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War Engines causing a rules ruckus!

 Post subject: War Engines causing a rules ruckus!
PostPosted: Thu Nov 18, 2004 4:09 am 
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Good work, Ray ! And welcome aboard !  :D

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Fri Nov 19, 2004 8:16 am 
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Quote (Raysokuk @ 17 2004 Nov.,23:14)
Questions: Should the Skyray have seeker missiles?????

The 40k rules (from IA update 2004) state that the AA missiles are seeker missiles. It has twin-linked markerlights to "paint" the aircraft and has to hit with those first.


Should there be an upgrade for Fire Warriors? (+4 bases and 2 Devilfish for 110pts)?????


I think this is a nice idea.


Should Kroot have some form of Transport? (Battle sphere?? Knarloc heard???)


I don't think so. Knarloc (regular knarloc, NOT great knarloc) riders would be a nice support option, though.


What about Piranhas and Tetras?????


Would be a nice addition IMO.

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Sat Nov 20, 2004 7:01 am 
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I just bought a copy of the latest Imperial armour update with the 40K rules for alot of Tau units.

The Skyray in the rules should only be able to use its own markerlights for anti air, so with that in mind I think the Skyray shold just have a straight Flak attack 1x AA3+ at 45cm and have seeker missiles aswell AT4+ (as these would be guided muntitions), also the skyray would have a 45cm Markerlight making it very valuable to Hammerhead formations.

The Upgrade for the Firewarriors is still on my maybe list I can't really see any point other than to fill a Manta. And I don't think thats enough.

I agree the Kroot shouldn't have a Transport, that makes perfect sense. The Kroot should have a seprate formation for Knarloc Riders (6 x cavalry bases) and for 0-1 (per army!) Great Knarloc Herd, 6 Great knarlocs, 6 Kroot Goader bases and an option for 0-3 Mounted Great Knarlocs (with the Explosive Bolt Throwers/Twin Kroot Gun).  

As Pirhanas and Tertras haven't been finished in 40K I think I'll leave them for a while.

The Orca should have seeker missiles, a Missile Pod, only 1 Twin Long Barrelled Burstcannon and 3 Damage Capacity.

I was thinking about the Heavy Gun Drones having Markerlights but the probability of getting a successful hit with one from a Drone made me think it wasn't even worth putting it in. And besides I've allready added markerlights to Stealth suits, I dont think another nit needs them. (although I like the concept of Drones Markerlighting the enemy if they were remote controlled, having them as AI makes me question the whole idea, are they really smart enough to markerlight the right targets?.

I've played around with the idea for the Manta Missile variant. But having the Manta as AirCraft and having Spaceship killing weapons instead of cargo space seems SO powerfull that it couldn't be equalled!

Cheers,

RayB

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Sat Nov 20, 2004 11:20 pm 
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Hello and welcome RayB.
                               I'm a Tau player, I do think it's a goodidea to post to the official forum. This means we can get our voice heard. It will help to hear a voice that is not one of the 'chosen' few
As to your ideas for the Tau forces, some good ideas that will no doubt get play tested when I get a chance.
What troops do you own?
Great guys on the forum here, enjoy :D
Cheers.

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Sun Nov 21, 2004 7:26 pm 
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I own a Manta (Which I'm converting to use as a HUGE Tau Colony ship in BFG and still be able to use it in Epic).
An Orca For my Crisis suits (It's strange not to ever have them inside but an Orca makes for good cover :D
8 bases of Fire wrriors (3 to a base)
4 bases of Pathfinders (2/3 to a base)
3 Ion cannon Hammerheads
6 Rail Gun Hammerheads
3 Skyrays
4 bases of Crisis suits (2 to a base, 3 for the Commander)
2 bases of Stealthsuits (3 to a base)
4 bases of Drones (2 to a base)
2 Tigersharks (which I use as Heros in BFG)
6 Barracudas (which I use as Defenders in BFG)

And I use IG models to represesnt other units (like Kroot).

I will probably be getting another Huntre Cadre soon (Fire warriors and Crisis suits).

Cheers,

RayB

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Mon Nov 22, 2004 1:11 am 
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IG for Kroot!!! :o Heresy!!! ?

I use Kroot for Kroot and some GZG 6mm Alien Kra'vak (I forget the spelling - where's Maksim !? :;): ) ?:D ?

I will use them as Kindred. The G/W US site also shows 40K IG Tau Auxiliaries... neat concept... I don't know if I'll add those to my T&K.

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Mon Nov 22, 2004 1:27 am 
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I've been using guard as kroot for a while.I just can't make my mind up on what colour to paint them. The casting is so nice I don't want to loose all that detail.
Maybe strawberry with yellow beaks,nice camo' colours to get L4 blood boiling :p
Nice selection of troops.No devilfish? Bit of a main stay for my force. I like the Orcas but I'm not willing to see most of my cadre go down like a sack of spuds.
Cheers.

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Mon Nov 22, 2004 1:34 am 
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Madness, absolute Madness ... Fruit flavored IG as Kroot !!!  Will the horror ever end ? ???

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Mon Nov 22, 2004 4:14 am 
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Oh my God, of course, yes 6 Devilfish! Where would I be without them?: buried 12 miles away from the front no doubt :;):

I didn't know GZG had an Epic range (although you'd never say it out loud :D ), I'll have to give that a look.

I will probably get some Kroot eventually, but at the moment in the v3 rules they're a rusty Chain saw when I have a perfectly good ICBM! :D

Cheers,

RayB

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Mon Nov 22, 2004 4:23 am 
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Yes, the F/W Epic Kroot are pretty nice. I look forward to the other Epic Kroot they are going to release, soon, I hope. ?

The GZG 1/300 (6mm) ranges are pretty big. Not bad models... :)

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Mon Nov 22, 2004 4:27 am 
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Hi Guys, I just found out that Fanatic are toying with Ideas for Tau v4 but to my horror their message board won't let me post because of this:

Microsoft VBScript runtime error '800a005e'
Invalid use of Null: 'cLng'
/epic/forum_b/inc_func_common.asp, line 900  

Anybody know what it means?

Well here's the message I'm trying to send, if anybody has anything to add or thinks I'm crazy please tell me, and if anybody wants to feel free to post my ideas on the Forum under Tau v4 go right ahead!

++++++++

Right I'm new to this Forum but I'm still going to carpet bomb this with IDEAs!

I think (know [:D] )that seeker missiles as a seperate stat line work well and is a great game mechanic. What's wrong with it?
Getting your Pathfinders (or whatever) within range to get the full benefit of your AV's is great, it adds strategy and a mentatlity that is definetly Tau.

What's wrong with Coordinated Fire? Really?

The Manta should just have 1 5+ invulnerable save rather than 2 6+'s (but that's a minor point, its just saving a Dice roll). I think not having Void shields is a nice touch and if/when the aircraft version of the Manta comes out having void shields would make it ridiculas! (Not that it won't crazy anyway [:D]).

If any thing needs changing in the Tau's main rules its the Discretion over Valor rule, urgh! Instead of 'never ever' being engaged I think Tau should be able (as in an ability/option) to counter charge away from the enemy (not bases in Close combat) and any bases left in close combat or still within 15cm automatically die! The surviving Formation suffers a number of blastmarkers for each lost unit and one for comming under fire (or rather being engaged). So the engagement doesn't actually happen but casualties should have been caused by the attacker so there is an advantage to it.

As well as these nuggets of Sanity I've put together (after playtesting) a list of actual changes to the units that I think would benefit the army:

Changes from v3:

Hunter Cadre: Pathfinders no longer included. (Having such a large starting Formation makes the Army very unfriendly and uncustomisable.)

Crisis suits; 1 less gun (keeping the Missile pod as standard), choose between 2x Fusion Blasters (AT3+) and PlasmaRifle + Burst cannons (inc flamers/Drones). (Having so many guns on Infantry was terrorfying and also massivley out of proportion with the 40K Crisis suit rules! I tried having battles suits able to choose thier guns but it turned sour (far too intracete) so I've given a choice between Tank hunters(Missile pod/2x Fusion Blasters (AT3+) and Anti Personel (Missile pod/Plasma Rifle/Burtscannon) I've left the Comander unit as it was (as each suit in the Commander unit has hardwired junk. I also upgraded the Fusion blasters to bring them in line with the Anti personel variant (and it should have been AT3+ to begin with).
 
Stealth suits; 2x Multiple Burst cannons AP 4+ instead of 1 AP2+. No Disrupt ability. 1 Marker light per 2 bases AT 6+. (2 Shots to bring them in line with the crisis suits and make them better than the pathfinders, the Markerlight to make them a very nice upgrade for Crisis suits (and they should of had them anyway) Burst cannons don't have a pinning test so I got rid of the Disrupt ability).

Orca; Seeker missiles AT 4+, Missile Pods AP5+/AT5+ 45cm, 1 LB Burst Cannon instead of 2 Burst Cannons (No Disrupt). Broadsides count as 4 bases for transport. +1 Damage capacity. Fire fight 6+ instead of 4+ (given it?s fluff). (As this thing is a War engine and has a fair few guns in 40K it seemed strange to give it 2 Twin Burst cannons (especially when it only has 1 Long Barrelled). So I've given it it's weapons in 40K, I've alos upped the Damage Capacity (as it is huge) but also down graded its save and firefight value to fit with it's background.  

Fire Warriors; 1 Marker light per 2 bases AT 6+, instead of AT 5+ per base. (This defenitaley needed top be done! Firewarriors were far to effective against Tanks!).

Devilfish; Seeker missiles AT 5+. (Why didn't it have them in the first place?)

Support cadre 0-2 of each formation per hunter cadre (instead of 0-3), inclusion of Pathfinders. (the reason this is 0-2 is because there is also a Heavy support Cadre aswell and Kroot act as a seperate army in a sense.)

Pathfinders; Pulse carbines AP 5+ instead of AP 4+. (makes them less effective against infantry as they shouldn't be good at everything (and it was out of relation to the 40K version)).

Hammerhead sqdrn (3+1) (+ 1 skyray, compulsive). (This option is mainly for anit air hense the compulsive skyray and the odd oportunistic placement).

*Drone Turrets (I'll comment on these later).

Heavy Gun Drones AP3+ (no Disrupt) instead of AP2+. (they were too good for what they are).

Heavy support Cadre 0-2 per hunter cadre (new option). (This is to allow the odd Haevy support Formation, obviously).

Hammerheads; x 6, option to ?add? a skyray. (The standard Hammerhead formation were too small to be effective and were just broken before you could say ommming under fire so I've made them slightly bigger but not too big to make it a Tank company, and also be friendly towards the FW 3 packs [:)]).

Manta; Burst cannons x 2 AA5+ and x 3 AP4+ instead of 2 x AP2+, 6 x Ion cannons Fixed Forward instead of 3 left and 3 right. (This thing was gross in its physics defying guns that are blatenetly fixed forward and yet able to shoot all round (that's an easy fix), And with so many Burst cannons all over I thought they deserved more shots and an AA shot for the Top mounted turrets).

Kroot Kindred (separate ally army) (I've doen this so its easy to field a Kroot Army if you ever wanted to).

Kroot Kindred; 12 bases instead of 10, Krootox 0-1 option for Kindred (half of the bases have kroot gun) (instead of 0-3 Kroot guns), Kroot hounds 0-1 for Kindred (half the bases in close combat have +1 attack) (instead of 0-3 Kroot Hounds). (I've enlarged the Formation to give it more surviveablity and to be friendly to the FW packs, the Krootox is now just an IG Auto cannon (simple and easy) and the Kroot hounds are extra attacks for half the Kroot units in CC (the engageing player chooses which bases benefit) (simple and easy), I got rid of the Knarloc because of the following).

**(0-1 per Kroot Kindred) Great Knarloc herds (6 Great Knarlocs+6 bases of Kroot Goaders, option of + 0-3 Mounted Knarlocs). (This Formation can be big and very tough which makes Kroot really worthwhile! The Mounted Knarlocs are weapons platforms with Twin Kroot Guns AP4+/AT5+ and Explosive Bolt Throwers AP3+/AT6+), Goaders are normal Kroot withouit the Infiltrate ability.

**(0-1 per Kroot Kindred) Knarloc Rider units (6) (This is a 20cm speed clavlry unit for Kroot that's really good in CC).

Tigershark cannot carry Heavy Gun Drones. (I've done this simply because they can't, so now I wondering whether they should be a seperate choice from normal drones).

**Manta Missile Destroyer (I'm working on a version for this but it always seems too cheap!)

Hero ?1 BP. (to bring it in line with the ships guns in BFG

*Hero Variant (5BP variant, T'olku varinat in BFG)

Points: Hunter Cadre 475pts (instead of 600, but doesn?t have any pathfinders)
Orca 75pts (instead of 50pts).
Pathfinders 150pts
Hammerhead sqdrn 3 + 1 skyray 250pts (instead of 300).
*Drone Sentry Turrets (varies)
Broadsides 300pts (instead of 250pts).
Hammerhead formation (6) 350pts, Skyray 75pts (instead of 112pts).
*Manta Missile Destroyer 850pts???
Kroot Kindred; Kroot Hound upgrade 30pts (different from v3), Krootox upgrade 30pts (different from v3),
**Great Knarloc herds (210pts-300pts 12-15)
**Knarloc Rider units (150pts 6)

Well that's food for thought (Damn I've just burnt my food whilst writting this!!!! [:(]

Cheers,

RayB

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Mon Nov 22, 2004 4:29 am 
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Wow that was alot longer than I thought! Thanks for reading it and sorry it was SO long.

Cheers,

RayB

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Tue Nov 23, 2004 2:03 pm 
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Some interesting stuff there.It will take a while for it toall sink in. I've had a bash at re-doing the kroot as well. When I get my typing head on I will put a few ideas down on screen.
What do you mean Tigersharks can't take heavy drones? I love dropping those babies on isolated units :p  :{
Cheers.

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Tue Nov 23, 2004 11:27 pm 
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The only reason I put the no Hvy drones for Tigersharks in is because they can't in 40K. But I guess it can be done any way (it just won't be accurate to the design of the unit).

Cheers,

RayB

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 Post subject: War Engines causing a rules ruckus!
PostPosted: Wed Nov 24, 2004 12:37 am 
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Hi L-4 and Gang,

I use Kroot for Kroot and some GZG 6mm Alien Kra'vak (I forget the spelling - where's Maksim !?


GZG does make a fine line of 6mm figures for their Dirtside II game as well as a few other generic 6mm infantry figures not specifically made for DS-II.

Kravak is their Alien species and the figures look a little more like mini-Predators than Tau, per se. They are, however, fine figures and I like them very much.

I haven't spent much time thinking about the Tau yet. I've been too busy trying to finihs my current projects, which include a Jopalli IG regiment, a Crimson Fists SM company, a Tyranid army (As well as heading the team working on the E-A Tyranid rules) and a large force of Necrons.

Oh, and I have a real life too! :)

Shalom,
Maksim-Smelchak.

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