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Vior'la Tau - Developmental V1.9

 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Sat Apr 11, 2015 9:15 am 
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GlynG wrote:
I just wanted to chip in that I'm not keen on the Moray. It seems annoying and unnecessary - I don't think the Tau list should have a better, flying Warhound equivalent in their list. A Warhound can be killed in CC by a decent attacker e.g. Terminators, Landa assault, ect but the Moray couldn't be plus it has integral AA to boot. The core Tau list lacks in the this sort of department true; but lists are characterised by what they don't have as well.

If they are in they definitely should count towards the air and titans 1/3, as currently not doing so allows a Tau player to field more tough, fearless, long-range support craft that most armies can deal with. I also think they should cost 325 rather than 300 too, but the 1/3 is the most important change. I'm cross-posting this here and the Moray thread as wasn't sure which was the more appropriate.


I took the Morays to boost my AT capability, some longer range MW fire mostly.
Having them outside the Air/Titan Third was encouraging. The mobile AA was a bonus.

I used my AX-1-0 models partly because the Moray seemed like a plausible alternate set of stats for the heavy bomber. The Manta a spacecraft drop ship gets treated as a support craft on the table. Having an AX-1-0 behave in the same way would make them more attractive (to me). Anyway, with the Riptide Suits in this list I'd probably leave these providing the MW support. No need to have a fan-inspired annoying unit in the list?


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 Post subject: Re: Vior'la Tau - Developmental V1.3
PostPosted: Fri May 29, 2015 5:30 am 
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Vior'la Tau - Developmental V1.3 has now been released

The new files can be downloaded from the first post in this thread. The list has been pretty stable for the last 6+ months, and has now reached a stage where I would now be happy to put it through the approval process.

Following is a list of the major changes:
[] The Moray has been removed. Sorry, but this controversial formation has never really gained widespread acceptance, and it isn't a vital part of the list. There are other more specialised units that can fill each of its roles, and since it isn't required I think the list will progress to Approved faster without it.
[] The Hammerhead entries have been brought in line with Tau 6.8 and formatted the same way.
[] Armour Penetrator has been changed to Lance to match 6.8. Note that since the only Tau weapon with this rule isn't capable of firing at infantry it is effectively the same but now doesn't require a new rule.
[] The Protector II has an optional 'Gravitic Trace Salvo' attack. This would have to be used as a weaker alternative to the 2x Pinpoint titan killer shots, but makes the ship more appealing in Titan-free metas.

As always, feedback and play tests are welcome.


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 Post subject: Re: Vior'la Tau - Developmental V1.3
PostPosted: Sat May 30, 2015 9:50 pm 
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I notice that the Stealth Suits still have FF4+. Which I think is entirely justified given all those huge Burst Cannon and in the context of a list that can take a Cadre Fireblade, upgrade to FF4+ on Crisis and Firewarrior Cadres.


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 Post subject: Re: Vior'la Tau - Developmental V1.3
PostPosted: Sun May 31, 2015 8:43 am 
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Andrew_NZ wrote:
I notice that the Stealth Suits still have FF4+. Which I think is entirely justified given all those huge Burst Cannon and in the context of a list that can take a Cadre Fireblade, upgrade to FF4+ on Crisis and Firewarrior Cadres.


That's likely to change to FF5+ match the main Tau list. Sorry, bargain hunters, but I am trying to keep things in line with Tau 3rd Phase Expansion as a general rule.
It may be possible to give Stealths access to Cadre Fireblade as an upgrade however, meaning that a player could get the coveted FF4+ but have to pay for the privilege. How would that sound as an option?


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 Post subject: Re: Vior'la Tau - Developmental V1.3
PostPosted: Sun May 31, 2015 7:42 pm 
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Matt-Shadowlord wrote:
It may be possible to give Stealths access to Cadre Fireblade as an upgrade however, meaning that a player could get the coveted FF4+ but have to pay for the privilege. How would that sound as an option?

Cadre Fireblade sounds perfectly reasonable. And the Bonded Team upgrade? Perhaps not for lone stealth types?

I think you should keep the Gun Drone upgrade in. And with the Gun Drones that are added get Teleport as well. My impression was that the rule that was rejected (voted down) was the re-roll on the 1 for BMs. Two extra Gun Drone units throwing 1s for BMs seems an entirely reasonable negative to go with the slight situational boost.


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 Post subject: Re: Vior'la Tau - Developmental V1.3
PostPosted: Tue Jul 14, 2015 8:19 am 
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Steve54 wrote:
Might try some planetfall, offload Crisis Suits which coordinate fire and then, maybe, get back into the Orca with jetpack extra move.


I tried that in a game last weekend. I'd left the Orca as late as I could, my very last activation of the turn, so the enemy only have one distant unit left to move and shoot with.


It did not end well :D

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 Post subject: Re: Vior'la Tau - Developmental V1.3
PostPosted: Wed Jul 15, 2015 7:47 am 
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So just testing the waters with this version of the glorious Tau (tried taking some pointers I was given from the other thread)

Vior'la Fire Warrior Cadre- 6 fire warriors, 3 devilfish, cadre fireblade, 2 pathfinders, 1 devilfish, 1 skyray
450 points
Crisis Battlesuit Cadre – 4 suits plus a Shas’o, 2 gun drones, cadre fireblade,
375 points
Armour Group – 6x railhead, 1 skyray
400 points
Armour Group – 6x railhead, 1 skyray
400 points
XV104 Riptide Formation – Shas’el, 3 riptides, 2 shielded missle drones,
375 points
Recon Group – 3 tetra, 2 piranha
150 points
Recon Group – 3 tetra, 2 piranha
150 points
Barracuda squadron
150 points
Tiger Shark AX-1-0 – 350 points
Sun Shark Bomber Squadron – 200 points


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 Post subject: Re: Vior'la Tau - Developmental V1.3
PostPosted: Wed Jul 15, 2015 7:49 am 
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I think I need to work an Orca in still but not sure what to drop


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 Post subject: Re: Vior'la Tau - Developmental V1.3
PostPosted: Wed Jul 15, 2015 9:11 am 
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Caz wrote:
I think I need to work an Orca in still but not sure what to drop


If your willing to part with the AX-1-0's then I'd suggest.

Loose the AX-1-0 formation and replace them with a an orca and the spaceship. That way you'll still retain hitting power against warengines (weaker admittedly but it can't be protected against by AA and interceptors).


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 Post subject: Re: Vior'la Tau - Developmental V1.3
PostPosted: Wed Jul 15, 2015 10:58 am 
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had not even thought about a space ship

will give both a whirl thanks for the tip


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 Post subject: Re: Vior'la Tau - Developmental V1.3
PostPosted: Thu Jul 16, 2015 9:12 am 
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I just noticed a two typos in the Vior'la stats document. I base this on the asumption that you want stats to be the same between this list and the approved 6.8 list.

The stealth suits have a FF of 4+ in Vior'la but only 5+ in tournament pack list.
The broadsides have a range of 75 cm for their railguns, this has been nerfed in the approved list to 60cm.


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 Post subject: Re: Vior'la Tau - Developmental V1.3
PostPosted: Thu Jul 16, 2015 11:16 am 
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Thanks for pointing that out. Working on my tau list at the moment to figure in what I want to build and paint for 3k. good stuff to know!

This is what I came up with for the list. Didnt get in all I wanted but figure it has good balance? Second list has 10 activations. Not sure on how many Tau aim for a turn. First one is only 9. First one is also mainly there ito try out the big manta I have :)

6 Fire 3 Devil- 225
6 Fire 3 Devil 1 Sup Commander -325

4 Railhead 1 Skyray - 325
4 Railhead 1 skyray - 325
6 Boradside - 300
6 Broadside - 300
6 Pathfinder - 200
3 Riptides 1 Leader 2 Shield Missile Drone - 375

1 Manta - 625

or


4 Crisis Battle suit 1 Sup Commander 1 Fireblade - 350
6 Fire 3 Devil- 225
6 Fire 3 Devil -225

4 Railhead 1 Skyray - 325
4 Railhead 1 skyray - 325
6 Boradside - 300
6 Broadside - 300
6 Pathfinder - 200
3 Riptides 1 Leader 3 Shield Missile Drone - 400

2 Tiger shark AX1-0 - 350


Last edited by scourn99 on Thu Jul 16, 2015 11:57 am, edited 1 time in total.

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 Post subject: Re: Vior'la Tau - Developmental V1.3
PostPosted: Thu Jul 16, 2015 11:44 am 
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Borka wrote:
I just noticed a two typos in the Vior'la stats document. I base this on the asumption that you want stats to be the same between this list and the approved 6.8 list.

The stealth suits have a FF of 4+ in Vior'la but only 5+ in tournament pack list.
The broadsides have a range of 75 cm for their railguns, this has been nerfed in the approved list to 60cm.


Thanks, there is a new version due to go up tomorrow that changes these and a couple of other items (eg hammerhead upgrade pricing).


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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Fri Jul 17, 2015 4:55 am 
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News:
Version 1.4 is now available to download in the first post of this thread.

The changes are minor, and most are to bring units in line with the current version of the primary Tau list. These include:

[] The stealth suits FF reduced to 5+. Stealth suits gain access to 'Cadre Fireblade' upgrade.
[] The broadsides railgun range reduced to 60 cm
Hammerhead upgrades:
[] Add Two Hammerhead (Ionhead) Gunships 75pts
[] Or add one or two Hammerhead (Railhead) or Hammerhead (Fusionhead) Gunships 50pts each
Other Changes:
[] Razorshark Strike Fighter changed from armour - to armour 6+ to represent speed. Note: I've only seen this formaton used once in over 70 playtests. The stats are poor on purpose; It's worth trying as a dedicated interceptor.
Other fixes:
[] Typo where Riptide missed Walker in recent stat sheets fixed

Enjoy!


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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Tue Jul 21, 2015 5:05 pm 
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I don't see riptide in the list as a choice, am I missing something. Version 1.3 or 1.4

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