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Assault/Engage question

 Post subject: Assault/Engage question
PostPosted: Fri Apr 09, 2004 3:04 pm 
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Okay, in an assault, you figure up your hits with your CC and FF attacks, including any MW and extra attacks.  Okay.  Got that.  How do you determine who gets the MW attacks?  Because the rules say you remove pieces starting with base to base first, so if the piece that attacked with a MW loses its target before you get to its attack, what do you do then?  Is its attack lost, or what?  Sorry if this sounds confusing, but I am kinda confused.  The rules say just count up your hits, implying that FF and CC hits are counted together.  Any clarification would be appreciated. :-:

my 2cents,

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 Post subject: Assault/Engage question
PostPosted: Fri Apr 09, 2004 3:24 pm 
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Reading section 2.2.6, I would say that all cc and ff hits are rolled and allocated (and saving throw rolled) first, THEN the extra attacks from MW's are worked out. It states that hits from macro weapons can ONLY be applied to units that are in a position to be hit by that weapon. (ie: base contact/weapon's range), so I would say that the extra attack was lost if it couldn't hit.

When you head in for an assault, you simply have to decide whether or not to commit your MW units further into an enemy formation (eg: Warlords leading a charge into battle), so that after the first kills are removed from the front of the enemy formation, your MW weapons are still useable on those enemy further back. It's simply a tactical decision you have to make.

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 Post subject: Assault/Engage question
PostPosted: Fri Apr 09, 2004 4:36 pm 
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Yep. All "normal" CC and FF hits are allocated together (starting from base-to-base and then gradually allocating futher away).

Then roll saves

Then allocate MW hits, if the target is lost, you don't get the MW attack. Jervis said this was intentional because he didn't want CC macro weapons to become to powerful like power weapons in WH40K.


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 Post subject: Assault/Engage question
PostPosted: Fri Apr 09, 2004 11:50 pm 
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Okay I get it now.  Thanks guys. :D

my 2cents,

iblisdrax

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 Post subject: Assault/Engage question
PostPosted: Wed Aug 18, 2004 11:12 pm 
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Eric-Chern and I had a game yesterday (17 Aug 04) at Hobby Monkey in Rocklin, CA: 3,000pts Nids vs. SMs...

It was nearly an identical game to the one that Chuck and I played... the Nids did a pretty darn good job of stomping the SMs with a Dominatrix-led super Gaunt horde.

---

Eric brought the following SM units to the field:

- x1 Tactical Squad with commander
- x1 Devastator Squad with Razorbacks
- x2 WW detatchments
- x1 WW detatchment with a Hunter upgrade
- x4 Landspeeder detatchments, each totally upgraded to Tornados with a Librarian each (to beef up CC)...

It was a relief to finally not face Eric's maximized Termie list!

I, the Nid player, brought:

- Dominatric-led Gaunt Horde
(I think it had 57 stands of Gaunts!... x4 Zoanthropes and x2
Ravagers)
- Hive Tyrant-led Gargoyle Horde
(It had x2 Zoanthropes and the x3 Tyranid Warriors as well as about 23 stands of Gargoyles)
- Hierophant Bio-titan
- x3 Genestealer independants (to hold objectives)

---

After two turns, the Nids had lost a lot of stands, but weren't
hurting too bad despite the Hive Tyrant Horde taking a real pasting.

After two turns, the SMs learned respect for Nid Hordes: they lost the Devastator detatchment and two or three Landspeeder detatchments.

At the end of turn two, the Nids were in place to pulverize the
remaining SM detatchments and Eric and I called it a game. Eric and the SMs fully had one objective and had one contested objective.

Maksim fully had four objectives and contested one additional
objective.

Eric and I came to the conclusion that the Nid list could use some MORE playtesting... LOL :)

---

Shalom,
Maksim-Smelchak.

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 Post subject: Assault/Engage question
PostPosted: Thu Aug 19, 2004 3:33 am 
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Damn Bugs... :{

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 Post subject: Assault/Engage question
PostPosted: Thu Aug 19, 2004 9:52 am 
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We need more chem weapons against these little pests :D
Cheers.

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 Post subject: Assault/Engage question
PostPosted: Thu Aug 19, 2004 11:11 am 
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Yes, load a couple of flights of Vultures with bug spray and let them have it, should be no problem (after the 'nid lists have been tweaked of course)

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 Post subject: Assault/Engage question
PostPosted: Tue Nov 16, 2004 1:50 am 
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Hello!

I'm a Tau player realtivley new to the Game of Epic and completely new to this Forum, so please forgive my Ignorance.

Firstly, are there any better versions of the Tau rules than the v3 rules from Fanatic?

The Discretion over Valour rule is terrible! You just don't get engaged, by anyone or anything! I won't be using this rule at all (its way over the top), I will be using the counter charge away from the enemy though.

Tau Infantry are too good compared to thier 40K counter parts (using the general translation from 40K to Epic where IG and SM are the example).

The Crisis suits have too many guns! Crisis suits units should only have 3 Guns rather than 4 (Always Having Pulse Rifles, you choose 2 Burst cannons or 2 Fusion blasters or 1 of each. And an option to upgrade one base per formation to have 2 Missile Pods instead of Fusion Blasters (AT3+ instead of AT4+) or Burst Cannons.

*I think representing the Models will be tough (as you really have to look to see their guns) but it isn't impossible, what do you think? Either way they really need some sort of choice!

I think the Missile pods should be an upgrade (like the Skyray)
as they are so good! The Fusion Blasters should be more effective than AT4+ so I'd change them to AT3+.

The Commander unit should have the original v3 stats (as they ALL have hardwired junk aswell as the Crisis suit coolness).

Fire Warriors should only have 1 Markerlight per 2 bases AT6+ as AT5+ every base is just crazy (only 'one' guy has a Markerlight).

Pathfinders Carbines should be AP5+ instead of AP4+.

Stealthsuits on the other hand haven't got enough guns (or rather shouldn't have 1 really good one), and so should have 2 x AP 4+ instead of 1 x AP2+.

The Manta is CRAZY in v3 it can shoot its obviously Fixed Forward arc Ion Cannons backwards! Also the Burst cannons don't get enough shots: should have 2 x AA 5+, 3 x AP4+, NOT 2x AP 2+.

The points in general are a little 'off' but that is to be expected until allot more playtesting is done.

But the Krootox is worth either 5 or 10 pts, not 15 (after all its only a little extra fire power).

Any reply will be appreciated.

Cheers,

RayB

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 Post subject: Assault/Engage question
PostPosted: Tue Nov 16, 2004 4:52 am 
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Just curious, did you post this feedback in the Tau forum as well?

dafrca

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 Post subject: Assault/Engage question
PostPosted: Tue Nov 16, 2004 12:38 pm 
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Methinks the reason for burst cannons getting such a good to-hit roll is the number of shots they are putting out; compare and contrast to the heavy bolter or the assault cannon - both have the same or more) shots in 40k, but neither have multiple shots in Epic. It also prevents one burst cannon being able to kill two stands in Epic, compared to 3 men in 40k.

Consider it a necessary abstraction.

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 Post subject: Assault/Engage question
PostPosted: Tue Nov 16, 2004 3:22 pm 
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Welcome to the forum, Raysokuk!  While not a Tau player (for lack of funding :( ) I have found that there isn't an exact translation from 40k to Epic in all cases, and it would be unwise to attempt it, for playability reasons.  Of course , this would be my opinion...nothing more.

:)

my 2cents,

iblisdrax

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 Post subject: Assault/Engage question
PostPosted: Tue Nov 16, 2004 4:46 pm 
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I collect Epic Tau, all are still in the bags. I thought the  rules were pretty good, but I realize they are still a WIP.  So I have been "waiting" ...  Plus I have been slowly working on my other armies, so the Tau are not a priority for me right now ... :)

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 Post subject: Assault/Engage question
PostPosted: Wed Nov 17, 2004 12:16 am 
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I'll do a quick all in one,

I haven't posted these ideas anywhere else.

The reason I'd put Burst cannons as 2 shots is to bring them in line with the Crisis suits (obviously not eqivilents tho'), in between FireWarriors and Crisis suits, in V3 they're worse in firepower than Firewarriors. So its the inbetween stage and 1 shot IMO doesn't cut it. I have noticed the trend to try and keep the number of dice rolls down but I think this is one of the cases not to.

It is apparant that some units have been tweeked for playability in Epic (such as SM scouts). So I am keeping that in mind, I just thought an 'accurate' (more so at least) representation of the Tau 40K units in Epic would steer them away from the insanity of a rock solid 4 gun infantry stand and having Firewarriors as tank killers!

The Tau v3 rules are broken IMO, but not all in overpowering ways, it just needs to find a ballance between Super Infantry and small weak Tank formations.

What does 'WIP' mean?

Cheers RayB

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 Post subject: Assault/Engage question
PostPosted: Wed Nov 17, 2004 12:24 am 
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"WIP" =  Work In Progress

:D

my 2cents,

iblisdrax

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