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Some Tau Concerns at this point.

 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Wed Aug 11, 2010 1:20 am 
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professorcurly wrote:
I'm a bit confused by what you mean by advancing to pop up doesn't reduce their firepower? Do you mean as opposed to Sustain?


Yes as you have given your troops 3+ to hit, they can advance and with markerlights still hit on 2+

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I'll test it out more as I get the chance, I don't see the extra pip completely throwing a spanner into the works, and it fits the way Hammerheads are 'supposed' to be, imo. A tank hunter on par with Vanquishers and Fire Prisms.
Generally the higher the to hit value the faster the tanks can be in Epic - multiple 6+ shots are best when sustaining, single high to hit shots great when doubling!

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Angel of Caliban was talking about trying a full 1/3 allotment of Air Caste. He was suggesting a Manta + 2 squadrons of Barracudas.


Try a planetfalling Manta. Its a blast. So 1 Manta, 1 barracuda flight, 1 cruiser. Try and drop it towards the end of turn 1. If fighting a reaver, its dead, use the previous activations to strip shields then hit it with the orbital attacks and then the Manta which can chase down wherever it goes to ground!

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By the way, is the range on the Tigershark AX-1-0 rail cannons supposed to be 45cm? Or is that a typo. Seems very strange that the Railcannons are out ranged by a Thunderhawk's battlecannon.


Trust me, tis not a factor, you will as a consequence out-range all but 60cm flak on your target formation, unless you are wild weaselling flak directly.

Quote:
Any other thoughts... The Sky Ray armor save was confusing, as it is literally a Hammerhead with the railgun taken off.


You can make the case it should be the same save (its got the same armour and chassis), or that it should have a lower one (it has a rack of exposed missiles just asking to be touched off by a keen gunner). Save can go up - though of course if you wish to double there chance of saving up goes the cost to...

So have you checked out past lists and bat reps? Of course the stats have changed somewhat but there are bat reps with lists knocking around hopefully still. I can hopefully give you a game on Vassal next week incidentally, however this would be int he evening UK time - are you about then?


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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Wed Aug 11, 2010 1:21 am 
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Ginger wrote:
Onyx wrote:
There is also the issue of Disrupt on the Pulse Carbines. The Disrupt weapons placing BM's on enemy units 80+cm away seems OTT.

Don't forget that you only get 'Disrupt' if all the Units that are firing have it (see FAQ). As the Skyray does not have 'Disrupt' on its Seeker missiles, the Tau player must choose either to fire the Skyray and 'stretch' the hits across the entire target, or fire only the FWs weapons and allocate 'Disrupt' hits to those enemy within 30cms.

Does that mean that for the Fire Warriors to get Disrupt on their ranged attacks, they can only fire their Pulse Carbines?
(I remember this now when mixed Guard artillery formations are used and also with the Imperator)
In that case they would only get one shot per stand and only out to 15cm if they wanted the Disrupt ability.

That doesn't make the FW as good as some are claiming at all. Have all the winning Tau players been playing this properly?

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So Onyx, what would you change in my list in order to get the buffed FW squad to be the BTS?

Against Marines it's always going to hard for the Tau.

In the past, I've ended up taking the Pathfinder upgrade just to get another Skimmimg vehicle and the Markerlights. All the Devilfish are placed on the outer edges of the formation to help nerf Terminator and Thunderhawk/Asasault/Devs (anyone in base to base with a Skimmer can only use their FF attack). I also take the Skyray aswell as the AA is excellent and another ML is always a good thing.

It's quite frustrating for the Tau to defend against teleporting Terminators. It often means that you end up using Tetras and Piranhas as bodyguards for the Fire Warriors and Hammerheads (Skimmers with Scout positioned 6cm from the formation they are protecting). I don't think this is what they should be used for at all. Of course, one ground attack from a Thunderhawk or T/bolts and the Tetras/Piranhas are usually broken (being LV's they can be hit by everything).

Hope that's helpful. Have fun with the playtesting!

Steve.

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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Wed Aug 11, 2010 1:24 am 
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Onyx wrote:
Ginger wrote:
Onyx wrote:
There is also the issue of Disrupt on the Pulse Carbines. The Disrupt weapons placing BM's on enemy units 80+cm away seems OTT.

Don't forget that you only get 'Disrupt' if all the Units that are firing have it (see FAQ). As the Skyray does not have 'Disrupt' on its Seeker missiles, the Tau player must choose either to fire the Skyray and 'stretch' the hits across the entire target, or fire only the FWs weapons and allocate 'Disrupt' hits to those enemy within 30cms.

Does that mean that for the Fire Warriors to get Disrupt on their ranged attacks, they can only fire their Pulse Carbines?
(I remember this now when mixed Guard artillery formations are used and also with the Imperator)
In that case they would only get one shot per stand and only out to 15cm if they wanted the Disrupt ability.

That doesn't make the FW as good as some are claiming at all. Have all the winning Tau players been playing this properly?
.


No, Ginger is incorrect. The rule about "disrupt" hits and similar only applies to BP weapons. In the case of FW all their shots can always be fired to full effect.


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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Wed Aug 11, 2010 1:26 am 
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It's quite frustrating for the Tau to defend against teleporting Terminators.
>>>>>>>>>>>>>
A tortoise alternative is to have small cheap formations and the FW BTS is garrisoned in 4+ cover. Any terminators or anything else assaulting has to weather a colossal amount of fire (with your markerlights on it to help) and all those disrupt weapons can even break marines.


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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Wed Aug 11, 2010 1:37 am 
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Thanks Zombocom.

TRC - true and I have done this before. Of course, in one of our games the Marine player had an air assault list and a Strike Cruiser.
Wanna guess where the orbital barrage hit... :o ::) (and no, I didn't Garrison on my Blitz).

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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Wed Aug 11, 2010 3:32 am 
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Of course a close formation of Fusion-heads near your BTS on O/W is also a nice deterrent ;)


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 Post subject: Re: Some Tau Concerns at this point.
PostPosted: Wed Aug 11, 2010 10:01 am 
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zombocom wrote:

No, Ginger is incorrect. The rule about "disrupt" hits and similar only applies to BP weapons. In the case of FW all their shots can always be fired to full effect.

Given the length of this thread and this if off topic, See response here.


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