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Tau v6.30

 Post subject: Tau v6.30
PostPosted: Thu Aug 05, 2010 12:24 am 
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Let your imaginations run wild...with testing.

Let me know about spelling and edit errors and I'll get on those and turn them around as quick as I can.

Cheers,


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 Post subject: Re: Tau v6.30
PostPosted: Thu Aug 05, 2010 12:36 am 
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Thanks for the continued work Honda.
Crisis Suits Fusion Blasters should be MW4+.
Twin Manta Burst Cannons should have AP5+ aswell as the AA attack.
Manta should be FF4+
Manta should be Fearless.
Twin Fusion Cannon on the Hammerhead should be MW4+ (from memory).

Tau Jet Pack special rule - last sentence should read "No extra movement is allowed on any order other than Advance, Double or March."

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 Post subject: Re: Tau v6.30
PostPosted: Thu Aug 05, 2010 12:44 am 
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Reference sheet title says 'v6.20'

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 Post subject: Re: Tau v6.30
PostPosted: Thu Aug 05, 2010 3:21 am 
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Umm shouldn't any weapon called Twin have a +1 to hit stat? Barracuda Twin Missile pods for example?


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 Post subject: Re: Tau v6.30
PostPosted: Thu Aug 05, 2010 4:07 am 
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Upgrades
+2 Hammerheads for 105?


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 Post subject: Re: Tau v6.30
PostPosted: Sat Aug 07, 2010 7:30 am 
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Dobbsy wrote:
Umm shouldn't any weapon called Twin have a +1 to hit stat? Barracuda Twin Missile pods for example?

They have the same stats as tigersharks's missile pod

AX - twin missile pod has lost its AP5+ (reference)
AX - twin missile pod has lost its AP5+ (unit entry)
AX - twin missile pod has gained AT6+ in the notes (unit entry)

Hammer heads range is misaligned (reference)

Tau support formations black box looks odd (cut's into gun drones option in previous line)

:) Thanks for 6.3 :)


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 Post subject: Re: Tau v6.30
PostPosted: Sat Aug 07, 2010 2:32 pm 
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Quote:
Crisis Suits Fusion Blasters should be MW4+.
Twin Manta Burst Cannons should have AP5+ aswell as the AA attack.
Manta should be FF4+
Manta should be Fearless.
Twin Fusion Cannon on the Hammerhead should be MW4+ (from memory)


Ok, it just occurred to me that I didn't update the individual list entries, only the summary sheet in the back. Grrr...I do so love editing.

Quote:
Tau Jet Pack special rule - last sentence should read "No extra movement is allowed on any order other than Advance, Double or March."


Quote:
Reference sheet title says 'v6.20'


Quote:
+2 Hammerheads for 105? <mis-typed>

E&C has done a great job of getting the list into a more publishable tool, but it is a pain in the neck to work with sometimes.


Quote:
AX - twin missile pod has lost its AP5+ (reference)
AX - twin missile pod has lost its AP5+ (unit entry)
AX - twin missile pod has gained AT6+ in the notes (unit entry)


Quote:
Hammer heads range is misaligned (reference)


Quote:
Tau support formations black box looks odd (cut's into gun drones option in previous line)


Yes, I had to do a shift of elements to get the Drones in the Crisis line. I'll have to fiddle with it more.

As far as the others listed above, I'll get on them. thanx!

Also, if I seem a little less responsive during the week it's because work has shut off access to all sites in the category of "games". >:( So I'll get here as soon as I can.

Cheers,

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 Post subject: Re: Tau v6.30
PostPosted: Mon Aug 09, 2010 12:24 am 
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@Dobbsy: the aircraft Twin Missile pods have the same to-hit stat as a Crisis suits Twin Missile Pods.

However, the Twin Ion Cannons should have a different statline. They've only got a +1 to the AA attack compared to the 'Cudas Ion cannon. Shouldn't they be AP3+/AT4+/AA4+ (ouch!)?


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 Post subject: Re: Tau v6.30
PostPosted: Mon Aug 09, 2010 12:34 am 
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My question still stands however....


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 Post subject: Re: Tau v6.30
PostPosted: Mon Aug 09, 2010 12:57 am 
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Crisis Twin Missile Pods are AP5+/AT6+
All the aircraft Twin Missile Pods are AP5+/AT6+

In fact, there's not a single unit the the Tau army list with plain "Missile Pods". Every unit has Twin Missile Pods.

Could they be higher? Maybe, since a single missile pod in 40k is equal to an Autocannon (and therefore would be AP5+/AT6+ in E:A), but that's a big change across the entire list. It would make Crisis suits even more powerful, and might make Tau aircraft too powerful *again*.

I agree with your point about the Ion Cannon/Twin Ion Cannon, however.


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 Post subject: Re: Tau v6.30
PostPosted: Mon Aug 09, 2010 1:24 am 
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Happy to just change the name to Missile pods if they aren't going to get a stat increase, but calling them Twin is a bit misleading. Unless of course the unit is actually armed with a twin missile pod then the unit should actually get a stat boost.


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 Post subject: Re: Tau v6.30
PostPosted: Mon Aug 09, 2010 1:39 am 
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Every unit armed with twin missile pods in Epic is armed with a twinlinked missile pod in 40k. Since there aren't any units armed with a plain missile pod, it doesn't immediately matter that the stats for a "twin missile pod" are effectively identical to a single missile pod.

Actually, waitaminnit... Didn't all the to-hits get dropped one pip in the E series when we gave more effect to markerlights?


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 Post subject: Re: Tau v6.30
PostPosted: Mon Aug 09, 2010 4:29 pm 
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Well the Twin Missile Pod is AP5+/AT6+ so a single Missile Pod would be AP6+/AT7+ but no Tau unit is armed with a single Missile Pod.

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 Post subject: Re: Tau v6.30
PostPosted: Tue Aug 10, 2010 12:11 pm 
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Not much point to have lots of comments, kinda now waiting for the EpicUK Tau list to surface to have a look at it.

However I thought now the manta was going to have a markerlight?

And the barracuda text refers to a wepaon it doesn't have.

Their primary weapon for aerial combat is a
modified version of the Hunter missile (used by Skyrays) called Interceptor missile, which doesn’t require a markerlight to lock on to a
target but is self-guided, but also shorter-ranged as a consequence.


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 Post subject: Re: Tau v6.30
PostPosted: Tue Aug 10, 2010 12:53 pm 
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Chris, you have read this thread haven't you?


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