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Tau Vior'la v2.0

 Post subject: Re: Tau Vior'la v2.0
PostPosted: Mon Sep 30, 2019 1:06 pm 
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Abetillo wrote:
several of us reporting that it was an auto-take


That seems like it can be addressed with a points increased for a weapon option if necessary. Looking at the three options I'd say the Heavy Rail Cannon is the best, followed by the MW guided missile, then a 3BP Ind Multi Driver. The BP won't get your points back as quick as the other two.

The 3BP can't hit your deployment zone T1, so it's not like a Void Spinner. 225 points seems fair enough.

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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Mon Sep 30, 2019 3:01 pm 
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Abetillo wrote:
gunslinger007 wrote:

Supremacy armor POMD back to 3BP [...] I haven't seen an example of it being overpowered and it helps to keep it in line with the direction Epic UK is headed, part of the goal of this list design since Tau is the only list that matches up.


C'mon, I know you have seen and read a few talks about it, but the biggest problem this unit always had besides coherence is that you have seen several of us reporting that it was an auto-take since Matt-Shadowlord's list and indeed it was: only three times (one mine and it was for testing) from dozens of games since it was put on on.

Well, the real real problem of that weapon is the reason it is so popular which is quite lame, but that would be another topic ...
I agree it's a list favorite that sees a lot of use. But on its face, I dont see anything wrong with that. Most, if not all lists, have units and selections that more competative and preferred.

I haven't seen examples of it being especially abusive or overpowered, though I'm open to seeing where that's a possibility.

As Dave mentions, at its 90cm indirect, it's a minimal threat for an alpha strike that can be easily avoided by smart deployment.

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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Mon Sep 30, 2019 3:09 pm 
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kyussinchains wrote:
All looks good :) count me in for a half-dozen reports
Looking forward to see how you guys will stress test and break the list!

Things I'll be looking at are spamming pathfinders as a core formation, especially backed by Supremacy or heavysuits. There's a 13 activation list with 6 pathfinders I want to try that might be a bit much. Also, a list with as many heavy suits as possible needs to be tested.

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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Wed Oct 09, 2019 11:04 am 
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Dave wrote:
That seems like it can be addressed with a points increased for a weapon option if necessary. Looking at the three options I'd say the Heavy Rail Cannon is the best, followed by the MW guided missile, then a 3BP Ind Multi Driver. The BP won't get your points back as quick as the other two.

The 3BP can't hit your deployment zone T1, so it's not like a Void Spinner. 225 points seems fair enough.


Time will tell again, but now that it is back to BP, should not also get it back the rule of not being able to benefit from Markerlights? Even if it can be avoided hitting on 2+ is a bit too much and was the main concern of the weapon power-wise and dealt with quite quick.

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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Wed Oct 09, 2019 11:37 am 
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Abetillo wrote:
Time will tell again, but now that it is back to BP, should not also get it back the rule of not being able to benefit from Markerlights? Even if it can be avoided hitting on 2+ is a bit too much and was the main concern of the weapon power-wise and dealt with quite quick.


This rule never changed. BP is unaffected and does not benefit from markerlights for Tau. That applies to both the Supremacy Suit and the Sunshark bombers.

The army list pdf lists that at the top.

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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Wed Oct 09, 2019 5:34 pm 
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gunslinger007 wrote:
Abetillo wrote:
Time will tell again, but now that it is back to BP, should not also get it back the rule of not being able to benefit from Markerlights? Even if it can be avoided hitting on 2+ is a bit too much and was the main concern of the weapon power-wise and dealt with quite quick.


This rule never changed. BP is unaffected and does not benefit from markerlights for Tau. That applies to both the Supremacy Suit and the Sunshark bombers.

The army list pdf lists that at the top.

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Oh, ok. I expected to see that on the rule of the weapon itself instead on the organization of army part as GW separated special rules like that. Thanks for the clarification.

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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Sat Oct 12, 2019 4:23 pm 
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Hi, we've just been playing the Viorla list and upon going over it in battle noticed a couple things.
1) no stat lines for gun drones
2) devilfish don't have transport options listed. This came up as in particular the shas O is listed as infantry and has speed of normal firewarrior but also has the save of a crisis suit so we wondered if it can be transported in a devilfish.

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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Mon Oct 21, 2019 7:13 am 
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hi, just a question about Orca, do Broadside take up two slots or one slot each?


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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Thu Oct 24, 2019 1:59 am 
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Imacie wrote:
hi, just a question about Orca, do Broadside take up two slots or one slot each?
Broadsides take up one spot each in both Vior'la and Third Sphere lists.

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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Thu Oct 24, 2019 2:08 am 
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Imacie wrote:
Hi, we've just been playing the Viorla list and upon going over it in battle noticed a couple things.
1) no stat lines for gun drones
2) devilfish don't have transport options listed. This came up as in particular the shas O is listed as infantry and has speed of normal firewarrior but also has the save of a crisis suit so we wondered if it can be transported in a devilfish.

Thanks
Imacie - thanks for catching that! I'll add the drone statline and update the pdf.

I'll fix the Devilfish entry as well. The idea for the Shas'o is that he has upgraded experimental armor, but isn't in a crisis suit. You'll see it doesnt have the jump pack rule. It's a unit, instead of a CH upgrade, it so restricts the formation that it can be used in, since it wouldn't fit with crisis suits, losing the mobility. It also doesnt retain the basic firewarrrior weapon statline.

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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Wed Oct 30, 2019 6:59 pm 
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gunslinger007 wrote:
I'll fix the Devilfish entry as well.

It would be great


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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Sat Mar 07, 2020 3:08 pm 
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The PDFs seems broken after the updates, might they be uploaded anew?


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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Sun Mar 08, 2020 2:47 pm 
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Here is a link to a remix I’ve done , if you’re short on

Riptides
https://www.thingiverse.com/thing:4170206

KX139

https://www.thingiverse.com/thing:4175734

I’m still looking to make a Stormsurge , but right now I’ve lost myself in Chaos


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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Fri Apr 03, 2020 11:07 am 
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A big thank you!

Those are very nice!

cheers

Cyguns wrote:
Here is a link to a remix I’ve done , if you’re short on

Riptides
https://www.thingiverse.com/thing:4170206

KX139

https://www.thingiverse.com/thing:4175734

I’m still looking to make a Stormsurge , but right now I’ve lost myself in Chaos


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 Post subject: Re: Tau Vior'la v2.0
PostPosted: Sat Apr 04, 2020 2:26 pm 
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The Pulse Submuinition cannon had 2x stat AND there are 2 of them , is it meant to then fire twice per cannon? In other words , does it amount to a total of 4 shots ?


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