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Tau vs Infantry

 Post subject: Tau vs Infantry
PostPosted: Wed Jul 22, 2009 4:57 pm 
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I disagree quite strongly with these statements. It was only natural that the boundaries for the Tau
palette of units expand beyond the original 40K scope of the Tau. The same comment could have been made
over the IG. At the time this version of EA was created, there were no 40K Shadowswords, Hydras,

Marauders, Bombards, Manticores, Valkyries, etc. in standard 40K IG lists. They were included to provide
spice to the IG. Yes, they existed as FW models, but they were not a part of straight 40K.


Actually all this units existed in previous versions of Epic. Only the Valkyrie and Vulture where introduced as new units for Epic.

@TRC: BurstCannons and PulseRifles don't have the same range. BurstCannons are 18" Assault 3 (so 3 shots), PulseRifles are 30" RapidFire (so 1 shot at over 12" and 2 shots at 0-12"). I think the PulseRufle's extra range is superior to the more shots of the BurstCannon if it comes to Firefights.

And to paraphrase the Wh40k rules for Markerlights:
You have to hit an enemy unit with the Markerlight. For each Markerlight hit you place a marker on the enemy unit (there is no limit). Each marker can be used up for one effect of the following list (cumulative!):
- shoot a single guided missile which hits on 2+.
- increase BallisticSkill of shooting unit by +1 to a maximum of BS5 (thats a 2+ to-hit).
- a shooting unit ignore target priorities (redundant with current Wh40k rules)
- shooting unit ignores the effect of Night Fights.
- if shooting unit causes a Pinning Test on the lit unit its Leadership valueis reduced by -1 for each marker used up in this way (cumulative, there is no limit).
- Covers saves of lit are decreaded by -1 per marker usedup for this (cumulative, there is no limit).


So as shooting during a turn in Epic represents ca 15 minutes and several shots from one weapon it is easily justifed that a lit formation can be shot from one Tau formation with +1 to-hit and Disrupt AND IgnoreCover on all there weapons as well as be shot at with guided missiles  :tongue:

But we all know that this is really to much  :laugh:

Just an idea. A badone but an idea nonetheless: How about giving +1 on FF values for units assaulting a lit formation?

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 Post subject: Tau vs Infantry
PostPosted: Wed Jul 22, 2009 4:59 pm 
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Just an idea. A badone but an idea nonetheless: How about giving +1 on FF values for units assaulting a lit formation?


That would be fine if you wanted to get away from the design concept of Tau as a FF5+ army.

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 Post subject: Tau vs Infantry
PostPosted: Wed Jul 22, 2009 5:17 pm 
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Just an idea. A badone but an idea nonetheless: How about giving +1 on FF values for units assaulting a lit formation?


doesn't this go contrary to the EA rules 1.12.5 where it says that "no modifiers ever apply to these dice rolls" in relation to comparing the dice to the CC or FF value?




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 Post subject: Tau vs Infantry
PostPosted: Wed Jul 22, 2009 5:28 pm 
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Quote: (Vaaish @ 22 Jul. 2009, 17:17 )

doesn't this go contrary to the EA rules 1.12.5 where it says that "no modifiers ever apply to these dice rolls" in relation to comparing the dice to the CC or FF value?

That's why it would be a "special rule"...   :vD

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 Post subject: Tau vs Infantry
PostPosted: Wed Jul 22, 2009 6:50 pm 
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Actually all this units existed in previous versions of Epic. Only the Valkyrie and Vulture where introduced as new units for Epic.


BL, I understand your comment and am aware that those vehicles existed in earlier versions of Epic.

However, my point was, the Tau were not the only race to include units/formations outside of the standard 40K codex. So pointing out that the Tau have units that are not in the 40K Tau codex is irrelevant as all races have done the same.

Now, I'm not going to comment on the efficacy of the Tau extrapolations, but to point to the Tau as some sort of exception to this undefined "rule" is in no way justified or supportable.

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 Post subject: Tau vs Infantry
PostPosted: Wed Jul 22, 2009 7:17 pm 
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Quote: (Evil and Chaos @ 22 Jul. 2009, 14:31 )

Quote: (The_Real_Chris @ 22 Jul. 2009, 14:29 )

Quite point on the ml's - it doesn't make units work together always. To take FW as an example a standard formation for me is FW, Dfish and a skyray. So it has integral ML ability. All a general boost does is simply make the formation cost more.

And there's nothing wrong with that if it makes Fire Warriors actually appealing.

Well, not really. Its just a bigger version. I get resilance in exchange for activations with simply adding firewarriors, here I would have the same number but the same fragility, making costing slightly harder.

But really - if it makes no change to the way a formation is fielded and the army chosen, whats the difference? Why not just up the base weapon stats?

Since units can include ML's where is the synergy or rather how do you generate it. Currently if ML's give fw/everything a boost, I would simply include more skyrays, since they are excellent enough to start with.

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 Post subject: Tau vs Infantry
PostPosted: Wed Jul 22, 2009 7:32 pm 
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A quick note here: the current Tau list is *ace* in AP fire. Almost everything has AP4+. That, and the ability to claim Crossfire with fast troops + coord. fire is brutal. Hena, you must remember our last game.


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 Post subject: Tau vs Infantry
PostPosted: Wed Jul 22, 2009 7:35 pm 
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Quote: (Honda @ 22 Jul. 2009, 15:32 )

I agree whole heartedly with this comment. I think the key to what we are looking for resides in the
markerlight itself, not the GMs. As stated earlier, GMs are icing on the cake.

May I point out the Tau also have co-ordinated fire, which is an absolutely incredible ability if the army is built to take advantage of it.

I disagree quite strongly with these statements. It was only natural that the boundaries for the Tau palette of units expand beyond the original 40K scope of the Tau. The same comment could have been made over the IG. At the time this version of EA was created, there were no 40K Shadowswords, Hydras, Marauders, Bombards, Manticores, Valkyries, etc. in standard 40K IG lists. They were included to provide spice to the IG. Yes, they existed as FW models, but they were not a part of straight 40K.


Well, from what i remember of the 40k tau they had skyrays, manta, barracudas and stuff in their codex talked about in the background. Really it was a complete all aspect army. Adding stuff like AP GM's in particular has plagued units like firewarriors ever since and I can't honestly beleive that anyone doesn't see the anti infantry role of FW degraded by this, even if you dissagree to the extent.
Those new Guard units didn't make others obsolete, well perhaps a couple almost did like arty and maruaders, but one won out over the other. And I can't resist saying that the popular epic vehicles had made it into 40k several times from different sources by then.

And I would rephrase this statement to say that, "Fire warriors should be the core infantry choice" ...and should be a good choice to fulfil AP duties.
I would dissagree. I would say FW are the mainstay anti infantry force (probably mechanised), kroot the assaulters, humans the garrisons.

I do not agree that the Tau are an infantry based army. Do they use infantry? Absolutely, but it is not the be all to end all. The Tau are all about combined arms and there is plenty of evidence that they can be heavily mechanized if they so choose.

I would have said actually that they were a mechanised army (i.e. a modern spearhead force). Just with the current list encouraging them to be an armour army instead.

2. Making the list dependent on MLs could lead to a one dimensional army. However, that isn't what is being proposed. As E&C and others have stated, the ML "could" be used to facilitate the synergy that the list is looking for.

To do it I suspect you will have to enforce a separation of Ml's and beneficiary formations. Whether you stop stuff like pathfinders and skyray being so easily added or perhaps just say it must be an ML from a different formation doing the lighting up to get the bonus - actually thats pretty neat - you would have to do something to turn it from a list building consideration to a tactical one.


Incidentally for those wanting FW to be FF4+ don't they then become amasingly similar to Stormtroopers backed up by tanks and WE?

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 Post subject: Tau vs Infantry
PostPosted: Wed Jul 22, 2009 10:40 pm 
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Well, from what i remember of the 40k tau they had skyrays, manta, barracudas and stuff in their codex talked about in the background. Really it was a complete all aspect army.


Methinks, you're letting fond memories get your details fuzzy. :)

Tau 40K Codex First Release (~1999-ish): A new GW army. Features FWs, Pathfinders, Crisis suits, Broadsides, Kroot, Stealth, Drones, Ethereals. The is a brief mention of Mantas being a huge space capable transport that attacks space ships. No Skyray, no Barracuda, Tigershark (non-AX-1-0 version), Heavy Drones, Remote Sensor Turrets. Just the basics.

Mid army release (~2001-ish): FW releases a 40K Tigershark and I think the Barracuda.

Imperial Armor 3 - The Taros Campaign (~2003, I think): Along with featuring the existing 40K codex entries, also shows up with new vehicles like the Skyray, Tigershark AX-1-0, Tetra, Piranha, the Orca and the mysterious comment regarding un-confirmed reports of a missile and bomb armed Orca variant.

Note: None of the non-codex vehicles are allowed in mainstream 40K tournament play.

Tau 40K Codex Release 2 (circa ~2007): New entries to the codex are Vespids, a now codex Skyray, Piranhas, along with upgraded abilities for the Markerlight. Pathfinders also feature the Rail rifle in a non-experimental form (i.e. previously mid-codex release could cause casualties if fired).

The point being that a lot of the variety in the Tau Epic list, pre-dated IA3 and has been carried over since through all of its incarnations to date.

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 Post subject: Tau vs Infantry
PostPosted: Wed Jul 22, 2009 10:43 pm 
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Quote: (Dobbsy @ 22 Jul. 2009, 14:19 )

Fire Warriors should be the mainstay of any Tau army...and should a good choice taken to fulfil AP duties.

You will never get this outcome unless you bite the bullet and make them solid engagement formations. People want their infantry to be able to get up close and personal to clear objectives. Shooting alone doesn't do that.

You might want them to but that's against the background for the Tau; they attack at distance and retreat from close engagement. Capturing and holding ground is something it clearly states they have no interest in. If they are good at killing the enemy, but less good at capturing objectives that is entirely appropriate.

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 Post subject: Tau vs Infantry
PostPosted: Wed Jul 22, 2009 11:48 pm 
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Note: None of the non-codex vehicles are allowed in mainstream 40K tournament play.


Who cares about those unbalanced nonsense tournaments anyway?

40k is designed to be played by kids in a relaxed environment, not by adults in a tournament setting. The game simply isn't balanced (or tactically complex) enough for that.




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 Post subject: Tau vs Infantry
PostPosted: Thu Jul 23, 2009 12:26 am 
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As one of the guys who proposed the APGMs, I suggested them to fill the niche of 'beyond-line-of-sight weapons' which the tau flatly lacked before their proposal.  There was ONE source of long-range AP fire:  Hammerheads (which were always shooting at the tanks, not infantry).  Railguns are a direct-fire weapon.

Tau have NO artillery.  No way of affecting a target that's over the hills and behind the trees.  APGMs fill the anti-infantry artillery niche, if you use a ML unit to get close enough to light the target for you.  Regular GMs fill the anti-tank artillery niche.

Should Tau literally be forced to close to assault ranges in order to be able to force targets out of a position?  Not if they can't assault.  ergo, the Tau should have some capability to shoot infantry at more than 30cm.

Honda, the Barracuda was mentioned in the first Tau codex, in the same place as the Manta.  If you want to throw out Stingrays, you should throw out Tigersharks, the command Orca, etc.  Then we need to add Human Aux, Vespids and Kroot as dedicated assault troops.  

"But wait, Tau are supposed to suck in assault," you say?  I say you're right, *Tau* suck in CC.  We know that humans are mean in CC, and Vespid are faster than Marines.  Kroot are better than humans in CC, and equal in shooting!  All the aux troops fill the suck-in-assualt hole that Tau leave in the army.

=====

Haven't we had this discussion a few times before?

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 Post subject: Tau vs Infantry
PostPosted: Thu Jul 23, 2009 12:41 am 
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Quote: (Lion in the Stars @ 23 Jul. 2009, 00:26 )

Tau have NO artillery.  No way of affecting a target that's over the hills and behind the trees.  APGMs fill the anti-infantry artillery niche, if you use a ML unit to get close enough to light the target for you.  Regular GMs fill the anti-tank artillery niche.

They have aircraft. Lots of rather good aircraft. And a planetfalling titan. Thats a lot of over the horizon shooting to support the main army.

And even without that they have their AT GM's. They can hit the transports and tank and then shot the hell out of the infantry with the firewarriors. Okay so its not a particularily human mindset (bomb, shoot and shell them before we are even in the same district), but they are aliens who have a thing about precision.

Incidentally only Guard and Eldar have good artillary (and the Eldar I suspect weren't supposed to have void spinners be such a mainstay). Marine whirlwinds are... poor, and Orks get sod all, less than Tau even.

You don't need to go and fill every niche. Eventually you question why not just FAE the site and be done with it.

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 Post subject: Tau vs Infantry
PostPosted: Thu Jul 23, 2009 12:56 am 
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Yup, lack of long ranged AP artilleryesque fire is supposed to be one of the Tau's weaknesses. There is nothing like that in their background.

As TRC says, they get large numbers of excellent aircraft to fill the artillery role instead, as well as AT GM fire.

Having the AP GMs just ruins the point of fire warriors.

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 Post subject: Tau vs Infantry
PostPosted: Thu Jul 23, 2009 1:32 am 
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You might want them to but that's against the background for the Tau;

I didn't say me I said "people"....  and it was a blanket stement regarding a reason why people don't like to take FWs. They don't do enough and can't do that well enough.

they attack at distance and retreat from close engagement.
How do they fight a game of 40K then? That's an engagement in Epic. They seem to do well enough in that instance....

Capturing and holding ground is something it clearly states they have no interest in. If they are good at killing the enemy, but less good at capturing objectives that is entirely appropriate.
You seem to miss the abstraction in the game. Capturing and holding ground is still part of this game. Remove the need for Tau objectives from the game and I'll agree with you.  :agree:

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