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EA Tau - Rules Questions

 Post subject: EA Tau - Rules Questions
PostPosted: Tue Oct 14, 2008 10:26 am 
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I only got one test game in back before the board was shut down. Generally to make 'death incarnate' the Tau needed liberal use of 4+ to hit (3+ when twin linked) and special abilities like disrupt and Ignore Cover. The former gave the ability to hit after doubling into the target area (and less weapon systems, twin linking and combining helped here) and the latter meant even if you weren't killing you were breaking. Now even with this resilient stuff hung on to assault you, but at reduced effectiveness, that was the gamble replacing the assault gamble in other lists. And of course if you put up multiple threats at the same time (the synergy/combined arms bit) and used co-ord fire next turn you sustain and destroy even the toughest targets.

The primary focus for this were mechanised firewarriors. The firewarrior stats remain the same as they are fantastic infantry killers, especially when sustaining. The Devilfish though take full advantage of the burst cannon and gun drones to up their 15cm attack.

An example in play uses the following 'typical' formation - Firewarriors, Devilfish, skyray and drones (who get a boost to 15cm fire). The formation doubles in. Devilfish and drones at the fore. This has the added bonus that as skimmers the enemy has to 'waste' cc attacks against them before getting to the firewarriors behind. The formation gets the attacks from the firewarriors and the big mobile punch from the Devilfish. This should knock them for six, especially if you combine the attack with some crisis to hit any hard bits. Then when you sustain/advance with them now you are in the fray the sheer weight of fire from the firewarriors kills everything. If you want a less risky army the FW attack could become 1 shot on 3 or 4 to hit but this is less of a challenge I feel.

Throwing in GM's into the equation and you could go with 'only fire if target lit' but raise the to hit so they are better doubling weapons.

Crisis are re-tooled to be more of a threat to 'hard' targets. An analogy would be with land speeders (though obviously without the assault aspect). So MW, disrupt, whatever and the expectation of hit and run being used (so get in, fire, get out). An excellent MW 15cm shot and an ok 45cm shot would do it for me (and might even cost less than 250 points).

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 Post subject: EA Tau - Rules Questions
PostPosted: Tue Oct 14, 2008 11:01 am 
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Quote: (Onyx @ 14 Oct. 2008, 08:40 )

I'd love to think that powered up GM's would be acceptable to everyone but somehow I can't see that happening here   :rock: .
They would need to be powered up a lot for it balance the fact that they may only fire 1 or 2 turns in a game. I can't see too many in favour of that.



Steve.

The problem there (Your belief that upgunned GM's will be too powerful) is that the NetEA army list has more GMs available than a typical Tau army in the background / 40k.

This preponderence of GMs is almost solely due to the introduction of the Scorpionfish and the Stingray Guided Missile platforms.

As mainstay units, they have helped alter how the Tau operate as compared to the background, reinforcing the Tau as a long range stand-off force* like the Siegemasters, except with more of an ability to move away and hide.


Can anyone direct me to some good fluff/background material for the Tau? I've read the latest 40K Tau Codex. Is their anything more useful for this discussion? Any novels that help explain it all?

The best resource is Imperial Armour III, which gives a good account of how the Tau operate in a large scale war. Some pertinent examples include:

- Guided Missiles are used for harassing the enemy with attritional attacks rather than as mainstay battle weapons (Ie: There are no huge waves of long range missile attacks as provided by Stingrays or Scorpionfishes in games with the NetEA army list, only pin-prick attacks).

- Fire Warriors are of huge importance (And yes they do sometimes hold ground if it is a good defensive position, there's a good battle scene where the Imperials attack a mining town that is defended by Tau. The Tau inflict huge casualties before slipping away in Orcas just as the town is about to be overrun).

- Mantas are never used to engage enemy Titans in battle directly as their weapons are considerably fewer than the NetEA version (That is what the AX-1-0 is for). They are used as transport craft and for attacking infantry.

- Kroot and Human aux appear alongside the Tau, sometimes at the same time in a 40k-scale battle.


*Other reinforcing factors that also push the NetEA Tau list to being a 'stand off' list instead of a 'firepower/manuever' list include having Hammerheads available as a Core formation, the Moray's range and Support Craft rule, and the fact that Fire Warriors aren't worth taking despite the fact that they are supposed to form the core of all but the most exceptional of Tau armies.

Notably the Forgeworld version of the Tau list doesn't have the first two items here and doesn't have the GM vehicles, whilst its Fire Warriors are better at ranged shooting... its overall list balance may well be off, but it is more fun to play with/against because manuever is restored to the game.




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 Post subject: EA Tau - Rules Questions
PostPosted: Tue Oct 14, 2008 11:07 am 
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Quote: ([B]Lion in the Stars @ 13 Oct. 2008, 21:12 )

A direct translation of 40k tau to Epic would result in: death incarnate @ 15cm, very nasty @ 30-45cm, and merely dangerous at longer ranges (75cm for rails, GMs need to have marked targets to be used, period).  That would also describe my ideal fix for the list.  . . . . .


Quote: (Dobbsy @ 14 Oct. 2008, 00:36 )

Dobbsy Onyx (and others), LiTS has laid out quite succinctly how he sees the Tau working in principle - do you agree with that vision?

In general yes, however...  


Quote: (Onyx @ 14 Oct. 2008, 02:16 )

I also have strong reservations about GM's only being able to fire at lit targets. . . [snip] . .
I just see this as too restrictive for Epic games. . . [snip] . .
Generally, my thoughts are similar to dobbsy's previous post.


If everyone generally agrees with LiTS overview of the way that the Tau should work, then we are finally getting somewhere.
Perhaps we could expand on the tactics the Tau would use to achieve these principles.

For example I presume they ought to use medium-long range fire to soften up targets, transport to get into contact, Drones to defend themselves from assault, Hit-and-run to get out of contact etc. A much more 'combined arms' style operation.

How do others see them working?

Finally Onyx, I understand the reservations about GM's only being able to fire at lit targets, but surely this is actually part of the game requiring the Tau to make choices over where they postiton their Drones / markerlight forces to support the various strategies and tactics they want to adopt.

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 Post subject: EA Tau - Rules Questions
PostPosted: Tue Oct 14, 2008 11:14 am 
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Quote: (Ginger @ 14 Oct. 2008, 11:07 )

If everyone generally agrees with LiTS overview of the way that the Tau should work, then we are finally getting somewhere.
Perhaps we could expand on the tactics the Tau would use to achieve these principles.

I agree with LiTS's overview.

For example I presume they ought to use medium-long range fire to soften up targets, transport to get into contact, Drones to defend themselves from assault, Hit-and-run to get out of contact etc. A much more 'combined arms' style operation.

Indeed, a proper 'synergy' approach where each unit has its valuable niche.

Finally Onyx, I understand the reservations about GM's only being able to fire at lit targets, but surely this is actually part of the game requiring the Tau to make choices over where they postiton their Drones / markerlight forces to support the various strategies and tactics they want to adopt.
I agree, it means that the Tau are forced to behave in a synergistic manner in order to win games.

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 Post subject: EA Tau - Rules Questions
PostPosted: Tue Oct 14, 2008 11:34 am 
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Quote: (Hena @ 14 Oct. 2008, 11:22 )

Quote: (Evil and Chaos @ 14 Oct. 2008, 13:14 )

Indeed, a proper 'synergy' approach where each unit has its valuable niche.

Like you have at the moment (if you skip the titan equivalents Manta and Moray and Turrets)?

You've just removed the linchpins of most/many lists. :)

With such a prominence placed on Guided Missile platforms, lots of units that would be otherwise useful to the army are sidelined.

The Combined arms currently work quite fine, if people would play it.


Why play Combined Arms Tau if you can turn on 'easy mode' and use 'point-and-click' units to play the battle?

It's just as effective (If not moreso) a list type in the game, it requires less tactical finesse to win with, and it's a cheaper army in £££ to buy.




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 Post subject: EA Tau - Rules Questions
PostPosted: Tue Oct 14, 2008 11:40 am 
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Quote: (Hena @ 14 Oct. 2008, 11:38 )

What useful units?

Fire Warriors, for a start, the supposed core of the Tau army.

With so many AP GMs available, their niche is replaced with a missile. You can use Crisis or Stealth Suits to take and hold objectives instead.

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 Post subject: EA Tau - Rules Questions
PostPosted: Tue Oct 14, 2008 11:40 am 
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Hena, do you agree with LiTS overview?

Once these principles are agreed, the roles of the various units like HH will fall into place - and yes it may be that this should operate best at medium-long ranges.  

However I think you may have missed the point about ML. Most Tau units carry both GMs and other LoS weapons. So without ML/GMs, the overall shooting effectiveness of the unit is reduced, not stopped altogether.

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 Post subject: EA Tau - Rules Questions
PostPosted: Tue Oct 14, 2008 11:55 am 
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Quote: (Hena @ 14 Oct. 2008, 11:43 )

:)). Why are you discussing about GMs (about their special rules and how the Tau army should operate) when the problems stem from one unit (Turret)? Moray can be downtuned or support craft rule changed so that is no problem.

The problems stem from one unit in your opinion. I don't agree; I believe the Scorpionfish and Stingray are such superlative killers that people will only ajust their lists slightly so that they can continue to build armies around them.

I believe that with Turrets removed people will simply field more mobile units with the markerlight Special Rule (Such as Tetras) so that they can continue to field their GM-themed armies.

Fire Warriors will remain absent from most 'all in one' Tau army list builds.

Are you then happy about the current list?

No, we use the Forgeworld list because it's more fun to play with/against, and because it matches the background of how the Tau fight wars much better than the NetEA list.

I'll ignore comments about the non-canon units as they don't count (unless you have proper complaint about the rules, which I can see with regards to Moray). Once Tau list is done, they "magically" turn into canon so the argument is strawman (or would be if SG would still work *shrug*).

My point is not that they're non-canon and so should be removed.

My point is that their (prominent) presence in the only NetEA list distorts the style of the Tau army, so that it becomes something quite different to how it behaves in the background.

I still believe that the Tau would be better served with two army lists ('Normal' Tau that would behave like they do in the background, and 'Tank/WE heavy' Tau that relies on GMs and Support Craft), but Cybershadow refuses to even consider that, so... honestly I think the list is going to have trouble properly reflecting the Tau of the Warhammer 40,000 background with the presence of these units... simply put they distort the behaviour of the entire army list.

*shrug*

I'd kinda like to see what Mr. Zombocom intends to do with them.

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 Post subject: EA Tau - Rules Questions
PostPosted: Tue Oct 14, 2008 11:56 am 
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So Hena, how do you see the tau working at:- Long range;,Medium range; Short range and Assault?

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