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tau rules

 Post subject: tau rules
PostPosted: Tue Jan 27, 2004 1:15 am 
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Hi!

Obviously I'm not much for "officialty". I find it somewhat humorous that the contributors may be disapointed because thisor that idea didn't get in.

What does it matter? Its YOUR game. I beleive many have bought into GW's "tourney mentality" a little too much. You dont NEED rules conformity or standarization. The great majority of people play in their own little "gaming groups". House rules are so common that they ARE the norm.

The fallacy that you cant play pick up games with rules that have home rules modifications is just that, NOT TRUE. I have and seen people that dont know each other play whatever game and share home rule variants and implement them then and there. No rules are good enough to avoid "tweaking". Its one of those natural gamer quirks.

Whatever game or version you like and play if there is something you think should be "this way" and not "that way". Change it. Try it and see if it works. Have fun doing it.

Its that simple. Even Jervis acknowledges that its YOUR hobby. I just dont understand whats the "fear" in changing the rules and "converting" others to your variant.

"think out of the box" its true in more ways than one...... :;):

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 Post subject: tau rules
PostPosted: Tue Jan 27, 2004 1:48 am 
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I didn't have time to contribute much, but I was also happily surprised by personal e-mails from Jervis.  I was also pleased to see my suggestions about the Tyranid and Guard lists taken up.

BTW Maksim I personally I think the orks are much better in EpicA than in Epic40k... I am currently working on two more big warbands... and on completing 4 huge blitz brigades, each with 3 Supa Zzap guns... they really murder enemy armour.  EpicA has really got me inspired to play and build orks again!

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 Post subject: tau rules
PostPosted: Tue Jan 27, 2004 5:45 am 
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Do what works for you ...  :;):

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 Post subject: tau rules
PostPosted: Tue Jan 27, 2004 3:43 pm 
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Things I pushed for that it into the rule book:

The current crossfire rules. I didn't like any of the previous versions requring things like 90 flanking angles, both units being in range, specific unit facings etc. Along with a few other people I pushed for a simpler rule, and one that also makes crossifre manouveres harder to pull off.

Landing craft cost: I think the LC could do with a total stat re-work (it was changed drastically at the last minute with no time to play test). When the current version was added, it had was 250 points. Myself, neal and a few others pushed to increase it to 350 points, which it is now.

Aircraft stats: I suggested a totally different set of stats for the thunderbolt, which are the ones that are printed in the rule book

I also pushed for limiting the AA abilitys of bombers with all round fire arcs, as a result all the bomber AA weapons with all round fire arcs were reduced to 15cm range, giving most interceptors the option to attack from a safe distance (30cm) at the cost of less attacks.

Fearless units: I really disliked the "immune to panic" rules. They allowed units ITP units to shoot while broken, and of ten it was to your advantage to deliberately get a formation broken so that you could move twice per turn (2 fallback moves) and shoot af full effect instead of moving once and suffering from BM suppression. I made a post pushing for a change and Jervis came up with the current fearless rules shortly after, which are very similar to what I suggested.

Landspeeder typhoons: Got the missle launchers changed to twin-linked, which should make them just about worth having now

Demolisher cannons: Got their AP stats improved to 3+ (I wanted them to be MW5+, but too many people objected :( )

Land Raiders: Got them allowed as transports for devastators



Things I pushed for that didn't get in the rule book:

Alternate rules for ranged macro weapons: I wanted macro weapon to be a note on the end of ranged weapons, and still give them seperate AP\AT stats, to allow for a wider variety of weapon stats. eg Dark Reaper missle launchers could have been AP5+, macro weapon, demolisher cannos could have been AP4+\AT5+ macro weapon etc.

War engines: As with macro weapons, I wanted it be a note that was listed in addition the main stats (eg you ocould have an INF\LV\AV, war engine) to allow things like a hive tyrant or greater daemon war engine that was still an infantry unit.

Different flak rules\stats: IMO the rules for resolving flak\interceptor attacks are awkward, and taking out air transports before they drop off their passengers is nearly impossible due to their stats. (IMO they should lose either the reinforced armour or the warengine status).

Several other changes which I can't remember, some that made it in and some that didn't.


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 Post subject: tau rules
PostPosted: Tue Jan 27, 2004 4:32 pm 
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Hey Crimson,

I like that devastators can have land raiders too, hell, I think the tacticals should have them as well.

The thing that annoys me about the Space Marines Rhinos is that they are included in the costs of the formation. I battled against this, usually against non-Space Marine players because EVERYTHING SHOULD HAVE A COST. Why add Dreadnoghts to a Space Marine formation if it is going to slow them down to a crawl? What is the point of tailing Rhinos if the devastators can all ride in the Land Raiders? I like the flexibility that is there now, but I see absolutely nothing wrong with having tactical units and such on foot, and paying for a Rhino upgrade. You are just wasting the points. If you knocked off 50 points or so, I could invest in a commander or something. A commander, tactical formation, and two dreadnoughts makes more sense than a tactical formation with rhinos, and two dreadnoghts.

Of course I had to hear lame arguements that the rhinos were included in the costs, use them or lose them, which hardly seems justifiable.

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 Post subject: tau rules
PostPosted: Tue Jan 27, 2004 5:32 pm 
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I like what I see in the rules and will buy a copy when they get to the US.  But I didn't care to get involved in their creation. We play our own "Hybrid" version and will probably add some of the E:A rules to the mix.  I think everyone gets too "wrapped around the axle" about "offical rules".  Buy the E:A rules and play Epic as you and your crew sees fit ...  :;):

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 Post subject: tau rules
PostPosted: Tue Jan 27, 2004 8:15 pm 
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Quote (Gandalf the Grey @ 27 2004 Jan.,15:32)
Hey Crimson,

I like that devastators can have land raiders too, hell, I think the tacticals should have them as well.

The thing that annoys me about the Space Marines Rhinos is that they are included in the costs of the formation.

I agree, I asked several times for land raiders to be available to all SM infantry and to drop the points cost of land raiders a bit (as did a few other people), Jervis decided he would allow them for devastators and we couldn't change his mind on the other stuff :\.

I suspect LR points cost will be one of the things that changes in the annual once there have been a couple of Epic GTs where hardly any land raiders are used  :p


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 Post subject: tau rules
PostPosted: Tue Jan 27, 2004 9:30 pm 
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They should be avalilable too all SM infantry -and actually more common than Rhinos if anyone is doing a pre heresy army (I know I will as I have some 30+ land raiders at the moment :;): )

Cheers!

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 Post subject: tau rules
PostPosted: Wed Apr 28, 2004 8:21 pm 
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Hello, I'm new to this whole epic thing but I was 'forced'    to buy a Tau army. Any reports on what the current v 1.3 rules play like? My force is still on the orcas being painted :D
      adrian

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 Post subject: tau rules
PostPosted: Wed Apr 28, 2004 9:40 pm 
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Hi and welcome :)  

Hmmm... OrcaS you say!?! :oo  Sounds like quite a strain on the old bank account there :D
Please do post some pics once you get the stuff painted -this is becoming more or less mandatory by now :;):

Uhm, oh,:And as for your original quiestion: I'm sorry but I havent been able to test out the Tau rules yet (nor bought any of those marvelous (though expensive) FW minis.

Cheers! :)

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 Post subject: tau rules
PostPosted: Wed Apr 28, 2004 10:35 pm 
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Hi!

Welcome to the boards Penal battalion!  :D

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 Post subject: tau rules
PostPosted: Wed Apr 28, 2004 10:48 pm 
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The f/w tau paint up very well with minimal effort. You don't need to have the best paint job, no ork will get close enough to see the uniform if we're lucky! As for the orca, well very nice with a price tag to match :(

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 Post subject: tau rules
PostPosted: Wed Apr 28, 2004 11:36 pm 
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The current Tau rules are ok, but they will be subject to revisions when they come up for real playtesting (most of the trial rules are officially 'on the backburner', with usually only 3 armies being heavily playtested at a time). I believe the anti-charge move will be changed to be crisis suits only in the next revision, but apart from that, I can't remember :)

You can search the official epic boards and see what the consensus was, though.


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 Post subject: tau rules
PostPosted: Wed Apr 28, 2004 11:54 pm 
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Thanks. I had heard that the 'pull back' rule was a bit too nice. So I shall stick with it for a while so I can get used to the rules. Oh and use it to kill eldar as much as pos' :laugh:

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 Post subject: tau rules
PostPosted: Thu Apr 29, 2004 4:45 am 
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I like the current Tau rules (v.3 IIRC ?), but they may need a little fine tuning. ?The Tau is the army most like modern forces, with most of the rest of the Epic armies stuck in WWII ! ?I'm not complaining, I like the paradigm ! ?I see the Kroot as a brutal version of jungle tribesmen mercenaries, like the 'Yards, in Vietnam ... :;):

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