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Comments on v5.0

 Post subject: Comments on v5.0
PostPosted: Sat Feb 21, 2009 8:13 pm 
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Doesn't the fact that the Tau tanks are relatively slow mitigate some of the problems with them?

Also, why not start with a high point cost for the cadre, then trim it [as req'd] when more batreps become available. Say 450.

As it stands, 375 seems rather cheap for what the cadre can do, relative to LRs, Falcons, and Fire Prisms.

So why isn't increasing their point cost an option? I doubt the generic player-off-the-street wants a 'focused' playlist if it means that every tau [3rd phase expansion] army will look the same.


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 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 5:58 am 
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Quote: (Onyx @ 21 Feb. 2009, 00:31 )

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).

One wonders how long it would be until The Real Chris would start using it! :vD

Perhaps it might be an idea to enforce at least some fire warrior attendance in the army? A 1+ choice in the same manner as they are in 40K perhaps? Although I must admit that I too see some difficulty in finding a use for fire warriors in the tradional sense, they aren't that hard to push off an objective and their firepower isn't that great for shooting with, in a way it might have been a better idea to have options for etherals in every formation to further encourage them to flee a little less.

Overal, the direction appears to be mostly good. I'm personally glad that the silly things like turrets being buried just about everywhere in case of a battle and self targetting seeker missiles have been deleted.

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 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 6:26 am 
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Regarding AMHC...

Also, why not start with a high point cost for the cadre, then trim it [as req'd] when more batreps become available. Say 450.

As it stands, 375 seems rather cheap for what the cadre can do, relative to LRs, Falcons, and Fire Prisms.

So why isn't increasing their point cost an option? I doubt the generic player-off-the-street wants a 'focused' playlist if it means that every tau [3rd phase expansion] army will look the same.

Simply?

Are you taking into account their lack of reinforced armour in comparison to the LR? Or their speed vs the falcon and it's transport capability? Or the Lance ability on the Fire Prism?? If you're talking a boost to a Lance ability for the HH I'd be happy to look at a cost increase.

Otherwise I'd say increasing their points is a bit arbitrary and uncalled for. This has been discussed ad nauseaum in the past and points have settled into an "agreed form". Not attacking you Semaj, just telling it like it is.  :;):


On the earlier debate regarding Fire Warriors not being popular, I laugh everytime I hear this. It's amazing how many times people moan about FWs. People want them to be so much more than they are but they're not willing to even simply try having a 4+ FF, or even a +1EA in FF. Until people want to think outside of the box on this, FWs will always be average IMO and I don't see much changing I'm afraid. Which means people will always want to take armour or crisis suits over them.

Case in point. Look at Onyx's choice. He takes Suits and Armour as he feels FWs suck because they don't do anything to help win a game (I'm paraphrasing). If one man can see this others do too. Like he said, 16 + shots at enemy in cover means very few hits in what means their certain death in response to a massed attack from those enemy.

At least with a 4+ FF FWs become a little more useful and aggressive on the table.

This is a tired argument and it's always ignored, I know, but seriously FWs suck a bit.

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 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 7:01 am 
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Obviously, in this game, formations are assigned point values based on their most 'abusive' use.

How can the different cadres be abused?

It has been stated/implied that an all-skimmer, all-AV list is an abusive use of the AV cadre. Is this really an over-the-top situation? Does it compare to the all-Warhound army that AMTL v2 allowed? (I ask because that would give me a frame of reference that I could understand)

How can the fire warrior cadre be abusive? If they were 175 points instead of 200 points, would it be more obvious how they could be abusive? If they point-per-unit cost seems correct at 25pts, can the number of units in the formation be varied +/- 2 units to get a better sweet-spot?

I think this will be my last post in this thread, like I stated in my first post, I don't have a dog in this fight. I think I've gotten wrapped up in playing the devil's advocate here. Still, I think it would be a mistake to ditch the armored cadre. There is nothing wrong with a all-AV, all-skimmer army. I don't think any generic force would have too hard a time counting them (even orks, who may have crappy FF values, but they sure do have a lot of them). Without a third cadre, the list just seems like an Eldar list with different clothes on.


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 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 7:26 am 
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Suggestions to make Fire Warriors worth using -

- Up the Pulse Rifles to 2xAP4+
- Change the Pulse Rifles to 2xAP5+ Disrupt
- Change the Pulse Rifles to 2xAP5+ Ignore Cover

I really don't know what else to do. I believe their FF should be 4+ (fluffwise) but I also appreciate the present stats and the way they help guide the Tau player into playing as a Tau army should. The above examples also help to portray that death at close range effect we have talked about before.

With the above examples, the FW's initial attack would be more effective and reduce the inevitable, counter-attack/FW destruction that usually follows.

Maybe it's a bit late to be discussing this now though...




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 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 9:16 am 
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My personal fix for FW is to give them ML...

But the fact is that FW are, outside the context of the Tau list, excellent mechanised infantry. Seriously, most lists would kill to have them as an option. If they were in the Guard list Storm Troopers would become obselete. It's only when compared to the other underpriced options available in the Tau list that they seem weak in comparison.

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 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 9:24 am 
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So what would you like to see the Fire Warriors actually do? I think it's a more effective approach than looking on where to prop them up. They're failing to do... whatever it is that they're failing to do (holding objectives and killing infantry were mentioned).

What of those weeknesses should they retain (this shouldn't ever be forgotten when considering things like this), and which of them should be mitigated somehow, all by accordance with the fluff and the gameplay considerations?

Oh, and as zombocom said, are they bad by looking at themselves or is it that the rest of the list is just better?





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 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 9:39 am 
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Quote: (vytzka @ 23 Feb. 2009, 08:24 )

Oh, and as zombocom said, are they bad by looking at themselves or is it that the rest of the list is just better?

TRC is offline at the moment, but in the past he has frequently observed that FW are inferior to many / most Tau alternatives which is why they are generally shunned. But compare them with IG, Eldar Guardians and Ork Boyz and they look quite good. At this point the FW proponents will point out the additional advantages enjoyed by those troops (Farsight and an avatar, Grotz or cheap transport) and as Dobbsy said earlier, the argument circles again.

How much of this debate depends on How the FW are actually used? Just to pick on a recent statement, Onyx says they suck at holding Objectives - but isn't that supposed to be contrary to Tau philosophy?? Surely they ought to suck if used inappropriately.

So just how should they be used, and in conjunction with what other formations and circumstances?

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 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 10:33 am 
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Fire warriors are quite a large fm compared to most Tau ones and take some effort to break.

A FW cadre with some form of ML add on (I prefer the skyray)has definate potential. Advancing on a target and firing gets them 16 x Ap 5 shots + the fish shots and then 6 guided missile shots.  Retaining the initiative then allows a Scorpionfish or any other GM carrying unit to lay additional massive hurt.

The trick to FWs (As in 40K) is to strike first with massive overwhelming firepower by using their maneuverability and combined arms so that any assault related retaliation is negligable  due to the damage they just caused on the target unit and then getting the hell out of dodge.  Playing Tau is about patience and then instituting the killing blow.  

I also agree with the above statements that FWs are pretty good infantry all things considered.  5+ FF with a 5+ save is really not that bad compared to a lot of basic infantry out there.


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 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 11:24 am 
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The trick to FWs (As in 40K) is to strike first with massive overwhelming firepower by using their maneuverability and combined arms so that any assault related retaliation is negligable  due to the damage they just caused on the target unit and then getting the hell out of dodge.  Playing Tau is about patience and then instituting the killing blow.


DING, DING, DING!!!

We have a winnah! There's a lot of wisdom in that statement.

And semajnollissor, just because you don't think you have a dog in this fight, doesn't mean you aren't contributing. I am reading your comments as well (I read all of them).

Cheers,




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 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 12:20 pm 
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Perhaps Devilfish upgrade should be mandatory for FWs then, to hammer that point home? If for whatever reason you wanted fishless FWs, those could be added as a support option but the core troops would be mobile by default.


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 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 12:30 pm 
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They can ride in an orca for a pretty good ground attack formation too. I wouldn't limit them to mech only.


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 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 12:55 pm 
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Firstly, I applaud you for cutting the Tau list back to one single page! I was allways annoyed that Tau were the only main list which spread over two pages. I really like how Epic:A fits a whole army list on one page.

Secondly, please cut either the Hammerhead cadre or the Hammerhead support group.

Thirdly, I would like to see that you incorporate the Kroot into the normal support formation. It is kinda weird that Tau have two different kinds of support formations.

Maybe the last two points could be combined? Cut the Hammerhead Cadre, move Kroot to the Support Groups and raise the number of Support Groups that may be taken per Cadre to 3.
That should balance that Kroot are now part of the Support Group limit and that the only way to take Hammerheads is to take them as a Support Group. The advantages are that the list has a clear focus on FW and Crisis, but still allows to take many Hammerheads and other tanks. At 3000 point you could take 2 cadres (e.g. one FW and one Crisis) and 6 Support Groups. With some Upgrades and half the Support Groups being maxed Hammerhead formations, you are already over 2000 points. The rest may be spent on Air Caste formations and voilá: Still many tanks and WE / flyers with only one of the dreaded FW formations!


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 Post subject: Comments on v5.0
PostPosted: Mon Feb 23, 2009 3:00 pm 
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If they were in the Guard list Storm Troopers would become obselete.

When Storm Troopers are a core formation, this statement will be applicable.

How much of this debate depends on How the FW are actually used? Just to pick on a recent statement, Onyx says they suck at holding Objectives - but isn't that supposed to be contrary to Tau philosophy?? Surely they ought to suck if used inappropriately.
Ginger - I know that you know how to win a game of Epic and controlling Objectives is the best way. FW's are too easy to push off Objectives. This is not about how I use them, it's about what they are capable (or not) of doing.

Advancing on a target and firing gets them 16 x Ap 5 shots + the fish shots and then 6 guided missile shots.
If the Tau player actually get 16x AP5+ shots, then the opponent isn't very experienced at Epic. In my eperience that NEVER happens unless the opponent wants it to (ie setting a trap).

The trick to FWs (As in 40K) is to strike first with massive overwhelming firepower by using their maneuverability and combined arms so that any assault related retaliation is negligable  due to the damage they just caused on the target unit and then getting the hell out of dodge.  Playing Tau is about patience and then instituting the killing blow.
Ding, ding, ding indeed.
So eveytime you want to use FW's, you have to declare a Coordinated Fire (chewing up multiple activations) to make them effective. I have already spelled out why a single FW activation is generally not very useful.

I also agree with the above statements that FWs are pretty good infantry all things considered.  5+ FF with a 5+ save is really not that bad compared to a lot of basic infantry out there.
Agreed.
Unfortunately, this isn't about a comparison to other armies but rather being forced to take a formation when there are clearly more effective options in the list.
The solution is not about removing the other options either... (before some smart alec brings it up again  :tongue: )
How are the Tau 'Death Incarnate at short range' as has previously been mentioned as the 40K experience?

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