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Tau alterations proposals

 Post subject: Tau alterations proposals
PostPosted: Tue Jul 15, 2008 8:22 pm 
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I love the fire warrior idea(heck I would even go as far as making fire warriors CC7+ or -)

I also like the idea for changing the scorpionfish to twin fusion blaster turret hammerheads.  I see a multiple of hammerheads with heavy weapons more in keeping with the tau's style of warfare compared to a hulking SHT.

On the issue of sentry towers, what about this as an idea.

You buy a group of drone turrets that have scout and teleport (teleport to represent teir tau cloaking fields, whatever they are called), and possible fearless, though this could make them too powerful.

The drone tower group will consist of 4ish of the following:

sentry towers
fusion blaster turrets
burst cannon turrets
plasma rifle turrets
missile drone turrets

So you could have 4 sentry towers, or a sentry tower and 3 missile drone towers, or 4 fusion blaster turrets etc.

Having them appear as a group and act like a formation will make them work like normal formations and will get rid of the oddness of an entire IG company rushing to deal with a single tower.

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 Post subject: Tau alterations proposals
PostPosted: Tue Jul 15, 2008 10:12 pm 
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I don't think the Firewarriors need a 4+FF, they could do with the old Disrupt weapon though.

If Crisis suits get MW FF, then they need to be more expensive, change Jetpacks or become LVs. They're already really good.

I hate the Tau Jetpack rule with a burning passion, its a special rule simply for the sake of having one. The Tau have 8 special rules, they need to pare down significantly.

EDIT: Forgot to mention the Barracuda, it has way too much AA power, two types of missiles? Take out the air-air ones, or reduce the mto 6+ and drop AA from the Ion cannon. Do something about them. No fighter really needs 3 AA attacks, 2 is plenty.

I think 3 is too many, but it is very thematic for tau to be in multiples of 3.

I also concur about too many unit types and how some need to be condensed into the 'count as' section.

For those who have already converted them there should be a second list made that includes Tau SHTs and such.




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 Post subject: Tau alterations proposals
PostPosted: Tue Jul 15, 2008 11:03 pm 
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Ragnarok - I considered teleport for the turrets (as it used to be) in my list of changes but I think it's too much as this allows Tau players to teleport into enemy deployment and that the current beef with people is they already appear too close to deployment as it is. With pre deployment outside enemy DZ the opponent has options to avoid the turrets as the rule stands.

I agree with the Barracuda proposal. drop AA from it - we already did with the Ion-head.





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 Post subject: Tau alterations proposals
PostPosted: Tue Jul 15, 2008 11:53 pm 
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what's happened to the first post in this thread? it all runs into one sentence.

Looks like it's turned into html code

Also, just a quick note regarding my list(when I get to post it). There are only 27 unit types in it which is actually 2 less than the Marine list





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 Post subject: Tau alterations proposals
PostPosted: Wed Jul 16, 2008 1:25 am 
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I actually really like the idea of teleporting Markerlight Turrets.

Just because the existing rule does not allow deployment in DZ's does not mean the DZ cannot be lit up. With 6 Turrets you can easily stay outside the DZ and light the whole thing up.

If the turrets had to be teleported in it would use up an activation (so the intial strike would not be so powerful - no retaining with 2 attacks), mean that Scouts could be used to help protect valuable assets and generally help provide defence against the GM's.

The Turrets would have to be Scouts, and Fearless or it is not even worth considering though.

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 Post subject: Tau alterations proposals
PostPosted: Wed Jul 16, 2008 1:31 am 
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Actually teleporting wouldn't use an activation as teleports are done before the turn starts, Onyx. What it would come down to is who won the initiative as to whether the enemy formations could move away from the turrets.

The turrets had teleport in the 4.4.0 list and were changed for the above reasons IIRC.





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 Post subject: Tau alterations proposals
PostPosted: Wed Jul 16, 2008 7:41 am 
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D'oh...!  :no:

Silly mistake. Sorry mate.
How many games have I played and I can't even think straight sometimes  :sigh: .

With Teleporting though, there would still be a possiblity for the opponent to set there army up to negate Turrets (overwatch scouts placed to restrict Turret placement for important units etc).

It could be a solution (just maybe not the solution...).
I can see that it would allow the Tau to tailor the positions of the Turrets and gain possible advantages over deploying before the opponent...
There must be an easy answer.




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 Post subject: Tau alterations proposals
PostPosted: Wed Jul 16, 2008 10:28 am 
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Hi there, French Erc working on Tau too actuelly.

For Aerial unit we vote this a the moment :


Barracuda
Aircraft Fighter 6+ - -
Ion Canon 30cm AP3+/AT5+ Fixed forward arc
Twin link missiles pods 30cm AP4+/AT5+/AA5+ Fixed forward arc
Drônes controlled burst canons 15cm AA5+
Seeker missiles 45cm * Guided weapon
Notes :

Tiger Shark
Aircraft Bomber 6+ - -
Twin link ion canons 30cm AP2+/AT4+ Fixed forward arc
Twin link missiles pods 30cm AP4+/AT5+/AA5+ Fixed forward arc
Drônes controlled burst canons 15cm AA5+
2x Seeker missiles 45cm * Guided weapon
DC : 2 Critique : The Tiger Shark and all models on board are destroyed.
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 AX 1-0
Aircraft Bomber 6+ - -
Twin link light Railcanons 45cm MW3+ Titan Killer (D3),Fixed Forward Arc
Twin link missiles pods 30cm AP4+/AT5+/AA5+ Fixed forward arc
Drônes controlled burst canons 15cm AA5+
2x Seeker missiles 45cm * Guided weapon
DC : 2 Critique : The Tiger Shark and all models on board are destroyed.
Notes :


Seeker missiles are noted * because we are working on the Markerlight rules and guided weapons for the moment.

Barracudas set by 2 ( as FW packaging ) upgrade to Four ( price debated )

No change on Tiger sharks price at the moment.

We change profil of the missile pod to 45cm AP5+/AT6+ ( 30cm AP5+/AT6+/AA6+ for aircrafts )like autocanons.

We change profil of the Smart Missile System to 15cm AP5+ Ignore Cover, No LoS.

Hammerheads armor change to 5+ RA

Trying to Balance the two Hammerheads variants we change them to 2 different profil for more specialisation :

RailHead: ( Anti Tank Hammerhead Variant )
Armoured Vehicle 30cm 5+ 6+ 5+
Railgun 75cm AP5+/AT3+
Smart Missile System 15cm AP5+ Ignore cover, No LoS
Seeker missiles 75cm * Guided weapon
reinforced armor, Skimmer

IonHead : ( Support Hammerhead variant )
Armoured Vehicle 30cm 5+ 6+ 4+
ion Canon 60cm AP3+/AT5+
2x Pulse canon 15cm AP5+
Seeker missiles 75cm * Guided weapon
reinforced armor, Skimmer



If it can help you


Yann





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 Post subject: Tau alterations proposals
PostPosted: Thu Jul 17, 2008 11:24 pm 
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I really just want some alterations to make me not despise the poor, little fishheads, is all.

They are a total bore to play against so I've given up facing them entirely.

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 Post subject: Tau alterations proposals
PostPosted: Fri Jul 18, 2008 4:53 am 
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They are a total bore to play against

Because....?

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 Post subject: Tau alterations proposals
PostPosted: Fri Jul 18, 2008 12:20 pm 
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Quote: (Dobbsy @ 18 Jul. 2008, 04:53 )

They are a total bore to play against

Because....?

Because the SG list style doesn't require manuever, it simply requires dice.


An oversimplification, yes, but at its core that is the SG list's main problem ; Almost every special rule or unit stat that is a bone of contention is a rule/stat that reinforces the 'you can't catch us / we can shoot at you' element of the SG army list.

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 Post subject: Tau alterations proposals
PostPosted: Fri Jul 18, 2008 3:43 pm 
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Because....?


I thought it was common knowledge why, but E&C said it as well as I was going to.

The SG list lets them just sit there and Sustain for 3 turns, then March and contest or claim all the objectives at once.

Even the IG have to move more than the Tau because they can't just pop-up and shoot whomever they please without LOF.

All my Tau games come down to going on OW and throwing dice at each other.

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 Post subject: Tau alterations proposals
PostPosted: Fri Jul 18, 2008 7:22 pm 
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Ok, very interesting thread so far. A couple of comments...

1. Fire Warriors should not be FF+4. We went through that iteration a lot in the old days (i.e. v1.0 - 3.0) and it goes against the Tau character that JJ insisted be in place. So you could change it, but he's just going to make you change it back. Best to leave it as either 2 x +5 FF or bring the carbine back and disrupt. I think the former is less controversial.

2. Scorpionfish - Please do not remove this entry. It is a logical extension for a race that has invested so heavily in guided missiles. It is also a reasonable alternative to titan equivalents, which the Tau have very few options (gamewise) of developing. It is also a characterful option as a SC...and yes, I currently own three.

Note: Although you have to look for it, FW even hints at its existence in IA3. It should stay.

3. Swordfish - Has always been a waste of points and unnecessary. I never field them and rarely see others do the same.

4. I could support the mods to the Barracuda

5. Drop Vespids and Sniper drones. Actually drop human auxillaries and Kroot for that matter, they don't really add value to the list.

6. I'm on the fence on the Morays. I suppose I could be considered one of those cheesy gits that fields two of them from time to time, given that occurs rather rarely at 3000 pts and that at higher point level games the increase is easier to absorb, the I could support this.

7. I have always thought the Hit and Run rule for Crisis suits made a lot of sense, so I could support that change. I also was a proponent for the MW attack.

8. I'm Ok with making Tigersharks fast bombers vs. big fighters. In 40K stats, they are just as fast as a Barracuda, but operationally, they operate primarily as bombers and interdictors. So, let's make them that way.

9. On the Markerlight Sentry turrets, I may have to recuse myself. They were one of my babies. I will say that Teleport does come the closest to how they are deployed and I think the idea of not deploying them in an opponents set up area has merit.

10. General comment: The Tau list has gone through many changes. It is my preference that at a high level, the list somewhat emulate the GW 40K version. What I mean by that is that as a player, you can choose to build either a foot borne or mechanized or hybrid (combo) list and all of them are effective in capable hands. I used to play 40K Tau for several years and specialized in the Mech Tau aspect of the list because that suits my playing style.

The Epic Tau list should emulate the 40K codex. Not copy it, but emulate it.

Currently, the list seems to penalize mechanized forces in the cost increases to the armored formations. I will freely admit upfront that I feel that way from comparing the changes to the 4.4.0 list, which I felt was very close to being done. I know not everyone agreed with that position, but I'm just laying that out.

Cheers,




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 Post subject: Tau alterations proposals
PostPosted: Fri Jul 18, 2008 7:30 pm 
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I am wondering if there is any evidence (for and against) for Tau tanks to be able to pop up?

I know that they skim on an anti-grav cushion, but do they have the tech to make the cushion big enough to make a big pop up on?

If they can't pop up to such a height, then couldn't their skimmer ability to replaced with walker, to represent their ability to avoid the terrain better than ground based units.

this could go some way to reduce their ability to sit back and shoot.

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