Brood Brother |
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Joined: Sat Aug 09, 2003 1:06 pm Posts: 358 Location: France
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well, since i'm one of the cross-forum epic reader, i'll try to satisfact your curiosity 
The broadsuits are 75Pts each ?: you may add one, and pay 75Pts, or add 2, and pay 150 Pts, or of course you can take none, which is free  they come in addition to the existing units, just like most SM upgrades for examples.
As specified in the skyray upgrade line, you pay 50 Pts to REPLACE a hammerhead with a skyray (just like most character upgrade).
As a side note about TAU, a v? list is allready up, and Jervis said a new one will be available shortly (he said he'll take a look at it monday). I copy you here his declarations following the release of the v2 list (and the testers reactions about it) You'll notice that Jervis forgot the broadsuit upgrade in the v2 list just like in the first one 
This has been an interesting thread. First of all, I have to say that the argument that Tau should be allowed to assault normally because 'that's what they can do in 40K' doesn't really hold water with me. Quite aside from the fact that I've already said that creating an army that plays differently to the other armies in Epic is more important to me that mirroring how the armies operate in 40K, I think the new rules do a good job of reflecting how the Tau operate in 40K. The short weapon ranges and lack of ability to assault means that the Tau need to move up so as to just be in weapon range, and then shoot away from there. From experience this is pretty much how they operate in 40K too, holding off and shooting, rather than advancing and siezing ground.
No, it seems to me that the real problem is that, at present, Tau shooting attacks simply don't reflect just how shooty the army really is. This leaves the Tau moving into weapon range, not doing all that much damage. In other words, their shooting attacks are not yet decisive enough.
With this in mind I returned to Codex Tau and had a look at just how shooty the Tau can be if they put their minds to it, and the answer I came up with is rather more shooty than I have, up to now, assumed. For a start Battlesuits can take twin-linked weapons, and all Tau vehicles have access to systems that would be the envy of any other race (including the Eldar). Moreover, although I've paid lip service to the defensive and offensive benefits of Tau Drones, I've probably not given them as much impact as they really should have on the Tau stat-line. Last but not least, I think that I've underestimated the number of Markerlight equipped units a Tau Hunter Cadre can have, and also just how effective a Seeker Missile really is.
All in all, these things add up to most Tau units deserving an increase in their to hit numbers in order to reflect their true firepower. There's also an argument for several units deserving an increase in their armour values to more accurately reflect the presence of shield drones. Finally, I've come to the conclusion that the easiest way to reflect how seeker missiles work is to give units equipped with Markerlights a 'seeker missile attack' as part of the weapon statline, rather than using a special rule. Tied with this rule, I'm thinking that I'll get rid of Tau leaders, and just assuming that every Firewarrior stand has a model equipped with a Markerlight, while pathifnders will have (in effect) twin-linked Markerlights.
To conclude, if the Tau are going to be useless at assaults, they need to be better at shooting than any other army. I'll go over the Tau list on Monday with this aim in mind...
Best regards,
Jervis Johnson Head Fanatic
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Et voila for the TAU
Athmos
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