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Commentary on version 4.4.2

 Post subject: Commentary on version 4.4.2
PostPosted: Sun Dec 02, 2007 10:22 pm 
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Have you had any games with the Tau?


I played two Tau playtest games with him when I met him two years ago... so I'm gonna say yes. :D

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 Post subject: Commentary on version 4.4.2
PostPosted: Sun Dec 02, 2007 10:28 pm 
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So then version 4.2.1, where the tigershark was a bomber and had a 4+ save?


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 Post subject: Commentary on version 4.4.2
PostPosted: Sun Dec 02, 2007 10:42 pm 
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I'm going to go ahead and assume he's played one or two games since then. :)

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 Post subject: Commentary on version 4.4.2
PostPosted: Sun Dec 02, 2007 10:59 pm 
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I'm not sure what to make of the new list. Battlesuits have been severely nerfed to the point where they're not really worth fielding. Stingrays Can still put out an obscene amount of shots but they now lack focus because of the mix of shots. FW are still not worth taking and have no real roll to play in the list. I am entirely in favour of the changes to HH though. Why Ion cannons gave them 2 shots in the last edition when Heavy Bolters only had 1 I never understood.

My biggest complaint with the list though is the Battlesuit changes. I used to use them as mobile artillery. Now they don't get enough shots to make this viable. I am encouraged to move them close and fully open fire but as I have experienced time and time again this leads to them dieing very quickly. Now before E&C complains yes I did hit with 5 out of the six macro attacks in our game yesterday but that was unusual and in no way should be used to form an opinion. I just don't see the point of them any more. I don;t even see them as a vehicle for an SC as I reckon a Scorpionfish is now a very good choice with stingrays being nerfed.

At the moment I'm thinking the best way to build a list. Is to take a HH skirmish list backed up with Aircraft. Or a guided missile horde with lots of path finders and Piranhas.






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 Post subject: Commentary on version 4.4.2
PostPosted: Mon Dec 03, 2007 2:07 am 
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I used to use them as mobile artillery. Now they don't get enough shots to make this viable

I guess how you use them makes all the difference to opinion, Jstr. I don't think the change is too bad personally except for the naff reason for losing MWFF. ?In your view, given the change, could their to-hit values go up perhaps? It would help make them more shooty...

The Stingrays, on the other hand, needed to be reduced somewhat, as a 6 strong Stingray formation on sustain at 30cm with a marked target (3+ to hit) could pump out x18 Ignore cover, Guided missiles and could obliterate an infantry formation in a building in one turn. In anyone's books that isn't very nice :D

On the  FW subject I find them best used a mechanised area denial/AP formation. They're quite capable of shooting a terminator formation to death ... even with RA terminators can only save so many times :D






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 Post subject: Commentary on version 4.4.2
PostPosted: Mon Dec 03, 2007 3:01 am 
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(Dobbsy @ Dec. 03 2007,03:20)
QUOTE
So all this is just simple theory TRC, not actual playtest...? Have you had any games with the Tau?

Actually looking at the Drone fighter thread it doesn't look like we'll be getting them anytime soon TRC...

I might have. Umm, I think most recently was against the only other wargamer in Bangladesh and can be found here.

there's a few other batreps as well on here though I've had a bit of an enforced break of playing Epic. I guess also playing stacks of games trying out 2dc 6+/5+ Marauder bombers and 4 strong formations of thunderbolts might hold some lessons, though of course the marauder has to get a lot closer to be effective. The 2dc 6+ is certainly based on those playtests (I lack originality sadly).

Shame 'bout the drones, since you can get them for Orca as well apparently it would be a neat plane upgrade.





I always knew no one reads batreps :)


(Jstr19 @ Dec. 03 2007,03:59)
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FW are still not worth taking and have no real role to play in the list.

At the moment I'm thinking the best way to build a list. Is to take a HH skirmish list backed up with Aircraft. Or a guided missile horde with lots of path finders and Piranhas.

A guided missile horde works well (I hope to demonstrate to CS :) ). The Piranha is an excellent artillery piece. Use co-ord fire to really generate a lot of broken enemy units. The Hero is a neat addition here.

Really Firewarriors suffer in comparison to stuff like hammerheads and stingrays, but stand up very well on their own.

I do think if people can't accept that they rock the list balance will always be out. The point of comparison for me is an Imperial Guard mech formation. They are alright. You can attack a bit, you can defend a bit. The firewarriors are better (almost) in both regards. They are far better attackers thanks to insane levels of firepower and armour 5+, defence wise they have the 5+ armour but in general shorter range.

Further you have the option of getting a fearless formation. That is simply immense. With the armour and the firepower you have something that can be far less fearful of assaults.

Note always mount the dears up (in skimmers! terrain no problem!) and give them a skyray which entirely negates the loss of markerlights. The point of comparison is for me a reinforced unit with a skyray (500 points) with one more upgrade slot free (an etheral for fearless or maybe a sniper if there are points free) compared to a mech unit with a Hydra and commissar. 24x30cm AP5+, 6x15cm AP4+, 8x75cm GMAT6+, 2x60cm AA5+ / 12xFF5+,  7xFF6+, markerlight, skimmers, inf armour 5+ (then is all fearless worth 75 points?) verses 7x45cm AP5+/AT6+, 7x30cm AP5+/AT6+, 7xAP5+, 2x45cm AP4+/AT5+/AA5+ / 21xFF5+, leader, inspiring, commander.

Now as to role, tis harder to answer. I haven't tried the new stingray but the old one made 'em obsolete (and the ion for that matter). They are no good as a garrison being too pricy and short ranged compared to aliens, or even pathfinders and stuff. I have to try air insertion with them at some point. Butif you use them to fight traditional mech targets they are great. Remains to be seen if they are finally as great as other units in the list.

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 Post subject: Commentary on version 4.4.2
PostPosted: Mon Dec 03, 2007 4:11 am 
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As far as battlesuits go I can't understand the reaoning behind the change. I agree that they were overly powerful at 15cm as they normally had 6 MW shots, and 13 AP shots as well as 4 AP5+ disrupt shots from Drones and in my case 3 AP3+ Disrupt shots from stealth suits. But in a list that is supposed to be shooty I don't see how removing a Longrange AP4+ shot in favour of a short range MW shot is helping the unit. I am willing to sacrifice the MW FF as quite often I used my formations to double tap with FW's. i.e offloading with the crisis suits then with MW FF and First strike firefight backing up a large FW formation in an engagement.

With FW's I can't see how they will ever be worth taking until they become FF 4+. At the moment 2 AP5+ shots aren't worth having because lets face it players usually hug cover or use vehicles as cover so AP5+ is almost always AP6 or 7+. In my experience as a shooty formation FW are essentially toothless. I don't even like the fearless formation as all my regular opponents endevour to snipe the ethereal early in the game and they normally spend the rest of the game broken. I have been trying them in a few games at FF4+ with one AP5+ shot and I think they benet greatly from the change.


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 Post subject: Commentary on version 4.4.2
PostPosted: Mon Dec 03, 2007 5:12 am 
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I must say, I'm surprised at how well people seem to get use out of Stingrays - I have found them to be too fragile to use consistently well, though I keep trying.


I'd either have to keep them behind a suitable piece of terrain, and thus too far from the enemy to make an effective impact - or I'd just roll badly on the submunition hits anyway.





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 Post subject: Commentary on version 4.4.2
PostPosted: Mon Dec 03, 2007 5:31 am 
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It could be down to amount and density of terrain? I play with 12 peices on a 6x4 gaming area. Plenty of places to hide stingrays and plenty of reasons to use them, and if you are going the ML route a few robo sentries scattered around and Piranha to take care of enemy arty.

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 Post subject: Commentary on version 4.4.2
PostPosted: Mon Dec 03, 2007 12:55 pm 
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In the previous version of the list I put Stealth suits with my crisis suits to give them marker lights then double tapped large formations. 19 shots plus a further 8 hitting on 3's ignoring cover was normally enough to virtually destroy all but the largest formations. I never needed to bother with piranhas. I used scouting pathfinders and crisis suits with a markerlight upgrade to devestating effect. Morays and HH's usually easily dealt with any threat to the stingrays.


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 Post subject: Commentary on version 4.4.2
PostPosted: Thu Dec 20, 2007 1:01 am 
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Well I finally got to take my Tau army for a run the other night using 4.4.2. against Marines (3000pts). This was my first game using Tau and it was my opponents first game against Tau (so needless to say, there were many tactical errors made ?:glare: ).

My army was something like this:
- FW Cadre with DF transports
+Ethereal
+Tetras
+Skyray

- Battlesuit Cadre
+Drones

- AMHC (Railgun)
+Skyray

- AMHC (Ion Cannon)
+Skyray

- Pathfinder Support Group

- Scorpion Support Group (1)
+Supreme Commander

- Stingray Support Group
+Stingray

- Moray

- Markerlight Sentry Support Group

- Markerlight Sentry Support Group

The Marines had no Titan support and only 1 squadron of Thunderbolts (just aswell with all that Tau AA ready to destroy anything that came on my side of the board). They basically had a bit of everything - 2 x Tactical (1 with SC), Devastators, Bikes, Predators, Whirlwinds, Land Raiders, Assault & Scouts.

I won initiative on the first turn and ripped the guts out of his garrisoned Tactical formation with the Stingrays (I can only imagine how powerful these units were before they lost the extra AP attacks ???? ). My opponent spent a few activations trying to kill the ML Sentry drones (without success) and then gave that up as a waste of time. By then I'd managed to take out most of his Whirlwinds. Everytime he moved something across the board I beat the stuffing out of it. By the end of the 1st turn, he'd already lost 2 formations and most others had taken damage. He did manage to break the Moray with Predator fire but the Rail Heads destroyed every single Pred in return in 1 volley. His 2 Thunderbolts were shot down without firing a shot. His SC was killed early in the 2nd turn. He kept making the mistake of hiding in cover within range of ML sentrys!!

It was all over by the end of the 2nd turn. There is no doubt that mistakes were made and my opponents list was always going to be hard pushed against Tau. He will be using a different list next time!

I can't really offer much of a comment except that I agree with Dobbsy that 1 ML Setry group per 1000 pts is enough. 6 in a 3000pt game would be VERY frustrating for your opponent and a great advantage for a Stingray/Piranha/Scorpionfish heavy list.

I really enjoyed playing Tau and I wanna pass on my thanks to all those (CS especially) responsible for the list.









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 Post subject: Commentary on version 4.4.2
PostPosted: Thu Dec 20, 2007 12:22 pm 
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Thanks for your feedback. I will look into the Sentry Turret issue further. I think that Marines were always going to be difficult for a new player to use against the Tau. The game may have been different if he had taken drop pods (and space craft).

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 Post subject: Commentary on version 4.4.2
PostPosted: Thu Dec 20, 2007 12:37 pm 
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Against TAU you really need desperate measures in army compositions if you want to compete with vanilla marines. Without dropping scouts and some luck with the bombardement chances look dim. Longrange firepower will hinder you getting mechanized units fast in position and 4+ save is nothing against 10+ hits. But thats life :;):

Beside of this marines are not a beginner army......





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 Post subject: Commentary on version 4.4.2
PostPosted: Tue Jan 15, 2008 11:14 pm 
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Just two small thoughts on 4.4.2:

a) I'd like MW FF back for Crisis

b) The Broadside Twinlinked Railgun should be the same as from the Swordfish (AP 4+/AT2+), or the weaponssystem of the Broadsides should be renamed.


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