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Aspect: Special Rules

 Post subject: Aspect: Special Rules
PostPosted: Sun Dec 14, 2008 1:39 pm 
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This thread is to discuss the various special rules and technology in the EA Tau list.

A couple of the special rules have been discussed in the other threads. This is fine, and I will keep track of the various discussions. However, it may be a good idea to move discussion of these rules to this thread.

Please note that will should initially be discussion the intention behind the rules, and then work out the implementation. That is, what are the various special rules trying to achieve in the game, and then are they actually doing this and how can they if they dont.

Also, we will need to face a culling of special rules. Please bear in mind that we cannot add more rules right now unless we cut down the total drastically.

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 Post subject: Aspect: Special Rules
PostPosted: Mon Dec 15, 2008 12:35 am 
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There's the Support Craft issue.  I'm not sure what to do about it, but there's enough noise that it doesn't seem to contribute to the Fire and Maneuver feel that everyone seems to want for the Tau.

Drones.
Fix:  Add expendable/Grot rule and allow units including drones to garrison.

Turrets.
Fix:  I'm not sure, but probably simply removing the Markerlight sentry turrets to the Collector's section is the simplest answer.  I don't want to lost them, but they are one of the other big contributors to the Gunline.

As I've stated before, I think that a change to Guided Missiles is in order.  
Issue:  Right now, GM-spam is one of the big contributors to the Tau-as-gunline, which isn't fun to play.  
Fix:  Eliminating the ability to fire unguided, roll the marked-target bonus into GM stats (AT5+/MW5+/AP4+), and possibly increasing the range of GMs from 75cm to 90cm or 105cm (120cm has been shown to be way too far with AT2+).
Effect on List:  This forces taking small units with MLs and placing them close to the enemy in order to get long-range GM fire.  This forces the Tau player to use Synergy to make a functional list if he wants GMs in large numbers.

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 Post subject: Aspect: Special Rules
PostPosted: Mon Dec 15, 2008 2:01 am 
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Coordinated Fire -
Intention: Give the Tau a special way to emphasise their out-of-engagement combat power.
Action: Leave as is. Possibly like the Eldar 'three activations' ability restrict to once per turn.

Markerlights and Guided Missiles -
Intention - Depict the use of Tau Guided Missiles in Epic.
Action - Require a markerlight to fire it. Remove the +1 to-hit as redundant and raise some to-hit values on units.

Tau Supreme Commander -
Intention - Take away the engagement-focused 'commander' ability from the Tau SC.
Action - Delete the rule and replace it with a small note in the unit entry.

Tau Jetpacks -
Intention - Provide some of the Tau's more manueverable assets with an ability to avoid unfavourable Engagements yet still fire their weapons. Note that this 'hop around' rule was given to the entire Tau army in early list versions.
Action - Replace with a simple 'Free 10cm move after shooting on an Advance or Double Order'. Possibly give this rule to the entire Tau army.

Tau Drones -
Intention - Represent drones properly within the context of the Tau army.
Action - Leave as is, or bring in the 'Expendable' rule.

Tau Deflector Shields -
Intention - Protect Tau vessels from TK hits, in the same way that Imperials are protected by Void Shields, and Eldar by their 3+ save.
Action - Delete and replace with a straight 5+ saving throw.

Support Craft -
Intention - Properly represent the Tau's hovering behemoths in a balanced and 'realistic' manner.
Action - Delete and replace with 'Always popped up'.

Robotic Sentry -
Intention - Represent the Tau's use of robotic sentries.
Action - As these units are apparently going to section 6, this rule should join them there. If the robot sentries stay, then this rule could still go and the sentries could just garrison normally as a formation of normal units (Which might not be harmful to the feel of the list in the same way that the current implementation has been). Either way, the rule should go. :)

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 Post subject: Aspect: Special Rules
PostPosted: Mon Dec 15, 2008 3:48 am 
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I definitely favor not allowing GMs to fire w/o a ML.   One of the things that does not 'feel' quite right about the present Tau list is the overabundance of GMs.  It seems they are on nearly every vehicle in the Tau force.


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 Post subject: Aspect: Special Rules
PostPosted: Mon Dec 15, 2008 4:48 am 
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One of the things that does not 'feel' quite right about the present Tau list is the overabundance of GMs.  It seems they are on nearly every vehicle in the Tau force.


I agree here. I think the Raligun HH should at least get the burst cannons it comes with on the mini(WYSIWYG)

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 Post subject: Aspect: Special Rules
PostPosted: Mon Dec 15, 2008 6:41 am 
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I'm so glad the ML only GM firing is becoming accepted. It really makes a massive difference to the balance of the list, as well as being much more accurate to the background.

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 Post subject: Aspect: Special Rules
PostPosted: Mon Dec 15, 2008 7:22 am 
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Hena: Having playtested without unguided mode for over a year, I can say with certainty it makes a big difference. My primary Tau opponent rarely used the turrets anyway, so them going makes little difference in our tests, but the ML change really does make a difference.

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 Post subject: Aspect: Special Rules
PostPosted: Mon Dec 15, 2008 7:47 am 
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No doubt, the turrets are definately the main problem for the list as a whole, but for me that's mostly theory since I've not playtested them that much. I said the turrent change doesn't make much difference for our tests, since we rarely used them before either.

There's no inconsistency there, I didn't say the ML change is the most important change, just that it makes a big difference. I believe that to be true.

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 Post subject: Aspect: Special Rules
PostPosted: Mon Dec 15, 2008 4:25 pm 
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There is no inconsistency there. By "balance" I include a lot of things, including army power and level of fun in playing.

I don't understand what point you are trying to make. Are you saying I'm against the unguided mode for several different reasons? If so, that is certainly true.

If you're not bothered either way, what is the point of this?




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 Post subject: Aspect: Special Rules
PostPosted: Mon Dec 15, 2008 10:41 pm 
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TBH I've never really felt it was quite right to have 2 weapons on a HH that had a range of 75cm.... I've always felt a little awkward firing GMs from HHs once I've fired the railcannons. Seemed like I was saying to my opponent "Here, have these Railcannons hits.... now take these GM hits too... mwuhahah!"


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 Post subject: Aspect: Special Rules
PostPosted: Tue Dec 16, 2008 1:28 am 
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How's two 75cm AT shots different from a LRuss's battlecannon/lascannon (aside from the 30cm less range)?  This is the same idea, just longer range (in character for Tau, right?).

If GMs are 90cm/105cm, you're not really shooting the GMs after the rails.  The GMs hit "as you approach" and then the Rails hit.

Smart Missile System =/= Guided Missiles.  Smart Missiles/SMS is the 30cm Ignore Cover AP shot, Guided Missiles are the 75cm AT shot.  All Tau vehicles (except Tetras) can carry at least 2 Guided Missiles, and until 4e Tau Empire Codex, most could carry 4.

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