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Post by: focusedfire
Thanks for posting that Killkrazy,
I'm still meh about the model but would buy it in plastic if they were jetbikes. Having a FA choice or troop choice that can boost 24" getting 3+ coversaves for a rapid re-deployment is very much how I view the Tau being philosophically.
If the unit is troops then keep the pulse rifles.
If its a FA then I could see the bikes having a single rail rifle if the squad size is kept to 6 or under.
I don't know what squad upgrades that the unit would get unless it was the markersystem. But, I'd hope that came included as part of the squad.
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Post by: Superscope
Kilkrazy wrote:This is a Tetra. http://www.forgeworld.co.uk/tetra.htm It's got two pulse rifles under the nose and a markerlight on top of the roof/tail bit. This would probably work as a twin-linked pulse rifle, which doesn't strike me as being a very useful armament for a vehicle, but would distinguish it from a suit. The markerlight would need to be fire on the move. I could see it rolled out as a kind of heavy bike in squadrons of 1-5. Depending on point value, it could replace Pathfinders. I think it's a nice looking vehicle and would make a great polystyrene kit. The Forge World cost is £30 for two resin kits. Thanks heaps Kilkrazy for the Tetra picture. Your my new Tau friend *hi fives kilkrazy* ^_^ I could see the markerlight working with the position and setup. Hmmm... focusedfire, your right. It's not a good looking model. I would prefer the drawn up one from eailer up - https://share.acrobat.com/adc/adc.do?docid=8c308186-dbfd-11dc-a7df-2743035249fa
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Post by: Jayden63
focusedfire wrote:
As to the jetbike and what I think it will be:
WS2 BS4 S3 T3(4) W1* A1 I2 Ld8 Sv 3+
Unit type: Jetbike(Not the eldar one)
Weapons: Twin-link Pulse rifles*
Squad size: 6-12*
* If the bikes end up being 2-man Tetra types then the bikes will have 2 wounds, a secondary markerlight weapon and the unit size will be 3-6.
I'd love it if they got rail rifles but if GW didn't take the common sense approach and allow stealth teams to take the rifle drones when they introduced them. Then I don't think there is anyway that a Jetbike with the Eldar move 12" and always assualt any direction 6" will evr happen.
If the bikes only have pulse rifles they never will get used. The tau need more S5 AP5 shots in the army like they need a fifth finger. If anything give them burst cannons and allow for better weapon upgrades. Thanks to the prevaliance of pulse rifles, pulse carbines, SMS systems, and burst cannons, the bikes need to carry something different. Heavy 2 ion cannons would be uber cool (half range of course because they are mounted on bikes).
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Post by: focusedfire
If the bikes are troops and not overly expensive they'd be very useful with the pule weaponry. The ability to rapidly redeploy and to laydown accurate S5 fire should not be underestimated.
I, also, believe that if the Tau get jetbikes that GW will not let them out gun the pirahnas. (A moment of pleading to the game designers)Please, Let the Tau get Fusion Cannons as options for the pirahnas and other tanks. Also, please let the devilfish get the long barreled burstcannon with it 36" range and strength 6 ap 4 goodness.
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Post by: Jayden63
focusedfire wrote:If the bikes are troops and not overly expensive they'd be very useful with the pule weaponry. The ability to rapidly redeploy and to laydown accurate S5 fire should not be underestimated.
I, also, believe that if the Tau get jetbikes that GW will not let them out gun the pirahnas. (A moment of pleading to the game designers)Please, Let the Tau get Fusion Cannons as options for the pirahnas and other tanks. Also, please let the devilfish get the long barreled burstcannon with it 36" range and strength 6 ap 4 goodness.
Really? At what point costs, 25 points each, 150 points for 6? You think 6 S5 shots are going to matter? The only things at AP5 is all that useful at killing like to bring 20 or so of their buddies to the party. Suddenly you wish you could trade those 6 shots in for the 15 shots from an equal points of fire warriors.
The only advantages they being troops is the obvious doesn't take up a fast/elite slot (which is huge) and the last turn objective grab run. And with random game length, its not all that great when they get there and your opponent magically has another turn to kill them. Remember, these are not SM bikers. T4 is not T5, LD 8 is not a sure thing against any sort of return fire moral check and or tankshock. Worse, they will still drop like flies if anything charges them.
Making them troops puts a huge target on their heads. Most things (with the obvious exception of meltas) that can take out 3+ armor save can also take them down at range equal to or greater than the 30" of the pulse rifle. Add in the larger size that most bike models are and the new TLOS rules, these guys won't be around very long.
As for the Pirahna, I expect that when the Tau get reworked eventually, we can expect possilbly great changes. Just like the IG got a ton of new weaponry, so may the Tau. Our current Pirahna may magically get better weapon options than just our current lowly burst cannon or fusion blaster.
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Post by: focusedfire
@ Jayden,
Actually, 25 pts for six extra highly mobile markerlights on the field that can move and shoot?
A D**N site better than what we got now. The range 30 always(even when moving) is just icing on the cake.
All that mobility and extra toughness for less than what you buy a Pathfinder team for now.
Just my opinion mind you.
No, they'd get used and the Taus opponents would cry velveeta(cheese)
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Post by: Jayden63
If they can somehow take markerlights, then their usefulness increases, but they would have to go the attack bike route (in which case they probably wont stay a troop choice) and get a marker light for a secondary weapon. The forgeworld Tetra's have an armor value, thus troop or not makes them automatically non-scoring. And if they stay bikes, alla all other bikes, they wont be getting markerlights.
I also expect Pathfinders to get reworked as well. Too expensive and fragile for how things work in 5th ed.
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Post by: focusedfire
Thats what would make it distinctive enough to be Tau.
GW changing the FW stats is not that unheard of. The gundrones used to not deploy at the same time in the old FW pirahna rules.
The Tau don't really need another skimmer but making themthe Tau equivalent to the Eldar Guardian jetbikes wold be cool.
A two man team would could fire both or a single man team could/would if the bikes had access to crisis suit multi-trackers(Making the squad even more Tau like.
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Post by: Superscope
Hmm... so a 2 man jet-bike using tau jet-pack rules with twin-linked pluse rifles and markerlight. Seems to fit a nice Tau niche very nicely. Needs to be a tad more costly than pathfinders less no one would take them now, wouldn't they?
Wait... scrach what i said. Just read the rest of the post ;p
Focusedfire is right... the tau DON'T need another skimmer (we got tons already, thanks)
@Jayden63, not just pathfinders need a rework. Fire warriors need some survivability fix as well. Kroot need to get their rules fixed and with at least I4
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Post by: Superscope
Heh... We also can't forget the focus with apoc rules these days. Every man and his dog love to field those crazy super weapons. Other than the stuipd dino thingy, what else we got?
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Post by: focusedfire
The Tiger Shark, Barracuda, and the Manta. Tau Apoc heavies come in the form of Flyers.
Though, I wouldn't mind it if they made a superheavy version of the hammer head with twin-linked heavy railguns
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Post by: Railguns
Superscope wrote:Railguns wrote:Manta. Carries the whole hunter cadre.
I don't have a problem with the jetbike idea proposed. As it is the sniper drone team may be overcosted but an ultra-mobile version with twin-linked and a higher bs option should cost about the same(or slightly more) if it doesn't get the stealth protection.
Your right about the sniper drone team being overcosted, but stealth protection with them mean little.
The Stealth generator forces the shooting unit to take a night fighting test which as we all know is 2d6x3. Sadly a stealth generator is hardly useful in most times it's been used. With that roll people can see between 9" and 54" which more than 50% of the time it's enough for pretty much any unit to see and fire basic weapons at them (24" for ya boltgun). Sure, it could save you from some really far ranged weapons, but considering that the USER's weapons are often gimped by their own range restriction (12 or 18 for stealth suit, 36" for sniper drones) and thanks to everything able to move futher than before thanks to running the stealth generator has lost alot of appeal...
If stealth generators were to be "useful" they need to be 2d6x2, not 2d6x3. Oh, and the stealth generators bonus of "counting as in cover" doesn't work if enemies use frag genrades.. which i believe is pretty much becoming standardized for each army.
I seem to recall back in 4th edition that stealthsuits were great because they could fire at 18 inches then jump back six, putting them at about 24 and thusly enemy units had about a 50% chance to see them at all. Has this changed in 5th? I would expect a unit that fires 12" even farther out would definitely ttake advantage of stealth.
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Post by: dietrich
Sniper drones can't shoot and move since they're not Jetpacks, they're Infantry (same as the controller). And, if the unit takes 4 wounds, you have to put one on the controller, which means it's a 50/50 that the whole unit goes away - if a drone controller is killed, all drones assigned to him are also removed.
The problem is that sniper drone teams are 80 points, or about the cost of two crisis suits or three stealth suits. They're not horrible on their stats, which are OK, but they're bad based on point cost and taking up a valuable Heavy Support choice.
They can work, and some people swear by them. But, they're not OMG great. Also, with the increase in 4+ cover saves in Fifth, the AP3 is not nearly as attractive as it was in fourth.
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Post by: Railguns
I'm not advocating sniper teams, I know they suck. I'd rather they act like detachments that deploy in support of Firewarrior teams as one large troops choice that acts as two units.(and cost less points) They don't offer any real competition to Broadsides or Hammerheads so fit them where they work best.
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Post by: MythicalMothman
I think Sniper Drones work well at low-points games. They can give you a lot of good AP3 shots for cheaper than a Hammerhead, and their stealth fields make it hard for them to get shot at.
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Post by: Superscope
It's the only unit that stealth fields work in full effect, mainly because it weapon is at a good range unlike stealth suits
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Post by: focusedfire
Said it before and will again. Sniper drones need to be controlled by a stealth suit so they have mobility.
The sniper teams work almost OK but their inability to move and fire kills it for me.
Part of this reason is I spend a lot of time agains armies that move 12" and still shoot. SM/BT landspeeders with their scout move+12"move means that they can usually see the snipers in first turn.
Now with stealthsuits they could be placed furthe back and moved forward and on some crazy missions I might deep strike them.
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Post by: Railguns
I think the mobile rail-rifle platform may be best served with the pathfinder-bike and not drones. The concept of sniper drones is a solid one; it just isn't implemented well.
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Post by: Lawlz_Render
I'm not totally familiar with the Tau codex, but I've played games with Tau players. I like the fact that they're strictly shooty, but I feel that with all their firepower (S5 basic battle rifle) that the basic Firewarrior squads are underpowered due to their lack of CC abilities. I know that's why the Kroot are there. Being as how I always envisioned Tau tactics, what if you had the option to not take kroot and still survive assaults? I'm not talking about giving them a better WS, but rather giving the fully upgraded leader an ability option that allowed the stand and fire rule regardless. It's a sick rule, so it would have to be somewhat costly, and it doesn't give FW's any capabilites for their own assault phases. But defensively speaking it would make other units think twice before assaulting them head on. Allow them to rapid fire so they all basically get two WS3 S5 attacks ONCE when assaulted. After the FW unit is locked in CC they lose this ability so they're still vulnerable to secondary assaults. Opponents can change tactics to negate this too by assualting first with cheap units to soak the casualties, and then assaulting with more specialized units after they're engaged.
You have to pay for it, it can be worked around by other players, and it keeps the FW's tactical role in the back field the same. I like the idea.
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Post by: dietrich
In general, they need to lose Drone Controllers and just have Drones assigned to the unit. That way, you don't have to take off 20-60 extra points for losing one model. I'd be okay with having drones removed if all 'tau' models in the unit are gone, but I don't think it's game breaking if the drones stick around (but are maybe only Ld 5 or 6). I'd also be okay if drones had a 'mindlock' rule, maybe they stay Ld 7 but need to pass a Ld test if there are no Tau in the unit.
For Sniper Drone teams, just change it to be 1-3 controllers in the unit, and for each controller, the unit can have up to 3 sniper drones added for +X points. You'd have a total unit size of up to 3 controllers and 9 drones.
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Post by: focusedfire
I don't know about that. Even then as a HS choice its not better or as good as the other options.
I really feel, especially with whats coming out for the IG, that the codex emphasis will be on making the army more of what it currently is starting first at the troop level and working up.
This would mean manuveable shootiness. This is what makes me think of a jetbike scoring unit.
It's funny that after playing both Tau and Eldar how much The mechdar army plays like the tau used too. The tactics with the waveserpents and dire avengers plays just like fish of fury. Fire Prisms are very close to Hammerheads. Its like Tau guns are 1 point stronger and the army is one step slower than the Eldar. The Tau just don't have the strong midrange weaponry of the Eldar. So Fire Warrior jetbikes tie in with the sorta like Eldar theme, IMO.
Its also funny how you can pick up clues just from reading the new BRB rules on Jet-packs.
Marker lights will be almost a guaranteed option if not standard. I also see the possibility of the rail rifles coming in as an option just due to the amount of ap3 goodness GW is handing out in 5th ed.
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Post by: Superscope
Considering that about 1/2 of the Tau army units that are used in the average game (XV8,XV25, drone sqauds) have relentless, perhaps we will see alot more heavy weapons applied to them?
I've came up with a brain-storm btw ^_^
XV25 Stealth suits - Option to switch ALL burst cannons for fusion blasters, not just every 1 in 3, with a free emp grenade for the XV25 shas'uve, Stealth Generator rolling rule is now 2d6x2. That would give them great flexability compaired to the poor limitations now. From what i've seen, almost everyone fields a stealth suit unit with 6 burst cannons. >.>
XV8 Crisis suits - Ability to count twin-linked weapons as a single weapon (mainly because the costs of some of the crisis weapons are way too pricey, plasma rifle for example) and can be weilded in a way the Forge World Tau hero can. Grenade launcher (mini frag-projector) weapon option (Same as the IG version, twin linkable)
XV88 Broadside suits - Ability to switch to twin-linked plasma rifles at no cost.
Fire Warrior teams - Photon Grenades for free (optional, player may choose NOT to take them if he/she wishs), 1+ BS
Kroot Carinvor Sqauds - Fieldcraft removed, Given Stealth, move thu cover and Fleet. Kroot gain I4 (Kroot are NOT standing melee troops btw)
Pathfinder teams - May take Sinper drones (1-2), 1+BS, removed the requirement for a devilfish troop transport.
Hammerhead gunship - Slight point cost reduction
Skyray gunship - Slight point cost reduction
Devilfish Troop Transport - Slight point cost reduction, may be a dedicated transport to a unit.
Shield Drones - cost increased, yeilds the unit attached to the drone a 4+ invunable save however if wounds are scored on the unit the drones MUST take the wounds first. (Gives infanty units a chance to shoot/fight before getting shot to peices on turn 1-2)
Etheral - Bodyguard unit no longer costs extra, gains 1+BS and +1T, however the unit no longer counts as scoring.
Commander Farsight - XV8 Suits count as scorable units and may also be taken as a troop choice. Removed prefered enemy - orks. All units gain +1WS, +1T and +1I. Can not take any non-tau unit (Kroot, vespid) or etherals. May take crisis teams in 1-5 instead of 1-3. Bodyguard unit size unchanged. May take Power Blades with crisis suits (Farsight's crisis teams only weapon ^_^). Breakaway faction rules still apply. Cost increased.
Aun'va, master of the undying spirit - 2 Etheral Bodyguards are also reinforced with a elite fire warrior team of 24 with 1+ BS over the norm. Aun'va, in the shooting phase, may give a "Empowering Speech" to a single unit(Not his own!) within line of sight (he uses the unit's comm link to speak with them if the unit is really far). Til the start of the player's next turn, the unit's armor saves become invunable saves, gain stubbon USR and +1 to all stats other than wounds. Paradox staff rules unchanged. Cost greatly increased.
Commander Shadowsun - Given a twin-linked missile pod with a advanced multi-tracker/target lock setup (Ability to fire 3 weapons a turn, each at different targets). Drone options unchanged. Command-link drone range is now 24". Stealth generator rolling is now 2d6x2. Cost increased
Major idea for a Tau titan btw ^_^
Fluff first up
"The tau empire has expanded greatly over the last short milenina, however when the imperium of man deployed large super-heavy units the tau had been dumnfound at such overwheilming power. While the fire caste, with assistance of the air caste, managed to defeat such giants but at great costs. After several stealth teams attempts at recovering infomation, they learnt that the greatest of these weapons the imperium fielded was a huge walker called a "Titan". The earth caste, having been transmitted this infomation, began designs of a titan for the greater good. Incorperating the basic idea of many different types and variants of suits, the XV100 "Catastrophe" was born. A Giant 4 legged walker. The XV100 is to be used on battlefields with prolong engagement (50 to 150 days, the tau can not field the tactic of attriction) where any type of static base was ineffective. Because of this, the XV100 is used as a large mobile base with overwhelming firepower to devestate incoming targets with added light production abilities to repair the many suits of the tau empire and to build many small arms for the fire caste"
XV100 "Catastrophe" moblie base titan - 650 points
Structure points - 3
BS - 4
AV 14 / 14 / 11
Crew - 5 fire caste pilots, 15 earth caste engineers and 6 fire caste medics
Transport - May Hold upto 6 XV suits, or 24 normal passangers
Hatches - A single large door on the rear for XV suits to enter and deploy.
Comes with Transport bay, Battlefield Engineering bay, a twin-linked "Rail Devestator" ( 140" range, Str D, ap 1, Heavy 2) and 6 long barrelled burst cannons (3 mounted on the left and right sides each)
You may replace both the transport bay and the battlefield engineering bay for a Plasma Shield Generator for 50 pts
You may replace the the following with it's counterpart listed below at no cost.
Battlefield Engineering bay <--> Drone bay
Transport bay <--> Multi-Seeker missile Launchers
Twin-Linked Rail Devestator <--> Fusion Devestator.
Special rule - Battlefield repair - During the movement phase, any tau unit with a XV suit inside the XV100 may attempt a repair on a roll of a 4+, fixing damage on the suit while the pilot receves fast treament for any injuries. A sucessive repair roll restores 1 wound. The suit then may deploy from the XV100 but will be unable to move (this result is regardless if the unit passed or failed, he may still make his assasult move if the model is equipped with a jetpack however)
Upgrades and features
Drone bay - The Engineering bay's space is used to hold a bay of deployable and rebuildable drones. At the start of each turn, roll a die. On a 3+ you may deploy a gun drone sqaud of 8 models on the left or right of the XV100 (the drone hatches are under the XV100's body).
Mutli-seeker missle launchers - A Interior bay of Seeker missiles with missile launching ports set on the top of the XV100. The Multi-Seeker missile Launcher counts as a normal seeker missile using the following profile (str 7, ap 4, Heavy 6) and is fired by the used of a markerlight. The missile bay holds 12 missiles at the start of the battle and will restock 1 added missile at the start of your turn (To the max of 12)
Plasma Shield Generator - A massive Plasma powered reactor and reflector generator is installed into the XV100. This grants the XV100 a Void shield.
Fusion Devestator - A fusion blaster, just on a much larger scale. This weapon basicly creates a mini-sun. Apon inpacting the ground, it will detonate with tremendous force and range. (72" range, str 8, ap 2)
And That's it for now, tell me what you all think (I know a few things need fixing, need some constructive input)
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Post by: Kungfuhustler
okay, I'm coming in on this late... and I really don't feel like backtracking 10 pages. in general does the thread think tau need fixing? if yes, what are the MAIN reasons people are stating.
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Post by: Superscope
*sigh*... lazy bugger...
yea, Tau do need fixing. I will give ya MANY reasons ^_^
- Tau gunline tactic is extremely unreliable in 5e
- Kroot get slaughtered before they can get their job done, they need I4
- Tau troops have extremely poor survivability, this doesn't help in 5e as assasult troops can run right up and kick the crap out of them
- Tau overall for a shooting based army are inacurrate
- Tau Hero units are pretty much gak. Space pope can't do anything but hover on the spot while farsight is gimped to hell with only able to take 1/2 of the tau army as 0-1. Shadowsun is ok, but a few tweaks here and their...
- Tau lack blast template weapons
- Tau fire warriors are overpriced
- Tau crisis suits JSJ tactic is pretty much gak now thanks to "true line of sight"
- Tau Stealth suits have slowed weapons for their job
- Vespid........ need i say more?
- Tau lack a "Real" Super-Heavy for apoc. We got a kroot super-heavy and several tau air units but no giant tank or walker?
- Deep Striking enemies pretty much destroy tau, hell a strong wind could most likely inflict alot of damage..
- Our Railguns don't do enough damage damn it!!!! RAWRARAWR1111111oneeleventyone11!!! XD
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Post by: Kungfuhustler
I Like the Tau, alot. In fact I have never, ever achieved more than a tie against them. Mayber the Tau players in my area are amazing gods of 40k but I doubt it. You make a couple of the classic arguments that are pure crap, and some good ones too. When they do "fix" Tau, I will probably cry with nerdrage, and so will you. F'ing GW.
++Quoted from superscope++
++yea, Tau do need fixing. I will give ya MANY reasons ^_^++
++- Tau gunline tactic is extremely unreliable in 5e++
Yeah, I'd agree that Tau as "gunline" isn't the strongest, but then neither is IG. They both shoot the crap out of their targets (at different ranges for the high yield killing) but neither has a decent BS. Tau really should have a 4, but I question weather it's a want or need. if fire warriors had bs4 they would cost as much as space marines and deservedly so. bs4 s5 30" rapid fire guns with a 4+ save?! no. not for under 14pts at the very lowest.
++- Kroot get slaughtered before they can get their job done, they need I4
I liove kroot. If they were I4 they would be nasty as hell. they pwn spess marines as is if they have a full squad. I know it's more spendy but you are paying for the utility to have cc (that can outflank, right?) in a shooty army.
++- Tau troops have extremely poor survivability, this doesn't help in 5e as assasult troops can run right up and kick the crap out of them++
Their troops SHOULD have poor surviveability in CC, they are shooters. you want marine saves or ws3? dedicated assault troops will always wipe out dedicated shooty troops. what tau NEED... I'll get to that at the end.
++ - Tau overall for a shooting based army are inacurrate++
I get outshot by good tau players, tau's strength is flexability not volume. The troops have 30" range and devilfish so they can GTFO when baddies get close.
++- Tau Hero units are pretty much gak. Space pope can't do anything but hover on the spot while farsight is gimped to hell with only able to take 1/2 of the tau army as 0-1. Shadowsun is ok, but a few tweaks here and their...++
Your heroes do suck! OMG
++- Tau lack blast template weapons++
You have the hammer-thing template. You are not IG. If tau had blast templates they would be an improved IG (3rd ed) in every way
++ - Tau fire warriors are overpriced++
Maybe a little, but they s5 guns, a 30" range and a 4+ save. Did you expect 8pts?
++- Tau crisis suits JSJ tactic is pretty much gak now thanks to "true line of sight"++
No, just no. They simply used to abuse the rules. Now THEY HAVE BEEN FIXED.
++- Tau Stealth suits have slowed weapons for their job++
Great drop troops for anti tank duties... not that tau need it. I will use stealth suits against guard players spamming LRBT's very soon. (I borrow tau armies alot, they are fun) they are good against non meq armies, right?
++ - Vespid........ need i say more?++
vespids... I have a friend (a tournament player and DAMN solid with tau) who swears by them against some army types. I dunno, their statline is gak and I don't know how to make em useful.
++- Tau lack a "Real" Super-Heavy for apoc. We got a kroot super-heavy and several tau air units but no giant tank or walker?
they do. but if you have the cash you have an excuse to buy a manta! If I owned tau I'd have the excuse
++- Deep Striking enemies pretty much destroy tau, hell a strong wind could most likely inflict alot of damage..
D/S foes are jerks. no real way around that. damn that Zagstruck! Damn those Vanguard Vets, too! just shoot em' when they leave CC, that's what I do... I usually short 3-400 points worth of tanks afterwards though.
++- Our Railguns don't do enough damage damn it!!!! RAWRARAWR1111111oneeleventyone11!!! XD
Agreed! they should have the melta property!
I think that tau need the ability to upgrade the weapons in their squads, and they need it badly. They could also use a good tarpit unit. that would buy them time to get in their fish and swim to another place to shoot from. aside from that we agree on the special dudes. I bet that vespids will be amazing in the next iteration of the tau book, but they aren't going to bump the BS and they aren't going to bump the CC much either. Maybe I'm off base because I can never beat tau with an all-comers list (they are my achilles heel) but I don't know any tau players who want the book to change. most of them are fearing a nerf hammer in my area.
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Post by: focusedfire
@ Superscope, I like your enthusiasm but will disagree on some of your Tau fixing analysis. If you don't mind, with the OPs permission, I'd like to open a debate on the strengths and weakness in hopes that we may find the areas that really need addressing with the Tau. If this becomes a problem I'll be happy to move the discussion to another thread. I'd first like to give my responses to your thoughts on what needs fixing and then express why I think such. Then I'd like your rebuttal, seeing things through others thoughts helps gain insight to the bigger picture. So now I'll begin: IMHO 1)I disagree about the gunlines. Yes gunline tactics are unreliable as are many other builds. I think the problem here is that the Tau were in concept never intended for a truly static fire base. They were intended to appear to be static as a means of a lure. Now this still works fairly well but I feel the fundamental problem is that the basic Tau infantry lack the mobility they need to fight their high-tech guerilla warfare. A large part of this problem came in the form of the 5th ed run and the coversave rules that effectively halved the shooting effectiveness of the basic fire warrior against basic troops. 2)I'm unsure with giving kroot I4. Kroot are mostly fine just as they are statswise. If they are getting slaughtered I usually find that they are not being used as designed. I don't care for this current tourny tactic of making them 10 man squads. They are meant to be a mini-horde and are most effective as such(Leadership/moral tests). It seems that a lot of poeple don't use the hounds because it breaks the 10 model unit tourny rule, or they don't shoot, or makes the squad have to large a footprint. They are I5 S4 with 2 attacks without assaulting and only cost 6pts. Try running the unit at 17-20 models strong, 6-8 of them are hounds, use cover and look at what your opponent has in his army. If he has a bunch of flamers then use outflank if your going second(something I often opt to do), going first then infiltrate to support a pathfinder squad or something creative that doesn't just hand them to your opponent. When your squad comes under a shooting attack, put the wounds on the regular kroot first. In hand to hand the hounds normally go first, so take the wounds on them after they swing. The fixes for the Kroot I would suggest are first a 1pt price drop and rudimentry charge grenade that would help them in HTH. Second, fix their fieldcraft rules by giving them USR move/shoot through cover. Third, for 21+ points the shaper better give them furious assault. The shapers lack of anything other that a +1 leadership bump is laughable. 3)I disagree about Tau survivability. The Tau had very good survivability before their guns were wimped out by the coversaves and the run rule. A 4+ armour save is still pretty good for the basic foot soldier. The real weakness here is the lack of variety and the lack of mobility for the Tau infantry. I've suggested before the idea of gundrones moving to troops to help these two issues. Any other help for the Tau basic infantry needs to come from the rest of the army. I can see and have had ideas about differnet things but really feel tha they are good as they are. Maybe a smallpoints shift, include grenades, weapons profile tweek that slows an enemy down, or upgrade special weapon drones as elective equipment. But nothing over the top, just refining. 4) I can see and agree with why you feel the way you do about the Tau Ballistic Skill. I just don't think it's going to improve until they stop trying to ram underpowered, overcosted, illogical markerlights as the defining theme for the Tau down our throats. Now if they fixed the underpowered and illogical, then refined the markerlight rules they'd be worth the points. The underpowered and illogical part is, "Why can only one squad see a marker light hit?". Refine the rules to where they have a LIMITED armywide effect for the marker counter expended, make all markers networked and I'd be happy to pay 15-20pts for each. 5)I agree about the Tau Special charcters. Yes, the Tau Special characters are very special in a little yellow bus kinda way. Thing is, it seems that the designers think a Tau superhero is kinda against the concept of the army. I think that if they are good enough to work their way up through the ranks, then their generals should be fairly nasty. I've proposed a few ideas before and will again if someone asks. I feel that the Tau will keep some existing leaders with improvements and will get an improved Ahngkor Prok for the kroot, A vespid special character, and I hope Aun'shi returns with some improvements. 6) I disagree about the Blast weapons. There aren't a lot of blast weapons in the Tau and it needs to stay that way unless everyone thinks they are the Imperium. This is not a big deal for the Tau. The Tau are about precise strikes as opposed to collateral damage. I see them with maybe a total of 3-4 blast weapons max, and that the markers remove a scatterdie or allow a reroll on blast weapons. Nothing more than that or you dilute the Flavor of the Tau. Now, I do see them getting higher rates of fire on a lot of their weapons. 7) I'm on the fence about the pricing. Fire warriors are ok for now in pricing. But with the way 5thed is going in order to keep up they'll probably give them photons and maybe the bonding knife for free. If they improve BS or weapon profile expect the basic Tau fire warrior to clock in at around 12pts each. Not a mathhammered number but feels right from play experience. 8)I completely disagree with your JSJ analysis. JSJ still rocks. You may just have to wait for true LOS blocking terrain in your area. I, honestly have to admit that my suits get shot up less now that they can park inside a building next to a wall and not worry about the area terrain cheese where a flamer shoots through a solid wall. The problem I see with the crisis suits is unit size. Two suits can handle the same job that three do. This is good for leaving a smaller footprint for blast weapons but doesn't dish out enough meq killing firepower to make up for the Fire Warrior basic infaantries lack of organic fire support. I would suggest squads of 5 but who could afford it in their lists. I see the need for increased firepower per suit instead. I think drop the twin-linking, make the multitracker fire all weapons system, and making targeting arrays standard would probably do the trick. 9) I disagree about the Stealthsuit weapons but do agree about changing how the squads get armed. Stealthsuits, the burst cannon is ok but the optional fusion blaster has a problem as does the stealthfields visibility range. The unit would be worth it if they restructured the way the squad is loaded out or dropped the spotting distance. I really see the stealth teams dropping down to only 3 man squads but they each take an identical weapon. 3 burstcannons or 3 fusion blasters. I'd be a lot more likely to deepstrike or infiltrate those configurations. The current way of 5-6 stealths for 2 fusion blasters just costs to much. Would still be nice if the stealth field dropped to 2D6x2 spotting like the harlies with shadowseer. 10) Maybe there will be good news about the Vespids in the next codex. I was actually able to make the Vespids work in 4th ed. They weren't optimal but were ok. I've heard rumors about them either getting rending or a poison attack in hth in the next codex. That is only a rumour but would make them viable in 5th ed as long as the points don't go over 18-20. 11) The Tau do have a super heavy. Its called a tiger shark and can be equipped with Titan-killer heavy railguns. I wouldn't hold my breath for a superheavy walker as it just doesn't fit the Tau theme. Anything larger than a broadside is a skimmer or flyer in a Tau army(Not kroot). Not dicounting the Idea of new alien allies that might have a super-walker but just don't see the Tau getting one before......say the Orca dropship getts fitted with a twin railgun turret. 12) I agree about the amount of heavy weapons fire. I think if the broadsides go from twin-link to twinshot that would just about do the trick. I think making the Railgun on the hammerhead a Heavy2 or release a new hammermead with twin weapon mounts for the Ion cannon and Railgun would be nice. They will probably just give us Hammerhaed squadrons instead, though. Now to recap the high points of what I feel needs reworking, updating, or what was missed. A)Tau mobility has taken a hit and needs improvement. Especially in the troops area of the FOC. Also their should be no static infantry held heavy weapons. This is completely counter to Tau Tactical philosophy. The only exception to this might be the rail rifle if used as in an Ethereals bodyguard. B)Tau fire power is about half of what it was. Looking at the trick they are using to up the IG (almost doubling)firepower. I feel the Tau are going to need an effective increase in firepower also. It just needs to happen in a Tau-like way. C)Tau FOC is in need of restructuring to shift some units where they are needed most. Fast attacks and heavies have to much competition. D)Markerlights are in desperate need of a rework. Just can't get enough lights in a list without crippling the army. E)Tau vehicles need more weapon variants F) The Tau need more history to help define their philosiphy and thus their heros and leaders. This will lead to more effective special charcters. Side note* Make the etherals honorblades +2 strength power weapons or give them a gun to shoot. Please tell me what you, both, agree and disagree with and your Ideas of what should or probably will happen.
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Post by: Raxmei
A while back on Warseer I ran some numbers and determined that BS4 fire warriors should be worth about as much as Ethereal bodyguards. Right now 10 points gets you half a hit. At BS4 x points will get you 2/3 hit.
x/(2/3) = 10/(1/2). 4x=30. x is a bit over 13. But that isn't the whole picture. That gives you the same firepower but doesn't help anything else. An equal costing of BS 4 13 point firewarriors dies faster than their BS3 counterpart. Plus some people say fire warriors are overcosted anyway. Drop a point down to 12. This slightly improves Tau firepower per point, but has a couple other interesting effects. First, it hurts the Tau in an attritional shooting match. Each casualty taken robs the Tau of 2/3 of a hit instead of 1/2 as before. Second, it allows the Tau to put more firepower inside a transport. Both are in my opinion in fitting with the Tau design philosophy. Tau are supposed to fail at attrition and do well at mobile shooting.
Speaking as a Guard player who hates the Tau.
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Post by: Kungfuhustler
stupid focusedfire, politely disagreeing! You know, you need to learn how to troll a Tau thread... J/k, kinda. not really. JERK. (Don't report me)
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Post by: Superscope
Yay @ focusedfire ^_^ Strong constructive talk. Lets go my reply
1) True. For some bizzare reason i always like a tau gunline. Perhaps the long guns of the fire warriors remind me of britsh redcoat gunlines in ages past...
2) I always like capping out a sqaud. Perhaps i need to give kroot another shot with some hounds... then again i'm not a lover of the kroot. The Kroot Sharper upgrade (giving furious charge to the unit) would be GREAT!
3) Yeap, your right about that, only 2 weapon choices for fire warriors. Their armor save and T is fine, it's just that most games i play i get blasted to peices buy crazy space marines with frag and krag missiles. I need to move more (Gotta hurry up and build my devilfish)
4) That would set tau up great. Markerlights are the way, if only they just fixed it up. I would be happy to take BS3 if i could field lots of markerlights at a cost effective price. Perhaps they should change markerlight rules to this:
Markerlight - 10 pts
Any enemy unit hit with a markerlight becomes marked.
- Infanty shooting at the marked unit may re-roll failed to hit rolls.
- Vehicles gain +1BS when shooting at the marked unit.
- A Blast weapon's scattered result is halfed, rounded up.
5)Totaly with ya. Personaly, i love the "Special issue" items that let you custom tailor your commander to suit your needs. Have i told you how much i love the failsafe detonator? While yes, i am quite frustrated with the Tau special charcters being utter junk. The tau is about everybody putting aside personal gains for a greater good.
6)Come to think of it, i have to agree with ya.... I've been reading too much of that IG codex fourm stuff ):
7)To make tau more different than other armies, getting a shas'ui in a fire warrior sqaud should grant the bonding knife, while if your sqaud is at least 1/2 armed with pluse carbines you should get grenades for free.
8) Hmmm... i need more cover in my games then... Now about crisis suits, Yeap, multitracker baseline sounds about right, and since that frees up the support slot for their gear they should be able to equip targeting arrays no problems.
9) 3 man stealth teams sound fine to me (Then i can field them for tank hunting duty XD)
10) That would be interesting
11) Ok, so basicly we have flying super-heavies... FUN
12) Yeap, twin-shot sounds right to me as well. Railguns are great but most of the time they suck hard fighting horde armies.
-----------------------
a) Hmmm.... A sqaud armed with railrifles with a attached etheral? *drools at the idea*
b) GW will most likely screw us over sadly.
c) Indeed it would. Pathfinders to troops and have dedicated transports like what space marines do with their rhinos (not taking a FOC slot) should fix fast attack slots. Heavy units will have a problem...
d) Yeap, they are WAY too costly for a static laserpointer (which in the year 40999, you think they would have a insane version of the laser pointers we use?)
e) YES!! Railheads are tired but true... Give us something new and unpredictable ^_^
f) Total support their. Helps bulk out the codex a ton. While i remember the 3rd editon codex had lots of really cool lore in it and yet the 4th editon codex they just cut like... 1/2 of it out... for no reason!
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Post by: focusedfire
@Raxmei, Thank you for the mathhammered analysis. If you don't mind I'll be quoting your IG viewpoint to others. @ Superscope, Thanks for the kind words. Nice to know that I have ideas others can relate to. Now do me a favour and try to pick my suggestions, arguments, and ideas apart a little. Either what might not work, doesn't seem Tau-like, or if there are other things that are a higher priority as to updating/improving. @Kungfu, Thanks for the laugh,kinda.  No snitching here. As to your analysis of the Tau there are some interesting ideas and I think talking about where we both agree and disagree might provide some useful ideas at least. As to deep striking armies and how to handle. I've been really messing the marines up if they deep strike against me. It does get them into the front lines quicker but at the cost of a solid rear defense and mobility. I usually find that by turn 3-4 the board is flip-flopped. I'm in his deployment zone and he's in mine. If there are objectives I put them out in the open so that they can be shot at while sitting on the objectives. I find that SM players tend to charge towards the objective early and will drop pod on them to gain cover if the objectives are in the open. I use these tendencies against them. About the railguns. Do you think that they need the D6 armour penning more or higher rates of fire? Should it be both by making the tank mounted have the extra d6 penning and making the broadsides count as two railguns as opposed to twin-linked? Do you agree with the restructured stealth units? Make them 3 strong with either all carrying fusions or burstcannons. I think at BS 4 (Built in targeting arrays) it would up the units effectiveness to where 3 burst cannons or fusion blasters would get the job done. Or would you set the squad at 4 suits? In your opinion, "What area is the Tau currently most in need of improvement?".
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Post by: Kungfuhustler
Superscope wrote:
'4) That would set tau up great. Markerlights are the way, if only they just fixed it up. I would be happy to take BS3 if i could field lots of markerlights at a cost effective price. Perhaps they should change markerlight rules to this:
Markerlight - 10 pts
Any enemy unit hit with a markerlight becomes marked.
- Infanty shooting at the marked unit may re-roll failed to hit rolls.
- Vehicles gain +1BS when shooting at the marked unit.
- A Blast weapon's scattered result is halfed, rounded up.'
This is the silliest thing I have read in a loooooong time, including rough riders w/o power weapons. Basically you are saying that if you shoot a squad with a markerlight it is going to die. no if's and's or but's.
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Post by: focusedfire
@ Hustler, He was expanding on a general idea I had. My idea was not that it will auto-die but it should be close. At least by the fluff and how much having to buy them messes with fielding a playable army. It was my idea that a point and weapon rule redo is in order. But please, instead of silly, explain your points on how it would be a problem so that the idea might be tweaked. I'll give you my viewpoint as to markerlight changes I'd like to see and why. It makes no sense that if a unit is marked and counters are used that only one unit gets the affect of those marker hits. It's not intuitive and slows the game down by not having a clearly stated firing order. The effects were designed for 4th ed and are now in need of an update. I was personally advocating a streamlining of the marker rules. Make them have more of a limited but broader effect. Something like you can spend only 2 marker counters a round per ability and unit hit but the entire army recieves the benefit. So a unit is hit 4 times then you can only pull the coversave down by 2 and fire 2 seekers at the unit per tank. Maybe only allow it to up BS to a max of 4 or spend 2 markerhits to allow reroll to hits. These are just ideas and we would like constructive criticism. If you have a better or another system in mind the please post it for discussion.
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Post by: Kungfuhustler
focusedfire wrote:
I was personally advocating a streamlining of the marker rules. Make them have more of a limited but broader effect.
Something like you can spend only 2 marker counters a round per ability and unit hit but the entire army recieves the benefit.
So a unit is hit 4 times then you can only pull the coversave down by 2 and fire 2 seekers at the unit per tank. Maybe only allow it to up BS to a max of 4 or spend 2 markerhits to allow reroll to hits.
Sorry if I don't seem particularly onstructive, but that was just wet-dream wishlisty. One at a time here we go.
All infantry shooting a marked squad are now twin-linked? no. I don't think that making all infantry BS4 against it should be the fix either. How about:
'you may remove a marker light token to allow infantry and vehicle models shooting the marked squad to re-roll 1's to hit during the shooting phase.'
Basically a marker light could give the tau the sharpshooters rule for a turn. This would be a good way to expand the effect of a markerlight without overpowering it.
Vehicles shooting non-template weapons are covered by the 1st rule.
'Units firing blast templates BS is considered to be +1 for the purposes of determining scatter.'
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Post by: Raxmei
focusedfire wrote:@Raxmei, Thank you for the mathhammered analysis. If you don't mind I'll be quoting your IG viewpoint to others.
Sure. To expand on my original statement, if you want to think in terms of discrete models ten 12-pt warriors would cost the same as twelve 10-pt warriors. They would get 2/3 of an extra hit at starting strength but start the game down 2 wounds in comparison.
From an attritional standpoint, 20/3 (number of hits at full strength) - 2x/3 (minus number of hits lost with each casualty x) = 12/2 -x/2. 40 - 4x = 36 - 3x. x = 40 - 36 = 4. The two squads have equivalent firepower after taking four casualties, leaving six men at BS4 or eight men at BS3. The BS3 squad gets better in comparison after that and is slightly less vulnerable to morale. As a result, BS4 firewarriors would have better initial firepower but fail more rapidly once they started taking losses. They'd also be worse in assault, being short two models with no matching increase in quality, but most people don't care about Tau assault.
With Devilfish, a full squad of 12 packs 8 hits inside the transport instead of 6 but costs 144 points instead of 120. If you use fish of fury that means more firepower per fish.
The big difference I see between the Tau and Guard firepower models is that the Tau have an even distribution of firepower. Each Tau contributes just as much to the squad as the next. The Guard is different, having a heavy weapons team and a bunch of guys with flashlights. The first few Guardmen killed have little effect on the squad's firepower in contrast to each fire warrior's loss nibbling away a little bit at the squad's firepower. Bumping the fire warrior up to BS4 with a proportionate increase in points would make this difference more pronounced. This is a weakness, which is why I put in a slight discount that sets the new cost at 12 instead of the 13 that the mathhammer would initially suggest.
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Post by: Jayden63
There is no ****** way I'm paying 12 points for a Firewarrior when a battle sister is 11 points. ***** that.
Killing things has never been the firewarriors problem. Its living. Yes the gun is nice, but if a firewarrior had nothing more than a bolter the model would be expensive at 6 points. With crappy WS, S, I, LD, A, with no special rules to back them up.
You people are seriously focusing on the wrong thing. The BS of the firewarrior is not the problem. Its its point cost and over all survivability. You really think its ok to loose 100 points of anything to a single heavy flamer shot? That somehow thats balanced?
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Post by: Superscope
@ Kungfuhustler
So your saying that they are going to die regardless of enemy unit cover saves? Since pretty much EVERYTHING yeilds a +4 cover save shooting is quite hard to do.
--------------------------------
@ Focusfired
The primary weakness of the tau is of course, hand to hand. With pinning becoming less and less effective along with running rules the tau have less time to fire than what they could before. Mobility issuses also arise thanks to armies with running. Since tau can't run and shoot at the same time, they have to pick either mobility or shooting, both of which is needed.
The tau art of war dictactes 2 primary ways of doing things. Mont'ka and Kiyon. Mont'ka is the removal of a target with extreme force which greatly disrupts the enemy, while kiyon is using a lure to bring the enemy into a firing range, then blow them away. While both tactics are sound fluff wise, preforming the tactics in a actual game of 40K is quite hard. Mont'ka is pretty much pointless unless your fighting armies with dedicated units to set roles (Eldar come to mind here) and kiyon is very hard to use unless a. the enemy has little or no range firepower b. the enemy really hates one type of your units, mainly broadsides.
In summary, the tau lack critital mobility unless they sacrifice shooting to compensate, in which the tau can't afford not to shoot. Their ranged weapons fail to deviler enough power to stop enemies before they close in and break the tau like sticks.
One way to help the tau would be to give a few more units in the army list the Hit and Run USR
First up, Railguns.
Railguns are one of the strongest weapons of the tau armory, however they are still, like all the other tau weapons, highly effective and little waste. The railgun is already str 10 ap 1 72" range. That's fine, leave it there, it doesn't need rending or d6 extra armor pen on enemy tanks. The major problem is that you can field only so few of them unless you break your army's effectiveness (Mobility and point wise). Making the broadside's railgun 2 shots instead of twin-linked would fix that problem, but it would make the suits ever MORE of a tasty target.
The Hammerhead's Railgun however, is different from the broadside's one. Perhaps the Hammerhead should have a Seperate profile (Weapon wise) with it's railgun? The following 72" 10 str 1 ap heavy 2 sounds about right for it.
Next up, stealth units.
Stealth suits are great if they can get close to the enemy, which is problematic via just jet-packing forward. Groups of 6 seem to be a bit too... bulky in my sence. Teams of 3 with a option of adding a 4th one Shas'uve team leader sound good number wise.. so long that they have the options of their "bigger brother" crisis suits. In short.. yes, the ability to have the whole team go fusion blasters or burst cannons would improve flexability greatly. In that way, you now could field a stealth team as a anti-infanty or a anti-tank role.
The Shas'uve should also give the sqaud emp grenades for free.
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Post by: Superscope
Jayden63 wrote:There is no ****** way I'm paying 12 points for a Firewarrior when a battle sister is 11 points. ***** that.
Killing things has never been the firewarriors problem. Its living. Yes the gun is nice, but if a firewarrior had nothing more than a bolter the model would be expensive at 6 points. With crappy WS, S, I, LD, A, with no special rules to back them up.
You people are seriously focusing on the wrong thing. The BS of the firewarrior is not the problem. Its its point cost and over all survivability. You really think its ok to loose 100 points of anything to a single heavy flamer shot? That somehow thats balanced?
At least fire warriors get a ok armor save, that's fine. I'm just unsure of how to fix it i'm afraid. Many believe a point cost reduction, but that would just let people horde more fire warriors into a army to compensate, which the tau can NOT supply unlimited man-power like the IG so dropping the point cost would break the fluff...
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Post by: Raxmei
That 12 point thing was intended to be power neutral in comparison to current fire warriors. The amount that they should actually cost could well be lower than that.
At any points cost the fire warrior at its current profile has issues. Tau are one of the armies where the troops are all too often perceived as deadweight at best and a liability at worst. To fix this you have to find something for them to be genuinely good at.
Throwing out a crazy idea, make the pulse rifle assault 1 and the pulse carbine assault 2.
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Post by: Jayden63
Superscope wrote:Jayden63 wrote:There is no ****** way I'm paying 12 points for a Firewarrior when a battle sister is 11 points. ***** that.
Killing things has never been the firewarriors problem. Its living. Yes the gun is nice, but if a firewarrior had nothing more than a bolter the model would be expensive at 6 points. With crappy WS, S, I, LD, A, with no special rules to back them up.
You people are seriously focusing on the wrong thing. The BS of the firewarrior is not the problem. Its its point cost and over all survivability. You really think its ok to loose 100 points of anything to a single heavy flamer shot? That somehow thats balanced?
At least fire warriors get a ok armor save, that's fine. I'm just unsure of how to fix it i'm afraid. Many believe a point cost reduction, but that would just let people horde more fire warriors into a army to compensate, which the tau can NOT supply unlimited man-power like the IG so dropping the point cost would break the fluff...
Screw the fluff. Or make them worth their points. Give etherials a special rule, like they used to. Re-roll any LD check, but remove the LOS restriction. Just knowing an etherial on the battlefield should be enough to motivate the Tau, who cares if he can actually see you.
Give them a re-roll on their armor/cover save. Call it PPS (personal protection shields). Now they are more suvivable, without having a fluff breaking 3+ armor save, and can actually stand to go Toe to toe in a firefight. Give them distuption grenades that say a unit with those cannot be wiped out from a sweeping advance, etc.
Come up with special rules or wargear that justifies their points cost if you feel the need to keep their points high, because clearly their stat-line doesn't.
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Post by: Che-Vito
< Taken by the void dragon. >
10064
Post by: Kungfuhustler
Jayden63 wrote:Give them a re-roll on their armor/cover save. Call it PPS (personal protection shields). Now they are more suvivable, without having a fluff breaking 3+ armor save
Wow. Feel no pain for fire warriors. brilliant.
10064
Post by: Kungfuhustler
2x post
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Post by: Jayden63
Kungfuhustler wrote:Jayden63 wrote:Give them a re-roll on their armor/cover save. Call it PPS (personal protection shields). Now they are more suvivable, without having a fluff breaking 3+ armor save
Wow. Feel no pain for fire warriors. brilliant.
I didn't want to call if FNP because FNP is limited to 4+, PPS changes depending on which models it is issued to. PPS would be whatever the current save is rerolled, 3+ on crisis suits, 4+ on fire warriors, 5+ on vespids (if they wear tau armor). I'm not saying all models will have it, just an example. I'd personally hate to be across broadsides that have a re-rollable 2+ armor save 4+ re-rollable cover/ inv save. Then again assault termies are pretty sick with their 2+/3+. However cover saves can still be anywhere between 3+ and 6+. Thats why I didn't call if FNP. It has a much broader range than just 4+
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Post by: Kungfuhustler
and it is in some cases more powerful. Swing! And a miss. If GW ever gave tau a variable FNP that increases when they go to ground and isn't ignored by ap2 (hell, even if it is) I would ragequit warhammer 40k. That is absolutely ludicris. 2x Shield drones on a broadside is good enough, don't you think?
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Post by: Raxmei
It's just Fortune... that applies to the whole army without a psychic test and can be used on 2+ saves. Not saying it's inherently overpowered, but it would be a massive change that would require recosting everything in the codex.
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Post by: Milquetoast Thug
The simplest, best solution for FW survivability is just a point drop and a couple options for close combat (free photons, free knife with a shas'ui.) guardsmen became 4 points, I fail to see why the same logic doesn't apply to fire warriors: I'd be able to field more of them (making gunlines better) and GW gets to sell more models, which they would like. Fluff is secondary to gameplay and model sales, period, and frankly, 8 point firewarriors? would that really be a big deal for a t3 model that can get gunned down in droves by a heavy bolter? and frankly, personal shields for firewarriors... would be better treated as a 6+ invul save. but I'd rather field more firewarriors than field dramatically better firewarriors: they can get absurdly expensive once you start adding in upgrades. I just to field want more of them without breaking my lists.
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Post by: focusedfire
With GWs current trend in army building, I see the FW getting photon or maybe even EMP grenades for free. Then possibly targeters that raise their BS to 4. I see them at that point coming in at 12pts a model with the grenades as the main variable. Making them cheaper is too much like what GW has been giving the horde armies, and the Tau aren't a horde army. I "could" see GW handing out 4+ invulnerable saves to the Fire Warriors like its candy at halloween, though. I see them doing that and adding 4 points an infantry model. Thus taking the cost to GW default 16 pts for good S3 T3 units. The only other thing I could think of them doing , instead of just the FW getting invulnerables, is to come up with a tech boost to their basic armor that gives T4. This would actually make the Fire Warriors unique. Make it something they learned from studying the Vespids. The more I think about it I like it. Make the Fire warrios stats look like this: WS2 BS4 S3 T4 W1 I2 A1 LD7-8(?) Sv 4+ Cost 16 pts Comes with: Pulse Rifle or Carbine and Photon Grenades Pulse Rifle-Same profile Carbine-Same shooting but improve the Grenade launchers effects* Unit may purchase EMP grenades for 2 pts per model. One Fire Warrior may be upgrade to Shas'Ui for 10 pts. Shas 'Ui come with a bonding knife and may purchase the following items: Squad Shield generator-40pts(Gives the squad 4-5+inv save. I'm leaning towards 5+ because of shielding the whole unit and seems more balanced.) MarkerLight**-20 pts(All markers are networked in next dex, hopefully) Special weapons drones- Flamer drones for 15 pts/each, Fusion drones 20pts/each. Marker drones 20 pts/each. There can be no mixing of drone types. * Grenade Launcher still causes pinning test with a successful wound but even if the test is passed or the unit is assumed to auto-pass it cuts the units following movement phase distance by 1"( or 1" per wound? Too much?) I thought about an alternate blast mode but couldn't figure out how to do it without it becoming over powered. ** If Tau starting BS is 4, then drop the BS increasing ability of the markers. If the Photon launchers work the way I suggest then drop the leadership modifiers, also. Units may use marker hits to ignore Night fight rule and auto tartget a marked unit with out having to test. Then make the Markers reduce cover by 1 pt for each hit and make the effects stack and army but to use the cover reducing marker hits Squads have to make a leadership test. For tanks to beneifit from cover reducing marker hits they may only move at combat speed and fire. Seeker missile rules are exactly as they are now. Tanks move freely and markers fire the seekers remotely but if the tank moves over combat speed the seekers may not benefit from the cover reducing marker hits. Edit spelling and for details on INv Sv idea.
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Post by: dietrich
Even with grenades, Firewarriors are over-pointed at 10 each. They have a great weapon, lousy durability. 12 Firewarriors in a Devilfish is great, move up, disembark, 24 S5, AP5 shots.
Making Firewarriors more 'survivable' in melee shouldn't happen. I don't want it to. Then they cost more points, and probably would still get run over by a half-decent melee unit.
Tau suffer because they have fragile troops with low leadership that are few in number. Fragile troops, few numbers, but good leadership? That works, that's basically Eldar aspects. Fragile, low leadership, big numbers? That works, that's orks. Low leadership, few numbers, but durable? That works, it's marines.
Tau need a Leadership boost. Whether's it is just a +1 Ld across the board, a re-roll (with or without ethereal - but I prefer without), or even just letting them rally below 50% - I don't care the form.
Tau aren't far off from being a top tier list. But, they're not quite there. They have too many things that don't work quite right. But the stuff that they do have is brutally powerful. Which is why they're too much of a match-up army right now. They destroy some armies, and get steam-rolled by others.
And I think a few other things just need sorted out.
Assign drones to the unit, not a specific controller. That way the drones stick around until the whole unit is gone (or they're gone) and don't disappear because you had so few Firewarriors, you had to allocate one to the team leader, and he fails and takes the drones with him.
Increase range of the fusion blaster, at least on the piranha.
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Post by: focusedfire
Dietrich, I'm not sure if this is just a list of your thoughts or if some are in response to some of the things I proposed. I'm going to respond as if it is partially a response.
1)Tau Fire Warrior pointing isn't as terrible as many claim. They have wonderful weapons that just got nerfed by making cheap armor nothing units have a 4+ save and by reducing FW survivability by increasing the relative speed of most armies with the run rule.
When thinking of ways to update the Tau I've been trying to keep in mind the fundamental theme of the Tau.
Ever notice that the SoB are like if you mixed Eldar and SM, while the Tau are like SMs mixed with IG with anti-grav. The point I'm making is that the Tau are about Durable, Accurate, Fire power that has some mobility. It's not Sisters( a SM with Eldar S3 T3 but 3+ sv standard and Psyker/Faith abilities)
Not SMs (Everything in statline is 4 except 3+ sv3)
Not IG( Attrition warfare and low save cheap units)
Not Eldar(Fast army with some fire power, glass hammer)
Not Necron(Durable, accurate, tough, with high leadership)ect, ect..........................
you get the picture. Its important to update without making it another army. Example, The new IG has now the ability to be the IE(Imperial Eldar). There is now a way to build a very Eldar-esque IG. This is somewhat disconcerting and the current IG players are very resistant to the idea of building a list in this manner.
2) Giving the Tau Toughness 4 wouldn't really make them better in HtH just more durable. It would also help with shooting durability. But it was just an idea to make them more unique. Could just as easily make it a 4+ inv sv.
3)I kinda like the Tau leaderhip where it is. I'd rather just have the Etheral leadership ability with a little more punch(Firepower)
4)Tau are about sameness unless someone is deserving of better equipment through experience. I like leaving the Drones as something that the Team leader gets. Otherwise it just makes them into a better evrsion of the IG infantry squad. It helps keep them Tau.
5)Dude, I am so with you on the Pirahna thing
Tell me what you think, point for point  .
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Post by: dietrich
1. Firewarriors were fine in Fourth. In fifth, they can't shoot as much and are worse in melee. They should go down. I'm not talking IG levels of 5 pts each, but 8 is probably reasonable. Figure 3 squads of 10 would give you an extra 60 points, which is not insubstantial.
2. T4 doesn't fit Tau.
3. I'm fine with Tau as Ld 7/8. But, that means they fail a lot of tests. It needs a boost, whether it's a free reroll, a free 'regroup below 50%', or just +1 Ld, it doesn't matter. Small units of fragile troops with low leadership don't stick around. At least one of those variables need a boost.
4. The problem is that you (at least with FWs) have a T3, 4+ save, 1W model with up to two drones. Just let them attach to the 'unit', even if the leader is a required upgrade to purchase them. Loosing one model shouldn't cause you to lose an extra two models. Even with suits, a couple bad rolls on the suit w/ DC and you're taking a lot away, both in points and effectiveness.
5. The piranha has a bizarre concurence of several rules that don't make them very good. Tau don't need the meltagun. With the railgun and markerlights taking off cover saves, you should do a number on heavy armor. The extra kill points for the Gun Drones, the short range (of either weapon), the relatively large footprint all contribute to make it sub-optimum. I know that Stelek brags about them, and they can work, but I don't think that Tau need them. Railguns and missile pods will mess up any mechanized list.
I don't think Tau are far off from being a great list. But, they have a number of little things which all serve to bring the whole army down a couple notches.
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Post by: Kilkrazy
Just make Tau Ld 9/10 like all other armies.
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Post by: Kilkrazy
Pulse rifle range = RF 15".
Markerlight = Networked, Assault 1, 36".
These would solve a lot of problems.
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Post by: Jayden63
focusedfire wrote:
This would actually make the Fire Warriors unique. Make it something they learned from studying the Vespids. The more I think about it I like it. Make the Fire warrios stats look like this:
WS2 BS4 S3 T4 W1 I2 A1 LD7-8(?) Sv 4+
Cost 16 pts
Comes with: Pulse Rifle or Carbine and Photon Grenades
Pulse Rifle-Same profile
Carbine-Same shooting but improve the Grenade launchers effects*
Unit may purchase EMP grenades for 2 pts per model. One Fire Warrior may be upgrade to Shas'Ui for 10 pts.
Shas 'Ui come with a bonding knife and may purchase the following items:
Squad Shield generator-40pts(Gives the squad 4-5+inv save. I'm leaning towards 5+ because of shielding the whole unit and seems more balanced.)
MarkerLight**-20 pts(All markers are networked in next dex, hopefully)
Special weapons drones- Flamer drones for 15 pts/each, Fusion drones 20pts/each. Marker drones 20 pts/each. There can be no mixing of drone types.
This is insane. You want 18 points for figure that drops at the mere sight of a heavy bolter (even at T) or heck, even enemy Kroot in CC.
Lets remove the fire warriors gun for just a moment and just look at stats.
Against IG which are now 4 points, the IG have +1 WS, +1 Init, -1 armor save.
Against orks which are now 6 points the orks have +2 WS, +1, attack, +1 T, -2 armor save, furious charge.
Is there anyone who could possibly see the current Fire Warrior stats as anything higher than 5 points. Add in 1-2 points for the S5 gun and you have something in the realm of 5-7 points as they are now. Substantial improvements would have to be made just to bring them back up to their current 10 point model. Lets not even get into the 16 points of the current SM.
Also when talking about survivability against shooting there are only three ways to go about it. 1 - Don't get hit, 2 - Don't get wounded, 3 - ignore the wounds. The obvious options are increased T (but still has no effect against S6+ or poisoned weapons (which currently there seems to be a lot of), or increase their save, with either a lower number or re-roll. However what about just not getting shot. What if all Tau had some sort of illusion fields. What about a rule that says regardless of weapon skill you can only hit the Tau on a 5+ due to holographic illusions or some other such thing.
I don't know, but for the Lonely firewarrior, if they are an elite soldier non-horde type of unit, then their abilities had better reflect their points cost. If they are going to cost as much as a battle sister or marine, they better hit just as hard and survive just as long (in all aspects). Unfortunatly because of the limited options in the game, some duplication of other race abilities may be required to fill in the points. I say this because 3-4 points per model of just air really blows.
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Post by: MythicalMothman
I think any abilities we can get to slow down charging infantry would be neat, like the suggestion of pulse carbines slowing enemy movement. In DOW, the two ways Tau could avoid assaults to have more time for shooting were Kroot and the commander's trap ability; those were also neat because they weren't just automatic and overpowered, they actually required some good placement tactics.
What if like, pulse carbines could pin units even if they are Fearless. I've never seen it as causing pinning through fear of the pretty lights, they were just blinded and stunned.
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Post by: bravelybravesirrobin
Just drop the price.
Really the main problem with tau is that mechanically they need to be an MSU army but they can't do this on the table due to pts.
8pt fire warriors and a significant price drop on d-fish makes taking basic troops easier and lets you take more of them which opens up more tactics (plsu more models for gw, yay!).
I'd say chuck in photon grenades and bonding for free too since bonding is pretty necessary.
Improving the markerlights would go a long way to improving the army too, it makes the small amount of firepower tau can currently muster more accurate and thus more deadly. I feel markerlights should be emphasised becasue they're unique to tau, they're cool, they're fluffy and they encourage collaborative tactics which is the desired playing style.
Improving the range would be a good one. Making them all networked would be useful too if counter to the collaborative tactics idea. Assault I dislike since it makes them too easy to use and is unrealistic (yes, I know, it's the future) however I can see drones or suits with markerlights being able to use them as assault weapons (due to relentless). To try and focus on collaborative tactics though marker drones would not be available to fire warriors.
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Post by: Kilkrazy
My thinking is that most markerlights would effectively be assault because they would be on drones -- even the drones attached to FW should be relentless.
Once you have a lot of drone-based lights around and pulse rifles range 15 for RF, there is no point in Pathfinders. By making the Pathfinder lights also assault you give them a reason to exist.
I want range RF pulse rifles because it helps a lot against assault, without lots of kludges. It's simple, unique to Tau, fits the 'uber-shooty' concept, can be done within the Codex (one line rule) and leaves them just as vulnerable to assault once the enemy gets into contact.
My idea is a standard squad of 10 FW inc a Shas'Ui with knife, and two marker drones. Most of the time the drones are just going to raise the squad's BS to 4, but the marker power of a number of squads can be combined to focus on one enemy.
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Post by: Superscope
Killkrazy, uping Tau RF range would help a ton! Every time i'm always 1-2" away from RF'ing into pesky space marines >.>
Hmmm..... the tau do need more drones i say, bring on the marker drone spam! XD
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Post by: Kungfuhustler
Jayden63 wrote:Against IG which are now 4 points
Guardsmen are 5 points, and you can't compare a guardsmen against a fire warrior in any way due to the armament of a guardsmen being a LASGUN. str3, ap/-, 24" rapid fire. Fire warrior pulse rifle is STR5 AP/5 30" RANGE RAPID FIRE. you have the best basic infantry gun in 40k, quit whining about the price of a guardsmen as there is NO comparison when you are talking about base point cost.
You could argue against the cost of a fully kitted out squad of guardsmen, which (soon) will cost 75pts with a Autocannon and a plasma gun. there is 10 t3 armour 5+ (wow, real effective against bolter fire isn't it?) wounds. 7 str3/ ap- lasgun shots, 2 str7/ap4 shots and 1 str7/ap2 plasma gun shot @ 24'' range.
The lasguns hit 3.5 times, wound 1.xx times and the marine makes his save. the autocannon hits one time and wounds 5/6 times and the marine usually saves. the plasma gun hits 50% of the time and wounds 5/6 times. I will bump the 2 usually saves up to one unlikely kill, adding it to the palsma it's 2 dead marines.
The Tau squad gets 10 str5/ap5 shots and has armor 4+. they shoot and hit 5 times. they wound 3.3 times, killing one marine.
okay he tau and guardsmen have shot! The guard outshot the tau! go guard... wait, oh no! Marines are firing back!!!
the marines fire at the guard! Oh noes! they have 8 guys and hit 5 times! 3 ded guardsmen! aak! morale check! LD 8! cross your fingers!
The marines fire at the tau! the tau are hit 6 times! 4 wounds! 2 dead tau! no morale check.
okay, if the guardsmen get rapid fired they are pretty fragged and under 1/2. the tau can still take more beating.
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Post by: Kilkrazy
Kungfuhustler wrote:Jayden63 wrote:Against IG which are now 4 points
Guardsmen are 5 points, and you can't compare a guardsmen against a fire warrior in any way due to the armament of a guardsmen being a LASGUN. str3, ap/-, 24" rapid fire. Fire warrior pulse rifle is STR5 AP/5 30" RANGE RAPID FIRE. you have the best basic infantry gun in 40k, quit whining about the price of a guardsmen as there is NO comparison when you are talking about base point cost.
You could argue against the cost of a fully kitted out squad of guardsmen, which (soon) will cost 75pts with a Autocannon and a plasma gun. there is 10 t3 armour 5+ (wow, real effective against bolter fire isn't it?) wounds. 7 str3/ ap- lasgun shots, 2 str7/ap4 shots and 1 str7/ap2 plasma gun shot @ 24'' range.
The lasguns hit 3.5 times, wound 1.xx times and the marine makes his save. the autocannon hits one time and wounds 5/6 times and the marine usually saves. the plasma gun hits 50% of the time and wounds 5/6 times. I will bump the 2 usually saves up to one unlikely kill, adding it to the palsma it's 2 dead marines.
The Tau squad gets 10 str5/ap5 shots and has armor 4+. they shoot and hit 5 times. they wound 3.3 times, killing one marine.
okay he tau and guardsmen have shot! The guard outshot the tau! go guard... wait, oh no! Marines are firing back!!!
the marines fire at the guard! Oh noes! they have 8 guys and hit 5 times! 3 ded guardsmen! aak! morale check! LD 8! cross your fingers!
The marines fire at the tau! the tau are hit 6 times! 4 wounds! 2 dead tau! no morale check.
okay, if the guardsmen get rapid fired they are pretty fragged and under 1/2. the tau can still take more beating.
Don't forget that 10 Tau cost 100 points which is 33% more than the IG. They have lower morale, less firepower against vehicles, and (possibly, depending on armour) less capability in H2H.
Also, thanks to the amount of cover now in the game, the IG are quite likely to get a free 4+ save, while the Tau already have a 4+ save and get less benefit from cover.
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Post by: Jayden63
In the new Guard codex coming out, guardsmen are 4 points (at least thats what someone told me.), but yeah the better example is the 75 point squad. But it proves my point even more, so thanks for the hint.
And Kilkrazy is right. 10 Tau at 100 points should do better than a 75 point unit. Except for the guard get that plasma gun and autocannon. Thats huge for taking down vehicles with front armor 11 or better (tau can only glance). To even out the points, your guard get 25 points of more friends to join in. For 150 points you get, two plasma guns, two autocannons and 14 Lasgun shots. All I get are 15 pulse rifle shots.
Not to mention HTH, the guardsmen (depending on whats assaulting them) can hold up a hell of a lot better than the Tau thanks to better I, WS, and LD.
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Post by: Milquetoast Thug
I've been doing a lot of number crunching here, and I have to come to the following conclusion: Firewarriors are overpriced in 5th, but were ok in 4th. I am NOT trying to read the minds of designers, but rather, look at things from the new perspective of 5th ed, using guard and marines as an insight in how thinks ""ought" to work points-wise.
Basically, The idea is this: you take the most standard statline in the game, the normal imperial guardsman, (3 in everything, with ld7 and a 5+ save) and you use him as a baseline for comparing point costs. since this is 5th ed, he's 4 points, and we can use space marines (another 5th ed codex) a reasonable "up to date" comparison tool.
so, the marines has a +1 in 6 stat categories: they have the space marine statline (4 in everything but wounds and attacks) and ld 8. Assuming one point for each, that's 6 points up. he's now 10 points. but wait, the marines also has a 3+ save and his special rules (not to mention a bolter) unaccounted for. the bolter would likely be one point, as ap5 is not a big deal (except to guard, of course) and it's one point in strength higher than a lasgun. Then we have special rules: And they shall know no fear; combat tactics. I'm going to go on a limb and say these are 1 points. The remaining 4 points pay for the marine's 3+ save.
If you look at units from other codexes, this will make sense: a sisters of battle would there for have a base cost (re: guardman statline) for 4 points, a 3+ save for 4, and 1 point of leadership and a bolter for 1 points. (I assume sisters are leadership 8, but if I am wrong, inform me.)
Now, there are units that don't fit this: for instance SM scouts have a space marine statline (10 points for reason noted above), +2 for move though cover and infiltrate, +1 for a bolter... and now, you note, that you're already are 13 points, but you still have to account for their 4+ save (a definite improvement) and ATSKNF/combat tactics. Is it due to an oversight? because GW wants to sell more marines? I tend to lean towards the latter.
So let's get to the point: firewarriors are worse that guardsmen in 2 stats, WS and I. BUT, I will be generous and say this is only -1 point since a guardman-equiv model isn't going to win in close combat anyways. But their gun, the pulse rifle, is practically a one-shot heavy-bolter-equivalent. this is a bone of contention, point-wise, since HB's have wildly varying prices depending on who's fielding them (i.e SM troops get them for free, the elites field them for 5 points, the heavy support pay 15 for theirs, etc.) if we assume that heavy-bolter ought to be, on average, 10 points, then the pulse rifle (which pays for it's rapidfire by losing a point of AP) ought be about 3 points, rounded down.
so, now, the cost of a firewarrior is 6. Now his 4+ save. We don't have a good way to compare this in 5th, yet...
...but we do in 4th: carapace armor for imperial guard cam out to 2 points a model, which is borne though an analysis of their units: stormtroopers, minus the unless hellgun, were nearly identical to hardened veterans, except veterans got infiltrate and lacked a 4+ save. vets were 2 points less than stormtroopers. the point difference, 2 points, clearly went to a 4+ save, particularly since stormies had to pay EXTRA to infiltrate of deep strike.
so, we add two points to our firewarrior. he's now 8. If you went by 4th ed, his base cost would be 6 (guardsmen were 6); he'd add 3 for a gun, and 2 for armor, and subtract 1 for bad CC skills. he'd be 10 points. but, since the baseline cost of the "yardstick" unit went down, there is not reason firewarriors should be that expensive. they should go down in points to recognize this. As noted earlier (by myself and others) this would increase firewarrior sprue sales, make wiring mech armies lists more forgiving (due to lower costs) make gunline/hybrid tau less painful (due to more boots on the field) and generally be appropriate. I know some have said tau ought not to be a "horde army" but give me a break. you intend to make a horde with 8 point models that need outside support to deal with dedicated armor of any kind? Even orks can powerclaw stuff in close combat.
So, in short, firewarriors should be 8 points. it seems difficult to make an argument for "other factors" like heavy weapons of special rules because firewarriors lack any special rules, and their only "heavy weapon" is a markerlight which the unit it's self cannot really benefit from unless they shell out 3 times it's normal cost for it.
If anyone could find gaping holes in my logic, I would appreciate it, since I've been trying to figure out what I'm missing myself.
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Post by: Jayden63
I feel that as they are right now, Firewarriors should be in the 7 point range. Due to the fact that increased range means little because of the run rule and closer starting positions, they still only rapid fire at 12 just like any other gun, and the 4+ cover save that is so easy to get. If you want to bring them back up to 10 they need a significant boost in staying power/killing power. This can be done through Army Specific special rules that every army out there seems to have except Tau.
I know people don't want them to be a horde army. I don't really want them to be a horde army either, but then they have to kill and not be killed as the higher point cost dictated. Seriously, as of right now, much of the Tau codex is over priced. Our Hammerheads and Defish are over priced by 30-50 points because being a skimmer means squat compared to what it used to mean in 4th. Our stealth suits are over priced by about 8 points due to range and low T issues. Kroot are ok, but really need the fleet special rule as well. Vespids are overpriced by about 4 points. The list goes on. 5th ed really did take a toll on the Tau because we use range to our advantage, now range is reduced and thanks to the table wide 4+ cover save that is so easy to get at range, even our few low AP guns don't do as much as they used to.
To make Tau competitive again, we need to either field more models for the same points, or make our same models do more.
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Post by: focusedfire
Jayden63 wrote:This is insane. You want 18 points for figure that drops at the mere sight of a heavy bolter (even at T) or heck, even enemy Kroot in CC. Use cover and don't put your FW in HtH. It was 16pt and that was working from the idea that Markers move to having an armywide effect instead of a unit to unit effect. Now, at the 18pt, you get the emps. Nice thing to have against drop pod dreadnought. Pricing is comparable when compared to current FW and what you get. Lets look at the current vs proposed. Current: you want BS4 you pay 12pts for etherial bodygaurd, next photons add a pt a model and make the tau more survivable in HtH by removing 1 attack from each charging model. Emp is another 3 pts and allows a chance against tanks. How many normal infantry units can take down a Land Raider or Monolith in a single turn? At this point we are already at 16pts. You really think 2 more points for T4 and free bonding knife is to much? Not when you look at the other improvements that we were discussing for the Tau. Proposed: Any Tau squad may benefit from an expended marker hit effect. You use 2 pts to drop cover then every unit firing at that unit fires benefitting from the cover save reduction. Its not that big of a deal agains MEQs but against swarms and hordes its a good thing. Would now get BS4 from improved targeting in weapons. Photons would be now included. Bonding knife included in cost of shas'ui(5pt savings). Shas'ui 10 points was suggested. How about he comes included? These are just ideas. T4 would increase survivability by 16-17%. If they are firing Heavy bolters at your FW and not your suits then its about worth the point right there. Squad would have option to get Inv save Ability to get networked markerlights at much reduced costs. Would now be able to get special weapon drones.(Pricing on them was just ballpark figure, I originally intended to set the price at 10-12 pts for the fusions and flamers) Jayden63 wrote:Is there anyone who could possibly see the current Fire Warrior stats as anything higher than 5 points. Add in 1-2 points for the S5 gun and you have something in the realm of 5-7 points as they are now. Substantial improvements would have to be made just to bring them back up to their current 10 point model. Lets not even get into the 16 points of the current SM. Yes, I could. Fire warriors are in a tough situation. they are about a .5-1 point over right now. You say they should be 7 points, Milque says 8pts and I say 9 pts.. When I throw out a number I am considering other improvements that will help keep the army Tau-like as oppossed to IG-like. I feel that it's not that their pricing is so bad. Its that the new BRB changed the game so much that there is no way for a simply adjust by points change to work. Drop points then we have IG-Tau with hordes of infantry. Try to adjust in other ways and you run into similar problems. FNP would make us Necron-Tau, especially if you increase weapon strength. Up the Armour save then we get SoB-Tau or SM-Tau. Up the speed and we have Eldar-Tau. Do anything to improve HtH and the Tau stand up to cheap horde units in cc. Raising weapons strength unbalances the army internally and externally. Increasing the rate of fire is one possible way but instead of just throwing more shots at it I was suggesting making a Tau-like advancement in technology. Jayden63 wrote:Also when talking about survivability against shooting there are only three ways to go about it. 1 - Don't get hit, 2 - Don't get wounded, 3 - ignore the wounds. The obvious options are increased T (but still has no effect against S6+ or poisoned weapons (which currently there seems to be a lot of), or increase their save, with either a lower number or re-roll. However what about just not getting shot. What if all Tau had some sort of illusion fields. What about a rule that says regardless of weapon skill you can only hit the Tau on a 5+ due to holographic illusions or some other such thing. All but the last I covered just above(Didn't want to cut up your paragraphs). As to the stealing the Eldar harlequin holo-invulnerable for the Tau. The Tau already draw enough criticism for being to close to eldar. I'm happy with looking like distant relative to the Eldar as opposed tofirst cousins or being nieces and nephews to the Eldar. Jayden63 wrote:I don't know, but for the Lonely firewarrior, if they are an elite soldier non-horde type of unit, then their abilities had better reflect their points cost. If they are going to cost as much as a battle sister or marine, they better hit just as hard and survive just as long (in all aspects). Unfortunatly because of the limited options in the game, some duplication of other race abilities may be required to fill in the points. I say this because 3-4 points per model of just air really blows. I think the Fire Warriors abilities would reflect such if improved in the manner I proposed. Maybe a one or 2 point tweek here or there but not much other than that. Edit for spelling
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Post by: Kilkrazy
There is a lot of sense in what you are saying, though I don't think many players will agree with the idea of a massive upgrade and point cost increase.
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Post by: Kilkrazy
I still prefer my idea. Keep the cost about the same but add a few free upgrades especially RF range of 15 inches for the pulse rifle. That by itself helps against assaulters and lets FW use mobility for attack as well as defence.
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Post by: focusedfire
Killkrazy,Thank you for the kind word on my ideas. I also, like your idea of increasing the rapid fire range. It would definitely help some. But don't know if it would be enough. The IG codex is looking to prove what we've been saying about needing to almost double the shooting effectiveness in order to restore balance. I feel it can be done by either increasing rate of fire, reworking markerlight rules to armywide benefits, standard BS4, or some combination of these. This would be a good starting point but not enough and while helping with FW survivability there would still need to be a few tweeks, IMHO. The rest is just attempting to guess which models GW will/might introduce or are going to push.(Sorry if my cynicism is showing.) Edit 2 unecessary words
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: Jayden63
Che-Vito wrote:
This is true, but to take the measure of a Tau army, you must do so in it's entirety. A IG Infantry Platoon, and a Tau FW squad by themselves are not meant to be gamebreaking units. Few in 40k are IMHO. But by adding lascannons, autocannons, plasma, etc. to a Guard Platoon, you can make them much more useful in a variety of situations.
The Tau complement this with Seeker Missiles, Crisis suits (more mobile than any Guard unit will ever be), Broadsides/Hammerheads, and Stealth teams. The combined arms tactics are key to playing a Tau army, and taking a glance at just the FW will not show you much. Sure, I think they could use some reworking, especially in higher Ld. (what Greater Good zealot would run at the first sign of trouble....really??), but comparing Tau to Guard is like comparing a Whiteshield Platoon (and their tactics) those those of a squad of Ultramarines (and their tactics).
Ahh the Tau seeker missile. A weapon so nice, you have to roll to hit... twice. (rolls eyes)
When I look at the Tau firewarrior, I see them as the linch pin of the army. Basically because 1 - your required to take one. 2 - They are only one of two scoring units in the army list (something needed to win 2/3 of all games you play.) 3 - in the other 1/3 of all games, they give up stupidly easy KPs if your not hiding them in a D-fish.
These issues must be addressed if the Tau have any chance of being competitive. Also, this is going to sound harsh, but any "fluff" arguements just don't mean squat. You use fluff to choose what army to play. But when the dice get rolling the only thing that matters are stats, and rules. The T4 doesn't care that if comes from metal skin, or regenerative effects. All it cares about is that you need to roll a 4+ when rolling to wound against another St 4 weapon. So while some out there might happily loose every game they play, but are content with the fact that they held to the fluff. The rest of us would like to win every now and then, it helps make the game just that much more fun.
Once you hammer out how to keep scoring units on objectives and limit the number of KPs, all the while doing to opposite to your opponent, then you can make all the fluff arguments you want as to why it is so.
I personally wouldn't care if fire warriors didn't kill a single thing all game if at the end of turn three I have a fire warrior squad on an objective, it will still be there at the end of the game.
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Post by: dietrich
Fluff doesn't equal rules, but the army you field should be reflective of the fluff. That's why IG field platoons of 10-man squads, Orks units up to 30 strong, etc. Marines are supposed to be super-human and a squad can hold off a hundred men - well, that's not as well represented, but they're clearly better. So, fluff needs to be somewhat reflective, but not necessarily exact for game balance.
What's the iconic image of Tau? The Crisis Suit! Wait, no, it's supposed to be the Fire Warrior. Fire Warriors aren't supposed to be super-elite troops, they're the line infantry of the Tau Empire. Armies of Fire Warriors should be a common sight and competitive, right now, they're not.
I'd say 8 points is about right for Tau, but I wouldn't argue at 7. I would argue at 9. And I'd say that defensive grenades should be free too - not that they help that much.
The boost that FWs need is in durability, and the best way to get that some sort of Leadership boost. And even then, I don't see them being more than 8 points each.
Tau should still crumble in melee. They should maybe hold up against a couple Orks. Maybe. Which again, makes me think the 'fix' to Firewarriors is a leadership boost.
One of the problems with Tau is that they are on an end of the bell curve, just like IG. It means that in a game with an open board, they'll have an easy time and crush an 'equal' force. Where on a cluttered board, or even against certain match-ups, they'll get wiped off the board. That's always going to be a problem with an army that is far out on the 'shooty' or 'melee' end of the curve. Armies in the middle have an easier all-around time, but a harder time getting a decisive victory.
Here's some other random thoughts.
Increase Crisis Suit teams to 3-5 models.
Get rid of the mandatory selections (Commander, Fire Warriors).
If you field a Commander, one Crisis Suit team can be taken as a Troops selection (maybe let Farsight have 2 units be troops).
Get rid of the Crisis Suit Bodyguards.
Add Human Auxilia to the army list.
Give Stealth Suits T4 or W2 or both. Right now, they're way too fragile, especially since they compete with Crisis Suits for the Elite Slots. Maybe even make them Pathfinders.
Put a few more Kroot units into the codex - even just one Elite, one FA, and one HS. Then add a Kroot Shaper HQ (even if it's just a unique character), and you could field an all-Kroot army - the return of Kroot Mercs! Even if they only had one choice in each FOC, it'd bring them back. And I think they'd be popular.
11834
Post by: Superscope
Increase Crisis Suit teams to 3-5 models.
So your saying that people should be force to by 3 crisis suits before they could field them? Not to metion that beyond 3 units the group would be fighting for what ever cover is around.
Get rid of the mandatory selections (Commander, Fire Warriors).
They ain't mandatory selections, the FOC with the tau codex state 1 HQ and 2 Troop choices.
If you field a Commander, one Crisis Suit team can be taken as a Troops selection (maybe let Farsight have 2 units be troops).
If people could take crisis teams as troop choices then why the hell would they take anything else? Personal i would love a huge suit army but point wise it's totally unfeasable. Perhaps if you take a XV8 commander you could let your crisis suits count as troops? That would ease the tau troop survivablity somewhat.
Get rid of the Crisis Suit Bodyguards.
Why? They are not mandatory AND they can take wargear upgrades like the commander. Removing them would just hurt the tau more than fix it.
Add Human Auxilia to the army list.
Stats of the human auxila and FOC position please ;3
Give Stealth Suits T4 or W2 or both. Right now, they're way too fragile, especially since they compete with Crisis Suits for the Elite Slots. Maybe even make them Pathfinders.
It's not the fact that stealth suits are fragile. It's the fact that the stealth system they use is totally broken. I recommend the stealth formula to become 2d6x2 instead of 2d6x3. That means that they would be able to get into firing range with a chance before getting blow away from rapid firing space marines (or insert your poision here)
Put a few more Kroot units into the codex - even just one Elite, one FA, and one HS. Then add a Kroot Shaper HQ (even if it's just a unique character), and you could field an all-Kroot army - the return of Kroot Mercs! Even if they only had one choice in each FOC, it'd bring them back. And I think they'd be popular.
You have a troop choice and 2 attachments (in 3e codex they were a FA choice and a HS choice). I like having a Kroot Sharper HQ however, brings new ideas to the table (like giving the troop sqaud he's attached to free upgrades or soemthing) mainly because the HQs we got are either another crisis suit or a etheral (in which he just stands with a sqaud, acting like a idiot)
12394
Post by: 8TidbiT8
I have an idea for a new drone because i like FocusedFire's input on the Tau relying on drones. How about a bodyguard Drone that attacks in CC? Anyone who has played Half-Life 2 and seen the man-hacks will know what I'm talking about. A drone with no guns but spinning blades that viciously attack enemies engaging their protectorate.
15pts/each.
WS4,BS0,S X T X I4 A2 LDx SvX
Blades act as power weapons
X=As protectorate. Mix this with the retro thrusters and you would have a nasty deterrent. What you guys think?
8944
Post by: Jackmojo
Blanket fix for the Marker Lights of some sort (i.e. simplify usage and make easier to use as army support)
A full Fire warrior team feels right at 100 points (12 FW with sarge w/knife, marker gunner with light), get the Devilfish down to 50 and you have a nice scoring unit at 150 points.
Ditch mandatory selections (as is standard for 5th edition).
More flexibility in stealth suit armament.
Some sort of deep strike or outflank denial along the lines of the Landspeeder Storm or Inquisition mystic.
Some sort of better anti heavy infantry weapon (I vote making the ion cannon blast and making it available to another unit).
Jack
12620
Post by: Che-Vito
< Taken by the void dragon. >
632
Post by: AdeptSister
My first Idea for the Tau was called the "Great Leap Forward"..
A massive improvement of Technology for the Tau:
Targeters are built in: All Tau (except Kroot or Vespids) gain BS4 default. Targeters are no longer a wargear.
Emergency Countermeasures: All Tau gain a +2 for initiative when being subject to a sweeping advance.
Weapons are improved greatly due to advancements:
Pulse Rifle: 30" Heavy 2 or 12" Rapid Fire (Two modes. One heavy setting and a mobile setting)
Pulse Carbine: 18" Assault 2, Pinning
Plasma Rifle: 24" Assault 2
Burst Cannon: 18" Assault 4 (Looks like a minigun. All other minigun-like weapons in 40K are at least 4 shots)
MisslePod: AP 3 (Improved Warhead)
Fusion Blaster: Str 9 (To differ from Meltaguns and since it is being fired from units with access to a great power supply)
Ion Cannon: Str 8
Pathfinder Markerlights: 18" Assault 2 (Since they are meant to me Mobile. Regular markerlights stay the same)
SMS: 24" Assault 2 Blast (Ignore cover)
Seeker Missile: AP 2 (Improved Warhead). Always counts as hitting the Top (Side) armour. Four Max per vehicle. SkyRay holds 8 max and produces 2 per turn)
Shield Drones: One gives the unit a 5+ Inv save versus shooting. Each additional one adds +1 to save. Max of +2.
Unit Changes:
Firewarriors: Pulse Rifles and Defense Grenades. May exchange Rifles for Carbines. May add two drones (shield, railgun, gun, or marker) .
Broadsides are T5 and have A.S.S. built in.
Such changes would make Tau a supreme shooty elite army. I think to make a shooty army work in 5th, it need to be totally over the top. The new IG will be armor and infantry spam: Tau will be extremely good at mass Str 5 shots.
10064
Post by: Kungfuhustler
Jayden63 wrote:In the new Guard codex coming out, guardsmen are 4 points (at least thats what someone told me.), but yeah the better example is the 75 point squad. But it proves my point even more, so thanks for the hint.
And Kilkrazy is right. 10 Tau at 100 points should do better than a 75 point unit. Except for the guard get that plasma gun and autocannon. Thats huge for taking down vehicles with front armor 11 or better (tau can only glance). To even out the points, your guard get 25 points of more friends to join in. For 150 points you get, two plasma guns, two autocannons and 14 Lasgun shots. All I get are 15 pulse rifle shots.
Not to mention HTH, the guardsmen (depending on whats assaulting them) can hold up a hell of a lot better than the Tau thanks to better I, WS, and LD.
Yeah FW's suck. I still seem to generate more wounds with them by far though, and more wounds = luckhammer can yield greater results for me. I figure I could throw in the fact that for another 20 pts the guardsmen have a 4+ save as well.
In hth all guardsmen beat is tau though.
A 5/4 assault 1 pulse rifle is an idea, with 3 markerlights making it assault 2. Would that fix em' for anyone? sure, it makes markerlights mandtory, but it's a reason to take the imaginary new deepstriking marker drone squads!
*EDIT* regarding the poster above me and his idea to make a 24" assault 2 plasma rifle. ICKY! NO NO NO! KEEP IT AWAY!!! NOT FAIR! AKKKK!!!!!
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Post by: focusedfire
Beautiful post eaten by computer gods. Curse them I will go again. There are some really cool ideas and some things the need to be clarified, IMO. @Jayden- We may disagree on somethings but I'm right there with you on the Seekers. If you have to fire twice then there should be a cover reduction. Complete removal of cover would be to much. As to the fluff. Fluff represents the underlying philosophy of an army and is the guide for the designers to write the rules by. If you ignore this philosophy then every army becomes the same ol' SM stuff. I chose Tau because I don't want to play SMs. @Che-Vito- I agree with a lot of things that you have to say. There is something you said about the seekers that needs to be clarified, though. Seekers do not ignore cover. God, how I wish they did or at least reduced cover by 1 or 2pts. @Superscope-The Tau Crisis Commander is The 1+ HQ choice for the army. Fire Warriors are also 1+ as a troop choice. I found this out when I was trying to do a zero crisis all mechanized list. A very knowledgable dakkite pointed it out to me, for which I am thankful. He saved me from embarassing myself. @deitrich-We may disagree slightly on the points for the FireWarriors, but I like some of your ideas. First, I'd like to complement you on your Bell-curve analysis/description. It gets the point across very nicely. Now to agreements and disagreements with your ideas. Leadership, I wouldn't argue with a bump but am fine with the pretty much 8 across the board. The Etheral does a good job of being nice pacifistic emo-commisar once you figure out how to use him and keep him alive. I wouldn't mind a bumping up of the bonding knifes abilities, though if it meant freeing the Ethereal up to have more of an offensive capability. Disagree with mandatory 3 crisis suits for reasons stated by others. Agree with losing mandatory Crisis commander but feel there should always be some Tau "Overseers" at every battle to keep a hint of darkness around the edges of all of their White Knight goodness. Disagree with losing the Bodyguards Agree with adding human Auxilla to list in some limited way Agree with T4 because I was arguing for it army wide except drones and kroot. Disagree with 2 wounds. Would rather see an improvement in the Stealthfeild tech. and/or weapons with ranges better suited to match the stealfields area of protective effect. Not a full Kroot merc list but, "How about if they brought back Angkor Prok?". Have him as a Special character that allows for mastershapers with better evolutionary tweeks and some minor increased variety of weapons to go along with each evolutionary adaptation. Tell me what you think. @8TidbiT8- Like the drone idea in theory but feel like a tweek mis in order to keep it more in keeping with the Tau. How about Fail-safe shield Drones. When ever a Fail-Safe shield drone is destroyed in HtH it delivers a confined blast, via shaped charge, to the enemy. This blast is represent as two auto-hit S3-S4? powerweapon hits, roll to wound as normal. What do you think? @Adeptsister-Like the idea of the Tech leap. I proposed something much like it somewhere far upthread and in others as well. I like a lot of what you propose but would like to put my spin on them. Hope you don't mind. Absolutely agree with built-in targeting arrays, Have been pushing for them for a while now. Matter of fact ever since Casper pointed out the obvious thing that I'd missed. Instead of the emergency measures. How about avoiding HtH for a little longer. (It really cheeses me that the SMs got this rule first.) The Tau unit can voluntarily fallback(Fail morale) if it has to make a leadership test from shooting casualties. Bonding knives allow you to reroll regrouping and still allows to regroup even if under half strength. Like the pulse rifle switched fire mode. I had been pushing for Rapid fire 2 but that doubled the rate of fire even in close range. Your idea seems to be more balanced. Carbines, I like and have suggested earlier in the thread. Only backed off of the increased rate of fire when proposing the armywide bonuses from markers. It seemed a simpler fix than redoing all the weapon stats. Plasma is just dandy as it is. What I suggested was removing twin-linking from the crisis suits. Instead if there are two weapons then they fire as 2weapons. This ups the firepower of all non-stealth crisis suits. Broadsides would each now fire 2 shots instead of 1 twin-linked. Same if you took 2 plasmas or 2 meltas. Railguns on vehicles would move to a Heavy 2 profile to keep them viable vs broadsisides and the improved ion cannons I'll mention later. Burst cannon sounds good but the vehicles(Devilfish) should get the Forge world long-barreled burst cannon: Range 36" S6 AP4 Heavy4 Having a hard time deciding if these should get rending or the Ion weapons should. MissilePods and Sms should get combined into a select fire weapon with these stats: LOS Shot Range 36" S7 AP4 Assault(or heavy?)2, Ignores cover Smart missleRange 24" S5 AP5 Assault(or heavy?)2, Re-rollable blast, no LOS needed These systems would be represented on the crisis suit by using 2 of the current miss pods but would count as one weapon system. On Tanks and Broadsides the rate of fire would be doubled to Assault/Heavy 4 for the Range 36 LOS and Assault/Heavy4 re-rollable blast for the range 24" smart missile system Fusions are perfectly good as is. The suits are powering other things, also. So yeah leave them as is. Now a Fusion Cannon with Range 24" S8 AP1, melta would be nice for the Pirahnas. Ion cannon, Yes S8. Have been proposing this for the Ion family of weapons: Ion Cannon Range 48" S8 AP3 Heavy 3, rending Cyclic Ion Blaster Range 24" S4 AP4 Assault 4, rending Your Pathfinder markerlight idea is very interesting. I don't see GW taking that route but I guarantee you that I'll be meta-gaming the possibilities for a while. Seeker Missiles- I like the AP improvement. Would rather they reduce cover by 1 or 2 than the side armour thing. If you play Tau you should know how to manuver for a side shot. 2 misslies per vehicle is enough and Skyray with 6 but reloads 2 per turn would be a good compromise on your idea. Drones, cool concept but feels a little off. I can't figure it out but its very close to being about perfect. I think limiting to a 4+ max would be about right and the extra drones are padding to keep you at 4+ inv. Leaves room for other drones like the failsafe one I thought of. Fire Warriors I think you meant rail rifle drones. I'd rather they went to the crisis units and that the Tau gain the Fusion and Flamer drones for the FW squads Yes to standardized A.S.S., No to T5 Broadsides, T5 would make them too good. I want them to still be scared of S8 and up weapons. I mentioned the Hammerhead rail guns earlier and I'd like to give a new idea now as to their possible stats. Heavy Railgun Range 84" S10 AP1 Heavy 2, ignores invulnerable saves if both shots wound, If both shot pen Superheavy armor the they count as destroyer weapon hits What do you guys think?
299
Post by: Kilkrazy
Flechette drones.
Attached to FW squad or Crisis team. Shoots flechettes at any attacking figure which must take a saving throw as per the vehicle wargear rules.
2700
Post by: dietrich
focusedfire wrote:The Etheral does a good job of being nice pacifistic emo-commisar once you figure out how to use him and keep him alive.
But, that's forcing you to take an ethereal as a second HQ choice. I think his abilities are great, but it's a forced HQ choice (and you have to use your other one on the Commander) to get them. Without him, FWs are not durable because they're too easily broken and run off the board. So, I'd like to see his abilities just become 'army wide' in some fashion. And/or get rid of the 1+ commander requirement.
Disagree with mandatory 3 crisis suits for reasons stated by others.
Disagree with losing the Bodyguards
If the upper limit of a unit increases, the lower limit should (and will) go up too. Now, I guess you could compare Suits to Oblits since they both have a 1-3 model count. I forgot that there was another unit out there with the same size (and SM attack bike squadrons too, and maybe others). So, I could see them staying as 1-3 models. The bodyguards don't add much, they're 10 points more, but the stat increases aren't significant. I don't see why you need a Bodyguard entry and a regular suit entry. Yes, the bodyguard can take special issue gear, but the wargear list will be gone next codex. I don't think the bodyguards add much. Maybe they stay as a 'command squad' type unit, but I don't think it's necessary.
Agree with T4 because I was arguing for it army wide except drones and kroot. Disagree with 2 wounds. Would rather see an improvement in the Stealthfeild tech. and/or weapons with ranges better suited to match the stealfields area of protective effect.
With JSJ, the burst cannon isn't horrible. You can't give them something with a 24 inch + range, since they could easily stay at the extreme end of the range and be untargetable by most units due to the nightfight rules. I think they need a little bump in the 'close-in' durability. Right now, T3, W1, and 3+ save just means they drop to bolter fire in a hurry.
Not a full Kroot merc list but, "How about if they brought back Angkor Prok?". Have him as a Special character that allows for mastershapers with better evolutionary tweeks and some minor increased variety of weapons to go along with each evolutionary adaptation.
I don't want a full Kroot list. But, I think it would add a lot to the codex if you could take a kroot-only list. Special character HQ would be fine. But, I'd rather see specific units already developed than some, "Prok can upgrade up to 3 units of Kroot to have wings for +X points per model, which makes them count as jump infantry and become a FA choice."
The Tau unit can voluntarily fallback(Fail morale) if it has to make a leadership test from shooting casualties. Bonding knives allow you to reroll regrouping and still allows to regroup even if under half strength.
I'd be fine with this, but I think it's more 'elite level' than what the humble FW is supposed to be.
12620
Post by: Che-Vito
< Taken by the void dragon. >
10279
Post by: focusedfire
@Che- sorry but check again. Right over the Crisis Commander section it says 1+.
@dietrich-
1) Forcing you to buy a commander to get specific abilities is the wave of the future in 5th ed. Plus, What other commanders are there? We may get more variety in the next book but don't really have them now.
I get the feeling that the Tau will be the exception and that there will always be a Crisis commander requirement because of the Fire Caste Rank progression track. I do see the possibility of future Broadside and Stealth Commanders with unique abilities.
2)I disagree with increasing the Crisis unit size for the following reasons.
A)The unit doesn't need to get bigger, just better. This is why I want to drop the twin-linking on the crisis suits. It will effectively double their double their offensive ability in a given weapon and be more tau like in the use of a specific weapon for a specific job.
B)Tau fluff doesn't support the concept of that many Crisis suits. First they are a small race. Second the rank progression of the Fire caste doesn't support it. Crisis suits are actually a little too common as it is.
C) To big of a footprint and cost unbalances the army.
3)I disagree about the Crisis Bodyguards for the reason that wargear hasn't really gone away. Just the big list with the name has. There are still wargear options in every army, they are just listed in the unit entry as opposed to a big list.
To me this is even more of a reason to keep the body guards. A unit of suits with increased stats, abilities and weapon options to accompany the commander.
4)As to StealthSuits, The stealth field is supposed to make them hard to kill. A 24" range weapon puts them at 30" before your opponent moves. With a 6" move heavy bolters can currently target them about 42% of the time. Increase this movement to a fast vehicle like the new hellhound(Everybody is getting faster, even the IG) and it goes to about 58% average ability to spot. This is before any acute senses or night fighting ability or special equipment.
Now go back to the 18" guns and it goes to a 58-74% chance of spotting before any special abilities or wargear are added. Those aren't good odds. I feel that the stealth suits should grant an almost 50% rate of protection from being spotted and should force your opponent to have to use tactics to remove them.
5) What I was talking about with Angkor Prok is that he becomes you Commander that lets you take a larger kroot force of the types already developed and give expanded abilities to the existing units. Things like, with prok in the army the kroot gain leadership 9 and things like your Krootox can infiltrate with the rest of the army, or kroot can gain +1 I, or Gain furious assault for free, or Shapers can now improve armors save to 5+. Wasn't talking about bringing in the winged kroot. Tau are better at that sort of thing already.
As I said before, I believe there should always be Tau there to at least observe and to "Oversee" the battle.
6)The SMs regular troops got this fall back rule, which they shouldn't have.(Makes me think the next bugs list is going to really be sick.)
If there was ever an army that this tactic should have gone to first, its the Tau. This would be be the ultimate expression of the fact that Tau don't fight to hold ground.
Downside- Sms getting this first proves that they are the poster children of GW.
Upside- Now that SMs have the rule it paves the way for other (More fitting) armies to get such a rule.
102
Post by: Jayden63
8TidbiT8 wrote:I have an idea for a new drone because i like FocusedFire's input on the Tau relying on drones. How about a bodyguard Drone that attacks in CC? Anyone who has played Half-Life 2 and seen the man-hacks will know what I'm talking about. A drone with no guns but spinning blades that viciously attack enemies engaging their protectorate.
15pts/each.
WS4,BS0,S X T X I4 A2 LDx SvX
Blades act as power weapons
X=As protectorate. Mix this with the retro thrusters and you would have a nasty deterrent. What you guys think?
Good idea, bad stats for the points. On most things it will only be T3 and S3. The fact that it doesn't have a gun also makes it expensive. Leave the T and Sv the way it is because that's the best option to avoid mixed T problems, but for 15 points make it S6 rending. This way it actually is a deterrent for most things charging it. S3 doesn't really scare a whole lot of things.
299
Post by: Kilkrazy
I'm against an all Kroot list only because I think it would distract attention from the main Tau list.
In the 3e codex the Crisis Commander was 0-2 and your army could be led by an Ethereal.
10279
Post by: focusedfire
Thank you for the info Killkrazy.
Do you think that they will go back to that format or that they will do something different?
299
Post by: Kilkrazy
GW's method is to change the codex to sell the models.
The commander was made 1+ in 4e to sell the new Crisis Commander model, which included the two special issue weapons.
So it depends on what new models they may introduce, as well as changes to make people buy more of the existing models.
For example, they might introduce a plastic kit of the Tetra, and they are likely to change the rules about the basic FW to make people use more of them.
102
Post by: Jayden63
Kilkrazy wrote:GW's method is to change the codex to sell the models.
The commander was made 1+ in 4e to sell the new Crisis Commander model, which included the two special issue weapons.
So it depends on what new models they may introduce, as well as changes to make people buy more of the existing models.
For example, they might introduce a plastic kit of the Tetra, and they are likely to change the rules about the basic FW to make people use more of them.
I expect Vespid to get crazy (see ork loota) good. They have a model for it already, just get shiny new must have rules and there you go.
12 points each
WS3, BS 3, S3, T4, W1, A2, I5, Sv 5+, LD 7
Jet packs
Fleet
Rending
Radiation Gun is S3, AP3, Assault 1 flamer Template
7472
Post by: Milquetoast Thug
I’m writing this in a hurry, so excuse me. I might edit it later.
My ideas for an overhaul of tau infantry would go something like the 4th ed guard codex; where in you could buy certain squads ONLY if you had bought a platoon first (such as armored fist, conscripts, etc.). This idea is the same, but with firewarriors: for each squad you buy, you can turn a fast attack choice or some other limited squad into a troop choice, but with limitations. This would introduce much needed variety into tau troop choices, I think. This would necessitate changes to the units in question so…
Firewarriors:
8 points base
Free photons
Shas’ui grants free bonding knife; he’s 10 points.
Carbine can reroll to hit if target is within 12’’. This makes the carbine a “reliable weapon” whereas the rifle is a “brute force” weapon.
Buying them grants special cadre options.
Gue’vesa: squad 4-16
Guardman statline
Every 4’rd can buy pulse weapon for 3 points.
Special rule: militia: Cannot be bought normally (most be taken as accompaniment to firewarriors). Gain +1 to leadership if within 6’’ of a firewarrior squad.
Would help fill in gun lines with expendable targets.
Pathfinder:
Same price and size, but get stealth and may infiltrate with out devilfish. Devilfish no longer mandatory. Their markerlights may fire as assault 18’’ weapons.
If taken as troops, cannon outflank or take a devilfish.
Gundrones:
Pretty much the same as before, really. Cost 10 points, not 12, each.
If taken as troops, cannot deep strike.
Kroot: independent units (do not need firewarriors bought to be taken.)
Krootox can infiltrate/outflank.
Shaper grants 6+ save for free and lets you reroll table edge for outflank.
Thoughts?
299
Post by: Kilkrazy
Jayden63 wrote:Kilkrazy wrote:GW's method is to change the codex to sell the models.
The commander was made 1+ in 4e to sell the new Crisis Commander model, which included the two special issue weapons.
So it depends on what new models they may introduce, as well as changes to make people buy more of the existing models.
For example, they might introduce a plastic kit of the Tetra, and they are likely to change the rules about the basic FW to make people use more of them.
I expect Vespid to get crazy (see ork loota) good. They have a model for it already, just get shiny new must have rules and there you go.
12 points each
WS3, BS 3, S3, T4, W1, A2, I5, Sv 5+, LD 7
Jet packs
Fleet
Rending
Radiation Gun is S3, AP3, Assault 1 flamer Template
I hope they do make Vsespids good. I have a whole squad of them.
299
Post by: Kilkrazy
Milquetoast Thug wrote:I’m writing this in a hurry, so excuse me. I might edit it later.
My ideas for an overhaul of tau infantry would go something like the 4th ed guard codex; where in you could buy certain squads ONLY if you had bought a platoon first (such as armored fist, conscripts, etc.). This idea is the same, but with firewarriors: for each squad you buy, you can turn a fast attack choice or some other limited squad into a troop choice, but with limitations. This would introduce much needed variety into tau troop choices, I think. This would necessitate changes to the units in question so…
Firewarriors:
8 points base
Free photons
Shas’ui grants free bonding knife; he’s 10 points.
Carbine can reroll to hit if target is within 12’’. This makes the carbine a “reliable weapon” whereas the rifle is a “brute force” weapon.
Buying them grants special cadre options.
Gue’vesa: squad 4-16
Guardman statline
Every 4’rd can buy pulse weapon for 3 points.
Special rule: militia: Cannot be bought normally (most be taken as accompaniment to firewarriors). Gain +1 to leadership if within 6’’ of a firewarrior squad.
Would help fill in gun lines with expendable targets.
Pathfinder:
Same price and size, but get stealth and may infiltrate with out devilfish. Devilfish no longer mandatory. Their markerlights may fire as assault 18’’ weapons.
If taken as troops, cannon outflank or take a devilfish.
Gundrones:
Pretty much the same as before, really. Cost 10 points, not 12, each.
If taken as troops, cannot deep strike.
Kroot: independent units (do not need firewarriors bought to be taken.)
Krootox can infiltrate/outflank.
Shaper grants 6+ save for free and lets you reroll table edge for outflank.
Thoughts?
I don't really understand the idea of buying more squads and turning Fast Attack into Troops.
If Tau basic Troops were better, players would use more of them and it would solve the problem without some complicated rule about squads and platoons and such.
10279
Post by: focusedfire
Killkrazy, what do you think of the Stealth fighter remoras and how would you add them to the army if your could?
I, personally, really like them and am going to get some for Apoc games. Just was tinkering with how they'd work as a regular 40K unit. Maybe as Jetbikes? Or as a fast skimmer that is really hard to deal with?
632
Post by: AdeptSister
I like a lot of the ideas floating around it this thread. Hopefully GW reads Dakka sometimes.
Focusedfire makes a lot of sense about firewarriors willing to give up ground. What if Firewarriors have a Deciever Like ability to fall back out of combat? Like on a 4+ they disengage before combat and count as falling back (The normal rules apply). So they could run off the board in one is not careful. Heck, if they fail the 4+, they lose their attacks in CC.
Would that work?
1099
Post by: Railguns
Probably not. As it is there is no disenscentive to do it unless you made it some squad upgrade. It isn't like Tau attacks ever kill anyone beyond making an occasional Lictor laugh himself to death. So always try for the 4+. If they run great, if they don't they probably still die in your turn. You could make them suffer from No Retreat wounds instead of the enemy attacks if they fail, which would make for an interesting gamble. Might give you the next turn to shoot at the assault troops, might make it even more likely that they'll simply finish of your firewarriors in your turn and assault again in theirs.
10279
Post by: focusedfire
@Adeptsister and RailGuns-GW likes to cut/copy paste. Thats why I see the new space marine tactic of volutarilly failing morale test from shooting casualties as a good sign.
@Milquetoast-I like that quick concept. It may not be exactly what I'd push for but I definitely wouldn't complain if some of that showed up in the next Dex. Especially the Human Auxillia and the kroots.
@Killkrazy- The reason a lot of us are looking to move units out of FA is that there is to much competition there with the almost mandatory pathfinders. There are some decent units in FA that don't see as much use because of this.
When you think fast attack and then look at what the Tau have there it just doesn't fit. As much as we might fixate on the crisis suits and fire warriors, I feel that aside from new command units that this section of the FOC is whats going to get shaken up most.
I think that the pathfinders might be better served in an elite or troop slot.(Bothers me to have a Fast attack that has to sit still) but could still live with them where they are. I do have sneaking feeling that they may get replaced by Tetras(Ok with me as long as they still get scout).
I proposed that the Gun Drones move to troops just so that the Tau would have a more mobile scoring unit. I'd personally rather that they got Jetbikes but would still push for them to be moved.
Vespids- As long as they are improved they'd be fine right where they are.
Pirahnas- Up their armor to Front 12 side 11 rear 10 opentopped and give them access to the longbarreled burst cannon and the fusion cannon for close to the same price they are now(Make one kitted out come to about 120pts max after Dis. Pod, Reworked decoy launchers, BS4, Flechettes, ect...). Run them in squadrons of up to 4. Remember that their drones would be scoring units.
This leaves room for some new units.
First, How would all of you feel about the Tau Remora Stealth Fighters becoming an option for a FA. They are Stealth equipped light flyers/skimmers in 40K that carry twin-linked Long-barreled burstcannons and 2 seeker missiles. I'd have them come in squadrons of up to 4.
Second, Human auxillia , squads armed with ? still working on it. Toying with the idea of giving them Rail rifles
Third, Possible new alien ally
Fourth, mix sniper drones with crisis suits
This is how I would like to see the FOC shape up.
Special Characters-Farsight, Improved Shadowsun, *Angkor Prok, Space Pope only if he can call down precise Air Strikes, *Vespid strain overlord(?)
Hqs- Commander crisis suits, Etherals w/improved railrifle bodyguard, *Stealth commander, *Broadside Commander, *Master shaper, *Vespid strain master
Elites-Crisis, Stealth, *Thexian elite(New race), **Old pathfinders(?)
Troops- Fire warriors, Kroot, **Gun Drones,*Human auxillia
Fast Attack-*Pathfinder Tetras, Vespids, *Stealth Remora Fighter Drones, Improved Pirahnas
Heavy Support- *Rail Rifle drones teamed with crisis suits up to 3 suits and 6 drones, Broadsides, Hammer Head, SkyRay, *Maybe something big from the kroot?
*Means New
**Means moved
This type of force organiation would allow for the standard but better Tau forces normally seen. It would also allow for an almost all alien auxilla army or an almost all drone army.
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Post by: Kilkrazy
Actually that looks very coherent set down on paper, as it were.
I could quibble with details here and there but the overal organisation makes sense.
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Post by: Jayden63
I might be the only one reading this thread that hopes Human Aux stay out of the new codex. I don't like them, other alien races fine, but I just don't want to see humans in tau lists. You want humans, go play guard.
Its probably just something I ate.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: Kilkrazy
I liked the Gue'La because it added a bit of variety and extra modelling possibilities and come from the Tau Fluff.
To make them less IG, bring them back equipped with puls carbines and Tau armour.
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Post by: Kilkrazy
Tau Special Character
Aun Hau’ss (The Great Healer)
Revered by the Fire Caste for his ability to diagnose and rapidly cure the strangest wounds and alien diseases.
Equipped with medical drones which confer FNP on nearby units except for drones.
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Post by: RiTides
Oh, medical drones... that would be cool  as long as they're priced appropriately or limited to a small number to be taken only with that special character.
Good idea
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Post by: Jayden63
Che-Vito wrote:Jayden63 wrote:I might be the only one reading this thread that hopes Human Aux stay out of the new codex. I don't like them, other alien races fine, but I just don't want to see humans in tau lists. You want humans, go play guard.
Its probably just something I ate.
Not arguing your opinion, just curious as to why?
As far as a secondary race goes, I think that adding the Nicassar would be pretty sweet, basically giving the Tau a psyker unit, which I think in all fairness should have different powers/abilities than the Imperial Psykers...something more Tau-oriented....some ideas given below (please keep in mind these are suggestions, the important thought here is the inclusion of the Nicassar)
-Perils of the Warp
-No Ability etc.
Special Tau abilities:
-Battle Meditation (literally what is represented in KOTR, possibly a 1 turn boost to a specific stat for all units)
-Healer (Psyker takes on the Medic role from IG, in that it can negate 1 wound that isn't insta-death)
-Foresight (allows all Tau units to take up to their full movement before the game has begun
-Disruption Field (can disrupt 1 Deep Striking enemy unit per game, forcing player to re-roll scatter dice. BETTER result stands)
I don't like Human Aux because they didn't do anything to help the Tau. At 6 points each they were nothing more than a guardsman with lasguns, and tau 4+ armor. Everything they did, Kroot did better. Now as people are talking about upgrading their weapons and what not, your just making Human based Firewarriors. Whats the point of being Tau if you can replace all your Tau guys with humans. Alien (read non-Tau) races included in the Tau codex should fill rolls that the Tau themselves cannot accomplish. This is why Kroot work well as an HTH infiltrating unit, vespid - Well vespid didn't work due to over costing and too short range of a gun, but they were supposed to be the fast shock trooper type of unit.
The Aux just didn't do anything that wasn't already present, and they should not even be considered in the same breath as the firewarrior. Again, are we playing Tau or Guard? This is why I don't like them. Sure in the Fluff it makes sense to have human allies as not all humans are xeno-hating lunitics, but I just don't think they need an actual unit on the table top. Another alien species just seems that much cooler as long as they are not in a position to replace another job that a unit of Tau firewarriors, pathfinders, etc. fill.
As for the Nicassar, thats an awesome idea for making them the Tau psyers. I personally hate the way psychic powers are handled in 5th edition, but the Tau need some sort of psychic defense to keep from getting raped by enemy librarians/sorcers. This is an awesome fit that I wish I myself had thought of.
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Post by: focusedfire
The Human Auxilla was just a nod to the fluff and recognizing their popularity. I, personally have no feelings either way. Now healer units and repair drones would be really cool as long as they were upgrades and didn't take up a FOC slot. I've wondered about the lack of healer units and have always chalked it up to the Tau being new. By the next codex they won't be that new and it would make sense. Was toying with the idea of being able to buy redundant systems on vehicle that allow for a decent chance to repair drives on immobilized vehicles. Nicassar-Very cool and good idea. Only prob I have is it makes the Tau too much like every other race. I'd rather Tau Science prevails in this area rather than following every other race. My opinion doesn't mean that they won't do it, though. If they did I'd have fun with it and would like like it if the nicassar gave primarily defense against enemy psyker abilities and maybe could relocate a single squad per turn(Passing the appropriate test).
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Post by: Railguns
So Tau would be the "science conquers all" race that Humanity was supposed to be? Would make a nice contrast I suppose. Medical drones giving FnP would be a logical extension of the stimulant injectors that the crisis commanders get (since GW loves the constantly improving angle so much.)
I think that if Lost and Damned ever got their list back it would make human auxilia less appealing but thats just me.
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Post by: Kilkrazy
Tau is supposed to be the up-and-coming tech faction, compared to the Eldar who are the fading and not advancing hi-tech faction. Humans are the medium tech faction which doesn't really understand its technology and only advances by occasional lucky rediscoveries of missing STC templates.
The timeline of the game never advances. But that's no reason not to give the Tau technological goodies.
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Post by: Kungfuhustler
Jayden63 wrote:Kilkrazy wrote:GW's method is to change the codex to sell the models.
The commander was made 1+ in 4e to sell the new Crisis Commander model, which included the two special issue weapons.
So it depends on what new models they may introduce, as well as changes to make people buy more of the existing models.
For example, they might introduce a plastic kit of the Tetra, and they are likely to change the rules about the basic FW to make people use more of them.
I expect Vespid to get crazy (see ork loota) good. They have a model for it already, just get shiny new must have rules and there you go.
12 points each
WS3, BS 3, S3, T4, W1, A2, I5, Sv 5+, LD 7
Jet packs
Fleet
Rending
Radiation Gun is S3, AP3, Assault 1 flamer Template
I could see this being exactly what happens to vespids with the exception of them being 20 points with a rapidfire gun. Because that's what GW does. They make a unit good and then jack up the price dramatically (example stormtroopers @ 16 points for the addition of ap3)
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Post by: Kungfuhustler
Kilkrazy wrote:Tau is supposed to be the up-and-coming tech faction, compared to the Eldar who are the fading and not advancing hi-tech faction. Humans are the medium tech faction which doesn't really understand its technology and only advances by occasional lucky rediscoveries of missing STC templates.
The timeline of the game never advances. But that's no reason not to give the Tau technological goodies.
Time does move forward in 40k, just very slowly, example: Cadia has been lost to Abbadon's fleet from the eye of terror.
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Post by: Jayden63
Kungfuhustler wrote:Jayden63 wrote:Kilkrazy wrote:GW's method is to change the codex to sell the models.
The commander was made 1+ in 4e to sell the new Crisis Commander model, which included the two special issue weapons.
So it depends on what new models they may introduce, as well as changes to make people buy more of the existing models.
For example, they might introduce a plastic kit of the Tetra, and they are likely to change the rules about the basic FW to make people use more of them.
I expect Vespid to get crazy (see ork loota) good. They have a model for it already, just get shiny new must have rules and there you go.
12 points each
WS3, BS 3, S3, T4, W1, A2, I5, Sv 5+, LD 7
Jet packs
Fleet
Rending
Radiation Gun is S3, AP3, Assault 1 flamer Template
I could see this being exactly what happens to vespids with the exception of them being 20 points with a rapidfire gun. Because that's what GW does. They make a unit good and then jack up the price dramatically (example stormtroopers @ 16 points for the addition of ap3)
I dont know, GW wants to sell models. The Vespids are already AP3 with their guns, just not rapid fire. They don't work now at 16 points, I don't think they will sell at all at 20 points. GW has a ton of Vespid models sitting on the shelf right now because they suck. A 20 pt rapid fire vespid wont sell. They need something different and very attractive to make them jump off the shelves and into peoples army.
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Post by: focusedfire
@Jayden and Hustler-
Just my opinion here but GW will never give the Vepids a template like that. If they did they make them cost as much as ogryns.
I'd love it if they did get such a weapon but think it would be over powered even at S3. This would create a situation of 5 Vespids versus 10 marines. Each Vespid averages 6 marines auto hit. Thats 30 S3 to wound rolls which comes to 10 dead marines. Remember this was 5 Vespids VS 10 Marines in one round of shooting.
The best rumours I've heard so far about the Vespids is that for about the same price, maybe going up to 18Pts, they will get either poison or rending HtH attacks. To me this would be just about enough with their current weapons.
If they got rending plus an extra HtH attack that would come to be just about even when comparing 10 man squads of vespids and Meqs. with the vespids at 18 or even 20 points.
The poison attack wounding on 2+ and a role of 6 is an insta kill would work with their current profile pretty well at 16pts.
What do you guys think?
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Post by: Kilkrazy
Vespids are too vulnerable, their armour save is too low. Making them more expensive for a better weapon but just as vulnerable might not work.
It might work if the player uses them cleverly as a rapid strike from behind a screen or cover. Screening them means risking another vulnerable unit though.
Vespids don't need to be better, they need to be a lot cheaper, like 12 points.
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Post by: Jayden63
The ork burna boy can come in a unit of 15. Sure its only S4 AP5, but the whole unit can destroy what ever it touches.
Maybe if the flamer was S2. The thing is, Vespid suck right now because they are just such a linear unit. They can't do anything against horde style armies. What mob of 30 orks, 20 gaunts, or consolidated unit of 50 IG are going to care about 10 single shots a turn. None.
By giving them a flamer template now the unit is useful against all comers and bring a unique aspect to the Tau army (a army that can't really get flamer style templates.) It also goes along with GW current planning of letting one or two units in an army ignore cover. Its their way of compensating for the 4+ cover that runs rampent in the game.
Also keeping the gun AP3 is fair because of all of the other AP4, hellfire, poision ammo that the rest of 40K world is getting. It would suck if the unit was only deadly to other non-MEQ armies and those other power houses could just laugh it off.
I wasn't totally serious when I pointed them at 12 points. But even with the flamer template weapon, an armor save of only 5 does not belong on a 15+ point model regardless of what it Toughness is. (orks are a different story, they compensate for the few point heavy units by letting you take a crap ton of 6 point guys).
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Post by: focusedfire
I agree with both of you on that there is room for improvement. I'm just not certain as to the area.
I actually got vespids to work for me in 5th ed. I just stopped using them because of the FA slots competition problem. Any game where you would use them(an unprotectd infantry/jump infantry squad) you'd be using pathfinders instead.
How about this; For the existing 16pts they get armour sv 4+, HtH poison attack, with the option to buy EMP grenades? Its either that or the Vespids as-is at Killkrazy's suggest 12pts with the EMP purchasing option.
If this doesn't seem quite right then please post suggested tweeks.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: Superscope
What if fire warriors get the "Hit and run" USR that works both ways (assaulting and assaulted)? That way Tau could attempt to flee then set up a firing zone with other dudes, thus the ki'yon princeable comes more alive here (one of the 2 tau ways of war btw ^_^)
Indeed, the fire caste are high tech hunters of the future. The ground is where the kill is made, not for the taking. Once the kill has been made, the ground is their for the taking.
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Post by: Jayden63
Superscope wrote:What if fire warriors get the "Hit and run" USR that works both ways (assaulting and assaulted)? That way Tau could attempt to flee then set up a firing zone with other dudes, thus the ki'yon princeable comes more alive here (one of the 2 tau ways of war btw ^_^)
Indeed, the fire caste are high tech hunters of the future. The ground is where the kill is made, not for the taking. Once the kill has been made, the ground is their for the taking.
Useless. Fitting under 5th ed ultimate list of bone headed rule change is the Hit and Run USR. It is now stat based. You have to roll your Initiative or under in order for it to work. So it will only work 1/3 of the time for most Tau units. Totally unbalanced across the game, especially since things like Witch Hunter Seriphim get a free ride and its been FAQed that they don't even have to test. Utter BS.
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Post by: Kilkrazy
See, I think Tau should be punished for getting into assault, rather than given ways to try and avoid the consequences. But Tau need ways to avoid getting into assault --by a combination of mobility and firepower.
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Post by: Superscope
Kilkrazy wrote:See, I think Tau should be punished for getting into assault, rather than given ways to try and avoid the consequences. But Tau need ways to avoid getting into assault --by a combination of mobility and firepower.
At least with my way it's quite hard to escape. I would believe perhaps seeing Hit and run work about... 1-2 times a game perhaps?
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Post by: Kilkrazy
Superscope wrote:Kilkrazy wrote:See, I think Tau should be punished for getting into assault, rather than given ways to try and avoid the consequences. But Tau need ways to avoid getting into assault --by a combination of mobility and firepower.
At least with my way it's quite hard to escape. I would believe perhaps seeing Hit and run work about... 1-2 times a game perhaps?
I would rather have something that boosts my FW's firepower and mobility, so I can manoeuvre into and out of the right positions. That's why I keep recommending to increase the pulser rifle to rapid fire range 15. IMO this is exactly what FW need, and it isn't a crippling advantage since a clever enemy will be be able to figure out a counter.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: focusedfire
I agree with Killkrazy on the punishing the Tau for getting caught in HtH part. I like the increased rapid fire range but it won't make as much of a difference unless the Tau pick up a bit more mobility. This is why I'm so stuck on the idea of the Tau being able to voluntarily fail morale checks from shooting. Make it the reverse of the BT rule. The Tau take a wound while an enemy unit is within assault range then they may choose to vountarily fall back. Maybe, make it an option to fallback toward the etheral if the player wants. These thing combined with the increased Rapid fire range would be very nice. @Che- I picked the emps because it would be just like GW to do something like that to them. In order to keep them from being "too effective and to stay in tune with the ranged combat style of the Tau". Yeah, your right though. The photons would be better, but the option for both would be the best. As to the Vespids falling back outta CC. Unless the Crisis suits got the same it would make the Vespids better than the suits in a lot of ways. It would unbalance the army. Now for Jaydens idea about templates, Might be a cool upgrade for the Strain leader if the stats were appropriate.
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Post by: Kilkrazy
In 3e, the presence of an Ethereal allowed Tau to reroll a morale roll, I think. This gave a chance of deliberately failing a shooting morale check. I may be remembering the rules incorrectly. This was an ability of the Ethereal rather than of the troops.
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Post by: Jackmojo
focusedfire wrote:I agree with Killkrazy on the punishing the Tau for getting caught in HtH part.
I like the increased rapid fire range but it won't make as much of a difference unless the Tau pick up a bit more mobility.
This is why I'm so stuck on the idea of the Tau being able to voluntarily fail morale checks from shooting. Make it the reverse of the BT rule. The Tau take a wound while an enemy unit is within assault range then they may choose to vountarily fall back. Maybe, make it an option to fallback toward the etheral if the player wants. These thing combined with the increased Rapid fire range would be very nice.
I'd rather see something along the lines of runnning after shooting for Firewarriors (ala the new Guard Codex SC order) then lifting Combat Tactics from Marines.
This will allow them to be more mobile all the time. Plus I would think such a soft assault target would just not be shot by any assaulter in range.
Jack
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Post by: focusedfire
If the Tau got the Stealth remora drone squadrons as a FA choice. What would their rules be like?
I could see them getting infiltrate/scout but am unaware as to their armor value if any. They obviously have a stealth field but, what else?
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Post by: Kilkrazy
focusedfire wrote:If the Tau got the Stealth remora drone squadrons as a FA choice. What would their rules be like?
I could see them getting infiltrate/scout but am unaware as to their armor value if any. They obviously have a stealth field but, what else?
If it's a heavy drone, give it 3+ armour and the squadron becomes 1-5 at 30 points each. Thuogh I am far from convinced that relatively vulnerable models should have a high point cost.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: focusedfire
Thats the thing. I don't know their rules, just their weapons and size. The Remoras are supposedly flyers in IMP. Armor or apoc but wouldn't have to be in 40K. They are armed with twin-linked Long Barreled burst cannons, a networked marker light, and two seeker missiles. They are about the same wing span as a Pirahna but almost half the length. I was wondering, Should they be a Jetbike model or should they be another skimmer? When you visit the Forge World website, take a look and tell me what you think. Do you think the Remora should be a Jetbike? Something like: WS2 BS3 S5 T4 W1 I4 A1 Ld 8 Sv 3+ (S5 simply because of size) Unit type: Jetbike Special rules: Stealth field, Infiltrate, Deepstrike, Scout Or a vehicle? AV Front:10 Side:10 Rear10 Unit type: Skimmer, Fast Special rules: Stealth field, Infiltrate, Deepstrike, Scout Which direction would you like to see GW take with them? What should they cost in either direction.
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Post by: Dal'yth Dude
I think the remora would be too good in a 40K game unless it was ridiculously expensive. It can simply fire its burst cannons or NML and stay out of the range of any return fire. There's a reason it is a flyer.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: Jayden63
Personally, I'd make the Ramora a bike. The Tau already have a small vehicle in the Piranha and Tetra (if the Tetra gets used.)
However your talking lots of points. Sure Seekers are 20 of the thirty points, but if you take a couple of Remora's then your almost forcing the player to also take 200+ points in pathfinders. After all, Ramora's without extra markerlights are REALLY expensive burst cannons, with two one shot S8 things. So they either get one shot off before getting shut down or if your lucky live but don't do much of anything after turn 2.
Making the seekers non-mandatory, drops the cost down and allows for a mobile marker light (which truthfully is what we all want). Now it might be considered. Or better yet, make it an add-on unit to pathfinders. Since people don't want to take pathfinder devilfish, allow for a unit of 3 remoras (with seekers) to be taken in place of it for 30 points each. Now, your getting more bang for your buck and not competing for FOC slots.
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Post by: focusedfire
Remember that Long-barreled burst cannons have the following profile:
Range 36" S6 AP4 Assault 3
I think that they would be better as a squad or squadron of their own, though.
Personally I think they would make a great Jetbike unit but would be happy with them either way
As a jetbike I see them coming in at 50points each but if made multiwound then I could see them 60 each.
As a skimmer squadron I see them as the same price range as the pirahnas but with a very different purpose.(I want the Pirahnas to become scoring unit transports by making the Drones troops).
Also, know that the special rules were only suggested. I personally dont think that they would need scout. Was just throwing options out for poeple to pick and choose from.
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Post by: Jayden63
Unless things have changed drastically from the VDR I have in my White Dwarf. Long barreled only increases range by 50%. Mega is the one where it increases the S by 1 and lowers the AP by 1. So thats what I was going by. 27" S5 AP5 guns. Didn't think it was all that and a bag of chips. But if it is S6 AP4, with double the range thats a bit different, although not that much better than a standard Heavy Bolter which on vehicles usually is 5-10 points.
I always thought mega heavy flamers would be the bomb. GW did too which is why you see them on the LR Redeemer.
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Post by: Dal'yth Dude
The guns are 36" range in the FW rules. With a stealth field that means most people shooting them are going to be deploying from the sides. If markerlights are more viable in other units such as broadsides or FCW in the future, then the seekers would still be useful.
The only thing I can see competing with remoras in fast attack would be pathfinders or tetras if they were allowed in the Codex.
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Post by: focusedfire
@Dal'yth- I see and agree with your point of being to good.
How about this for the FA slots:
Tetra is the new Jetbike. It can dance at he edge of spotting distance but doesn't deal much damage in itself. It replaces standard pathfinders which now become either an elite or a troop choice.
The Improved Vespids are still jump infantry designed to take on MEQs and even heavy MEQs.(Hey, Vespid gun becomes AP2 along with improve HtH poison attack?)
The Pirahnas are now objective capturing drone troop transport with improved weapons(Long barreled BC or Fusion Cannon)
The tetras are the lightly armoured firepower skimmers. As skimmers they have to be barely within spotting distance to fire thus are able to be countered by other fast vehicles/skimmers able to get within 24" and attempt to fire on them. Because of the stealth fields they are unable to take disruption pods.
How does that sound for Tau FA choices?
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Post by: Dal'yth Dude
I think pathfinders should stay in fast attack. You want them deployed last and shouldn't compete with crisis or stealth suits.
I find tetras really good in 4th. You can't get the numbers needed in 5th, but I think they'd be a nice addition for a new codex.
I have no suggestions for vespids. I'm not sure what role they should perform, but I'm not too keen on what I've seen.
I've never liked the short range on piranhas. I'd prefer a medium range gun to offset their otherwise eggshell armor. I can't think of what that gun would be in the existing arsenal. The fluff has them not being big on the battlefield and I'm not sure why GW ever put them in the main codex.
Can't offer much more than that. The current approach seems to have Codexes offset the core rule changes and I think in the case of the Tau (and Necrons) that means a more thorough thought of what the army's brand and signature units are to be.
I've moved on to AT-43 thanks to GW's new approach so can't offer much playtesting against the newest codexes.
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Post by: focusedfire
The reason I didn't mind moving the pathfinders is that in 5thed the entire army deploys at the same time.
I agree that the Tau will probably get an extensive rework, starrting in the markerlight area and Fast attack then moving on from there.
Sorry to here that you've dropped the game. Maybe things will change enough to bring you back at some point.
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Post by: Kilkrazy
Dal'yth Dude wrote:I think pathfinders should stay in fast attack. You want them deployed last and shouldn't compete with crisis or stealth suits.
I find tetras really good in 4th. You can't get the numbers needed in 5th, but I think they'd be a nice addition for a new codex.
I have no suggestions for vespids. I'm not sure what role they should perform, but I'm not too keen on what I've seen.
I've never liked the short range on piranhas. I'd prefer a medium range gun to offset their otherwise eggshell armor. I can't think of what that gun would be in the existing arsenal. The fluff has them not being big on the battlefield and I'm not sure why GW ever put them in the main codex.
It was a groovy new model fairly cheap to make since Forgeworld had already done the design work. I agree with you they need a longer range weapon because of the terrible armour.
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Post by: Dal'yth Dude
*smacks head*
forgot the new deployment method, though I still think GW has the suits as the Tau signature unit.
I'm not convinced in the reflexive belief markerlights and, by extension, pathfinders are all that great in 5th. One would need to take them in such great numbers that there'd be little non-S5 options left in the other FOC slots. Like I said, I only played 7-8 games with them in 5th.
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Post by: Krellnus
For a psychic defence is the follow:
Tau physiology:
The Tau little to no presence in the warp making it hard for enemy psykers to target them, against psychic powers the Tau player rolls a dice, on a 1,2 or 3 it goes off on a 4,5 or 6 the power is negated and the psyker takes a perils of the warp hit(due to spending so long in the warp looking for them).
Pathfinders:
WS:2 BS:3 S:2 T:3 W:1 I:2 Ld:7 Sv:4+ Cost: 15pts
May be mounted in a devilfish at +80pts, if taken may take the devilfish's place on the FOC as a troop
Dedicated Scouts: Pathfinders are perfects scouts and have the following rules as dictated in the rulebook: Relentless, Scout, Infiltrate, may also pay +10 pts to infiltrate with no min distance from the enemy regardless of deployment.
Might give them stealth but i dunno
THIS IS JUST A THEORY
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Post by: Squig_herder
Krellnus wrote:For a psychic defence is the follow:
Tau physiology:
The Tau little to no presence in the warp making it hard for enemy psykers to target them, against psychic powers the Tau player rolls a dice, on a 1,2 or 3 it goes off on a 4,5 or 6 the power is negated and the psyker takes a perils of the warp hit(due to spending so long in the warp looking for them).
I feel this is way to strong. If you think to the Tyranid fluff, they disturb the warp and still face the full force of its power. Maybe something like theirs would be good. Like you roll and extra D3 or something, nothing too powerful
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Post by: Kilkrazy
Dal'yth Dude wrote:*smacks head*
forgot the new deployment method, though I still think GW has the suits as the Tau signature unit.
I'm not convinced in the reflexive belief markerlights and, by extension, pathfinders are all that great in 5th. One would need to take them in such great numbers that there'd be little non-S5 options left in the other FOC slots. Like I said, I only played 7-8 games with them in 5th.
Markerlights are very expensive at the moment. Plenty of cheap markerlights would help restore Tau firepower and compensate for their lack of H2H.
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Post by: Milquetoast Thug
Krellnus wrote:For a psychic defence is the follow:
Tau physiology:
The Tau little to no presence in the warp making it hard for enemy psykers to target them, against psychic powers the Tau player rolls a dice, on a 1,2 or 3 it goes off on a 4,5 or 6 the power is negated and the psyker takes a perils of the warp hit(due to spending so long in the warp looking for them).
Pathfinders:
WS:2 BS:3 S:2 T:3 W:1 I:2 Ld:7 Sv:4+ Cost: 15pts
May be mounted in a devilfish at +80pts, if taken may take the devilfish's place on the FOC as a troop
Dedicated Scouts: Pathfinders are perfects scouts and have the following rules as dictated in the rulebook: Relentless, Scout, Infiltrate, may also pay +10 pts to infiltrate with no min distance from the enemy regardless of deployment.
Might give them stealth but i dunno
THIS IS JUST A THEORY
15 points is overprices, pathfinders would not want to infiltrate right next to an enemy, paricularly not for 10 points, nd they don't need relentless, just assault markerlights.
starting with a base 8 points for a firewarrior... give them stealth (+1) and infiltrate (+1), and assault 18 / heavy 36 markerlights (+1). Give them a special rule: eyes of the cadre: for every pathfinder team you buy, one unit that may not normally outflank may do so. (+2). They are now 13 points base. maybe give them an option to buy an expensive wargear that allows them to reroll coversaves, like 2-3 points per model.
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Post by: Dal'yth Dude
Kilkrazy: Even if markerlights were free, one would need to take a great number of them to compensate for the BS3 of the owner.
Let's pretend a player takes 2 max squads of pathfinders. That means roughly 8 markerlight hits a turn until a heavy bolter is pointed their way. It also means one less squad of Fast Attack options. That's more my point rather than the cost per-se.
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Post by: Railguns
Tau don't actually have psychic protection; they simply don't have any psychic presence. Psychic powers hit them at full effect,(they are not nulls) they just don't understand what the frag just happened. They assume that whenever some race uses a psychic lightning bolt that it must be some handheld projector or something.
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Post by: Jayden63
Pathfinders are one of those funny units in 40K. Is a unit thats primary purpose is to not kill a damn thing themselves.
Wierd huh?
One could rationalize them out as the poor mans devistator squad, but to do that you need seeker missiles, and a 10 points each and only two allowed per vehicle, they are not all that point friendly. Worse they have a weapon and a profile that do not match.
The marker light is a heavy weapon, the pathfinder is a T3 4+ sv model. Not stats that are conducive to staying for prolonged periods of time on the table if they can't move. They were thrown a bone by also being armed with a pulse carbine, but at 18", they were still in range of any weapon that could easily cut them down once they stopped moving. Because lets face it, pathfinders have a huge target painted on them, they never really last that long.
Honestly, pathfinders should probably just go away in the new codex. If markerlights become assault instead of heavy and are reduced in price and become networked then you can get all the markerlights you need by taking marker drones in your normal firewarrior squads. Let stealth suits take them, which is actually a perfectly good place to put them. If things like the Ramora or Tetra are also included then you can have mobile markerlights. Lets also not forget the sniper drone team. A perfect compliment to a stealth unit, yet again, more marker lights.
Really, if you think about it, if you remove pathfinders from the army list, it really opens up the FA for pirahnas, improved vespids, and other creations. The almost mandatory unit of pathfinders in todays list really puts a crimp on other possible FA based lists.
I suppose you could move them to Troop, and that wouldn't be a bad thing, except that they still have a profile not designed to allow them to live for very long.
299
Post by: Kilkrazy
That's why I never really liked Pathfinders.
2700
Post by: dietrich
Pathfinders are supposed to be a combination forward observer and scout. But, as a markerlight bearing unit, they're really used to sit in the back of a DZ and light stuff up. Now, if Markerlights were Assault weapons (or even rapid fire), using them to outflank and then come on and call in Seeker Missiles might work. The other problem is that all the lights in a unit target one enemy unit. Now, that's fine if you want to reduce cover saves and raise BS (which is typical), but if you want to call in a bunch of seeker missiles - you may not want all four seeker missiles at one target.
I think a lot of the 'fixes' in the Codex is bringing the roles of various units into line with the fluff and background.
I was looking at the codex the other week. The basic Cadre is a commander and command team in suits, a bunch of fire warriors, another crisis suit unit, and then supporting units (broadsides, piranhas) and allies (kroot and vespids).
So to me, the first step is - fix FWs. Make an army with 3-6 units of FWs competitive. Not 'nob biker' competitive, but 'SM Battlecompany' competitive. If the 'fluff' army is effective, people will field it. Right now, it isn't, so people don't. Then add the ancilary units to cover other areas in your army build.
And, I think one of the great problems with tau is the same with Necrons. You have one basic 'trooper' model.
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Post by: Milquetoast Thug
The marker light is a heavy weapon, the pathfinder is a T3 4+ sv model. Not stats that are conducive to staying for prolonged periods of time on the table if they can't move. They were thrown a bone by also being armed with a pulse carbine, but at 18", they were still in range of any weapon that could easily cut them down once they stopped moving. Because lets face it, pathfinders have a huge target painted on them, they never really last that long.
This is why I feel assault 18'' markers would make them much more dangerous: I recently wrote a really-dedicated mecht tau list, and after rereading the core rulkes realized the pathfinders would be almost useless, since they would be a static element in a mobile list. you can't really have them hop out of a fish and light gak up for truly devastating fish-of-fury attacks. assault 18'' as an alternate firemode on their lights fixes that first point.
fragility as a second point, is why they need to get all sorts of silly buffs to their cover saves or something: pathfinder teams with a 3+ cover save (when firing from behind a gunline) would make them stick around longer. they should also probably have leadership 8 base, since I don't think pathfinders are rookie" firewarriors.
Pathfinders are supposed to be a combination forward observer and scout. But, as a markerlight bearing unit, they're really used to sit in the back of a DZ and light stuff up.
This is why I think pathfinders should increase the cadre's outflank abilities: pathfinders are supposed "to pull their cadres forward into combat," but you never really see that happen in-game. but having a pair of pathfinder teams and 2 firewarrioor/crisis teams come in from outflank and shooting all your tanks in the ass with bs4-5 s5 weaponry would be an awesome sight to see, and more to the point, would make the the "mobility" of tau different from the "mobilty" of mech eldar and such.
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Post by: dietrich
I don't like needing to field unit A to get more utility/ability out of unit B. Same reason that I don't like needing the Etheral for the morale re-rolls (which, with Ld8, Tau need). I much prefer having those abilities built into a unit. If you need Pathfinders to Outflank Firewarriors, one of two things will happen: it'll be a cheesy powerbuild, or it'll be an overpointed worthless bonus.
I think the concept is fine, but then just let Fire Warriors outflank (and explain in the fluff, it's because of Pathfinders, who might be 'off table' giving support) and get the FWs pointed appropriately.
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Post by: Jayden63
Regrettably GW has gone with the idea of "If you take this, you get this." mentality for 5th ed codexs.
So if taking pathfinders opens up other options for other units, I see that as a real possibility.
Also since this is 5th ed were talking about the assault 18" markerlights as suggest above is a little on the low side. 24" minimum, but leave the heavy setting at 36".
I've been thinking about Drone support units, lots of potential here. The drones we do have are gun, shield, marker, and sniper. I think adding in a medic drone for FNP, Distortion Emmiter Drone for disrupting deepstrike, and suicide drones (think demo charges) would be interesting ideas for adding in more options.
Along those lines, I'd like to see a 55 point devilfish that comes with a drone support system. You can choose any of the drone support systems at no extra cost, instead of just being stuck with gun drones. Naturally you can still upgrade the drone support system to an SMS system. I also think that burst cannons on Tau vehicles should be considered defensive weapons.
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Post by: Kilkrazy
The concept of Unit A helping Unit B is combined arms. It's the way most successful armies have always worked, and it's the way Tau are supposed to work. A combined arms army used well, should be able to exert 15 points of force for each 10 points it costs, but if used badly it exerts 5 points of force. (Made up numbers... the meaning is clear, I hope.)
The problem with 40K is for example in terms of morale, Tau are practically the only army that doesn't get Morale 9+ either automatically or easily, and Ethereals are too weak/expensive.
(IMO the whole 40K morale system is broken and needs replacement, but that's another thread.)
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Post by: dietrich
Jayden63 wrote:Regrettably GW has gone with the idea of "If you take this, you get this." mentality for 5th ed codexs.
So if taking pathfinders opens up other options for other units, I see that as a real possibility.
That approach has generally only been used for HQs though. I wouldn't be shocked if you take a Commander as an HQ, then you can take one crisis suit team as a troop choice (ala Warboss and Nobz, SM Captain with Bike, etc.). I would be surprised if it was, "If you army includes Pathfinders, one unit gains the Scout USR." That doesn't mean it's impossible, but I'd be surprised.
Kilkrazy wrote:The concept of Unit A helping Unit B is combined arms. It's the way most successful armies have always worked, and it's the way Tau are supposed to work. A combined arms army used well, should be able to exert 15 points of force for each 10 points it costs, but if used badly it exerts 5 points of force. (Made up numbers... the meaning is clear, I hope.)
I'd consider that Synergy more than Combined Arms. Combined Arms means fielding tanks, aircraft, artillery, infantry, etc. - well, at least that is the meaning that I put on it.
One of the problems with the Tau army is that a number of units have pretty 'defined' roles. Your anti-tank is pretty much only in the Heavy support section (with fusion blasters avaiable to some elites and FA). Unlike, say marines, where anti-tank can be a Combat Squad with a lascannon, a Dev Squad, or terminators with CML. Firewarriors have the best small arm in the game - and nothing else. They can only be anti-infantry (and anti-light-light vehicles - like ork trucks).
I look forward to the next Tau codex. Tau, right now, have some pretty 'non-typical' rules and abilities. I'm curious to see what GW does with them. Based on how the game is going, I would think Tau will be streamlined, simplified - fill in whatever word you want - and lose (or see big revamps to) at least some 'non-typical' things like Target Locks and Markerlights.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: Jayden63
With codex creep well established, I'm wondering about our poor railgun. It was the hotness because it was the first weapon to be S10 (back then ap1 didn't mean anything). It was one of the few things that helped make the Tau special. But now everyone and their dog has ways of getting S10 attacks (either shooting or melee).
So call me crazy, but what if the Railgun got to be the first 40K non apocalypse specific weapon to get Strength D to be used in normal every day 40K?.
Suddenly all of the eternal warriors need to watch their backs. Once again, vehicles would fear the Railgun regardless of what sort of 4+/3+ cover save cheese they are attempting.
Its not too far fetched considering Railguns are still pretty limited in a Tau army.
Donno, just sitting back in my chair thinking Tau and the rise of their technology.
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Post by: Che-Vito
< Taken by the void dragon. >
10279
Post by: focusedfire
I know that I'm biased because its my idea but I like the thought of having 2 different weapon profiles for the broadside and the hammerhead railguns.
Leave the broadside profile the same but make the guns twin insead of twin-linked. This makes them two shots per turn.
The Hammerhead I'd like to see the profile go up to a heavy 2 with increased range and some special rules.
When solid shot is fired and both shots wound the wounds ignore invulnerable saves. If they both pen vs armor the the shot can count as 1 Destroyer hit instead.
On the submunition round any shot that doesn't scatter treats cover just like a barrage weapon and if both shots hit then the shots are counted as two S7 AP3 Large Blasts that treat cover as if they were barrages.
Input please
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Post by: RiTides
Well... I have recently acquired my tau army, so I'm not an expert but...
That sounds a little too good
7472
Post by: Milquetoast Thug
focusedfire wrote:I know that I'm biased because its my idea but I like the thought of having 2 different weapon profiles for the broadside and the hammerhead railguns.
Leave the broadside profile the same but make the guns twin insead of twin-linked. This makes them two shots per turn.
The Hammerhead I'd like to see the profile go up to a heavy 2 with increased range and some special rules.
When solid shot is fired and both shots wound the wounds ignore invulnerable saves. If they both pen vs armor the the shot can count as 1 Destroyer hit instead.
On the submunition round any shot that doesn't scatter treats cover just like a barrage weapon and if both shots hit then the shots are counted as two S7 AP3 Large Blasts that treat cover as if they were barrages.
Input please
This trikes me as overly complicated. just make it a lance weapon if you want to combat codex creep. Hammerheads are one of the last units in the tau army to need improvements, aside from readjusting base prices to reflect the lower utility of skimmers in 5th ed.
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Post by: Kilkrazy
Give the Railgun an incendiary round which creates a large flame blast ignoring cover.
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Post by: Che-Vito
< Taken by the void dragon. >
12394
Post by: 8TidbiT8
i LOVE the idea of the Remora landing on the scene as i love the model and think of it as acting as pin-point fire support for FW squads.
I think they should act as light skimmers since being drones they wouldn't be able to attack in CC and would just move up in altitude and evade combat. Possible upgrades Swap LB burst cannons for Twin-Linked Missile Pods for free or Twin-Linked Plasma Rifles for +20 pts.
As for the HH problem, i like the drone assisted Sub-Munitions that the Manta has(d6 scatter instead of 2d6), transfer that to the HH and you have accurate blast damage.
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Post by: Kilkrazy
Drones can attack in CC.
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Post by: 8TidbiT8
I'm saying fluff wise I don't see a floating remora as being capable of holding off an assault or being able to retaliate in kind which is why i'd rather see it as a light skimmer.
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Post by: MythicalMothman
One suggestion that isn't really about changing the rules: the next codex could really use some diagrams showing how to determine which armor value you're shooting at when targeting Tau vehicles! They're very irregularly shaped so it would be nice to have a consistent standard for everyone to go by - the big rulebook has these diagrams for box-shaped Rhinos and stuff but they don't work very easily for Tau vehicles, especially with the weird shape of the front ends.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: Kilkrazy
It is crucial to planning a remake of Tau first to decide how good they should be in H2H. My opinion is they should remain mostly poor.
In fact I would reduced the H2H abilities of Crisis suits and give them more shootiness instead, this is in line with my general view that Tau need to be given more firepower and mobility, rather than H2H.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: Kilkrazy
Yes. I see no reason to suppose that battlesuit pilots would improve their I, WS and A as a result of years of avoiding H2H, and not training in it. It would be much better if their A was applied to firing weapons.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: guardpiper
Plus the vets are piloting battle suits, which are the tau version of power armor. So the stats increase make sense. Better attacks because instead of punching someone with fists, they smack you up side the head with a heavy gun or kick you suits legs. The better initiative comes from the suit making them faster. At least that's how I see it. Plus it is always fun when a crisis suit manages to run down an enemy unit in close combat and destroys them.
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Post by: Railguns
But they pay quite a few points for that moderate hth ability when I'd rather those points go towards making them lethal shooting threats in the day of cover save parties.
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Post by: Jayden63
The thing is, HTH is not just a trifle aspect of 40K. Its not something that can be ignored. 5th edition is heavily focused on HTH. The devastating results of HTH resolution combined with short starting distances and the numerous ways units have to reaching you all add up to actually HTH being THE most important part of the game and the easiest way to get a win.
Unfortunately we talk about maneuverability, but the truth is, there isn't that much room to move. Unless you purposely put impassible terrain on the table, it is impossible to create choke points. It is impossible to continually make a firing retreat as you eventually run out of table. Even difficult terrain is not a limiting factor 1/3 of the time, and it sure as hell isn't a deterrent.
The sad truth is that at some point the Tau have to put down their guns and grab sticks. Everyone and their dog knows to beat Tau all you have to do is catch them, unfortunately 5th ed has made that all too easy.
Truthfully what Tau need is a unit of Death Company. They actually need a HTH unit that can hit so damn hard that the enemy will actually have to think twice before sending in a unit. Even the SAFH guard and marine armies all had at least one unit of strong HTH support to protect their firing lines. The Tau need this more than any of them. Now I don't think the Tau should be able to make an army out of them. But allowing for a single, maybe two, units of kick ass HTH will be enough to help keep the enemy off our backs.
One good place to do this is to actually pump up the Krootox like it was represented in Dawn of War. That thing put out the hurt and kept going. Make it so that a normal unit of Kroot can take 5 Krootox. Make the Krootox monsterious creatures at WS4 S6 A3 I4 with a 4+ inv save. When mixed into a unit of kroot and your opponent realizes that you can dump wounds onto the Kroot to keep the OX swinging, your opponent might think twice about just running forward.
The thing is, sure we could make the Tau just obliterate everything on the table by turn 3 at range. (about how long you have to do it before the enemy closes too many units onto ours), but that will not go over well at all, and quite frankly sounds boring to play (at least after the first 10 or so crushing victories) or play against.
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Post by: Kilkrazy
All that you say is true and it is a sad reflection of how GW have unbalanced the game in 5e.
Of course there are many ranged combat games which are not boring. The key point is the cleverness of the game design.
Perhaps some mean H2H units, such as Assassination drones, could be added for 5e and taken out in 6e when the rules get rebalanced.
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Post by: Kilkrazy
Tau assassination drone squadron 0-10, 18 points
WS5, S4, I5, BS2, A2, Ld7, T3, Sv4+, Jetpack movement
Twin pulse pistol, two power angle grinders. Gets four attacks on the charge, two of them at S8/I1.
It only needs a new sprue to replace the bottom of the standard gun drone.
12620
Post by: Che-Vito
< Taken by the void dragon. >
10279
Post by: focusedfire
IMHO, The reason for the Crisis suits improved stat-line isn't to make them HtH. Its to make them durable and survivable enough to tie-up/delay a squad for maybe an extra turn. They don't get powerfists or an incredible number of attacks. What they get is just enough of a boost that if caught by a general troop or such(Nothing assault oriented) that they can possibly do enough damage to have a chance of sticking around for the next turn(Tarpitting). They also as an elite need to be strong onough to win when another shooty armies basic troops tangle with them in HtH. A basic IG infantry squad should not be able to wipe them off of the field. The increased toughness and the multi-wounds are a testament to the concept of enhanced durability. It is in keeping with the tau firewarriors being some of the best armored basic troops that are non-augmented, non-superhuman, and non-magical. They aren't designed to go into HtH but if someone foolishly assaults with a weak unit, the Tau can win based on the 4+ armor save. This is of course, as long as there are no power weapons. I, personally, think that GW did a good job of balancing the Tau stat-line for 4th ed. I'm thinking it may need a tweek for 5th ed, though. This is why I tossed out the idea of T4 for the starting point for the Tau. It wouldn't be over the top, just more durable. This would make Stealth suits T4 and crisis suits T5. Not that out of line when compared with what we've seen in 5th ed 40k,IMO. The real question is this in keeping with the philosophy of what is Tau. In 4th ed I would have said maybe but not needed. In this edition I can see this as having a need. The Stat line for the basic FW would look something like this: WS2 BS4 S3 T4 W1 I2 A1 Ld8 Sv4+ Not a HtH Juggernaught just something fairly durable without becoming too much like one of the other races. @Jayden, I hear what you saying but still believe that the Tau can be made into a balanced force that is still playable and fun. I, personally am still winning more than I'm losing with my Tau. I've found that I can still, usually, punch a hole big enough for the manuvering room get to a long edge game. The problem is that when I get the room that there isn't enough mobility in my troops to capatalize on this. By the time they load up and reposition my opponent has run and stayed with me. This is why the Tau need troops that can either be more mobile(Buyable Engine upgrade that allows the Devilfish to have an extra 6" of movement) or shoot and move 12"(Drones as troops) I really like Your KrootOx idea. You did lose me a little with the 4+ inv save, though. I think T6 W3 with FNP would be more fitting. Still keep it at 3 Krootox per troop selection but allow them to still infiltrate. Maybe tie them in with the Shaper to where they behave as long as he's there to guide them but if he dies they go into a stampede. Then do something similar with the Greater Gnarlock but when their handler dies they go into a rage. What do you think of these tweeks? @Killkrazy-I like your overall concept of Tau not getting a great HtH unit, yet I disagree about your stance on the Tau veteran stats for the reasons I just stated above in this post. As to the assain drones. Don't give up just yet on the Tau philosophy of war. Take a look at what the IG are getting. They aren't getting any form of a real boost to their HtH. Yet, by them being redesigned to more accurately reflect their army Archtype they are going to be very competitive. This seems to be the current trend, making the armies perform more in accordance with their base concept. If this trend continues then look for the next codex to be even more Tau-like than this one.
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Post by: Casper
After biting my tongue for a bit, i'll jump back into this discussion.
I look at what guard and other shooty armies are getting and I would hope we would get some love at somepoint
Current Ideas:
Tau Crisis Suits - should be T5 with all the new big guns out there T5 seems needed, Hit and Run - yes we have low I but would help us get out, I think BS 4 would help out as well (they should shoot better than FW), finally squads of 5 would increase their survival rate
Broadsides - built in ASS, BS4, T5, TL Hvy 2 railguns...still caped at squads of 3
Kroot - Shaper drops in points, grants FC, Kroot still can infiltrate with Krootox, 5+ armor for free
HH - TL Railgun
Perhaps a few other generals as IC...perhaps form ForgeWorld?
Other stuff already mentioned
I still believe that Tau have been hurt badly in 5th but and just really need a few rules tweaks/points tweeks to be back in action.
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Post by: MythicalMothman
Overall I think people are overestimating how ridiculous a new Tau codex should be. I'm honestly not into most of the statline changes people suggest (except for boosting kroot a little), especially the wild gun changes - I'm used to the Tau stats, I think they make sense, and I'm afraid of change! I personally want most of the Tau changes to involve more efficient costing (cheaper fire warriors and devilfish, etc.), better FOC choices sometimes (gun drones as Troops or whatever), and wholly new units and upgrades, especially things that can give us sweet special abilities to slow down the enemy or actually escape from sweeping advance sometimes, cleverly re-maneuver to shoot some more. I don't really want to have T4 BS4 4++ Jet Pack fire warriors, just more tricksy fire warriors and other units that support them really well. I don't know.
5421
Post by: JohnHwangDD
It has been quite some time since I followed or weighted in on 5E Tau, as I think I covered most of my key points early in this discussion. However, as there's a recap, I'll give a little commentary from a non-Tau player, and what I'd like to see for carved out for them within the 40k metagame. focusedfire wrote:Now to recap the high points of what I feel needs reworking, updating, or what was missed. A)Tau mobility has taken a hit and needs improvement. Especially in the troops area of the FOC. A2) Also their should be no static infantry held heavy weapons. The only exception to this might be the rail rifle if used as in an Ethereals bodyguard. B) I feel the Tau are going to need an effective increase in firepower also. It just needs to happen in a Tau-like way. C)Tau FOC is in need of restructuring to shift some units where they are needed most. Fast attacks and heavies have to much competition. D)Markerlights are in desperate need of a rework. Just can't get enough lights in a list without crippling the army. E)Tau vehicles need more weapon variants F) The Tau need more history to help define their philosiphy and thus their heros and leaders. This will lead to more effective special charcters. Side note* Make the etherals honorblades +2 strength power weapons or give them a gun to shoot.
A. Tau mobility is only bad because their Transports are overpriced using a 4E pricing model. In 5E, the Transport should come down considerably, greatly reducing this limitation. A2. This is a given - Tau units are armed uniformly. I suggest (non-Scoring) Drone Special Weapons Squadrons, and still think these would be desirable. The occasional Human unit armed with Lasguns, Special + Heavy would also be acceptable. These could be keyed as 0-1 per Fire Warrior unit. B. Additional firepower should also come from reduced per-model costs, similar to how Guard and esp. Ork basic infantry costs came down. FW dropping a couple points would seem to be about right, supplemented by non- FOC Heavy Drone Squadrons. C. I'm not particularly interested in reshuffling the FOC per se. Some armies are going to have bad sections of the FOC, other sections heavily-contested. Making all Drones non- FOC would be a help. Having strong Heavies and good Fast is very Guard-like, which makes sense considring how Tau are essentially Xenos Guard. That said, more Xenos allies as Elites would be highly desirable to show the Greater Good in action. 50-pt S6 T6 A3 W2 Rending Monstrous Creatures (Donorian Clawed Fiends) would be a great Xenos ally, along with Stealthy Infiltrators (Hrud). A non- FOC Raging Swarm unit could also be added. Kroot should be tailorable, taking a half step from the Mercenaries list. I'd suggest the option for all Kroot to have 1 USR (army-wide). D. Markerlights definitely don't work properly - too messy. Markerlights ought to work more similarly to Searchlights, allowing all other Tau units to key off the Markerlight. I suggest: A unit fires its Markerlight (only) at an enemy unit; if it hits, any other Tau unit shooting at the target unit may re-roll all to-hit rolls. E. I'm sure Tau will get more variants. Of that I have no worry. F. I have no problem giving Tau Relic Blades (+2S PWs) of some sort. Anyhow, hope this helps.
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Post by: focusedfire
Thanks John, Its nice to have an impartial viewpoint.
I like the Tau. Because I like and play the Tau there will be a tendency to push/wish for too much.
Having the viewpoint of one whom doesn't play Tau helps me to reign in a certain amount of over-zealousness on my part.
Some questions about your analysis.
First, How do you justify such a small empire having cheap basic troops?
Do you see this being the result of a major expansion of the Tau empire?
The reason I ask is because without some major shift in the size of the Tau empire and an exponential increase in available manpower it doesn't seem to make sense. This is why my suggestions have been working from the point of slightly improving stats.
I know its only fluff but I feel that GW uses the fluff as the defining philosophy to help when redoing a given army(I'm probably wrong on this).
Next question. Could you pls define XREPDROPDRIPz? Imay be an idiot for not knowing but I'd rather find out than remain ignorant.
Once again, thank you for answering my request for input.
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Post by: Krellnus
I would say I like Strength D railguns, but I don't know what strength D does
For Kroot:
USR: Tailored Genes:
The Kroot have the ability to 'pull' useful DNA out of their food, and may take one of the follow gene upgrades:
Human: Kroot breed quicker and hence may take up to twice as many karnivores as they normally would
Ork: After eatin da boyz kroot become orkier and as such have +1 T and +1 A
Eldar: Kroot gain some of the eldar's natural agility and psychicness they benefit from +1 I and may use the following psychic power
Kroot Psychic Roar:
All Kroot may move and assault 12" and shoot and run (unpenalized by rapid fire and terrain) in the same turn once per game (not the first)
Space Marine: Become 'super kroot' and gain +1 T +1 BS and +1 S
just thinking, not points costs at the moment but would maybe playtest to find how they balance.
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Post by: JohnHwangDD
Cheap basic Troops are here to stay as part of 5E, or didn't you see the Ork Codex?
The Fluff is very clear that the Tau are expanding *very* rapidly in Imperial terms, I would hazard to guess semi-exponentially. That means there will be much more Xenos allies and more numbers of Tau on the field. I think that GW was overly timid with the last Tau Codex, so this should be bolder and add more Xenos and Crisis Suit POWER FISTS!
Also, the XREP... was Dakka doing something stupid about my ampersand character. I was just proposing a bog standard Human (i.e. IG-like) Infantry squad.
10279
Post by: focusedfire
@John- I'm not complaining. Could definitely live with the points drop for troops. This will sound weird,especially after wishlisting for some similar, but the though of Power Fists on crisis suits makes me worry about the Tau losing their flavor. Maybe they can channel power into the suits forearms making them power weapons but even then that should be a Farsight Army only ability. With the exceptions of what I've mentioned/questioned in these last two posts I pretty much agree with your take. Some points I'd quibble a little with but all in all a nice reset. There does seem to be a theme of the drones and the markerlights needing to be reworked along with an expanded kroot list of options. Thanks for answering the questions. @Krellnus-Strength D is an Apoc term for destroyer weapons. They are very good at tking out Titans, BaneBlades, and the like. Edit for sentence sorting
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Post by: JohnHwangDD
Does a IG Commander having a Power Weapon affect the Guard flavor? If someone were to max out IG Power Weapons, would we imagine that the Guard had changed? No, so don't sweat the PFs on Crisis Suits. Besides, with the unit being only 3 (4?) WS3 models, I don't see this beng an option that's going to scare any "real" Assault unit with a Power Weapon.
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Post by: Jayden63
Keeping with the "anime" feel that some people claim the Tau have, I'd think giving crisis suits force pikes (power weapons) would fit the Tau theme very well.
To keep with Tau don't like to get sticky in HTH give the weapons 2" reach. Thus in any assault phase where a model with a force pike is within 2" of an enemy unit (but not currently engaged in any melee) that model may make its full compliment of HTH attacks against that enemy unit. The Tau unit gets no bonus for charging (because they didn't), the enemy unit does not get a counter charge move because they were never charged.
Kinda like the Ork boarding plank.
Yeah, seems a little strong. Would be kinda neat though and unique.
12620
Post by: Che-Vito
< Taken by the void dragon. >
13540
Post by: cannae44
hi guys, I'm new here but I'll throw in my 2 cents on one of tau's major problems in 5e, which is the usefulness and survivability of our firewarriors.
Firstly, I'd recommend a 2 point drop like everyone else has been saying, but that's already been discussed.
Another idea I had, which is a way of upgrading firewarriors without breaking the fluff about not integrating heavy weapons is the idea of "gadgets".
For example,
Laser sights:Short ranged laser pointers aid unsteady hands against charging enemies. +2 points per model, every model in the unit gains +1 BS at 12''
Collapsible bipods: The unit can hug the ground but still hold it's weapons steady on their bipods. +2 points per model. The unit may fire the turn after having gone to ground. All other affects still apply.
I can't think of any other examples right now.
Another idea I had was that of the "tactical withdrawal", which plays off the crisis suits' jet pack move.
Tactical withdrawal: Units of Firewarriors and Pathfinders may take their run move during the assault phase, after having shot, and do not need to assault an enemy unit.
Feel free to criticize and discuss.
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Post by: Krellnus
FW stay the same except BS4 because they are elite rank and file troops
New drone weapon: Particle Beam: S8 AP3 Heavy 1 Range 36" A new weapon designed to accompy commanders and units that cannot take markerlights, replaces the need of seek missiles over short distances and designed to counter other races 'krak' missiles.
Railguns: increase cost by 15-20 points however has the following USR: No Recoil: Although a pain to reload even for more experienced Fire Warriors, The Railgun has virtually no recoil however counts as a DEFENSIVE weapon Hammerheads and Assault 1 on Broadsides (to overpowered? But follows laws of physics)
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Post by: Jayden63
I'm just throwing out some of my opinions on points cost.
With the exception of Kroot. Most things in the Tau codex are already over costed by current 5th ed codex standard. So it boggles the mind when people suggest an improvement but then increase the cost of the unit. How about starting with just making them worth the current cost. The following are just my opinion of what sort of point drop the models probably should have to fit in with the current 5th ed model.
Basic firewarrior 2-3 points
pathfinder 2-3 points
Vespid 4 points
Hammerhead chassy 20 points
Devilfish chassy 30 points
Pirahna 10 points
Stealthsuits 8 points
Crisis suits 5 points
gun drones 4 points
Broadsides 10 points
Weapon systems should also come down in price. After all, plasma guns are not nearly as effective at range because of the abundance of 4+ cover. However, I'm not going to reprice the entire Tau armory, prices change depending on what weapon is on what unit, how many, etc.
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Post by: dietrich
Firewarrior stat line is fine, they just need a price reduction. If a unit of 12 FWs with a Devilfish was in the 150-point range (figure, 7-8 pts each = 85-95, and Fish is around 60), six full units would only be 900 points. That's a bargain.
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Post by: focusedfire
@Jayden- Those point drops sound really good but the only skimmers that might drop in price are the Pirahnas, IMO. Looking at what the IG are getting and what has been done to points costing of skimmers in general for 5th ed, I think we are deluding ourselves if we think they are going to drop more than 5pts in price. Now if we were SM's instead of Tau it might be different. @everyone- I'll admit that a lot of my ideas about the direction of the next Tau codex come from looking at FW peices and what they are doing. It seems that GW is bringing more stuff from FW at an ever increasing rate. This is why I feel that the list of new stuff for the Tau will be somewhere in this group: Tetras Remoras The new twin gunned Pirahna New Kroot options Greater variety of turret options for the Hammerhead Sleeker crisis suits(Maybe, I think it may not be cost effective to upgrade and the FW variants are still selling nicely) New alien Auxilla And Drum roll please..................... The Barracuda in plastic form. Just can't figure if it'll be a heavy or a Fast attack. It might even be outside of the FOC. Which of these sounds right or would you like to see?
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Post by: Avrik_Shasla
I agree with the whole Vespid thing. Vespids are totally out of the question right now. They are very versatile and quick, but their poor WS, and their terrible armor save make them not worth having ((like all Kroot)). I enjoy having the shooty tactics, but some Ordnance weapons would do the Tau some good, or perhaps a Marker light that increases all weapons fired by an entire AP so the Seeker missles would have a bit more than a Chance of killing something.
They're all dirty cold-blooded space-communists if you ask me! Besides, their shiny, selfless "we love everyone for the Greater Good" vibe is so unfitting for the "lulz we're all badass jerks" future of 40k. GW needs to play up their cold, calculating, "join us or die, and probably still die anyway" Borg-y style. That's just me of course.
Hey! I REALLY enjoy playing the only actual good guy race in the entire damn Universe!
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Post by: JohnHwangDD
Yeah, Vespids should be WS4 Sv4+.
102
Post by: Jayden63
The thing about skimmers is that they no longer are the hotness that they were in 4th edition. They lost so many abilities compared to what they had.
I can only think of one advantage that being a non-fast skimmer has over its tracked counterpart. Thats the ability to fly over difficult terrain and not having to test.
Thats it. The skimmers moving fast - gone. Hit only on a 6 in HTH - gone. Add also that vehicles are more vunerable in HTH now and they have to get a price reduction.
The basic rhino is 35 points. The Devilfish is 80. +2 carry, +1 front armor (which means nothing in HTH), -1 BS, two gun drones, +1 KP (thanks to the two gun drones) does not 45 points make.
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Post by: gennadius
i think youll have to wait a long time for a new tau codex
10296
Post by: Casper
Jayden63 wrote:
The basic rhino is 35 points. The Devilfish is 80. +2 carry, +1 front armor (which means nothing in HTH), -1 BS, two gun drones, +1 KP (thanks to the two gun drones) does not 45 points make.
We all know that our D-pods are horibly undercost thanks to 5th obscurity rules. I would hope the devilfish drops down into the 40 range (drones/wep inculded in price) to help us recover the increase in D-pod's inevitable points hike. Hopefully our fish will wind up around 50 points with that upgrade.
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Post by: Casper
gennadius wrote:i think youll have to wait a long time for a new tau codex
I think most of us realize it will be 2 or 3 years until tau get an upgrade...but we can dream right?
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Post by: JourneyPsycheOut
I think the devilfish should cost about the same as a chimera right now with Disruption Pods being a 15-20 point upgrade. (Extra armor is 15, and you can't tell me its worth more than DP.) I'd simply remove the drones as passengers and just make them act like additional weapons. Or just get rid of the drones all together and allow two drones attached to units to essentially ride free and allow them to fire. Maybe give all tau vehicles a multi-tracker and/or black-sun filter for free.
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Post by: 8TidbiT8
I was thinking of an added special ability for the Broadsides called Stabilizers. Essentially broadsides start with A.S.S. and keep their current stat line. the player has the option to initiate their stabilizers by saying so at the beginning of his turn. The Broadsides stomp their feet into the ground and hunker down, diverting all power to their targeting systems. the suits cannot move while stabilized but can pivot 180 degrees in place. they gain the following stats boost
+1 BS. +1 T, Railgun becomes Hvy2. They also suffer the following penalties. -2WS. I down to 1. Once engaged in HTH the broadsides will destabilize as the pilots have more pressing matters. A player can destabilize at the start of his turn and the broadsides stats return to normal.
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Post by: Che-Vito
< Taken by the void dragon. > of time).
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Post by: Quintinus
Perhaps this a bit too complicated, but why not just give the Railgun a penetration of D6+D3?
This essentially means that it auto penetrates Armors 10 and 11, at least glances 12, and has good chances of penetrating 13 and 14.
Plus it can still fire a large blast (which should probably ignore cover), so it's much better than the IG Vanquisher.
Also, the Solid Shot should do d3 wounds to Monstrous Creatures.
Hmm...what else?
Tau should, without a single doubt, get Robots.
Battlesuits should be T4(5) and Stealthsuits should be at least T3(4), if not T4.
Not too familiar with the Tau, are Battlesuits monstrous creatures? Because if they aren't, then they should be.
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Post by: 8TidbiT8
Vladsimpaler wrote:Perhaps this a bit too complicated, but why not just give the Railgun a penetration of D6+D3?
This essentially means that it auto penetrates Armors 10 and 11, at least glances 12, and has good chances of penetrating 13 and 14.
Plus it can still fire a large blast (which should probably ignore cover), so it's much better than the IG Vanquisher.
Also, the Solid Shot should do d3 wounds to Monstrous Creatures.
Hmm...what else?
Tau should, without a single doubt, get Robots.
Battlesuits should be T4(5) and Stealthsuits should be at least T3(4), if not T4.
Not too familiar with the Tau, are Battlesuits monstrous creatures? Because if they aren't, then they should be.
Sounds a little overpowering with the d6+d3 but like the ignore cover rule and d3 damage idea.
Also IMO crisis suits are fine as T4 but i do think stealths should be T4 also and no they arent monstrous creatures because they just aren't big enough.
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Post by: 8TidbiT8
I'd also like to see a medium squad support vehicle, not quite transport but not as powerful as a hammerhead, kinda like the SM Razorback. I'm toying with this idea
Tau Swordfish 70pts
AV 12 11 10 BS 3
Carrying Capacity 8 FWs and up to 2 drones carried externally which act as defensive weapons and detach with the squad
Dedicated Transport for FW armed with Twin-Linked Cyclic Ion Cannons S 6 AP 4 Heavy D3x3 Rending
Can upgrade to Twin-Linked Fusion Cannon for 15pts
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Post by: focusedfire
@8TidbiT8-Ilike your Broadside(DOW Video game) Idea. It seems ballanced without a lot of rework. But I do agree with T5 for at least the Broadsides.
as far as the Swordfish, I had that same name saved for a Railgun toting variant of the Barracuda.
BTW- the cyclic is too powerful and I don't see the Tau getting a new transport.
@everyone
I do think it would make sense for the Sky-Ray Missle Defense Gunship to be able to transport. I understand about the Hammerheads needing the space for energy generators and ammunition. But the Sky-ray?
How about instead the Sky-Ray becomes the dedicated transport for the pathfinders.
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Post by: Che-Vito
< Taken by the void dragon. >
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Post by: focusedfire
All I ask is just think about it. To me it seems it would have a very nice synergy. It would be only about a 35 point increase over how we Tau players currently load our pathfinder warfish and it has the added benefits of possible two BS4 markerlights, six S8 heavy hitters, and this is in addition to having 2 hammerheads and a broadside on the field at the same time.
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Post by: Milquetoast Thug
I second the idea as a skyray being the razorback analog for tau. It would certainly give you more reason to take them, particularly if they're no longer eating up heavy support slots.
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Post by: Krellnus
The SM get drop pods and the IG are getting Valkyrie so why not Tau have the Orca, I have thought of my own modification:
Orca Jungle/Urban Deepstriker:
F:12 S:11 R:10
Cost: 100-135pts (edit)
Crew: 3 Fire Warriors
Weapons: 3 Rail Rifles; 1 hull mounted on front controlled by pilot, 1 on each side mounted on a special sliding chair: all have 45 degree FOV.
Any unit that takes an Orca have the deepstrike special rule (edit)
Transport:
12 Models, not including kroot or vespid but including units equiped in XV suits (count as 2) and Human Auxiliaries. All drones attach to outside of hull.
Upgrades: May Take any upgrade currently in Codex: Tau Empire.
USR: Deepstrike transport/ fire suppourt. When Immobilized automatically deploys landing gear and maintains current position as if it were a drop pod.
History: Developed after the Taros campaign as a way of getting troops into a hot zone with fire suppourt. Originally scaled back in use by fire caste commanders, it has found use as a variation of the Mont'ka and the crews have adopted the motto;
If the fight won't come to you, we'll take you to the fight.
Yes, I added some history ain't I sooo nice?
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Post by: Kilkrazy
The problem with just reducing points costs across the board is it doesn't cure any of the problems.
Some units like the Devilfish certainly cost too much now. It should come down.
However, just making everything very cheap just means you fill up the board with cheap rubbish which can't get the job done and is even more vulnerable to the enemy than before, because you don't have space to move or hide.
To be blunt, making everything cheap doesn't reduce vulnerability to fast moving assault hordes, it increases the vulnerability. Failing an increase in H2H capability -- which most Tau players don't want -- the army needs more shootiness, more mobility and more defence against being shot at.
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Post by: focusedfire
To Killkrazy's above statement that I would add more all around durability including HtH. Not something That makes them good but something that allows for better tarpitting. A unit that can take a heck of a punch but doesn't really hit back unless destroyed. This brings me back to either the fail safe detonator drones as wargear or some defensive drone screening squad. Defensive drone screening squad: WS2 BS2 S3 T4 W(1 or 2?) I4 A1 Ld10 Sv2+/4+inv 6-12 per squad if they are 1 wound models 4-8 if they are 2 wound models Unit type:Jet Pack or same as owner Weapons: stun guns and photon grenades Or Fail-safe detonator shield drones: WS2 BS2 S3 T* W1 I4** A1 Ld* Sv*/4+inv Unit type: As per controlling model Weapons:None Special rules:Shield drone, HtH intercept HtH intercept: Whenever a unit containing a fail-safe drone is in close combat at the beginning of the CC during the defender reaction the Tau player may send one(Only one)Drone forward to intercept as the rest of the unit voluntarily falls back D6 inches. Once the unit has fallen back the intercepting drone detonates, represented by a S4- AP5 large blast centered over the drone that ignores cover saves. Note: Even if the unit falls back off of the board due to this rule, the Drone still detonates into the enemy squad. Also, if the Tau unit is the one initiating the assault, Then during the defenders react if the defending squad can reach the Tau squad then they are considered to still be locked in combat with the Tau sacrificing the rest of their HtH for that turn. *Means same as controlling player **Means when using the detonation rule the drone always goes first. Feedback please. Which would you take and what would you tweek.
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Post by: Jayden63
Some thoughts on stuff people wrote.
Krellnus wrote:The SM get drop pods and the IG are getting Valkyrie so why not Tau have the Orca, I have thought of my own modification:
Orca Jungle/Urban Deepstriker:
F:12 S:11 R:10
Cost: 100-135pts (edit)
Crew: 3 Fire Warriors
Weapons: 3 Rail Rifles; 1 hull mounted on front controlled by pilot, 1 on each side mounted on a special sliding chair: all have 45 degree FOV.
too expensive. Part of the reason drop pods work so well is that they are cheep. Off the top of my head, I can't think of any Tau unit that would want to DS close to an enemy unit. Especially if we get upgraded range on our weapons such as 15" rapid fire or 24" fusion blasters. For the most part there is no reason for the Tau to DS close to any enemy. Now it sounds like, unlike the drop pod, that the thing can still move after DS which is a nice bonus, but I can't think of a single reason to put crisis suits in one. Any unit on board can't shoot out. Since crisis suits are where our heavy guns are, that makes no sense. And firewarriors can ride along in a Devilfish for cheaper (especially if the price drops).
I like your initiative, but I just don't see this as all that useful in the Tau arsenal. Unless your envisioning something that I'm missing.
focusedfire wrote:Defensive drone screening squad:
WS2 BS2 S3 T4 W(1 or 2?) I4 A1 Ld10 Sv2+/4+inv
6-12 per squad if they are 1 wound models
4-8 if they are 2 wound models
Unit type:Jet Pack or same as owner
Weapons: stun guns and photon grenades
Or
Fail-safe detonator shield drones:
WS2 BS2 S3 T* W1 I4** A1 Ld* Sv*/4+inv
Unit type: As per controlling model
Weapons:None
Special rules:Shield drone, HtH intercept
HtH intercept: Whenever a unit containing a fail-safe drone is in close combat at the beginning of the CC during the defender reaction the Tau player may send one(Only one)Drone forward to intercept as the rest of the unit voluntarily falls back D6 inches. Once the unit has fallen back the intercepting drone detonates, represented by a S4- AP5 large blast centered over the drone that ignores cover saves.
Note: Even if the unit falls back off of the board due to this rule, the Drone still detonates into the enemy squad.
Also, if the Tau unit is the one initiating the assault, Then during the defenders react if the defending squad can reach the Tau squad then they are considered to still be locked in combat with the Tau sacrificing the rest of their HtH for that turn.
The Defensive drone screening squad doesn't do anything extra that a normal gun drone squadron does, with the exception that its harder to kill (better save). So just make gun drones better and that solves the problem. The fail safe detonator drones is a good idea, but I see no reason to actually make it a stat model. Why not treat some of these drones like ork bomb squigs, oilers, etc. They are models that are not actually models. You need to have them as representations, but no actual stats for them as they just hang around until used. They are more like markers than anything else.
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Post by: focusedfire
Having the fail-safe drones as an actual stated model is a part of the balance. If they have stats then they can be shot before the assault. It keeps the Tau players from being cheeseball with the item.
The defensive screening drone could very easily tie up an assault squad for several turns. Especially if you give them the Stubborn rule that I forgot to enter. My bad.
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Post by: Jayden63
focusedfire wrote:Having the fail-safe drones as an actual stated model is a part of the balance. If they have stats then they can be shot before the assault. It keeps the Tau players from being cheeseball with the item.
The defensive screening drone could very easily tie up an assault squad for several turns. Especially if you give them the Stubborn rule that I forgot to enter. My bad.
This is 5th edition. Have you read the SM codex, Ork codex, and Guard rumors? Cheesy away, cheese away.
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Post by: JohnHwangDD
I don't like the Fail Safe Drones as listed. Too flexible and controllable. They should work like this:
Fail-Safe: Instead of making their close combat attacks, the Tau player may detonate the Drones. All Engaged models (Friendly and Enemy) suffer a SX AP6 hit, where X is the number of Drones in the unit at the time of detonation. Remove all Detonated Drones from combat.
This does a better job of trading a unit of Drones for an enemy unit.
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Post by: Jayden63
JohnHwangDD wrote:I don't like the Fail Safe Drones as listed. Too flexible and controllable. They should work like this:
Fail-Safe: Instead of making their close combat attacks, the Tau player may detonate the Drones. All Engaged models (Friendly and Enemy) suffer a SX AP6 hit, where X is the number of Drones in the unit at the time of detonation. Remove all Detonated Drones from combat.
This does a better job of trading a unit of Drones for an enemy unit.
You lost me with the friend and enemy part. How much do these drones cost? Because even at 5 points each, your now paying 20 points for S4 and against most things the opposition will still take less damage (because of better T) and probably have a better save. I don't see how that really helps keep the tau unit from dying. Hell even against just guardsmen its a pretty even trade off (since Tau never charge) the remaining guardsmen will still probably be enough to turn the HTH results into their favor.
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Post by: Enthe
On Fire Warriors in HtH:
There were some interesting posts a few pages back suggesting using the Hit and Run USR or the Space Marine rule where they can choose to fail a test as escape valves to get out of an assault they don't want to be in. I've been thinking about that, and it seems to me that Tau are already good at losing combats and trying to run. I think the main close combat problem is that with I2, they don't have much chance to survive the sweeping advance rules.
I'd like to see photon grenades get a special rule that prevents sweeping advances against units carrying them. Then a typical assault against FWs would play like this: Tau are assaulted -> take casualties -> try to fight back -> lose combat -> fail leadership -> fall back to regroup and shoot again before the next assault. Assaults on Fire Warriors would still be effective at killing models and pushing them back, but they would no longer be instant probable unit kills.
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Post by: focusedfire
Enthe- It's a good idea but I feel the Tau would still need a 1point bump to their Toughness to be able to weather most of the combats and still have models left alive.
That or a unit wide shield gen that gives the entire unit Inv saves.
I don't know.
Whenever I get to the point of not knowing I look at the Hallmarks of Tau warfare. Mobile, Precise, and fairly Durable Firepower. I then try to build on those.
I hope that the Tau keep the not subscribing to attrition warfare concept and instead continue on the path of a high-tech pinpoint fire style army that borders on being an elite strike force.
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Post by: Che-Vito
focusedfire wrote:
I hope that the Tau keep the not subscribing to attrition warfare concept and instead continue on the path of a high-tech pinpoint fire style army that borders on being an elite strike force.
QFT.
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Post by: Quintinus
This probably steps on the toes of the Eldar too much, but why not give the Tau sergeants an option for a sort of force field thing that gives all Tau in that unit a 5+ invulnerable save?
Although I guess that this doesn't help them too much.
Or perhaps something like 'Noble Sacrifice- If the unit would be sweeping advanced, nominate one model and remove it from the game as a casualty. The combat ends and the enemy models may consolidate.'
Something of that sort? Or maybe it's too overpowering. If it is, perhaps make it so that Tau still have to roll for LD?
12620
Post by: Che-Vito
Vladsimpaler wrote:This probably steps on the toes of the Eldar too much, but why not give the Tau sergeants an option for a sort of force field thing that gives all Tau in that unit a 5+ invulnerable save?
Although I guess that this doesn't help them too much.
Or perhaps something like 'Noble Sacrifice- If the unit would be sweeping advanced, nominate one model and remove it from the game as a casualty. The combat ends and the enemy models may consolidate.'
Something of that sort? Or maybe it's too overpowering. If it is, perhaps make it so that Tau still have to roll for LD?
"Noble Sacrifice" sounds a bit too powerful, and a bit too unrealistic.
Example: 5 Termies win HTH with a squad of Fire Warriors, somehow, some of the Fire Warriors survive. 1 FW is going to then halt the whole squad of Termies???
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Post by: focusedfire
Nice Idea there Vlad. Ithink we are all heading towards the fix in our own ways.
Off-topic
BTW, There is a debate That I sparked and Whitedragon took me up on about the A.S.S. rules
I commented on how poorly they were written but as to how you run them I was told by the gw help line and many others that all of the broadsides can take drones when equipped with A.S.S.
He read the rule and is now debating that you can only take one pair.
I've attempted to expand the debate because the rule is so poorly written that there is no RAW benefit to this wargear.
So come on over and chip in your two cents worth.
I'm arguing both that the rule by RAW doesn't convey any benefit
But if it does then all broadsides may take the drones.
Sorry for the interruption.
On-Topic
@JohnHwangDD- Precise and controlled is what makes it Tau in my opinion.
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Post by: Krellnus
Orca Jungle/Urban Deepstriker:
F:12 S:11 R:10
Cost: 50pts
Crew: 3 Fire Warriors
Weapons: 3 Rail Rifles; 1 hull mounted on front controlled by pilot, 1 on each side mounted on a special sliding chair: all have 45 degree FOV.
Any unit that takes an Orca have the deepstrike special rule
Transport:
12 Models, not including kroot or vespid but including units equiped in XV suits (count as 2) and Human Auxiliaries. All drones attach to outside of hull.
Upgrades: May Take any upgrade currently in Codex: Tau Empire.
USR: Deepstrike transport/ fire suppourt. When Immobilized automatically deploys landing gear and maintains current position as if it were a drop pod.
History: Developed after the Taros campaign as a way of getting troops into a hot zone with fire suppourt. Originally scaled back in use by fire caste commanders, it has found use as a variation of the Mont'ka and the crews have adopted the motto;
If the fight won't come to you, we'll take you to the fight.
Dropped Price, don't know Pod Price as I haven't read SM codex yet, my bad.
@Jayden63: my "envisionment" is that when the enemy 'takes' the upper hand you can deepstrike mass troops behind him/her to catch said player in a cross fire, I made it like this to give them an alternative mavouverability to mech armies or to suppourt them. Might make it so 2 pathfinder squads can replace it as the required devilfish.
Off Topic:
@ focusedfire: Any tau squad that can take a drone controller may take up to 2 PER drone controller regardless of movement type.
eg. An ethereal and honour guard can take 4 drones as both the Shas'ui and the Ethereal can take a drone controller.
P.S. can you link to said forum?
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Post by: Nova
I hope its not too presumptuous to post a block of text as new as I am on the forum (lurked for a good few months), but here's my thoughts. I do play tau, by the way, but also a little IG, although most of it's with converted boxes and a shoe.
I'd like a lot of the non-vehicle units to stay about the same price. I'd rather see middle-of-the-road points cost instead of dirt cheap or eldar/necron expensive. Good solid models with excellent combined arms; basically the 'lowest' of the high-power-high-cost armies.
-A few extra commander suit options: Broadside wouldn't be terrible, but an XV2(2) would be even better. Perhaps at worst a different weapon set; the 25's plus a few new special issues
-Rapidfire on Rifles 15". Cover saves taken against Pulse Rifles fired in "heavy" (30" 1 shot) mode have a -1 penalty (think 'spy mask but weaker').
-Pulse Carbine Assault 2 18", or may fire a single EMP grenade out to 12 (or maybe 18?)". Probably a 1/game affair, with the rest of the EMPs being the melee 'nades.
-Plasma: down to 18/27 points for a suit, Assault 2 at 24".
-Ion technology diversified a little:
*Ion Lance: 60 S6 AP2 Heavy 2: Rolls as EMP strike instead of armour penetration against vehicles (if too powerful, make it unable to penetrate. If too weak, armor pen PLUS the EMP). Probably for the barracuda to take out other aircraft (it and the remora need some work, especially at those prices)
*Ion Cannon: Heavy 4, and now available on broadsides instead of Twin Rails
*Ion Rifle: 24" S5 AP3 assault 3: a special issue for commanders?
-Gun Drones: Troops, number in squadron increased from 4-8 to 4-10, but may only score/hold-objective while 6 or more models (the old 'not enough for a good network Ld rule from 3rd edition) in the squad. Keeps them cheap but very versatile, and a little better suited to tossing out at the enemy. Vehicle drones are of course no longer free KPs
-Hammerhead Railgun: A bit cheaper, and Twinlinked: I like the 'd3 against MC' wounds idea; a lot of its energy is probably lost in smaller targets from having punched too cleanly through. If 'too powerful', make the d3 only function if you didn't have to reroll the hit. Subs ignore cover. For vehicles, Lance.
-Broadside rails: Heavy 2, but no longer twinlinked, and weaker than the hammerhead
Vespid: I'd not change the gun, and instead have the claws be rending and give them something almost, but not quite, like an armour upgrade: How about that hard, pressure resistant chitin of theirs be a little more resilient than flak, but not as much as carapace, by simply allowing it its save against AP5? 4 or better still whack it (like those sternguard and many others), but they at least get their save against the ubiquitous weapon of what's supposed to be their primary target; the regular marine.
-Hammerhead itself: -20 to the cost
-Devilfish: -25, and lower cost of SMS upgrade to +10
One thing I have been thinking of: Battlesuits are too easily taken out by the breadth of S8+ weaponry appearing all over the place (triple-twinlinked-las at the price of an ionhead, anyone?) If T5 or eternal warrior would be too much, why not do what a lot of the wargear on battlesuits was evocative of: making them more vehicle-like? Could be something applied to maybe only shas'vre or higher.
Weapon Sacrifice (okay I'm terrible with names but at least its to the point): Multi-wound battlesuits suffering an unsaved(or failed save) instant-death attack may instead choose to sacrifice their most expensive weapon or support system (or maybe just weapon). Reduce the model to a single wound. The damaged system may no longer be used for the remainder of the game.
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Post by: focusedfire
@ Krellnus- Here you go.
http://www.dakkadakka.com/dakkaforum/posts/list/235909.page
This debate started on the O'Shoavah v O'shaserra thread. Whitedragon provided a link to that thread in the first post on the YMDC thread.
He started the thread becase I invited him to. I didn't want to derail the other thread any further but wasn't going to throw this rule into the lime light because I don't kick armies or anything while its down.
IMO when its all said and done the rule is going to be useless when looked at by the RAW eye and the Tau will lose one of their few remaining tools.
@Nova-
Some very cool ideas there. I don't think you'll be able to sell a weakening of the broadside railgun, though.
I think boosting the Hammerheads Railguns stats is the way to go here. Take 2 railguns and stack them one on top of the other and you'll get what I'm looking for. A Heavy 2 Railgun.
Now don't get me wrong. I'm in favor of making the broadsides twin gunned also. Just not weakening their profile any. Epecially with what the IG is getting in the way of armor.
I like your concepts on the Ion tech. It may be a little to alien or difficult for GW to balance game wise. Did you have a chance to go through my Ion Cannon proposals?
I'm think a mixture of the two ideas might move the concept towards the center. I've had several different suggestions on the Ion tech and think that there may be a good composite idea waiting to happen.
If haven't read these ideas, well the thread is getting a little large.
Does any one think its time to start another thread on this? Maybe a Fix 5th ed Tau part II-What does the IG codex suggest for the next Tau codex.
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Post by: Nova
Ah, don't get me wrong. I didn't mean as in 'making it weaker', just that it would be weaker from not being the same (improved) solid shot the hammerhead would get!
Edit: On ion weapons; you mean these? Ion cannon, Yes S8. Have been proposing this for the Ion family of weapons:
Ion Cannon Range 48" S8 AP3 Heavy 3, rending
Cyclic Ion Blaster Range 24" S4 AP4 Assault 4, rending
Hm. I kinda like the 60 range; like the pulse's 30 and suggested 15's for its rapidfire It gives the tau a little flavor, having their own sets of rangebands. The 60" basically says "fark you" to the thousand and one lascannons in the game. I'd like to think of the 60" S7 AP3 as the baseline for ground ion, thus my suggestion for the 'lance' version.
I couldn't possibly agree more on the CIB; always been a fan of it myself but this would be just the switch it needs to make it a good commander weapon, not just a 'very special episode of burst cannon'. At 15-18 or so points for those stats it would be perfect.
Cluster Ion Cannon ("Grapeshot"): 30" S6 AP3 Heavy 1 ( AA if apoc). Against ground targets, works like the old submunition; on a successful hit, small blast (nothing on a miss) of S3AP3 (not sure balancewise whether central target also gets that, probably shouldn't). Basically a quick 'hellgunning' of the area with whoever's at the very middle eating the converged part, fluffwise. I'd see this as replacing the FW "long burst cannons" on the Remora, for example (I think it'll probably show up as our light 'aircraft skimmer').
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Post by: focusedfire
Oh, sorry for misinterpretting your intended meaning. The last ideas I had for the Ion weapons line was something like this: Ion Cannon: S8 AP3 Heavy 3 Rending Range 48" Cyclic Ion Blaster: S4 AP4 Assault 4, rending range 18 or " ......................"S4 AP5 Assault 6, rending range 18" How could we combine these concepts with your ideas? The Lance idea while cool sounds almost too Eldar. Instead, How about Ion warheads on the seeker missles that give them and additional EMP effect against vehicles? Would those Ion Cannons on the Broadsides end up being Heavy 8? How about The Ion lance rules for the Etherals Honorblades? Your input please. Edit for spacing
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Post by: Nova
Ion Rifle: S5 AP3 Assault 3 OR AP2 Assault 2. Special issue; for the discerning marine hunting commander. 20 points oughta do it given cover nowadays (basically a commander plasma). The high rate of fire I'm thinking of comes with something a little more humble... the not-on-vehicles-anymore Burst Cannon.
When I suggested ion cannons on broadside, it was 1 cannon instead of the twin rails. otherwise, 8 shots, er, bit much don't ya think?
Instead of the CIB being a variable shot (24" S4 AP4 assault 4 rending is somehow perfect in my eyes for it), how about the venerable burst cannon? It can't just stay on vehicles, so they'll get something else anyways.
The EMP rule, I dunno. Eldar go for warp distortions and the like. Sure they have haywire grenades (and I'm all for EMP seekers by the way) but most of their 'specials' seem to be based on dimensional tech. This is more a "brute force" approach, just plain frying systems with what most other races consider spacecraft weaponry. Very Tau to me.
Burst Cannons:
For something unique, let's have its number of shots (its pulse, I like that all pulse is the same, its... fitting, somehow, for them, so still S5 AP5) be based on the model's BS. Bonuses to-hit from markerlights not counted of course for that, but now you really want a targetting array. Shas'Ui, BS3, 3 shots. Shas'O? Firestorm just got a whole lot messier. What's that? Targetting array would now work beyond 5? OW!
As a balancing factor if need be, weapon could be inaccurate, lowering effective BS by 1 for purposes only of the to-hit roll (but real BS is already there so a markerlight wouldn't buff your "4" up to 5 again). If not strong enough, increase shots. BS+1 shots at BS-1 to-hit. We can easily limit the markerlight/bonus factor to avoid breakage and keep it a trully "more dakka" feel by just making sure the wording on markerlights and other 'to hit' bonuses is limited by base, not 'current' at 5 or 6 or whatever it should be.
Thus: BS3, 3 shots at BS2. a LOT of room for markerlight help, not very good. but elites be BS4 now let's say.
4 shots at BS3. no real improvement, but again, markerlight support makes it nasty.
Shas'O: 5 shots at BS4. the hurting commences. What's that? A targetting array? 6 shots at BS5? Dirty!
Or, if you wanna go nuts, DOUBLE model's BS in shots, at -2 to hit. Can you say "shas'O with targetting array has 12 shots at BS4"? Might be way too much though, but hey, its easy to just put limits on it. its the ideas we want.
(edit: er, cleaned things up a little and answered a bit more)
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Post by: Jayden63
We need someway of getting defensive weapons on our tanks. I like the idea that burst cannons (and bust cannons only) count as defensive weapons on tau tanks. Thus if you take a warfish with multi-tracker it can still move 12" and shoot all its guns. Hammerheads make you take a choice. If you upgrade to the SMS your stuck at 6" move to shoot all your shots, but if you leave the default burst cannons on you can get 12" move and shoot all your shots.
Having a S4 weapon in the Tau army just doesn't seem right unless its being used by one of the alien races. Tau tech is just too far advanced for the lowly S4. (did I really type that?)
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Post by: focusedfire
Jayden-Just pointing out be cause your last post seems to suggest such. Devilfish can't take burst cannons.
How about the Airburst Fragmentaion projector as a deffensive weapon? I could really go for that.
I know, It's an imprecise large blast weapon but I've always imagined that the smart little bomblets are actually very precise and that the Large blast is just there range.
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Post by: Jayden63
Umm... devilfish come with one. If you upgrade the drones to SMS your tank now has two primary weapons. Thus moving 12" and only shooting 1. That blows for a tank whos purpose has been to actually kill things rather than just move troops around.
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Post by: focusedfire
Nova wrote:Ion Rifle: S5 AP3 Assault 3 OR AP2 Assault 2. Special issue; for the discerning marine hunting commander. 20 points oughta do it given cover nowadays (basically a commander plasma). The high rate of fire I'm thinking of comes with something a little more humble... the not-on-vehicles-anymore Burst Cannon. Don't give up on the burstcannons yet. I think the Long-Barreled Burst Cannons are going to become available in the next Dex. Would be a heck of a weapon on a commander. I think the regular burst cannon could go up in rate of fire also. Nova wrote:When I suggested ion cannons on broadside, it was 1 cannon instead of the twin rails. otherwise, 8 shots, er, bit much don't ya think? You can never have to much.  Take them down to 3 shots per gun 6 shots per suit, and make it special issue(One per army or commander only) with a target lock and there is a viable idea.(This is of course with the S8 rending) Nova wrote:Instead of the CIB being a variable shot (24" S4 AP4 assault 4 rending is somehow perfect in my eyes for it), how about the venerable burst cannon? It can't just stay on vehicles, so they'll get something else anyways. I think your wanting the Long-barreled burst cannon(as do I). Its stats are: Long-Barreled Burst Cannon: S6 AP4 Assault 3 Range 36" I could see it going up to assault 4 or twin cannons on the Hammerhead for 6 shots. But yes The CIB should be as S4 AP4 assault 4. The 18" comes from the game designers feeing that the JSJ= minus 6-12" of range. Funny, they don't apply that on the eldar jetbikes when carrying shuricannons. I would love for the CIB to be range 24". I almost put it down like that but then tried to make the weapon like GW would. Nova wrote:The EMP rule, I dunno. Eldar go for warp distortions and the like. Sure they have haywire grenades (and I'm all for EMP seekers by the way) but most of their 'specials' seem to be based on dimensional tech. This is more a "brute force" approach, just plain frying systems with what most other races consider spacecraft weaponry. Very Tau to me. It's the ranged weapon lance rule. That is absolutlely Eldar. The only thing I see benefitting fron some form of Lance rule in the Tau would be the Etheral and even then it would make more sense for them to have Just a +2 to strength power weapon that also incorporates a stun effect. I like the EMP effect idea, I'm just trying to figure what I feel would be the best fit. As to the Ion weapons, Go down a size. Simple Ion Blaster. A one handed? weapon that has the following profile. Ion Blaster: S4 AP4 assault1,*Emp Range 18" *EMP- Againts any type of Jump-pack,Jet-pack, Bike or Jetbike a roll to wound of a six will cause them to stall and force the listed units to move as normal infantry for the next turn.(Maybe a table for multiples?) Against vehicles any roll to pen of a 6 follows this table. #of sixes per turn rolled: 1-Automatically stuns the vehicle for 1 turn 2-Vehicle stunned and immobilized for 1 turn 3-Vehicle stunned and immobilized for 2 turns 4-Vehicle stunned for 2 rounds and is immobilized for rest of game unless repairs can be made. Any further 6's rolled give no additional benefit and Temporary turn based effects cannot be stacked to destroy weapons. Only if the vehicle is truly immobilized can subsequent immobilised results cause weapon destroyed. Turn based immobilized vehicles are auto hit in assault. Nova wrote:Burst Cannons: (Modifying to shorten) A lot of cool ideas that are just a little overly complicated Again, think about the Long-barreled variant.
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Post by: focusedfire
@ Jayden- It sounded as if you were saying they could be taken as a secondary system. Thats what I was getting at. We understand that they come with one standard. Your suggestion made me think you were trying to equip the secondary system with burst cannons, also. Sorry for the confusion. Edit for spelling
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Post by: Nova
The FW ones are all regular pulse strength with 36", which would be okay for a Firestorm, but... where have you seen a 6/4?
Edit: by the way; my only mention of the actual lance rule was for hammerhead rails (and that's a suggestion from way earlier in the first pages of the thread). The 'ion lance' was very specifically not a typo in lacking it in the rules.
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Post by: Krellnus
Have the Demiurg aux as a race and give them the ion tech as the fluff states they sold it to the Tau
BTW in 5e a defensive weapon is S4 or less (e.g. storm bolter, SMS) and Gun drones fire like passengers in open topped vehicle.
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Post by: focusedfire
Nova-The 6/4 comes from Forge World IA3 Taros campain.
BTW, What do you think of the Ion blaster idea? I was thinking it would be a good weapon for a new Axilla race.
Oh yeah, I'm editing the entry to add new stuff that i forgot to put in before..
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Post by: Nova
on IA3: I'd completely forgotten about those hammerhead turret options. Although given in 4th edition the regular ion is 5 points cheaper, well... Still, for a vehicle burst, it makes sense. Maybe a little less range; would probably be perfectly fine at 24". At 16 points for the pair, S6 AP4 Assault 2, 24" DEFENSIVE would be quite the steal, even.
if you mean the S4AP4 Assault 4 18" with an AP5 assault 5 mode, could definitely see that on an auxilary race. Kinda like what I was thinking for the ion rifle.
Instead of "special weapons", a lot could be done with "hey let's make this make sense" alternate fire. Like with a more accurate or reduced-cover single 'heavy' shot when firing pulse rifles, or perhaps even a tank main the skimmer can't QUITE devote full power to when moving, etcetera...
If done in a way so as to reward combined arms tactics, but balanced against the old point-denial style, we could have a lot of the Kauyon/Mont'Ka built up in that way. Completely opposite from Eldar too if done right: average not-really-specialised (but customisable) squads whose greatest power/specialist-abilities come from support (or supporting) others in the army.
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Post by: focusedfire
Darn you Nova. You get me sold on the Idea of weapons with an EMP effect then you jump to reworking the old ones.(Grumble)
Yeah, The select/alternate fire modes idea was covered a few pages back. It's definitely a valid and very good idea.
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Post by: JohnHwangDD
Jayden63 wrote:JohnHwangDD wrote:I don't like the Fail Safe Drones as listed. Too flexible and controllable. They should work like this:
Fail-Safe: Instead of making their close combat attacks, the Tau player may detonate the Drones. All Engaged models (Friendly and Enemy) suffer a SX AP6 hit, where X is the number of Drones in the unit at the time of detonation. Remove all Detonated Drones from combat.
This does a better job of trading a unit of Drones for an enemy unit.
You lost me with the friend and enemy part.
How much do these drones cost?
I don't see how that really helps keep the tau unit from dying. Hell even against just guardsmen its a pretty even trade off (since Tau never charge) the remaining guardsmen will still probably be enough to turn the HTH results into their favor.
Why, because they hit *everything* automatically? Oh wait, you wanted something that gives the Tau a free pass in HtH? Never mind.
I'd figure about the same as Shield Drones. Hitting everything is a good ability.
Huh? You can't split them off of or take a separate unit of them? Those would be the most obvious uses. Tactically, they are very strong, but you would have to use, you know, *Tactics*...
And the unit dying is pretty much the point of the unit - that's why they're suicide drones!
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Post by: Nova
Actually, that may be an 'enemy' ability (for another, see current ethereal rule). Its a lot of hits, but extremely low strength. Even if X= 2x number of drones, that would still average to... maybe 4. you'd be exchanging a lot of points (how much will the drone cost?) to whack your guys with a higher chance of your tau dying than the enemy, or equal at best in most circumstances.
-Against a horde army, say, a mob of Boyz, An S2 (FW can have two drones) hit on each would wound and kill 1/6th, while wounding 1/3 of the Tau there (half of whom survive). Problem is, you need to kill at least 4 boys with this bang just to start passing above the worth of your 2 dead Fire Warriors. Chances are though that mob chews straight THROUGH the entire squad at I3 with its 30~90 S4 attacks, just before the warriors get to exchange their attacks for boomdronzes.
-Against power-armored armies, the lower save means more tau die than do marines/necrons/terminators, while still running into the problem that a lot of models will already be dead. Hell, imagine if just ONE terminator waltzes in, causing his attacks AND (he shrugs it off) hitting the rest of the squad with the drone's atta... wait, wasn't this supposed to be a Tau ability? Any 2~3+ save good-toughness IC is gonna LOVE these things!
Despite all these drawbacks, we'd be paying arms and legs for it, because of the (TECHNICALLY correct) potential a squad of stealth suits could do (at the cost of themselves and 10+ frakkin drones mind you) being the 'abusable' (pretty dumb waste of points if you ask me but, well, you know how it is) little melee trick tau can do. Even at 10 points a drone we've got something far too expensive for its real cost to us. Even though most squads can take just two.
Now, I don't DISLIKE the idea of an emergency drone or the like like that... but here's what I'd suggest it be instead: Flechette Dispenser drone. Just have it work exactly as the dispenser does for vehicles, but for the squad. It'll probably get whacked by the incoming army, but not before our little 10 point friend drops a wound against all of them on a 4+ for daring to assault those accompanied. Most likely a single shot per game (in which case 5 points seems appropriate), but a nasty thing that's affordable, without being something the enemy may simply abuse.
Alternatively: the drone functions similarly to a failsafe detonator, blast template and all. The first melee thrown at that squad of tau, After enemy models are moved, the drone gets exchanged with the Shas' model who'll cover the most as the center of a blast unless it itself already was in that position.
All models save the drone instantly fall back 1d6", and the drone blows with an S8 AP- blast, ending the melee prematurely, though catching any friendlies that were still too close in the blast. Presumably, your warriors will then proceed to cut them up in the upcomming shooting phase. Only problem is that unless this ability is 'hidden' (as in 'deployment') everyone just doesn't bother to assault: its not like many can't outshoot tau once in 12" range anyways. They'll just go after a different squad with their assaulters.
Now though; how about some more suggestions on special abilities? Not just weapons, but for alternate modes on old clunkers like the FW hammerhead turrets, and 'how do we keep'em safe from melee in a 5th ed world', preferably without too much reliance on the main book itself as then 6th ed would just wreck half the abilities like what happened this time. Flechette drones can be pretty cool, But how do we get our troops AWAY from combat when their I's so low there's no way hit&run is gonna work?
...Edited so its readable and added an alternative
Ah; here's an idea. One thing that's always rubbed me the wrong way is the Armour vs AP system. AP3 is no better against AP2 than AP- is: worse, in fact, as that's a lot of points compared to the sheer number of AP- weapons you could probably field with same strength for the cost. Cover compounds this whole issue terribly.
How about Tau instead do things in a more... realistic (er, if we can consider it that) way? How about we scrap half of our excellent-AP weapons, but instead churn out save reducers?
Say you take pulse-power as a base, but the weapons line (as in 'pulse' or 'bolt-': the types that go from pistol to tank gatlings) worsens armour saves (while still allowing most of them)?
example: AP6 instead of 5, but REDUCES enemy saves by 1. guardsmen a little better off than against regular pulse, as they have a 6+ against it. orks get cut clean through as usual. Marines and terminators suddenly have a bit of a problem. Scale up and out to the heavier/special versions, which perhaps reduce save by 2, and all of a sudden instead of plasma you've got something that truly represents ripping through the enemy. Those termies still get a 4+ save, but against a lot more incoming fire than if facing "plasma or bust".
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Post by: ricekake87
My army still kicks butt, but then again I use Farsight, so no Insects or green jumping dudes!!!!!
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Post by: Che-Vito
Nova wrote:
How about Tau instead do things in a more... realistic (er, if we can consider it that) way? How about we scrap half of our excellent-AP weapons, but instead churn out save reducers?
Say you take pulse-power as a base, but the weapons line (as in 'pulse' or 'bolt-': the types that go from pistol to tank gatlings) worsens armour saves (while still allowing most of them)?
.
I believe this was a 2nd Edition Concept that just slowed the game down horribly. I may be wrong, it may be 3rd, but either way. (Pretty sure it is 2nd).
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Post by: Nova
I fail to see how it would slow things down if done right.
"your save's one worse against these guns, so its 3+ for your termies, 4+ for that marine there."
"screw you! *rolls*"
Doesn't seem any more troublesome than rending. less, even, if on a simple weapon (I don't mean pulse-rifles themselves gaining this, but if its what everyone in a single squad has or can take, carbine like...) no more bookeeping than anything else. Or is poisoned weapons, melta or sniper too complex?
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Post by: Che-Vito
Nova wrote:I fail to see how it would slow things down if done right.
"your save's one worse against these guns, so its 3+ for your termies, 4+ for that marine there."
"screw you! *rolls*"
Doesn't seem any more troublesome than rending. less, even, if on a simple weapon (I don't mean pulse-rifles themselves gaining this, but if its what everyone in a single squad has or can take, carbine like...) no more bookeeping than anything else. Or is poisoned weapons, melta or sniper too complex?
Melta and sniper, and seeker for that matter are easy. Tau don't have poisoned weapons, so I can't speak to that. But, adding an older concept that would modify some amor saves, but perhaps not vehicle armor saves, and do X against cover, and Y against Invulnerable.....and so on. Very few people are capable of making the rules simple.
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Post by: Nova
Piercing X:Armour saves better than the weapon's AP value are penalised by X when made against wounds caused by a weapon with this attribute. For example, a space marine (save 3+) wounded by an AP5 Piercing 1 weapon successfully saves against the wound on a 4+. The same weapon used against a guardsman (save 5+) would ignore his armour as the weapon's AP value negates the model's Armour save. An AP6 Piercing 1 weapon would still allow the guardsman a 6+ armour save, as AP is measured against the weapon before piercing modifiers are applied.
Piercing weapons have no additional effect against vehicles, cover or invulnerable saves, but never have AP-.
here. that's how I'd explain it in the rules, and it seems clear enough, even though I'm thoroughly inept at writing this stuff up.
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Post by: Che-Vito
Nova wrote:Piercing X:Armour saves better than the weapon's AP value are penalised by X when made against wounds caused by a weapon with this attribute. For example, a space marine (save 3+) wounded by an AP5 Piercing 1 weapon successfully saves against the wound on a 4+. The same weapon used against a guardsman (save 5+) would ignore his armour as the weapon's AP value negates the model's Armour save. An AP6 Piercing 1 weapon would still allow the guardsman a 6+ armour save, as AP is measured against the weapon before piercing modifiers are applied.
Piercing weapons have no additional effect against vehicles, cover or invulnerable saves, but never have AP-.
here. that's how I'd explain it in the rules, and it seems clear enough, even though I'm thoroughly inept at writing this stuff up.
Hmmmm. I like this idea when explained to it's fullest with that kind of simplicity. Good work.
I am assuming the weapons that would have this would be few and far in-between, but would allow some counter-balance to the crazy armor saves. (I partiuclarly think of Vespid with this kind of idea.)
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Post by: Casper
Che-Vito wrote:Nova wrote:Piercing X:Armour saves better than the weapon's AP value are penalised by X when made against wounds caused by a weapon with this attribute. For example, a space marine (save 3+) wounded by an AP5 Piercing 1 weapon successfully saves against the wound on a 4+. The same weapon used against a guardsman (save 5+) would ignore his armour as the weapon's AP value negates the model's Armour save. An AP6 Piercing 1 weapon would still allow the guardsman a 6+ armour save, as AP is measured against the weapon before piercing modifiers are applied.
Piercing weapons have no additional effect against vehicles, cover or invulnerable saves, but never have AP-.
here. that's how I'd explain it in the rules, and it seems clear enough, even though I'm thoroughly inept at writing this stuff up.
Hmmmm. I like this idea when explained to it's fullest with that kind of simplicity. Good work.
I am assuming the weapons that would have this would be few and far in-between, but would allow some counter-balance to the crazy armor saves. (I partiuclarly think of Vespid with this kind of idea.)
Only problem I see is that those type of rules have been phased out of the game. Ork Choppas and Big Choppas Reduced you max save to a 4+ so terminators would be 4+5++ against standard ork boyz. Think Khorne Bezerkers and a few other units had rules like that.
Imo i find cover saves more hurtful to tau's shooting than armor therefore reworking markerlights so they dont effect BS (to compensate Suits of all type and vehicles are BS 4, Comanders base BS 5, 'o BS 6) that way markerlights can do what they do best - remove cover saves.
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Post by: Nova
Actually I like that ability of markerlights. Perhaps it should only be capable of increasing BS by 1, but 90% of counters are used to fire seekers and remove cover already.
Why they phased out such abilities from the game is beyond me: The Choppa rule makes a lot more sense than just "hey let's just make more power weapons" and "AP-, 6 or 5 is MORE effective against Sv2+ than AP3", but more importantly gives a healthy middle ground. its not like its complicated.
My annoyance with cover saves is that when facing MEQ or better, for all except our helios, seekers/ionheads (against most of the army but not all) and single shots from piranhas, we've pretty much got nothing to ignore saves: most cover isn't as good as the armour it protects, and even if it is you're just using 5 markerlight counters (that's 10 markerlights: 120-300 points depending on the sources) to worsen a save from a single volley by 1. Penetrating Flak is one thing, but even with markerlights, against heavily armoured peeps..
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Post by: JohnHwangDD
@Nova: The thing is, those Suicide Drones gain considerably as more Drones are added, and that's the point. It's something that you can use Tactics to maximize enemy impact while minimizing your risk.
Heck, throw just a half-dozen Suicide Drones at Orks, and you can probably engage most of a 20-strong unit, to score S6 hits on all of them. That's enough to cause like around 17 wounds, which will definitely earn its points back.
Even against a Tac squad of 10 SM, that's 8+ wounds, so you'll kill 2 or 3 guys, probably 1 "special" guy (VS, Heavy, or Special).
As a distraction, they're fantastic unit that causes enemy to reconsider target priority and engagement strategy.
Thus, it makes for a reasonable Tau-like technological counter.
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Post by: JohnHwangDD
OH, yeah, re: Piercing, this can't happen, as GW got rid of ASMs with 3E, and took next step with "Heavy CCWs" in 5E.
Your choices would be
- Rending
- forcing re-rolls of passed Armor Saves.
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Post by: Nova
JohnHwangDD wrote:@Nova: The thing is, those Suicide Drones gain considerably as more Drones are added, and that's the point. It's something that you can use Tactics to maximize enemy impact while minimizing your risk.
Ah but at what cost? And how many CAN you add? Certainly you won't be seeing S6 from the two drones a FW team can take, or the zero drones your kroot squad, sniper drone team or gun drone squadron can take. Even if you DO have S6 because of 6 drones, that's a single-shot S6 blast for what, 60 points? more?, for an AP- submunition? taking up a lot of system space on a single squad that now screams "assault the other ones, except with small half-dead remains, walkers, gundrone pairs or just pieplate'em".
Heck, throw just a half-dozen Suicide Drones at Orks, and you can probably engage most of a 20-strong unit, to score S6 hits on all of them. That's enough to cause like around 17 wounds, which will definitely earn its points back.
As I asked though WHAT's the cost? and how are they deployed/attached? You're making it sound as though they'd be a squadron (in which case where in the FoC are they), which would be better than as a wargear upgrade that's certain, but only if the price is extremely attractive.
Even against a Tac squad of 10 SM, that's 8+ wounds, so you'll kill 2 or 3 guys, probably 1 "special" guy (VS, Heavy, or Special).
And probably your (more expensive and not a bit tougher) battlesuits right along with it, if we keep to the original idea that ALL forces engaged are struck. one dead boomdrone+ deathrain out of three deathrains isn't made up by 3 dead tac-marines, most likely not even if one of the three was the melta guy.
As a distraction, they're fantastic unit that causes enemy to reconsider target priority and engagement strategy.
Spore mines too but I've never actually SEEN a biovore. (no really. I've never even seen the box for sale at the nearby store.)
Its not that its necessarily a bad idea, but if they're the same cost as a gun drone and hit our own guys, they're just a small scale ethereal in "take this" value. That's why I'm asking. Less qualitative arguments, more numbers. Make them WORTH taking and you'll have me dead sold on them, potentially.
Mind you we already HAVE self-destruct drones: SMS shots.
edit/cont: As for GW having 'removed' some of those things, doesn't mean they can't put it back in. Forcing rerolls could work instead, mind you, but that struck me as too powerful. I'm talking something more middle of the road after all. more reliable but less powerful than rending, less reliable/powerful than power weapon but ranged.
The few pages of the IG codex I've gotten to actually read this morning though, tell me that there's a LOT of solid-shot railguns with longer range and big blast templates headed our way, including those 30pt basilisks in the command squads. There's also a serious risk of being outshot at 24" with the new orders, by lasguns of all things, against FWs that are twice the cost and no less squishy.
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Post by: EasyE
i will probably catch flak for this, but...
get rid of all the non-tau races in the codex, really is it just a buffet style alien party now?
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Post by: Kilkrazy
EasyE wrote:i will probably catch flak for this, but...
get rid of all the non-tau races in the codex, really is it just a buffet style alien party now?
The thing is, if you want an army which doesn't have a bunch of different aliens allied and fighting together, you already have the following choices: SM, CSM, IG, Eldar, Orks, Necrons, DE, Nids, and SoB. Do you really need a 10th option?
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Post by: Che-Vito
EasyE wrote:i will probably catch flak for this, but...
get rid of all the non-tau races in the codex, really is it just a buffet style alien party now?
Yes it is, and since the Tau fluff is based around them incorporating alien races, it makes sense to be reflected on the tabletop.
Your statement is comparable to the following:
"Why can't they stop augmenting marines cybernetically? What is it, a TechMarine party?"
"Why can't they make some hippie Orks, that just want peace in such a dark universe?"
"Why do the Tyranids have to be so mean??"
You clearly are not a reader of Tau fluff, or a Tau player for that matter.
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Post by: Jayden63
Nova wrote:
The few pages of the IG codex I've gotten to actually read this morning though, tell me that there's a LOT of solid-shot railguns with longer range and big blast templates headed our way, including those 30pt basilisks in the command squads. There's also a serious risk of being outshot at 24" with the new orders, by lasguns of all things, against FWs that are twice the cost and no less squishy.
From what I've seen/read/heard of the new IG codex there is no way in hell any Tau army will be able to beat any IG army. We are simply going to get out gunned to pieces at any range. The IGs one weakness ( HTH) we can't take advantage of because there is no way in hell our one somewhat decent assault element (Kroot) having a T3 and no armor save will ever reach their lines. Add that the IG have gotten more than one weapon that ignores cover save and the Tau might as well just not show up.
So when guys are saying they don't want to see something too over powered, just remember this. Codex creep is alive and well in 5th edition. No matter how OTT you think something might be now, the next codex to come after it will topple it. If you want to make Tau uber shooty, then they need something equivalent or better to guard shooting plus all their special orders. Especially if you still want them to be the HTH wimps that they currently are.
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Post by: Casper
Jayden63 wrote:Nova wrote:
The few pages of the IG codex I've gotten to actually read this morning though, tell me that there's a LOT of solid-shot railguns with longer range and big blast templates headed our way, including those 30pt basilisks in the command squads. There's also a serious risk of being outshot at 24" with the new orders, by lasguns of all things, against FWs that are twice the cost and no less squishy.
From what I've seen/read/heard of the new IG codex there is no way in hell any Tau army will be able to beat any IG army. We are simply going to get out gunned to pieces at any range. The IGs one weakness ( HTH) we can't take advantage of because there is no way in hell our one somewhat decent assault element (Kroot) having a T3 and no armor save will ever reach their lines. Add that the IG have gotten more than one weapon that ignores cover save and the Tau might as well just not show up.
So when guys are saying they don't want to see something too over powered, just remember this. Codex creep is alive and well in 5th edition. No matter how OTT you think something might be now, the next codex to come after it will topple it. If you want to make Tau uber shooty, then they need something equivalent or better to guard shooting plus all their special orders. Especially if you still want them to be the HTH wimps that they currently are.
QFT, I will be looking at the guard dex when it comes out, egerly trying to figure out what they could give Tau to try to equal their shooting.
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Post by: focusedfire
Tau will still be able to win against IG. It's just that things have come 180 degrees of what will be the full circle. The Tau will now be forced to run the Ninja Tau deep-strike build thats similar in playstyle to the outgoing IG doctrine grenadiers, dropstroops, stromtrooper builds.
@Nova and John- How are these newer drone concepts simpler or more balanced than my original fail-safe shield drone idea?
Not complaining, just looking for simplicity and ease of application. After this last Codex and its wargear wording I find myself looking forward to the "Dumbed down" clearcut unit entries of 5th ed.(I know, you don't have to say it, John) Just would like some clear cut wording.
As for markerlight hits. How about this:
Every marker hit scored upon a unit reduces its cover by -1, the effect is cumaltive and lasts until the end of the turn. Marker light hits can only reduce cover down to 6+. This is an automatic ability that does not cost any counter to expend and is not affected by such expenditures.
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Post by: Nova
focusedfire wrote:@Nova and John- How are these newer drone concepts simpler or more balanced than my original fail-safe shield drone idea?
Hell if I know, I'm afraid. The current one I'm arguing against is pretty ambiguous (and moreso in its usefulness), and I even found your idea a bit too confusing and un-tau.
As for markerlight hits.
Let's stop ourselves right there and hit the whole subject at once. Markerlights need work, but we've got to figure out a lot more than just that effect, ESPECIALLY given their cost and available numbers (which as is vary between way too many and nowhere near enough, with nothing actually in between).
The Markerlight network is supposed to be one of the big targetting/telemetry/combined arms systems of the Tau. Sources of it are moderately numerous but vary to quite the extreme in their actual per-marker-hit cost.
Pathfinders come in cheapest (other than the Armoured Interdiction Cadre bonus hits) at 24pts per hit on average, but requires a devilfish taken seperately. Everything else comes in at 50 or worse. The Tetra (100 per hit), Marker Drone (60 per hit) are particularly blatant abusers of our dwindling points pool, despite being dedicated vehicle and wargear for this express purpose.
The differential, I believe is part of the problem. Its not a bad deal for a squad of 8 pathfinders to light up the target and drop its save from 3+ to... whatever its armour save actually is (uh oh, but getting to that in a minute). The BS boosting compensates for the fact that carapace guard, MEQ and friends see maybe a 16% reduction in their saves if they were in cover, but not really anything else. We also need a counter to fire a seeker, and someone with way too many counters on a target might decide to try and pin them (I dunno maybe he thought taking 3 full pathfinder squads and firing them all at a single squad was a good idea.) Obviously target priority is a non-issue nowadays. Ah but there's also night fighting, and I gotta say that's actually come in handy for me twice in my life so far.
Let's start with the fluff. Right now, markerlights are mostly there just to fire seekers and remove a bit of cover. There's no real point to removing all the cover save for helios and friends, because pulse on 3+ armour is just as good as pulse on 3+ cover (that is, not all that much). Its also decent against vehicle saves. But is that all there is to it? The big tau command system (let's compare this to orders for a bit) is nothing but "spend a ton of points, and someone loses 1 to their cover save"?
What we need is a full overhaul. Tau's about the Greater good though, so we want to flavor things. Combined arms, not just 'heiarchy'. Commanders and elites bring bonuses to their underlings, yes, but the troops support everyone in a more proper fashion. Fun goes up, Fun goes down, Glory shared by all. Well, ideally we'll work for that, anyways.
For the sake of cleanliness, I'll put the rest up in a second post: sorry for the annoyance (I myself dislike it so I feel kinda bad doing so, but I figure; for the greater good).
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Post by: focusedfire
@Nova- Please to understand that the aforementioned idea was just a starting point. Making the effect an included ability that doesn't burn through any of the counters and has an army wide effect.
No, the markers require a fair bit of reworking. This was just to give a beginning idea of where I'd like for it to go.
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Post by: JohnHwangDD
@Nova: I'm assuming that Drone Squadrons would be generally available as non-FOC units.
Secondly, a Tau player could always multi-charge Suicide drones from multiple sources into a single enemy unit.
@FF: Tau don't do one-offs, so splitting off a single model doesn't make sense from the way Tau fight - it didn't feel right.
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Post by: Nova
Markerlight Overhaul:
-First, let's address the numbers. The system needs to be more widespread, but reduced in number from what are currently its main sources. Depending on the power, cost adjustments might be up or down (probably up for pathfinders, WAY down for everything else). Squad Leaders with Markerlights will become the standard, Marker drones a specialisation, and pathfinders, while still the extreme, well, I'll figure it out as I pull this stuff out my "non-CC-vehicle armour facing".
Combined Arms: Markerlight counters, as you suggested, Focusedfire, will be 'till end of shooting phase' on the struck target. Its just less of a headache that way, and we can call it our primary form of codex creep. Markerlights now come in two MODES instead of flavors. Most, if not all, squads with a markerlight will be able to fire it in one of two ways: Designation or Illumination. (names could use work, I know)
* Designation sweeps take advantage of more sophisticated and sensitive processing and sensory systems, and pass this data down the chain of command for those targetting its "recipient" afterwards, granting such bonuses to the regular troop on the ground.
* Illumination spots the target for the simpler units and systems, and place a penalty on the targetted unit (most commonly being a certain cover-dropper we all know and love), painting a bright "please kill here" sign of what the regulars need crisis'd off the board but soon.
We can figure out who gets what a little later.
Function: Markerlights may now fire in addition to any other weapons the model may fire that turn. It IS, however, nevertheless still a "heavy 1" weapon and therefore cannot be fired if your Fire Warriors moved. But whatever the Shas'Ui is shooting at, if he hasn't moved, he can try and markerlight it.
On a hit, declare which of the functions available to the unit is now being applied. Markerlight counters remain on the target until the end of the shooting phase, but the EFFECT only functions (a big part of the reason is to avoid confusion, you forgetting, or your opponent forgetting (aka so no one cheats anyone and we have less arguments) for the next unit to fire at that target.
In other words, the more dakka you aim at that enemy, the better (in addition to the self-obvious more) the dakka gets.
Example: A Shas'El opens up on a squad of Ork Boyz with his Burst and Missile Pods. He's equipped with a Markerlight and manages to hit. The Shas'El's player puts a counter next to the Boyz and declares he's illuminating the target to drop its cover. Say the Boyz had 5+ cover at that moment.
-A Fire Warrior squad targets it next, and fire, reducing that 5+ to a 6+, which helps a little and allows them to kill 6. The Shas'Ui successfully hits with his markerlight (lucky!) A second counter goes on, and the player declares he's designating them for ballistic skill.
-The Second FW team aims, this time having +2BS. There's no effect on the cover though. 18 of their 20 shots hit, 12 wound, and 9 of them make it through the 5+ cover to kill some more orks. His own markerlight misses though, so the orks are left with 2 counters, but the next group of Fire Warriors can't put it to any immediate use.
So the player decides "screw it", and decides to call in what I'm getting to next:
Seeker Missiles. Want to burn counters the old fashion way? Missed the chain and figured 'what the hell'? Just felt like an excuse to mumble "c-c-combo breaker"? Call in the cruise missiles. Remove as many counters as you want from the target unit right now. Pick your nukey flavors, and fire as many missiles as you gave up counters at the unit. In this case, two incindiary seekers, that plop a flamer teardrop on the orks like you'd fired off a hellhound (with the 'big end must be away from the firing vehicle' of course using the direction of the carrier that fired them).
From there, it would simply be a matter of deciding which units get to grant which options, and how many damn seeker warheads do we want to come up with (for differentiating them a simple color code would be easy enough on their tips. Just mark it down on the army list. "Red ones are flamers, Green ones are Blast, Blues are EMPs and the grey ones are standard" or the like. Easy enough for both to remember).
system examples: -1 cover save x counters is a good example of one, +BS to following unit, with of course a max of 5 (4 for gun drones feels right though since they're so cheap and already twinlinked unlike other infantry), -leadership, "reroll any saves" (probably a number of models equal to the number of counters, OR "armour if 1-2, cover or armour if 3, invulnerable if 4-5" or whatever we want), hell maybe even blind the buggers and force'em to spend their next turn using night fighting, as a counter dunk when you're out of missiles!
You people come up with something!
What about price? Well, all of a sudden we're seeing a damn good reason for a marker drone to be 30 points. A Pathfinder will probably have to jump up to 20, elite, but not require the devilfish; though the path will probably be pretty accurate with the thing. The squad itself will likely have to shrink, given the added power of this thing. Its a good reason, if you twin-link the thing, for the Tetra to be 40 points (50 was still too expensive), and the skyray, well, its definitely gonna gain some usefulness, but it may need its own individual looking at and I'm sleepy.
A limit can also be imposed, so that while the designation or illumination can continue being chained, a max of perhaps 4 counters can be stacked on a unit at any one time (which will lead to people throwing in seekers as a way to keep it at 3-4 without wasting good lights). Its more a matter of the overall markerlight system
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Post by: focusedfire
@JohnHwang-Should I take this to mean that you also disagree with the concept of the Fail-safe detonator in general?
Not trying to argue but getting a feel for how you percieve the Tau and what direction your heading philosophically. How do you see the Tau fitting into the 5th-6th ed 40K future as a completely unique army?
I ask because a friend thats been playing Eldar since 2nd ed thinks that the Tau will become less distinctive over time and will just get renamed generic equipment as the "young race learns how to make war".
To put it another way:
The burst cannon will improve and = assault cannon or the scatter laser
Tau will get multi melta eqivalent for their vehicles.
Tau will get greater variety of units/tanks
Tau will get power weapons
..........and so on.
Some of this stuff I agree with. Some I don't.
Whats your take?
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Post by: Kungfuhustler
after much research I have come to the conclusion that tau are fine in 5th ed. If you disagree, you are an idiot. Codex: Tau, if played well, will win most any game. Most tau players I know are of the same oppinion. Sure, I'll admit, oppinions are like gakholes... but Tau are a really good army and you guys all know that. Sure, they could be a little better, but you can break nob bikers! You can deal with the lash of submission! You can shoot the piss out of the guard! (as a note I have refused every game against tau for 3 months, I play mech guard, and am ready to try with my new dex) but really, you guys are fine. you kill stuff good. I would change very little.
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Post by: Nova
Ignoring the "Its fine, I haven't read the new rules but you all just need to Learn to Play, I know it cuz of my learnings" just up there, I'd say my biggest worry about where Tau are headed is 'oblivion'.
You can't just up the mobility and shootiness of every other army without increasing the board size. If the tau's shootiness is made more 'generic' as you say, over time, we all know their CC ineptitude wouldn't actually change. Nerf by Neglect, in other words.
Tau need to be the most inter-unit-support army out there. Given their ideology and weakness, "Unit A helps Unit B helps Unit C+D Unit C protects Unit B Unit D helps Unit A" should be the core of their future development: as a small empire, and only moderately sized not 'galactic-elite' army, they should be watching out for eachother.
As I've (badly) elaborated on above with my markerlight overhaul idea, the Tau army should reward planification and thinking on the field as much, if not more, than on the drawing board. Stacking up fire against the enemy that needs to be destroyed, in effect forming the "killing field" (it got in between those 3? that was the 'lure' part). Spreading fire around to disrupt formations and perhaps slow down incoming assaults. Making elites a real 'crisis' unit; made to intervene and grant/use the abilities and equipment most needed on the moment, shattering a counter-attack against a failed spearhead or stroke of bad luck, instead of being pure "this be your special weapons team. Except you don't get 0-2 per troops choice, you get 1 per elites choice. and they ARE the elites choice". This isn't so much a matter of changing their equipment as changing their purpose and performance a little.
Yes, the heavy support, the guns, definitely should remain feared. But what should really be wrecking units off the table is when a good commander takes all these barely-upgraded/down-pointed-despite-everyone's-codex-creep units, and creates a crescendo of sequential destruction right where he wanted it least: Opened with a volley of armor-slaying rail shot, and culminating in a rain of fiery seeker death upon the troops.
A big point that needs working due to this is how allied armies work with the Tau. They need to be part of this music, but cannot do so identically. What will they bring that adds just the right amount of dissonance, marring the perfection but making it the masterpiece?
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Post by: focusedfire
Off-Topic
Nova wrote: "the Tau army should reward planification and thinking on the field as much"
I know that word is a legitmate word from either the French or swiss languages but reading it makes me think of Pres. Bush. and some of his famous verbal gaffs.
Not teasing, Just getting this amusing mental image of Pres "W" Bush fitting in and partying naturally in the Swiss Alps wearing Leder Hosen.
On-topic
@Kung-fu- Your statement is the equivalent of a Tau player saying that the Guard don't need the new Codex that they are getting. No Army in 40K "needs" anything because the entire game is a luxury. But there is nothing wrong with wishing for an update that more accurately reflects the flavour and style of the army. I, also, invite you to really read the Tau Battlesuit wargear section. The wording is horrendous and makes the Tau deserving of a clearer udated book just for this issue alone.
@Nova-I've commented repeatedly about how GW effectively reduced the board size in 5th ed..
I, also, think that the rest of us have been saying something very similar as to the army design. Now if you add something about having the option of a greater variety of effective builds would be nice, too.
I'll admit that it's not a good idea to look at a single new codex and immediately use it as both a mandate and template for an updated book. But a new BRB and several dominating Codices does set a trend. From this trend we can work towards how GW may update the army to more effectively fit into the 5th/6th ed 40K game. Using the a single codex( IG) towards your possible Codex(TAU) update becomes more acceptable when a trend has been set and if said Codex( IG) has a strong corralation to your armies style.
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Post by: Nova
My bad, I *am* sorta french so a few of the words sometimes...
Way I'm seeing it though, there is somewhat of a trend. The recent Eldar codex was "with 5th in mind" but if I recall came out before it. 5th ed Space Marines take the armylist style further though I really dislike the layout; constantly flipping back and forth for each unit, but not really saving any time once you know it well enough and just need to recall the points cost; at least they could've kept the rules/weapons sections together with the point/armylist section, if they wanted the fluff seperate.
1) "Something as troops". Seems to be one somewhere in the newer armies
2) Extra army rules. Chapter tactics, IG Orders; looks like since 5th came out they're starting to put a command style difference as a source of uniqueness in the armies; thus my block of markerlight text up there.
3) Less 'special weapon' and heavy weapon options available for tactical squads and the like, but the ability to grab more in the other force slots. Exception being the IG HWS of course
4) SLIGHTLY better look at point efficiency this time, and a few somewhat less blatant "this is crap and overpriced so you don't take it but can't complain you lack options". (see:vespid)
5) extra integrated abilities, for only slightly higher point cost. Alternatively, lower point costs: They do want to sell more models after all.
and of course 6) Codex creep. I'm not big on it mind you and would want to equal, not top, the IG's changes.
Either way, Its fun and constructive to try and come up with ways to better the army; not like GW's any less human than we, and brainstorms are a good thing. I almost feel like writing the damn thing from scratch just to see if I can come up with something balanced and fun. In the meantime we should probably clean up a bit on what ideas we prefer, though I'd like to see more suggestions as to how to make the army unique; not just 'stat changes'.
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Post by: Jayden63
One thing to help Tau be equal to their points without having to upgrade them stat wise and would follow the current GW model would be something like this.
Firewarriors 60 points.
Squad size 6, 5 firewarriors and Shas'ui
Add 1 firewarrior for 10 points. If the squad equals 12, the shas'ui gains a bonding kinfe and networked markerlight for free.
So for 120 points we have 12 firewarriors LD 8 and a networked markerlight.
Also in my world you don't roll to hit with markerlights. They auto hit. AFter all your just putting a little green dot on a target area, how the hell can you possibly miss? However the firer gives up any other weapon shots that turn. Now if you use the BS upgrade, your effectivly giving the unit BS4 without having to actually raise the stat and incorporating it into their points cost. Its a wash. The firewarrior squad is now probably worth its points, it just may not look that way on paper. (however people will bitch about the auto hit markerlight, but wouldn't care if the stat was just BS4 on the profile even though the end result is the same.)
I also agree that once a marked unit is marked the marker doesn't go away. Since technically all shooting is simultaneous I see no reason why two units could not use the same marker dot. I have not given the whole markerlight thing a lot of thought, so its incomplete in my mind, but I'm sure everyone has their own ideas on how it should work.
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Post by: Krellnus
New Pulse Rifle Firing Mode:
Empty Clip: S:3 AP:5 Assault 6* Range: 12"
*After using this firing mode the unit which did so may NOT fire in the next shooting phase as they are reloading their weapons
What do you think? Allows FWs to fight hordes better I think.
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Post by: EasyE
assault 6, you're kidding right?
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Post by: Nova
Nah, not really worth the extra cost that would be attached: BS3 S3 AP5 Assault 6 would average 1 wound against a T4 target at BS3, while a double-tap of regular pulse at BS3 is .667 of a wound.
a Heavy 4 "bladestorm" of regular pulse fire at that range could be exceptionally deadly, but not really sure it fits in flavorwise (burst cannons on the other hand...)
edit: right, that's it, I'm both bored enough AND convinced enough to just write a frickin codex (well the rules parts anyways) just for fun and see if I can integrate some of these ideas into something workable, unique and not just "more powerful than the other codexes" (codexi?)
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Post by: Krellnus
Its Codices
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Post by: Nova
The thing about walkers though is similar to the thing about titans: Tau like their skimmers. Its simpler, and quite possibly LOWER tech if you have reliable-enough antigrav technology that its commonly used (see: drones, piranhas being a civilian vehicle) than a walker. Less moving parts and maintnence, and even better than walking for crossing terrain. Granted 3+leg variants look pretty sweet (not a big fan of most biped types), but when you can save on maintnence, complexity, weak points and control by just making the thing faster more maneverable and hovery...
However, its possible the thing needs to anchor itself when firing: Perhaps that quad-railgun monstrosity has to land or entrench DoW style in order to fire.
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Post by: Che-Vito
Nova wrote:The thing about walkers though is similar to the thing about titans: Tau like their skimmers. Its simpler, and quite possibly LOWER tech if you have reliable-enough antigrav technology that its commonly used (see: drones, piranhas being a civilian vehicle) than a walker. Less moving parts and maintnence, and even better than walking for crossing terrain. Granted 3+leg variants look pretty sweet (not a big fan of most biped types), but when you can save on maintnence, complexity, weak points and control by just making the thing faster more maneverable and hovery...
However, its possible the thing needs to anchor itself when firing: Perhaps that quad-railgun monstrosity has to land or entrench DoW style in order to fire.
Sorry, I personally could never play with a model called "the lobster".
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Post by: focusedfire
Nova wrote: right, that's it, I'm both bored enough AND convinced enough to just write a frickin codex (well the rules parts anyways) just for fun and see if I can integrate some of these ideas into something workable, unique and not just "more powerful than the other codexes" (codexi?)
Was thinking something similar myself about 2 pages back. Would you like to possibly work together or seperate and then compare?
@Krellnus- Those models are absolutely incredible. But, IMO, I feel that walkers are too common and personally dislike the idea of the Tau growing more like the Imperium or necrons.
What the Tau really need is an enlarged back story to firmly set the Tau philosophy.
Now those Quad Railguns on a heavy Tank chassis (Maybe use an Orca as the hull), that would be something I'd jump all over. The little crayfish with standard crisis suit weapons is a nice starting point but no railguns on them. Just my opinion.
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Post by: Nova
Probably best to go seperate, then compare and keep things in check and balanced, and maybe then combine (or hell just offer two different flavors, I dunno).
I kinda went into a writing frenzy after saying that and have weapons and hq/elite/troops done, with a few fast attack. This'll probably need a lot of editing/comments by not-me but I figure I'll be putting something up on here 'round thursday morning?
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Post by: Che-Vito
Nova wrote:Probably best to go seperate, then compare and keep things in check and balanced, and maybe then combine (or hell just offer two different flavors, I dunno).
I kinda went into a writing frenzy after saying that and have weapons and hq/elite/troops done, with a few fast attack. This'll probably need a lot of editing/comments by not-me but I figure I'll be putting something up on here 'round thursday morning?
Feel free to send any of it my way, I can bounce some thoughts back to you usually in a couple of hours at latest.
gregskirybski@yahoo.com
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Post by: Nova
I'll probably have something incomplete but readable/workable later tonight that's worth sending.
A lot of units won't actually see much change (except the ethereals. let's just say they're about to get more expensive due to what I'll simply refer to as "ether bomb" potential) but instead bonuses come from the markerlight 'combo' system I'm still refining around (see page 19 or so for the basics I was pulling out my rear as I thought them up)
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Post by: Krellnus
@focusedfire: They do look pretty sweet though,
come on admit
come on
come on
you know they look awesome.
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Post by: focusedfire
Already did.  I will even go further and say the walkers look better and more natural than the sentinels that were cannabalized to make them.
Just don't see GW taking that route, IMHO.
@Nova and everyone else interested-
I'll start working on a base out-line and try to get it to all of you in the next day or so.
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Post by: Nova
right. uh, this is probably too big already to just put up on a thread here... I'm converting what I have so far to .pdf to send to you che-vito (if you want it, focused, no problem), though I'll need to figure out where this can be put a bit more openly.
yadda yadda yadda, the usual disclaimers and fair-use stuff, all stats have been written up by me and if you try to use this as the stats of the current codex you'll be wrong which is why its okay to post etceteraetcetera I'll figure something out.
The list (I'm not touching special characters with a ten foot pole) is done, weapons are done, wargear and battlesuit weapon/cost list not done yet; I got lazy so its nowhere near readable just yet so I'm cutting that out of what's being sent, and tentative prices are around.
In most cases a 2000pt army will see less savings than the equivalent IG, but the markerlight system and slight buffs to many units (battlesuits are mostly BS4 now for example, broadsides integrated slow&purposeful; A.S.S. will make'em relentless; commander heavy naturally is to begin with, barracuda and remora integrated to army list as 'fast skimmers', and so on.)
My aim's to make it average: numbers hopefully running middleground between IG and Eldar: Firepower good, but most of the 'power' is from point efficiency on better-than-guard models (especially if combined with markerlights) instead of actual high numbers save for battlesuits (which are the usual expensive-but-strong/versastile stuff we know and love).
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Post by: Krellnus
If you want I can play test and make some battle reports on it, it will not be much of a problem just pm me and I will give you the adress to send the rules to.
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Post by: focusedfire
I've started on mine. its gonna take a bit and I'll need someone to walk me through where to put the PDF when I'm finished.
@Nova- you can PM me with where to go to get your pdf. I'm not gonna look until I get done though. I think a seprate then compare approach might be enlightening.
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Post by: Nova
mine's pretty close to complete and now includes the equipment sections/costs. Che's suggestions brought on some minor tweaks to the markerlight system though from the lack of complaints I guess its fairly solid and simple overall.
Gonna need to figure out where to put it up, myself, too.
edit: I am somewhat worried I may not have 'codex-crept' enough to allow a fair match against Imperial Guard, but if I did not, it should be close enough to not matter too much. Also need to figure out some way to reduce KPs; I've already made vehicle drones non-kp but not sure that can be enough.
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Post by: Kilkrazy
I would like a copy, please.
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Post by: Jayden63
I'll be happy to look at them as well.
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Post by: focusedfire
Nova, I salute your speed. I'm only just finishing the army special rules. Hopefully everything else will go more quickly.
Question, Suggested lay out or format?
I'm hand writing the out-line and then typing up from there. Just looking for tricks that will get me past this old scholl habit of mine.
Also, Should I use this forum as a sounding board for some of my ideas or should I use my friend and then surprise everyone with a finished copy?
In case no one has ever noticed from my posts I tend to be a little meticulous and will go back and edit for typos.
Well, wish me luck and feel free to PM me concerning this.
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Post by: Nova
Well primary special army rules can probably be discussed. I've already given most of mine. For sake of saving 20 pages of rereading I'll repost one or two here:
EMP: EMP grenades and weapons operate the same way, affecting only models with an Armour Value. Roll 1d6. on a 4+ the target vehicle suffers a Glancing hit.EMP weapons with a strength value roll to hit and armour-penetration normally, in addition to the EMP roll. These weapons only ever deal glancing hits.
(no longer penetrating, but combine with an ion lance (no it doesn't have the lance rule) for up to 4 glances per vehicle: vicious on void shields and stunning AV14!)
'Weapon Sacrifice: Battlesuit wearers of Shas'Vre, Shas'Ui and Shas'O rank have extensive combat experience and can, in dire situations, reduce otherwise critical damage to themselves by interposing a valuable piece of hardware and taking the hit on their own terms.
Should model of rank Shas'Vre or higher with more than one wound remaining suffer an unsaved Instant Death wound, the model may choose to instead sacrifice a weapon or support system. The Attacker chooses the weapon or support system, treating it as any vehicle 'weapon destroyed' result: The system is inoperative and/or loses all effect for the remainder of the game.
Models with 2 wounds maximum roll 1d6: on a 1-3, remove the model as a casualty. On a 4+ they take a single wound in exchange for the lost weapon or support system. Models with 3 or more wounds need not roll, and are automatically left with a single remaining wound (and one less weapon or support system). Twin-Linked systems count as a single weapon for purposes of this rule.'
(basically a half-powered version of Eternal Warrior)
" While not considered Expendable, they are nevertheless programmed to shield their attached Unit from attack. Considered full models in most circumstances, wargear Drones count as half models when determining a Unit's fighting strength for morale purposes, rounded down. Drones mounted or detatched from Vehicles are considered part of that vehicle for purposes of Kill points and do not give the opponent a point if destroyed, but do not prevent it being awarded if they remain on the table after the vehicle has been destroyed.
For example: A Squad of 6 models accompanied by a single drone remains above half strength after losing 3 models + drone. A Squad of 5 models + drone, however, is under half-strength after losing 3 models, even though the drone is still around. Drones form a special unit with their owner: Independant characters may still join other units with their drones in tow."
(part of the part on drones)
I've been making little mock lists and tweaking points a bit... shas'ui broadsides back to BS3 despite higher cost but the rail's now heavy 2 (costs 30 instead of 25 to install on a commander though)... etc...
Not your whole thing (we'll need to figure out where to put this all up; it DOES add up to a lot of pages), but perhaps ideas/concepts and what you're working/focusing on playstyle/changeswise?
edit: damn thing's about 15 pages though a good 2 of those are just from my having notes/explanations of 'where I'm going with this' in the margins: though fluff and systems that aren't changed from the original codex I haven't written in at all (like shield and marker drone stats, other than their cost).
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Post by: focusedfire
Ok I'm giving a couple. Please bear in mind that I'm still hammering out balance details and that I've changed my position on some things such as standard toughnesses. Alien Auxilla and Gue 'Vesa Alliances- The Tau may Take alien auxilla as long as an Ethereal is taken as one of the HQ choices. The Tau may also sacrifice the ability to take Kroot, Vespid and any other Alien Auxilla to make use of the Gue 'Vesa Auxilla list below. This restriction represents both the lingering human xenophobia for races too alien(Insectiod and Cannabalistic Carnivores) and the difficulty of Commanding a multi-lingual/cultural force. With the help of the Fire and Earth Castes the Humans living in the Tau empire are able to defend themselves. The Earth Caste has helped the Humans to reconstruct their factories and armouries to where the Gue 'Vesa are producing the weapons with which they are the most familiar. The Fire Caste has help with the retraining of the Gue'Vesa citizen militia to the point of Equaling Imperial training. When there is a need the Tau will call upon the most highly trained and experienced of these militia units to contribute their service to the Greater Good The following units may be taken exactly as listed in their codex with the exceptions of there will be no Special characters, Commisars, Pyskers, advisors,or priests allowed. Valkeries/Vendettas will be replaced by DevilFish but Chimeras will still be allowed as dedicated transports The player will be able to take up to 4 of these units but as limited per type in the list below and will occupy the FOC slots as listed. Elites- Storm Troopers Max number of squads allowed: 2 Troops- Veterans Max number of squads allowed: 2 Fast Attack- Scout Sentinels Max number of squads allowed: 1 Heavy Support- LRBT Squadron(All Tanks must be the same type) Thes units both hate and are hated by their former masters. In any game where they Face IG,SM's or any other force of the Imperium they always hit and are hit on a roll of 3+ in Close Combat. Guerilla Tactics- The Tau do not fight to hold ground but they instead hunt. Teams are sent out to eliminate or harass specific enemy units while other portions of the cadre manuevere to support these units or work there way towards mission critical objectives. To represent these tactics any Tau unit, including alien auxilla and drones, that did not move during their movement phase may choose to voluntarily fallback. This fallback occurs at the beginning of their opponents assualt phase before he any assaulting models are moved and can be in any direction(Does not have to be towards their own table edge.) If the unit is caught in Close Combat the same turn they voluntarily fall back they are automatically destroyed with the opponent getting to sweeping advance if they are normally allowed to do such. In subsequent turns the Tau have to test as normal to regroup. If these tests are failed they then fallback as normal and follow all of the normal rules for such. Markerlights- Any unit in a Tau force may benefit from the effect and hits from friendly Tau Markerlight. The only exception to this is the Kroot who disdain such technologies that increase personal abilities as being counter to the way of the shapers. I have one more Army special rule but I'll wait on it for a bit. I don't know if it shows but I'm working from the point of making the Tau fit their fluff a bit more. I'm giving them more manuverability in what I beleive to be a balanced manner and am working on including all of the sizable factions within the Tau empire without over filling the book with redundancies from other codices. There will be Character special abilities that enhance these army rules such as, the Command and Control Node allowing units tha fallback off the table edge to be put into reserve. What do you think so far? @Nova-Yeah, I've got a lot of pages already, too. I'm leaving a lot of the basic weapons alone but stupid me is doing almost an entire rewrite of anything that isn't fluff and even a little of what is just to clarify reasons for doing so. Edited for typos
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Post by: focusedfire
@Killkrazy-Do we have to write these up and send them in as pdf's or is there a place that we can type them up on Dakka?
Even if we do them as pdf's what part of Dakka do we send them to when we are done?
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Post by: Nova
For Gue'Vesa I went the other way; I figure after one or two generations a lot of humans may get training/assignment right alongside the regular fire warrior teams; to the point where while not found elsewhere in the Fire Caste, a FW team doesn't matter if human/tau, and may be led by either a shas'ui or sergeant (with pulse pistol and CCW). I figure guard doctrine is one thing that's easily modified and integrated fully into at least low level fire teams: "take gun, follow orders, fire at things".
I like the guerilla tactics rule, but I feel its a bit too restrictive; auto-destroyed? I get the feeling a lot of units that would like to try that will just get swept up and slaughtered, when they would've just died more slowly and tied up the target for longer if they'd stayed around.
While I'm staying away from special characters, the options given to battlesuit commanders by now in my case make them even more "well you might as well just take a commander" than before, which I guess can be viewed as a bad thing, but is really a good thing too. a heavier (doesn't have stealth, and so if teamed with xv25's will lose that for them, but does have the field generator) stealth (xv4 class) and a lighter (free ASS integrated) XV6 rated suit are additional options; just a matter of adding a little flavor and commander-upgrade taste to "stealth and broadside commander options". they're a bit more expensive than the xv8 of course, and have their own weapon lists, but you'll probably find yourself trying to decide what to take given only a few hq slots.
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Post by: Jayden63
Nova wrote:Well primary special army rules can probably be discussed. I've already given most of mine. For sake of saving 20 pages of rereading I'll repost one or two here:
EMP: EMP grenades and weapons operate the same way, affecting only models with an Armour Value. Roll 1d6. on a 4+ the target vehicle suffers a Glancing hit.EMP weapons with a strength value roll to hit and armour-penetration normally, in addition to the EMP roll. These weapons only ever deal glancing hits.
(no longer penetrating, but combine with an ion lance (no it doesn't have the lance rule) for up to 4 glances per vehicle: vicious on void shields and stunning AV14!)
Ever play against Necrons? Sure sounds like the Gauss rule only slightly better. I'd hate to think that the Tau are stepping on another races toes/special ability.
'Weapon Sacrifice: Battlesuit wearers of Shas'Vre, Shas'Ui and Shas'O rank have extensive combat experience and can, in dire situations, reduce otherwise critical damage to themselves by interposing a valuable piece of hardware and taking the hit on their own terms.
Should model of rank Shas'Vre or higher with more than one wound remaining suffer an unsaved Instant Death wound, the model may choose to instead sacrifice a weapon or support system. The Attacker chooses the weapon or support system, treating it as any vehicle 'weapon destroyed' result: The system is inoperative and/or loses all effect for the remainder of the game.
Models with 2 wounds maximum roll 1d6: on a 1-3, remove the model as a casualty. On a 4+ they take a single wound in exchange for the lost weapon or support system. Models with 3 or more wounds need not roll, and are automatically left with a single remaining wound (and one less weapon or support system). Twin-Linked systems count as a single weapon for purposes of this rule.'
(basically a half-powered version of Eternal Warrior)
Instant death was never really a problem with my battlesuits. Upping suits to T5 really solves any problems with instant death and is a lot less complicated to boot. Doing this almost madates magnets for suit weapon mounts.
" While not considered Expendable, they are nevertheless programmed to shield their attached Unit from attack. Considered full models in most circumstances, wargear Drones count as half models when determining a Unit's fighting strength for morale purposes, rounded down. Drones mounted or detatched from Vehicles are considered part of that vehicle for purposes of Kill points and do not give the opponent a point if destroyed, but do not prevent it being awarded if they remain on the table after the vehicle has been destroyed.
Wouldn't it just be easier to say drones never count for squad strength or casulity removal. Tau know that drones are expendible, thus the loss of one or all doesn't phase their fighting prowess. Thus drones are nothing more than ablative wounds. Ex. If you have a unit of three firewarriors and one drone and the drone dies the unit doesn't have to test for 25% casulties. This would also go a long way to keeping sniper drone squadons around.l Sure its sounds strong, but isn't that what we are going for?
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Post by: Jayden63
focusedfire wrote:Ok I'm giving a couple. Please bear in mind that I'm still hammering out balance details and that I've changed my position on some things such as standard toughnesses.
Alien Auxilla and Gue 'Vesa Alliances-
The Tau may Take alien auxilla as long as an Ethereal is taken as one of the HQ choices. The Tau may also sacrifice the ability to take Kroot, Vespid and any other Alien Auxilla to make use of the Gue 'Vesa Auxilla list below. This restriction represents both the lingering human xenophobia for races too alien(Insectiod and Cannabalistic Carnivores) and the difficulty of Commanding a multi-lingual/cultural force.
The following units may be taken exactly as listed in their codex with the exceptions of there will be no Special characters, Commisars, Pyskers, advisors,or priests allowed. Valkeries/Vendettas will be replaced by DevilFish but Chimeras will still be allowed as dedicated transports
The player will be able to take up to 4 of these units but as limited per type in the list below and will occupy the FOC slots as listed.
Elites- Storm Troopers
Max number of squads allowed: 2
Troops- Veterans
Max number of squads allowed: 2
Fast Attack- Scout Sentinels
Max number of squads allowed: 1
Heavy Support- LRBT Squadron(All Tanks must be the same type)
Thes units both hate and are hated by their former masters. In any game where they Face IG,SM's or any other force of the Imperium they always hit and are hit on a roll of 3+ in Close Combat.
Not only no, but hell no. I personally want to keep humans out of my Tau. I know fluff says that there are human allies, but I don't want them on the table top. We are a xenos army. Aliens all the way. This of course is just my opinion, but if I wanted to play humans I'd play Empire fantasy. Better rules, besides, why this when you can just take two detachments. Say 1000 points of Tau and 750 points of guard. Nothing wrong with that right? It produces the exact same results, but better choices for the human parts. So you can't take it to tournaments, but then again I ask, are you playing Tau or Guard?
Guerilla Tactics-
The Tau do not fight to hold ground but they instead hunt. Teams are sent out to eliminate or harass specific enemy units while other portions of the cadre manuevere to support these units or work there way towards mission critical objectives.
To represent these tactics any Tau unit, including alien auxilla and drones, that did not move during their movement phase may choose to voluntarily fallback. This fallback occurs at the beginning of their opponents assualt phase before he any assaulting models are moved and can be in any direction(Does not have to be towards their own table edge.) If the unit is caught in Close Combat the same turn they voluntarily fall back they are automatically destroyed with the opponent getting to sweeping advance if they are normally allowed to do such.
In subsequent turns the Tau have to test as normal to regroup. If these tests are failed they then fallback as normal and follow all of the normal rules for such.
Leave off the auto destroyed if caught and it sounds doable. No other race has a downside to pulling these type of stunts, why should we?
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Post by: focusedfire
@Nova and Jayden- My thoughts on the Tau concerning other cultures is that they actually value diversity as long as the other culture accepts the greater good. It would, also, allow for some of those incredible sentinel conversions I've seen to be fielded. As for the Guerilla tactics the fallback is 2d6 so I figured the occaisonal unit getting caught would balance out the exploitive factor. You'll see that I left out a distance for the enemy to be within. This is going to make the Tau hard to catch, in a slippery as an eel kind of way. Due to there being no restriction on how close the enemy is I felt doing it in the shooting phase was too powerful. It also has the tactical advantage of the opponent having already moved his models. Things work out well and Guerilla Tactics could mean up to an effective 18" redeployment. Seeing as you've told me some of the direction you took, I'll give you a bit of return. Emp grenades the same but warheads and Ion weaponry now have special emp based rules. I think that I also may have come up with an elegant solution to some of the drone problems by mixing some of my ideas with what others have posted on this forum. You and I are moving along similar paths as to Command squad survivability. Different means of accomplishing a similar effect as it were. Keep up the Good Work, I like what I'm seeing of yours so far. I think it will be a very interesting comparison when we are done. @Jayden- There is nothing forcing you to use the Gue 'Vesa. Just bringing in a popular item. I feel I did it in a way that didn't harm the Tau flavour and if someone wants to run them they'll have to buy a new IG book. You'll understand my other reasons for them being there when you see the rest of the Fan-dex. I will hint that I'm trying to make the list very flexible with a variety of builds that reflects the variety that Tau culture supports.
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Post by: Jayden63
focusedfire wrote:
@Jayden-
There is nothing forcing you to use the Gue 'Vesa. Just bringing in a popular item. I feel I did it in a way that didn't harm the Tau flavour and if someone wants to run them they'll have to buy a new IG book.
You'll understand my other reasons for them being there when you see the rest of the Fan-dex. I will hint that I'm trying to make the list very flexible with a variety of builds that reflects the variety that Tau culture supports.
They shouldn't even be there tech wise. Why would the Tau resort to using inferior tech (the battle tanks, chimera, and Valkys). Why would they even want to have their advanced grav tech on the pirahna's, hammerheads and devilfish mixed in with the medevil look of the the Guard tanks.
You and others have said that Tau should dominate by their Tech yet your willing to roll in clunky out dated IG equipment (looking at design and fluff, not tabletop performance). Also the guard units would be hamstrung if it weren't for their orders, specials. Its what allows their units to function at that higher level. Howzibout giving the Tau the tools needed to win within their own cast rather than having to rely on another armies units and gimicks.
This is just my opinion, but the very idea that you can make human aux a scoring aspect of a Tau army sickens me. We are TAU! The very idea of trading out Firewarriors for guardsmen should not even be possible. Firewarriors, battlesuits, grav tanks. At the core, its what makes Tau Tau. Your allowing for way too much "not Tau" in the army, regardless of how it is modeled. You say incorporating humans helps make them flexable/adaptable. But that's not Tau philosophy/culture. Its doesn't have that verity that you speak of. Tau philosophy is "Its our way or the highway". You use the weapons we give you, you fight for our goals/ideals, anything less is grounds for extermination, after all, if you are not part of the greater good, you are against it.
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Post by: Kilkrazy
focusedfire wrote:@Killkrazy-Do we have to write these up and send them in as pdf's or is there a place that we can type them up on Dakka?
Even if we do them as pdf's what part of Dakka do we send them to when we are done?
The Article system might be the place to put them. Contact Malfred to check if he is worried about any IP issue.
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Post by: Nova
Jayden63 wrote:Ever play against Necrons? Sure sounds like the Gauss rule only slightly better. I'd hate to think that the Tau are stepping on another races toes/special ability.
Not at all, and far from it. First off the gauss = wound regardless of toughness on a 6 to wound. Against vehicles, any roll of a 6, even against AV14 by a gauss flayer (that thing those 50 warriors have) is a glance; you only don't glance if instead your roll penetrated. It always glances unless it penetrates.
The EMP (first off except for TWO weapons; the disposable seeker and a limited availability vehicle weapon, its only found on the EMP grenades for infantry which were always available) has chance of 'additional' hit in a single specific case (a weapon designed to account for this), the rule's been weakened from what it used to be (no longer penetrating hits). its still weaker than haywire eldar grenades, as it always has been. But gauss this is not; gauss rends and autoglances.
Instant death was never really a problem with my battlesuits. Upping suits to T5 really solves any problems with instant death and is a lot less complicated to boot. Doing this almost madates magnets for suit weapon mounts.
Not in my experience. its always krak missiles and lascannons and battlecannon templates and so on. Upping to T5 I feel would make them too resilient for their cost, and I'd rather not have wraithlords. And its no harder to indicate a destroyed suit weapon than it is to indicate a blown sponsoon. a little cottonball on the thing and that's all good.
Wouldn't it just be easier to say drones never count for squad strength or casulity removal. Tau know that drones are expendible, thus the loss of one or all doesn't phase their fighting prowess. Thus drones are nothing more than ablative wounds. Ex. If you have a unit of three firewarriors and one drone and the drone dies the unit doesn't have to test for 25% casulties. This would also go a long way to keeping sniper drone squadons around.l Sure its sounds strong, but isn't that what we are going for?
Part of the problem is they're not expendable. The concept of sacrificial pawns and attrition warfare are pretty alien to the tau after all. This way, while, granted, a wee bit more complex (though honestly its longer/tougher to write out as a rule than to understand and explain at the table) it keeps the drones as having value: you don't run because someone blew 2 guys and a drone, but if you had 6 in there and lost all of them, well, you almost bought it too, maybe its time to find a tree to hide under.
edit: -lasguns, + lascannon. they haven't S9AP2'd the lasgun just quite yet.
problem with T5 is they'd need a fair bit more cost and I'm not sure they really should qualify anyways. At T4, they're a highly mobile pair of 'heavy weapon teams', but they should still be likely to pop if you throw a battlecannon shell right at them.
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Post by: focusedfire
Jayden-
Yes the Tau should dominate with their Tech. But, there is this concept of the Tau empire being very small and everyone pulls their weight. It is simply a numbers game. The tau don't just use the kroot and vespids for different skill sets. They need everybody they can get to man the front lines.
The Tau let the kroot on the field with their inferior tech and let them go to war in warsperes that aren't anything more than space hulks.
I'll also give you this little bit of rules to maybe ease your concerns.
Tau Targeters-
Any alien auxilla may purchase Tau Targeters as noted in their entry. The targeters allow the auxilla to benefit from and make use of the Tau markerlight systems and abilities.
@Kilkrazy-Thank you for your help.
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Post by: Nova
I've got yet another version done, always refining things a little, but yeah, just a matter of how/where/when to put up or send.
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Post by: Krellnus
At my flgs I got a sort of a sneak at part of the new guard codex it is not pretty.
Hellguns are now AP:3
So i'll put it like this. 10 stormtroopers ds infront of 10 tac marines and rapid fire, so thats 20 AP:3 shots, but if they have a colonel nearby/in the squad he can give a special order that doubles the amount of shots fired.
Also, the Valkyrie is 100pts without weapons and is a fast skimmer.
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Post by: Nova
From what I've been shown its armed with searchlights, a couple of hellstrikes (think it was 4?), and a multilaser
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Post by: Che-Vito
Nova wrote:From what I've been shown its armed with searchlights, a couple of hellstrikes (think it was 4?), and a multilaser
I have a thought....
Krellnus wrote:At my flgs I got a sort of a sneak at part of the new guard codex it is not pretty.
Hellguns are now AP:3
So i'll put it like this. 10 stormtroopers ds infront of 10 tac marines and rapid fire, so thats 20 AP:3 shots, but if they have a colonel nearby/in the squad he can give a special order that doubles the amount of shots fired.
Also, the Valkyrie is 100pts without weapons and is a fast skimmer.
for both of you....this is a thread about upgrading the Tau Empire army, a review of the IG Codex can be found elsewhere. If you are trying to state that a unit of Deepstriking Stormtroopers would rape the gak out of most Tau units in a single turn....then connect the dots for us.
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Post by: focusedfire
@Nova & Killkrazy- Malfred is checking into it. He implied that we should be able to handle it as we have been until they come up with an official answer/dakka policy.
So, more or less, we continue working on the Fan-Dex's in thread unless it threatens to completely hi-jack the thread. If this happens then we could just open a new more specific thread seemed to be the implication.
Hope this helps.
Now back to work for me. My versionis nearing completion. I'm just having to juggle a few things to get the balance right. The Tau rank/experience/skills/tech progression is turning out to be the most difficult thing to balance. Everything else is pretty much set.
I will be doing a couple of versions of the special rules and I may be asking for everyones opinion on a couple of things in them and about some basic stat-lines in the next day or so.
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Post by: Maj. Tom
Kay, due to rl concerns, i havent been able to put much of a dent in this thread, (damnit how life gets in the way of stuff!  ), and as such am only on p. 5, I wanted to read the thread so i would get a feel for the ideas people are gravitating towards, and those i feel are wrongly neglected. But i feel i should add my two cents worth and i especially like the ideas of focusedfire, killkrazy, and casper, though i may be biased. an i believe that in thee first 5 pages there is very little editing to do to them, (but maybe theres something i havent thought of in the 15+ pages i have yet to see
My feeling is that an army should stick to fluff, no matter what, any disadvantages are merely challenges that are all the more fun once crushed  . Having said this, for me fluff is classic fluff, eg, Aun'shi never died. I have no respect for the manipulation of story-lines by GW for purely SM fetishistic/fiscal reasons. The space-pope is totallynot in keeping with my view of the Ethereals as philosophers, as he is more of a sensationalist religious leader. 'great rounding speeches' pfff.
focusedfire wrote:Tau are currently the only army where their special characters, in general, are not geared for the offensive. Tau are a ranged army, why don't Tau leaders have better ranged capabilities than the regular commanders? Yes Farsight is OK but he doesn't give a global offensive increase in any effective way other than free bonding knives. Its not like FWs become fearless(that'd be nice) and preffered enemy CC against orks only on initiative 2 models is someones idea of a bad joke.
I'm revising my wish list to include special characters and how I think the army should work. Please note that unless otherwise noted I'm fine with the points increasing to cover any extra abilities or increase in effectiveness.
Special Characters:
Farsight- Same profile but improved effect on army. So much so he gets his own list or codex. Army has across board improved intiative and WS bump. Also, access to bayonets and CC weapons and furious Assault against orks. Either his army gets Merc wargear or he gets unrestricted Tau equipment list at increased cost to represent the difficulty in getting equipement. Army still gets bonding knives free.(I know, this is to much) Fluff about Aun Shi finding and joining Farsight. Aun shi becomes only ethereal able to be used in Farsight army but loses special character and instead becomes an available upgrade character to a single FW squad.
Im gonna have to disagree with you there, I see O'shovah as a radical, an extremist. Not bad in any way, but in his aversion to what he perceived as inflexibility, he failed to see the capacity for compromise, or finding a middle-ground. And in his self-imposed disgust, he rashly decided to Secede. This is why I would support the first half of the above statement, him being overly devoted to developing his own way of things. But Aun'shi would be the more moderate of the two, but though remaining loyal to the Tau'va, I think he would sympathize with aspects of O'shovah's philosophies. As such i think he would be the only Ethereal Farsight would allow on his planets, and thus be in an army, but would cost extra (reflecting his responding to a call from Farsight, and coming all that way) and would give an additional boost to the understandable slightly home-sick FW. But i definitely think that Aun'shi would be trying (futilely) to reincorporate O'Shovah into the empire (through 101 discussions with Farsight of course)
focusedfire wrote:
ShadowSun-Stealth armour visibility is reduced to 2d6x2 for all steath suits in her army. She still gets the Command Link and Shield Drone retinue. She gets to take up to an additional 4 gun, or 2 marker, or 2 sniper drones in her retinue. Either there always has to be an ethereal(Ethereals become upgrade characters for troops in the next codex?Ethereal=Commisar) in her army or there are shas' el and shas 'o stealthsuit commanders available(You tell me which you like).Or both?
I like the idea with the honour guard of drones  . Maybe make it 4 GD, + optional 1-2 either marker or sniper drones for extra. Ethereals, i think fluff-wise, even 2 on the field (non- apoc) is really pushing it. I think 1 per field is reasonable, since they are not the warrior caste. But they deffinitly should do more inspiring, and get rid of this LOS crap with the Moral boost. Maybe make a boost table-wide, and an extra boost within LOS?
focusedfire wrote:
Aun Va-Gets to call in Airstrikes ala DOW. Make it a S9 AP3 Ordinance available a limited number(what 2 or 3) of times a game. With etherals as an upgrade character Aun 'Va takes the current codex Ethereal bodyguard of improved FWs. Leave everything else the same.
Not much to add on the space-pope. not much of a fan of a guy who lazes around on a floating toilet while his men are dying. I believe he and O'shassera are extremists on the opposite end from farsight.
focusedfire wrote:
Regular Army and Characters:
Shas ' el and Shas'o xv-8 commanders-Get markerlight option. Fix Command Node to where it serves a purpose(leadership to everything within 12" except kroot). Fix Cyclic Ion Cannon(make it truly rending),Make Positional Relay worth taking get rid of 2+single unit and instead allow rerolls for all reserves(even successful ones).
Nothing to add here, perfect as is
focusedfire wrote:
Ethereals-Become buyable character for Tau FW squads.(what special rules should he have?)Makes the squad and only that squad stubborn or fealess but as soon as he dies they take that morale test. Just an idea.
Meh, not a fan of this idea, sry
focusedfire wrote:
Crisis Suits- Make the shield generator not take up a hard point on the suits. Allow for vectored thrusters on"squads" instead of "monats". Access to Rail Rifles?
I like it except the rail rifle. Im not really into this whole rail-rifle fetish with the new codex (keep in mind that i dropped Tau in 3e and am just picking it back up), I liked the idea of Railrifle snipers in PF squads even in 3e (expirimental of course) and i like the drones even more. But thats it, no more rail tech, or else i fear it will be as played-out and predictable as the bolter
focusedfire wrote:
Stealthsuits-Always get +1 bonus to coversaves. Access to railrifles or sniper drones.
Eh, maybe to the drones, but def no to the rifles, see above.
focusedfire wrote:
Fire Warriors-Access to special weapon drones and BS4 (Thanks Casper)enough said.
Yessir, this is where i could see your application of Flamer-drones as applicable, The tau dont believe in infantry having heavy weapons, but i just dont see thier philosophy going against heavy drone infantry support.
focusedfire wrote:
Carbines- Get rid of useless pinning rule and have it cut movement in half(No leadership test) if squad suffers a wound.
Photon Grenades-Lose "charge in" attack and counts as assaulting into difficult terrain.
I think carbines should also make them lose thier extra attacks, since there is an underslung grenade launcher.
focusedfire wrote:
Drones- Make them troops and give them Flamers(2 per squad max).  Make drones fearless. No Heavy weapon drones,(Fluff excuse for limitation) they need a controller because no room for sophisticated AI. Marker Drones 20 pts.
Clarify that shield drones are extra invulnerable wounds and convey their invulnerable save onto the unit they are with. Whole unit gets the invulnerable in ranged attacks and rolls the saves at same time, remove all failed at same time starting with drones. If the unit started a saving roll with a shield drone then all get the save even if the drone is destroyed. Subsequent firing in that turn there is no save if no Shield drone. Drones only convey save on model with controller in CC.(Is that clear or confusing)
I think i get it, Drones can have flamers, but since drone squads act as a sort of supercomputer (linking thier AIs and acting as one) and since Heavy drones have very limited intelligence (just basic targeting and movement) due to space taken up by flamers or whatnot, Drone squads cannot take heavy drones.
focusedfire wrote:
Markerlights-No longer increase BS. No longer can impose leadership negatives. Cover save is reduced by number of markerlight hits expended for "all" units that shoot at squad in the same round. MarkerLights still fire Seeker missiles.
disagree on leadership front. hypothetical, you are hiding behind a rock, exchanging fire with some meanies, you turn around and there is a red dot on your buddies forehead. Then you hear the sound of either a helicopter or the woosh of a rocket launch. tell me something, are you going to be quite as brave as before you saw that dot?
focusedfire wrote:
Seeker Missles- Either give them AP1 or give them a blast option(S4 AP4).
YES!! Although Blast missiles will have to be declared at beginning, maybe different points cost? Since you wont be switching out the warheads of a live missile in the middle of a battle.
focusedfire wrote:
Kroot- Options from Merc list? Armor Save 5+. Can infiltrate with Kroot Ox. UpDate the Cover rules to apply to all cover. Give them a rudimentry explosive charge that can take out tanks. Make their guns assault 1 Range 18" or give them fleet.
Keep them armourless, i see them as something akin to Native americans (seen as savage, yet probably have a deep cultural heritage, low tech, harmony with land). But make the optional armour save 6+ at +1 pt, 5+ at +2pts, or 4+ at +4 pts. and keep the guns rapidfire, but give them a special rule that lets them fire and assault in the same turn. Also Fleet, and no penalty of difficult terrain, treat dangerous terrain as difficult, and impassable as dangerous, (maybe not last one, but still...) And count as stealth when in forest/wood/jungle
focusedfire wrote:
Vespids-Give them poison attacks +4 for regular +2 Strain Leaders(no insta-death poisons)
Meh, no real opinion on vespids, never used 'em
focusefire wrote:
Pirahnas- Buyable Shield Generator option that makes them no longer open topped. Drones on Squadron become troops when seperated from Pirahna. Only one Pirahna may replace its gun drones with flamer drones(This would make them about perfect, actually  ).
Either give them multi-meltas, the scout rule, or the deepstrike rule. SMs get all of these with better weaponry for less than the current Pirahna.Yes front armour 11 open-topped vs front armor 10 closed topped. Thats why I said either.(Thats probably to much but I'd pay for one of those abilities)
YESSIR! Thank you. Pirahnas are WAY too much, again what i said about the SM fetish.
focusedfire wrote:
Devil Fish-Bust cannon becomes Long-barrled Burst Cannon. Fix KP issue on drones by making them a part of the squad being transported. They embark and disembark at same time as unit Devilfish was bought with.
perfect as-is
focusedfire wrote:
Broadsides-Make them relentless without having to buy upgrade that takes up hard point(I'll happily pay for the Stablizers if already included In profile).
*OR*, Make them buyable, but not take up a Hardpoint.
focusedfire wrote:
Hammerheads-Make the Ion Cannon Heavy 2 blast for 30pts. Increase Disruption pods to 15-20pts. Decoy launchers good against all immobilized results. Fix inconsistent secondary weapon system pricing. Flamer or flamer drone options in secondary weapons. RailGuns, Fine just the way they are.
Leave my D-pods alone man!  and decoy launchers are to be used in conjunction with D-pods so it has the same affect. And i know, right? Gun drones are more than B/C??? and the same as SMS?!?!?
focusedfire wrote:
Sniper Drones-Move to fast attack? Put six drones with 2 controllers in a squad and make the controllers Stealsuits so the unit is jet packing(Or is that level of cheese reserved only for Eldar and SMs)
I wouldn't go so far as stealthsuits, but equip them with mini packs so they are jet-packing.
focusedfire wrote:
Let me know if you like or not and what points these changes would be worth to you.
your head is like a box-o-goodies, i like them for the most part
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Post by: Maj. Tom
So to recap, these are their roles, and i feel RAI should reflect this:
O'Shovah
Idealistic, rash, radical, but heart in the right place. turned away from what he saw as an inflexible band of "holier-than-thou" old dudes
Aun'shi
NOT DEAD.... it was a typo...., still alive. Sees what O'shovah is saying, but also sees the wisdom of the Tau'va, wishes to reunite Farsight with the empire, an knows it MUST be peaceably.
O'Shaserra
Idealistic, sides with authority, radical, wants to do good. Yin to Farsight's Yang
Space-pope
Even more idealistic and indeed idealized than Shadowsun. ¿power hungry?
Regular Aun
Ethereals are the leading-class, and when they do oversee a battle, it must be important, thus they should not be common-place, (at VERY most 2 to a non- apoc list). They should do a little more *inspiring*
Crisis Suits
elite suits, they are the bamfs, maybe Monats can act as Indep characters ¿?
Fire Warriors
The Embodiement of the Tau'va. Every-one has thier place in the machine, even if they seem insignificant, with the absence of even 1 gear, the machine does not run. Thus the Fire Warriors know that they are invaluable to the greater good, and would not carry heavy weapons. Though i dont see the problem with BC drones/Flamer drones or even Plasma drones (max 2 per squad)
Kroot
Native American-esque, In harmony with the land, vicious attacks, they are the hidden enemy, the wraiths, they are the front line ahead of even the Front Line. They ambush thier prey from the trees without notice.
Gun-drone squad
For sending into situations to risky for sending flesh-and-blood troops, they are just machines. Fearless, (don't remember the last time my ipod got scared)
And as part of other units, they should not count as kill-points, nor should they effect morale. Im not gonna run away just because my toaster got blow'd up
Pathfinders
These are the forward scouts, the, well, the pathfinders. They charge ahead and are trained in field-craft (but not as much as kroot). Any turn in which you move these you might as well run, since their star role involves heavy weapons.
Piranha
Lightning strike. Even more so than the crisis Suits. "Hey, arent they on the other side of the map? *BANG* nope, guess not, Bluurrghhaahh...."
Vespid
Meh, don't really know them, sry
Broadside Suits
These are youre heavy firing line. 3x railguns with rerolls. "im tha jugganaught b**ch!" They sit there, Tank shock? they calmly turn to face, sight in, and fire. 3 little holes apear in the tank, it keeps coming. Closer. Closer. Then BOOOOOM. It explodes violently, from that first volley. Sending shrapnel pinging off thier armour. One of the Shield drones gets hit by a Hatch/door. No worries, you got more. (yeah, i like broadsides)
Sniper Drones
Either FA, or Elites, these guys operate on the DL. With spotters calling the targets and them quietly making thier heads pop. All Rail-rifles should have sniper USP
Hammerhead
Theres an enemy tank mowing down both infantry and suits with abandon. Nothing we can do can stop it. Munitions and plasma discharges diffusing harmlessly across its armour. Suddenly a hammerhead jumps from around a corner, The Railgun making a perfect line with the Enemy turret for a split second. Then a flash. The after-image of a line piercing the terrible machine. No sound. Not yet. Then, BOOOOM the clap of the sonic boom happening at the same time as the explosion. All thats left is a crater.
Sky-ray
Basically a mobile missile platform. the underestimated killer.
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