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Tau Version 6.01 Comments

 Post subject: Tau Version 6.01 Comments
PostPosted: Thu Dec 10, 2009 5:49 pm 
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Comments on the list, I see the piranha upgrade 3 for 125. I does not mention the possibility of tetra upgrades or a mix. Tetras as a vulnerable but fast designator unit add on would be a plus and fall into the "integrated action"  theme we are trying to portray.

As stated before I believe the FW cadre should return to 2 xAP4, let the add on pathfinders carry those pulse carbines.I like the 30 cm stand-off distance for shooting.

With the marker light effecting all shooting, it be comes a cost benefit problem to get enough marker lights for all the shooting units.


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 Post subject: Tau Version 6.01 Comments
PostPosted: Thu Dec 10, 2009 6:13 pm 
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I personally like the disrupt that FWs can deal out at close range. It helps break up an assault better.

I'd say the pirahna up grade could be 2x for 75 instead of 125 for 3. I actually played it this way by mistake just recently and it seemed a nice way to add 75 points if you have it left over.


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 Post subject: Tau Version 6.01 Comments
PostPosted: Thu Dec 10, 2009 6:22 pm 
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On overwatch makes them nigh impossible to assault with infantry!

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 Post subject: Tau Version 6.01 Comments
PostPosted: Thu Dec 10, 2009 6:24 pm 
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Quote: (gbear58 @ Dec. 10 2009, 16:49 )

Comments on the list, I see the piranha upgrade 3 for 125. I does not mention the possibility of tetra upgrades or a mix. Tetras as a vulnerable but fast designator unit add on would be a plus and fall into the "integrated action"  theme we are trying to portray.

Tetras as upgrades are worth more than Piranahs as their Markerlights can 'hide' in the formation.

Also it doesn't match the background, where Tetras operate as scouts, not as a mainline battle unit (Piranhas on the other hand are used in battle lines).

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 Post subject: Tau Version 6.01 Comments
PostPosted: Fri Dec 11, 2009 12:40 am 
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On overwatch makes them nigh impossible to assault with infantry!

"Impossible" seems a bit over the top with a 5+ disrupt to hit at 15cms, TRC. Also, if this is the case why wouldn't you assault with something else? Surely tactics might come into play here.... Plus they're not always on overwatch. Engage them when they aren't would seem the smart thing surely? It's obvious you'll get hurt if you choose to do a silly thing like assault them frontally when they're on OW. Assaulting any shooting formation on overwatch with an infantry formation is a tough gig. Why neuter the FWs again just because they are a tactically challenging formation?

Personally, I think we've achieved what we started out to do with the FWs - make them "death incarnate" in close. They pose a danger to assaulting infantry if they're set up - isn't that what they're supposed to be like?


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 Post subject: Tau Version 6.01 Comments
PostPosted: Fri Dec 11, 2009 1:39 am 
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The whole reason for Disrupt of FW's was to reflect their abilities and make them worth taking. Attacking overwatching FW's is supposed to be hard (I've read the fluff).

If the Disrupt is removed, I'll just stick to Crisis Suits as my core formation.

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 Post subject: Tau Version 6.01 Comments
PostPosted: Fri Dec 11, 2009 3:02 am 
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Quote: (Dobbsy @ Dec. 11 2009, 08:40 )

Quote: 

On overwatch makes them nigh impossible to assault with infantry!

"Impossible" seems a bit over the top with a 5+ disrupt to hit at 15cms,

it is the 3 shots per base, not just the one that is the issue. i do have the right unit don't i? i am at work without an army list.




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 Post subject: Tau Version 6.01 Comments
PostPosted: Fri Dec 11, 2009 3:09 am 
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My point with infantry weapons at 15 cms is that is FF range. So to make use of the FW ranged combat to the full extent you must move into FF range. AHHH I thought Tau were supposed to remain at a distance and destroy with firepower not trust to the inability of the enemy to discern that FF is much better for them.
In assaults no amount of ranged firepower matters, and over watch while wonderful is not the preferred action for maneuver elements. Perhaps the difference is in the perceived aspect. I believe all elements of the Tau should be regarded as maneuver. With that in mind I favor mobile ranged firepower and the ability to shoot and scoot. I personally am still struggling with the pathfinders,  to meet my demands they must be either doubled and dismounted or foot moved.
In my current ops doctrine it becomes better to attach a skyray than a unit of devil fish mounted PFs to FW formations, both AA and ML in one unit for 25 pts more.
The mental picture I have is several decision makers sitting around: " let the unenlightened choose to grub and wrestle in the mud. We will instruct form a distance and school them in movement."
My 2 (what ever passes for cents in Tau)
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 Post subject: Tau Version 6.01 Comments
PostPosted: Fri Dec 11, 2009 3:43 am 
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Quote: (Dobbsy @ Dec. 10 2009, 23:40 )

Quote: 

On overwatch makes them nigh impossible to assault with infantry!

"Impossible" seems a bit over the top with a 5+ disrupt to hit at 15cms, TRC.

? Its not a criticism, merely a point supporting their disrupt shot. It means a proper formation deals on average 5bm's to any assaulter before you figure out the 8 or so hits!

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 Post subject: Tau Version 6.01 Comments
PostPosted: Fri Dec 11, 2009 9:14 am 
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Quote: (frogbear @ Dec. 11 2009, 09:02 )

Quote: (Dobbsy @ Dec. 11 2009, 08:40 )

Quote: 

On overwatch makes them nigh impossible to assault with infantry!

"Impossible" seems a bit over the top with a 5+ disrupt to hit at 15cms,

it is the 3 shots per base, not just the one that is the issue. i do have the right unit don't i? i am at work without an army list.

Fire Warriors have 2 shots per base.
30cm AP4+
15cm AP 5+ Disrupt

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 Post subject: Tau Version 6.01 Comments
PostPosted: Fri Dec 11, 2009 3:28 pm 
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Quote: 

My point with infantry weapons at 15 cms is that is FF range. So to make use of the FW ranged combat to the full extent you must move into FF range. AHHH I thought Tau were supposed to remain at a distance and destroy with firepower not trust to the inability of the enemy to discern that FF is much better for them.

They do remain at distance and destroy with firepower and when they do manouvre into 15cm it's a gamble on whether you'll do enough shots to disrupt things before being assaulted. OW is simply part and parcel of the game that any formation can enact. Like I said, tactics need to be developed to combat an OW formation.Or you need to hit them when they aren't OW'ing.

Quote: 

In assaults no amount of ranged firepower matters, and over watch while wonderful is not the preferred action for maneuver elements.Perhaps the difference is in the perceived aspect. I believe all elements of the Tau should be regarded as maneuver.

I agree, but not all FW formations are manouvre elements and you can't always manouvre when you are mobile as you have to be cautious at some point.

Quote: 

With that in mind I favor mobile ranged firepower and the ability to shoot and scoot. I personally am still struggling with the pathfinders,  to meet my demands they must be either doubled and dismounted or foot moved.

You couldn't see them as a "hide and co-ordinate" formation? Like Pathfinders of the British Airborne forces?

Quote: 

In my current ops doctrine it becomes better to attach a skyray than a unit of devil fish mounted PFs to FW formations, both AA and ML in one unit for 25 pts more.

GB, you don't ever intend to use the PFs ability to co-ord fire? It's where they truly shine as an attachment for Mech FWs IMO. I use it just about every game I play. Plus they provide scout ZOC in certain situations. I'm sure you know this already but I'm just highlighting their use further.


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