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3K Tau vs Ad Mech

 Post subject: 3K Tau vs Ad Mech
PostPosted: Fri Oct 24, 2008 1:37 pm 
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Quote: (Evil and Chaos @ 24 Oct. 2008, 12:53 )

Armies are supposed to have weaknesses, and this is supposed to be one of the Tau's weak points.

If you haven't already done this E&C, I'd recommend cross-posting all your thoughs below the quoted line to the Tau dev boards.  

I think you've made some excellent points.

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 Post subject: 3K Tau vs Ad Mech
PostPosted: Fri Oct 24, 2008 1:42 pm 
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Having fought both with and against TRCs "5 aces" Tigershark army, take care if you consider dropping the points cost of these things. They out-range ground AA, are reasonably resiliant against CAP, and tend to end up providing massive air superiority that proceeds to chew up any and all ground forces (as well as their 'preferred' target of Titans).

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 Post subject: 3K Tau vs Ad Mech
PostPosted: Fri Oct 24, 2008 1:50 pm 
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You do make a lot of good points there E&C.

My fear though, is that following fluff/40K rules will not play properly in Epic which is a different game.

Titans are best fought by Titans (generalisation).
Airpower is designed to soften up/supplement ground attacks, not be a game winner (or titan killer). I understand your comments about the AX10 but in game terms it cannot be solely relied upon to do the role you are giving it.

With respect to some of your points though, there is some effort being done to address them.

Morays and Mantas should be downgraded (by reducing weapon range and forcing them to a range the enemy can deal with).

Scorpionfish and Stingrays need other units in the army to operate effectively (something Guard artillery doesn't require, not to mention having twice the range).

What can I say, I like the Swordfish and every army should have a 25pt upgrade available.

There seems to be a concerted effort by all here to get the Jump packs working fairly. I like zombocom's latest idea (which I think is similar to others before) of allowing the units to get a free 15cm move after shooting and thats it. Allows the jump pack units to try and get out of harms way but doesn't allow for endless retreating from assaults.

Anyway, it's just started thundering here so i better get off line and turn my PC off!

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 Post subject: 3K Tau vs Ad Mech
PostPosted: Fri Oct 24, 2008 2:06 pm 
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With regard to Aircraft Titan Killer abilities can I remind people about the problems faced by Black Templars (THUNDERHAWK ANNIHILATOR) and Saim Hann (VAMPIRE HUNTER).

These were needed to be toned down and I below any (new) aircraft with good TK ability will also need to be.

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 Post subject: 3K Tau vs Ad Mech
PostPosted: Fri Oct 24, 2008 2:09 pm 
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Part of that comes from having silly ranges of 45cm+ on TK weaponry that doesn't require LOF. Tone down the ranges, and aircraft are forced to fly into (Possible) flak umbrellas in order to fire their TK guns.

That means that synergy is required, as ground forces must first move in and kill the enemy AA guns.

Currently, Morays & AX-1-0's can operate as lone wolves, because you can't block LOF to them, and they have the range to avoid counter-fire.




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 Post subject: 3K Tau vs Ad Mech
PostPosted: Fri Oct 24, 2008 2:14 pm 
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Quote: (Evil and Chaos @ 24 Oct. 2008, 13:53 )

No, no other armies rely primarily on air power to kill enemy Titans...

Saim-Hann Eldar do, to some extent.

Otherwise, as has been said, good points.

Onyx, I still think that APU is better than cutting ranges, simply because a rule that negates LOS, and thereby good positioning of one´s units, sucks to play against. There´s just no way around this.
APU works quite well IMO.

Rails should be TK(D3) though, I thought that was the result of looking at 40kid / Apocraplypse anyway?

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 Post subject: 3K Tau vs Ad Mech
PostPosted: Sat Oct 25, 2008 1:48 am 
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Quote: (Onyx @ 24 Oct. 2008, 02:46 )

TRC - No we didn't bother activating a them. Didn't seem much point. If they were a larger formation with armed Turrets mixed in, that would make it interesting.

Its just an option if you need to do some delaying tactics.

The Tau are going to have GREAT difficulty dealing with large War Engines if this present push to follow 40K stats is used.


My guard armies normally have to rely on a wall of regular AT fire and warhounds. Haven't done to badly.

Incidentally I got a game in yesterday using Morays for the first time. I went with Ion shots as they seem to be a lot better, plus the Hero gives two TK shots of course!

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