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Aspect: Tau Units

 Post subject: Aspect: Tau Units
PostPosted: Fri Nov 14, 2008 9:23 pm 
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Quote: (Hena @ 14 Nov. 2008, 09:12 )

Quote: (Evil and Chaos @ 14 Nov. 2008, 11:02 )

I'd happily keep AMHC's as a core formation having read IA3

It's notable that FW removed the AMHC formation from the army list which is contained in IA3.

No they didn't. It didn't exist in Tau list when FW did theirs. It was added after 4.0 at which point FW did their fork of the list. For list of things that were changed see below.
http://orde.org.uk/gaming/forgeworld-ta ... -army-list

Could you please read the v4.0 list so that you know what was in the list that FW used as base :smile:.
http://orde.org.uk/gaming/tau/tauv4.0.pdf

Sorry I thought they'd branched off at the v5 area.


So how about a compromise rule, something similar to the VTOL rules Lord I has used for Aquillas, whereby it is a bomber that can become a mobile skimmer when landed? That would seem to represent the background best.


That sounds like an idea with potential... it'd emphasise the Tau's 'mobile' style anyway.




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 Post subject: Aspect: Tau Units
PostPosted: Fri Nov 14, 2008 9:46 pm 
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One other thing, Railgun submunitions are self guiding...
Why wouldn't GM's be self guiding aswell? This would obviously mean they could be fired without a Markerlight but would be more accurate with a Markerlit target (ie no need to change the present rules for GM's).


Been fighting that one for a while.  If you read through a 3.x Tau list, FW used to have MLs able to call in a GM attack, in addition to vehicles having dumbfire-able GMs.  The complaint became that there was an orbiting 'taxi rank' of GMs just waiting to be called in, in addition to those on vehicles.  That was a disgusting amount of GM-spam, and was removed, with much arguing about the replacement mechanism (that we're still arguing about now, BTW).  Vehicles *had* to have unguided GMs when we added the MW GMs, because otherwise the basic FW formation (or the basic PF formation!) could drop 8x 30cm MW shots on a formation turn after turn.  1) How do you point something like that; and 2) Who wants to face that?

As I've said before, I'd like to largely keep the current GM rules, with one simple tweak. GMs *must* be fired at a marked target.  This forces maneuvering to mark targets, reduces gunline issues (kill the MLs, no GM-spam).  With this change, include the +1 to-hit from a marked target into the base attack line for GMs (AT5+, AP4+, or MW5+.  AA missiles unaffected).  Also, increase GM range to 90/105 cm.

This better represents the 'Unlimited range' of Seekers in 40k (aligns with the reduced Vulture H-K missile ranges), and still forces the Tau to maneuver.  Remember, Seeker Missiles are supposed to be the longest-range harassing fire that the Tau possess.  Sure, they can kill AVs, but they are supposed to force the enemy to deal with the ML units (whether the ML is in a Remote Sentry Turret, or carried by PFs/Tetras/Stealth suits).  If you kill off the ML units, there's *no* GM fire, which includes 2/3rds of the MW in the list.

=====

I like the idea of adding the SC to a reduced-cost Manta.  It's fluffy, and although it steps on the toes of the Scorp'fish for that, I'd like to leave the option available for the Scorp'fish as well.

[edit] I like Lord =I='s idea, too.




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 Post subject: Aspect: Tau Units
PostPosted: Sat Nov 15, 2008 12:44 am 
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Quote: (zombocom @ 15 Nov. 2008, 02:32 )

Oh and for the ML debate, hopefully this should be a knockout blow. Quote from the 3rd ed Tau Codex:


The Vehicle carrying the seeker missiles has no control over them and cannot launch them itself. The mechanism is remote and only responds to Markerlight users.


I rest my case on that front.

Unfortunately, your case just got thrown out...  :tongue: (sorry mate, couldn't resist).
The rest of the Manta's arsenal consists of prow-mounted launch ports for up to 10 Seeker missiles. These can be controlled by the crew, or by other Markerlight operators on the ground."
IA3 pg208.

This really is about keeping GM's playable.
Are GM's a bonus attack that the Tau are lucky to have? Kill the Tetras, Pathfinders etc and even if you stick to official IA3 units, you remove firepower from Hammerheads, Devilfish, Skyray, Piranha, Baracudas, Orca & Manta (if you include the present units available that adds - Scorpionfish, Stingray, Custodian {can't activate until the 3rd turn - how many ML's will be left by then?}, Moray, Tigershark, AX-1-0 & Swordfish).

ML units are soft, easy targets (and they should be). Their use should be encouraged (with suitable to-hit bonuses and possibly with the range increase mentioned by LitS)) but making GM's totally dependant on them is not playable in game.

The 4+RA is about playability/survivability. If the Armour save is reduced to 5+RA (and I have no problem with that at all), the DC may need to increase a notch or the Manta critical might need to be slightly less destructive than the Reaver/Warlord one. I admit I have absolutely no idea what the 40K stats are.




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 Post subject: Aspect: Tau Units
PostPosted: Sat Nov 15, 2008 12:56 am 
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Quote: (Onyx @ 14 Nov. 2008, 23:44 )

This really is about keeping GM's playable.
Are GM's a bonus attack that the Tau are lucky to have? Kill the Tetras, Pathfinders etc and even if you stick to official IA3 units, you remove firepower from Hammerheads, Devilfish, Skyray, Piranha, Baracudas, Orca & Manta (if you include the present units available that adds - Scorpionfish, Stingray, Custodian {can't activate until the 3rd turn - how many ML's will be left by then?}, Moray, Tigershark, AX-1-0 & Swordfish).

Which is why i'm suggesting a few extra units get markerlights, most especially Fire Warriors. I've playtested this extensively, and it works a lot better than the current system, and better represents the background.

And yes, knocking out the MLs should be devestating to the Tau.

The rest of the Manta's arsenal consists of prow-mounted launch ports for up to 10 Seeker missiles. These can be controlled by the crew, or by other Markerlight operators on the ground."


Which suggests the Manta GMs are the exception rather than the rule.




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 Post subject: Aspect: Tau Units
PostPosted: Sat Nov 15, 2008 12:57 am 
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The 4+RA is about playability/survivability. If the Armour save is reduced to 5+RA (and I have no problem with that at all), the DC may need to increase a notch or the Manta critical might need to be slightly less destructive than the Reaver/Warlord one.


The Manta already has better armour than a Warlord Titan in Epic (RA 4+, plus the special Tau invulnerable shield), and its critical hit effects are already the 'softest' critical hit effects in the game (Half weapons range, as compared to a 1/6 chance of instant detonation, and a 2/6 chance of an extra DC of damage, for a Warlord Titan).

Why shouldn't the Manta's critical hit effect be as dangerous to it as the Warlord Titan's critical hit effect? Or a Baneblade's critical hit effect? or a Landing Craft's critical hit effect? Or a Revenant Titan's critical hit effect?

Why is it that the Tau have such soft critical hit effects?

Because the Tau are special?

I admit I have absolutely no idea what the 40K stats are.

IIRC Zombocom is correct, the Manta's armour save in 40k is no better than a Hellhound's... it just has a lot of DC.




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 Post subject: Aspect: Tau Units
PostPosted: Sat Nov 15, 2008 2:04 am 
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Quote: (zombocom @ 14 Nov. 2008, 23:56 )

Which suggests the Manta GMs are the exception rather than the rule.

Or they have their own Manta mounted markerlight... *laugh*

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 Post subject: Aspect: Tau Units
PostPosted: Sat Nov 15, 2008 2:23 am 
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Guys, I've already stated that the critical should be more drastic... Why keep on about it?

I've already stated that I have no problem with 5+RA...Why keep on about it?

Firewarriors with ML = no need for Pathfinders, Stealthsuits etc. It removes a lot of formations that no one is saying should be removed. If FireWarriors want ML's then thay add the Pathfinder upgrade. No need for any change there.

Which suggests the Manta GMs are the exception rather than the rule.

We can use this as an example to justify GM's using the existing rules. Or if needs be, make GM range 45cm or 60cm if fired unguided and 105cm if target is lit. They must be allowed to fire... anything else is silly.

The Manta does have a Network Markerlight (IA3 pg 211). That doesn't explain being able to fire GM's over long ranges, without help from other units, as described in IA3.

I've read as much fluff as I can (I read the codex aswell but that was a year ago), I've played several dozen games with varying rules and my views are as valid as anyone elses.

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 Post subject: Aspect: Tau Units
PostPosted: Sat Nov 15, 2008 3:26 am 
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The line I quoted is very clear on this point. It talks about GMs in general and is referring to those on any vehicle.  The manta line is discussing the GMs on the manta, and goes out of its way to specify that in this case they can be fired by the crew.

I'm sorry, but the unguided firing mode is just not a representative of the way GMs (other than possibly those on the Manta) work in the background. It's just wrong, and having it in the list makes it not a Tau list in my opinion.

If we don't make the list match the background then it's not a Tau list, it's just something we made up. I have no interest in playing with or against such a list.




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 Post subject: Aspect: Tau Units
PostPosted: Sat Nov 15, 2008 6:39 am 
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zombo - maybe THIS thread is more important than individuals demands on what they will or will not play against.

For the record, I did vote for Both should be kept in balance but the obvious result is that rules (ie playability) is more important than fluff to MOST players.
That must be respected.

Will you really not play with or against the Tau if you don't get your way?




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 Post subject: Aspect: Tau Units
PostPosted: Sat Nov 15, 2008 9:52 am 
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My regular Tau opponent is of the same mindset as me, and for the last few months we've been playing or own version of the list. That's how disenfranchised we are with the current Tau list.

I have no interest in playing against Tau without some pretty hefty changes, most especially the GM/ML one. For me this is the absolute biggy, the most important change to improve the feel and background adherence of the list. To me it's the number one issue with the list, worse than the overgunned moray and right up there with the sentry turrets.

As to the thread you mention, I actually want this change more for gameplay/rules purposes than background, it just happens that the background is on my side in this one. Note that I don't intend this as a Nerf to the list; I want other changes to balance it out (longer range GMs, more MLs, maybe ever better to hit values). Overall the power level of GM units isn't changed much, just the gameplay style.

Your point about taking out all the MLs to cripple the GM units doesn't quite work either, since the vehicles themselves will almost all have MLs. All you have to do it place one of them close and all the rest in the army can now fire again.




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 Post subject: Aspect: Tau Units
PostPosted: Sat Nov 15, 2008 10:34 am 
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So if you don't get your recommendations, you and your fellow Tau player are going to keep playing your version anyway.

My regular opponent doesn't get what all the fuss is about with the present rules. He is more than happy to keep playing against the current list and thinks changes to the Support Craft, range reductions, ML changes are un-needed nerfs.

Everyone is I.

The solution is in between us all not at any one persons perspective.

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 Post subject: Aspect: Tau Units
PostPosted: Sat Nov 15, 2008 8:07 pm 
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Quote: (Onyx @ 15 Nov. 2008, 09:34 )

The solution is in between us all not at any one persons perspective.

Which is of course a personal opinion.  :))

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 Post subject: Aspect: Tau Units
PostPosted: Sat Nov 15, 2008 8:13 pm 
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Quote: (Onyx @ 15 Nov. 2008, 09:34 )

So if you don't get your recommendations, you and your fellow Tau player are going to keep playing your version anyway.

No, if we don't get this recommendation passed we'll keep playing our own list. Just about everything else could go one way or the other except this. That's how strongly we feel about it.

If you want to carry on playing with the current rules that's fine, go ahead. It's reached the stage for me that I flat out refuse to play against the current list. I don't enjoy playing against the current list, so why should I? You're trying to paint me as the bad guy for not wanting to play against it, but why should I waste my time on games I know from experience I won't enjoy?

One of my armies is Necrons, and for a long time they were hugely overpowered. Unsurprisingly, a lot of my local players stopped wanting to play against them, as it had stopped being fun. Luckily, the Necron list has changed in such a way that it's not so overpowered any more, so it became more fun to play against.

The Tau list is currently still at the stage where it's not fun, not just because it's overpowered, but because it encourages a boring playstyle and is unrepresentitive of the background.

I play Epic to simulate large battles in the 40k universe, and to have fun. Currently the Tau list doesn't fulfill either of these aims.




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 Post subject: Aspect: Tau Units
PostPosted: Sat Nov 15, 2008 9:04 pm 
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OK, CS, I think it's time for a nudge on what you want us to test.  looks like everyone's set down their grudgestones and isn't willing to budge again.

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