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EA Tau Version 4.3.3

 Post subject: EA Tau Version 4.3.3
PostPosted: Mon Feb 06, 2006 11:51 pm 
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Hi, and good to see that you made it over here. A brief history of the Tau in Epic.

The HH contingent was the original formation for these things. The cadres were then expanded to give the Tau player more choice in his core choices. It was then found actually that the Tau had a problem with blast marker management, and the Networked Drones were added to attempt to deal with this.

So, in conclusion, yes the Networked Drones upgrade is important, and was added precisely for this. The HH contingent was hung over from before the HH cadre, but I do think that it represents a nice tactically flexible formation.

The contingent represents a cheaper alternative to the cadre, especially when you add an upgrade to tailor the formation. They make good flanking forces and breach-heads with a pop-up attack.

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 Post subject: EA Tau Version 4.3.3
PostPosted: Tue Feb 07, 2006 1:42 am 
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Well stated CS.

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 Post subject: EA Tau Version 4.3.3
PostPosted: Tue Feb 07, 2006 3:37 am 
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I would like to see the Sentry turrets make a comeback before we hit the vault.

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 Post subject: EA Tau Version 4.3.3
PostPosted: Tue Feb 07, 2006 1:10 pm 
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Quote (CyberShadow @ 06 Feb. 2006 (17:51))
Hi, and good to see that you made it over here. A brief history of the Tau in Epic.

The HH contingent was the original formation for these things. The cadres were then expanded to give the Tau player more choice in his core choices. It was then found actually that the Tau had a problem with blast marker management, and the Networked Drones were added to attempt to deal with this.

So, in conclusion, yes the Networked Drones upgrade is important, and was added precisely for this. The HH contingent was hung over from before the HH cadre, but I do think that it represents a nice tactically flexible formation.

The contingent represents a cheaper alternative to the cadre, especially when you add an upgrade to tailor the formation. They make good flanking forces and breach-heads with a pop-up attack.

thanks CS


but wouldn't HH Cadre option make the Tau list unusually powerful compared to the current lists?


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 Post subject: EA Tau Version 4.3.3
PostPosted: Tue Feb 07, 2006 5:11 pm 
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Quote (fracas @ 07 Feb. 2006 (06:10))
but wouldn't HH Cadre option make the Tau list unusually powerful compared to the current lists?

fracas,

Good question, has been covered in the past

1) it never has in several months of playtesting

2) the IG have an armoured co that can get upwards of 20+ modells and starts at 10 models, all have RA and each tank has 4 weapons.

Eldar can have 5 skimming main tanks in a formation that have some great weapons, spirit stones, hit and run rule, and have a better strategy to work with.

Tau AMHC cannot get as big as the IG and doesn't have the RA of the IG. Tau don't have the special rules, weaponry, or the strategy of the Eldar. They have a medium to large sized formation of hammerheads as a core fighting cavalry.

Definitely a precident for shooty forces to have all mechanized MBT formations

So there's a precident in E:A for larger tank formations.

3) IA3 supports an AMHC in core design. So there's development design philosophy for larger Tau forces to have large mechanized elements

4) Tau all mech force is a traditional way of fielding tau in GW core game system

5) Tau players have enjoyed playing with AMHC in E:A. It has become a staple part of E:A game development and testing. They also fill an important gap in the list and allow contingets to work as support and flanking elements while the AMHC provides a staple infrastructure component from which other elements can be built around if desired by the Tau general

It's a win / win / win for us.

Cheers,

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 Post subject: EA Tau Version 4.3.3
PostPosted: Tue Feb 07, 2006 5:18 pm 
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As an additional point, I think that the Hunter Cadre adds an element of flexibility into the list. Examine the force list without it and you find only two core cadre choices, both of which are (cough) infantry-based. This is fine, but it makes the list fairly predicatable when facing and limits the allowance of the player to play the way that they want.

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 Post subject: EA Tau Version 4.3.3
PostPosted: Tue Feb 07, 2006 5:18 pm 
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Quote (Tactica @ 07 Feb. 2006 (16:11))
It's a win / win / win for us.

And they're fun to shoot at!   :alien:

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 Post subject: EA Tau Version 4.3.3
PostPosted: Tue Feb 07, 2006 5:33 pm 
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Quote (Honda @ 06 Feb. 2006 (20:37))
I would like to see the Sentry turrets make a comeback before we hit the vault.

@Honda and CS,

I'll concur.

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 Post subject: EA Tau Version 4.3.3
PostPosted: Tue Feb 07, 2006 5:59 pm 
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Quote (Honda @ 06 Feb. 2006 (20:37))
I would like to see the Sentry turrets make a comeback before we hit the vault.

Sentry turrets into the main list or collectors section?

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 Post subject: EA Tau Version 4.3.3
PostPosted: Tue Feb 07, 2006 6:48 pm 
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Sentry turrets into the main list or collectors section?


Preference would be for main list, primarily because of their singleness of purpose and apparent (heavy emphasis on "apparent") unbalancing nature.

If they are in the main list, then others might be tempted to take them and provide feedback. As it stands right now, I think I'm the only one who plays with them, although others "seem" to like the idea.

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 Post subject: EA Tau Version 4.3.3
PostPosted: Tue Feb 07, 2006 6:56 pm 
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Quote (Honda @ 07 Feb. 2006 (11:48))

Sentry turrets into the main list or collectors section?


Preference would be for main list, primarily because of their singleness of purpose and apparent (heavy emphasis on "apparent") unbalancing nature.

If they are in the main list, then others might be tempted to take them and provide feedback. As it stands right now, I think I'm the only one who plays with them, although others "seem" to like the idea.

Honda & Cw,

I would like to see them in the main list. After all, we are devleoping a list. They are all playtest at this point.

We haven't had a vault update in eons... so, its all going to be new to the masses.

I'd like to get some real playtest in with the unit. However, unless CS is going to commit to giving them a go, I'm not going to put effort into playtesting them - or manufacturing a set of them. (however, I did order fusion drones for my heavy drone stands and now have spare sentry bodies laying around waiting for conversion)...

I've also been trying to get myself aclimated with the Stealths. They perform a similar role for a much higher price. The stealths should offer several other advantages that the drones do not. So I'm trying to get my head around those differences first.

Once familiar, I'm hoping CS is either encouraged to put the sentry drones into the main list - at which time I'll create them, or he's made a stance to only put them in collectors - which means the formation as a whole will see little if any playtest from me as I won't waste the time converting them.

Its kind of like the AX-1-0... I don't want to waste the time converting them up, if I'm going to end up hating the stats or points on the formation. Luckily, I have tigersharks which are close enough for proxy for now.

I hate wasting assembly time - just to have to rip something appart or throw it to the curb... LOL, all my broadsides were modeled on infantry stands... now, they should be LV and modeled one to a stand. Waiting to see if they are going to stay that way at this point but there are game advantages to removing them and putting them on single stands sooner rather than later if they are going to stay as LV's.

...but I digress.

Cheers,




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 Post subject: EA Tau Version 4.3.3
PostPosted: Tue Feb 07, 2006 7:27 pm 
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The reason I asked is that we would need to be far more careful with the cost and availability of the turrets in the GT list.  In the collectors section they would be limited by the people using them in a responsible way, in the GT list we have to prevent any possible abuse.

May I suggest that someone digs out the old thread and creates a new one to discuss the turrets again.

I like the idea of the turrets, but I thought there were some issues with the cost and formation size etc.


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 Post subject: EA Tau Version 4.3.3
PostPosted: Wed Feb 08, 2006 7:11 am 
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I'm sitting firmly on the "main list entry for Sentry turrets" side of the fence.

Would like to see the Hero stay as is for now, unless it looks like it will suck with only x4 missiles and people's underpants get all knotted about it :D

Would like to see Stealth come up to 1+ initiative (Dobbsy ducks for cover on this coz he thinks it might ignite more spotfires)

Would like to see AX-1-0's stats and cost stay the same but put them in 2 plane formations and work from there. If not, change the stats to 1x TL'd 3+ MW TK(1) and formation of 2 planes.

Would like to see Network Drones available for Armoured contingents.

Would like to see Australia win the World Cup.. oh? what's that you say? I have to keep my wants on topic? Oh, Ok then...  :;):


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 Post subject: EA Tau Version 4.3.3
PostPosted: Fri Feb 10, 2006 7:49 pm 
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May I suggest that someone digs out the old thread and creates a new one to discuss the turrets again.



Actually, I did do that and the few replies that it generated indicated a general acceptance for 6 units for 75 pts. What I think we will discover is how prevalent the "out of coherency" issue will be.

In my games, I purposely deploy them so that they don't get into this situation.

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 Post subject: EA Tau Version 4.3.3
PostPosted: Fri Feb 10, 2006 8:52 pm 
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The issue about get out of coherency - die when youare a zero move unit is here to stay. Or at least that was Jervis's last word on zero move guns int he siege list. As a result tight deployment is the way to go, I recomend triangles and the like.

I tried a similar thing with the pre AMTL ages back, those bat reps may also be about if you want an assessement from a different angle. The idea behind them was to make it easier for low activation forces to hold their starting objectives.

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