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EA Tau - Rules Questions

 Post subject: EA Tau - Rules Questions
PostPosted: Sun Oct 12, 2008 1:22 am 
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Quote: (Onyx @ 12 Oct. 2008, 01:15 )

Is there a precident for that in any other list (genuine question)?

Sure there is.

Eldar/Dark Eldar/Necron formations left offboard when all portals on board are destroyed?

It's the number one way my necrons lose.

Ok, so how about we drop all values by one and make ML +2 to hit? Currently the +1 bonus is barely worth bothering about.




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 Post subject: EA Tau - Rules Questions
PostPosted: Sun Oct 12, 2008 4:02 am 
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Quote: (zombocom @ 12 Oct. 2008, 08:22 )

Quote: (Onyx @ 12 Oct. 2008, 01:15 )

Is there a precident for that in any other list (genuine question)?

Sure there is.

Eldar/Dark Eldar/Necron formations left offboard when all portals on board are destroyed?

It's the number one way my necrons lose.

Ok, so how about we drop all values by one and make ML +2 to hit? Currently the +1 bonus is barely worth bothering about.

Good call with the units off-board problem. That does make for an interesting precident...

I have my Necron army finished but I've only had a chance to use them 3 times, looking forward to getting more games in with them.

Anyway, back to the Tau. For me, the Markerlights best ability is no line of sight required to fire the GM's which allows for Sustain fire from behind cover (no need to pop up). The +1 is nice but not the most important feature of ML's. Your idea is interesting but that would make GM's AT7+ when fire unguided. That seems a little extreme.

If Turrets are changed to normal units with Scout and Fearless (with no ZOC) then they could only be deployed on the Tau half of the board. This would certainly reduce their effectiveness (plus remeber that taking a formation of turrets is one less combat capable Support Group available). If the Tau want to light up the enemies deployment zone they would have to include other ML units in the army and be able to move them into position.

There must be a fair playable solution to this...




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 Post subject: EA Tau - Rules Questions
PostPosted: Sun Oct 12, 2008 4:10 am 
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Frankly i see no need to keep the turrets at all. MLs should be about tactical manouver, not just getting cheap, unbreakable formations that stop the opponent going into areas of the board.




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 Post subject: EA Tau - Rules Questions
PostPosted: Sun Oct 12, 2008 11:47 am 
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Guys, if we go with this suggestion then GMs can only be fired at targets which are Markerlit. So ignore the bonusses etc and roll the whole lot up into the weapon stats. This makes things a whole lot simpler - either the target is markerlit and you can shoot GMs, or it is not and you cannot use GMs.

This does then put greater emphasis on the Tau using Drones, Turrets and 'forward position' troops to allow the missiles to shoot, but that is the whole idea. It is not as if they do not have other weapons, but these ought to be effective at shorter ranges (45cm max).  

Assuming a player puts emphasis on this strategy, the game would then go through several phases of trying to establish/prevent Markerlight enabling lon-range shooting; medium range firing; and then firefights.

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 Post subject: EA Tau - Rules Questions
PostPosted: Sun Oct 12, 2008 10:17 pm 
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Ginger & Zombo, while I applaud your input, I don't applaud your proposals.

In your own words Ginger, you've had very little experience vs Tau and all these proposals do is severely weaken a fragile army. Suggesting changes when you haven't really experienced the list to a large degree is a little worrying to me if your proposals get through.

Currently the +1 bonus is barely worth bothering about

This shows, to me at least, that you've had very little experience with Tau yourself, Zombo. Am I correct? I only say this because as Hena pointed out, it makes a quite a difference. Plus, if they aren't much to worry about why are you arguing ML/GMs are too powerful???

Also GMs, IIRC, are said to have had unlimited range in the fluff. I'm not saying this has to be canon in Tau epic, but the 75cm range does somewhat emulate long range attacks. Making them half range for the purposes of the markerlight debate makes little sense in this regard.

If Turrets are changed to normal units with Scout and Fearless (with no ZOC) then they could only be deployed on the Tau half of the board. This would certainly reduce their effectiveness (plus remeber that taking a formation of turrets is one less combat capable Support Group available). If the Tau want to light up the enemies deployment zone they would have to include other ML units in the army and be able to move them into position

If turrets are changed to normal units they will need teleport to make them worth taking. I spend points for a unit to be effective. I wouldn't even bother if I can only mark my own table half. If I want to light the enemy deployment zone they are at risk of destruction just like stealth suits would be.





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 Post subject: EA Tau - Rules Questions
PostPosted: Sun Oct 12, 2008 10:40 pm 
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Quote: (Dobbsy @ 12 Oct. 2008, 22:17 )

Currently the +1 bonus is barely worth bothering about

This shows, to me at least, that you've had very little experience with Tau yourself, Zombo. Am I correct? I only say this because as Hena pointed out, it makes a quite a difference. Plus, if they aren't much to worry about why are you arguing ML/GMs are too powerful???


Please try not to assume. I've played against Tau a lot of times, and with them a couple of times.

I don't think ML/GM are particularly overpowered currently, but I do think they don't accurately reflect the background. In their current incarnation they also lead directly to the gunline style of play that is so frustrating to the opponent.

Quote: (Dobbsy @ 12 Oct. 2008, 22:17 )


Also GMs, IIRC, are said to have had unlimited range in the fluff. I'm not saying this has to be canon in Tau epic, but the 75cm range does somewhat emulate long range attacks. Making them half range for the purposes of the markerlight debate makes little sense in this regard.


At no point have I suggested reducing the range of GMs. GMs should be very long ranged, but they should have to rely on the target being markerlit to be fired, just as the background suggests. I would have no problem increasing the range of GMs (even to infinite range) if MLs were required to fire them.

The idea of GMs is that instead of the missile having to be in range, the MLs are in range instead. This should lead to an interesting game style, but the current system just doesn't.

Quote: (Dobbsy @ 12 Oct. 2008, 22:17 )


If turrets are changed to normal units they will need teleport to make them worth taking. I spend points for a unit to be effective. I wouldn't even bother if I can only mark my own table half. If I want to light the enemy deployment zone they are at risk of destruction just like stealth suits would be.


Turrets should be removed entirely, as they remove the requirement to manouver to ML units. You also can't compare the turrets to stealth suits - suits can be broken, and cost a hell of a lot more than 50 points.

Quote: (Dobbsy @ 12 Oct. 2008, 22:17 )


all these proposals do is severely weaken a fragile army.


I don't see the Tau as a fragile army. They're one of the strongest lists out there at the moment.




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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 12:02 am 
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Hi Dobbsy, you may have noted that the suggestions I have put forward followed the narrative provided by others (LiTS and Jstr9 for example) or amplified what others have already said (Neal H on the complexities). Equally, many posters seem to prefer this use of Markerlight to be linked to GMs only - not Railguns and Ion stuff which are equally long ranged - so its not as if you cannot still shoot, just not as effectively.

Furthermore, its not as if there are not a reasonable number of units with Markerlight that can be moved into position - Piranhas and Tetras, or even Tiger Sharks for example. As Zombo points out, you can still use the long range GMs where the enemy is markerlit; the whole point being that you need to get the relevant formations out there to do the job. (My suggestion here would be that all these formations ought to be allowed to carry drones / turrets which can be dropped off at the end of a move, permitting the Tau to retain and shoot with the relevant support groups while the lighter craft scurry back under cover.)

Finally I might add that there seems to be a reasonable body of opinion that wants to tone down the Moray / Manta. Requiring the target to be markerlit in order to gain full fire effect would seem to be a nice compromise to satisfy both those who want to keep the full effect and those who want it toned down.  

However, the main issue as I see it is not the details, but rather the different views that people have on the way the Tau operate in principle. Perhaps you could outline how you see them working, so we can flesh out your ideas and build on them as well.

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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 12:16 am 
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Shouldn't the Manta have a markerlight?

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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 12:24 am 
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IMHO 'toning down the Moray/Manta' and 'fix the GMs' are both part of a problem that the community is finding with the NetEA list: The list is very 'point and click'.

What I mean by this is that the list promotes strategies that are in general simple, straightforward, and require no little-to-no planning.

Want to create a GM horde?
Take lots of (Made up) GM-firing tanks/WE's and then add your nigh-free markerlight drones. Point-and-click to kill any targets that dare approach you.

Want to alpha strike your enemy's important units?
Point and click with a Moray. The enemy can't hide, and until the Moray moves forwards it can't be shot at by most armies.

Want to use some aircraft?
Your aircraft are the best in the game...

...etc.

People are not only complaing about list balance (Although the list is undoubtedly a bit over-strong), they're also complaining that the list's style of play is overly-simplistic, as compared to the usually-complex gameplay of Epic.

Irrespective of balance, playing against the NetEA Tau sometimes feels like the Tau player has turned on 'simple mode'.




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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 2:04 am 
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Quote: (Evil and Chaos @ 13 Oct. 2008, 07:24 )

Take lots of (Made up) GM-firing tanks/WE's

E&C - I'm begging you, please mate, stop making comment about made up units, it really undermines your arguments and obviously is not having any effect on the units that are staying in the list.
There really is no need to keep mentioning it... Pretty please  :sulk:

add your nigh-free markerlight drones

Markerlight turrets/Drones should be more expensive.

and until the Moray moves forwards it can't be shot at by most armies
The Moray almost always has to move forward to Alpha Strike anyone.

aircraft are the best in the game
The aircraft should be toned down - agreed.

Indirectly questioning the abilities of players using the Tau list (Tau player has turned on 'simple mode') isn't helping to prove your points (some of which are very valid).

dobbsy - It seems to me that Teleporting Turrets would be basically the same situation we have now. I don't really have a problem with that but I'm just trying to find some middle ground that allows these things to stay in the list. Teleporting Turrets would have to be very expensive. Normal Turrets (read non-Teleporting) would be able to stay relatively cheap as they are nowhere near as effective and may help others accept these units.

Zombocom - So in the games you've played, the GM/ML rules have worked well but you want them changed anyway (I don't think ML/GM are particularly overpowered currently)?

In our experience, if you play against the Tau on their terms then they are tough to beat (but not impossible). Having said that, I've seen entire formations wiped out easily by players who were able to exploit the weaknesses. In certain situations they are VERY fragile as dobbsy said.

I'm sorry Ginger but I'm not in favour of your proposal. I don't mind a small tailoring of the GM/ML relationship but I don't want to see all Tau weapons heavily dependant on ML's. Killing the ML units (an obvious tactic) would all but cripple the army. I don't think that such a dependence would be fair.

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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 2:11 am 
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I didn't say they worked well, I said they weren't overpowered. Deathstrikes aren't really overpowered, that doesn't mean they work well. It's quite possible for a rule to not be overpowered, but be detrimental to the playstyle of the list.

Your point about attacking the Tau on their terms is precisely my point. Tau, currently, are a gunline. Gunlines are part of a rock/paper/scissors system. Gunlines beat slow and hard, slow beats fast, fast beats gunline.

X>Y>Z>X

40k is a rock/paper/scissors game, as increasingly is Warhammer Fantasy. Most Epic lists aren't, they reward tactics instead of just list construction. Gunlines don't.

Most of my suggestions are coming from a viewpoint of altering the playstyle of the Tau list to make it more accurate to the background and more fun to play with and against, not just about balancing the list.




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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 3:06 am 
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Quote: (Onyx @ 13 Oct. 2008, 02:04 )

Quote: (Evil and Chaos @ 13 Oct. 2008, 07:24 )

Take lots of (Made up) GM-firing tanks/WE's

E&C - I'm begging you, please mate, stop making comment about made up units, it really undermines your arguments and obviously is not having any effect on the units that are staying in the list.
There really is no need to keep mentioning it... Pretty please  :sulk:

Why does it undermine my argument?

I honestly think that the development of the NetEA Tau list has been somewhat gratuitous in nature, gradually filling in every hole with brilliant new units until the list is left with no weaknesses; I believe the list would be more balanced with several of those units either toned down or removed.

Should I be gagged for saying so?  :shutup:

and until the Moray moves forwards it can't be shot at by most armies

The Moray almost always has to move forward to Alpha Strike anyone.


With two TK(d3) attacks, or 6 normal attacks*, that really doesn't matter.

Indirectly questioning the abilities of players using the Tau list (Tau player has turned on 'simple mode') isn't helping to prove your points (some of which are very valid).


I'm not questioning the abilities of Tau players (Jstr19 is a Tau player in my area and I count him amongst the very best wargamers I know).

I'm saying that the tactical complexity of the NetEA Tau army list is simple, not the players themselves.  :))



* Plus AA, Burst Cannons, and GM's

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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 4:08 am 
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Well I'd just like to say none of my games with Tau have been in "simple mode". Almost every game I've played has been close and I had to think my arse off not to get spanked. For example, my last game vs the Knightworld list saw me fight to turn 4 and I only just took the win - versus a 1st time Epic player btw...

Standing back in a gunline only lasts 1-2 turns at most with a smart player. And then you have to hope you hit with a lot of weapons and hope they fail their saves.... Almost every game I've played has had this outcome.


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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 4:15 am 
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Quote: (Dobbsy @ 13 Oct. 2008, 04:08 )

For example, my last game vs the Knightworld list saw me fight to turn 4 and I only just took the win - versus a 1st time Epic player btw...

Where you were playing with knights that had RA4+ plus an extra 4+ save at all times, and knights could apparently close combat skimmers...

...and you still won!   :p  :;):

(I'm kidding!)




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