up and says, "I want to add Manticores to my Tau because I'm testing this post-Taros campaign list".
- The Drone Sentry Emplacements have not yet been moved to the main section. To be honest, I am still not sure if the totally warrant a permanent place in the core list (and I know that I am going to get flak for that comment!). They just seem a more specialist type of unit, for specific scenarios/missions.
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Well, first off, I thought that something was in the "Collectors" section because there weren't any models, therefore you had to build them yourself. Then the section turned into sort of a "testbed" for units that we weren't sure of.
The sentry turrets do exist, however, do others not use them because they are there?
- I did consider changing the speed of the Scorpionfish/Dragonfish to make them equal, and I agree that this should probably be done? but 20cm or 25cm!
It should be 25 cm. As it stands now, it is the only unit that moves 20 cm in the whole list and there's no real justification for that speed
- The Crisis Cadre has been given an increased initiative to represent both the ?bonded? status of the warriors, and to help with blast management. There is currently no points increase for this cadre.
Someday, I'll get some crisis suits.
- The Hammerhead ?leader? upgrade has been added.
- Markerlight restriction against air/space units removed.
Thank you very much.
- The Tiger Shark? oh boy, the Tiger Shark. I thought about this issue a lot. Many of the suggestions did not seem to address the issue. I want to keep the two shots on this thing, at TK(1). I see this as being a War Engine killer? not necessarily the ultimate Warlord destroyer but something that is very nasty to SHTs. Therefore, I think that restricting this to formations of one makes the Tau player think a little more when using it. I have not restricted the number available, as I don?t think that this solves the problem, and actually may hinder future attempts to balance it. I have also reduce the strength of the Railcannon to 4+. This means that it should average a single hit, rather than two of three hits. I have not changed anything else. I realise that the Railcannon change is a bit out from left-field, but it is a relatively minor adjustment which I hope does not change the focus of the unit, while hauling it in a little. I now await the outcry ? brace for impact!
Personally, I'm not going to lose a lot of sleep over this. Your proposal is just as valid an approach as any other. I'm more interested in the fact that the list is out and can be tested.
Thank you very much for all that you do.
I will see what kind of feedback this gets, and if there are no makor issues then I will write it up and send it off.
Semantics. The actual strength of the firepower is the same, it still has two, TK(1) shots and a hit is still a hit. The chance of actually making that hit is a little less, sure. This version will average a single hit per strike, rather than being likely to get both hits, but a double hit is still possible.
Sigh...Ok, I will.
Sorry. It should not be a huge discussion, but I didnt want to throw them in without recent discussion.
Thanks guys.