Borka wrote:
My first thought was to just remove cadre fireblade or increase it to 50 pts. I can see the idea. But loosing range, AP4+ going to 5+ and loosing the disrupt is a mayor drawback however for an army that usually has to break their enemies through shooting and blastmarkers. I'm don't think FF4+ is a good enough trade of. I still think shooting should be the main job for firewarriors and not assaults or prepping/supporting engagements., even in the vior'la list. To keep the special feel tau have in epic.
I think we've got two competing ideaologies here, we want to add in all the new 40k toys for a sense of what Tau are really like, yet we want to artificially modify them so they aren't great at firefights so they play a certain way.... I have found the fire warrior formations with the new stats quite effective when used well, they give up some firepower but with the 3rd phase version you want to be within 15cm for maximum shooting effectiveness anyway, in addition they still work really well in a defensive, overwatching role too, but they can engage and support better which I think suits the 'Mont'ka' strategem more effectively, I had the fireblade as a character upgrade which is basically a Shas'el with inspiring for 50pts, it replaces the shas'el upgrade for fire warriors
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I have also toyed with this idea and thought about at the same time removing the crisis suit formation and instead have them as an upgrade for the firewarriors like 2 or 3 units. I have heard some whispers that that is what you've guys have been trying for the UK list. How has it been working? Is it only ever one unit of crisis taken for the Shas'o?
I have indeed reduced crisis suits to upgrades for fire warriors, instead of taking a stand for the Shas'o, I have given the Shas'o a full profile, like a daemon prince to represent his wearing a battlesuit (3+ Save with an invulnerable)
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The riptide is the suit that I think needs the most reworking though. In epic we don't have to follow 40k stats like slaves, but I think (and this has been true for epic) a unit should only have weapons in epic the models actually have. Right now the riptide has 3 main weapons of which the actual miniature we're basing the rules on obviously only can have one.
Other than that and perhaps more importantly it also has to do with it's role on the battlefield. Right now it's a semi-long-distance shooting unit with 55 cm effective range (45 + 10 cm with jetpacks). I earlier suggested to Matt a complete rewrite and that's something I'd like ut to test. I'll just quote my self.
Borka wrote:
RiptideThey're described as a front line unit.
GW wrote:
As the massed Hammerheads and skyborne Mantas rained fire on the enemy line, the Riptides at the fore came under attack. Enemy shells exploded harmlessly off their armoured shells as each Riptide brought its arsenal to bear upon the defenders.
The heavy burst cannon, the Riptide's standard main armament, raked the walls, stitching patterns of death that cut Guardsmen in two. Missiles, from the Riptide's secondary weapon systems and from its accompanying Shielded Missile Drones, blazed outwards, leaving contrails as they streaked into the enemy's ranks.
My suggestion would be to change the weapons load out for our epic units quite a bit.
Riptide
Nova charged heavy burst cannon 30 cm 2x AP4+/AT5+, lance
Missile drone 30 cm, AP5+/AT6+
Twin Fusion blasters 15 cm, MW 4+
I base the lance on the nova charged H. burst cannon having rending in 40k. The above would match with a weapons configuration the model can actually have. It makes for a quite powerful formation, 3 MW + 6 lance shots per formation, but requires the user to close up and play more aggressively. The units has the jet pack rule and have + 10 cm range which negates this drawback somewhat. The ion cannon goes away so the unit doesn't step into storm surge territory and as it should really be a 60/75cm weapon in epic.
I quite like the riptide with its current stats, as it's a war engine, maybe it could justify a weapon option? either burst cannon or ion cannon? it would allow a decent mixture in a formation, although I'd say with your suggested stats it would need a points reduction as that isn't as potent as the all-45cm shooting loadout it has currently
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I agree with kyuss. I think TK should be reserved for the supremacy and also they do seem undergunned. I earlier suggested to Matt that the cluster rocket system should be added as well (it is a system that I believe the model always has. A theme for tau in epic has been that they have one weapon system more represented with stats than most other list do. Bringing a third one (or even a fourth) is only thematic
I'd consider giving them two lance shots each on the main gun, either AP or AT, that way you have a good replacement for the hammerhead....
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I'd prefer keeping them in the list, but yeah definetely get them in line with third phase.
(recons) if they
have to be in the list, I'd strongly suggest relegating them to pathfinder upgrades, follow the fluff, Vior'la use lots of pathfinders, make them the primary scout force
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- bringing the orca in line with the 3rd sphere list.
Also agreed.
I suppose, but you lose the modest air assault capacity which was something that made this list distinct from the 3rd phase
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- possibly look to remove barracudas and Tiger Sharks, including AX-1-0. The change of the stormsurge would allow for TK in the list. Removing the 3rd sphere flyers also open up the list to the razor and sun shark which would add to it's unique feel.
YES! done exactly that in the EUK version (kept the AX-10s for now, but they could be dropped)
agreed the air space is to crowded.
good
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- I like the idea of different loadouts for the supremacy armor. I think it better captures the scale and function of what is, for all intents and purposes, a Titan equivalent. I'd like to see it have the same flexibility.
I have it at 225 with either railcannon (volcano cannon stats) or nexus missiles (3x AT5+ guided missiles) with +50pts to upgrade to pulse driver, think it works well so far
Seems like an interesting idea that I like. A simpler version could be to give the Pulse ordnance multi-driver dual firing modes as it has in 40k. With one being more concentrated with a singel template and Strength D (like TK in epic) and then a less powerful multiple templates version with ignore cover, which I assume Matt based his stats on.
Perhaps we could give it dual modes in epic as well. Something like
current stats... OR
60 cm 3+ TK (1)
I'm in favour of removing barrage though and only keep that for the airplane which would require changing the current stats as well.
I think providing you make sure to note that barrages cannot be markerlit and cost it appropriately (not a penny less than 275pts) it fits nicely and provides a new capability
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- include the ghostkeel, probably at the removal of the stealth suits. I envision it serving a similar role, but maybe a formation of 3 or 4, with 2dc each?
I don't think the Ghostkeels should be war engines, they're dreadnought sized, I went with 4+RA instead and had them replace stands in the stealth formations at 25pts each (may need to change)
Agreed, exactly the way I thought to include it, as an upgrade.
the alternative would be to replace stealthsuits with a ghostkeel formation, it makes the lists more distinct without significant changes, heck you can model a couple of stealthsuits on the base of the ghostkeel if you want
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- revisit vespids. They currently compete directly with the recon, which frankly is a stronger choice. Maybe with a recon repricing or removal, it would open up more space for the vespids. Subbing in kroot could also work, but it could be fun to stick with the vespids for that unique flavor.
I dropped them for a 'pure' list but yeah they need a niche, right now two sets in an orca is a badass assault formation, especially with the jump pack ability
I'm also in favor of removing them for a pure list.
I've got no strong opinions either way
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- removing hammerheads would be tricky as that's a big part of a Tau gun line. However, Kyuss' suggestion to make them an upgrade allows them to stay in the list, but could drive the cost of fire warrior formations up pretty quickly.
I haven't missed them with a combination of heavy railcannons and XV104/XV107 suits, you still have devilfish and skyrays for long range sniping with guided missiles....
I can't see my self removing such an iconic unit, wouldn't feel like I was playing a combined arms tau force.
but are they *really* that iconic any more? most games of 40k I see never use them, it's riptide-central, dropping them down to a unit upgrade would be a great way to distinguish the lists without removing anything entirely, also the whole combined arms feel should maybe belong to the 3rd phase list if you feel hammerheads are so central to it?
Seriously I like playing the 3rd phase list, this change alone would make me want to go back to it for some games, especially if you have the stormsurge filling the long range tank hunter role anyway (you could *heresy* proxy your hammerheads as stormsurges.....)
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- Manta revisited. This is more of an issue to be discussed for all Tau lists, but might as well add it in as a talking point.
indeed, I dropped it to focus on the other war engines but it could definitely fit in
Sound ideas Gunslinger
Haven't really played the manta. What are the problems you see with it Gunslinger?
I've got no dog in this fight, I'd happily see it dropped, wasn't the whole 'developing bigger tougher battlesuits' thing because the manta wasn't fit for purpose as a war engine anyway? wouldn't that be the perfect 'old school' unit to have as an exclusive for the 3rd phase? 'hey guys here's a slightly crappy war engine, totes old school'