Tactical Command
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Tau Version 6.01 Comments
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=23&t=16893
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Author:  Honda [ Mon Oct 12, 2009 9:32 pm ]
Post subject:  Tau Version 6.01 Comments

This thread is intended to collect corrections, battle reports (or links to), and observations.

It is not a wet towel to cry in.  :glare:

May the bleatings...er, beatings, begin.

Author:  Laylo [ Mon Oct 12, 2009 10:06 pm ]
Post subject:  Tau Version 6.01 Comments

Just 3 questions:

1. Why are the stingray gone? They are easilly convertable from the HH with twin linked missile pods. And this leads to question nr 2...

2. Will the experimental units, like the turrets, be back and usable with the list? This may be a little troublesome at the moment for people who got the minis but suddenly don't know if they can use them normally with the list.

3. Don't know if I like the +1 to hit bonus but with worse weapons now.  :rock:  I already had some tough times trying to make my marker units survive to turn 3, now it's gonna be hell. But I'll play a couple of battles before giving a final comment  :)

Sorry if any of those questions very fully covered in another topic.

Cheers, Laylo

Author:  Dobbsy [ Mon Oct 12, 2009 10:27 pm ]
Post subject:  Tau Version 6.01 Comments

15cm smart missile? Can I ask why the pitiful range? Seems a bit arbitrary given it's never been 15cm and no one has had an issue with it....

Broadside railguns 30cm range? lol

Stealth Multiple burst cannons 30m

Devilfish burst cannon 15m range




Author:  Vaaish [ Mon Oct 12, 2009 11:34 pm ]
Post subject:  Tau Version 6.01 Comments

Pirhana burst cannon: Burst Cannons & Gun Drones 15m?

sms range might be because it can only shoot about as far as a boltgun.




Author:  Evil and Chaos [ Tue Oct 13, 2009 12:39 am ]
Post subject:  Tau Version 6.01 Comments

I'm gonna go ahead and say that there are a lot of typos, and they're all my fault as I typed up the basic document for Honda ; I'm sure he'll put out a V6.02 very soon which fixes the typos.

Author:  Dobbsy [ Tue Oct 13, 2009 12:40 am ]
Post subject:  Tau Version 6.01 Comments

Skyray could use a drop in price now with a 15cm main (not AA)armament. No way is it worth 100 points now.

Quote: 

sms range might be because it can only shoot about as far as a boltgun

So we should get a price compensation then. Otherwise leave it as it is - this change has never been asked for and is completely out of the blue and IMO unnecessary. Change for sake of change is not a good development design.




Author:  Evil and Chaos [ Tue Oct 13, 2009 12:42 am ]
Post subject:  Tau Version 6.01 Comments

Quote: (Dobbsy @ Oct. 13 2009, 00:40 )

Skyray could use a drop in price now with a 15cm main (not AA)armament. No way is it worth 100 points now.

15cm gun is a typo.


If in doubt, the ***REFERENCE SHEET*** page at the back has the correct stats.




Author:  Dobbsy [ Tue Oct 13, 2009 1:24 am ]
Post subject:  Tau Version 6.01 Comments

Ah ha! ok good to know.

Author:  Honda [ Tue Oct 13, 2009 2:26 pm ]
Post subject:  Tau Version 6.01 Comments

Ok, as E&C stated, we do have editing errors in here and we'll get them worked out, cleaned up, etc.

I'm asking for a little patience on this as we'll get to them as fast as we can, but as E&C pointed out, the stat sheet should be correct for the most part.

I wanted to get the list into your hands as quickly as I could.

Quote: 

1. Why are the stingray gone? They are easilly convertable from the HH with twin linked missile pods. And this leads to question nr 2...


The Stingray has been removed because it did not fit within the design parameters that I outlined in a previous thread (look for something called "breaking the logjam").

In that thread, I listed some design principles that I felt characterized the Tau army (e.g. precision). As I evaluated the various units, some fit within that design framework and some didn't. I removed those that didn't. Some of those that I removed were my favorite units in previous lists, however, that wasn't the point of the exercise.

The goal was to set a framework so that the inventory of units remained consistent within Tau principles of warfare.

If you get a chance, you might give the thread a quick read and then at least you'll know where I'm coming from a design perspective.

Quote: 

2. Will the experimental units, like the turrets, be back and usable with the list? This may be a little troublesome at the moment for people who got the minis but suddenly don't know if they can use them normally with the list.


"Some" experimental units will eventually show up in the equivalent of the old "Section 6" of previous lists. For the time being, use the Counts As rule for finding a home for the other turrets.

Cheers,

Author:  GlynG [ Sun Oct 18, 2009 5:03 pm ]
Post subject:  Tau Version 6.01 Comments

Quote: (Hena @ Oct. 18 2009, 16:57 )

4. 6 sized Drone formations don't make much sense as you get 2 units in each pack (or used to and I don't think that if they come back that is changed). 4 was much more affordable formation size.

It's to fit in a Tigershark - a Tigershark has the capacity to transport 14 individual drones i.e. 3 stands. You could have formation sizes of 4 or 6 but just 6 seems best to me.

Author:  The_Real_Chris [ Sun Oct 18, 2009 5:14 pm ]
Post subject:  Tau Version 6.01 Comments

Also formations of 4 were cheap and popcornable.

Author:  Dobbsy [ Sun Oct 18, 2009 10:15 pm ]
Post subject:  Tau Version 6.01 Comments

Quote: 

1. Could the MW Hammerhead be removed. It doesn't help with the list and epic should be about turrets on AVs

Just to provide a balance here, I stongly disagree here. They help immensely. If you don't like them Hena, don't use them. I'm a bit confused by the quote about epic being about turrets on AVs... isn't that what these are?

Author:  Vaaish [ Sun Oct 18, 2009 10:18 pm ]
Post subject:  Tau Version 6.01 Comments

I think he meant shouldn't be about turrets and I agree in general, but I think there is enough precedent with IG and the nature of tau vehicles that it isn't an issue here.

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