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EA Tau - Rules Questions

 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 4:39 am 
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You really can't draw any conclusions from the knightworld game. You were playing against an almost untested list, and apparently using incorrect rules that overpowered the list.

Whether you like it or not, gunlines are more tactically simple than most other army styles. That's not a reflection on you, nor is it saying that you won't have to move eventually, just that the current Tau list emphasises a sit and shoot style of play, and that is irritating to play against.

Note that "simple" doesn't mean easy to win with, it just means that the tactics are obvious. Whether a gunline works or not largely comes down to the dice, and that's not much fun.




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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 5:29 am 
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knights could apparently close combat skimmers

Well they can engage first strike FF 3+ even when in base to base....

You really can't draw any conclusions from the knightworld game. You were playing against an almost untested list, and apparently using incorrect rules that overpowered the list
Of course I realise this but you missed my point that most of my games have been this way too.

Note that "simple" doesn't mean easy to win with, it just means that the tactics are obvious
Are you saying Marines don't have obvious tactics? Or Orks? Or IG...? My point is, Tau tactics may be obvious but you have to counter them just like every other army. And I simply can't believe people can't counter them.

Whether a gunline works or not largely comes down to the dice, and that's not much fun.
That would depend on how the dice roll... :)) Can you honestly tell me that you wouldn't be having fun smashing your opponent because their dice rolls are bad? Otherwise, we may as well pack up and stop playing Epic because every army relies on the dice I'm afraid to tell you :))

just that the current Tau list emphasises a sit and shoot style of play, and that is irritating to play against
How many different Tau players have you played against? I can tell you I don't always emphasise a sit and shoot style of play. I utilise it as a tool of course but I don't build my army to do it. My point is not every Tau player builds(or plays) the same way and to say they all play the gun line would be incorrect.

Tau are a shooty army. Did you want that to change? Would you prefer an engagement-style list? Would you prefer ORks to be great shooters instead of a close combat swarm army? Would you prefer a cookie cutter, same-as-everyone-else design? My point here is no army should be the same - and I know, no one is asking for it to be - but we need differences in design and people must develop tactics to beat that design. e.g Jstr19 was originally against Tau Jet packs but after what seems like his group worked out ways to beat crisis suits he's not so worked up about it.





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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 6:14 am 
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Are you saying Marines don't have obvious tactics? Or Orks? Or IG...? My point is, Tau tactics may be obvious but you have to counter them just like every other army. And I simply can't believe people can't counter them.


Marine tactics are much less simple and obvious than a gunline, yes. And yes, some armies find it almost impossible to deal with a gunline. Paper, scissors, stone.


That would depend on how the dice roll... :)) Can you honestly tell me that you wouldn't be having fun smashing your opponent because their dice rolls are bad? Otherwise, we may as well pack up and stop playing Epic because every army relies on the dice I'm afraid to tell you :))


If i wanted to do nothing but roll dice, I'd play Yahtzee. Wargames of course include dice rolling, but that shouldn't be the be all and end all. Tactics should play a bigger roll than chance, and that's not the case with a gunline. If you roll well you kill the enemy before they reach you. If you roll badly the enemy reaches you and you lose. Boring.


I can tell you I don't always emphasise a sit and shoot style of play. I utilise it as a tool of course but I don't build my army to do it. My point is not every Tau player builds(or plays) the same way and to say they all play the gun line would be incorrect.


I didn't claim that all players and all lists will play that way, just that the list tends in that direction. That is the direction the lists points you in.


Tau are a shooty army. Did you want that to change? Would you prefer an engagement-style list? Would you prefer ORks to be great shooters instead of a close combat swarm army? Would you prefer a cookie cutter, same-as-everyone-else design?


Strawman, nice. I never said anything of the like, and you know it. Tau should be a shooty army, but that doesn't mean it has to be a gunline. Background wise, the Tau are a very mobile army, constantly on the move. They don't just standstill and shoot. Sure, certain units stay back and fire the GMs, but other units move in to markerlight the target. Currently the list just doesn't play ike that at all.


Jstr19 was originally against Tau Jet packs but after what seems like his group worked out ways to beat crisis suits he's not so worked up about it.

Jstr19's group is my group; he's my primary Tau opponent and we are all still against the Tau Jet Pack rule, we're just less vocal on the matter since he's stopped using this Tau list and uses the FW one instead.




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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 6:31 am 
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I believe E&C was refering to the turrets.

Removing the Turrets would of course be a very good step towards getting rid of the gunline aspect.

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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 6:35 am 
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As I just said, removing the turrets goes a long way to getting rid of the gunline.

And yes, the Siegemasters list should certainly be changed, not sure about the steel legion though. It would be nice to make it impossible to make a fully artillery army, certainly.




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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 8:56 am 
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E&C - I didn't say you should be gagged and you know that mate (perish the thought  :glare: ).
You can (and do) make your point very clearly without continual reference to whats made up and what isn't (of course we are reffering to a fictional game world anyway...).

I'm amazed that people can accept certain requirements when playing, say, an Ork army (run across the board as fast as possible and beat the stuffing out of the other guys or if playing against them, don't let them get close) and can't accept that a certain style of play is needed to play (and play against) the Tau.

Zombocom - maybe you should clear your views on Tau jumpacks with Jstr19 because he has posted here that he doesn't have a problem with as is.
Quote from Jstr19
The jetpack rule I don't think needs changing anymore as we have found several ways to negate it completely

How do you have an army thats shooty but can't form a gunline?

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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 10:07 am 
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Quote: (Hena @ 13 Oct. 2008, 06:28 )

Now Turret changes this essentially to something silly, but no one has showed that without Turret you can make a gunline GM army properly.

Come on Hena, I'm sure I have in the past, do a search for old batreps (I hope I reported them!). And ML drones are 125 points. There were lots of reports pre turrets of GM armies - though the old stingrays were undoubtably a factor!

But you don't have to use GM';s for a gun line. Hammerheads are great as well, especially with the proper tourney level of terrain.

Quote: (Dobbsy @ 13 Oct. 2008, 05:29 )

Tau are a shooty army. Did you want that to change? Would you prefer an engagement-style list?

I'd like it to death incarnate at 15cm, excellent at 30-45 and good at 75. Currently it could be considered to be wieghted towards the long range options. That for me would be the firepower and movement army.

Quote: (Onyx @ 13 Oct. 2008, 08:56 )

I'm amazed that people can accept certain requirements when playing, say, an Ork army (run across the board as fast as possible and beat the stuffing out of the other guys or if playing against them, don't let them get close)

I thought Orks were all about skorchas and air assaults - guess too much facing Tim! :)




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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 12:59 pm 
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Quote: (Onyx @ 13 Oct. 2008, 08:56 )

You can (and do) make your point very clearly without continual reference to whats made up and what isn't (of course we are reffering to a fictional game world anyway...).

My beef is that somewhere along the line the units that were 'made up' by the SG (Later NetEA) team got gratuitous, not that they exist in the first place. Without exception every one of them is an excellent machine with killing abilities far in excess of any 'canon' vehicle in its weight class. Even the NetEA Manta is far in excess of its own reflection in 40k/the FW list.


I'm amazed that people can accept certain requirements when playing, say, an Ork army (run across the board as fast as possible and beat the stuffing out of the other guys or if playing against them, don't let them get close) and can't accept that a certain style of play is needed to play (and play against) the Tau.

Zombocom is right, IMHO.

The style needed to play against (And with) the NetEA Tau list is boring.
The style needed to play against (And with) the FW Tau list is not boring.

Furthermore, the NetEA vision for Guided Missiles doesn't match the background. GM hordes don't exist in the 40k background.

How do you have an army thats shooty but can't form a gunline?

Stop giving it ways to ignore LOF; Force it to manuever a bit to bring its extreme firepower to bear, rather than point-and-click with it.




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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 4:14 pm 
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Quote: (The_Real_Chris @ 13 Oct. 2008, 17:10 )

Quote: (Onyx @ 13 Oct. 2008, 08:56 )

I'm amazed that people can accept certain requirements when playing, say, an Ork army (run across the board as fast as possible and beat the stuffing out of the other guys or if playing against them, don't let them get close)

I thought Orks were all about skorchas and air assaults - guess too much facing Tim! :)

Well to be honest, I play with loads of Scorchas and air assaults aswell but the idea is the same. Get in the enemies face and smash em.

E&C - I agree that some of the units need some adjustments (I've already said this before). The fact that some of these may be made up units is irrelevant.
My beef is... not that they exist in the first place

Then simply mention the units/abilities that need modifying and forget the rest.

I'm sorry all, but I've got nothing new to add to these Tau discussions...
It seems like it's all been said before.

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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 5:04 pm 
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To be fair though Onyx you do need a lot of repetition before stuff changes in the Tau list. I've harped on about airpower for ages (since early 2006?). Admittedly my alt suggestions have got a lot better in that time but otherwise little changed with the planes in the list (though it seems more people now think they are overpowered).

Quote: (Hena @ 13 Oct. 2008, 10:22 )

Edit: Ps. I couldn't find much batreps by you TRC (only 4 aces one), so links would be cool.

I'm sneaking pc time currently :) but did a quick search there seems to be a couple, inc. one where I got turrets wrong and thought they could only garrison on my side of the board :)




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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 5:31 pm 
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Quote: (Onyx @ 13 Oct. 2008, 08:56 )

How do you have an army thats shooty but can't form a gunline?

I'm with TRC on this one. Lots of incredibly powerful 15cm ranged weapons, decent 30-45cm ranged weapons and longer ranged weapons that need ML to fire.

Tada, shooty but needs to be mobile.

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 Post subject: EA Tau - Rules Questions
PostPosted: Mon Oct 13, 2008 8:57 pm 
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Since E&C has issues with Stingrays (which are the ONLY 'made-up' GM-tank in the list, and were created to be the Tau Whirlwind/Manticore for infantry crowd control at range.):  

Question:  Given normal deployment of troops and transports, how many targets can you fit under the small blast circle?  (Let's assume a mechanized infantry formation is the target)

Answer:  By my count, you average 3 targets 5cm base-to-base, and from BATREP pictures, people are usually half that distance.  That makes 6 targets under the template.  One Whirlwind could therefore hit 3-6 targets.  Mechanized infantry, especially IG, shelter next to their transports, which makes it easier to hit everything.  4 Whirlwinds could hit 6-12 targets (2 templates @ 4BP, although 8-9 is most likely), they're also more likely to hit because of the BP table.

Tau don't use BP weapons, therefore 4 Stingrays should be able to hit 6-12 targets (average 8-9) with their primary weapon system.  (originally, I had not included regular GMs in the design, stingrays were AP-only.  JimmyGrill insisted that they should be able to kill AV as well, and added Seeker GMs.)  Assuming mech-inf targets, that means 2-4 AVs and 4-8 infantry stands 'under the template(s)'.  Where was the 'broken' part of 2x AP and 1x AT?  Oh, yeah.  formations of 6+, and those [censored] markerlight turrets.  Mostly the turrets.

4 Whirlwinds were more effective than 4 Stingrays (even 2x AP), but 3 Stingrays beat 3 Whirlwinds (or did with 2x AP and 1x AT), 1-2 Whirlwinds were about equal to 1-2 Stingrays.

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