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Tau Planetary Division Development
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Old 26 Mar 2007, 16:46   #1 (permalink)
Kroot Warrior
 
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Default Tau Planetary Division Development

I've been looking on the conversion pages nice ideas and some great modelling
Wanted to ask, does it sound silly for the idea of Tau utilising different machine technology, E.G walkers, tanks, wheels. in different terrain types?

As an example i have nearly completed a full first division, a first division being the primary choices.

2 HQ, 3 Elite, 6 Troops, 3 Fast Attack and 3 Heavy Support choices.

Now obviously in bigger battles you can use rules for what the army calls Irregulars or Reserves, not quite the point of the sword but they help to make up the numbers.

No i have split a planet graphic up into 6 or 8 distinct sectors. The first of which being the Temple City a grassy open space for training and use of standard Tau Weaponry and Vehicles (the normal army book)

But,,,,,,,

I would like to build a primary division for each other sector with some unique changes to vehicle or troop type. i thought of this as an idea

Arctic North. Troops cloaked or caped for warmth. No open topped. The only changes for this sector

Arctic South. Solid Land mass. Possible Tracked no open topped vehicles. Cloaked.

City fight, ruined civilisation. No hover vehicles too tight spaces between structures. Wheeled or tracked only.

Jungle Compulsory full kroot carnivore cadre. Walkers.

Mountainous Compulsory Vespid Squads no tanks, heavy weapon support batteries instead of Hammerhead.

All obviously having a different paint scheme but a binding army mark or tattoo.

Now does this sound really stupid?

I've been trying to use Eldar vehicle design rules but does anybody know of any tau VDR's to make this easier?

Thanks for any help or suggestions you might have.

Alan
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Old 26 Mar 2007, 17:06   #2 (permalink)
Shas'Saal
 
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Default Re: Tau Planetary Division Development

irregulars?
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Old 26 Mar 2007, 19:44   #3 (permalink)
Shas'La
 
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Default Re: Tau Planetary Division Development

If you have skimmers there is no reason for tracked anything.
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Old 26 Mar 2007, 21:25   #4 (permalink)
Kroot Warrior
 
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Default Re: Tau Planetary Division Development

In the american Civil wars people were drafted into the armies or created their own militia and units called irregulars.

On the hover thing, i got to thinking about the physical aspect of the craft, in a built up or mountainous area, aspects such as manouverability in between ruins and trees, a lot easier to manouvre a tank with a zero turning circle hyperthetically speaking.

Flying through the streets in a devilfish or pirahna might sound fun but what about when you need to turn quick or stop, lol, air breaks are good but not that good lol. it's aspects like this that i am trying to work around in a logical way

In part i'm trying to impart some aspect of realism and diversity into a work of fantasy.
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Old 27 Mar 2007, 10:23   #5 (permalink)
Shas'El
 
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Default Re: Tau Planetary Division Development

It sounds logical to me, it'd be easier to use tracks or wheels in a city, and walkers in a forest, instead of skimmers ;D
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Old 27 Mar 2007, 11:45   #6 (permalink)
Shas'El
 
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Default Re: Tau Planetary Division Development

Wheels or tracks in a city? This dosen't make any sense at all to me. Wheeled vehicles run into rubble, buildings, get stuck on tank traps, etc. A skimmer can just effortlessly avoid all of these obstacles. A skimmer vehicle may not be able to navigate a narrow street, but it can fly over one wheras a vehicle on treads would have to plough through or get stuck.
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Old 27 Mar 2007, 12:28   #7 (permalink)
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Default Re: Tau Planetary Division Development

Quote:
Originally Posted by Faolin
A skimmer vehicle may not be able to navigate a narrow street, but it can fly over one wheras a vehicle on treads would have to plough through or get stuck.
Tau have nice pice of wargear called Sensor Spines , its awesome for city/jungle/forest fights.
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Old 27 Mar 2007, 12:54   #8 (permalink)
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Default Re: Tau Planetary Division Development

Tau skimmers can get around almost any terrain without mishap, navigate complicated cities on autopilot and have some flight capability (up to 20,000 feet IIRC).

Simply put, Tau have no need for walkers or tracked vehicles.
As for the air-brakes thing, I'll point out that Tau skimmers also utilise limited anti-gravity drives (nowhere near as good as Eldar, but better than Imperial), so quick braking/turning is a non-issue.
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Old 27 Mar 2007, 13:32   #9 (permalink)
Shas'El
 
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Default Re: Tau Planetary Division Development

Okay well he just wants to put wheels on his Devilfish big deal let the guy do that. It'll look pretty cool to have a wheeled Tau vehicle.
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Old 27 Mar 2007, 18:00   #10 (permalink)
Kroot Warrior
 
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Default Re: Tau Planetary Division Development

hooray lol i have 2 people on my side lol.

ok as far as VDR's go still can't find any, any suggestions i have been using eldar ones to estimate pts but not sure how close that would be? unless i made an unarmed vehicle and then just payed Tau weapons costs?
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