Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 113 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 8  Next

TAU WIP 4.2 - Here - See Link in post

 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Thu Nov 03, 2005 12:56 am 
Brood Brother
Brood Brother

Joined: Wed Aug 10, 2005 11:44 pm
Posts: 1891
Location: Katy, Republic of Texas
I like the Stealth addition. Will there be a change in points to reflect this new ability?

Broadsides: I don't know exactly what to make of this. I never use them and even being aware that others play the Orca/Broadside shuffle, I don't know that they should be penalized for clever tactics. If you really don't like the tactic, then I would say don't allow the Orca to transport the unit vs. change how the BS currently works.

For now, I would say leave the BS as is and let us play with this list (or something very close to it) for a couple of weeks and see what comes up.

Given the diversity of styles on this board, I'm sure we'll get some feedback. If not, we can come back and target the issue.

_________________
Honda

"Remember Taros? We do"

- 23rd Elysian Drop Regiment


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Thu Nov 03, 2005 1:29 am 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Baronp,

Don't misunderstood the purpose of my suggestion:

- The extra plasma rifle is of minor importance, and I would be fine with or without it.

- I really worry about their AT delivery being practically unaffected when moving /when failing initiative, and the fact you'll never sustain-fire with them.

Noted on the AP side.

On the latter comment, I would first say - my group play with a lot more terrain than perhaps others do. I don't think we play with an increadible amount, but the rules talk about cover being liberally applied, and intervening terrain giving cover, etc... so it seems like enemy vehicles are constantly hunkered down yielding a -1 to shoot at them in our games. So that 2+ goes to a 3+ easily enough if you don't sustain fire.

Furthermore, I don't use the orca to bus around my broadsides. I personally don't like the orca that much anyway as I think its a really big liability for me. So to limit the liability, I opt to field my broadsides on foot and use the precious (my precious! ehem - sorry) Air Caste points elsewhere. So it's not uncommong for me to double, and then fire. That's a further -1 one for me.

So in more games than one, I'm running broadsides to get them in range and firing at units in cover for a -2... this happens all the time to me in fact. That 2+ goes to a 4+ really quick that way!

Back to the Orca, if you are making this tactic work - I say bravo - you are paying for it. There's a measured risk in your tactic. If the guy is going to move the hunters away - LOL, well shame on him... we call that a gi'me in golf! But if he doesn't, now you have to decide how many hunters are in range of your ideal position if you want to attempt this manouvre. you also have to decide if he has Tbolts on CAP that might ruin your parade. I personally don't like the prospect of losing my 300 point formation plus my 100 point formation to AA fire before they get me some points back. Therefore, I avoid the risk. I also don't play against folks that leave whirlwinds in the open unless they are attempting to sucker me into their clinched fist!

I don't like stranding out my BS on the enemy's side of the field either - even if I could get this tactic to work. So that tactic isn't something I really would consider as my opponent would make short work of my broadsides all the way out in no man's land.

I also typically play agsint Obliterator heavy chaos, Hydra heavy IG, or Firestorm heavy Eldar... fliers are a deadly prospect in the games I play in. Orcas wouldn't have free reign on our tables. (not to say they do on yours) but I need all the air caste I can get my hands on at times. I rarely find place for the orca in my 3k - 4k games as a result.

Now if I did do that, there's also the liability of enemy air craft or ground formations coming by peppering your orca that has landed and causing it to break with move 0cm... which means it would just blow up if their was enemy with 15cm... as it couldn't get away... This also means that (whatever) 250 point unit that you just wrecked (thinking of those dasterdly cheap manticores that wrecked me not to long ago - the ones I love to hate... :p ) well anyway, it now just cost you a 100 points to kill that 250, good, but your broadsides are now stranded too - so perhaps another 300 could be at risk shortly.

Finally, I'm not shy about it - I think the marines are a bit on the messed up side of E:A and could use some tweaking to be in line with the Eldar, Orcs and Chaos. I think Marines in general have the hardest time dealing with all sorts of things. They have a few things they do exceptionally well, but they seem to run out of steam and suffer from not having quite enough units on the field typically in our games. So, the point is well made, but Marines have other challenges in my book to overcome and are not a good measure for another list in development IMHO... thosed damned IG are though... ?:angry:

Yeah, I play IG too, but they give me a real fight every time I face them - no matter what I'm playing. As they should I suppose! LOL. ?:alien: grr...

In the end, I think the broadside + orca trick for 400 or so points is a mean trick. If you are breaking or taking out lightly armored tanks with the tactic, bravo... shame on your opponents for not responding full force though if they are letting you get away with this game after game! ?LOL :/

I'm thinking the Broadsides are working quite well at present and have been a unit that's tested well in the past. I'm not inclined to change things that don't appear broke and have a proven track record - unless a new problem is sited and agreed upon by the masses.

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Thu Nov 03, 2005 1:50 am 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Quote (Honda @ 02 Nov. 2005 (23:56))
I like the Stealth addition. Will there be a change in points to reflect this new ability?

Broadsides: I don't know exactly what to make of this. I never use them and even being aware that others play the Orca/Broadside shuffle, I don't know that they should be penalized for clever tactics. If you really don't like the tactic, then I would say don't allow the Orca to transport the unit vs. change how the BS currently works.

For now, I would say leave the BS as is and let us play with this list (or something very close to it) for a couple of weeks and see what comes up.

Given the diversity of styles on this board, I'm sure we'll get some feedback. If not, we can come back and target the issue.

Honda,

Stealths were reduced in price in v4.2.x as per JG and the tau community as a whole as Stealths continue to be something that don't really deliver in some lists as they problably should.

The other option (instead of reducing their points) was to give them teleport.

I assumed that if baronp's 'teleport' option was invoked, the points would go back up as 'teleport' was the other option 'instead' of lowering their points.

Either works for me personally.

Teleport is something I think the Tau absolutely should have in some shape or form, but presently don't.

...



:P

Coming from 40K, not having hit & run or 'evasion' (crisis, drones and stealths) and not having Deep Strike (again, all jet pack units) I feel our same units in 40K that I love are rather lack luster in epic. They really don't feel like they have the same function. Well, the Drones do... but the crisis and stealths definitely don't.

From a GW Tau franchise perspective, Tau Jet Packs not having evasion (hit and run) and deep strike (teleport) really seem at odds to me - because of my 40K background, but still...

To me, a long time Tau 40K veteren - dogs bark, birds fly, ducks quack, Chaos is mean, IG shoot, and crisis and Tau just are supposed to 'evade' and 'deep strike'. Its like a law of physics or something that shouldn't be broken - right? ?:D

There's enough other cool stuff in the list for me to enjoy, so perhaps this isn't that big of a deal - but disregarding points, balance, fairness, or anything else... Tau Jetpacks - from a pure historical perspctive - *should* evade and deepstrike.





Not that I'm proposing any of that mind you... I'm just sayin. ?:alien:

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Thu Nov 03, 2005 3:35 am 
Brood Brother
Brood Brother

Joined: Wed Aug 10, 2005 11:44 pm
Posts: 1891
Location: Katy, Republic of Texas
Well, I don't know if the other suits will ever emulate some of the things that we are familiar with in 40K, but "teleport" sure seems like it fits with Stealth and ought to be in their playbook.

From what I see right now, Stealth @ 250 are a marginal choice as is, I think I might be extremely encouraged to pick them if they teleport because then we'd have the ability to deep strike a ML, which would be very sweet. You know me, I'm always looking for ways to stretch the battlefield and vertically envelop an opponent.

So, we can leave them as is for a little while, but like BP, I'd be a strong advocate for teleport as is.

I'm sure Neal will have an opinion.

_________________
Honda

"Remember Taros? We do"

- 23rd Elysian Drop Regiment


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Thu Nov 03, 2005 4:16 am 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
I'd be happy to give teleport a try on the stealths. Frankly, i don't like them as is and don't use them.

I do have an @$$-load of the models though, so it would be great if I could use them satisfactorily!!

I think we should run them as is at current points level to get a feel for them, but "should we add teleport to stealths" will go into the playbook of questions.

The sooner we get stealth feedback as is, the sooner we can start evaluating.

Cheers,

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Thu Nov 03, 2005 8:11 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Tau WIP v4.2.3 is up - see first post in this thread for link and revision history.

Cheers,

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Thu Nov 03, 2005 9:32 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Aug 02, 2005 12:00 pm
Posts: 573
Location: Canada
Hi!

Just a note or two for the Collectors' Models section you may find useful:

*Gal'leath (Explorer) - would probably be better suited counting as a Custodian, for games set before the Kor'or'vesh (Kor'or'vesh = development program for the Custodian and other resin ships)

*Orbital bombardment - the Custodian would have 3BP worth of firepower.


A cleanup for the Lar'shi and Or'es El'leath fluff:


LAR'SHI (HERO) CLASS CRUISER

In the Kor'vattra Ileath'fannor - Commerce and Exploration Fleet, the fleet of starships which has served the Empire since its first expansion into space - the Lar'shi(Hero) is the pinnacle of modular Tau stellar technology. Designed as a match for Imperial ships of the line, it is a powerfully gunned cruiser capable of facing most cruiser-sized opposition in space, being the first large starship the Tau built for the sole purpose of combat. In addition to its numerous weapon systems, it has troop transport capabilities and can deploy several Moray assault ships, Orca dropships or even the huge Manta Missile Destroyers by planetfall.

In keeping with the Tau princople of precision warfare, Tau starships eschew the massed orbital bombardment strikes used by other spaceborne races during ongoing ground battles, to avoid friendly fire accidents and collateral damage - as they normally don?t wish to destroy what they are fighting for. Instead, they employ highly accurate pin-point attacks and ship-launched Tracer Missles to take out enemy formations and war engines with high precision.




OR'ES El'LEATH (CUSTODIAN) CLASS BATTLESHIP

The recent rapid expansion of the Tau Empire has substantially increased external pressure on the Kor'vattra - the Tau space navy. The Kor'vattra's early setbacks against the Imperial Navy during the Lithesh War, as well as the emerging threat of the Tyranid splinter fleets, had called into question the Kor'vattra's prior engagement tactics. The very best Fio scientists of the T'au Sept were given whatever they needed to create a new 'experimental' fleet - in a program known as the Kor'or'vesh, the single largest reallocation of resources in the Empire's history - incorporating lessons learned from the Tau's allies and experience in fleet combat into a new series of starships.

The Or'es El'leath (Custodian) battleship is the largest starship class of this next generation of Tau vessels, the Kor'vattra Qath'fannor - the Commerce Protection Fleet. It is a huge carrier, transporting squadrons of Barracuda fighters and Manta Missile Destroyers, which fly in support of the rest of the Tau fleet. When providing close support to planetary landings or other ground-based campaigns, it can bring its powerful shipboard Ion Cannons to bear against enemy war engines. In addition, its prow Gravitic Launcher is capable of launching waves of Tracer Missiles to the surface, guided to their targets by allied Markerlight-armed ground units, in order to maximize their ability to lay waste to suitable enemy formations.




Note that the ship's Railguns are not used for pin-point attacks, they would correspond to another race's use of orbital bombardments...

Gary





_________________


Gue'senshi: The 1st Kleistian Grenadiers

v7.3 pdf

Human armed forces for the greater good.


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Fri Nov 04, 2005 1:18 am 
Brood Brother
Brood Brother

Joined: Sun Jan 02, 2005 5:42 am
Posts: 201
In refrence to the Broadsides:

Each has a TLRG, like a Swordfish, but there are 2 Broadsides on a stand, hence 2x TLRG.

I dont play 40K, but I'm assuming that the railgun the XV88 is the same as the one on the Hammerhead, only twin-linked, and I dont know if submunition rounds are available to the XV88 as they are to the hammerhead, but if they are, then it makes sense that each XV88 stand have 2x TLRG AT2+AP3+.  If the XV88 only fires AT rounds in 40K then it should only be AT2+

The asthetic differences between the HH railgun and the Broadsides Railgun(s) I think can be accounted for by the fact that the HHRG is mounted on a turret on what is essentially a floating platform, and so more stabilization equipment and other assorted "bulk" may be needed, as well as "bulk" for any special handling of the submunitions rounds, while the XV88 is a clearley more stable firing platform, and the RG's are mounted more-or-less rigid with the body of the vehicle as opposed to turret mounted, which I imagine many old-school tankers can tell you cause no end of problems with ammunition "feeding" and will, of coures, require more "bulk"

Just to clarify:  I think that maybe XV88s should get the AP3+ like the Swordfish ONLY if there is a precedent from 40K (Submunition rounds available to XV88s), and I'm against pretty much any other changes because the unit "feee right" as it is.  We should NOT, however, rule out a good hard look at the pricing, if there are problems with the unit as BP believes then perhaps they are best addressed by a price increase.

And I'm spent.:p


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Fri Nov 04, 2005 1:29 am 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
HecklerMD,

Baronp's suggest for AP was to go from 1x twin-linked plasmas to 2x that the. This is based upon the secondary systems that they carry. This has nothing to do with a railguns submunitions.

Further reference to 40K:
===================
- The broadside railguns _do not_ have submunitions.

- The Hammerhead railguns and swordfish railguns _do_ have submunitions.

Cheers,

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Fri Nov 04, 2005 3:39 am 
Brood Brother
Brood Brother

Joined: Sun Jan 02, 2005 5:42 am
Posts: 201
Tac-

Thanks, that clears that up, I think we should keeep them as they are in the 4.2.2 WIP and adjust points if needed.

Groovy


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Fri Nov 04, 2005 12:28 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 23, 2005 6:14 pm
Posts: 390
Sorry if I'm covering old ground here but if I don't ask then someone else will:  XV88's standard secondary weapon system in 40k is smart missiles.  In Epic why don't they have this like the XV8's do?  And the models come as a 50/50 split with missiles and plasma.

I'm sure it's a game balance issue but they don't have them in V3 (which is where I came on board) and I can't remember any discussions about this.

Orde

_________________
"I'm smelling a whole lot of 'if' coming off this plan."

Tau Army List Archive


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Fri Nov 04, 2005 7:48 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Col_Sponz,

Well, its true that the models come half and half when you purchase them. I've never seen this questioned before either.

TL Plasma Rifles, 30cm, AP4+, -
Smart Missile System,  30cm, AP4+, Ignore Cover

So currently the SMS is the exact same stat as a TL-Plasma weapon, the only difference is the ignore cover ability of the SMS.

What are you asking - why don't we list one shot of each of these systems on the sheet?

Well, I don't think its ever been considered, requested, or discussed from what I can remember.

Side note: Your question does bring up an item that I asked about before about the plasma rifle and never have received an answer on though because it was part of a larger discussion I think. I'll start a new thread on that one and see what folks think conceptually.

Cheers,

_________________
Rob


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Fri Nov 04, 2005 10:40 pm 
Brood Brother
Brood Brother

Joined: Tue Mar 16, 2004 2:52 pm
Posts: 33
small detail here if it hasn't been mentioned:

there are still Sharkcannons in the Notes section of the Tigershark Bomber.

thanks!


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Fri Nov 04, 2005 11:15 pm 
Brood Brother
Brood Brother

Joined: Sat Jul 09, 2005 12:12 am
Posts: 2241
Bolt,

Tactica nods to Bolt


done, no versioning change, but the date of Last Rev on first place was updated.

Cheers,





_________________
Rob


Top
 Profile Send private message  
 
 Post subject: TAU WIP 4.2 - Here - See Link in post
PostPosted: Sat Nov 05, 2005 12:48 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Aug 02, 2005 12:00 pm
Posts: 573
Location: Canada
Are you planning on putting the re-worked starship fluff in the next update?

(The lar'shi fluff was written before the CPF ships came out so needed to be changed, I modified the Custodian fluff too)

Gary

_________________


Gue'senshi: The 1st Kleistian Grenadiers

v7.3 pdf

Human armed forces for the greater good.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 113 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 8  Next


Who is online

Users browsing this forum: No registered users and 8 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net