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Tau Infantry DiscussionPu

 Post subject: Tau Infantry DiscussionPu
PostPosted: Thu Feb 26, 2009 4:22 pm 
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That's an interesting point Neal.  The question I have is how important are the FWs to that particular strategy?  I can see where the Pathfinders are obviously necessary, but it seems just about any Tau formation could be subbed for the Firewarriors in that example and those other formations might be better at long range fire, etc.  A Crisis formation w/ Shas'el and and AMHC could do the same trick, for the same points and be more useful in other aspects of the game than the FWs.


Schmitty:  First a caveat.  All this is mental experiment and number crunching for me as I haven't played Tau in a long time.  Also, historically, my sense of the Tau flavor and feel has tended to be somewhat different than that of the Tau fans.

It seems to me, FW should be great at attacking infantry for the multitude of reasons already brought up in this thread.  As it stands, I think they are probably the best option in the army, just not by much.  Unless a Crisis suit is under 15cm range, the FW are better at AP.  Their raw shots are almost as good on a unit-to-unit basis and there are more of the FW.  Even with Crisis under 15cm, the FW are almost as good for 20% fewer points.  As a potential secondary role, when it comes to initiating the occasional true assault the FW have twice the FF fire of Crisis and twice the numbers for outnumbering, which offsets the additional casualties they would take from lower armor value relative to Crisis.

Crisis are more general purpose in their firepower and more individually durable.  They should be okay for starting assaults compared to FW (better intiative for a retain and armor for reducing kills) but because they give up a lot of firepower to do it, the tradeoff requires they can draw in substantial support for it to make sense.  Clearly, for support fire FW are better due to numbers.

AMHC is more AT-focused and has longer range.  Their AP, even with an Ion Cannon variant, is paltry compared to similar points in FW/Devilfish and you still have to get the Hammerheads within 30cm to max it out so the range advantage disappears if you try to use them for AP.  They are also pants in a true assault.  As far as I'm concerned, they are not even in the running if you're looking at anti-infantry tactics.

Piranhas/Tetras can provide a fast, multi-purpose formation.  While they can pack a decent amount of AP fire, their FF is 6+.  They won't work as a support formation in assault.  You might use them to initiate an assault simply by virtue of their speed but you'd need to be drawing in lots of support fire to make that trade viable.

So... yes, I think the FW are the Tau's best shot at successfully shifting infantry, with or without a full-on assault.

As far as other formations being more flexible, I think the FW flexibility is in the fact that they are one of the few Tau formations with decent assault capability.  I'd say they are an equal choice with the Kroot with respect to initiating FF assaults.  Anything beyond what they have now and they become primarily an assault formation because their FF becomes substantially superior to their ranged fire, even taking into account a -1 activation modifier.

Looking at it from that perspective, it seems that it's the ranged fire "Tau Assault" that needs improvement.  FW are not capable of pushing infantry in cover off of an objective by raw fire, or at least not much better than other formations in the army.  A slight boost to their ranged fire seems like it would make the FW the undeniable AP specialists for the army as a whole, while still having assault as a viable secondary (and clearly not primary) role in assaults.

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 Post subject: Tau Infantry DiscussionPu
PostPosted: Thu Feb 26, 2009 4:49 pm 
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Edit:

Asaura's comments on the statistics of to-hit mods is dead on.  Many shots are more adversely affected by negative to-hit mods than fewer, better shots.  Fewer/better suffer with positive to-hit mods, but how often do FW fire on Sustained Fire at troops in the open?  My guess is almost never.

I can see 2 obvious options for increasing FW ranged fire:
1) Fewer, better to-hit shots
2) Disrupt


Also, just because I haven't seen anyone else say it, if CS/Honda want to try -1 to Engage actions, Kroot should be excluded.




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 Post subject: Tau Infantry DiscussionPu
PostPosted: Thu Feb 26, 2009 5:47 pm 
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asaura - While I am unsure how FF4+ FWs would be the ultimate in air assault I really appreciate your post for offering a good alternative.

Azathoth - Good points on the special rule.  I think the -1 initiative test has been more or less tabled at this point.  I at least am no longer pushing it as an option.  

So then, we have a few ideas of what to do with FWs to work with, which is a good thing.  I am still a fan of a FF boost, but I can definitely see merit in some of these other suggestions.  I am not big on the disrupt idea, partially as we already have 2 units that do that (pathfinders & drones) which can be added as upgrades and partially as I don't really feel the descriptions of Pulse Rifles translate into a disrupt weapon.  

I like asaura's single AP3+ shot as an alternative way to improve their ranged shooting capabilities.  It certainly will still give them the potential to hit something in cover more often.  They will still likely be assaulted in return after using it, but the only way around that is a range boost, which doesn't seem viable.

In trying to get some focus then could we be looking at:

Improved assault ability through FF4+  
and/or
Improved ranged ability w/ a single 30cm AP3+ attack    

I suppose there is no reason both upgrades wouldn't work together, they aren't mutually exclusive ideas.  The FF boost I think gives the FW's the stronger, better defined role in the army, which is why I favor it.  A boost to AP shooting moves them towards having a stronger infantry clearing role, but they still will be asking to get assaulted themselves after they attack.

It was brought up earlier in the thread that another option would be to somehow give FWs access to a Leader.  I think there is some merit there, at least enough to make it worth discussing.  In Chroma's latest battle report he took an all HH force and each formation and a Leader.  That would be difficult with FWs.  Does anyone think a Leader option for FWs would work?  I have personally used Crisis upgrades to get a Shas'el into a FW formation, but that gets expensive quick.


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 Post subject: Tau Infantry DiscussionPu
PostPosted: Thu Feb 26, 2009 8:25 pm 
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Quote: (Hena @ 26 Feb. 2009, 17:50 )

How about this set of stats:

Firewarrior Pulse Rifles / 30cm / AP4+ / -
Pulse Carbines / 30cm / AP5+ / Disrupt

Then the Rifle shot has better to hit while Carbine allow disrupt to drop BMs on target. Also the high tohit allows more effective firing into cover and/or doubling.

That's a huge boost to their shooting abilities, are we sure they need both those boosts rather than just one? Not to mention that pulse carbines are supposed to be shorter ranged than the rifles.

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 Post subject: Tau Infantry DiscussionPu
PostPosted: Thu Feb 26, 2009 9:38 pm 
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That's not a bad thought Hena, but would we then have to alter Pathfinders and Gun Drones as well to make their Carbine shots match up?  Zombocom has a point on the range of Carbines being pretty short.


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 Post subject: Tau Infantry DiscussionPu
PostPosted: Thu Feb 26, 2009 11:00 pm 
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Quote: (Ginger @ 25 Feb. 2009, 17:04 )

Could we turn the debate on its head a second and ask why are FW considered to be so poor? Part of the answer is that other formations like E:A work better in E:A, but I am also hearing that the FW performance is somewhat lack-lustre as well. So just how / where are they performing badly? Is Shmitty totally correct, or is there some other factor?
Quote: (shmitty @ 24 Feb. 2009, 09:59 )

They (FW) cannot avoid assaults and still participate in the game. In order for a FW formation to attack the enemy it must expose itself to assault in retaliation. If the philosophy of the Epic Tau list is that the army must avoid assaults, then there is no room for the FWs in the army.
IMHO the problem with counter-attacks is totally about tactics not the formation strengths/weaknesses. (I might add that this is where 40K and E:A part company precisely because 40K only represents a single assault in detail). The point is that after a successfull FW attack (ignoring how that was achieved) the formation will be in an advanced position, so unless the player has provided some contingency for this situation, the FW will be counter-attacked. So what does the 'fluff' say happens here; do they mount up, dig in, or what?? More importantly, what do people expect to happen?

Unfortunately, there is little fluff on the issue of what happens after a Tau assault.  Obviously, we can make educated guesses, but that's all they are, GUESSES.  I find it unlikely that Tau would 'dig in.'  Digging in implies the desire to hold ground, and Tau don't hold ground, period.  They might find themselves holding ground for a temporary delaying action, to give civilians time to evacuate, but that's the only time that Tau even consider holding ground, according to both 3e and 4e Codex.

Part of my issue is that I'm used to playing Tau in 40k (I've found about 3 games of E:A in the last year or more).  Tau are the absolute masters of firefights in 40k, specifically at the 12" range (15cm FF range in E:A).  They have the armor to shrug off a lot of return fire, and the firepower to put a lot of hurt on infantry without a 3+ armor save (marines/Necrons).  When I ran a 'fish of fury' (mechanized FW) list, after each drive-up-step-out-and-shoot cycle, my FW remounted their transports (to redeploy away from retaliation).  Troops in transports is a bad thing in E:A, especially when you've got lightly-armored transports, but it's still the most likely thing that would happen.

I expect Fire Warriors to mount back up and move to the next assault's staging area.

That said, I tend to agree that this whole debate is not likely to get people using this "core" Tau formation partly because it is 'too hard' and partly because they don't do what is advertised.

Agreed.  So, how do we make the Fire Warriors do what they are advertised:  the core of a 40k Tau army, and are most effective operating close to the enemy (what would be considered FF range in E:A)?  Nobody argues that Fire Warriors look good compared to other infantry, but their short weapon range and artificially reduced FF makes them extremely hard to use *in the Tau army*.  First Strike is a thought, and after some thought, I'd like to see increased AP to-hits, instead of more shots.

So, something like this:
Fire Warrior
Infantry, 15cm, 5+sv, 6+cc, 4+ff
Firewarrior Pulse Rifles, 30cm AP4+

Or, maybe even 3+ff and AP3+, since 2x AP5+ is slightly better than AP4+ (44% chance of 1 hit, 11% chance of 2, so it's closer to AP3+'s 66% chance of 1 hit), and 6 Fire warriors throw down a heavier weight of fire than 5 Devastator Marines (12x Strength 5 shots, versus 6x S5 and 6x S4.  Add a Marker Drone to the Tau side and they're hitting just as often).

Note that I still say that Human Aux should only be at one AP5+ for every two stands, hence the different name for the FW weapon.

Shmitty's proposal (liked by a number of people here) is that this "Shock and Awe" style is best represented by an E:A Assault. But I agree with Neal that IMHO E:A style assaults are really the role of Crisis suits, while FW should be looking to co-ordinated fire actions, support etc.
Obviously I disagree.  Crisis suits bounce from crisis to crisis, lending their firepower to where it's needed.  That's the very definition of a supporting/reinforcing unit, not the main-line combatant.  I think that if we gave FW their FULL firefight (making FW the only unit in the Tau list without a reduced FF), then they would have their role back.  The only reason that E:A assaults are the role of Crisis suits is the short range of the suit's weapons (36"/24"/12" in 40k, 30cm/15cm/FF in E:A).  Give Crisis suits back their MW FF attack (and make that their ONLY FF attack), and you still need Fire Warriors in the assault to bulk up numbers.  Would you rather attack with 8+4+(2+1) Firewarriors+Dfish+Pathfinders w/Dfish (400 points), or 6 Crisis suits (375 points)?  I'd certainly rather hit with the FW+PF+Dfish combo, even with their current stats!  That's 10x FF5+ and 5x FF6+, versus 6x FF5+(MW), *now*.

Co-ordinated actions need greater numbers of activations available, say 11-13 activations or an average cost of 200-250 per formation. So I am beginning to agree with Honda that perhaps we need to review this part of the costing to see if we can make FW more attractive by being slightly more powerfull / resilient / effective through upgrades and supporting formations.
6 Fire warrior stands would be 150, 3 devilfish for 75, total of 225 (note that this corresponds to FW packing on the DFish, can be made with the Firewarrior packing, *and* would help us with the activation count).  Because you need to have Pathfinders, Commanders, or Tetras to call co-fire, I almost always put Pathfinders into a FW formation, which really raises the points cost.  I'd almost consider 4 FW (100) and 2 Dfish (50), which with the 2 Pathfinder and 1 DFish (nearly mandatory) upgrade is 250 points.  That's starting to get really fragile, though, since there's no way to get Leader into FW formations without taking a 0-1 Ethereal.

There's no 'Leader' in the fluff for Fire Warriors, just a Crisis commander.  I hate to say it, but we may need to "create" one, especially if we go to smaller formation sizes to make Co-fire more usable.  Call the FW leader a "Fire Warrior Shas'vre," which is someone who has earned the right to wear a battlesuit, and is in line to become a Crisis commander,  but who acts as a group-leader for larger formations of Fire Warriors until he has proven himself worthy of a Cadre command.

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 Post subject: Tau Infantry DiscussionPu
PostPosted: Thu Feb 26, 2009 11:15 pm 
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Quote: (Lion in the Stars @ 26 Feb. 2009, 22:00 )

I expect Fire Warriors to mount back up and move to the next assault's staging area.

I like that, it feels about right.

Obviously, FWs can consolidate back into their DF after an assault.  I don't think they could do that from shooting without a special rule though.  Would be a neat trick if they could though, kinda shows that the FWs aren't there to hold ground, but to move on to the next attack.


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 Post subject: Tau Infantry DiscussionPu
PostPosted: Thu Feb 26, 2009 11:24 pm 
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Quote: (Lion in the Stars @ 26 Feb. 2009, 22:00 )

I expect Fire Warriors to mount back up and move to the next assault's staging area.

So... just like Eldar's "Hit and Run"... *laugh*

And Tau are *NOT* Eldar Mk2 or Guard Mk2 or anything like that... they're Eldar+Guard+Marines+Blender=Tau

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 Post subject: Tau Infantry DiscussionPu
PostPosted: Thu Feb 26, 2009 11:55 pm 
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With a 15cm carbine range I can support those stats.

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 Post subject: Tau Infantry DiscussionPu
PostPosted: Fri Feb 27, 2009 12:09 am 
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I'd support the stats Hena proposed as well. It makes FW's slightly better than crisis suits against infantry but for more risk hence less points.

I'd still like to see them with a leader. If we can give HH's a leader upgrade why not FW's. FW's would find it far more useful.


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 Post subject: Tau Infantry DiscussionPu
PostPosted: Fri Feb 27, 2009 1:43 am 
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Thanks for the reply LiTS, and apart from the Assault / shooting debate :laugh:  we seem to be in line. To extend your views on Crisis suits a second, I think you are suggesting that they are very good all-rounders and consequently the Crisis step on the FW role slightly.

Is it worth considering reducing the Crisis shooting capabilities slightly (either by range or power) to make FW stand out more. Elsewhere Neal and Asuara have pointed out that FW actually do give marginally better ranged fire, but doing this might just help tip people towards choosing to use them in the roles you have outlined.

I also like the idea of slightly reduced formation sizes for a reduced cost, but there is a lot more to go in that debate. Can anyone explain why formations of '8' were chosen in the first place?

Quote: (Chroma @ 26 Feb. 2009, 22:24 )

Quote: (Lion in the Stars @ 26 Feb. 2009, 22:00 )


I expect Fire Warriors to mount back up and move to the next assault's staging area.

So... just like Eldar's "Hit and Run"... *laugh*

And Tau are *NOT* Eldar Mk2 or Guard Mk2 or anything like that... they're Eldar+Guard+Marines+Blender=Tau


OK, point made, but it does raise a really wild thought. Rather like the Jet-pack rule is becoming a poor-man's 'hit-and-run', is there any mileage in allowing infantry to consolidate or even use the jet-pack rule after a successfull shooting activation (where the target unit was broken by the shooting)??

We could add this to the co-ordinated fire rule to avoid it becoming another special rule, and it would encourage people to set up overwhelming infantry fire attacks, which is one of the Tau hall-marks.

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 Post subject: Tau Infantry DiscussionPu
PostPosted: Fri Feb 27, 2009 4:08 am 
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If we can give HH's a leader upgrade why not FW's. FW's would find it far more useful.

Couldn't we just add a single 100 point crisis suit unit to the FWs? You still have to buy a leader for the FWs so it's not like the cost spirals in any great way. It's also a combining of the Shas'O and a crisis unit in one so only one upgrade.

In fact why isn't the Shas'O already a single Crisis suit upgrade as it is? Scorpionfish issue?

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 Post subject: Tau Infantry DiscussionPu
PostPosted: Fri Feb 27, 2009 4:29 am 
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That might work well Dobbsy.

If the Shas'el/Shas'o were separate stands rather than character upgrades, the stand could just be added to the FWs.   There are other armies that handle it that way I believe, Nobz stands come to mind.


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