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Aspect: Tau Units

 Post subject: Aspect: Tau Units
PostPosted: Mon Oct 27, 2008 10:18 pm 
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In regard to Tau and TK weapons... do they really need many?

Hmm, I never expected 3 vehicles with TK to be "many".

Other than the thick rear armour on Warlords
Case-in-point....

Additionally, saying that they don't have the TK to take on a Titan Legion list is a bit of a straw-man argument, as 1) the Titan Legion lists are still in development and 2) EVERY list has trouble taking on massed Titans!
Call me what you want, it's still a fact either way - just because they're in development doesn't mean a lot of people don't play it. With the speed that lists get developed the current version of any list is the one that is being played. Your second point is my beef with the AMTL list.

That fact is represented by the Assault Marines having a CC3+ stat.
Well actually it represents them having excellent assault with bolt pistols and chainswords otherwise they'd have a MW CC stat....

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 Post subject: Aspect: Tau Units
PostPosted: Mon Oct 27, 2008 10:53 pm 
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The net effect of CC3+ is that they score a hit on Inf, AV and WE on a 3+ when in base to base, whether that is using Chainswords, Bolt Pistols or Melta Bombs is irrelevant in game terms.

(though there are indeed people out here who´d live to follow 40k to the latter and represent everything with +1 Extra Attack (whatever))

Do the Tau need TK?

No.
There are plenty of armies that have to work around large WEs, so not being able to shoot up a Warlord-class machine is not game breaking.

Should the Tau have some TK?

Yes.
They are supposed to be shooty and high-tech. The fluff-sages point us to the AX-1-0, which, in conjunction with massed AT, should be able to take out Reaver-Class targets and break if not destroy a Warlord.
While aircraft can indeed be countered, so can everything else, that´s what´s wargaming is all about in a nutshell.

I´d hate to see foolproofed systems like the pre-reform Deathstrikes and Vultures ever again.

The Manta, through sheer size, modelly loveliness and its BFG ancestry deserves TK as well, but currently its massive firepower detracts from the transport role. IMO it should barely be Reaver-level in its output, and cost less then.
I view the "Bomber" suggestions as unworkable, with 45cm ranges it could stay out of the worst flak and shrug of the rest.

As to the Moray, well, APU, repricing and downgunning fixes its stats, whether the Tau should have a flying Shadowsword in the first place I´m not sure.

I´d prefer dependency on combined arms and non-perfect tools, everyone else is expected to deal with difficulties after all!
:)

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 Post subject: Aspect: Tau Units
PostPosted: Mon Oct 27, 2008 10:55 pm 
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Dobbsy, how many MW sources are there?  Crisis, Tigershark, AX10, Moray, Manta, and Scorpfish.  That's 6 MW+TK sources, 2 of which are aircraft.  One is really short-range, but the last 3 are currently 75+cm attacks.

Re: Assault Marines.  Similarly, Tau FW *could* have EMP grenades, which basically kill a vehicle about 1/12 of the time, per FW using them.  Get 12 FW on a vehicle, it's DEAD.  EMP 'nades are ineffective against infantry, as are meltabombs.  Since the E:A ruleset doesn't support a CC weapon that is only effective against one type of target, they aren't in E:A statlines.

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 Post subject: Aspect: Tau Units
PostPosted: Mon Oct 27, 2008 11:24 pm 
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Dobbsy, how many MW sources are there?  Crisis, Tigershark, AX10, Moray, Manta, and Scorpfish.  That's 6 MW+TK sources, 2 of which are aircraft.  One is really short-range, but the last 3 are currently 75+cm attacks.

LiTS I realise this. The point was made there were "many" TK weapons it didn't refer to MW.

Since the E:A ruleset doesn't support a CC weapon that is only effective against one type of target, they aren't in E:A statlines.
Again, understood. However, I was making a point that justifying an in-game design with fluff isn't entirely how things should be done, not that asault marines should have MW CC weapons...

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 Post subject: Aspect: Tau Units
PostPosted: Mon Oct 27, 2008 11:50 pm 
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Quote: (Dobbsy @ 27 Oct. 2008, 22:24 )

LiTS I realise this. The point was made there were "many" TK weapons it didn't refer to MW.

I never said that Tau had "many" TK weapons, I asked if they *NEEDED* many TK weapons...

Would only having TK on a couple of aircraft-type units cripple their ability to deal with war engines is my curiousity.

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 Post subject: Aspect: Tau Units
PostPosted: Tue Oct 28, 2008 12:11 am 
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Quote: (Dobbsy @ 27 Oct. 2008, 21:18 )

In regard to Tau and TK weapons... do they really need many?

Hmm, I never expected 3 vehicles with TK to be "many".

Ignoring spacecraft:

Marines have 1 TK unit.
Steel legion have 3.
Orks have 4+, since oddboyz make it difficult to judge.
Eldar have 3.
Siegemasters have 2.
Feral Orks have 2.
White scars have none.
Speed Freaks have none.

So of the official list currently on the GW website, the average is under 2 units with the TK ability per list.

In the context of EA, 3 vehicles with TK is above average, whereas background-wise the Tau should be below average in this respect.

Tau shouldn't be given a boost to fix problems inherent in another list (AMTL). Otherwise, a lot of other lists would need more TK too.

Note: I understand that the number of TK options doesn't correlate directly with the amount of TK in the average game, but the point is clear, no?




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 Post subject: Aspect: Tau Units
PostPosted: Tue Oct 28, 2008 12:12 am 
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Quote: (Dobbsy @ 27 Oct. 2008, 21:18 )

Your second point is my beef with the AMTL list.

One of the things I've tried to do with the AMTL list in particular is drastically constrain (Useful) activations; Any 3.x AMTL army list will be very short on activations and will have to make each one count, or the enemy will simply out-activate them and grab all the objectives.

The single easiest way to beat AMTL is to lay a blast marker on each Titan and wait for the AMTL player to roll a few 1's to activate... with so few activations, getting off orders properly is critical to the army, as is husbanding what few activations you do start with until the end of the game (So you have enough units left to capture some objectives).


That's the AMTL's big weakness, by the way, you don't beat them by killing their Titans, you beat them by winning the game.  :))  8v)




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 Post subject: Aspect: Tau Units
PostPosted: Tue Oct 28, 2008 5:07 am 
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I never said that Tau had "many" TK weapons, I asked if they *NEEDED* many TK weapons...

Fair enough, I just think that "many" does not mean 3 and is far from overkill.

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 Post subject: Aspect: Tau Units
PostPosted: Tue Oct 28, 2008 5:29 am 
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Quote: (Dobbsy @ 28 Oct. 2008, 04:07 )

I never said that Tau had "many" TK weapons, I asked if they *NEEDED* many TK weapons...

Fair enough, I just think that "many" does not mean 3 and is far from overkill.

Sure, 3 isn't many, but it is more than average. Background-wise Tau are supposed to be below average at titan killing, that's what the background on the AX-1-0 basically says.

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 Post subject: Aspect: Tau Units
PostPosted: Tue Oct 28, 2008 6:14 am 
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Background-wise Tau are supposed to be below average at titan killing, that's what the background on the AX-1-0 basically says.

As you mentioned two posts back. It seems you're basing all Tau fluff off one book (Taros)?

But whatever. This argument is circular as usual.  :sleep:





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 Post subject: Aspect: Tau Units
PostPosted: Tue Oct 28, 2008 6:23 am 
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I'm basing all my arguments on Tau vs Titan warfare on Taros, since that's the only source we have for Tau vs Titans.

Surely it's better to follow what we have than blindly make things up?

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 Post subject: Aspect: Tau Units
PostPosted: Tue Oct 28, 2008 9:39 am 
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As a player with an interest in the Tau becoming a Tournament accepted list, but not playtesting myself at the moment, I would like to ask this question.

What would the effect be to the Tau list if the Moray was dropped completely?

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 Post subject: Aspect: Tau Units
PostPosted: Tue Oct 28, 2008 10:56 am 
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There would be a great wailing and gnashing of teeth and the world would end - - -

- - But IMHO the list would still be viable.

:smile:

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 Post subject: Aspect: Tau Units
PostPosted: Tue Oct 28, 2008 11:02 am 
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Actually Tim asks a very good question :- Theoretically, which units could be dropped from the Tau list while still keeping it viable?





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 Post subject: Aspect: Tau Units
PostPosted: Tue Oct 28, 2008 11:54 am 
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What would the effect be to the Tau list if the Moray was dropped completely?


I'd like my $40AUS back first up as I would've wasted that much buying 2 FoprgeWorld Tau proxies...  :whistle:  

Dropping the Moray firepower to that of an AX-1-0 will obviously lead to it's removal from the list (duplication). At it's present stats, it provides a hard hitting (twice the firepower of an AX-1-0 is not even close to being similar), somewhat fragile unit (only 3 BM to break and cannot hide) that is very useful in certain situations.

Dropping Vespids is one thing but dropping Morays is not a decision to be taken lightly and could possibly result in a lot of players simply using home rules to include them (not a threat, just a statement of fact).




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