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Comments on v5.0

 Post subject: Comments on v5.0
PostPosted: Fri Feb 20, 2009 5:38 pm 
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Quote: (nealhunt @ 20 Feb. 2009, 16:33 )

Not that I favor the approach, but if you wanted the Tau tanks to be able to avoid terrain checks but not pop up or force FF, Jump Packs would be the answer.

Shockingly brilliant in its simplicity, Neal!

Are Tau tanks considered "fast" in 40k?

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 Post subject: Comments on v5.0
PostPosted: Fri Feb 20, 2009 5:41 pm 
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Quote: (shmitty @ 20 Feb. 2009, 16:10 )

Quote: (Mephiston @ 20 Feb. 2009, 09:57 )

To help me with the peer review I did a quick solo game with all skimmer tau v marines.

Nice batrep,

The air caste units are one of the biggest changes at this point.  How did they feel?  Was the firepower appropriate for the AX-1-0?

It looks like you didn't have trouble getting units marked for your Stingray and Scorpoionfish, was that the case?

Did the all-skimmer nature of your list hamper your SMs assault effectiveness?

Now all of this was based on pre 5.0 release so take it with a pinch of salt.

The AX-1-0's felt ok for the points. Barracuda's failed too many activations to really get a feel for them.

With the amount of markerlights I took (tetra's and skyrays) I had no shortage of markerlights. I'm slightly unsure about 90cm but again much more testing will be required to confirm my initial gut feeling.

The all skimmer was taken to basically remove CC from the opposition. Against marines this does take away the one advantage they normally have.


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 Post subject: Comments on v5.0
PostPosted: Fri Feb 20, 2009 6:10 pm 
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Quote: (Mephiston @ 20 Feb. 2009, 16:41 )

The all skimmer was taken to basically remove CC from the opposition. Against marines this does take away the one advantage they normally have.

That's going to hit Orks and Tyranids pretty hard as well.

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 Post subject: Comments on v5.0
PostPosted: Fri Feb 20, 2009 6:12 pm 
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Yep, its the big selling point for a tournament tau army. One method of being attacked is gone. However next time I'll make sure I only have one formation as a BTS!  :oo:


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 Post subject: Comments on v5.0
PostPosted: Fri Feb 20, 2009 6:41 pm 
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Quote: (Mephiston @ 20 Feb. 2009, 10:41 )

The all skimmer was taken to basically remove CC from the opposition. Against marines this does take away the one advantage they normally have.

So maybe, instead of ditching the armor formation, it should be made so that it's points value prevents it from being abusive. Consider this: could a space marine player take all land speeders and be competitive? It seems doubtful to me. Remember, there is nothing out of the ordinary about having a formation with a point cost that doesn't equal the sum of the point costs of its units.

As for changing the Tau tanks from skimmer to jump pack, that would mean that they couldn't perform pop-up attacks anymore. Are you really willing to give that up?


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 Post subject: Comments on v5.0
PostPosted: Fri Feb 20, 2009 7:11 pm 
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On losing pop up, I can't think of any fluff that supports Tau vehicles doing 'pop ups' in any event, and they are portrayed as nimble hovering tanks not helicopter gunships.  

Perhaps jump packs thus would help with list power and fluffiness.

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 Post subject: Comments on v5.0
PostPosted: Fri Feb 20, 2009 7:36 pm 
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I'm not offering this point to shoot down the Jump Pack idea, but let's do keep in mind the historical context where all previous versions of the Tau looked for guidance.

Up until recently, all Tau vehicles were able to "pop up" over terrain features and hover over them while firing in 40K. So, I would say that there is a historical precedent for allowing the tanks to pop up and skim.

I will not deny that skimmers take away the CC values of units, but I seem to hear a tone behind the comment as if the Tau are FF monsters or that you can't attack them. They are not and you do not. So, yes, when you assault the Tau you give up your CC against them, but you may still FF them to death.

Just to make a point, not generalize, but are not tactical marines 4's across the board? What about Dev's they are 3's correct? So it's not like the SM's just stand there and look at the Tau floating over their heads.

Orks aren't that great at FF, but then you do tend to have a ton (metric or otherwise) of opportunities.

I'm sure there are counterbalancing arguments to the contrary, but it's very difficult to see this argument like all the rest of the armies are missing their pants in a game because the Tau skim.

I don't want that to sound harsh, because that is not my intent, but have you ever considered why a lot of Tau players fear assaults?




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 Post subject: Comments on v5.0
PostPosted: Fri Feb 20, 2009 7:54 pm 
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Quote: (Chroma @ 20 Feb. 2009, 16:38 )

Quote: (nealhunt @ 20 Feb. 2009, 16:33 )

Not that I favor the approach, but if you wanted the Tau tanks to be able to avoid terrain checks but not pop up or force FF, Jump Packs would be the answer.

Shockingly brilliant in its simplicity, Neal!

Are Tau tanks considered "fast" in 40k?

No.

Also, while I like Neal's idea if it solves problems, in re: Moscovian's batrep, I don't see how Marines, in particular, are that badly affected by the skimmer rule when it comes to assaults. Only 3 units in the list (Assault Marines, Scouts, Bikes) are directly affected, with lower FF values than CC, and a couple are even enhanced by it (not that anyone assaults that often with Devastators...) Terminators and Tac Squads are utterly unaffected.

Now, Orks are another story entirely, so there's certainly an argument to be made that an all skimmer tank list would be difficult for Ork armies (happy to let the Ork expert, Neal, chime in here) but you're still talking about formations that are so small as to still be adversely affected by suppression and breaking like all other Tau formations.





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 Post subject: Comments on v5.0
PostPosted: Fri Feb 20, 2009 7:57 pm 
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Quote: (Ginger @ 20 Feb. 2009, 09:41 )

Quote: (Jackwraith @ 20 Feb. 2009, 04:51 )

One typo: I'm assuming that Ion Cannon Tiger Sharks cost the same as AX-1-0 Tiger Sharks (350) and not the same as Barracudas (175).

No Jackwraith, there was a lengthy debate on the air caste units and formations which came up different costs for the Tigershark (275 for two) and the rarer but more powerfull AX-0-1-0 (350 for two)

OK, then. Different typo (275 for 2 Tigersharks, rather than 175.)


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 Post subject: Comments on v5.0
PostPosted: Sat Feb 21, 2009 1:31 am 
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Er... why?  How many war engines are you typically facing?

Typically, I'm facing E&C's Tech Guard list (which we love) the most (along with Steel Legion and various other Guard lists), so yeah, I'm facing lots of WE's.

One other point with regard to an Armoured Tau list-
Why are all the complainers, that think an all Armoured Tau army is too effective, going to change their minds just because there's a seperate list?

An Armoured Tau list is still going to be all Skimmer.
It's still going to have all the (supposed) issues that people are presently complaining about.

I fear that such a list would be shunned by many members and players that use it would be considered lacking in tactical ability (because, obviously, if they were good at the game they should be using the standard Tau list).
Anyone who likes Tau tanks isn't a second class player (and I'm not saying anyone has said as much yet but an armoured list could seem very powerful).

Mosc- I really want to believe that an armoured list is viable, but until the list designers even consider it a possibility, we have to make do with what we have.

My Ork army would not be adversely effected by an all skimmer opponent - I'm a BIG believer in Scorchas!!  :devil:

With regard to Fire Warriors - I consider them weak because they cannot hold ground. I've seen them pushed around by Guard, Eldar etc so easily that they have no place as a garrison force. Considering that most of their infantry targets are going to be in cover, AP6+ shots (even 16 of them) are not much use. They aren't a large enough formation to resist most assaults (unlike a Guard company).
Ther are many games where my FW's never fire a shot (the Devilfish are a different story but with the GM/ML rule, they will not be as useful either). The FW's simply stay out of trouble and try to claim/contest objectives at the last minute.

I've got some more Crisis Suits recently so I'm looking forward to using several groups of them as my core formations (along with an AMHC aswell).

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 Post subject: Comments on v5.0
PostPosted: Sat Feb 21, 2009 3:08 am 
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Onyx, an armored list is possible because you limit it the same way you limit every other list.  The IG and Eldar both have armored variants.  Minervans, for instance, have challenges of activation count built into the list.  While the list isn't perfect, there are few tweaks that need to be added in order to bring it into balance.  I certainly don't see them winning or losing in excess.

Onyx, if you have the time I am wagering you could put together a pretty decent Armored Variant right out the get-go.

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 Post subject: Comments on v5.0
PostPosted: Sat Feb 21, 2009 3:19 am 
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Quote: (Onyx @ 21 Feb. 2009, 00:31 )

One other point with regard to an Armoured Tau list-
Why are all the complainers, that think an all Armoured Tau army is too effective, going to change their minds just because there's a seperate list?

An Armoured Tau list is still going to be all Skimmer.
It's still going to have all the (supposed) issues that people are presently complaining about.

With an "armoured focus", such an army list could have different point costs for formations to "pay" for the abilities that present "issues"... which wouldn't come up in a "combined arms" list.

Other limits, such as fewer activations, no access to certain other units, and other changes would differentiate it from the current "core" list.

In the current list, I can take "full" AMHC formations, and then cheaper "support" formations... also of Hammerheads!  An "armoured focus" list would probably get rid of the "cheap" tank formatiosn and bulk up core formations instead.




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 Post subject: Comments on v5.0
PostPosted: Sat Feb 21, 2009 4:57 am 
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The IG and Eldar both have armored variants.


However, to be completely clear about this, an IG player can take very nearly all armor without hardly trying. They don't have to take a variant list. Sure, lots of people take the RHQ, but if someone really wanted to, they could take so much armor that you'd hardly notice the other units.

Now I am not using that as an excuse to keep the AHMC, but lots of lists can take all, or nearly all, armor.

What has yet to be determined is whether or not a heavy Tau armor + skimmer force = unreasonable advantage. In spite of the various opinions shared, that has yet to be determined through play testing.

It is something that we need to keep an eye on.

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 Post subject: Comments on v5.0
PostPosted: Sat Feb 21, 2009 6:58 am 
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Quote: (Honda @ 21 Feb. 2009, 03:57 )

[What has yet to be determined is whether or not a heavy Tau armor + skimmer force = unreasonable advantage. In spite of the various opinions shared, that has yet to be determined through play testing.

Actually Honda, I don't think that is the core of the argument.

In the peer review comments you posted it was suggested that Hammerheads be limited to support for background reasons or more importantly simplification.

Size of list - Overall I still think the list just has too many options to ever  really be sure its balanced. It  feels like 3 lists in one, Fire warrior base, Crisis suit based and armoured  cadre based. Without a true focus  balancing everything for tournaments will be a long and arduous process.


This is a great point and I think what Chroma, myself and others are trying to communicate in this thread.

I think the best argument for dropping the AMHC would be simplification of the list.  As has been suggested in this thread, one of the Hammerhead formations should go, either the support or the core.  

I really don't think the formation is imbalanced, but I also don't think it is necessary that it be a core choice.  As a support formation it is still amply available that you could make a Hammerhead heavy force while still having an all armored contingent of FW in DFs.

The Peer review group made some excellent suggestions for simplifying the Tau list:

Remove the AMHC
Remove either the Stingray or Scorpionfish
Remove the SC option form the Scorpionfish
Fewer upgrade options for formations

I don't think these suggestions were so much about balance as simplification and focus, which would make overall balance an easier thing to accomplish.

Conveniently enough, all of those units would work quite well in an Armored tau list (which could also see the return of the Moray and Swordfish).

I think as a group we did a great job focusing, simplifying and refreshing first the Air Caste and then the special rules.  That has been some of the most successful Tau development done in some time.  To me the next step is to focus and simplify the list as a whole, as has been suggested by the Peer Review.

my 02 cents anyway

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