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Made in us
Trustworthy Shas'vre






Welcome ladies and gentleman, boys and girls, children of all ages.

This is the Codex:Necrons and Codex: Tau Balance Errata, a part of the larger 40k Balance Errata. The goal of these Balance Errata is to create a more balanced and varied 40k and can be applied to their respective codex.

Also, to anyone looking at these Balance Errata the goal was to use the lightest hand as possible using points as the primary mechanism of change. Using weapon profile changes as well as Unit Composition more sparingly. Altering model stats even more sparingly, and lastly rewriting or adding new rules only when absolutely necessary.

Note that these changes are replacements unless notated as additions or removals.

Codex: Necron
Spoiler:
Necron Decurion Detachment
Command Benefits: Everliving: "Models in the detachment with the Reanimation Protocols special rule reroll 1's when making Reanimation Protocols rolls. Models in this Detachment with the Living Metal rule ignore the effects of Crew Stunned and Crew Shaken (but still lose a Hull Point)."

Formations
Reclamation Legion
Enhanced Reanimation Protocols: "Add +1 to Reanimation Protocol rolls for the Overlord from this Formation (or the model taken in place of the Overlord) and units from this Formation that are within 6" of him."

Canoptek Harvest
Adaptive Subroutines: Change "and all units from this Formation within 12"" to "and all units from this Formation within 6""

Destroyer Cult
Extermination Protocols: Change "All units in this Formation re-roll failed To Wound rolls and Armour Penetration rolls in the Shooting phase." to "All units in this Formation re-roll failed Armour Penetration rolls in the Shooting phase."

HQ
*I am not familiar enough with the new Special Characters to reprice them.

Troops

Elites
Triarch Praetorians: 130pts, 26pts/model

Triarch Stalkers: 110pts, 110pts/model

C'Tan Shard of the Nightbringer: 220pts

C'Tan Shard of the Deceiver: 220pts

Fast Attack
Canopek Wraiths: 135pts, 45pts/model

Tomb Blades
Any model may take Shieldvanes: 4pts/model
Any model may take one of the following: Nebuloscope: 3pts/model

Heavy Support
Annihilation Barge: 105pts

Transcendent C'Tan: 220pts

Change Log:
Spoiler:

5-20-15 Changed
Reclamation Legion
Enhanced Reanimation Protocols: "Add +1 to Reanimation Protocol rolls for the Overlord from this Formation (or the model taken in place of the Overlord) and units from this Formation that are within 6" of him."

5-20-15 Added
Canoptek Harvest
Adaptive Subroutines: Change "and all units from this Formation within 12"" to "and all units from this Formation within 6""

6-3-15 Add
Destroyer Cult
Extermination Protocols: Change "All units in this Formation re-roll failed To Wound rolls and Armour Penetration rolls in the Shooting phase." to "All units in this Formation re-roll failed To Wound rolls and Armour Penetration rolls of a 1 in the Shooting phase."

6-4-15 Add
Destroyer Cult
Extermination Protocols: Change "All units in this Formation re-roll failed To Wound rolls and Armour Penetration rolls in the Shooting phase." to "All units in this Formation re-roll failed Armour Penetration rolls in the Shooting phase."




Codex: Tau
Spoiler:

Special Rules
Target Acquired
Scour: Change To "(Markerlight Cost = 1+): Lowers targets covers save by 1 per counter used."

Tau Empire Wargear List
Ranged Weapons
Flamer: 5/7pts
Airburst Fragmentation Projector: 10pts
Cyclic Ion Blaster: 10pts

Signature Systems
Add "A maximum of two Signature Systems may be taken per model."
Command and Control Node: 20pts
Puretide Engram Nuerochip: 20pts
XV8-02 Crisis 'Iridium' Battlesuit: 30pts

Support Systems
Advanced Targeting System: 2/5pts
Counterfire Defense System: 2/5pts
Early Warning Override: 5/15pts
Positional Relay: 2/5pts
Target Lock: 5pts
Vectored Retro Thrusters: 5pts
Drone Controller: 8pts
Stimulant Injector: 10pts/40pts
Velocity Tracker: 10/20pts
Shield Generator: 15pts

Ranged Weapon Profiles
Ion Accelerator: Change To
Standard
Range: 72" Strength: 7 AP 3 Heavy 4
Overcharge
Range: 72" Strength: 8 AP 3 Heavy 1, Gets Hot, Large Blast
Nova-Charge*
Range: 72" Strength: 9 AP 2 Ordinance 1, Gets Hot, Large Blast, Nova-Charge

HQ
Commander Farsight: 155pts
Farsight Enclave: Add "Each Bodyguard must have a unique configuration of Support Systems, Signature Systems, and Ranged Weapons. Commander Farsight's XV88 Bodygaurd Team may never be joined by Commander Shadowsun."

Aun'Va: 80pts
Aun'Shi: 80pts
DarkStrider: 90pts

Ethereal
May take one of the following... Two Equalisers: 5pts

XV8 Crisis Bodyguard Team: 27pts, 27pts/model
The entire unit may take the Bonding Knife Ritual Special Rule: 1pt/model

Fire Warrior Team: 48pts, 8pts/model
Wargear: Combat Armour, Pulse Carbine, Photon Grenades
Any model may exchange his Pulse Carbine for a Pulse Rifle: 1pt/model
May upgrade one Fire Warrior to a Fire Warrior Shas'Ui: 5pts
A Fire Warrior Shas'Ui may take a Markerlight and Target Lock: 10pts
A unit may take EMP Grenades: 1pt/model
The entire unit may take the Bonding Knife Ritual Special Rule: 5pts

Kroot
May indluce up to three KrootoxRiders: 20pts/model

Dedicated Transport
Devilfish: 75pts

Elites
XV8 Crisis Team
May upgarde one Crisis Shas'Ui to a Crisis Shas'Vre: 5pts

Stealth Team: 75pts, 25pts/model
May upgarde one Stealth Shas'Ui to a Stealth Shas'Vre: 5pts

XV104 Riptide
May exchange Heavy Burst Cannon for Ion Accelerator: 20pts
May take up to two Shielded Missile Drones: 20pts/model

Fast Attack
Pathfinder Team: 50pts, 10pts/model
Unit Composition: 5 Pathfinders
May include a Recon Drone: 20pts
May include a Grav-Inhibitor Drone: 12pts
May include a Pulse Accelerator Drone: 12pts
Models may exchange their Pulse Carbine and Markerlight for one of the following... Ion Rifle: 7pts; Rail Rifle: 10pts
The unit may take EMP Grenades: 1pt/model
May upgrade one Pathfinder to a Pathfinder Shas'Ui: 5pts
The entire unit may take the Bonding Knife Ritual Special rule: 5pts

Vespid Stingwings: 60pts, 15pts/model
Special Rules: Add Deep Strike
May Upgrade one Vespid Stingwing to a Vespid Strain Leader: 5pts

Drone Squadron: 48pts, 12pts/model

Piranhas
Any Piranha may exchange its Burst Cannon for a Fusion Blaster: 5pts

Sun Shark Bomber: 125pts
Razorshark Strike Fighter: 125pts

Heavy Support
XV88 Broadside Team: 55pts, 55pts/Model
May upgrade one Broadside Shas'ui to a Broadside Shas'Vre: 5pts
Any Broadside Shas'ui or Shas'Vrew may exchange his Twin-Linked Heavy Rail Rifle for a Twin-Linked High-Yield Missile Pod: 15pts/model
Any Proadside Shas'Ui or Shas'Vre may exchange his Twin-Linked Smart Missile System for a Twin-Linked Plasma Rifle: Free

Hammerhead Gunship:100pts, 100pts/model
Add "May take an additional Hammerhead Gunship... 100pts/model
Any Hammerhead with a Railgun may take Submunition Rounds... 5pts/model
Any Model may exchange both Gun Drones for one of the following... Twin-Linked Smart Missile System: 10pts
Any Model may take up to two Seeker Missiles...
Any Model may exchange its Railgun for an Ion Cannon: Free
Any Model may take items from the Vehicle Battle Systems list.

Sky Ray Missile Defense Gunship: 115pts, 115pts/model
Add "May take an additional Sky Ray Missile Defense Gunship... 115pts/model
Any Model may exchange both Gun Drones for one of the following... Twin-Linked Smart Missile System: 10pts
Any Model may take items from the Vehicle Battle Systems list.




Farsight Enclaves Supplement
Spoiler:

The Army of the Farsight Enclaves
The Army of the Farsight Enclaves/Battlesuit Spearhead/Ork Hunters/Ta'Lissera Bond
Change "Farsight Enclaves army" to "Farsight Enclaves Detachment"

Signature Systems
Change "your army" to "your Farsight Enclaves Detachment"

Earth Caste Pilot Array: 35pts
The Mirrorcodex: 30pts
Seismic Fibrillator Node: 30pts
Warscaper Drone: 25pts
Talismen of Arthas Moloc: 10pts
Fusion Blades: 5pts

Farsight's Commander Team
Change "a Farsight Enclaves army" to "a Farsight Enclaves Detachment"

Commander Farsight: 155pts
Commander Bravestorm: 179pts
Commander Brightsword: 154pts
Shas'Vre Ob'Lotai 9-0: 113pts
Commander Arra'Kon: 146pts
Commander Sha'Vastos: 159pts
Sub-commander Torchstar: 144pts
Honour-Shas'Vre O'Vesa: 305pts
*Includes a 10pts Discount and new Wargear costs



Change Log:
Spoiler:

5-20-15 Changed Base cost and weapon
Fire Warrior Team: 48pts, 8pts/model
Wargear: Combat Armour, Pulse Carbine, Photon Grenades
Any model may exchange his Pulse Carbine for a Pulse Rifle: 1pt/model
May upgrade one Fire Warrior to a Fire Warrior Shas'Ui: 5pts
A Fire Warrior Shas'Ui may take a Markerlight and Target Lock: 10pts
A unit may take EMP Grenades: 1pt/model
The entire unit may take the Bonding Knife Ritual Special Rule: 5pts

5-20-15 Changed Base Cost and Min Unit Size
Pathfinder Team: 50pts, 10pts/model
Unit Composition: 5 Pathfinders
May include a Recon Drone: 20pts
May include a Grav-Inhibitor Drone: 12pts
May include a Pulse Accelerator Drone: 12pts
Models may exchange their Pulse Carbine and Markerlight for one of the following... Ion Rifle: 7pts; Rail Rifle: 10pts
The unit may take EMP Grenades: 1pt/model
May upgrade one Pathfinder to a Pathfinder Shas'Ui: 5pts
The entire unit may take the Bonding Knife Ritual Special rule: 5pts

5-20-15 Changed TL-SMS Price
Hammerhead Gunship:100pts, 100pts/model
Add "May take an additional Hammerhead Gunship... 100pts/model
Any Hammerhead with a Railgun may take Submunition Rounds... 5pts/model
Any Model may exchange both Gun Drones for one of the following... Twin-Linked Smart Missile System: 10pts
Any Model may take up to two Seeker Missiles...
Any Model may exchange its Railgun for an Ion Cannon: Free
Any Model may take items from the Vehicle Battle Systems list.

Sky Ray Missile Defense Gunship: 115pts, 115pts/model
Add "May take an additional Sky Ray Missile Defense Gunship... 115pts/model
Any Model may exchange both Gun Drones for one of the following... Twin-Linked Smart Missile System: 10pts
Any Model may take items from the Vehicle Battle Systems list.

5-20-15 Added
Farsight Enclaves Supplement

The Army of the Farsight Enclaves
The Army of the Farsight Enclaves/Battlesuit Spearhead/Ork Hunters/Ta'Lissera Bond
Change "Farsight Enclaves army" to "Farsight Enclaves Detachment"

Signature Systems
Change "your army" to "your Farsight Enclaves Detachment"

Earth Caste Pilot Array: 35pts
The Mirrorcodex: 30pts
Seismic Fibrillator Node: 30pts
Warscaper Drone: 25pts
Talismen of Arthas Moloc: 10pts
Fusion Blades: 5pts

Farsight's Commander Team
Change "a Farsight Enclaves army" to "a Farsight Enclaves Detachment"

Commander Farsight: 155pts
Commander Bravestorm: 179pts
Commander Brightsword: 154pts
Shas'Vre Ob'Lotai 9-0: 113pts
Commander Arra'Kon: 146pts
Commander Sha'Vastos: 159pts
Sub-commander Torchstar: 144pts
Honour-Shas'Vre O'Vesa: 305pts
*Includes a 10pts Discount and new Wargear costs

5-26-15 Changed To
Ion Accelerator: Change To
Standard
Range: 72" Strength: 7 AP 3 Heavy 4
Overcharge
Range: 72" Strength: 8 AP 3 Heavy 1, Gets Hot, Large Blast
Nova-Charge*
Range: 72" Strength: 9 AP 2 Ordinance 1, Gets Hot, Large Blast, Nova-Charge

5-26-15 Changed To
XV104 Riptide
May exchange Heavy Burst Cannon for Ion Accelerator: 20pts
May take up to two Shielded Missile Drones: 20pts/model

6-3-15 Change To
Stimulant Injector: 10pts/40pts



Ok, here is my Balance Errata for Codex: Necron. Let me know what you think I got right, what I got wrong, and what I missed. All feedback is appreciated. Some major changes like Decurion Everyliving and Reclamation Legion's Enhanced Reanimation Protocols are meant to balance out the incredible durability boost the Necron gained while serving to create a use for Crypteks again.

Reroll 1's for Reanimatoin Protocl rols vs +1 Reanimation Protocol Rolls vs Standard 5+ Reanimation Protocol Rolls is 164% durability vs 200% durability vs 150% durability. The new Decurion still increases durability, but instead of being a +33% durability for most units it is only ~+10% durability. Also, units that normally did not benefit from Reanimation Protocols that gain access to it are not granted a +100% durability, they only receive a +64% increase in durability ie Wraiths near a Spyder. Also, if Necron players make use of Crypteks they can still retain the extreme durability they had before, but now the added durability comes at a cost and is only for the unit that the Cryptek joins. Yes, a Reclamation Legioni that remains within it's Overlord's Enhanced RP Bubble are still incredibly difficult to remove.

This Balance Errata should reign in the Decurion Necrons brining them near a more middle ground or ideal power level conguent with my other Balance Errat Fixes and much closer to the power level that was created by the first half dozen Codices of 7th edition. Also, this blaance errata should increase variety in Necron lists by creating a better internal balance among the units.

This message was edited 15 times. Last update was at 2015/06/04 14:51:54


40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Trustworthy Shas'vre






5-19-15 Added the Codex: Tau Balance Errata

Still need to add Farsight Enclaves Supplement material.

Let me know what you think!

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in ie
Pete Haines





Nice Tau changes! Some wee changes i'd suggest is giving Pathfinders combat Armour (4+). I realize they are already getting some points breaks on their gadgets and weapon options, but @ 11 pts a pop, I think they'll be passed on still as a marker source. 4+ and T3 still has them as a pretty flimsy unit. Did you mean to give them all the option of a heavy weapon?

Darkstrider I honestly think could go down another 10 pts or so and get combat armour. If your going for a cheap HQ, the Ethereal still sticks out imo as the better option.

Firewarriors, I think you could potentially reduce them to 8 pts, but make the option of the pulse rifle +1pts. Still can't imagine people would take the carbine ever, but may as well give those few who do a little break. Carbine and EMP for 9pts could be fun. Additionally, I know it is a big change, but the option of one of the pathfinder heavy weapons for 12 man squads could be something to consider I think.

Regarding Stealth suits, the option of two drones per suit like their counterparts could be an alternative way to buff them instead of a straight out pts reduction.

A 20% reduction in cost for the Hammerhead is quite large.

Just my initial impressions and I should add, I lack the experience to really back my suggestions up, so take it with a pinch of salt.





   
Made in us
Trustworthy Shas'vre






 Bryan01 wrote:
Nice Tau changes! Some wee changes i'd suggest is giving Pathfinders combat Armour (4+). I realize they are already getting some points breaks on their gadgets and weapon options, but @ 11 pts a pop, I think they'll be passed on still as a marker source. 4+ and T3 still has them as a pretty flimsy unit. Did you mean to give them all the option of a heavy weapon?

Darkstrider I honestly think could go down another 10 pts or so and get combat armour. If your going for a cheap HQ, the Ethereal still sticks out imo as the better option.

Firewarriors, I think you could potentially reduce them to 8 pts, but make the option of the pulse rifle +1pts. Still can't imagine people would take the carbine ever, but may as well give those few who do a little break. Carbine and EMP for 9pts could be fun. Additionally, I know it is a big change, but the option of one of the pathfinder heavy weapons for 12 man squads could be something to consider I think.

Regarding Stealth suits, the option of two drones per suit like their counterparts could be an alternative way to buff them instead of a straight out pts reduction.

A 20% reduction in cost for the Hammerhead is quite large.

Just my initial impressions and I should add, I lack the experience to really back my suggestions up, so take it with a pinch of salt.







Thanks, I've really tried to improve internal and external balance in all books.

Pathfinders maybe could use a 1pt/model reduction, I did them before I decided to change Markerlights to a 1/Light. I'll probably make them 10pts/model. I did mean to give them the option of heavy weapons, mixed makes no sense when so many have to have Markerlights.

Darkstrider isn't terrible and has his place, 10pts goes a long way to making him more palatable. Maybe 80pts, I'll think on this.

I can't believe I didn't think about making them stock Pulse Carbines, I've said it many times it is how they should be! Good catch, definitely going to add this, The Pulse Rifle is definitely better than the Pulse Carbine for them.

More Drones could work too, but the big thing is them getting Majority T4 then. I'll think on this...

The Hammerhead needed it, a Single Shot weapon just isn't worth that much. I mean the Eldar Fire Prism is now only 100pts, I think its reasonable for the Hammerhead.

I'll definitely take what you said/suggested to heart. I can't believe I didn't think of the Pulse Carbines saving the Fire Warriors 1pt/model.

Thanks for the feedback!

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

I would definitely pull wraiths back down to t4 if you're keeping them close to the same price point. We have seen very good evidence that they were fine before as t4, (IE all of the previous book's life span,) and the harvest still makes them even better.

I would change RP to be 5+, ignored on insta death a la fnp, and have the decurion allow a 6+ RP against otherwise-instadeath.

This message was edited 1 time. Last update was at 2015/05/19 22:33:17


20000+ points
Tournament reports:
1234567 
   
Made in ie
Pete Haines





Np, regarding the stealth suits, thinking of it, if you just gave them the option of two drones straight out and no reduction in cost, the basic stealth suit basically becomes a drone carrier and not worth it without the drones. On the other hand, drones increase the durability of the unit and open up more options for the unit, e.g. people could take gun drones or marker drones, more options = good in my book. But they should pay for it. So maybe, drop the basic stealth suit down to 25 pts, give them the option of two drones per suit, but their gun drones cost 14/15 pts per modal instead of the standard 12. Gun drones to this unit is worth more then other suits so they can pay extra for it.

I think that could be a nice compromise.

Regarding the H-head decrease, I was more thinking about the Ion Version. 115 points, for an Ion Cannon, TL SMS and a disruption pod seems like a wet dream. Speaking of TL SMS, the free choice between it and the gun drones or burst cannons sticks out as an easy choice at the moment. Perhaps instead of a TL burst cannon, make it two separate B.cannons. As for the gun drones, err, only thing I can think of here is some kind of points break.

Also, whilst on the subject of heavy support, I think moving sniper drones to fast attack could give them a better chance of seeing a bit more game time. The lack of pinning with sniper rifles this edition could even warrant a wee 1pt decrease in the drones themselves I reckon.
   
Made in us
Trustworthy Shas'vre






niv-mizzet wrote:I would definitely pull wraiths back down to t4 if you're keeping them close to the same price point. We have seen very good evidence that they were fine before as t4, (IE all of the previous book's life span,) and the harvest still makes them even better.

I would change RP to be 5+, ignored on insta death a la fnp, and have the decurion allow a 6+ RP against otherwise-instadeath.


You make a very good point about Wraiths being appropriately price at T4, so....

T4 at 35pts
or
T5 at 45pts

T5
Against small arms they are 150% as durable for 129% the cost, so 116% as durable per point... a couple percent, against S8 and S9 they are 200% as durable.... so 155% as Durable per point... but they only have 78% of the Offensive potential... Now they are Beasts with Fleet.... but lose potential HoW and Deep Strike from Jump... I'm going to call that pretty close.

I think either works as a balance point, they have lost the ability to have a 2+ T6 tank...

Basically, just adjusting their cost by 5pts is a simpler fix than adjusting their cost 5pts and their Toughness by 1.

Do you not feel that my changes to RP are drastic enough? Only the Reclamation Legion while in range will have 4+RP Reroll 1st, otherwise the Rest of the Decurion will have 5+RP Reroll 1s unless they purchase a Cryptek.

RP Success Chance
58.3% RP Old and New Decurion Reclamation Legion vs
50% RP Old Decurion vs
38.9% New Decurion RP vs
33.3% Standard RP

Compared to Standard RP
175% Effectiveness for Old and New Decurion Reclamation Legion
150% Effectiveness for Old Decurion
117% Effectiveness for New Decurion

And when ID weapons are considered the new changes to Decurion are more prominent. Only the Decurion Reclamation Legion or a Decurion unit with a Cryptek is truly and ridiculously durable.

I think it is enough of a change to really be noticeable and balance Necron back out. Sure, a Reclamation legion is extremely durable while within 12" of the Overlord, but that does pose its own problems. Outside of that 12" bubble its a different story... maybe it should change to a 6" bubble. That seems more fitting. I'll probably make that change.

I'll also change Canoptek Harvest to be a 6" bubble effect. That should further balance out Wraiths in practice as well.

Thanks for the feedback!


Bryan01 wrote:Np, regarding the stealth suits, thinking of it, if you just gave them the option of two drones straight out and no reduction in cost, the basic stealth suit basically becomes a drone carrier and not worth it without the drones. On the other hand, drones increase the durability of the unit and open up more options for the unit, e.g. people could take gun drones or marker drones, more options = good in my book. But they should pay for it. So maybe, drop the basic stealth suit down to 25 pts, give them the option of two drones per suit, but their gun drones cost 14/15 pts per modal instead of the standard 12. Gun drones to this unit is worth more then other suits so they can pay extra for it.

I think that could be a nice compromise.

Regarding the H-head decrease, I was more thinking about the Ion Version. 115 points, for an Ion Cannon, TL SMS and a disruption pod seems like a wet dream. Speaking of TL SMS, the free choice between it and the gun drones or burst cannons sticks out as an easy choice at the moment. Perhaps instead of a TL burst cannon, make it two separate B.cannons. As for the gun drones, err, only thing I can think of here is some kind of points break.

Also, whilst on the subject of heavy support, I think moving sniper drones to fast attack could give them a better chance of seeing a bit more game time. The lack of pinning with sniper rifles this edition could even warrant a wee 1pt decrease in the drones themselves I reckon.


I'm still not sold on Drones for Stealthy Suits, or that kind of implementation. I feel the points drop is the simplest way to balance them out.

Thank you for pointing out the SMS upgrade for Hammerheads, I forgot to bump up the cost. The TL SMS is worth so much more than two Gun Drones or a TL Burst Cannon. I meant to make it a 10pt upgrade. That should balance out the rest of your concerns?





Automatically Appended Next Post:
5-20-15 Changed
Reclamation Legion
Enhanced Reanimation Protocols: "Add +1 to Reanimation Protocol rolls for the Overlord from this Formation (or the model taken in place of the Overlord) and units from this Formation that are within 6" of him."

5-20-15 Added
Canoptek Harvest
Adaptive Subroutines: Change "and all units from this Formation within 12"" to "and all units from this Formation within 6""

This message was edited 1 time. Last update was at 2015/05/20 17:26:05


40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Fixture of Dakka





2 drones per Stealth Suit, even at 14/15ppm, might be a bit too good. Recall that Stealth/Shrouded affect the unit, not the model.
   
Made in us
Trustworthy Shas'vre






Bharring wrote:
2 drones per Stealth Suit, even at 14/15ppm, might be a bit too good. Recall that Stealth/Shrouded affect the unit, not the model.


I would agree, plus hitting Majority T4, that is a pretty Significant increase and blows Standard Drone Squads out of the water.

But, not like GW priced unit special rules with the thought that most special rules as written convey to their units... makes balancing ICs a nightmare! Especially with BBs.



5-20-15 Changed Base cost and weapon
Fire Warrior Team: 48pts, 8pts/model
Wargear: Combat Armour, Pulse Carbine, Photon Grenades
Any model may exchange his Pulse Carbine for a Pulse Rifle: 1pt/model
May upgrade one Fire Warrior to a Fire Warrior Shas'Ui: 5pts
A Fire Warrior Shas'Ui may take a Markerlight and Target Lock: 10pts
A unit may take EMP Grenades: 1pt/model
The entire unit may take the Bonding Knife Ritual Special Rule: 5pts

5-20-15 Changed Base Cost and Min Unit Size
Pathfinder Team: 50pts, 10pts/model
Unit Composition: 5 Pathfinders
May include a Recon Drone: 20pts
May include a Grav-Inhibitor Drone: 12pts
May include a Pulse Accelerator Drone: 12pts
Models may exchange their Pulse Carbine and Markerlight for one of the following... Ion Rifle: 7pts; Rail Rifle: 10pts
The unit may take EMP Grenades: 1pt/model
May upgrade one Pathfinder to a Pathfinder Shas'Ui: 5pts
The entire unit may take the Bonding Knife Ritual Special rule: 5pts

5-20-15 Changed TL-SMS Price
Hammerhead Gunship:100pts, 100pts/model
Add "May take an additional Hammerhead Gunship... 100pts/model
Any Hammerhead with a Railgun may take Submunition Rounds... 5pts/model
Any Model may exchange both Gun Drones for one of the following... Twin-Linked Smart Missile System: 10pts
Any Model may take up to two Seeker Missiles...
Any Model may exchange its Railgun for an Ion Cannon: Free
Any Model may take items from the Vehicle Battle Systems list.

Sky Ray Missile Defense Gunship: 115pts, 115pts/model
Add "May take an additional Sky Ray Missile Defense Gunship... 115pts/model
Any Model may exchange both Gun Drones for one of the following... Twin-Linked Smart Missile System: 10pts
Any Model may take items from the Vehicle Battle Systems list.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in ie
Pete Haines





Yup yup, I think those are some nice changes and deal with the most pressing issues. The buffmander nerf and markerlight hurts, but brings them more in line with non eldar/necron 7th edition codex's I reckon. The Stealthsuits @25pts a pop, can fulfill their role better then crisis suits or kroot. Which is all I ask for!

12 of them 3rd ed ninja stealths at home, glaring at their crisis counterparts and kroot for taking their roles currently.
   
Made in us
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 Bryan01 wrote:
Yup yup, I think those are some nice changes and deal with the most pressing issues. The buffmander nerf and markerlight hurts, but brings them more in line with non eldar/necron 7th edition codex's I reckon. The Stealthsuits @25pts a pop, can fulfill their role better then crisis suits or kroot. Which is all I ask for!

12 of them 3rd ed ninja stealths at home, glaring at their crisis counterparts and kroot for taking their roles currently.


Glad you like them. The BuffCommander nerf was needed, as much as I love mine, he's too good and needed the nerfbat.

Markerlights are kind of a Wash, well slight nerf but reasonable, sometimes all you need is a one Reduciton in cover and don't have extra markerlights to spare. For instance a 3+cover save on a 4+AS unit when dropping Pulse fire, 1 Markerlight is all yoo need to maximize damage. But, that is balanced out by situations where a unit of 4+AS has a 3+ cover and your Heavy Burst CAnnon would wipe them out for 2 Markerlights, instead it takes 4 Markerlight to eliminate their cover.

I feel like most of the complaints about Tau, sans Supporting Fire, should be addressed and fewer people will grown seeing a Tau army build with this Errata. I know the BuffCommander, Broadsides, and Riptides are far less grownworthy, haha.

25pts/model for Stealth Suits does the Job, its enough to put them in their rightful place and fulfill the role that is required of them. I mean Stealth Suits Infiltrating and harassing the enemy from either Ruins, woods, or any form of cover is not an effective strategy.

Now you can get 3 Stealth Suites and 2 Gundrones, one Stealth upgrade to a 'Vre with a Markerlight and Target lock for 109pts. Puts out 12 BS3 or TLBS5 shots at 18", can cause Pinning, and has a BS3 Markerlight for other targets rocking a 2+ Cover save in most circumstances. Not a bad unit at all. At 129pts you wouldn't consider it.


Automatically Appended Next Post:
5-20-15 Added
Farsight Enclaves Supplement
Spoiler:

The Army of the Farsight Enclaves
The Army of the Farsight Enclaves/Battlesuit Spearhead/Ork Hunters/Ta'Lissera Bond
Change "Farsight Enclaves army" to "Farsight Enclaves Detachment"

Signature Systems
Change "your army" to "your Farsight Enclaves Detachment"

Earth Caste Pilot Array: 35pts
The Mirrorcodex: 30pts
Seismic Fibrillator Node: 30pts
Warscaper Drone: 25pts
Talismen of Arthas Moloc: 10pts
Fusion Blades: 5pts

Farsight's Commander Team
Change "a Farsight Enclaves army" to "a Farsight Enclaves Detachment"

Commander Farsight: 155pts
Commander Bravestorm: 179pts
Commander Brightsword: 154pts
Shas'Vre Ob'Lotai 9-0: 113pts
Commander Arra'Kon: 146pts
Commander Sha'Vastos: 159pts
Sub-commander Torchstar: 144pts
Honour-Shas'Vre O'Vesa: 305pts
*Includes a 10pts Discount and new Wargear costs

This message was edited 1 time. Last update was at 2015/05/21 01:25:03


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Probably not needed, but what would you think about Drone Controller being +1BS instead of replacing BS?
   
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Bharring wrote:
Probably not needed, but what would you think about Drone Controller being +1BS instead of replacing BS?


It'd then need to be a cheaper upgrade, 4pts. We'd see it on Crisis more, and Commanders less. Not opposed,must not sure it's necessary.

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Then probably no change. The lighter the touch the better.

It just always seemed odd that it was so amazing on Commanders but so poor on other suits. A redesign of Tau should probably address it, but not a balance project like this.
   
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Bharring wrote:
Then probably no change. The lighter the touch the better.

It just always seemed odd that it was so amazing on Commanders but so poor on other suits. A redesign of Tau should probably address it, but not a balance project like this.


Exactly, it's hard not to want to keep changing things haha!

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You may want to reconsider going back to previous markerlight rule regarding Seeker missiles or add legalize so that a vehicle launching a seek via markerlight token isn't required to fire at the target with its regular weapons as well as not counting towards the amount of weapons it can fire. That was sorta the nail in the coffin to using seekers outside of a skyray
   
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kambien wrote:
You may want to reconsider going back to previous markerlight rule regarding Seeker missiles or add legalize so that a vehicle launching a seek via markerlight token isn't required to fire at the target with its regular weapons as well as not counting towards the amount of weapons it can fire. That was sorta the nail in the coffin to using seekers outside of a skyray


Good suggestion, that would definitely make Marker Light fired Seeker missile perform better, and allow them to be taken. The question will be how to properly word this.

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Can we maybe get a buff on the HBC for the Riptide and then jack the points up to reflect its insane durability? I figure that giving a buff to the HBC will take some sting off appropriately costing the chassis, which I think is considerably under-costed for the amount of punishment it can absorb. That, or give it 3+ armor like MCs used to have. That and the Dreadknight.

This message was edited 1 time. Last update was at 2015/05/22 20:22:34


 
   
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Martel732 wrote:
Can we maybe get a buff on the HBC for the Riptide and then jack the points up to reflect its insane durability? I figure that giving a buff to the HBC will take some sting off appropriately costing the chassis, which I think is considerably under-costed for the amount of punishment it can absorb. That, or give it 3+ armor like MCs used to have. That and the Dreadknight.


I don't think that is necessary, both the Riptide have comparable durability Chassis. 130pts for T6 4W 2+/5++ and 180pts for T6 5W 2+/5++ and neither is really undercosted for what they get stock. Moving them to 3+ would actually require a price decrease in line with the decrease I gave almost all the overcosted T6 3+ MCs, is why you never saw a Walking Flyrant, they just weren't worth it.

And the NOVA Reactor is what is supposed to balance out the Riptide's Durability, when it is using it its Durability drops significantly. Over the course of a 6 Turn Game the HBC Riptide deals 2 W to itself, that is huge. And it needs that to NOVA that gun to function, otherwise it isn't putting out hardly any firepower at all and is just a mobile near useless in assault unit. Now, one thing I'm thinking is my IA Riptide changes aren't quite enough and I need to make it a 20pt upgrade for the IA. That is the thing that still needs to be tweaked right now, I though dropping AP2 to AP3 would primarily be enough, but I still feel its too good on its default profiles.

Have you played against many HBC Riptides? Or only IA Riptides with EWO for Interceptor? You'll find its a very different story and that the HBC Riptide is a balanced unit. And right now the EWO IA Riptide is 210pts vs 190 Previously with a worse gun. That is definitely a step in the right direction.

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 Zagman wrote:
Martel732 wrote:
Can we maybe get a buff on the HBC for the Riptide and then jack the points up to reflect its insane durability? I figure that giving a buff to the HBC will take some sting off appropriately costing the chassis, which I think is considerably under-costed for the amount of punishment it can absorb. That, or give it 3+ armor like MCs used to have. That and the Dreadknight.


I don't think that is necessary, both the Riptide have comparable durability Chassis. 130pts for T6 4W 2+/5++ and 180pts for T6 5W 2+/5++ and neither is really undercosted for what they get stock. Moving them to 3+ would actually require a price decrease in line with the decrease I gave almost all the overcosted T6 3+ MCs, is why you never saw a Walking Flyrant, they just weren't worth it.

And the NOVA Reactor is what is supposed to balance out the Riptide's Durability, when it is using it its Durability drops significantly. Over the course of a 6 Turn Game the HBC Riptide deals 2 W to itself, that is huge. And it needs that to NOVA that gun to function, otherwise it isn't putting out hardly any firepower at all and is just a mobile near useless in assault unit. Now, one thing I'm thinking is my IA Riptide changes aren't quite enough and I need to make it a 20pt upgrade for the IA. That is the thing that still needs to be tweaked right now, I though dropping AP2 to AP3 would primarily be enough, but I still feel its too good on its default profiles.

Have you played against many HBC Riptides? Or only IA Riptides with EWO for Interceptor? You'll find its a very different story and that the HBC Riptide is a balanced unit. And right now the EWO IA Riptide is 210pts vs 190 Previously with a worse gun. That is definitely a step in the right direction.


I don't see HBCs. Ever. That's why I want to buff the HBC. I want it to be viable without the NOVA charge. I want there to be a real decision to be made, and there still really isn't one here. 180 pts for T6 5W 2+/5++ is considerably tougher than anything marines can field for 180 pts. Or IG or CSM, for that matter. Probably most armies. That's why I think it needs a non-trivial price hike, but gets a viable weapon as a consolation prize. There is a price to be paid for near-immortality.

"And the NOVA Reactor is what is supposed to balance out the Riptide's Durability"

But it doesn't. These things never die unless a grav cent squad shoots them, and the BA are fresh out of those, and aren't getting them in your update. So BA and DA remain helpless against Riptides. And another thing, Riptides are NOT useless in assault. They are still an MC in an edition that heavily favors MCs over everything else in the game.

"You'll find its a very different story and that the HBC Riptide is a balanced unit."

Still too hard to kill for lists like BA and DA. Or any non-grav cent non-Skitaari Imperials. Imperial heavy weapons simply come on crap platforms that the Riptides dance away from.

This message was edited 6 times. Last update was at 2015/05/22 20:49:54


 
   
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Martel732 wrote:
 Zagman wrote:
Martel732 wrote:
Can we maybe get a buff on the HBC for the Riptide and then jack the points up to reflect its insane durability? I figure that giving a buff to the HBC will take some sting off appropriately costing the chassis, which I think is considerably under-costed for the amount of punishment it can absorb. That, or give it 3+ armor like MCs used to have. That and the Dreadknight.


I don't think that is necessary, both the Riptide have comparable durability Chassis. 130pts for T6 4W 2+/5++ and 180pts for T6 5W 2+/5++ and neither is really undercosted for what they get stock. Moving them to 3+ would actually require a price decrease in line with the decrease I gave almost all the overcosted T6 3+ MCs, is why you never saw a Walking Flyrant, they just weren't worth it.

And the NOVA Reactor is what is supposed to balance out the Riptide's Durability, when it is using it its Durability drops significantly. Over the course of a 6 Turn Game the HBC Riptide deals 2 W to itself, that is huge. And it needs that to NOVA that gun to function, otherwise it isn't putting out hardly any firepower at all and is just a mobile near useless in assault unit. Now, one thing I'm thinking is my IA Riptide changes aren't quite enough and I need to make it a 20pt upgrade for the IA. That is the thing that still needs to be tweaked right now, I though dropping AP2 to AP3 would primarily be enough, but I still feel its too good on its default profiles.

Have you played against many HBC Riptides? Or only IA Riptides with EWO for Interceptor? You'll find its a very different story and that the HBC Riptide is a balanced unit. And right now the EWO IA Riptide is 210pts vs 190 Previously with a worse gun. That is definitely a step in the right direction.


I don't see HBCs. Ever. That's why I want to buff the HBC. I want it to be viable without the NOVA charge. I want there to be a real decision to be made, and there still really isn't one here. 180 pts for T6 5W 2+/5++ is considerably tougher than anything marines can field for 180 pts. Or IG or CSM, for that matter. Probably most armies. That's why I think it needs a non-trivial price hike, but gets a viable weapon as a consolation prize. There is a price to be paid for near-immortality.

"And the NOVA Reactor is what is supposed to balance out the Riptide's Durability"

But it doesn't. These things never die unless a grav cent squad shoots them, and the BA are fresh out of those, and aren't getting them in your update. So BA and DA remain helpless against Riptides. And another thing, Riptides are NOT useless in assault. They are still an MC in an edition that heavily favors MCs over everything else in the game.

"You'll find its a very different story and that the HBC Riptide is a balanced unit."

Still too hard to kill for lists like BA and DA. Or any non-grav cent non-Skitaari Imperials. Imperial heavy weapons simply come on crap platforms that the Riptides dance away from.


You don't see them because the are fairly balanced and outside of AA purposes were usually inferior to the IA. I was one of the only competitive players fielding them. The Nova Reactor is is a critical aspect of the Riptides function, removing the need to decide between offense, mobility, and defense is huge. I'd gladly take a 4W HBCtide with a better gun at the same price point. Riptides can be extremely durable, but their offense per turn just isn't that great. And if you pump out the Nova, your durability drops drastically.

The IAtide has less reliance on the Noba which is why there were so many complaints about it, it seemed ridiculously durable because it wasn't killing itself, haha. Actuall I need to bump the IA upgrade with the AP3 weapon to 20pts and it should be just right. Maybe bump the Stim to 40pts too.

I've had so many Riptides killed I can say it's doable, the funnies was losing two to the old BA see in CC in one turn. Two naked assault marines swept one on the second round of combat after I killed the third in the first round.



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"And if you pump out the Nova, your durability drops drastically."

Does it? Your save goes from 5++ to 3++. That seems like MORE durability.
   
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Martel732 wrote:
"And if you pump out the Nova, your durability drops drastically."

Does it? Your save goes from 5++ to 3++. That seems like MORE durability.


Only when you choose the Shield, the least effective option, with a 1/3 risk of taking a wound, and at the opportunity cost of firepower. I can count on one hand how many times I've used the Shield option in a tournament, and I played in dozens with my Farsight.

Basically, outside of specific circumstances they were handicapping themselves by attempting the shield. IAs could risk it more, but Ripple Fire was a better risk.

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The updated Riptide still has the terrifying combination of 2+ armor, 5W, FNP, and a long, long range. I can't stress the range enough, because it puts it out of reach of every effective Imperial counter. Riptides inflicting wounds on themselves is almost moot, as the opponent is hard-pressed to inflict any wounds on it at long range.

The upside to the change is that 2+ armor units force a NOVA charge to go into the IA to get the pie plate of doom off. The downside is that 3+ armor units are still total victims and have to traverse the 60" range to meaningfully threaten the Ritpide.

Depending on the table, this might work out, or the Riptide might end up with 6 turns of unconstested shooting, because Imperials can't bring enough long range AP 2 to make the thing care. Actually, I don't think the Eldar can, either, but they've got ranged STR D and scat bikes.

The shield looks pretty effective when the Tau player sees a combi-plas sternguard in his opponent's list. Maybe that's one of your specific circumstances, but I've seen players pop that thing whenever I even have a inkling of a chance of killing it, and then all my chances to kill it go down the tubes. Of course, a big part of this errata is how many overcosted BA units and assault units there are in game, I know. Just consider what its like trying to run down a Riptide with assault marines and then compare to running it down with Wraiths.

This message was edited 4 times. Last update was at 2015/05/25 15:46:46


 
   
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Martel732 wrote:
The updated Riptide still has the terrifying combination of 2+ armor, 5W, FNP, and a long, long range. I can't stress the range enough, because it puts it out of reach of every effective Imperial counter. Riptides inflicting wounds on themselves is almost moot, as the opponent is hard-pressed to inflict any wounds on it at long range.

The upside to the change is that 2+ armor units force a NOVA charge to go into the IA to get the pie plate of doom off. The downside is that 3+ armor units are still total victims and have to traverse the 60" range to meaningfully threaten the Ritpide.

Depending on the table, this might work out, or the Riptide might end up with 6 turns of unconstested shooting, because Imperials can't bring enough long range AP 2 to make the thing care. Actually, I don't think the Eldar can, either, but they've got ranged STR D and scat bikes.

The shield looks pretty effective when the Tau player sees a combi-plas sternguard in his opponent's list. Maybe that's one of your specific circumstances, but I've seen players pop that thing whenever I even have a inkling of a chance of killing it, and then all my chances to kill it go down the tubes. Of course, a big part of this errata is how many overcosted BA units and assault units there are in game, I know. Just consider what its like trying to run down a Riptide with assault marines and then compare to running it down with Wraiths.


FNP is a costly upgrade and dilutes the firepower. IA Riptide wiith FNP costs 225pts, that is very costly. It does not put it out of range of Imperial Counters. I've played many more games with Ritpdies than you have, and I can tell you that there are Imperial Counters, and that the range you speak of is not as beneficial as it is in a vaccuum comparison. If all the Riptide does is sit back and shoot it is fulfilling the same role as a Leman Russ battle tank and its Battle Cannon at range...except it gets hot to it is less effective and with AV14 its actually more vulnerable at range.

I can't stress this enough, if all the Riptide is doing is sitting back and shooting it isn't as devastating of a unit as you seem to think it is. It also requires support, or lets a less points efficient Battle Cannon that is unreliable.

The shield is very circumstantial and yes that is a specific situaiton like I mentioned, except, 1/3 of the time it fails the Nova Reactor, takes the wound, and makes it even more likely that the Alpha Strike takes it out. All of your examples seem to always assume that the Riptide has infinitely large tables and always makes it's Nova. If it is using its shield, the just hit it. Assault it with anything in the Marine codex, they'll do just fine and I've had multiple riptides swept by naked tacticals, worst case they'll tie the Riptide up for the entire game for a much lower cost in points.

Eldar Ranged D is broken and gone with my Errata, Scatterbikes are fixed. And the Riptide was no where near as abusive or broken as either.

Respond to this comparisoin, the 2/3s cost and more reliable LR Battle Cannon or a more expensive and less reliable IA Riptide at range. The AV14 is just as immune to long ranged firepower, more so even, and the LR puts out more firepower. So, why is the Riptides firepower so much scarier to you when it is significantly less reliable and effective?

You discount the fact that a Riptide deals 2 wounds to itself on average in a 6 turn game, a 3W T6 MC witha 2+/5++ is not nearly as durable. And there are plenty of thigns that will kill them over the course of a game. I've seen almost 3 killed with long ranged firepower in a single turn at 1850.

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I can get meltas close to a Leman Russ and then it dies or is crippled. Meltas bounce harmlessly off the Riptide. At best, I get a wound and then it fights on like nothing happened. MCs OP. Again. The Leman Russ is also slower than the Riptide, so it can't stay away from my melta units or grav bikers. The Leman Russ doesn't force me to engage it with long range weapons because it can't stay away. The Riptide can stay away and rofl blast me with pie plates of doom.

"You discount the fact that a Riptide deals 2 wounds to itself on average in a 6 turn game,"

It gets FNP vs those wounds, don't forget. So it's more like 1.5 wounds, in practice.

" I've seen almost 3 killed with long ranged firepower in a single turn at 1850."

How, if I may ask?

I don't consider 225 that expensive for the insane durability of the thing. There is nothing the BA can get for 225 that is anywhere near as durable, or frankly, destructive as this thing. And your errata doesn't fix this issue for the BA at all.

Maybe I've just lost to this thing too many times to be truly objective. But at the same time, I think most people on here would agree that the Riptide has massive advantages over a Leman Russ.

This message was edited 4 times. Last update was at 2015/05/25 17:19:08


 
   
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Martel732 wrote:
I can get meltas close to a Leman Russ and then it dies or is crippled. Meltas bounce harmlessly off the Riptide. At best, I get a wound and then it fights on like nothing happened. MCs OP. Again. The Leman Russ is also slower than the Riptide, so it can't stay away from my melta units or grav bikers. The Leman Russ doesn't force me to engage it with long range weapons because it can't stay away. The Riptide can stay away and rofl blast me with pie plates of doom.

"You discount the fact that a Riptide deals 2 wounds to itself on average in a 6 turn game,"

It gets FNP vs those wounds, don't forget. So it's more like 1.5 wounds, in practice.

" I've seen almost 3 killed with long ranged firepower in a single turn at 1850."

How, if I may ask?

I don't consider 225 that expensive for the insane durability of the thing. There is nothing the BA can get for 225 that is anywhere near as durable, or frankly, destructive as this thing. And your errata doesn't fix this issue for the BA at all.

Maybe I've just lost to this thing too many times to be truly objective. But at the same time, I think most people on here would agree that the Riptide has massive advantages over a Leman Russ.


And to Melta a LRBT you need to dedicate an entire unit with the most specialized weapon to take it out. Melt as are not the specialized weapon for a Riotide, Grav and Plasma are much better. And let's not discount how cheap the LRBT is by comparison. Good thing I made Grav more useful for infantry and a plasma cheaper.

FNP is costly, and comes at a cost of a Systems slot. It makes the Tides damage output low for its cost. You speak as if these pieplates of doom are Strength D ignores cover, they aren't, and they get hot 1/6 times. An IA Riptide is only 83% as effective as a LRBT at range for a much higher cost. That Durability is factories into their cost and need to risk the NOVA. You act as if all Riptides take FNP, that is not the case as I was one of the few competitive players that ran them that way, and I designed my army around only hard targets, for other lists it's not worth it.

You act as if a Riotide has infinite range and can never be pinned down and assaulted. That is not true, they are easily caught and swept.

The worst I ever saw was a DE list that just shot them off the table with Poison, Blasters, and Lances.

Riptides are often best ignored or target their support. Without it, Riptides aren't that scary. Shoot other targets until you can pin them down in assault and shoot other things. Your problem lies in tactics, not Riptide durability. And you are also speaking from a perspective of un errataed 40k. Most games I've lost it was because my opponents ignored my Riptides,mor just swept them in assault,mormtarpitted them.

225pts for 83% of a LRBT's firepower, is not that scary no matter how you look at it. 225pts your opponents wastes inefficient firepower on is a steal.


And I have not done the BA errata yet, just the shared elements. And no matter what these changes have closed the gap significantly. BA will be better, with cheaper and more numerous toys, Riptides have been knocked down, as have Broadsides and the BuffCommander. This is significantly better than underrated 49k.

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" BA will be better, with cheaper and more numerous toys, "

That's the real fix, because then I have more models that I can sacrifice to the Riptides trying to corral them.

"You act as if a Riotide has infinite range and can never be pinned down and assaulted. That is not true, they are easily caught and swept. "

I can't catch them, as all my units tend to die on the Tau's turn very, very quickly. I can't catch them with nothing. Wraith and TWC can weather the storm, so they CAN eventually catch.

" You speak as if these pieplates of doom are Strength D ignores cover, they aren't"

They are damn close, as they double out my FNP guys, and two marker lights ignore typical cover granted by terrain.

". Shoot other targets"

These are BA. What is this shooting phase you speak of? At least compared to other lists in the game.

"225pts for 83% of a LRBT's firepower, is not that scary no matter how you look at it"

If it's firepower I can never, ever silence, that's pretty scary to me. The LRBT suffers from even a single shaken neutering it for a turn. There is no way to suppress a Riptide like that.

This message was edited 3 times. Last update was at 2015/05/25 19:40:05


 
   
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Martel732 wrote:
" BA will be better, with cheaper and more numerous toys, "

That's the real fix, because then I have more models that I can sacrifice to the Riptides trying to corral them.

"You act as if a Riotide has infinite range and can never be pinned down and assaulted. That is not true, they are easily caught and swept. "

I can't catch them, as all my units tend to die on the Tau's turn very, very quickly. I can't catch them with nothing. Wraith and TWC can weather the storm, so they CAN eventually catch.

" You speak as if these pieplates of doom are Strength D ignores cover, they aren't"

They are damn close, as they double out my FNP guys, and two marker lights ignore typical cover granted by terrain.

". Shoot other targets"

These are BA. What is this shooting phase you speak of? At least compared to other lists in the game.

"225pts for 83% of a LRBT's firepower, is not that scary no matter how you look at it"

If it's firepower I can never, ever silence, that's pretty scary to me. The LRBT suffers from even a single shaken neutering it for a turn. There is no way to suppress a Riptide like that.


There is no way Tau kill everything you put in front of them every turn, it's a gross exaggeration. Riptides aren't hard to catch. And yes, the balance errata, what we need to be discussing, results in more BA models on the table. Why are you still arguing this? You cannot from everything in reference to I modified 40k, but have to look in context of the Erratas.

You are assuming infinite Markerlight usage... At no additional cost. So, they are a hard counter for T4 FNP, at least the IA is, but less so no for anything with a 2+. Just because one particular unit is problematic for one army or build does not mean it isn't unbalanced.

You keep defaulting to the Ia Riptide. But the HBC is balanced, unless you can argue that it too is. If it's just the IA then we can cost it appropriately as its already been neutered and I've suggested making it a 20pt upgrade... But that seems too steep compared to say Plegm.

Cannot be silenced... Except it can be. Naked Tacticals can do it, BA have options, so do most other armies.


Let's keep the discussion productive. Answer these questions.

Is the Riptides Chassis balanced for cost? Compare cost vs Dreadknight or Tyrannofex.
Is the HBC Riptide balanced?
Is the IA upgrade appropriately costed? Compare damage vs cost to LRBT, Souldgeinder, etc per point.
Are the support system costs balanced?

Most importantly take out experiential bias, the experience of only facing underrated IAs with support and make sure to factor in how crucial support is and costly and fragile it is.

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"Is the Riptides Chassis balanced for cost? Compare cost vs Dreadknight or Tyrannofex. "

I think the Riptide chassis is more valuable than the Dreadknight chassis because of its job description. As I think that I have stated. The Tyrannofex, I'm not as sure about.

"Is the HBC Riptide balanced?"

A little undercosted I think, given how hard it is to kill at HBC range, but it's close, imo.

"Is the IA upgrade appropriately costed? Compare damage vs cost to LRBT, Souldgeinder, etc per point. "

LRBT and Souldgrinder will win on a per point basis, but which one will get more shots over the course of a game? Being a vehicle is such a curse compared to an MC in this game, that this comparison is almost invalid to me. I don't care about plegm because I can hurt the soul grinder and prevent it from firing with a single "shaken" result. Given the Riptide chassis, I'd say the IA is considerably undercosted.

"Are the support system costs balanced? "

I don't know them off the top of my head. I assume Tetras are cheap because I see them constantly in large numbers.

"There is no way Tau kill everything you put in front of them every turn, it's a gross exaggeration."

If using drop pods, I would agree. But I don't use many drop pods because I don't think they are a good TAC choice for BA. But BA straight up lose the board positioning game against Tau. There is practically no chance I can get across the board against them in Rhinos and using jump packs. Too many IA shots and missile pod shots coming my way.


This message was edited 1 time. Last update was at 2015/05/25 21:44:12


 
   
 
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