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consequences of the new 40k codex

 Post subject: consequences of the new 40k codex
PostPosted: Wed Mar 29, 2006 9:40 am 
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Yes it is right that we should change a unit stats just because they have another option in w40k. I agree with that.
The markerlight rule is fine for me in epic and I would'n want to see it change without a good reason

I was mainly thinking about :
1) new units

2) units that have been completely revised, to the point that they do not have the main role ( if this situation happens in the codex)

3) units that were not in the previous codex but here in EA ( if I remember well, pirhanas and tetras were not in the first codex but are developped in the new one). I was wondering if we were in accordance with the "spirit" of the unit.


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 Post subject: consequences of the new 40k codex
PostPosted: Wed Mar 29, 2006 11:45 am 
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While I see no reason why the Vespids can't be incorporated in a fairly straightforward manner (Xisor's suggestions seem almost dead-on, though I'm not sure on the FF 4+), Sniper Drones present a problem, though.  Their 'thing' in 40k is having stealth fields, like Stealth Suits.  However, while Teleport makes sense for the Suits, it doesn't fit the Drones at all.  I'm not sure how we ought to deal with them (just the 6+ RA of the Stealths, adjusting for weaker armor, seems odd).

The Tau codex was a fairly minor revision, all in all.  Two (real, not Forgeworld) new units, some obvious price changes, and new wargear that, while interesting, doesn't really change the role of any unit.  The only big thing is the markerlight change, and for the reasons I put forth earlier, I don't believe that this matters much to us.


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 Post subject: consequences of the new 40k codex
PostPosted: Wed Mar 29, 2006 9:29 pm 
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Quote (Hena @ 28 Mar. 2006 (22:51))
Tactica,

I have Tau army in 40k. I have entertained the thought of bying one for Epic as well (except the infantry is so annoyingly costly and I don't really have money for a new army atm). So thanks for the ... innuendo.

As I said earlier, I have no problem with good units. But I have a problem units that don't pay for their abilities.

Hena,

I was just joking in that post - lots of tongue in cheek. Perhaps it didn't make it across.

Sorry (again).

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 Post subject: consequences of the new 40k codex
PostPosted: Wed Mar 29, 2006 9:41 pm 
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Quote (Xisor @ 29 Mar. 2006 (01:44))
By my reckoning, the only things that need to be address in regards to the new Codex are:

Sniper Drone Teams

Vespids

Both suggestions see here:

http://www.epic40k.co.uk/epicomm....r+drone

Other change one could consider as old vs. new codex...

- Marker they have a completely new/expanded rule set.

I'm sure there are others.

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 Post subject: consequences of the new 40k codex
PostPosted: Wed Mar 29, 2006 9:50 pm 
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Quote (tneva @ 29 Mar. 2006 (03:23))
Quote (Tactica @ 28 Mar. 2006 (23:32))
The old Tau codex was considered to be underpowered in 40K by comparison.

Or rather they didn't sell enough so boost them. GW cares about sales. Not how well balanced army is. If army ends up too good GW says just "so what? Atleast that army sells more!".



Funny how NOTHING got weakened by one bit. Everything got improved.

tneva,

I didn't know Tau were one of the armies not selling. Last I'd heard when we were up in Chicago (a year ago) the rep was saying Tau was an army that sold great and that development team didn't want to mess with them too much - when we were asking about whether or not Tau would get a "IG discipline / Chaos legion / Marine divergence" type abilities in the Empire codex.

I have no way of knowing whether they sold good or not.

I've played them in numerous tourny's. There was clearly a problem in the list in that only certain equipment was worthwhile, and most items were not. The old codex just had some real continuity problems that had been discussed time and time again on various Tau 40K boards.

Regards to weakening, I've not had a chance to review the entire codex. I think the statement you made could be challenged though. I *think* the plasma rifle got more expensive for example.

That may not sound significant, but it *was* a linchpin weapon of the crisis suits previously. The crisis were previously a linchpin unit to the army's tourny potential. It will be interesting to see how that works out. I was also told that crisis suits dropped in cost some. My understanding is that the delta of old plasmarifle and missile pod crisis vs. new plasma rifle and missile pod crisis would seen a net increase in cost of unit. I could be wrong though - again, haven't went ove the codex and the old codex side by side.

Cheers,





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 Post subject: consequences of the new 40k codex
PostPosted: Wed Mar 29, 2006 10:02 pm 
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Quote (Gotchaye @ 29 Mar. 2006 (05:45))

Sniper Drones present a problem, though.  Their 'thing' in 40k is having stealth fields, like Stealth Suits.

That's a big part of it.

I think they are also the only team in Tau that have access to the new unit type called "Sniper Drone". Its a rail rifle equipped drone. It has a targeting mechanism to make it roll to hit better than the typical drone. Furthermore, it can use the network marker light of the controller model. The controller has a target locker and network marker light to help the drones shoot better using the new ML rules and incorporating one of the ML many new effects directly on the models within the unit.

The controller is really the 'initiator' of the unit firing in that he's got a piece of gear targeting which is allowing him to shoot a better Ballistic Skill than the normal FW. (hitting on 3+ instead of 4+ in 40K). That in turn makes the Network Marker have a higher probability to hit. The network marker then can be use by the other models in the unit i.e. the sniper drones with the rail rifles. The sn

However, while Teleport makes sense for the Suits, it doesn't fit the Drones at all.


Keep in mind, its not the stealth field that allows stealths to Deep Strike - its the tau jump pack. (drones and crisis have the same thing but we don't give it to them in E:A for some reason).

I'm not sure how we ought to deal with them (just the 6+ RA of the Stealths, adjusting for weaker armor, seems odd).

The stealth generator in 40K that both the stealth suits and now the Sniper teams have are supposed to reduce the range that they can be seen. 2d6 x 3 is the max range that they can be seen at on a 40K battleified - or 6" - 36".

Therefore in Epic, the max range they would be seen at would be 30cm if I understand the range porting mentality. (36" range heavy bolter, multilaster, etc all became 30cm range in E:A)

That would be adding something to the stealths that they don't have currently in E:A.

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 Post subject: consequences of the new 40k codex
PostPosted: Thu Mar 30, 2006 6:51 pm 
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I didn't know Tau were one of the armies not selling. Last I'd heard when we were up in Chicago (a year ago) the rep was saying Tau was an army that sold great and that development team didn't want to mess with them too much - when we were asking about whether or not Tau would get a "IG discipline / Chaos legion / Marine divergence" type abilities in the Empire codex.

I have no way of knowing whether they sold good or not.


Something else to consider is that the Tau have different draws in different markets. Things I have heard from historically accurate GW sources or from WD:

1. The Tau have a big draw in their growing Asian markets due to the "manga-like" design of the crisis

2. Although the Tau are not one of the larger user communities, they are currently one of the fastest growing.

3. They initially got to a slightly slower start than some armies because with all the options to choose from, some players didn't know how to field them. Now, there are a couple different styles that most people gravitate to and the fan support is lining up behind those styles.

4. GW would not have poured the early support into the Tau unless there was a really good reason.

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 Post subject: consequences of the new 40k codex
PostPosted: Thu Mar 30, 2006 7:18 pm 
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Like Black Templars, it's widely recognised on the various 'Rumour Mills'[Warseer, DakkaDakka etc] that Tau were released this early because they are an easy project. There weren't major/overwhelming problems with the Old Codex, there weren't thematic issues in the model line, huge swathes didn't need to be 'redone'. They were 'light work'. By doing Tau now, it allows alot more extensive 'work behind the scenes' on codices the like of Orks and Eldar.

As I heard it, lately[ie the last year or two], the Tau have been the best selling of the Xenos races, above Necrons, Eldar and Orks. I dunno where they stand in comparison to Nids though.

As I say, the Tau revamp is an easy project. It didn't require too much manpower, and allows alot more time to be spent on more complex and problematic projects. The same was put out in regards to Black Templars too.

With the Drones, I think a single stand[well, 0-3 as an upgrade] is best represented by a decent ranged stand with 3*AP6+ disrupt attacks. I'd say 30-45cm is good for it. It represents the 'blast marker placing' ability of the teams, if not the actual 'zOMg teh killzorz!1!' ability[which doesn't exist].

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 Post subject: consequences of the new 40k codex
PostPosted: Thu Mar 30, 2006 10:23 pm 
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From what I hear, the Tau are very popular - the second or third most popular race in 40k (alongside Tyranids)

In fact, Tau have made a major splash in almost every game system they have been involved in - staking a claim in Battlefleet Gothic, and drawing the lion's share of fan-based development focus here in Epic (not least thanks to the quite handy presence of Forgeworld's Epic Tau force!) albeit the Water Caste didn't make the cut in the post-chop SG list for Inquisitor, sadly...


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 Post subject: consequences of the new 40k codex
PostPosted: Thu Mar 30, 2006 10:44 pm 
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The range limiting thing sounds interesting.

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 Post subject: consequences of the new 40k codex
PostPosted: Sun Apr 09, 2006 10:20 pm 
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After reading through my copy of the codex in brief [to be fair, it's very disappointing! There's nothing to it!] the Vespid inclusion is one that has serious implications in Epic.

1- We shouldn't make an issue of their leaders.
2- They can do well as their own formation, likely with a Leader character.
3- And this is the crucial one, they should be included as an upgrade to Tau Cadres.

The Codex explicitly states that the Vespids fit so well within the Empire, so integrated, that they are pretty much an extension of the Shas Caste. They are a 'true' auxilliary in the sense that they are 'Tau' in all but race, unlike the Kroot.

It also says they are a common addition to Cadres with a high proportion of Crisis suits. Seems they'd be a perfectly viable upgrade IMO. Perfectly.

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 Post subject: consequences of the new 40k codex
PostPosted: Sun Apr 09, 2006 10:28 pm 
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Quote (Xisor @ 09 April 2006 (22:20))
After reading through my copy of the codex in brief [to be fair, it's very disappointing! There's nothing to it!] the Vespid inclusion is one that has serious implications in Epic.

My biggest disappointment with the new Codex is that they didn't include Gue'vesa!

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 Post subject: consequences of the new 40k codex
PostPosted: Sun Apr 09, 2006 10:54 pm 
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I think some of the apeal of the Tau is that they are the most Sci-Fi looking range GW has ever produced.

The grav tanks and suits look really modern as oposed to the WWII nature of most of the 40K races.

Tempting very tempting, then I look at all the unpainted Imperial Gaurd, Nid's etc I have for 40K, a game I hardly ever play or really enjoy :D

Now epic could be a different matter if I win the lottery!


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 Post subject: consequences of the new 40k codex
PostPosted: Mon Apr 10, 2006 12:09 am 
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Keep in mind, its not the stealth field that allows stealths to Deep Strike - its the tau jump pack. (drones and crisis have the same thing but we don't give it to them in E:A for some reason).

Just a side not on this.  In EA the scale is such that the Tau jump pack would not result in a "deep strike" type ability.  IIRC, its the stealth field that allows them to "teleport".  The idea being that they can "sneak" behind enemy lines "appearing" when they choose to strike.

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 Post subject: consequences of the new 40k codex
PostPosted: Mon Apr 10, 2006 12:11 am 
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Read the description of Teleport, it supports 'Hidden-ness' as well as deep insertion. Since Stealths *can* do both, it's not really a problem.

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