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Some Tau Concerns at this point.

 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Fri Aug 06, 2010 6:12 pm 
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The_Real_Chris wrote:
professorcurly wrote:
How likely is this against some common targets -

I run up with Markerlight support, get all my guys out and fire. The other guy's infantry takes it on the chin and immediately engages me with the next activation and throws me back, broken. That is my fear at the moment. But I haven't played.


Well, technically that should happen against prepared targets. For example an infantry company in ruins would only take 3 or 4 casualties and take 4 to 7 blast markers as they have 4+ saves! But I doubt they would engage back, being saveless troops when running around. Indeed a common tactic is to have the devilfish in front of, say, orks as they can firefight and negate the enemies CC.
Going back to the infantry, if they manage to sustain though and you are in the open they hit on 4+, however even if your shooting was crap and they only took 3 casualties and no disrupt hits they are still only going to have 4 autocannons that can return fire, killing 1-2 of your stands.

As long as you approach it as the tau equivalent of an engage you are fine. Most armies move up to shoot and then engage with a second one, with supporting fire from the first. You with Tau move up, set up crossfire then move firewarriors in (cross fire is -1 to their armour saves and an extra blastmarker for the first kill)! In general it takes more points to kill another fomration unless you have specialists attacknig the enemies weakness.


Also with good positioning of troops when moving up to shoot (all armies not just Tau),you can cut the chances of enemy troops ,who are in cover, from using Sustain Fire.

With LofS down to 10cm into and out of hard cover terrain features, good positioning could mean the opponent has to move (losing Sustain Fire) to get sufficient shots back.

As with TRC's example those 4 autocannon shots wold be cut down further if a few enemy troops are out of LofS.


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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Fri Aug 06, 2010 7:03 pm 
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By the way, it keeps being said that Fire Warriors are better shooting than Marines in 40k. Marines are actually better at shooting in 40k by about a 2:3 margin (It takes 3 fire Warriors to equal 2 Marines). A large part of that is the Power Armor though (Essentially the Fire Warriors make the Marines take 4 armor saves, of which 1.33 fail. Marines make Fire Warriors take 4.44 saves, of which 2.22 fail). Going by my estimate of how many are 'actually' on a stand (half a squad), it's almost right for it to be a dead heat from that perspective. 5 Marines against 6 Fire Warriors.

The fellow who wrote Epic once gave me a good piece of advice as regards this kind of thing : 'Don't get too wrapped up in running numbers, that way madness lies'. And it's pretty good advice, really. How the army 'feels' is more important than whether statistical probabilities match up with what you'd expect to see in '40kid' (To use Jstr19's entertaining label).

Plus, Fire Warriors are better at shooting than Marines. Their armour isn't as good and they're not as 'tough', however, so they're not better overall, just better at shooting.

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I'll roll with FF5+ though. That works out to the Fire Warriors needing to outnumber Marines 2-to-1 in stands. I'll go for that. At least, until I can get some games in and see how the army behaves. Let me illustrate my fear though.

To me it feels about right.

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How likely is this against some common targets -

I run up with Markerlight support, get all my guys out and fire. The other guy's infantry takes it on the chin and immediately engages me with the next activation and throws me back, broken. That is my fear at the moment. But I haven't played.

Fire Warrior shooting, if applied correctly, is very powerful. Your opponent will be more likely to Marshal than Engage, if you do it correctly.

Quote:
EDIT: Are name changes for the different cadres out of the question?

You'd like to roll in some Apocalypse formation names would you? :)

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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Fri Aug 06, 2010 8:38 pm 
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Evil and Chaos wrote:
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It does raise one question - GM's still don't need line of sight to fire right? If they are marked by another fomation so the devilfish can now hit them, can the FW shots also hit those units?

Technically yes, normal shots could be 'stretched' so as to hit units out of LOF by a non-LOF unit in a formation. Call it a quirk of the Tau's awesome Markerlight abilities I guess.


E&C we had this discussion at the Sunday gaming day and you stated the reverse case. I thought and still think LOF stretching should be strictly prohibited. This is to stop Tau players shooting infantry in the open on the other side of woods/buildings etc., which are outside of normal LOF but within guided missile range. As stated previously stated Range stretching is perfectly acceptable and is intended within the rules, I also think that range stretching with AT weapons for AP weapons is just about acceptable as it is no worse than clipping engagements. But LOF stretching is taking it too far.


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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Fri Aug 06, 2010 8:59 pm 
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E&C we had this discussion at the Sunday gaming day and you stated the reverse case.

Did I?
What rationale did I use?
Probably the 'that's stupid' rationale.

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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Fri Aug 06, 2010 9:11 pm 
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Purely out of curiousity are devastator marines actually worse than tactical marines in CC in w40k? Or is the CC5+ for EA game balance?


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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Fri Aug 06, 2010 9:14 pm 
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clausewitz wrote:
Purely out of curiousity are devastator marines actually worse than tactical marines in CC in w40k?

No, they have exactly the same CC abilities as a Tactical Marine, despite lugging a Lascannon over one shoulder.

Which is dumb.

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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Fri Aug 06, 2010 9:17 pm 
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Well, you could make the fluffy argument that the heavy weapon itself makes close combat cumbersome, and that Devastators, being a Scout's first assignment upon progression to Full Marine according to Codex Chapters, are still inexperienced compared to their Tactical counterparts, which seems to be the reasoning in EA alongside Game Balance, perhaps?

I don't quite get 40k sometimes...


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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Fri Aug 06, 2010 9:27 pm 
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Quote:
I don't quite get 40k sometimes...

Generally, anything that is counter-intuitive in 40k (And the other GW Core Games) is either down to :

A- Nonsense rule allows kids to play the game easier.
or
B- Nonsense rule encouranges buying lots and lots and lots of toy soldiers.

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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Sat Aug 07, 2010 1:52 am 
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Evil and Chaos wrote:
And the funny thing is that Fire Warriors are better than Guardsmen in CC because they have an armour save and the Guardsmen don't. So those FF3 people should be wanting CC7 too. :)
Has anyone called for FF3+?

Quote:
Quote:
The range stretching isn't an anomaly of the rules, it's an intension.

Indeed.
I'm not buying that with regard to the Tau.
Anyone want to see Pulse Carbines shoot 4x their range and with no LOF?
It won't happen here in Perth and I'd be laughed at for even suggesting that it is possible... :D

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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Sat Aug 07, 2010 2:27 am 
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Back on page 12, while keeping FF5+ I suggested improving the Tau close range firepower by giving the carbine disrupt and sniper at 15 cm range. The point behind this is to encourage the Tau FW to be used to shoot rather than engage. The stats are intended to represent both the power of the Tau weaponry and the fear they impose

Others have made the point that this does not limit the range to which the hits are applied if part of the enemy formation are in range, and it would make FW on OW fearsome indeed.

The main thing these debates seem to miss out on is what tactics should be used to make best use of the formations - the main complaint being the 'vulnerability' of the FW to counter-attacks. Perhaps they should take a leaf out of the Eldar tactics and only commit to a shooting 'assault' when there is a good chance of breaking the opposing formations ? ?


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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Sat Aug 07, 2010 3:37 am 
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The_Real_Chris wrote:
So you want to compare kinetic effect on a target from a starting point of both 30cm away and 75cm away?
Formation - 6 firewarriors, 3 Devilfish, 1 Skyray
Base firepower at 30cm - 6xAP3+, 1xAP4+ Ignore Cover, 5xAT5+
At 15cm add 6xAP4+ Disrupt, 3xAP4+

So - 75cm
Only option here is to double!
-2 to hit from cover and doubling means base values now become.
6xAP5+, 1xAP5+ Ignore Cover, 5xAT7+, 6xAP6+ Disrupt, 3xAP6+
Giving
2 1/2 AP, 1/3 AP Ignore Cover, 1 AP Disrupt, 5/12 AT
Roughly 4 and a bit hits.

Then 30cm
Advance
6xAP4+, 1xAP4+ Ignore Cover, 5xAT6+, 6xAP5+ Disrupt, 3xAP5+
4 AP, 1/2 AP Ignore Cover, 2 AP Disrupt, 5/6 AT
Roughly 7 and a bit hits.

Engage
9x5+, 1x6+
3 1/6 hits

So doubling on a shooting attack on infantry in cover (as you have to be picked up by transport first) gives the sum total of 4 and a bit hits? What's likely to die? That is definitely not my idea of a solid attack.

And 7 and a bit on a 30cm Advance? What about saves? What's likely to die?

How would an engagement be with FF4+ on a single 30cm move and de-bus from transport? Obviously there are no modifiers for engagement rolls

6x 4+ FF, 4x 6+ FF? What about hits for that?


Actually all the vehicles have 6+ for FF TRC so wouldn't your example be
6x5+ and 4x 6+?


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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Sat Aug 07, 2010 5:34 am 
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Apocalypse Formations they may be, but they're also the names that the Tau use. Besides, I'd prefer that things be 'Cadres' instead of 'Groups'.

If I can bring the conversation back to Hammerheads. The Disrupt AT suggestion for the Hammerhead... It sounds really interesting. I think it is a decent enough representation of the Fear Factor that the Hammerhead Railgun has. The Broadside railguns are better at killing things (better rate of fire, still great penetrating power), but the Hammerhead Railgun is just massive and powerful. Lower rate of fire makes it less able to kill things, but the reputation makes people want to get out of there.

Of course, then we need to think about it for a second. Say AT4+ disrupt.

What does the cost become? It has to go up. If it stays as it is, you'd end up with things like this:

2 groups of Full Hammerheads, 12 total for 600pts.

Shooting at a marked unit, you'd have 12 AT3+ shots, for 8 hits. That'd be 8 blast markers straight away, +2 for the shooting units. Congratulations, you've now scared off a company of Baneblades, potentially without actually causing any damage. Perhaps that makes sense though. Better pull back than actually wait for one of these monstrous guns to strike home. Risk/benefit, I mean. The Tau produce lots of Hammerheads, they're very common. The Imperium doesn't produce as many superheavy tanks. Best not to commit the superheavies against a common foe that has a main gun that makes a mockery of your armor.

But, is it balanced? Does the point cost of the ability become prohibitive? Still, it is a /very/ intriguing option. It makes the reputation of the Hammerhead as a tank hunter premier matter, but doesn't really increase the ability to shoot. It ends up becoming a weapon of Terror. A gun that is oversized for the targets it is going to engage, but... You know, sometimes you just want to be sure.

I like it.


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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Sat Aug 07, 2010 7:41 am 
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Onyx wrote:
I'm not buying that with regard to the Tau.
Anyone want to see Pulse Carbines shoot 4x their range and with no LOF?
It won't happen here in Perth and I'd be laughed at for even suggesting that it is possible... :D


For anything to fire it has to have LofS (or have indirect fire) and be in range of a target otherwise no attacks take place.

No weapon could ever fire at a target if it wasn't in range in the first place, guided missiles have the equivalent of indirect fire so can fire at marker lit targets that they cannot see, other weapons cannot.


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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Sat Aug 07, 2010 8:34 am 
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Range stretching does not effect how far the units can shoot it affects where hits caused by those shots are attributed. If you have your formation within 15cm of only one base in an opposing formation range stretching with FW's means that hits caused by those shots can be applied on targets up to 90cm away. It does not mean pulse carbines can fire from 90cm away. In effect it allows you to minimize the comeuppance you receive in a following engagement.


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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Sat Aug 07, 2010 9:24 am 
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Jstr19 wrote:
Range stretching does not effect how far the units can shoot it affects where hits caused by those shots are attributed. If you have your formation within 15cm of only one base in an opposing formation range stretching with FW's means that hits caused by those shots can be applied on targets up to 90cm away. It does not mean pulse carbines can fire from 90cm away. In effect it allows you to minimize the comeuppance you receive in a following engagement.

I understand that and there is no way that we play that way or that we will ever play that way.
We've always played that units outside a weapons range cannot be shot at by that weapon.

It may take a little longer to roll all the dice but at least we get a more realistic result to our combats.

dptdexys wrote:
Onyx wrote:
I'm not buying that with regard to the Tau.
Anyone want to see Pulse Carbines shoot 4x their range and with no LOF?
It won't happen here in Perth and I'd be laughed at for even suggesting that it is possible... :D


For anything to fire it has to have LofS (or have indirect fire) and be in range of a target otherwise no attacks take place.

No weapon could ever fire at a target if it wasn't in range in the first place, guided missiles have the equivalent of indirect fire so can fire at marker lit targets that they cannot see, other weapons cannot.

Rather than quote me, maybe the answer could have been directed at the earlier posts that cause possible contradictions. Sounds like some of you are playing in different ways aswell...
Evil and Chaos wrote:
Jstr19 wrote:
It does raise one question - GM's still don't need line of sight to fire right? If they are marked by another fomation so the devilfish can now hit them, can the FW shots also hit those units?

Technically yes, normal shots could be 'stretched' so as to hit units out of LOF by a non-LOF unit in a formation. Call it a quirk of the Tau's awesome Markerlight abilities I guess.

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