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Tau, Buildings and Off-Table artillery

 Post subject: Tau, Buildings and Off-Table artillery
PostPosted: Tue Jul 24, 2007 6:19 am 
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Hey all,

I'm back again and busy beating on the Tau horse.

First: While trolling through my Tau list, I noticed one glaring weakness for the Tau: They cannot destroy buildings.  At all.  Since removing the Vectors to the Options Book, the Tau no longer have the ability to take out buildings as they have no Artillery and no weapons listed as damaging or destroying buildings.

Now the Tau are not ones for collateral damage.  They avoid inaccurate weapons like bombs and indirect artillery due to the fact that they do not want to cause friendly fire incidents.  Still, they are anything but stupid and I think they would certainly retain the ability to destroy enemy buildings, particularly enemy fortifications.

So, should we add/modify a weapon for the Tau to affect buildings?  My vote is an emphatic "YES" as I certainly think the Tau would do this.  My answer is to allow Tracer Missiles (and only Tracer Missiles) to affect buildings.  There aren't many Tracer-armed units in the list (Morays, Mantas and Scorpionfish actually) so it won't be game-breaking.  Plus the Tracers aren't particularly powerful and would be minutely more effective at killing buildings than Imperial Basilisks are (-2TSM for Basilisks vs -3TSM for Tracers).

Next: Off-table artillery.  Should the Tau get it?  Again my vote is "Yes" but not like other armies.  The Tau would use off-table Tracer and Submunition Missiles from orbiting ships or distant Scorpionfish units.  They can only be fired at units that are marked with a Markerlight (removing the need for Forward Observers).  For example:

Tracer Missile Salvo
Tracer Missiles: 2 Dice, To Hit: 4+, TSM: -3, Pen +1, Damages Buildings.
1 VP

Submunition Salvo
Submunition Missile: 12cm Template; 6BP, TSM: 0, Ignores Cover, Must be centred over Markerlight-marked target, not Artillery.
2 VPs

Opinions?

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 Post subject: Tau, Buildings and Off-Table artillery
PostPosted: Tue Jul 24, 2007 6:58 am 
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I agree the Tau should have some way to affect buildings, but I think it should be very bad at it.  I.E. Similar to the Eldar and their one proper barrage weapon....the Titan Missile wing :) ).  For that reason I don't think the Tracer is a balanced choice....it's a fairly uber weapon already.  Why not the Skyray missile launcer unit you added?  I think that would be appropriate.

For offboards, yes again.  I think they both look ok, but the Tracer option should be 2VP not 1.

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 Post subject: Tau, Buildings and Off-Table artillery
PostPosted: Wed Jul 25, 2007 12:42 am 
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The reason I suggested the Tracer is because its the only weapon the Tau have that I think could reasonably affect a building enough to at least damage it.  The Stingray's Submunition Missile is not artillery because it doesn't use a blast to affect models under the template but rather has many drone sub-missiles that are released and home in on targets (hence the reason it ignores cover).  So I don't think it would harm buildings at all.

The other option is to allow the Hammerhead Mk IV tank with the Missile Pods to damage buildings (they currently cannot).  They are:
50cm, 3BP@, -1TSM.
This gives you a chance at least and also a reason to field the Missile Pod Hammerhead.

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 Post subject: Tau, Buildings and Off-Table artillery
PostPosted: Wed Jul 25, 2007 2:12 am 
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Hi!

Agreed. Add a weapon that can affect buildings. The Tau are pragmatic and would use such weapons if needed. They should be missiles and pretty precise.

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 Post subject: Tau, Buildings and Off-Table artillery
PostPosted: Wed Jul 25, 2007 4:51 am 
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I understand the reasoning behind the Tracer, but I kinda imagine a missile with a Penetrating value as being similar to a modern APFSDS round with a ultra hard, ultra high velocity, very small diameter penetrator.

In any case, I think the Mk3 Hammerhead is an outstanding choice.  Particularly as it make the unit worth taking and that's always a good thing!

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