Onyx wrote:
Welcome back KivArn!
Thanks

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These units were dropped as it was argued by some that since they didn't exist in the fluff they should be removed. It was also felt that they created balance issues.
I had a feeling it was going to be something like that, it's a shame I think especially since we were encouraged to bolster the existing fluff since Epic is where much of the more interesting stuff has come from (in fact the AX-0-1 was originally made by us IIRC

forgeworld nicked it when they nicked our list for IA 3
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I've never used the Recon Support group as you've suggested. I always use a 50/50 split between Tetras and Piranhas. This allows them to garrison on Overwatch and also provides more Markerlights (something that the new list really relies on).
I'll have to check on the constraints on Garrison etc, it's been a while... I can see that Markerlights are quite abundant (along with Seeker missiles) in the current list.
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I've mentioned these issues before, they're just minor spelling issues. It's the stats that need to be right
True, though the spelling needs to be right at some point too

Evil and Chaos wrote:
Hello,
I've long been a proponent of seeing an "Armoured Cadre" variant list that would have all the variant tanks/war engines that used to be in the list. Hopefully after the current Tau list is finalised (In 4 1/2 months time, I believe) we'll start up on the armoured list.
Sounds interesting

- Also what happens when the list is finalised? Is there a (semi-)official book(pdf) being put together which includes Tau soon then?
Jstr19 wrote:
The units you mentioned were removed because we should attempt to rely on GW fluff to create epic army lists. New units should only be created if a major gap in the list is identified such as it having few units, or little AT firepower or AA etc (the Necron list is a good example).
I can understand that, and it makes sense. However since we are increasing the scale of the game (no longer small squads of 40k) we need to consider the strategic gaps within the army as portrayed by the current Games Workshop fluff.
To elaborate, i'm thinking along the lines of if we only have infantry and heavy support we're missing a cavalry element, we might be able to do with out the cavalry element as other units may over lap in those areas, but ideally a cavalry element should exist..
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In the Tau list the Moray, scorpionfish and stingray did the same jobs as core parts of the list and did it so well they completely replaced those formations in list building. Why would someone take a formation of FW's if they could take a war engine that can shoot from a hidden position with a superior to hit value, AT as well as MW shots and have AA as well? The Moray led to Ax-1-0's and Mantas not being taken and so on.
These are not necessarily problems with the ideas behind the units but with their portrayal, stats and costing, ie. their balance and synergy with the rest of the list. There should be a choice to take certain units instead of others, but not an automatic one due to another's imbalanced rules. Similarly you should not be forced to take a certain choice because no other option is available. The list looks a little light on MW/TK which was a big issue before the introduction of these units and the reason there in, although the AX-0-1 has been officially adopted, it seems that this is also the default choice for meeting those needs with the manta the only other contender. And in small games, this is a pretty big chunk, especially as it removes from the Aircraft/Titan allowance.
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I agree with your point on Recons. 5/1 Piranha/Tetra split is the optimum selection in my opinion. I rarely start with recon on o/w as broadsides are better in that role and when I take more tetras I prefer to take 1/5 or 2/4 (Piranha/Tetra) to take full advantage of scout and ML. That is why I think a hard cap on the number of piranha's allowed in the formation is a better idea than a point rise.
Yup, some form of capping or just a solid 3 Tetra 2 Piranha cadre breakdown would be best.
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The TS Missile boat and indeed TS's in general IMHO are not very useful. There are cheaper ways to get a larger number of missiles in the list and much better ways to get AP/AT. Lets be honest a TS has the same firepower as a Barracuda just a slightly better AA shot in its forward arc. Combine this with the fact that the list almost forces you to take an AX-1-0 or a Manta (now a much more attractive option) to deal with super heavies or titans leads me to the conclusion that both of these units need a rethink.
A fair comment, i've only briefly had a look at it, hopefully get to study it more carefully soon and make some suggestions

Also couple of other points/queries.
I think the support cadre/upgrade listing for pathfinders should probably read
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4 units of pathfinders, may take 2 devilfish for free
as it doesn't force you to take the devilfish then, and hence gives you the option of manta/orca deployment of pathfinders.
Any particular reason the Mech Cadre looses 2 units of firewarriors in order to be mounted? It seems a little odd to say the least. Surely 8 firewarriors for 225 + 4 Devilfish for +100 would work fine.
Last sentence of the second paragraph of the Tau jet pack rules
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the enemy and strafe them before retreating again out of range of the survivors’ retribution.
Tau Jet Packs follow all the rules for Jump Packs. Additionally, units with Tau Jet Packs are allowed to make an additional move of 10cm after the end of an advance, double, or March order. The extra move is allowed whether or not the unit fires, and may be used to move in any direction. This extra move follows all the normal movement rules, so unit coherency and zones of control must be adhered to as usual. No extra movement is allowed on any order other than advance or double.
Seems a bit unnecessary and repetitive (also misses the fact you can move extra on a march order too...)
Cheers, Tim Coates