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E&C's Tau proposal

 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 2:21 pm 
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What about the Twin Missile Pods on the Tiger Shark? And the Ion Cannons on both the Tiger Shark and the Barracuda? Stay the same?

If we're being accurate have you considered changing the Orca? An Orca can only actually carry 6 Battlesuits (haven't got Taros in front of me but 90% certain that's right), which under recommended models per base levels of 3 for a Crisis Team and 2 for a Broadside Team = 2 stands of Crisis Suits or 3 Stands of Broadsides. A bit over wouldn't be that much of a stretch but the current rules give the Orca fully twice the capacity it should have, which is a bit silly!

Solution I'd like to adopt would be to correct it to the right amount and have the possibility to buy it in pairs like the Thunderhawk Transporter. Not sure this is going to prove that popular though so it may well just something I house-mod for my own games.


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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 2:28 pm 
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A couple of comments:

1. As far as the solution goes, let E&C develop his idea along his lines. I too, prefer a simplistic approach.

2. There is no reason to start fiddling with Air caste units. This exercise is to focus on FW effectiveness and the mechanisms that support them.

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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 2:30 pm 
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I'm sure that Broadsides were always meant to be 1 model per stand?

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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 2:32 pm 
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Quote: (GlynG @ 30 Jul. 2009, 14:21 )

What about the Twin Missile Pods on the Tiger Shark? And the Ion Cannons on both the Tiger Shark and the Barracuda? Stay the same?

Change for consistency. AA values stay the same however. I'll update with those stats too.

If we're being accurate have you considered changing the Orca? An Orca can only actually carry 6 Battlesuits (haven't got Taros in front of me but 90% certain that's right), which under recommended models per base levels of 3 for a Crisis Team and 2 for a Broadside Team = 2 stands of Crisis Suits or 3 Stands of Broadsides. A bit over wouldn't be that much of a stretch but the current rules give the Orca fully twice the capacity it should have, which is a bit silly!

I will look at the Orca.

Note that as Light Vehicles I consider Broadsides to be best based one to a base, and that is what the stats for the unit would seem to best mesh with too.



Solution I'd like to adopt would be to correct it to the right amount and have the possibility to buy it in pairs like the Thunderhawk Transporter. Not sure this is going to prove that popular though so it may well just something I house-mod for my own games.
Gavin (Ginger) has some interesting ideas about how to better represent WE transports in formations (by increasing their armour save, but dropping the DC to 1), which I believes neatly sidesteps a lot of the problems you find with this style of formation.

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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 2:33 pm 
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Quote: (Honda @ 30 Jul. 2009, 14:28 )

There is no reason to start fiddling with Air caste units. This exercise is to focus on FW effectiveness and the mechanisms that support them.

Nothing beyond the absolutely nessesary for consistency & representation will change.

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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 2:38 pm 
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Quote: (Onyx @ 30 Jul. 2009, 14:30 )

I'm sure that Broadsides were always meant to be 1 model per stand?

The unit is a Broadside Battlesuit Team and meant to be 2. Says to base them 2 to a base in the Forge World Taros book. Makes sense with the comparative stats to the Crisis Team and 4+ reinforced would be a bit unfeasible for just a single Broadside.


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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 2:50 pm 
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LV is one to a base. Always has been and Taros is about selling more Forge World Goodies  :)
E&C has already mentioned this in his reply.
Note that as Light Vehicles I consider Broadsides to be best based one to a base, and that is what the stats for the unit would seem to best mesh with too.


4+RA represents Shield Drones guarding the Broadsides, just as FireWarriors only get 5+ because of imbedded Drones guarding them.




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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 3:06 pm 
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On a personal plea, can we please somehow integrate the missile HH in the list? I have 6 of them just sitting in a box looking pretty otherwise  :_( I don't care about super stats - something basic even ...?


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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 3:13 pm 
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Quote: (Dobbsy @ 30 Jul. 2009, 15:06 )

On a personal plea, can we please somehow integrate the missile HH in the list? I have 6 of them just sitting in a box looking pretty otherwise  :_( I don't care about super stats - something basic even ...?

The collector's stats have them at 2x AP5+/AT5+ 45cm, which looks fine against the other tank stats.

I suppose with the removal of the Stingray it's only logical that there are going to be some spare Missile Hammerheads floating around.


Currently I have proposed the removal of 2 units (Stingray, Scorpionfish), and proposed the introduction of 1 unit (Fusion Hammerhead).

Thoughts on introducing a 2nd unit to fill the 'hole' gentlemen?

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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 3:26 pm 
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Can I just throw my 2 cents?)

1) can we remove 5cm move penalty on the DevilFish? nearly all personal carriers move at 30cm, and oddly, skimmer, which should have at least equal if not better speed, is eating the dust..
2) about fusion HH and 1.05 as a whole - as we removed our only source of long-range MW fire, the almighty Scorpionfish(*sob*), all we have now is Crisis fusion blaster and fusion HH(not talking about spaceships). Is it really needed to have all Tau MW fire to have 15cm range? Especially when fusion cannon in its 40K version has twice more range than fusion blaster.
3) about all the "to hit" changing in 1.05(notably railgun with HH and broadside)
- are we considering that Tau would have +1 to hit from ML everytime? so that we can well drop our to-hit values, so nobody would ever take force without MLs? somebody here said "you always can drop MLs and get some more normal fms for you". Yeah, that seems pretty equal trade for me, when I see, that those fms are all nerfed without ML. If we really need MLs only to pop up to-hit value of our troops with pulse rifles, maybe we can just include (+1)bonus for MLs in them? or make it usable only for FW fms, and leave other units as they were?
I mean, what is the target you're chasing? to make most part of the army dependent on fragile ML units to just keep that(not too giant) firepower it had before?
or has railgun just got itself overpowered with new rules so you're nerfing it?

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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 3:27 pm 
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*shrug* I consider Forge World to know their stuff about the Tau even if not the detail of epic stats and gaming. Crisis Suits have Drones just as Broadsides too and the comparable toughness of the two types of suit is not that much different. Note I'm not suggesting any stats should be changed, and I'm not sure there's masses of point in debating it.

For both aesthetics and 'what numbers feels right' reasons I'm modelling my Broadsides two to base with Drones but I have no expectation everyone would - people are entirely free to model their own however they like! I just consider it best for my own and it is what FW recommend as the default.


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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 3:40 pm 
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Quote: (Guns_Linger @ 30 Jul. 2009, 15:26 )

1) can we remove 5cm move penalty on the DevilFish? nearly all personal carriers move at 30cm, and oddly, skimmer, which should have at least equal if not better speed, is eating the dust..

I think it's fine at 25cm, but am open to being convinced otherwise. Further thoughts?

2) about fusion HH and 1.05 as a whole - as we removed our only source of long-range MW fire, the almighty Scorpionfish(*sob*), all we have now is Crisis fusion blaster and fusion HH(not talking about spaceships). Is it really needed to have all Tau MW fire to have 15cm range? Especially when fusion cannon in its 40K version has twice more range than fusion blaster.

Its stats are essentially the same as a Multi-Melta, and so I went with the same range for it. This is also a balancing mechanism as otherwise it was clearly a little superior to the other Hammerhead variants.

Fusion Blasters have had extended range in Epic as compared to their 40k version, in order to not have them as a Firefight weapon.


3) about all the "to hit" changing in 1.05(notably railgun with HH and broadside)
- are we considering that Tau would have +1 to hit from ML everytime? ... what is the target you're chasing? to make most part of the army dependent on ... ML units ...?
Yes, the use of Markerlights/Markerlight formations should be absolutely core to the Tau army list/war philosophy.

Overall Firepower has not changed enourmously from 5.1 under the proposal, but the style of how the list plays in-game changes hugely.

or has railgun just got itself overpowered with new rules so you're nerfing it?
Well, Broadsides were able to Double move and still hit on 2's... that is really great!

My list development style is always cautious, and so I will always go with the (perhaps) slightly underpowered option if there is one, safe in the knowlege that an upgrade can come along later... on the other hand, knowingly going with the (perhaps) slightly overpowered option is IMHO not a good development strategy.

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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 3:46 pm 
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Quote: (Evil and Chaos @ 30 Jul. 2009, 14:33 )

Quote: (Honda @ 30 Jul. 2009, 14:28 )

There is no reason to start fiddling with Air caste units. This exercise is to focus on FW effectiveness and the mechanisms that support them.

Nothing beyond the absolutely nessesary for consistency & representation will change.

Umm with respect here, a lot of thought went into the air caste costs, stats, weapon names etc, so perhaps we could leave them alone and concentrate on the other elements in your list?

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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 3:49 pm 
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Through all my 8 or 9 test games with 5.1 one of my recurring issues has been the speed of the devilfish. I'm happy to have Hammerheads at 25, they carry heavier weapon systems but for a force that is supposed to use its troops in fast moving hit and run attacks having the slowest transport in the game is just bizarre.


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 Post subject: E&C's Tau proposal
PostPosted: Thu Jul 30, 2009 3:54 pm 
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Quote: (Mephiston @ 30 Jul. 2009, 15:49 )

I'm happy to have Hammerheads at 25, they carry heavier weapon systems but for a force that is supposed to use its troops in fast moving hit and run attacks having the slowest transport in the game is just bizarre.

I would note that in practice 25cm speed Devilfish tend to be about the same speed as Chimeras/Rhinos, as they can make their movements in direct lines instead of dodging around terrain.

Would you want the Skyray changed in speed?



Umm with respect here, a lot of thought went into the air caste costs, stats, weapon names etc, so perhaps we could leave them alone and concentrate on the other elements in your list?

In order to stick with Epic's convention of keeping the same gun with the same stats on every unit then some relatively minor stat mods must occur if this proposal is to be followed through with conviction.

I don't like doing it, but there is no point compromising the proposal now if we know for certain that down the line the Air Caste units would need ajusting.




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