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Comments on v5.0

 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 11:12 pm 
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Make all Tau units -1 on engagement orders (makes the 1+ Init on the Crisis valuable and means you have to be sure you really want it for the others.)

Oh man! That is a brilliant idea. Why hasn't his come up in the past? This would make perfect sense. So much better than the artificial way we do it now

So, what about this:

Keep the FF values low on vehicles and drones.
Improve the FF ability of FWs (either FF4+ or 2x FF5+)
Give Crisis suits a MW FF attack
And these are a pretty smart idea too





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 Post subject: Comments on v5.0
PostPosted: Tue Feb 24, 2009 12:56 am 
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Quote: (Dobbsy @ 24 Feb. 2009, 05:12 )

Make all Tau units -1 on engagement orders (makes the 1+ Init on the Crisis valuable and means you have to be sure you really want it for the others.)

Oh man! That is a brilliant idea. Why hasn't his come up in the past? This would make perfect sense. So much better than the artificial way we do it now

So, what about this:

Keep the FF values low on vehicles and drones.
Improve the FF ability of FWs (either FF4+ or 2x FF5+)
Give Crisis suits a MW FF attack

And these are a pretty smart idea too
I actually quite like these ideas aswell.

Instead of reduce the ability to Engage, keep the realistic ability of the FW's and make it harder for them to initiate an Engage action.
This would make both the Core formations more effective and justifiable.

What about Pathfinders and Stealth suits?

If FW's became more effective, I could support a removal of the AMHC as long as there is 3 Support formations per Cadre.

HH's would have to retain an upgrade to 6 tanks (as would Stingrays) or the deals off...  :whistle:  :vD .




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 Post subject: Comments on v5.0
PostPosted: Tue Feb 24, 2009 1:27 am 
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The -1 on Engage order had come up in the past.
I really like it.
I wouldliek to give the Firewarriors a boost in FF. Would it hurt the Tau feel SO much if the FW would be the one and only unit type which is good at Engages?

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 Post subject: Comments on v5.0
PostPosted: Tue Feb 24, 2009 1:51 am 
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HH's would have to retain an upgrade to 6 tanks

Can I ask you Onyx, what your main problem with this idea in the first place was? i.e If you can still take 6 HH what the diff between an AMHC and a 6 HH formation as support - other than it not being core (you already take crisis suits afterall...). I'm just trying to see why you were against the removal of AMHC when you can still make armoured formations using Crisis.


Would it hurt the Tau feel SO much if the FW would be the one and only unit type which is good at Engages?
Wow! and the circle is complete.  :vD  I think I asked about this ages ago and was shouted down or ignored

Regardless I think it would definitely portray FWs more closely. I mean they are supposed to be the engagement troops right - given how and what they do in a 40K game.





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 Post subject: Comments on v5.0
PostPosted: Tue Feb 24, 2009 1:58 am 
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I think I first brought up the -1 to Engage in the thread on Chroma's list.  I think it could work and help to give the FWs a nice role.

What about Pathfinders and Stealth suits?


Pathfinders are fine as is I think.  They bring Markerlights, which are even more important with the requirement to fire a GM.  It would make the FWs and Pathfinders distinct if one was a good FF unit and the other had MLs.

Stealths are already decent at FF given their First Strike ability (what is the reasoning behind tat anyway?)  And have a nice role with Teleport and ML.  They could become FF4+ I suppose, it depends on their envisioned role.

Pf course that is just speculation and getting a bit ahead of ourselves.  I just tossed out an idea to give FWs a new role, but that would be a change with may ripple effects for the rest of the army.

But, I am glad you guys like the idea.

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 Post subject: Comments on v5.0
PostPosted: Tue Feb 24, 2009 2:02 am 
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They could become FF4+ I suppose, it depends on their envisioned role.

Baby steps I think. Stealths should stay as is I think. FWs need the change

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 Post subject: Comments on v5.0
PostPosted: Tue Feb 24, 2009 5:01 am 
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I was nudged to toss in my 2c, so here goes :) For reference, I'm relatively new to EA; having only played 11 or 12 games with the Tau.



I like many of the changes to the new list. Although I sympathize with those who had modeled up Vespid or Moray, I'm happy I no longer need to worry about how to effectively convert them (and don't have to suffer the raised eyebrows when I announce that this AX10 is going to be subbing as a *insert fish name here* this game). I also like the new Markerlight cut-backs and GM restrictions; in previous games, I always tended to load up on GMs and just fire them unguided ... the cost of getting MLs close was just too high (without towers ... which I had no easy way to convert  :sigh: ) and generally not worth it when the missiles could be delivered unguided via pop-up without fear of retribution and only a slight reduction in efficiency.

I'm a fan of the new Jet Pack rules. I'm not an expert at the nuances of EA tactics by any stretch, but I don't think I used the old Jet Pack rule once. I was always either too close or too far away for it to matter. If you're going to bother making a special rule, it should at least have an impact on the way the army plays!

On the topic of Firewarriors, I was mentally composing a response in my head ... and then I read Honda's post. IMO, that's the crux of it. Firewarriors are not supposed to be good at camping objectives. They don't fill that role in the fluff and they don't fill that role in 40k ... it's one of the things that defines the Tau in the 40k 5th ed environment (lack of a good objective claiming unit) and one of the great challenges of playing that army well. So giving the Tau a bit more killy-ness in compensation for their lack of campy-ness seems to me to be both fluffy and fair.

Perhaps this has been discussed before; what if Marked targets could not claim the benefits of cover? I could see how this could be overpowered in previous versions of the list, but given that Markerlights are now harder to come by (no Markerlights in FWs and no more towers), I think it would be more balanced. It would give well-designed (diverse) FW cadres a bit more self sufficiency if they included a Markerlight carrier. If people started including Markerlights for cover negation, it would be an indirect boost for GMs as well.


Thanks for your hard work on this folks, I'm hoping to get in a few test games in the coming weeks.





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 Post subject: Comments on v5.0
PostPosted: Tue Feb 24, 2009 6:23 am 
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I'm a fan of the new Jet Pack rules. I'm not an expert at the nuances of EA tactics by any stretch, but I don't think I used the old Jet Pack rule once. I was always either too close or too far away for it to matter. If you're going to bother making a special rule, it should at least have an impact on the way the army plays!

It's funny, after all this debate on jump packs the only difference that the new rule makes is that there's no multiple jump away. The big argument that was made here was that being able to jump away after an engagement declaration was broken. The funny thing is, now what you have is essentially the same effect, just not repeatedly if multiple engagers are involved.

e.g.1 - You move up & shoot with your Crisis suits out to 30cm. The enemy declares an engagement action from 30cm away (with a 15cm move looking for a FF engagement) and you jump back 10cm out or reach of engagement.

e.g 2 - you move up & shoot with your Crisis suits out to 30cm and jump back 10cm after shooting. The enemy still can't engage....

So effectively after all this debate, all that was required to adjust this rule was to mention that Tau jump packs may only avoid the first engagement....

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 Post subject: Comments on v5.0
PostPosted: Tue Feb 24, 2009 7:46 am 
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Quote: (Dobbsy @ 24 Feb. 2009, 07:51 )

HH's would have to retain an upgrade to 6 tanks

Can I ask you Onyx, what your main problem with this idea in the first place was? i.e If you can still take 6 HH what the diff between an AMHC and a 6 HH formation as support - other than it not being core (you already take crisis suits afterall...). I'm just trying to see why you were against the removal of AMHC when you can still make armoured formations using Crisis.

I'm a tank whore  :alien: .

I've always used an AMHC (sometimes 2) and at least one other infantry Core formation (I've often used beefed up FW's as a BTS and just kept them as Blitz guards) for my Tau. I found that doing that gave me much more freedom with only 2 Support choices per Cadre. Everyone is going to want to have some HH's in their army and having them at the core made building an army around them easier.

I haven't been a big fan of Crisis Suits in the past. I'm going to enjoy my Crisis Suits more now (basically their weapons have been given a 10cm range increase) and if Fire Warriors can actually pull their weight, I'll depend less on armour. I resent having to use Core formations that are not effective.

There's been a lot of talk about FW's not doing assaults well BUT their inability to repel an enmies assault is whats hurting them.
I just remembered The Defence of Fio'vash (pg-53 2001 Tau 40K codex). It's a short story about Aun'shi and his bodyguard being trapped in a mining outpost (Fio'vash) during a Feral Ork attack. The gist of the story is that the Fire Warriors were able to repel attacks from defensive positions, whilst slowly falling back. Just as the Tau were finally about to be overwhelmed the reinforcments arrived and the battle was won.
It is easy (rightly so) to beat FW's if you can get into CC but the enemy should have to be more afraid of the FW's FF than they presently are. It is rare for an enemy to be able to get all the FW's in base to base contact and those FW's that can use their FF should be lethal.

It's either that or an increase to Pulse Rifles effectivness and just blast the enemy (understanding that very few enemy infantry are going to be standing out in the open waiting for Tau FW's to blow them apart).

Steve.

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 Post subject: Comments on v5.0
PostPosted: Tue Feb 24, 2009 8:17 am 
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The trouble is, that while Firewarriors have 30cm range weapons, they cannot attack the enemy without exposing themselves to assault and FF in return.  So, you cannot avoid FF with FWs if you want to attack with them.

What is the purpose of FWs in the Tau list?  They can't hold objectives.  Aren't supposed to assault.  And if they attack with their pulse rifles they expose themselves to assault in return.


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 Post subject: Comments on v5.0
PostPosted: Tue Feb 24, 2009 10:20 am 
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Quote: (Dobbsy @ 24 Feb. 2009, 05:23 )

So effectively after all this debate, all that was required to adjust this rule was to mention that Tau jump packs may only avoid the first engagement....

Not true, it works quite differently. The jet pack unit has to move away before any engagement is called, meaning they don't know which direction the engagement is coming from if near multiple formations.

While the ingame effect is not huge, it's much fairer and less gamey.

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 Post subject: Comments on v5.0
PostPosted: Tue Feb 24, 2009 11:20 am 
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Tau is supposed to avoid getting into FF. This has the problem that now you put your formations into position for enemy to assault them (eg. camping on objectives or blocking movement). I didn't like this when it first came up and I still don't like again.

Fair enough Hena. Just realise a lot of us don't like them as they stand and think FWs can be done better and smarter :;):  

Not true, it works quite differently. The jet pack unit has to move away before any engagement is called, meaning they don't know which direction the engagement is coming from if near multiple formations.

Yep it moves away before the declaration instead of after declaration. It's still 10cms further away  :;): If you're out of engagement range in the first instance, you're out of range in the second too. You always had to have troops 10cm inside their engagement range of the Tau otherwise you knew you couldn't engage. So a bike force had to be 25cm from the suits etc.. so it could swallow up that 10cm move with its 35cm engage.

But we'll agree to disagree I guess because I just don't see a big change given all the hand-wringing debate on this and never have.

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 Post subject: Comments on v5.0
PostPosted: Tue Feb 24, 2009 11:27 am 
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Quote: (Dobbsy @ 24 Feb. 2009, 10:20 )

But we'll agree to disagree I guess because I just don't see a big change given all the hand-wringing debate on this and never have.

It's not a big change. It's a similar mechanic just with more limitations, and moved in the player's own turn rather than retrospectively once they know what the opponent intends. The end result is similar, but the process is much fairer.

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