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Changes for version 4.4.1

 Post subject: Changes for version 4.4.1
PostPosted: Thu Aug 10, 2006 1:37 am 
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Sorry peoples, but I'm with Moscovian on this one. I find the Tau (in my case) winning at least 80-90% of the time, and that has been over about 10 games now. The only thing I can field that seem to hold thier own are the Necrons. This - in my opinion - is due to the amount of fire power they can soak up and keep on coming. The Eldar have made a brave stance surviving until the third (sometimes fourth) round before being completely wiped out. Don't even get me started on how long the fragile Dark Eldar lasted against them - it was embarassing (no offense meant to the DE list I think it's great and this was still in it's early development). My opponent and I are of equal experience and strength so that would not be a contributing factor (before he changed to the Tau I was on a 12-0 winning streak).

Most of the time I can't get in range to fire anything before I'm hit with a mass of attacks and wiped out. The support craft rule destroys any chance of using stealth, hit & run, and cover, and in my opinion really doesn't work on a spaceship that can't be hit due to deflector shields (out of ten games I've only ever managed to inflict a total of 3 point of damage to the damn thing!)

I think the Tau are a little over powered in their firing potential and should be neutered a little.

Cheers
I.


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 Post subject: Changes for version 4.4.1
PostPosted: Thu Aug 10, 2006 2:11 am 
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(Invid @ Aug. 09 2006,20:37)
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I think the Tau are a little over powered in their firing potential and should be neutered a little.

It's interesting to hear you say that. I consider myself a "decent" wargamer yet in the past three months or so since I've had my Tau, I've won 1 out of the 10-12 games I've played.

The only Epic players in my area have IG and Orks (my games have been about 50:50 between them) and so my experience is limited only to facing these two armies. Many of the games have been close, no doubt, but this has been steady enough that I'm starting to get a bit discouraged   :(


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 Post subject: Changes for version 4.4.1
PostPosted: Thu Aug 10, 2006 3:11 am 
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(T0nkaTruckDriver @ Aug. 10 2006,02:11)
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It's interesting to hear you say that. I consider myself a "decent" wargamer yet in the past three months or so since I've had my Tau, I've won 1 out of the 10-12 games I've played.

In situations like this, I always find it good if a person posts a standard list or two of what they usually field and, if possible, what their opposition usually fields.

The variety in armies, usual tactics, etc, introduces huge variables in things that can really skew local results.

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 Post subject: Changes for version 4.4.1
PostPosted: Thu Aug 10, 2006 3:37 am 
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I will see if I can drag out some old army lists for consideration...

There was one thing I remmebred which I also found quite disturbing facing the Tau. They are damn good at long range shooting, but when you get in close to them they seem to then double their firepower buy having a secondarry short range weapon. Start doubling the body count, before you get in range to engage them.

ps. any timeline on when these changes might be implemented?






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 Post subject: Changes for version 4.4.1
PostPosted: Thu Aug 10, 2006 7:21 am 
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Based on how long it has taken in the past, probably another 6 weeks or so (Cybershadow also runs these boards, so he's pretty busy).

Tau vs Eldar is never pretty.  Eldar tanks do have secondary weapons, but those are usually absorbed into the FF abilities (Shuricats only have a 12" range in 40k, which is FF range in Epic).  Since the Tau have been dropped an average of 1 pip in FF, and given a ranged AP attack, that's where the 'extra' weapon comes from.  Although, Marine and Guard tanks also have secondary weapons with range, so thats not completely accurate.  Tau secondary weapons simply shoot farther than Eldar secondaries.  

It sounds like one of your problems is that you are running smaller units than you 'should' when facing a shooty opponent (or aren't using enough leaders, or both).  You may need to get sneaky.  A Vampire full of Banshees or Scorps in my lines would ruin my day.  Add some air support to it to kill the Skyray first.

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 Post subject: Changes for version 4.4.1
PostPosted: Thu Aug 10, 2006 4:16 pm 
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(T0nkaTruckDriver @ Aug. 09 2006,20:11)
QUOTE

(Invid @ Aug. 09 2006,20:37)
QUOTE
I think the Tau are a little over powered in their firing potential and should be neutered a little.

It's interesting to hear you say that. I consider myself a "decent" wargamer yet in the past three months or so since I've had my Tau, I've won 1 out of the 10-12 games I've played.

The only Epic players in my area have IG and Orks (my games have been about 50:50 between them) and so my experience is limited only to facing these two armies. Many of the games have been close, no doubt, but this has been steady enough that I'm starting to get a bit discouraged ? :(

Tonka,

I know what you mean.

I play Tau, IG, and Eldar. I used to own and play Chaos as well as marines BTW... I got rid of the marines because I couldn't stand the problems and I got rid of the chaos because - well I couldn't stand the problems. Both lists were at extreme opposite ends of the spectrum of playability though at the time.

I've also had the opportunity to command the bugs and Orks on quite a few occasions.

My winning percentage with IG, orks, eldar and Chaos far surpass that of playing the Tau when I only look at the current versions of each. Although I've only played three games with the newest bugs, I've yet to lose a game there - but that's not fair because those are campaign games and not tourny style games.

I tend to be the best player at E:A in my area. Tau vs Eldar, Orks, BL Chaos are challenging matches if the enemy list is played aggressive.

BTW: My eldar reference is coming from pre-Sotec proposed changes. I haven't got to try out the new changes yet...

My win percentage with the Tau is starting to get closer to 50% now against my opponents. I have a staple 2 guys to play against with an occasional 3rd that reluctantly will join the fray of E:A. We lost our best Orc player last year when he had to go back to Mexico after 6-month stay here in the states on business - but I digress.

Of the lists I've encountered, Tau seem to do best against the Tyranids and the IG... mainly, because they don't have air assaults or massive amounts of teleporting assaulting troops. Also, neither of them has rediculous strategy by comparison to the Tau so they can't count on going first against you in the majority of their games. In addition, neither of them has astounding air power. Both lists have what I call 'linchpin' elements that hold the list together which the Tau can work to eliminate with the FP while not being insti-assaulted... that is, IG tend to rely on indirect firing of some sort and MBT firing. Eliminating the indirect fire means they have to get on the move - they don't like to do that much... bugs have the obvious synapse consideration. So focused approach to dealing with mob leaders tend to be productive if the terrain, turn sequence and deployment matters were considered carefully. Som of the bug forces are just too damn fast to deal with so, so be wise there.

I've encountered orc forces that I just can't beat. The wound count is increadible.  Orc air assaults with Landa... hurts to recall the many bad experiences there.

Eldar have the most annoying army to play against of all of them. Hit-and-run... hate it. Love it... but hate it! Very hard to deal with on a table that has a reasonable amount of terrain. A good Eldar player can give a Tau player many MANY headaches. The new changes will hopefully reduce some of the Eldar power but not crap on the army in the end. Vampires with assault troops, Wraithgates, jetbikes and vipers, Scorpion covering fire, falcons and firestorms - not to mention the reverents and their broken shields/armor... layer on high strategy, spirit stones and hit and run full movements in shooting or after combat - If you are playing pre-experimental rules, a really good Eldar player should clean Tau's clock 7 times out of 10 in my opinion. The armies were just that poorly aligned and Eldar was just that much out of wack!

BL Chaos can pod in with a primer force to place BM and cause early havok. The main force can move on and use daemons as shields. The RA of the Tsons makes infantry terminators in some regards. Shooting is hard pressed to dig out Tsons force using cover and their vehicles wisely. Thier WE and Titans are just sick by comp. Keeping the chaos out of combat is next to impossible.

Now of course this is not all doom and gloom for Tau, my point is there are lists that just align really well with the Tau list if the Tau player isn't considering the options. Individual army comp, playstyles, terrain, deployment, skillsets, and tactics of course go into all of this.

Tau have some good options in E:A but require a delicate balance of force and cooperative play amongst formations. You can leverage this, or it can be your downfall.

As the best player in the group, I'm up to about 40% win percentage with the Tau, but I dominate the field when I run any of the other army lists I've mentioned. My win percentage there is - well, alarming by comparison. The next list I have trouble fielding and commanding is the bugs. That is mainly because the current list keeps changing still and the play style with them is so different to anything else out there. Still, I can win more with them than Tau, unless Tau align with bugs, where Tau tends to beat the bugs more if I'm playing the Tau. When i'm playing bugs against somebody running my tau, I tend to draw with them more than anything else but I win more than I lose when fielding bugs against Tau, though that margin is closing.

Tau don't win 9 out of 10 games against anything in my area. I doubt such a margin is true in the majority of playing thats going on. I also don't see how tau is losing 9 out of 10 games.

In either case - I'd really like to see battle reports if that's happening with anyone. After several battle reports detailing events, we can probably draw some conclusions of what's going on.

If anything, Tau are still underpowered in the field, not overpowered - but I think they are getting close to balanced.

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 Post subject: Changes for version 4.4.1
PostPosted: Thu Aug 10, 2006 5:31 pm 
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(Invid @ Aug. 10 2006,01:37)
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Sorry peoples, but I'm with Moscovian on this one. I find the Tau (in my case) winning at least 80-90% of the time, and that has been over about 10 games now... Don't even get me started on how long the fragile Dark Eldar lasted against them - it was embarassing (no offense meant to the DE list I think it's great and this was still in it's early development). My opponent and I are of equal experience and strength so that would not be a contributing factor (before he changed to the Tau I was on a 12-0 winning streak).

Most of the time I can't get in range to fire anything before I'm hit with a mass of attacks and wiped out. The support craft rule destroys any chance of using stealth, hit & run, and cover, and in my opinion really doesn't work on a spaceship that can't be hit due to deflector shields (out of ten games I've only ever managed to inflict a total of 3 point of damage to the damn thing!)

I think the Tau are a little over powered in their firing potential and should be neutered a little.

Cheers
I.

Hey Invid, what is your friend's win record with the Tau?  Just curious.  I'd also love to see the batrep with the Dark Eldar too (you can post it both in Tau and the Eldar section with the DE list).  Since DE are my babies I want to know how it went. :D

In reference to an earlier post I made, the majority of changes proposed on this thread are NOT to improve the Tau.  I should have read more carefully. Oops!  :p

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 Post subject: Changes for version 4.4.1
PostPosted: Fri Aug 11, 2006 12:32 am 
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I'll try some tactical changes and see what the result is. My opponents favourite tactic is to Float a Manta on his back line effectivly nullifying all terrain as cover as I approach. Then as the Eldar approach he uses the Manta and Broadsides to pick them off at range before they can attack, both softening and reducing numbers. He is also quite particular in his placement of Drones to reduce casualties to his suits from return fire.

So far I have found a combination of Night spinners with indirect fire behind cover and lots of air support/delivery is working best but usually by turn three I'm running very low on activations.


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 Post subject: Changes for version 4.4.1
PostPosted: Fri Aug 11, 2006 5:22 pm 
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Remember that your entire army can see the Manta.

Also, remember that Tau broadsides require LOF to be effective, your skimmers do not.

Remember the tau activate on 2+ and 3+ if you give them blast markers.

Tau are highly suseptable to an air assault army.

Don't forget the power of your engine of Vaal with gate or your objective with a gate.

Remember to use the crud out of hit-and-run. It is your friend.

Remember that Tau don't have great AT fire in mass, use that against them.

Massed AT fire and barrages are the best thing to take out a manta... don't use TK and MW shots against it. Just mass AT fire. That will knock it right out of the sky before he knows what happened. Remember you can assault it too.

Cheers,

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 Post subject: Changes for version 4.4.1
PostPosted: Sat Aug 12, 2006 1:45 pm 
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Locally, Tau are about 50-50, but more on the low side of the 50 (i.e. slightly more losses, than wins).

The Tau seem to do well against SM or Bugs, decently against IG although it's a real fight, and really get trashed by Orks and pre-Sotec change Eldar.

As someone else alluded to, it may be a matter of style and again, I would caution against drawing conclusions when it comes to playing against "experimental" lists (e.g. Demiurg/Dark Eldar).

The other thing that struck me as odd, assuming that you are playing in the 2700-3000 pt range, is that to sink a Manta's cost into that point range means the Tau are going to be at a pretty severe disadvantage when it comes to activations.

Make sure you are taking advantage of his lack of activations because as you have discovered, they don't have trouble coming up with the guns.





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 Post subject: Changes for version 4.4.1
PostPosted: Sat Aug 12, 2006 1:49 pm 
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(Tactica @ Aug. 11 2006,17:22)
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Remember that Tau don't have great AT fire in mass, use that against them.

I think Armoured Mobile Hunter Cadres would argue against that... *laugh*

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 Post subject: Changes for version 4.4.1
PostPosted: Mon Aug 14, 2006 4:45 pm 
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Chroma,

Yeah, current versions of Tau are much better with AT - I'll agree. AMHC and some of the WE work to solve that problem. SO, I probably was not quite correct there. Thanks for the correction.

...

Even so, you'd probaby agree that the Tau have to use such units sparingly and rely on the pop-up (meaning no sustained) to avoid the counter punch. Perhaps it would have been a bit more fair to say that the quality Tau AT fire comes from specific formations and those formations are not the most durable out on the market.

Example: You're not going to sustain at a LRMBT Co and then have them fire back at you on sustain - heh, or vice versa.

Another counter - you can also overwatch against the AMHC, so be mindful of that.

If you have a good amount of AT fire yourself, the good countermeasure to Tau is the overwatch in general. It will cause great pause to a moray drop or HH advance and pop-up.

PS - Thanks for the wake-up chroma. :)

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 Post subject: Changes for version 4.4.1
PostPosted: Thu Aug 17, 2006 11:45 pm 
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Hey all, well had my first game of Tau vs Eldar (normal rules) since my gaming absence, and despite all my objections I actually won 2-0 (BTS and TnH) 2500pts.

Both of us fielded different armies to our normal list (I'll post them up as soon as I can for reference). I think the odds were very much stacked into my favour, heaps of covering terrain, no pesky support craft, and a crap load of bad dice rolls for my poor Tau friends.

I think I'm starting to see your points about the weakness of the Tau. With some major tactical changes they can be overrun but there were many time where it could go either way.

I'm not convinced about the support crafts with deflector shields, as (previously stated) I have yet to do anything but scratch the paintwork on one of these suckers, and if any were fielded last night I believe things would have been very different. Guess I'd better start drawing up new battle plans to deal with it next week. I don't think my opponent will make the same mistake twice.

Cheers
I.


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 Post subject: Changes for version 4.4.1
PostPosted: Fri Sep 01, 2006 7:08 am 
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Hey, CS!

What's the status of changes?

We've had quite a few issues come up, and some of them we're going round&round on, but others seem to be pretty well decided.

The other thing I'd like to see added to 4.4.1 is a change page.  That is, a page that summarizes what's different between the old and new lists.

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 Post subject: Changes for version 4.4.1
PostPosted: Sun Nov 05, 2006 11:16 pm 
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A quick (superficial) one:

Drones

The Drone formation is still listed as Drone Squadron.

Surely this should be Drone Wing? That is: a collection of Squadrons.

That's all!  :)

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