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Vior'la Tau - Developmental V1.9

 Post subject: Vior'la Tau - Developmental V1.0
PostPosted: Fri Nov 14, 2014 3:12 pm 
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The_Real_Chris wrote:
Kyrt wrote:
(though they do - it's just a fact of life that aircraft get shot at, regardless of whether you "use them properly").
It is actually posisble to avoid getting shot at a lot if the rest of your army is upporting you...
possible yes, but by no means all the time. If you want to shoot a WE, you have to go where the WE is so anyone using their army "properly" will keep them under flak protection and stop you from suppressing said flak. It goes both ways y'know. No battle plan survives contact with the enemy, as they say.
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3. "Every time they come on they kill a superheavy". Well now that just isn't true statistically. Even with markerlights it's only about a 75% ish chance for a pair. One AX, which is what we're discussing, would have about 1 in 3 chance, even if markerlit (and if it activates of course). So if 2 is powerful, 1 simply is not.


? Really - I thought with a ML they do on average 2AT hits and 3 1/3 TK hits on targets in the open? (2 twin Railcannons, 2 missile pods, 4 seekers.) Should have specified the small superheavies that give Tau a hard time, not the big titans that upset everyone.
On average yea, but obviously you only get average or better results 50% of the time... Average is not "every time", that's my point. And clearly 1 flyer is not a concern here, they just aren't in the same league.

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(Note I had it in my head they were 350 for 2 not 375.)
I would pick one over a spaceship because this way i can shoot terminators etc and don't have only a 1 turn deterent for landing WE's and similar. Well, actually I would probably pick both, but I like spaceships :)
Yep plus side is that they can target non we and can be used (or try anyway) every turn. Downside is they cost twice as much (or have half the firepower) and can't alpha strike targets in the deployment zone like void spinners - which tau don't have many options for.

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A restriction on numbers should be the last resort in list, it is basically an admission that you couldn't balance it, so here is a hard cap instead (which in many cases seems to mean '1', not '0-1').
Yeah on reflection you're probably right, I can imagine myself saying the same thing in another circumstance :)

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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Fri Nov 14, 2014 8:16 pm 
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Matt-Shadowlord wrote:
yme-loc wrote:
The idea of a single AX-1-0 for say 200pts is certainly a very good one and if Matt wants to trial or run with that version in the Vior'la list that would be fine.

I could add it as a trial, but it's obviously the sort of unit that has to be changed with caution, both because of its high damage output and its controversial development history.
So at the moment we are filling the Vior’la tread with a discussion about a formation option that might get included. Seems to me that the strength of the opposition is such that IT SHOULD NOT. I think that the opposition is biased by the history of the AX-1-0 and experiences when is was a DC2 warengine with 2 x MW1+ (TK) shots for 175 points for each unit. But ultimately getting an army approved requires some consensus that it is balanced and the amount of work to do that here seems, . . . astronomical; equivalent to getting Philae to Comet/67P.

The rest of my post is about the current play test version: 2 x AX-1-0s for 350 points with stats as in the Approved Tau Army List. Discussion about the effectiveness of the pair of units needs to keep the cost more firmly in mind. In particular, what I might call, the opportunity costs are large.

The_Real_Chris wrote:
The comments about the pair being too risky to activate - if used properly they should be a 2+ or at most 3+ and you have a re-roll.
Here is the first opportunity cost. If you need to use a re-roll you cannot use it for other purposes. You don’t get a re-roll unless you spend points on a supreme commander and in basic 3rd Phase Tau that is a Crisis Suit formation with commander upgrade (minimum cost 325 pts under 6.7.2, or, 100 pts added to a Vior’la Fire Warrior Cadre). You need to allocate some fraction of this cost to the effective use of the squadron.

The_Real_Chris wrote:
On the AA if you are guarding a 350 point formation with one skyray you are making a mistake . . .
Here you need to provide more AA cover to ensure an effective bubble. Now some gaming metas have more or less airpower operating (locally the space marines tend to walk but Mark’s orcs often come with a flying circus, and the Black Templars like to fly) but at least some of those assets needed to be included in the opportunity costs needed to make the squadron effective.

The_Real_Chris wrote:
But the trick with them I found was to hit things after they had moved up and your army was in place to cover, different from the deep strike unit some imagine it to be.
A Guard army with artillery and Shadowsword type units don’t really need to move up much so there are some fractions of tournament blind games where that tactic is not viable and this is an opportunity cost paid game to game.
The_Real_Chris wrote:
? Really - I thought with a ML they do on average 2AT hits and 3 1/3 TK hits on targets in the open? (2 twin Railcannons, 2 missile pods, 4 seekers.) Should have specified the small superheavies that give Tau a hard time, not the big titans that upset everyone.
Here we have markerlights being a requirement to ensure the performance of the AX-1-0s. Now any Tau army will need/have markerlights but they are a touch more difficult to get into place for an aircraft (since they can’t come together with a coordinate fire). If you don’t have to deep strike then the opportunity costs are very low. However ensuring you target the small enemy super-heavies that can stand back outside 30 cm from a Tau markerlight means there are some costs.

Matt-Shadowlord wrote:
It's a unit that costs a lot, is notoriously unreliable and easy to kill, can't claim or contest, but is also powerful and almost an obligatory inclusion because of the TK gap it fills.
Like all aircraft, if it fails to activate it can’t do anything to the enemy. It can never claim or contest objectives. So here are two further significant opportunity costs.


CONCLUSION

As a general principle to reduce the relative impact of the opportunity costs on each unit/squadron you take more of them. Supreme commander, heavy AA cover, vulnerable markerlight cover all cost the same but can be spread over more units. If I was going to set up for AX-1-0 operations I’d take two pairs in a 3000 point game. If they were capped to restrict numbers the opportunity costs for me would be too high. Please don’t cap numbers.

To finish I think Onyx highlights the issues, admittedly here he is discussion singletons.
Onyx wrote:
If 5x TK(D3) plane based attacks are effective on a turn it can literally rip the heart out of some armies.
It would be easy to build a Tau army with excellent 60cm range AA to keep the flyers protected (I regularly used to have 5/6 Skyrays scattered about the army) and they have plenty of long ranged firepower to suppress ground based AA (which the A-X-10's shouldn't really be flying into as they are not a deep strike unit).
“If” they work, and peoples probability calculations (gut feel though various averaging assumptions to (?) a complete modelling) vary, then that would not be a fun army to play against. Really binary and nasty to lose to. Never nice to have the heart ripped out of your army.

So Mark, Glynn, other local dudes, want to face six AX-1-0s in a 3600 points or upwards game?

For the Greater Good.


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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Fri Nov 14, 2014 10:19 pm 
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Andrew_NZ wrote:

Here is the first opportunity cost. If you need to use a re-roll you cannot use it for other purposes.

Here you need to provide more AA cover to ensure an effective bubble.

Here we have markerlights being a requirement to ensure the performance of the AX-1-0s.


Quote:
A Guard army with artillery and Shadowsword type units don’t really need to move up much so there are some fractions of tournament blind games where that tactic is not viable and this is an opportunity cost paid game to game.



All in all, the Tau army seems to work as designed then :) It was always supposed to be the most mutually supporting force and when played as such is very effective. Using a-10s means they are one of your focuses. But you still want your cheap support missile batteries to hit marked enemy arty, you still want the firewarriors who rip up the infantry part of the above guard army (remember you get to put objectives in his side of the table near wherever you like, and he does have to enter your side at some point...).

Back to playtesting this, I hope to get a game on vassal, especially after having gone to all the trouble of making the really bad manta and other icon it uses for tau :)


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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Mon Dec 22, 2014 12:28 am 
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Steve54 wrote:
I'd be far less hesitant over single A-X- 1-0s than orcas with deflector shields


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Has anybody tried out Orcas equipped with Deflector Shields, en masse?


My next encounter with Markconz Imperial Guard will continue the pursuit of his forces and the Shas'o will need greater mobility to catch up with them. Seems the perfect scenario for loading up troops in the Orca transport squadrons and to catch up and remove the Imperial presence from the Tau Colony.

Any advice, testing requests for such a force? I have almost finished 8 Orcas now so can max them.
Probably aim for a high activation approach.

Thought I'd try assault landings with Fire Warriors and Cadre Fireblade and Orca barging into contact (maybe).
Take the hits on the Orca, a useful screen with Armour 4+ and Invulnerable Save 5+.
Might try some planetfall, offload Crisis Suits which coordinate fire and then, maybe,
get back into the Orca with jetpack extra move. Obviously would want markerlights about.
Probably teleport/deploy stealth suits further back to move and fire and climb on board an Orca.
Usual tricks of contesting objectives with air-landing Orcas on turn 3.


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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Mon Dec 22, 2014 7:01 am 
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I think you should test 8 FW and 3 pathfinders in an Orca. Pathfinders are cheaper and more reliable than crisis suits. The suits has to teleport at the start of the turn. If your opponents gets the initiative then they'll likely see the threat. It also sort of forces you to air-deploy early in the turn when your suits are still around.

With pathfinders you bring with you ML that the opponent will have no way of suppressing or breaking before the orca deploys them. You can bring the troops in later in the turn without the risk of loosing ML.

The suits does bring the possibility of cross fire though, so that's something you miss.

A formation of 11 units and ML will kill or at least break most infantry/LV formations. Cadre fireblade would also be a good option, that way you get a pretty descent air assault formation if you need to go after some kind of AV formation, like artillery.


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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Mon Dec 22, 2014 8:51 am 
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It appears that Andrew's talking about assaulting with the troops, Borka about landing then shooting. Markerlights do nothing in assaults (o:
I agree that with Tau, Not assaulting is likely the best option, unless you're up against particularly defenseless formations.

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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Mon Dec 22, 2014 8:32 pm 
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Oh, I was thinking about doing both. There is enough lift capacity in my Colonial Tau Force
to have plenty of each. Against armour the Tau shooting option is poor, even with Crisis Suits.
But base-to-base assault with the Orca, say, and some gun drones in base to base, to keep
enemy armours FF down and use Fire Warriors to FF the rest.

Fire Warriors with pathfinders are a great option for shooting (Inf and LV).

Perhaps have a few empty Orcas for pickup, prepping, drawing CAP?

Any other guidance for air assaulting?


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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Fri Jan 02, 2015 9:12 am 
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I tried the list with my Tau in a 2 vs. 2 battle the other day, and it has some interesting things in it that the Third Phase Expansion is missing, I like it ;D

While playing I found a few things that I was unsure of when looking at the stat list for the Moray.
Is it a skimmer? it does not have this on the profile. nevermind on this one, it has Support Craft.
How many Ion Cannon attacks does it have, one or two?
How can it use Planetfall when it can't be carried by the Protector Class Battleship?

For the Manta Dropship, the Third Phase Expansion has it with 3 Seeker Missiles but the Vior'la list it only has 2 Seeker Missiles, what is the reason for this?

I did also find it a bit confusing that I had to look up the special rules in the Third Phase Expansion list, and that they were not included in the Vior'la documents.


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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Sat Jan 03, 2015 6:11 pm 
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I will try a list with an orca at a tournament in 2 weeks. It will be the below list.

FIRE WARRIOR CADRE [350]
8 Fire Warrior units,
3 pathfinder units,
Cadre Fireblade

FIRE WARRIOR CADRE [325]
6 Fire Warrior Units, 3 Devilfishes
2 Pathfinder units and 1 Devilfish

FIRE WARRIOR CADRE [325]
6 Fire Warrior Units, 3 Devilfishes,
2 Pathfinder units and 1 Devilfish

XV104 RIPTIDE FORMATION [400]
3 XV104 Riptides, Shas'o Commander

ARMOURED ATTACK GROUP [425]
6 'Railhead' Hammerhead gunships,
Skyray

ARMOURED SUPPORT GROUP [375]
6 Hammerhead gunships,
Skyray

RECON SKIMMER GROUP [150]
3 Pathfinder Tetra,
2 Piranha

RECON SKIMMER GROUP [150]
3 Pathfinder Tetra,
2 Piranha

BARRACUDA SQUADRON [150]
2 Barracuda Fighters

SUN SHARK SQUADRON [200]
2 Sun Shark Bombers

ORCA ASSAULT DROPSHIP [150]


Trying to test some of the new units and combinations some more. I've played a few games using the orca/FW combo in the approved list. Will be interesting to see how the orca performs in this list with the deflector shield and possibility of bringing ML (eg pathfinders). I'm usually very "in the moment" when at a tournament so will probably not remember to take all that many pictures, but will try to give feedback afterwards.


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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Tue Jan 06, 2015 2:55 am 
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Looks good Borka, it will be interesting to see how it performs. An Orca without Crisis Suits is unusual, but that's a nice AP punch you're carrying. It should make enemy infantry nervous :D


Quote:
I did also find it a bit confusing that I had to look up the special rules in the Third Phase Expansion list, and that they were not included in the Vior'la documents.


I'll incorporate the relevant rules into the Vior'la documents soon to make it as simple to use as possible.


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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Tue Jan 06, 2015 11:12 am 
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Just noticed when looking at the unit stats that a shas'el doesnt get the plasma rifle? Is this intentional?

Im a bit confused about how to represent a fireblade in a crisis formation also. Is it supposed t be a crisis suit with a fireblade pilot? Im assuming it is.

If the shas'el doesnt have the commanders plasma rifle, then could the shas'el and fireblade not just be combined into 1 upgrade? do away with the shas'el and just have a fireblade commander instead?

Or keep the shas'el and have the fireblade as an upgrade/ replacement commander? so you dont have both in the same formation?

Anyway, really liking this list and still working on my Viorla Tau force!

Steve

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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Fri Jan 16, 2015 6:37 am 
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There are two new battle reports available

Vior'la Tau vs Black Templars
Image
viewtopic.php?f=84&t=28871


Vior'la Tau vs Ork Gargants
Image
viewtopic.php?f=84&t=28867


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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Sat Jan 24, 2015 11:08 pm 
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I did a tournament write up with a mini-battlereport from one of the games at least. You can find it here

Some thoughts. The bombers are ace when they work and are quite powerful compared to most other aircraft BP bombers because of markerlights (with which they are able to effectivly sustain). My opponent in the guard game felt it was wierd that the a BP attack should benefit from ML and that it was kind of overpowered. I personally don't agree, they're not better than any regular artillery on sustain. (His views might have been colored by my rather good rolling in that particular attack.)

In most other games they didn't really do that much and they have a tendency to collect BMs since enemies like to take them down, making them stand down at least ones every game or dying. A slight increase in price to perhaps 225 might be warranted if more people find them to good. I'm not so sure they need it.


The combination of FW and pathfiners in orca for a total of 11 units of 2x good AP attacks bringing marker lights is deadly. They did a lot of damage and effectivly took out whatever inf formation they shot at in their alpha strike. An increase in points might be worth considering, if more people than me find this combo to be so deadly. Bascially 100 pts for 2 pathfinder units + devilfish and 125pts for 3 pathfinders might be worth considering.

The railgun lance rule is very nice. Makes them feel a lot more potent. They tended to die very quickly in my games though. So I have to say I couldn't really evaluate them much.

Riptides didn't really get to do a lot, died or failed me when they had the chance. They were a bit meh this time around. Still like them though and it's a nice change to have the Shas'O in such a durable suit compared to the crisis.

Not sure why I bothered again to bring Fusion gun HH. They are nice on paper, but the 30cm range makes them a lot less desirable than railguns. They feel like a one use unit. I move them up. Do something and then they die. I will try to find the points next time to get railguns instead with the lance rule they're just a better deal.


Last edited by Borka on Mon Jan 26, 2015 7:12 am, edited 1 time in total.

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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Mon Jan 26, 2015 2:26 am 
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Battle report 3 for Vior'la, dialogue: http://hordesofthings.blogspot.co.nz/2015/01/epic-4k-marine-vs-viorla-tau.html
and my comments down the page: http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=28916

Borka wrote:
The bombers are ace when they work and are quite powerful compared to most other aircraft BP bombers because of markerlights (with which they are able to effectivly sustain). My opponent in the guard game felt it was wierd that the a BP attack should benefit from ML and that it was kind of overpowered. I personally don't agree, they're not better than any ruglar artillery on sustain. (His views might have been colored by my rather good rolling in that particular attack.)

In most other games they didn't really do that much and they have a tendey to collect BMs since enemies like to take them down, making them stand down at least ones every game. A slight increase in price to perhaps 225 might be warranted if more people find them to good. I'm not so sure they need it.

Given the lack of BP artillery in the Tau arsenal and the need to push an attack into 15 cm range for the Pulse Bomb attack I think that the 200 points is fine. It comes from the Air Caste (1/3 portion), so limits other choices. And as you say has problems with likely to stand down at least once each game.

Borka wrote:
The combination of FW and pathfiners in orca for a total of 11 units of 2x good AP attacks bringing marker lights is deadly. They did a lot of damage and effectivly took out whatever inf formation they shot at in their alpha strike. An increase in points might be worth considering, if more people than me find this combo to be so deadly. Bascially 100 pts for 2 pathfinder units + devilfish and 125pts for 3 pathfinders might be worth considering.

I agree that the combination is a deadly alpha strike option. But it is only really effective shooting at an infantry (or light vehicle) heavy formation. It has to get within 15 cm to get the second trench of 11 Disrupt attacks which leaves it vulnerable to counter strike. They have no integral AT fire at all, for quite a lot of points. They are fairly immobile once landed, unless you have another Orca to pick them up. They can't deploy in a very dispersed formation since they can only go 5 cm from the Orca, which leaves them very vulnerable to enemy artillery BP fire.

This was my experience with my first use in the recent game but also, in Borka's Game 2, so para-phrase:
The Fire Warriors and Pathfinders were left exposed and needed a successful retain with Hammerheads to protect them.
Good fire from FW/PF formation was deadly but the second activation was needed to break the target formation.
Missing their Orca they were stranded. They had no AT so went in to try and FF the warhound and lost.

Two final points:
(1) lots of hits from shooting tends to leave a surprising number of surviving units if attacking more heavily armoured infantry (or troops in cover). Allocating the hits then rolling for kills means a fair number actually survive (lots die with several killing hits).
(2) the addition of Pathfinders is an upgrade cost and my feeling is that Tau are generally better with more activations. Making the upgrade even more expensive is costly.

I'll be testing these combinations some more, and have not really set my mind. However at the moment would vote for lean towards leave it at 100 points.

Great to see the surge in play testing going on. For The Greater Good.
Cheers, Andrew.


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 Post subject: Re: Vior'la Tau - Developmental V1.0
PostPosted: Tue Apr 07, 2015 11:55 pm 
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I played Viorla for the first time on Sunday, battle report up now. It was a 5-0 defeat for my IG though I gambled a load on attempting to assault a half dead Manta on the first turn and the game could have gone the other way had I succeeded.

I don't have time for a detailed commentary and am not familiar with the development on the list (I prefer the core Tau list personally)but I just wanted to chip in that I'm not keen on the Moray. It seems annoying and unnecessary - I don't think the Tau list should have a better, flying Warhound equivalent in their list. A Warhound can be killed in CC by a decent attacker e.g. Terminators, Landa assault, ect but the Moray couldn't be plus it has integral AA to boot. The core Tau list lacks in the this sort of department true; but lists are characterised by what they don't have as well.

If they are in they definitely should count towards the air and titans 1/3, as currently not doing so allows a Tau player to field more tough, fearless, long-range support craft that most armies can deal with. I also think they should cost 325 rather than 300 too, but the 1/3 is the most important change. I'm cross-posting this here and the Moray thread as wasn't sure which was the more appropriate.


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