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Aspect: Tau Units

 Post subject: Aspect: Tau Units
PostPosted: Wed Nov 19, 2008 3:19 am 
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Quote: (Lion in the Stars @ 19 Nov. 2008, 00:54 )

Forcing tradeoffs (like making GMs only able to shoot at marked targets and losing the Markerlight turrets to Section 6) so that you can either have half to two-thirds of your long-range firepower and few units in range, or put some valuable-but-fragile units close to the enemy and outgun him by a third makes a much more interesting game, that feels less like a gunline than it actually is.  This also opens up 'bait-and-smash' tactics to the Tau player, which are a codex-mentioned alternative to the Patient Hunter gunline.

This is absolutely my opinion. Losing the unguided mode allows the Tau to remain a gunline, but a more interesting one to play with and against. They keep their long ranged death (hell, I'd probably increase the range of GMs), but need closer support units to make use of it.

That's how they work in the background, that's how they should work in Epic.

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 Post subject: Aspect: Tau Units
PostPosted: Wed Nov 19, 2008 9:27 am 
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That's how they work in the 40K background, that's how they should work in Epic.

Quote slightly edited by me.

Forcing the GM's to only fire at lit targets will simply mean almost every Tau player will mothball their Stingrays, Scorpionfish etc. ML units are too easily destroyed to be depended on solely.

It seems to me, after reading the Tau Codex aswell that the ML/Seeker Missile rules are very 40K scale rules (ie 30cm range for Epic). There are many reasons for why these rules would exist in 40K. At such short ranges a launched missile would have very little time to find it's target unaided and react accordingly. At longer ranges a missile would have time to find and track it's own target. This is something 40K does not have to worry about.

Even Manta Railgun rounds have a limited self guiding ability (Tau Codex pg15).
Why would Seeker missiles not be able to have a limited self guiding ability over longer ranges?




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 Post subject: Aspect: Tau Units
PostPosted: Wed Nov 19, 2008 9:57 am 
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ML units are too easily destroyed to be depended on solely.


It's good that the Tau don't depend on huge flights of guided missiles in the background then, and only use them for pin-prick precision strikes.

Why would Seeker missiles not be able to have a limited self guiding ability over longer ranges?

Because they're like a Laser Guided Bomb... they just don't.

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 Post subject: Aspect: Tau Units
PostPosted: Wed Nov 19, 2008 11:27 am 
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Actually, from all the reading I've done recently, GM's are a cornerstone of Tau tactics. They are used in just about every type of battle and are quite devastating.

With that in mind, (I had another idea whilst on the toilet...  :sulk:  gotta love Crohn's Disease  :alien: ) what about the following idea if GM's can only target lit formations.

Give all Seeker Missiles Lance (or even MW) in their stat line.
I don't fully understand the 40K stats but it seems to me that Seeker missiles are not far off from being quite powerful. If GM's become totally dependant on fragile formations to be used, why not make GM's worth taking, even if you only get 1 or 2 rounds of shooting with them?

Again just an idea to meet half way...

Can't a laser guided bomb still be dropped unguided? Is there some built in mechanism that stops the pilot from pressing the trigger? It may not be as acurate but it will still make a big hole where it lands. That sounds just like the current GM rules...  :))




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 Post subject: Aspect: Tau Units
PostPosted: Wed Nov 19, 2008 12:21 pm 
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Seeker Missiles have the same stats as a Krak-Missile from an imperial MissileLauncher (Strength 8, ArmourPiercing 3). So AT6+ would be the devault to-hit value. But they hit the target on a 2+ (insteasd of 3+ from SpaceMarines or 4+ from an ImperialGuardsman) so AT5+ is ok.

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 Post subject: Aspect: Tau Units
PostPosted: Wed Nov 19, 2008 3:38 pm 
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That's how they work in the 40K background,that's how they should work in Epic.

Quote slightly edited by me.


Which is the same as the Epic background.

Quote: (Onyx @ 19 Nov. 2008, 10:27 )

Give all Seeker Missiles Lance (or even MW) in their stat line.

I have no problem increasing the power of GMs if MLs are required to fire them. Personally I'd do it by improving the to-hit roll or longer ranges, as seeker missiles aren't as powerful as other MW/Lance weapons.


Can't a laser guided bomb still be dropped unguided? Is there some built in mechanism that stops the pilot from pressing the trigger?


In the case of Guided missiles, yes, there is such a built in mechanism:

I quote once again 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.

It's not a case of the missiles not being self-guiding; There isn't even a trigger to fire them!

Seriously, the background on GMs is that they're not really a weapon of the vehicle, they're basically artillery bombardments which are called in by the ML users. They're essentially a weapon of the ML users, the GM vehicles just do the heavy lifting.




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 Post subject: Aspect: Tau Units
PostPosted: Wed Nov 19, 2008 9:34 pm 
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Quote: (Onyx @ 19 Nov. 2008, 01:27 )

That's how they work in the 40K background, that's how they should work in Epic.

Quote slightly edited by me.

Again, it's the same background for both games.
Forcing the GM's to only fire at lit targets will simply mean almost every Tau player will mothball their Stingrays, Scorpionfish etc. ML units are too easily destroyed to be depended on solely.

Uh, I would still use a Stingray+Skyray formation.  They're the Tau artillery, and exist to fill that role (swat mixed AV/INF or LV formations).  I may-or-may-not take Scorpionfish, simply because I don't see a need for that unit except as a SC.

Also, you only lose about a third of your firepower by losing GMs entirely (even less if you concentrate on Crisis suits instead of Hammerheads).  Only the initial attack in delaying ambushes on Taros *depended* on MLs (Remote Sentry Turrets specifically).  Once the ambush was sprung, other units moved into position and attacked until the Imperial formation was broken, then they withdrew to the next pre-selected ambush site.
At longer ranges a missile would have time to find and track it's own target. This is something 40K does not have to worry about.
True, but not relevant to the existing information, which specifies ML units close to the target marking so that GM units could engage.
Even Manta Railgun rounds have a limited self guiding ability (Tau Codex pg15).
Why would Seeker missiles not be able to have a limited self guiding ability over longer ranges?
Because the capability isn't there.  Seeker Missiles are like AGM-114 Hellfire or AGM-65D Maverick, and use what amounts to  'semi-active laser homing' (wiki link).  They simply don't have an active seeker unit on the missile in the established fluff.  To be honest, I'm not sure *why* Seeker Missiles don't have an active seeker, but they *don't*.  Therefore, they simply cannot be fired without having a marked target.

A Manta Railgun round is larger than a seeker missile (a Hammerhead railgun slug is more than half the size of a seeker missile already), and also has a drone intelligence installed.  It either works by some variant of inertial/GPS guidance, or maybe some fancy image-recognition methods (like the AGM-65F Maverick's fire-and-forget TV guidance).  The key here is the Drone intelligence, which is explicitly installed in the Manta rounds and is just as explicitly not installed in Seeker Missiles.

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 Post subject: Aspect: Tau Units
PostPosted: Thu Nov 20, 2008 1:48 am 
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I really must get round to finishing my post!

But on this -
If you want long range sniping/damage and short range devestation. It is very simple. You do not need to alter the current GM mechanics (though I do like the ml only idea).
You simply need to have only AT GM's and the majority of at least AP (and preferably MW and TK) as short range. So you take down the transports, damage the tanks - thats your long range game of manouver using skimmer, gm's, ML units and direct fire weapons like railcannon - then engage at close range to handle the infantry and pile into the disrupted formations, all with your ml units and infantry and short range units.

If you keep the variaty of GM's then you are looking for stuff like no firing without ML's, as I've always felt you can use gm's to make other units redundant.

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 Post subject: Aspect: Tau Units
PostPosted: Thu Nov 20, 2008 7:46 am 
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Quote: (The_Real_Chris @ 20 Nov. 2008, 07:48 )

I really must get round to finishing my post!

But on this -
If you want long range sniping/damage and short range devestation. It is very simple. You do not need to alter the current GM mechanics (though I do like the ml only idea).
You simply need to have only AT GM's and the majority of at least AP (and preferably MW and TK) as short range. So you take down the transports, damage the tanks - thats your long range game of manouver using skimmer, gm's, ML units and direct fire weapons like railcannon - then engage at close range to handle the infantry and pile into the disrupted formations, all with your ml units and infantry and short range units.

If you keep the variaty of GM's then you are looking for stuff like no firing without ML's, as I've always felt you can use gm's to make other units redundant.

TRC - That makes a lot of sense to me.

Believe it or not, I actually really like the No GM fire without ML idea aswell but I do not believe it is playable.

LitS earlier comment about only losing about 1/3 of your firepower by losing GM's is very important to me. 1/3 is a huge percentage to lose if the ML units are broken/destroyed.

I'm sure there are other examples of where the fluff has had to give way to playability (eg. Thunderbolts not having Lascannons - I've read Double Eagle) and I believe this is one of those times.

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 Post subject: Aspect: Tau Units
PostPosted: Thu Nov 20, 2008 8:56 am 
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Quote: (Onyx @ 20 Nov. 2008, 06:46 )

Believe it or not, I actually really like the No GM fire without ML idea aswell but I do not believe it is playable.

LitS earlier comment about only losing about 1/3 of your firepower by losing GM's is very important to me. 1/3 is a huge percentage to lose if the ML units are broken/destroyed.

It is very playable - my group has been playtesting it for at least a year. It's not even a nerf if you increase the range of GMs in the process.

You'll almost never not be able to fire due to ML units being destroyed/broken, because most GM vehicles will have a markerlight. Admittedly it'd be pretty risky...

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 Post subject: Aspect: Tau Units
PostPosted: Thu Nov 20, 2008 1:27 pm 
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Quote: (Dobbsy @ 18 Nov. 2008, 09:16 )

I've had a quick interesting idea and probably won't work but what if you make ML units like tetras 3 per formation so you can putthem in harms way but you don't lose a whole formation of 6 to one shooting volley? What would happen then is that you have too many activatons right? Answer? They can only activate with an adjusted co-ord fire/Gm rule whereby units with GMs essentially do the firing. This means you wouldn't have extra activations because the tetras and the Gm unit are the activation.. It's like the proposal about only the ML unit can activate the GMs

like i said a quick brainstrom idea - not really thought it through. I'm sure there are holes

Has anyone followed up Dobbsy's idea of letting the ML formation fire the long range GMs using Tau co-ordinated fire principles?

As for the fragility of ML formations, this is overcome either by using the above idea (so the ML formation doubles and shoots using the distant fire formations as well) or by retaining (so the ML formation doubles and the Tau retain with the distant fire formations). Either way, the ML / GM capability is used, though it is true that it may only be a one-off.

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 Post subject: Aspect: Tau Units
PostPosted: Thu Nov 20, 2008 2:00 pm 
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though it is true that it may only be a one-off.


Thats my worry aswell. I spose if the GM's are highly effective (ie Lance or MW) to compensate for this fact, there may be a chance of them being worth using.

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 Post subject: Aspect: Tau Units
PostPosted: Thu Nov 20, 2008 8:11 pm 
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That 1/3 was a rough guess off the top of my head.

A Hammerhead loses about that much without GMs (AT3+ and AT5+).  Sky/Stingrays obviously drop to 30cm.  Devilfish and Piranhas lose ALL their long-range fire.  Scorpionfish loses it's missile battery (and basically becomes a point sink or your SC transport).

This gets ugly when you talk about Air support, since 'Cudas don't have markerlights in the fluff, and neither do Tigersharks.  The AX10 can mark it's own targets, however.  I would add MLs to both the Tigershark and the AX10, but the 'Cudas can do without.  This helps push the 'Cudas to a more air superiority mission and gets the Tigersharks pounding the ground (at 30cm ranges, making placement risky unless there's MLs close, in which case you could hit that target with 'Cudas or anything else).

The Scorpionfish should lose the Hunter missile shots in trade for the Orca's twin-linked Burst cannon (15cm AP4+/AA6+) and a markerlight.

Orca could lose the Seekers entirely.

Moray doesn't need a ML if the rest of the weapons stay long-ranged, but could use one if the weapons range is reduced to 45cm.

Changes to the Manta will depend on whether it's a Support Craft or a Bomber.

=====

I don't get it, Onyx.  You're railing against the gunline army design for Tau, but you're also against changes that build vulnerabilities into that gunline?  GMs were the *opening* of most Tau engagements on Taros, not the entirety of the attack.

TRC does make a point:  The AP and MW GMs are things we created to fill gaps in the list... (I think I proposed both of them, at different times)  Removing them would remove all but one MW from the Tau (Crisis fusion guns), and I don't think that's a good idea.  APGMs are harder.  A FW+PF cadre can chew up a unit of Orks, but need to be close to do it.  Right now, IG artillery can break units with barrages, although it's a slim chance.  Tau have no real capacity to do so at range without the APGMs...

While these changes would probably require some repointing, let me show you what I'd generally take:

300 - Battlesuit+Commander
250 - Battlesuit
600 - AMHC+Hamerheads+Skyray+networked drones
400 - Fire Warrior+DFish+PF
400 - Fire Warrior+DFish+PF
300 - Stingray+Skyray
225 - AX10
175 - Tetras
175 - Tetras
175 - Tetras

3000 points.  3 really fragile formations (4-5 units),  fragile formations (6 LVs), and 3 really beefy units (6 or 15 units).  Low on air support, though it has good AA coverage.  It's also dependent on activating first to deal with Reaver titans or paired Warhounds.  So, how many units do I have to lose before I lose GM capability?  All three Tetra formations, the pathfinders, Skyrays, and Stingrays (although if I'm down to the stingrays, I have made a grievous tactical error)

For a more GM-spam list:
350 - Scorpfish SC
250 - Battlesuit (because it's not Tau without crisis suits!)
600 - AMHC+Hammerheads+Skyray+networked drones
400 - Fire Warrior+DFish+PF
300 - Stingray+Skyray
175 - Tetras
175 - Tetras
225 - AX10
225 - AX10
300 - Tiger Sharks (2)
3000 points again.  Lots more air support, but less activations on the ground (7 activations this time, 9 last time). This list has a lot fewer redundancies than I like, as a lot of your ML coverage is based on doubling the Tetras forward and co-firing to smash whatever unit needs to die.  On the other hand, Titans would NOT like this list.  Even the Stingrays or FW could lay some smack onto a damaged Titan, and the TS/AX10 combo will make even Reavers unhappy.




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 Post subject: Aspect: Tau Units
PostPosted: Thu Nov 20, 2008 10:53 pm 
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Quote: (Lion in the Stars @ 20 Nov. 2008, 19:11 )

So, how many units do I have to lose before I lose GM capability?  All three Tetra formations, the pathfinders, Skyrays, and Stingrays (although if I'm down to the stingrays, I have made a grievous tactical error)

So in order to get to the situation where GMs couldn't fire, you'd need to have basically lost the game anyway.

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 Post subject: Aspect: Tau Units
PostPosted: Thu Nov 20, 2008 11:15 pm 
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Brainstorm

On the issue of fragility with ML units, could we give FWs back MLs to compensate for other ML unit losses during a game? They're "reasonably" solid due to numbers and will be in the fight most often than not. The more ML coverage in standard unit types will still force those units into harms way but there'll be more of them to balance that up...???

If people think PFs wont be taken why not make them snipers w/ MLs? Both formations have a role then. Give them I dunno ... long range(45cm?) disrupt sniper drones in their weapon stat line - it's an abstract way of incorporating Sniper drones too. Sniper would make PFs a little more "pin point" firepower/"ambushy" in my mind - laying BMs to hamper enemy formations command and control. The long range weapon stat could be because the drones range out across the battlefield.





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