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London Experimental Day - Tau games

 Post subject: London Experimental Day - Tau games
PostPosted: Sat Jul 05, 2008 11:33 am 
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Anything that can only be dealt with by air assault (and is really cheap to boot) is a problemn!

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 Post subject: London Experimental Day - Tau games
PostPosted: Sat Jul 05, 2008 12:22 pm 
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Seems to me the Markerlights have a rather simple solution to satisfy most: deployment on own tablehalf.

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 Post subject: London Experimental Day - Tau games
PostPosted: Sat Jul 05, 2008 1:06 pm 
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Quote: (blackhorizon @ 05 Jul. 2008, 12:22 )

Seems to me the Markerlights have a rather simple solution to satisfy most: deployment on own tablehalf.

I'd say just make them normal garrisonable forces... they've been placed to protect Tau territory.

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 Post subject: London Experimental Day - Tau games
PostPosted: Sat Jul 05, 2008 3:09 pm 
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Essentially the jet packs reward taking the initiative. If you move to the appropriate range (say 30 cm vs rough riders and so on) they can't get you. Indeed they would have to move up then assault before the jet packs move somewhere else.

Also the packs mean you have some measure of defence against air assaulters, here moving back into the range of flak assets, positions requiring more difficult manoeuvring and/or supporting fire.

Yes you can get them - hell they are only really a problem for enemies that lack overwhelming firepower - the question is do they tie up more points than they cost and cause assaulters disproportionate damage. If so they go beyond the realm of careful use/rewarding tactics to an unbalancing factor.

Note I don't bother win them beyond getting the SC, I prefer tanks :)  But I guess I’ll try them at some point!

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 Post subject: London Experimental Day - Tau games
PostPosted: Sat Jul 05, 2008 4:35 pm 
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Only being able to deploy Markerlight Sentry turrets on the Tau side of the board would basically render them pointless. There will usually be a few Markerlights in the Tau army already covering that side of the board and from my understanding, Tau don't hold ground, they're always on the move.

Imperial Guard can hit anywhere on the board (artillery).
Marines can hit anywhere on the board (teleport, Whirlwinds).
Eldar can hit anywhere on the board (aerial assault, enter thru a Webway portal, etc).
Necrons can hit anywhere on the board (teleport)
Etc, etc, etc...

People just need to get over the benefits that the Tau get from these units.
Yes, they are useful and that mixed with some weapons that ignore cover is a great ability but in function they don't give the Tau army any special ability that any other army doesn't already have.

The Tau still have to move forward to get into the 75cm range to attack enemy deployment zones thus opening them up to enemy Overwatch fire.

We've basically learnt to ignore them and kill the Tau attacking formations. Markerlights aren't much good if there's no missiles left to attack...!!!

It's not rocket science and we've played dozens of games with them. The Tau are still winning a lot here (as much to do with people still learning the game as Tau abilities) but that should be rectified through other modifications (double the cost of Markerlight Sentys and limit them to 1 group per 1500pts).

The only thing left for this list is some (very minor) stat adjustments and points increases/decreases where needed (Morays, Scorpionfish etc).
Even Jstr19 has said that the jumpack rule is no longer an issue for him.
I also like Moscovian's ideas for support formations.


NO UNITS SHOULD BE REMOVED.

It just seems that there are too many people wanting a problem they can't solve with their normal tactics, thrown out so they don't have to deal with it...
(Or to put it less bluntly, you need to use specific tactics against Tau that may not be what you use against other armies.
Come to think of it, you need to fight Orks differently than I.G. and again Eldar require different tactics form Necrons... etc.
Wow, Tau aren't that different after all....)

CyberShadow, I really hope you don't go drastically changing the next list.

I'm sorry (and I do apologise if any take offence) if this seems a bit angry but we use Tau often and they are a different, yet still enjoyable army to play with and against.
Water them down too much and it may not be so (please note that I have already said that they need some adjustments, not removals however).




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 Post subject: London Experimental Day - Tau games
PostPosted: Sat Jul 05, 2008 4:44 pm 
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I think the deploymetn strike list is a bit longer than that (warhounds, etc etc). Tau of course have teleporters, the planetfalling Manta, long range guns etc in addition to markerlights.

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 Post subject: London Experimental Day - Tau games
PostPosted: Sat Jul 05, 2008 5:05 pm 
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Fortunatly, I didn't limit the deployment zone attack options to the ones I listed...

Teleporting Stealth suits to attack the enemy deployment zone would normally not be a useful tactic (the same as an Orca assault/attack would not be as effective as a Thunderhawk assault).

The Manta can hit most places anywhere but for it's cost I would expect nothing less.

Long range guns...75cm range (not quite I.G. long range though) would still mean moving to attack, thus triggering overwatch.

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 Post subject: London Experimental Day - Tau games
PostPosted: Sat Jul 05, 2008 5:30 pm 
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I think its tricky to make statements about overwatch like that. Most armies are sub 75cm main wepaons, only really Guard operate at that range and even then its extreme range for Tanks so not all probably can fire back. Furthermore overwatch is a sub par shooting attack for those powerful units and mostly its stuff like infantry do it.

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 Post subject: London Experimental Day - Tau games
PostPosted: Sat Jul 05, 2008 7:17 pm 
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Quote: (Hena @ 05 Jul. 2008, 11:31 )

I still believe that Tau Jump Pack rule works without any problems. Sure I used air assaults to wipe them out, but I fail to see the problem. That's the Marines trademark tactic.

Air assaults are the only way to wipe them out in Engagements ; Anything other than an air assault will have an incredibly tough time getting into B2B with the Suits (I mean, most 15cm move infantry won't even be able to reach a Firefight with them due to the 10cm jump back, let alone CC!), and anything that Firefights against Suits will only kill Drones (Which are half-disposable).

IG has plenty of artillery to deal with such targets.


Tau have the Strategy advantage and will kill your artillery first (Ask Jstr, the first target of the Tau army is the enemy's artillery, as it's the main threat to the Tau's style of warfare)

Ork and Eldar both can use air assaults.

They can, but they shouldn't *have* to. Air Assault is the only semi-reliable way to deal with Jetpack-equipped troops, precisely because when you air-assault a Jetpack formation, the Jetpack rule is useless.

Shooting at them at range is of course useless, because then you're trying to win a ranged-shooting war against Tau. :D


It was interesting to note that Jstr seemed to play with too good a markerlight rule. So perhaps that helps the games there (E&C and the rest) as it was sorted out (eg. only units within markerlight range are marker, not the whole formation).

Jstr doesn't normally use Markerlights, he uses Morays, Broadsides, Crises Suits and Hammerheads.

Not a Fire Warrior to be seen [i](In the fluff, Fire Warriors comprise the majority of any 'standard' Tau army...)

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 Post subject: London Experimental Day - Tau games
PostPosted: Sat Jul 05, 2008 8:18 pm 
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Quote: (Evil and Chaos @ 05 Jul. 2008, 19:17 )

They can, but they shouldn't *have* to. Air Assault is the only semi-reliable way to deal with Jetpack-equipped troops, precisely because when you air-assault a Jetpack formation, the Jetpack rule is useless.

Don't forget jumping into support range of some big formations/WE!

Quote: (Hena @ 05 Jul. 2008, 20:02 )

Shooting at them at range is of course useless, because then you're trying to win a ranged-shooting war against Tau. :D

For Guard, I'm not really sure.

Depends on the guard army. Mechs can't do it as easily. Tanks of course are a lot better but even then with a load of small formations of skimmer tanks you can co-ord fire them into being broken. Especially if you team up with LV GM carriers and markerlight stuff.




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