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Development Plan

 Post subject: Development Plan
PostPosted: Fri Oct 24, 2008 8:16 pm 
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I'm sorry Hena, but I'm not seeing a drawback like 'Our mainline infantry have no saving throw', or 'killing our Synapse creatures cripples our entire army' there.

'Tau are average in assaults', 'Tau artillery is not as brilliant as Manticores', 'Tau armour saves are average-to-great, but not 4+ RA all round'.... I'm seeing an army where its weakest points are merely average in capability, when compared to other armies' drawbacks.


WHERE'S THE BEEF!

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 Post subject: Development Plan
PostPosted: Fri Oct 24, 2008 8:25 pm 
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Hmm seems to be that Tau have not ONE crippling flaw but rather several minor ones.

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 Post subject: Development Plan
PostPosted: Fri Oct 24, 2008 8:27 pm 
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Enemy bunching up due to no-BP should not be underestimated.

Ceterum censeo ... well Support Craft should be APU!
:)

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 Post subject: Development Plan
PostPosted: Fri Oct 24, 2008 8:30 pm 
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Quote: (Hena @ 24 Oct. 2008, 20:21 )

The beef is the objective holding.

I've never seen the Tau have problems grabbing objectives, what with their core Crisis Suit formations, they simply break the enemy off of the objective then zip over to it.


However once Moray is downgraded, lack of TK weapons can become one as well. For example TK -> MW on Moray but keep both guns and range?


Perhaps that could become a weakness, but it certainly isn't currently... currently the Tau can field TK cheaply and effectively.

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 Post subject: Development Plan
PostPosted: Fri Oct 24, 2008 8:33 pm 
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Fluff wise Tau are excellent at taking objectives but are poor at holding them.
Because they don't see the value to hold some place of dirt for the cost of precious Tau lives.

Look as if the Tau are some kind of Elite Imperial Guard with an Eldar twist.

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 Post subject: Development Plan
PostPosted: Fri Oct 24, 2008 8:38 pm 
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*Shrug*

I outlined it in my post on the last page; Most/All of the weaknesses the Tau have in the background/Warhammer 40,000 have been smoothly patched over in the SG/NetEA armylist (But *not* in the FW army list) through the use of new units and Special Rules.

I'm asking: Why?

Do the Tau really need to have it so good?

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 Post subject: Development Plan
PostPosted: Mon Oct 27, 2008 8:15 pm 
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It doesn't help that GW/FW is adding new units to patch the holes in the Tau list.  

- The basic Tau FW can't hang in CC?  That's what Kroot are for.
- Marines give Tau a real danger at close-range FF (because Marines can advance through cover faster than Crisis suits can respond)? Vespid kill  Marines, and dang near ignore cover while moving (jump move+move thru cover+fleet=FAST!).
- Fire Warriors don't hold objectives well?  Gue'vesa held objectives on Taros until the FW could arrive to kick the enemy off the objectives.
- Tau can't deal with Titans without bringing a Manta?  AX10.

Other Vulnerabilities:
Tau are vulnerable to assaults, and have NO BP weapons to prevent the enemy from bunching up.  (not covered, although Stingray was supposed to partially cover this)

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 Post subject: Development Plan
PostPosted: Tue Nov 04, 2008 10:03 pm 
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E&C you've only provided one "weakness" for each of the armies above and Tau have one weakness too.
Weak in assault is a weakness. I've yet to win a real CC assault with my troops. Hena's point on holding objectives is true if you have a determined CC formation wanting to take it from you. Maybe your "uber" Tau play different to mine in close combat.... Even Crisis suits can be assaulted regardless of what you've mentioned here time and again.


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 Post subject: Development Plan
PostPosted: Tue Nov 04, 2008 10:27 pm 
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Quote: (Dobbsy @ 04 Nov. 2008, 21:03 )

E&C you've only provided one "weakness" for each of the armies above and Tau have one weakness too.
Weak in assault is a weakness.

And I contend that the Tau are not weak in assaults, with their respectable Firefight values, and good-to-excellent armour save values, they are 'average' at worst..

I've yet to win a real CC assault with my troops.


Take Kroot then for some superb CC troops to hold objectives, if you're having such trouble with enemy CC attacks?

Note that 'weak in assaults' is different to 'weak in cc'; Plenty of armies have CC 6+ units, that's not a unique (Or big) weakness.


Even Crisis suits can be assaulted regardless of what you've mentioned here time and again.

Indeed they can, but they have superb armour saves, and let's be honest it's very rare to catch them in CC in anything except an air assault situation due to their 'Jetpacks' Special Rule.

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 Post subject: Development Plan
PostPosted: Tue Nov 04, 2008 11:42 pm 
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And I contend that the Tau are not weak in assaults, with their respectable Firefight values, and good-to-excellent armour save values, they are 'average' at worst..

And I contend otherwise. Average armour saves and weak CC values mean weak in CC to me.

Take Kroot then for some superb CC troops to hold objectives, if you're having such trouble with enemy CC attacks?
So I'm forced to take these troops then eh? Whatever happened to personal choice? Not to mention that they have no armour.... makes them difficult to hold an objective wouldn't you think? Again Hena's point comes into effect here.

Note that 'weak in assaults' is different to 'weak in cc'; Plenty of armies have CC 6+ units, that's not a unique (Or big) weakness.
You seemed to have missed my quote to skew your argument:
I've yet to win a real CC assault with my troops.
Other armies also get good to great assault troops to balance those few 6+ CC troops.... Tau have a fixed average-to-weak across the entire army.


Indeed they can, but they have superb armour saves, and let's be honest it's very rare to catch them in CC in anything except an air assault situation due to their 'Jetpacks' Special Rule
Well I can't vouch for your playing group but I've always had opponents able to catch mine. It's inevitable with a well planned engagement.

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 Post subject: Development Plan
PostPosted: Tue Nov 04, 2008 11:55 pm 
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I'm sorry Dobbsy, I'm just not seeing how average-to-excellent armour combined with an ability to avoid CC situations (Jetpacks) for your most valued troops is a drawback.

As I said, the Tau never really see CC unless it's a pre-prepared air assault, and then y'know what, they should lose in that situation... because nearly everything should lose in that situation.


All I'm really seeing on this particular point is a reason not to take Fire Warriors, because Fire Warriors don't have the 'can't catch me' special rule so their 6+ CC stat does actually matter, consequently their normal function for the Tau army list (Attack & Elimination of enemy infantry) is replaced with a missile barge firing ignore cover AP Guided Missiles.




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