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Vior'la Tau - Developmental V1.9

 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Mon Aug 24, 2015 3:16 am 
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Onyx wrote:
Maybe a formation with a built in 5+ Inv save doesn't really need the presence of shield drones as well?

This would be in keeping with the design philosophy for the Tau, shield drones are generally factored in to the armour save for units.
Leaving the Arm 3+ to include accompanying shield drones and the 5+ Inv Save for the Deflector Shield?


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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Mon Aug 24, 2015 9:57 am 
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Since the shield drones are AV and the riptides WE's, they can't really "shield" them anyway because you always have the choice to target the WEs. I guess the drones just make the riptides either harder or easier to break, depending on the situation. i.e. if you do damage to the riptides then the additional models increase the break point, but if you target the drones then they are easier to destroy.

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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Tue Aug 25, 2015 4:13 am 
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Kyrt wrote:
Since the shield drones are AV and the riptides WE's, they can't really "shield" them anyway because you always have the choice to target the WEs. I guess the drones just make the riptides either harder or easier to break, depending on the situation. i.e. if you do damage to the riptides then the additional models increase the break point, but if you target the drones then they are easier to destroy.


Yeah, but, . . . you can put the shield drones behind the Riptides and since WE block line of sight they can't be targeted. Also the Riptides have a 10 cm coherency separation distance so shield drones could also be hidden behind cover. In both cases it makes the WE formation more resilient for the bargain price of shield drones.

If you have 2 BMs and want to shoot, just pop-up a shield drone at slightly longer range to soak 1 BM and the formation fires at almost full effect. All very advantageous for just 25 pts each.


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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Tue Aug 25, 2015 4:33 am 
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Yeah, the more I think about this, the more it seems like a good idea to remove the shield drone upgrade from the Riptides.
It's a bonus they just don't need.
Fast/shooty/resilient War Engines don't need extra buffs.

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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Tue Aug 25, 2015 6:56 am 
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Good feed back, thanks.

Thanks also for the battle reports, the detail is appreciated.


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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Thu Sep 03, 2015 3:57 am 
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Just a quick check:

Are the Mantas meant to cost 625 points? Tau 6.8 have them at 650 points.

Also the Hammerhead Railgun variant in Tau 6.8 has burst cannon, AP5+ instead of smart missiles AP5+, ignore cover. And the AP5+ shoot with the railgun does not have lance.

Of course the tournament pack website has Tau 6.8 with smart missiles, . . .
http://www.tp.net-armageddon.org/army-lists/tau.html

Best get my orbital (Manta) response to ATML properly costed, organised, . . . . vs Markconz tomorrow night.


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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Wed Sep 09, 2015 8:16 am 
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I will adjust the sheets to match the updates to Tau 6.8 in the next revision, which will be soon.


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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Thu Sep 10, 2015 3:27 am 
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So I went for Riptide spam in my most recent game, . . . .
Battle report at Imperial Headquarters
TacCom report at Imperial Communications Hub

18 Riptide Suits (counts as Battlesuits and Broadsides) plus some support for 4000 points.
I took them without any shielded missile drones, as I suggested above.

There was a hint of a price bump, . . . how much? Needed?

That brings us to 7 Vior'la games with posted/published battle reports.
Still planning some more Orca spam games. And Riptide options.
How are you placed overall, . . . . need anything more.
My Kroot are doubtless itching for a run.


Last edited by Andrew_NZ on Sat Sep 12, 2015 8:56 pm, edited 1 time in total.

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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Thu Sep 10, 2015 3:57 am 
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Yes I think spamming of Riptides needs some serious testing. At 325 for 6 DC, 3 macros each turn, and 3+/5++ armour, using markerlight, co-ordinated fire and fallback they were outclassing my warhounds (and everything else) pretty badly. For less than 2K points there was 36DC of very well armoured and speedy units packing lots of macros.

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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Thu Sep 10, 2015 7:16 am 
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The other thing I thought, was that with Riptides effectively being the Tau equivalent of Imperial/Eldar knights, and the awesome Kaiju mega-rigs from Onslaught available with multiple options, it's a shame to limit them to just one weapon loadout. Can a list with variant choices be included or developed perhaps?

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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Wed Oct 07, 2015 1:03 am 
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Markconz wrote:
The other thing I thought, was that with Riptides effectively being the Tau equivalent of Imperial/Eldar knights, and the awesome Kaiju mega-rigs from Onslaught available with multiple options, it's a shame to limit them to just one weapon loadout. Can a list with variant choices be included or developed perhaps?


Hi Mark

That's entirely possible, I even drew up some test rules for the various weapons options, and some notes for even newer units like the KV-128 Stormsurge:

Image

THAT IS WHAT TEMPTATION LOOKS LIKE!!

:D

However, I have decided that the priority is to get the Vior'la Tau list finished, and that would be much easier to accomplish if changes are kept minimal so that the many playtests that have been done remain as relevant as possible.

To that end I will be posting an update to the army that I hope will be the final before it goes into the approval process.

It's been a long journey, and I'd like to get this army live :D


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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Wed Oct 07, 2015 6:57 am 
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The new version of the list, Version 1.5 has been added.

There are a few changes, most significant being two changes to riptides:
Weapon reduced from 3+ to 4+ to hit
Formation cost increased from 325 to 350 points

I decided not to combine these two with the suggestion to remove of the Shield drones, as making two power-reductions to a unit is sufficient at one time. Since from a thematic point of view they're similar to the gundrone upgrade option for Crisis Suits, I'd probably only remove them for balance purposes, so the shield drones can stay in until we see the affect of the two tweaks above.

The rest of the list has been stable for a while, so it's a good time to start trying to move it from Dev to Approved.

Thanks, I hope you enjoy the latest version of the Vior'La Tau list.


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Wed Oct 07, 2015 7:04 am 
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Cool we'll let you know how it goes. :)

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 Post subject: Re: Vior'la Tau - Developmental V1.4
PostPosted: Wed Oct 07, 2015 11:58 am 
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Andrew_NZ wrote:
Are the Mantas meant to cost 625 points? Tau 6.8 have them at 650 points..


I have increased the price in the Vior'la version to match 6.8.


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Fri Oct 16, 2015 8:39 pm 
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Interested to know how many Tau players take the Hero class ( 2 x TK(D3) ) cruiser in their games?
Looking at the other army lists and comparing points for what you get, it seems pretty strong.

Tim


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