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Vior'la Tau - Developmental V1.9

 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Sat Oct 17, 2015 8:04 am 
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The Vior'la Tau list doesn't have the Hero, but does have the Custodian which is similar. I use it about half of the time, and the other half take the AX1-0 Squadron.
If you're looking for opinions, I think it's good, but perhaps not as good as the single TK plus single large blast combo some races have for the same or lower prices.

The option of a blast from space has a huge impact during the opponent's deployment --- or a huge impact straight after they finish deploying :D


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Sun Oct 18, 2015 12:48 pm 
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I usually feel like I need something for hitting war engines. It's either a spaceship or AX-1-0. I love the AX-1-0's they're great when you get them to work! But I feel they're to unreliable for the high cost they have.

So latley when I've played tau, like the last two tournaments I went to, I've brought a space ship instead. Of course it doesn't hit as hard over a game, but it's reliable compared to the AX-1-0. No interceptors or AA-bubble can protect against it. Has a high chance of breaking or killing at least one and with luck two DC3 war eingines, which are quite abundant.


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Fri Oct 30, 2015 1:30 am 
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Borka wrote:
I usually feel like I need something for hitting war engines. It's either a spaceship or AX-1-0. I love the AX-1-0's they're great when you get them to work! But I feel they're to unreliable for the high cost they have.

So latley when I've played tau, like the last two tournaments I went to, I've brought a space ship instead. Of course it doesn't hit as hard over a game, but it's reliable compared to the AX-1-0. No interceptors or AA-bubble can protect against it. Has a high chance of breaking or killing at least one and with luck two DC3 war eingines, which are quite abundant.


Any thoughts on the change to the AX-1-0 in the new version that went up last week?

Code:
Tiger Shark AX-1-0
One Tiger Shark AX-1-0 (maximum one per 3000 points)
175pts


This means the Vior'la can take a lot fewer than other Tau, which is fitting with the more 'up close and personal' feel of the list. It also means there's a cheaper entry point to bringing one along, but crucially also that since it is now a formation of one if you lose one to AA there's no back up plan B where you still get to shoot the target with the other.


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Fri Oct 30, 2015 6:18 am 
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Oh intriguing I missed that when I looked at the last version. That make's the AX-1-0 a lot more interesting. My first thought is that they (i.e. AX and Spaceship) are on par with each other under those circumstances and price, both are probably worth taking. Depends a lot on the players prefered playstile.


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Sat Oct 31, 2015 1:46 pm 
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Hi there. Is the intention to change the Railheads to Burst Cannon in this list? It's far stronger as SMS.


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Fri Nov 06, 2015 2:41 pm 
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3 questions.

1. What was the thought behind splitting the Tiger Shark AX-1-0 squadron?
2. What was the though behind limiting Tiger Shark AX-1-0 to only one for each 3000 points?
3. How far is this list in the approval pipeline?


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Mon Nov 09, 2015 7:38 am 
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Quote:
Hi there. Is the intention to change the Railheads to Burst Cannon in this list? It's far stronger as SMS.


Standard tau units are intended to match the main list's stats for equivalent units, so it will change to be the same.

Corran_dk wrote:
3 questions.

1. What was the thought behind splitting the Tiger Shark AX-1-0 squadron?
2. What was the though behind limiting Tiger Shark AX-1-0 to only one for each 3000 points?
3. How far is this list in the approval pipeline?


1. This unit gets discussed from time to to time as extremely powerful (which it is) and extremely unreliable for its cost (which it is). The idea here is to try it as a more accessible formation that isn't as powerful, and there is a lot more flexibility for that sort of experimentation in this list than the primary Tau list.
2. If a large amount of AX-1-0s could be taken singly they would actually be more powerful than when taken in pairs. The cost of having access to one at an affordable price is that you only get access to one. That fits the Vior'la theme of having to get a bit closer to the enemy to secure kills.
That's the theory, and so far feeback has been a mix of 'Why can I only take one?' and 'Hey I can actually take one'. :D I'm interested in more views.
3. It needs a few more battlereports to make the final hurdles, but has been pretty stable for a while.


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Wed Nov 11, 2015 6:04 pm 
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Matt-Shadowlord wrote:
Quote:
Hi there. Is the intention to change the Railheads to Burst Cannon in this list? It's far stronger as SMS.


Standard tau units are intended to match the main list's stats for equivalent units, so it will change .

Good to know, thank you.


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Sun Nov 22, 2015 4:26 am 
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I really hope that riptides go back to how they were for the final version. I think the double nerf was too much. Bump the points or the downgrade the weapon but both is excessive. Personally I didn't think they were too tough with neither of the nerfs so long as players were't just maxing out on them.


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Thu Nov 26, 2015 8:54 am 
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Any chance someone familiar with the list can give me a summary of all the changes from v1.2 to v1.5 for ArmyForge? I'm afraid I just don't have time to go through 16 pages of discussion and make notes ;)

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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Sat Nov 28, 2015 1:34 am 
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kyussinchains wrote:
Any chance someone familiar with the list can give me a summary of all the changes from v1.2 to v1.5 for ArmyForge? I'm afraid I just don't have time to go through 16 pages of discussion and make notes ;)


I will compare the current Armyforge version to the latest version of the army and compile a list for you.

BTW thanks again for the effort you put in, it's appreciated!


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Fri Dec 04, 2015 1:18 am 
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I have run through the latest version of the list and compared it to the Armyforge version, and there are only 3 tweaks required:


Stealth Group option: Cadre Fireblade 25pts

XV104 Riptide Formation Price increased to 350

Tiger Shark AX-1-0 Maximum 1 per 3000 points

Thanks


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Fri Dec 04, 2015 1:23 am 
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Beefcake4000 wrote:
I really hope that riptides go back to how they were for the final version. I think the double nerf was too much. Bump the points or the downgrade the weapon but both is excessive. Personally I didn't think they were too tough with neither of the nerfs so long as players were't just maxing out on them.


Thanks for the feedback, I have heard similar views that only one of the two changes may be required from other players, but I am hoping to complete the 3rd of 3 test games with those changes before reassessing. Feel free to post a battrep too if you use them.

(@kyussinchains the price increase to 350 you have for armyforge is extremely likely to remain accurate :) )


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Sat Dec 05, 2015 10:58 am 
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Matt-Shadowlord wrote:
Beefcake4000 wrote:
I really hope that riptides go back to how they were for the final version. I think the double nerf was too much. Bump the points or the downgrade the weapon but both is excessive. Personally I didn't think they were too tough with neither of the nerfs so long as players were't just maxing out on them.


Thanks for the feedback, I have heard similar views that only one of the two changes may be required from other players, but I am hoping to complete the 3rd of 3 test games with those changes before reassessing. Feel free to post a battrep too if you use them.

(@kyussinchains the price increase to 350 you have for armyforge is extremely likely to remain accurate :) )


I'd prefer the 350 points for the Macro 3+ gun rather than dropping the points back, what the army needs is hitting power. Got bugger all engagement compared to what's out there.

Either way I'm looking at running them at Cancon so we'll see how we goes!


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 Post subject: Re: Vior'la Tau - Developmental V1.5
PostPosted: Tue Feb 16, 2016 10:01 am 
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It's time to breathe some life back into this Tau list, and the recent release of new models for its 40K version should be a get the conversation going again. Some very exciting models have been unleashed on the Imperium, and I've picked the two most significant of them as possible inclusions in the army list; the Stormsurge and the KX139 Ta’unar Supremacy Armour.



KV128 Stormsurge

Image

An absolute colossus of a machine, piloted by graduates of the Ves’oni’Vash, the KV128 Stormsurge is designed as an extreme heavy-weapons platform. Not as manoeuvrable as a Riptide, instead relying on thick armour and devastating loadouts, these hulking, squat ballistic suits are capable of changing the course of a battle in seconds with a decisive volley of astonishing firepower. Fitted with thrusters to counter recoil, bristling with pulse weaponry and missile pods, the Stormsurge is the Tau Empire’s Titan-killer.

Proposed statline.

KV128 Stormsurge
- DC2
- 20cm move 3+ 5+ 4+
- Pulse Driver Cannon 75cm Macro 3+
- OR Destroyer Missile Macro 75cm 3+ (One-shot)
- Cluster Rocket System 2x 45cm AP4/AT5

Special Rules: Destroyer Missiles fired at a Markerlit target become TK(1).
Tau Deflector Field, Walker

3 KV128 Stormsurge for 375
- Add Shas'el (leader) for 25pts


Notes: This is a similar profile to the Knight Castellan. Despite being currently set at the same price, the Pulse Driver Cannon weapon is clearly not as good as the Knight Quake Cannon. The Quake Cannon is better (90cm longer range and the formation can switch to firing Blast Templates). This is conscious choice because IMHO the Quake Cannon is probably a bit overpowered at the moment.
The Destroyer Missile is one shot (as per the 40K model), but reduced to 1 per model (instead of 4) for balance purposes. Its rule is intended to emulate those of the 40K model: Destroyer Missiles carried on the Stormsurge go from strength 8 to strength D if responding to a markerlight.
The player currently has to choose between firing PDC and DM, rather than both at once. This is for balance reasons, since even with it being one-shot, firing both at once would be awesome.

Thoughts/comments/critiques welcome.


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