A long while back, Kill made a Tau wishlisting thread for Tau, and it had some interesting ideas for markerlights. I'll try and find the posts for you guys.
edit: Found it.
Ledabot wrote:
svendrex wrote:
I also feel like the book is a little empty. Right now, it seem slike the only thing in the elite slot is Crisis suits. What if Pathfinders were Elite, and were a little better (BS4?).
What should Markerlights do? I am not sure the old system is what it should be. I think that there should be a chart as to what penalties a unit has depending on the number of markerlight hits. All units can take advantage of the markerlight. Tokens last one turn. All results are cumulative. For Example
1 hit: -1 cover save
2 hits: All hits count a pinning
3 hits: -1 cover save
4 hits: Re-roll to hit in the shooting phase against this unit.
.......and so on
I think that the seeker missiles should just fire on their own. I think that the Skyray needs some work, as in I do not like it just as a big rack for seekers. What about changing it into an anti-skimmer vehicle, similar to the Hydra.
I would like it if the seeker had some power over deep striking. See above.
-1 to cover is ok because of the large amount of cover out there isn 5th but what about these.
all units shooting at the marked unit get these bonuses.
1 hit: +1 to BS can go above 5.
2 hits: marked unit gets -1 to cover save
3 hits: all shots fired count as pinning
4 hits: Re-roll to hit in the shooting phase against this unit.
more hits count as -1 to cover save for the marked unit.
1 markerlight can be removed to fire a seeker missile at the marked unit. the blast template must be centerd on a unit in the unit that had a hit removed
the markerlight hits last only during the shooting phase they were fired in.
about the seeking missiles.
new rules for them could be.
one time, S8,AP3,barrage or ordanance or something. small blast
they are computer controled so count as having BS 5 for the template drifting
they would cost 20pts each and count as one weapon each. this way it would be much harder to destroy a skyray by taking out all its weapons, giving it a total of 12 at the most weapons. mwa ha ha.
reds8n wrote: As this is now more of a general discussion concerning the Tau, I'm going to move this to 40k general. I'm sure as/when the time comes there'll be a thread on the news and rumours board.
Took me a while to find out where the Tau rumour thread is hidden. Anyway.
Ghost21 is flooding Warseer with rumours. I am a bit reluctant to post these before any except his Dreadfleet rumours turned out to be definitely right, but here they are anyway:
ghost21 wrote:
So the Tau have the Kroot, Vespid and Demiurg now?
plus one more.. but yup (I'm not including the Nicassar).
(...)
None of the SC are human. 4 we've seen before some we haven't.
(...)
I think they will put in a paragraph saying humans are drafted into fire warrior teams. But don't expect models or separate rules.
I get the feeling we might see Commander Puretide in the next 'dex.
I would like to see different units being able to do different things with markerlight tokens. Have an aun call in a orbital strike on one. Let battle suits deep strike with no scatter on on. Then really strip down or out the basic marker light rules. Like not everyone will be able to use markerlights to ignore cover only rail guns can. Making things more compartmentalized rather then having one set of markerlight rules for every unit.
Counters:
docbrown wrote:
1 seperating specific occurrences of genetic traits and expanding on them is genetic engineering. It's a different method yes but it is still genetic engineering.
It is technically genetic engineering, and the Tau would do it faster on account of shortened life spans yes, but in this setting it is important to differentiate between selective breeding as a tool for genetic guiding, and legitimately engineered genetics.
3 getting all nazi science Will produce the desired traits in a species and is preferable as it doesn't require hundreds of years of the gene pool shifting. However avengers have to be good in all aspects of combat. Tau just has to shoot. Therefore any gap in the effectiveness In the methods of engineering is negated by the taus total commitment to shooting.
Total commitment can mean increased performance; however, it doesn't necessarily mean it matches the abilities that might be manifested by a master Engineer (The Old Ones got it pretty right with the Eldar and Orks). I can't know the methodologies would equal each other based on the amount Tau focus (although I highly doubt it, Using Space Marines as an Example vs the regular guardsmen, I think it quite evident that engineering is so far superior.)
The Tau castes are actually genetically different, in the codex it says "High on isolated mountain peaks, tau soared on thermals, rising up from the plains on thin membranous wings" if wings aren't different genetics I don't know what is.
nomotog wrote:I would like to see different units being able to do different things with markerlight tokens. Have an aun call in a orbital strike on one. Let battle suits deep strike with no scatter on on. Then really strip down or out the basic marker light rules. Like not everyone will be able to use markerlights to ignore cover only rail guns can. Making things more compartmentalized rather then having one set of markerlight rules for every unit.
This is a excellent idea, would add a bit of complexity, but I love complex rules, markerlight effects could be based on the specific unit as suggested above, with a increase in effect based on number of ML hits.
Just a off the cuff idea but.
Markerlight hit uses (MLH )
default: (any unit)
1 MLH = seeker missle on target.
Infantry
as default or
1 MLH = +1 BS against target
2 MLH = +1 BS -1 to cover saves
3 MLH = +2 BS (max 5) -2 to cover saves
Battlesuits
as default or
1 MLH = weapons count as twin linked or if twin linked may fire seperate
2 MLH = as above and -1 to cover saves
3 MLH = as above and pinning
etc, etc, again these are just quick demo ideas, but you get the drift, could make Markerlight hits a comodity to spend and some units due to more advanced targeting systems could get more of a payout for them.
nomotog wrote:I would like to see different units being able to do different things with markerlight tokens. Have an aun call in a orbital strike on one. Let battle suits deep strike with no scatter on on. Then really strip down or out the basic marker light rules. Like not everyone will be able to use markerlights to ignore cover only rail guns can. Making things more compartmentalized rather then having one set of markerlight rules for every unit.
This is a excellent idea, would add a bit of complexity, but I love complex rules, markerlight effects could be based on the specific unit as suggested above, with a increase in effect based on number of ML hits.
Just a off the cuff idea but.
Markerlight hit uses (MLH )
default: (any unit)
1 MLH = seeker missle on target.
Infantry
as default or
1 MLH = +1 BS against target
2 MLH = +1 BS -1 to cover saves
3 MLH = +2 BS (max 5) -2 to cover saves
Battlesuits
as default or
1 MLH = weapons count as twin linked or if twin linked may fire seperate
2 MLH = as above and -1 to cover saves
3 MLH = as above and pinning
etc, etc, again these are just quick demo ideas, but you get the drift, could make Markerlight hits a comodity to spend and some units due to more advanced targeting systems could get more of a payout for them.
Its fun to use our imaginations
I was actually thinking it would make the rules easier. Rather then learning all the markerlight rules at once, you learn them when you lean about who uses them. It also gives the devs more freedom to have cool effect that don't get unbalanced because they can only be used when they are balanced.
Thats a good point, and would easily define who benifits from ML and who does not (kroot and such), may even be a cool upgrade for units not usually able to use them.
Another fun addition would be to make a ML hit allow some units to shoot as if they were a AA unit, help with all those flyers, or even reduce the saves for turbo boosting or some such.
There is alot of room to develop the Tau, I just hope they dont go the same route and make them yet another CC enabled army with shooting as a secondary, the Tau do not need to shoot the most , just shoot the best, and markerlights with a bit of re-tooling could go along way to make that happen.
I kind of want there to be a way to have markerlight tokens let stealth suits move about, but I can't think of a logical way for a marker light to help you be stealthy. They could also be used as a way to cover land. Maybe have an engineer able to deepstrike minefields on markerlight tokens.
Yeah I cant see how a Markerlight could enhance movement or stealth, but it could enhance anything that uses scatter or a to hit roll, ( I have used our RL marker lights in the Army, Laser designators and LRAZ and such ), and deep striking minefields is another good idea, either have it deployed by barracuda/tigerdhark, flyers what not or give the Tau something I have always felt they needed...Artillery.
A Tau artillery system could be used to do all kinds of nifty tricks and use a Drone guided launched explosive to keep the high tech tau approach to this weapon, to make it different from the IG arty.
yeah I had that discussion in the thread, a seeker missle is a support / AT weapon, kinda like our hellfire missle , called in against a pinpoint target but with minimal blast or multi role, artillery is something used for suppresion area denial and mass casualty inflicting and the seeker does not fufill any of those roles.
Different tools for different jobs.
If they give us seekers with blast templates etc , that will be nice, but I still like arty, its what I do .
They are, but the prime seeker missiles would be fired from aircraft, not from ground based stuff. The skyray is serposed to be ground to air, and markerlight bring the air to ground stuff in.
Tau being as always described as a race that prefers the long range engagement of targets, and would be the most logical developers and users of artillery, as long as it is not static and go against the mont'ka and kauyon (sp) principles of warfare, which this system would not hinder but facilitate.
But I digress, here is hoping the GW people keep the tau developing in the style they have established and dont do a 180 on us.
Tau are always described as hunters. One shot one kill. Tracking trapping. Artillery is not really a hunting principle. Massive amounts of incarcerate shelling is more the IG.
well won't belabor the point but modern artillery is not even close to in-accurate, and yours and mine veiw of Tau military tendencies differ, I will leave it at that.
nomotog wrote:Tau are always described as hunters. One shot one kill. Tracking trapping. Artillery is not really a hunting principle. Massive amounts of incarcerate shelling is more the IG.
Nobody ever said it was massive amounts of "incarcerate" (who sends artillery to jail?) shooting. One could assume laser-designated artillery would be very accurate, precision strikes as is the Tau's mantra.
If you have laser designated artillery you basically have seeker missiles again, only now they are burst. It's likely that we are both thinking of about the same thing just calling it different names.
Exactly as Brother SRM stated even in our modern military we have a GPS guided round that uses a laser to accuire a grid..a 10 digit grid, making it accurate to within 1meter, might not dot the eye on your credit card, but pretty good, and the Tau are much more advanced than us.
and Hunting, tracking, and trapping in military terms is Probing, Recon, and envelopment, all areas where Artilllery plays its part. And as for hunting principles, flamers, gatling pulse weaponry, airbursting launchers, submunitions etc etc...dont seem like hunter tools, its war lad and everything plays a part.
The Tau's combat style that makes them fight like Real world modern troops is what drew me to it in the first place..not a bunch of loonies charging forward with sharp pointy things
(did not plan on re-tort but had somethin to say.)
dragoncat29 wrote:Counters:
docbrown wrote:
1 seperating specific occurrences of genetic traits and expanding on them is genetic engineering. It's a different method yes but it is still genetic engineering.
It is technically genetic engineering, and the Tau would do it faster on account of shortened life spans yes, but in this setting it is important to differentiate between selective breeding as a tool for genetic guiding, and legitimately engineered genetics.
3 getting all nazi science Will produce the desired traits in a species and is preferable as it doesn't require hundreds of years of the gene pool shifting. However avengers have to be good in all aspects of combat. Tau just has to shoot. Therefore any gap in the effectiveness In the methods of engineering is negated by the taus total commitment to shooting.
Total commitment can mean increased performance; however, it doesn't necessarily mean it matches the abilities that might be manifested by a master Engineer (The Old Ones got it pretty right with the Eldar and Orks). I can't know the methodologies would equal each other based on the amount Tau focus (although I highly doubt it, Using Space Marines as an Example vs the regular guardsmen, I think it quite evident that engineering is so far superior.)
The Tau castes are actually genetically different, in the codex it says "High on isolated mountain peaks, tau soared on thermals, rising up from the plains on thin membranous wings" if wings aren't different genetics I don't know what is.
If there was a bs 3.5 I would take it but when it comes to the single shot army, being over represented in accuracy is better then under.
It is better to be equal to an avenger then to a guardsman because one is base value and one is sensually better then base.
Ws2 bs4 is a Shooty army
Ws3 bs3 is a basic army
Ws2 bs3 is a gakky army
Kroothawk wrote:Ghost21 is flooding Warseer with rumours. I am a bit reluctant to post these before any except his Dreadfleet rumours turned out to be definitely right, but here they are anyway:
His Necron Rumors were a bit hit and miss. Though he stated up front he had only seen an early play test codex (2-3 test codices prior to the final print)
Ghost 21 wrote:I probably shouldn't say this, but at least 2 of the named lords there are supposedly characters in the dex (from the names at least , though only found that out after reading FOD). At least one will get a figure (I've seen it, it had a version before but he was never released)
Hit and a miss: He was spot on with the FoD "Storm Caller" or in the codex "Imotekh the Stormlord". The next SC, which he later said was the Flayed one lord never showed up in the final codex.
Ghost21 wrote:ive heard november , ive also heard march 2012
November was correct. StickMonkey predicted a All-Hallow's Eve release prior to this. At the time, there was some debate whether this would mean October or November.
Ghost 21 wrote:not sure if its exactly a rumor but ive just been informed necrons will see the first of the resin figs
Wrong...just about everything else got finecast models before Necrons.
Ghost 21 wrote:warriors are not bieng redone there may be an aditional sprue representing upgrades, n the colours but otherwise no
Correct...well except for the different color rods...but then he did say "may".
Ghost 21 wrote:to be honest ive not heard of the jump infantry. then again i had only heard about 2 troop choices , the big necro giant , tomb spiders, some sort of necron artilery piece
There was a new jump infantry unit, though he doesn't deny thier existance completely. He is the first to mention a necron artilery piece...which may or may not have been one of the floating gun barges that made it into the second codex...too vague to know
Ghost21 wrote:ive heard of some sort of bodguard unit, but again not in the frst wave
Hit and a miss. Lychguard are what he is refering to. However, they were in the first wave.
Ghost21 wrote:i saw a copy of the draft rules for the necro giant , n all i can say is resurrection ability's with guns, and mele attacks that ignore saves
Nope...its a walker without ressurection or DCCW. Still, he does say it was draft rules and both StickMonkey and Tabitha previously stated it as being a MC. So maybe he did see a test copy where it was a MC.
Ghost21 wrote:oh and c'tan wont be in the book, it was silly to put them in the previous one i mean khorne isnt in codex chaos space marines or daemons is he?
Prior to this, there were rumors of a new specifically named C'tan like the Dragon. Ghost was the first to put this down. He was correct. There are no C'tan's in the Necron Codex...just shards.
Ghost21 wrote:remember the imperium reforge / re tool those weapons for there [assassins] to use
and i never saw a phase sword in the old necron dex, and don't think we will see one now (at least not in anything I've seen)
Correct. There are no longer any phase weapons that ignore invulnerable saves.
Ghost 21 wrote:
Anything on Wraiths ?
They are probably the "new" Flayer-like Fast Attack choice mentioned in the OP.
wraiths are not the new fast attack (there wasn't one in the version ive seen, ) but that was at least 1 or 2 before the printed dex ,(wraiths are harsh now)
Correct. There are no new fact attack choices in the Necron Codex. Wraiths, Scarabs, and destroyers are the only fast attack choices in either codex.
Ghost 21 wrote:there is a lord that makes flayed ones troops
No...there is not. BTW, this would have been the other character Ghost references as being in both the FoD and the Codex.
Ghost21 wrote:and i never saw squad leaders then again only saw squad upgrades
Correct. There in no option in the indivual units to upgrade a squad member to a squad leader. In the codex, you can split off a squad of Cryteks/Lords to lead other squads (like Wolf Guard), but this is a separate unit. He later speculated that necrons might get a WG like unit.
ghost21 wrote:but apart from that expect insane abilities on elites (flayed ones I'm looking at you).
Hit and a miss. He was correct in that Flayed ones remained in the elite slot. However, I am not aware of Flayed ones possessing insane abilities.
Ghost21 wrote:
Well now, thank you for saying Flayed One's won't be troops
Now it makes one wonder what the other troop is aside warriors...
I guess scarabs...
yeah id say that was accurate
Not accurate...scarabs stayed in the fast attack slot
Ghost21 wrote:
Yeah I wouldn't be suprised if the Immortals kit includes variant Warsycthe arms and extra bling so you can build the retinue.
thats a strong possibility
id be thinking more 8 warriors (so if you want warriors id buy em now)
Nope on all accounts. In addition, Ghost reiterates several more times that the warriors box will be recut with less models in a box. This didn't happen.
Ghost21 wrote:res orbs are overpowered normally there's a sc that has an even MORE POWERFUL ONE! (hope that clears things up)
the version i read had s&p ( for some )
No, there is no SC with a more powerful res orb that I am aware of.
wraiths wont get new models....... yet,
Correct, wraiths are second wave.
So yeah, in regards to his necron rumors, Ghost was about 50/50. Still, I would give him the benefit of the doubt as his Dread Fleet rumor came way out of left field and was correct. Anyways, Ghost presents rumors without sounding an hat...unlike a certain poster on BOKs (I am not refering to TastyTaste) who always leaves a...badtaste in my mouth when I read his rumors (even if they are largely correct).
obsidianaura wrote:
Markerlights not heavy - they aren't heavy weapons they're laser pointers, there is no point this being heavy. Rolling to hit is enough.
Its meant to be a realistic depiction of a real world SOFLAM or laser-target designator. Its not something you pull the trigger and tag something with and then walk away, you have to illuminate the target until the ordnance has acquired, preferably impacted. Thus, the heavy.
Hammer-heads in groups 1-3 + Rear armour 11 - like guard have for their battle tanks
I have mixed feelings about this. Tau should be an elite mechanized infantry army (think German Panzergrenadiers from ww2 or modern day US Marines), they would look more like a horde army if they copied the guard. Personally, I think it would be cool if GW emphasized the "combined arms" aspect of the Tau, and you could take Hammerheads as part of a Tau "infantry platoon" (perhaps with some added bonus if the Hammerhead is acting directly in support of the Firewarriors).
BS3 is fine BS4 would make them cost more and tbh I dont want that.
I disagree. FW are overpriced as it is, if you gave them BS4 and kept them the same cost they would at least be reasonable. Hell, they actually could probably still do with a slight points decrease. The argument is pointless though, BS4 FW already exist... they are called markerlights.... but they need to be WAY cheaper. Then again, if GW insists on the Tau being utterly incapable of winning cc barring extraordinary luck, maybe they can be nice and throw us a bone?
In any case, the one thing I absolutely positively refuse to see is Tau Firewarriors armed with anything other than Pulse Rifles or Pulse Carbines. I understand that it sucks that our Firewarriors are combat ineffective against vehicles/specialized units, but its one of the few unique aspects about the army that should remain IMO. Find another way to fix the problems (the option for drones perhaps).
cost 1 point less for basic warrior and add the option to take veterans that have increased bs
IMO, it should be a 2 point decrease.
tldr:
two species do not start at the same level for a basic trait,
two species will not learn at the same rate,
humans are more evolved, tau are not
tau use technology to get over this.
and then they use more technology to get PAST this by incorporating advanced optical systems into those funky helmets they all wear, which justifies the additional point of BS and fixes the "focusing" issue.
Harriticus wrote:Tau vehicles are gonna move away from the "Wow, these guys actually fight semi-smart/realistically" to more anime mechs. Mark my words.
You act as if we all dont secretly want a Gundam of our own to pilot.
Harriticus wrote:Tau vehicles are gonna move away from the "Wow, these guys actually fight semi-smart/realistically" to more anime mechs. Mark my words.
I sincerly hope you are completely wrong on that magic 8 ball prediction, although they may go both ways with it, make Imperial Tau in the manner we know, and make the Farsight collective be a more battlesuit based ( anime) force, Tau are one of the races like Necrons that did not make much sense fluff wise they would be fighting each other.
So likely the Farsight group will become a rebellion and provide perhaps a seperate play style, I don't particularly like Farsight, but meh! diversity is good I guess, and will allow the angsty rebelious types to play gundam tau
The recent codex (Xenos) have seemed to try and build up modeling options as well as play, and I have a feeling Tau will be no different.
Harriticus wrote:Tau vehicles are gonna move away from the "Wow, these guys actually fight semi-smart/realistically" to more anime mechs. Mark my words.
I sincerly hope you are completely wrong on that magic 8 ball prediction, although they may go both ways with it, make Imperial Tau in the manner we know, and make the Farsight collective be a more battlesuit based ( anime) force, Tau are one of the races like Necrons that did not make much sense fluff wise they would be fighting each other.
So likely the Farsight group will become a rebellion and provide perhaps a seperate play style, I don't particularly like Farsight, but meh! diversity is good I guess, and will allow the angsty rebelious types to play gundam tau
The recent codex (Xenos) have seemed to try and build up modeling options as well as play, and I have a feeling Tau will be no different.
Tau have been slowly drifting to anime. Compare the XV8 to the XV9. The XV8 is done in a modular American mini mech style. The VX9 is larger with attached weapons done in a more Japaneses style.
I tend to shy away from the idea of gundam influence for a few reason.
1 it's a slander used by marine players to discredit tau players as 16 year old otakus
2 the army as a whole is very non gundamy and leans much more on allot of western designs.
3 gundams in scale and concept are of a different significance then a crisis suit
4 gundam is space first. 40k is ground first.
5antrhopomorphized robot vehicles are not a Japan only concept
You sure it hasn't been drifting towards battle-tech? Mechwarrior? Starship troopers? Those robots at the end of the matrix 3? Metal gear? Mecha in general?
Or is the only giant walking robots you know anime?
You sure it hasn't been drifting towards battle-tech? Mechwarrior? Starship troopers? Those robots at the end of the matrix 3? Metal gear? Mecha in general?
Or is the only giant walking robots you know anime?
I am quite aware of many giant walking robots. (You know metal gear is a totally Japanese mech right, it even roars.) In my full post I compared the XV8 to the XV9. To me, the VX9 seems closer to a Japaneses style mech.
Harriticus wrote:Tau vehicles are gonna move away from the "Wow, these guys actually fight semi-smart/realistically" to more anime mechs. Mark my words.
I sincerly hope you are completely wrong on that magic 8 ball prediction, although they may go both ways with it, make Imperial Tau in the manner we know, and make the Farsight collective be a more battlesuit based ( anime) force, Tau are one of the races like Necrons that did not make much sense fluff wise they would be fighting each other.
So likely the Farsight group will become a rebellion and provide perhaps a seperate play style, I don't particularly like Farsight, but meh! diversity is good I guess, and will allow the angsty rebelious types to play gundam tau
The recent codex (Xenos) have seemed to try and build up modeling options as well as play, and I have a feeling Tau will be no different.
Exactly my sentiments. As long as the Farsight bit doesnt detract from the army proper, I am all for the option to do something else.
Japanese mechs are functional human form robots that use weapons like external tools
American mechs are single purpose and the waeponry is mounted to the appendages
Japanese mechs have features derived from humans
Western mechs have odd features leaning towards topheavyness minimal hip structure and non human feet type mechanics
While a crisis suit is less western then a dreadnought it is still fairly western as it leans to purpose built robot rather then robotic humanoid.
Prodigalson wrote:They have... when did that happen? I haven't seen any of the confirmed rumor posters say that.
There's only a couple armies left that need to be updated... Tau, BT, DA and CSM. It was only a matter of time. We have (under scrutiny) confirmation that CSM are getting released with 6th edition, and BT and DA are small releases that don't require much more than a codex. Tau are the only logical army to get get an update.
You can add Eldar, Orks, and Daemons to that list
Personally, yes, I am pulling for the Tau as well, but just from little hints that were said at games day, the chatter around here, and the fact that 6th edition is coming out next year... I won't bet money on it. A new boxed set is a sure thing with a new edition, and you know a marine army will be one of the factions. There was some hype about it being marines vs chaos marines... that would make some sense; trying to capitalize on the space marine video game. Plus, you can't get a much more even starter set than a marine vs marine, good vs bad situation
With any luck the ill conceived demon book will go away and be rolled back into the single chaos dex where it belongs. And if that dex is done well, demon army players will still be able to field their armies from it
Hope not, I like having my separate demon book, and I'm pretty sure when demons were split off GW stated quite clearly that the policy was to support anything with its own published codex or army book as a its own separate entity, not to be eliminated from the lineup or combined with any other book.
I took "morphic weapons" to mean something like obliterator weapons. Every suit will be able to field one of several weapon types per turn...not a bad idea and would make the models easier without need for all the drilling and magnetizing...
Morphic weapons might be cool if it was explained as different ammo types for the diff. weapons, but I don't think GW is going to go that route personally.
You sure it hasn't been drifting towards battle-tech? Mechwarrior? Starship troopers? Those robots at the end of the matrix 3? Metal gear? Mecha in general?
Or is the only giant walking robots you know anime?
agreed. machines existed before anime, just b/c they use battle mechs does not necessarily mean they are intended to be an anime race. Likewise not all anime is mecha related, so not everyone who is into anime is into mecha. It's just ignorant to say the tau are an anime race, saying they are a mecha-like race is far more correct. They remind me of the forerunners from halo a little to; a quickly advancing race that utilizes technology.
I have always loved Tau and I hope they dont screw this one up...if anything make kroot less suckfail
and make BS4 a standard..I just hope marine players dont go BAWWWWW and demand BS5 next codex
thechr1s wrote:I have always loved Tau and I hope they dont screw this one up...if anything make kroot less suckfail
and make BS4 a standard..I just hope marine players dont go BAWWWWW and demand BS5 next codex
BS4 should only be standard on elites. Fire Warriors should be BS3 and let markerlights take care of the rest. This conversation has been had already. As a Marine player, I couldn't give much less of a damn if another army has BS4. As a Tau player/game design enthusiast, Fire Warriors should stay BS3 and only be BS4 or higher with markerlights. It encourages synergy and inter-unit teamwork which is what the entire army is built around, and keeps the army from being point and click. Now a points decrease on Fire Warriors, that's more than welcome.
Brother SRM wrote:Fire Warriors should be BS3 and let markerlights take care of the rest.
I agree but they need to make markerlights more accessible. Markerlights and Marker Drones are far too expensive and the compulsory Devilfish makes already overpriced Pathfinders cost an extra 80 points and, more importantly, an extra killpoint. If Pathfinders remain at their current price, lose the required Devilfish investment, and gain "Infiltrate" then BS3 lesser Tau with BS4 Elites would be perfectly fine. Markerlights would still be expensive as they are points/FOC slots spent exclusively on buffing the rest of the army. It would further promote the interesting balance between offense and support units that clearly exists in Codex: Tau but has been largely forgotten due to Markerlight costs.
I think this argument is simple
Tau deserve bs4
Some want this through markerlights
Some want it naturally
If markerlights were more access able most of us could deal
But it's dumb how so many armies are bs4 but the one that depends in shooting the most is bs3
Just saying
Tastyfish over at Warseer made a nice rumour summary on Tau:
Here's my attempt at a round up of the last year of Tau rumours. Apologies to those who have had their rumours previously summarised into round ups and thus aren't credited. You have our thanks none the less!
From Stickmonkey, September last year.
New Heavy support platform. Basically immobile deep striked! heavy weapon and crew. Rail and Ion Cannon, and missile launcher are all obvious options here, but nothing solid with the rumor.
Assault Skimmer. Something between size of piranha and hammerhead, fast skimmer open topped, assault on disembark.
Update: Yes, its assault after a flat out move, and has the "drop troops along path" option similar to the storm raven. its supposedly a dedicated transport option for one new unit. (I dont place faith in this last bit, its very rare in current GW systems to see a vehicle kit limited to one unit/role...if GW is trying to sell them they will be available to more than one unit, or be a separate entry unto itself.)
New Drop ship. Not the FW one, but something new. Holds a boatload of fire warriors, or a few battle suits.
New battle suits. Not sure if these are the "next gen" suits or just heavy suits redone with out metal bits.
Also Cypher on Heresy compiled a round-up of the Tau rumours as of April this year
Quote
Penciled in release date of August 2011
All current metal sets to be plastic (Pathfinders, Krootox, Vespids). New plastics are completed for Crisis Suits, Stingwings and Pathfinders.
Plastic Barracuda as well as a new unit choice, which will be a new alien race (insert your fantasy here).
Battle Suits - plug and play system. Essentially streamlined. Pick two guns and a skill or two skills and a gun. New models with interchangeable arms similar to Killa Kans?
Rule Changes
HQ and Troops
HQ choices are used to unlock units for troops, so a commander in a Crisis Suit unlocks Crisis Suits as troops, an Etheral unlocks Fire Warriors, Shaper unlocks Kroot.
Crisis Suits
Mostly same stats but now 3 wounds, come with every gun option and you can choose what weapon systems you fire every round. Max squad size x 5
Broadsides
Can take Network Markerlights instead of the missiles on their arms
Hammerhead Railgun
Draws a line across the table hitting everything under it. Multiple penetration through vehicles, only stopped by a glancing hit.
Shield Generator
Only team leaders can take a shield generator. The shield generator functions exactly like the DE Shadowfield. 2+ invulnerable save until the first failed save at which point it ceases to work.
Drones
No longer bought as Wargear. They are bought as a unit and then divided as you see fit at the start of the match. You can mix your drones when bought for the point cost needed. This caters for Drone Squadrons as an option.
Markerlight
One markerlight can fire the seekers off one model. Seekers replenish and are no longer one use items. Skyrays will only be able to fire one seeker per round.
Also...from BoLS (April 1st - so may just be a wind up!)
1. Kroot HQ is in the works!
2. Kroot to get own transport (Devilfish will no longer be able to transport Kroot)
3. Kroot will get light armor saves (6+)
4. Kroot shaper will allow for the unit to have a special genetic trait.
5. Firewarrior carbine to get a grenade launcher (either explosive or EMP)
6. Vespids reworked and getting a Heavy unit
7. Firewarrior BS increased to 4
8.Crisis suits will get “hit and run” ability
9. Various changes to Firewarrior equipment
10. Various changes to Crisis suit equipment
11. New Prototypes
12. 4th edition prototypes now “standard” equipment for all suits
13. All HQ’s can act as a commander
14. New type of “Heavy” Battlesuit (new prototype of the Broadside)
15. Stealth suits will be changed to a advanced scout unit similar to Pathfinders
16. Pathfinders will be changed to act as a type of Tau Commando infantry
Now on to Ghost's rumours, which primarily cover new non-Tau models. Because there's so many, I've split them up and tried to connect the dots between the hints and match them against each other - my thoughts and interpretations are in italics
General Codex rumours
Not the next book, but probably after Black Templars
Author may be Phil Kelly
Army has 4 basic HQs and 3 basic troop choices excluding changes made by any Special Characters if there are any
Return of 4 old SC, plus 2-4 new ones
No Court of the Archon/henchmen type mixed units
New Tau models
New SC "Iceheart"
Crisis suits have been completely redesigned (not just recut sprues and ankle tweaks), less boxy and including a 'morphic weapon'
New sniper suit
Shas'O get a stealth armour option, may be an experimental suit like Shadowsuns, or the experimental suit might be a third option
Allies and Auxiliaries
Vespids get two slots (unknown if this is an additional two, or two overall). Kroot get an additional unit
No Knarloc riders,though perhaps something big (new WFB monster-szied) for the Kroot
Maybe minor psychic powers for Shapers or Shaper like character this is something Ghost has heard from other people and not stated directly
Demiurg have 1 HQ, 1 troop and maybe 1 else. Presumably the Elite choice mentioned elsewhere
Demiurg ancients are a thing Probably HQ, but could also be the elite unit
Possible Demiurg elite choice
Demiurg are "equal to banshees without the scream" so presumably anti-armour close combat, or at least have that as an option. This might also be elite unit rather than the troop one, or be a unit that does both - like a kit that would let you make Boyz and Ard Boyz (or Dwarfs and Longbeards). An elite unit, but being an upgrade to a troop slot to keep out the way of the battlesuits
Demiurg and one other new race join the army, the latter being something bizarre or at least something we've not seen before.
SonicPara wrote:
I agree but they need to make markerlights more accessible. Markerlights and Marker Drones are far too expensive and the compulsory Devilfish makes already overpriced Pathfinders cost an extra 80 points and, more importantly, an extra killpoint. If Pathfinders remain at their current price, lose the required Devilfish investment, and gain "Infiltrate" then BS3 lesser Tau with BS4 Elites would be perfectly fine. Markerlights would still be expensive as they are points/FOC slots spent exclusively on buffing the rest of the army. It would further promote the interesting balance between offense and support units that clearly exists in Codex: Tau but has been largely forgotten due to Markerlight costs.
This is essentially what I'm proposing - easier to get and more usable markerlights to counteract the BS3.
As for the rumors, I don't like the "morphic weapons" one at all. It doesn't even make sense since a battlesuit has at most two weapons. 3 wounds for Crisis Suits doesn't seem amazing considering they still get ID'd by batltecannons and missile launchers. Buying drones like Wolf Guard makes sense, and frankly most of these rumors sound fairly plausible.
Make a + 1 wound upgrade
Make a 1+ toughness upgrade
Make a 1+ armour upgrade(aka iridium)
Remove hard points and instead make the entry as such
Each suit must take two weapons out of the following
2 of the same count as twin linked
Each suit must take one:
Any war gear items
the commander may take a bonding knife, drone controller ect.
IPS wrote:I really really hope that morphic weapons for krisis suit rumor is wrong...
It would just ruin the game for me. >.<
I completely agree I don't want "Obliterators" it sounds completely ridiculous and doesn't fit the fluff for Tau. Makes since for Chaos as the weapons moprh due to the taint of chaos and the warp.
docbrown wrote:What they can do to crisis suits
Make a + 1 wound upgrade
Make a 1+ toughness upgrade
Make a 1+ armour upgrade(aka iridium)
Remove hard points and instead make the entry as such
Each suit must take two weapons out of the following
2 of the same count as twin linked
Each suit must take one:
Any war gear items
the commander may take a bonding knife, drone controller ect.
Armor save of +3 is perfect enough for a Crisis suit. T5 on the other hand would help out tremendously, especially when going up against Melta, Missle, D-lance spam. Also I like being able to take 3 weapons/ 1 twin linked and one other weapon system.
IPS wrote:I really really hope that morphic weapons for krisis suit rumor is wrong...
It would just ruin the game for me. >.<
I completely agree I don't want "Obliterators" it sounds completely ridiculous and doesn't fit the fluff for Tau. Makes since for Chaos as the weapons moprh due to the taint of chaos and the warp.
docbrown wrote:What they can do to crisis suits
Make a + 1 wound upgrade
Make a 1+ toughness upgrade
Make a 1+ armour upgrade(aka iridium)
Remove hard points and instead make the entry as such
Each suit must take two weapons out of the following
2 of the same count as twin linked
Each suit must take one:
Any war gear items
the commander may take a bonding knife, drone controller ect.
Armor save of +3 is perfect enough for a Crisis suit. T5 on the other hand would help out tremendously, especially when going up against Melta, Missle, D-lance spam. Also I like being able to take 3 weapons/ 1 twin linked and one other weapon system.
Ya you can currently take 3 weapons, one TL and one not TL on a leader right? What I would like to see is being able to take better weapons or other devices for your HQ. The cyclonic ion blast is just meh, though AP1 on a 6 is nice if that ever happens. Right now the only reason I ever upgrade my leaders is so that they get the plus one BS and can take the TA
darkcloud92 wrote:Ya you can currently take 3 weapons, one TL and one not TL on a leader right? What I would like to see is being able to take better weapons or other devices for your HQ. The cyclonic ion blast is just meh, though AP1 on a 6 is nice if that ever happens. Right now the only reason I ever upgrade my leaders is so that they get the plus one BS and can take the TA
You can have 1 TL weapon and 1 not TL on any crisis suit.
Make a + 1 wound upgrade
Make a 1+ toughness upgrade
Make a 1+ armour upgrade(aka iridium)
Remove hard points and instead make the entry as such
Each suit must take two weapons out of the following
2 of the same count as twin linked
Each suit must take one:
Any war gear items
the commander may take a bonding knife, drone controller ect.
Hmmm where have I seen this system before.... oh right Tyranids 4th edition. Don't get me wrong its a great system but GW is streamlining everything now so I wouldn't expect it. So far I'm liking the new rumors might even paint up the Tau that I own.
Well it's not hard to waste 3 sv 3 models In the open and close range. 2+ may help
And that doesn't count. A 4th edition codex is good compared to a third regardless. I'm just saying it has allot of how many do you want units and not enough would you like fries with that kind of thing.
Brother SRM wrote: 3 wounds for Crisis Suits doesn't seem amazing considering they still get ID'd by batltecannons and missile launchers.
And they'll hype it as a revolution.
Don't say we Tyranids didn't warn you in advance. Look at Mr Tyranid Warrior over there. They gave him 3 wounds AND took away his ID immunity. Jolly good.
Yeah, I sure hope GW doesn't boost Crisis Suits to 50 points a pop and justify it with 3 wounds. There's way too much Str8 in the current metagame. It would be nice if Crisis Suits were T5.
IMO, GW should leave Crisis Suits as they are, but implement more weapon options at a lower point cost. Range Str8 shooting is must! Str7 doesn't cut it anymore.
I think T5 Crisis Suits would be great, and I'm pretty okay with their amount of S7. There's fusion guns for S8 anywho, and if you give them ranged anti-tank they're eking in on Broadside territory.
If the missile pod was ap - S8 i would be happy, just because my suits don't have to worry about annoying grey knights. I still have nothing to get rid of daemon princes. They're to fast for my suits!
If they then gave them 3W, they need to get better I saves as a default or make them T5 so that we arnt paying for something that wont help us.
ap- s8 hell no!!
I use that ap4 and quite a lot, there are more then enough situation where it comes in handy. (yes ther are other armes out there but space marines. -.-)
+what you gonna do about those transports and walkers with ap-?...
t5 would be a welcome change : )
But that migh make the suits a bit too strong.. (or too expansive)
IPS wrote:
t5 would be a welcome change : )
But that migh make the suits a bit too strong.. (or too expansive)
They're S5/T4, just swap those values and keep the points the same. Never understood the S5 on a model that melts if someone waves a sword at it in anger anyway....
Ledabot wrote:If the missile pod was ap - S8 i would be happy, just because my suits don't have to worry about annoying grey knights. I still have nothing to get rid of daemon princes. They're to fast for my suits!
If they then gave them 3W, they need to get better I saves as a default or make them T5 so that we arnt paying for something that wont help us.
Then it would actually be worse at killing vehicles, since it's AP-, and that's a bad bad thing.
Making Crisis Suits T5 for the same points they're at right now wouldn't be overpowered at all. It would make them a little more resilient to small arms fire, and they'd still get wounded by anything with significant firepower. They could still be doubled out by demolisher cannons and the like.
Just wondering what are the rumours on the codex's release date, if any? I've been hearing conflicting reports saying the next codex will be Black Templar to follow the Imperial/Non-Imperial pattern.
acekevin8412 wrote:Just wondering what are the rumours on the codex's release date, if any? I've been hearing conflicting reports saying the next codex will be Black Templar to follow the Imperial/Non-Imperial pattern.
There's no such thing as a Imperial/Non-Imperial pattern. The releases have been in the following order:
InInIInnIIInnnnnIInIInInnIInnnIIInInIIn
with n for Non-Imperial and I for Imperial. We got a brief appearance of that pattern just after the release of 3rd edition and again recently from the SW release through GK. But, neither time has that pattern lasted any more than 5 codexes in a row.
And, in fact, we had a patter of nnnnn that lasted just as long. So, it's equally valid to say that GW's pattern is to ONLY release non-Imperial codexes.
finecast
Demiurg ancient
New special character
(...)
That much I can give you
Meaning that there will be one Demiurg and one Crisis Suit plastic box plus two others. And there will be one finecast Demiurg ancient and another special character plus two other finecast blisters. And a new vespid kit (plastic or finecast) and an alien non-Kroot transport (most certainly plastic). (and Firewarriors seem to lose 1+ choice)
ghost21 wrote:
Grunge wrote:How come they got kicked back one codex? Weren't they supposed to be next? We know pretty much all there is to know prior to release leaks, how come Black Templars are coming first?
Due to them sitting done for nearly 8 months? And honestly, sword brethren are nice.
Speaking of not mentioning sources:
Ghost of War wrote:I could have SWORN that a good chunk of these rumors... came from ME.. and Stinger666 after last years Adepticon... and the release got pushed back.
Lack of credit....
BTW it is odd to post and discuss this rumours in 40k general.
Sorry, but I thought it was important that the broadside etc comments are not by ghost21.
Oops, now I have to add the part I didn't copy:
ghost21 wrote:Vespid won't need a transport (they are damn jump infantry). And considering the heavy is really cool, that won't either.
I really like the new Vespid kit. They have had a really good overhaul. I'm honestly just going to use Vespid and Demiurg. And also I saw the alien transport wasn't Kroot... however as usual sodium chloride applies to that part.
Enigma Crisis wrote:So I'm guessing that would push Tau back from being Q1 to Q3 then?
So I guess we should hope that BT come first, so we attain some assurance of the delicious Tau stuff ghost has posted about. Mileage may vary due to waiting further.
Also good to know this thread has been moved back to the Rumors section
Brother SRM wrote: 3 wounds for Crisis Suits doesn't seem amazing considering they still get ID'd by batltecannons and missile launchers.
And they'll hype it as a revolution.
Don't say we Tyranids didn't warn you in advance. Look at Mr Tyranid Warrior over there. They gave him 3 wounds AND took away his ID immunity. Jolly good.
I hear that all the time, and I still have yet to have a a Warrior ID'd.
Though it's really the terrible target priority from my friend. He'd rather fire his dark lances at my Hive Guard, who can soak it up with T6, or my Zoanthropes, which bounces off their 3++ save, and prefers to assault my warriors.
I guess I should be thankful it's keeping my Warriors as a viable unit.
I guess they'll be going to W3 and have all weapons so that there is no more wound allocation amongst crisis suits. Not that it was much of an issue when you could get drones and they only have 2 wounds.
Since I have magnetized the dozen crisis suits I own, I'm more frustrated at the amount of effort I put into those models to now have 'morphic weapons'. I just hope ethereals do not suck as much then as they do now.
Wonder if the stealth suits Shas'o will still have weapons options/morphic weapons or be stuck with burst cannons/fusion gun.
I know there was a prototype farsight model shown quite a while ago and I have to say if that's what Tau is now going to be like, I think i'll save my money for better things. Tau is hard enough to paint as is without random protrusions and busier models. Hopefully unlike SM/CSM there won't be a universal theme like 'skulls', which for Tau would probably be along the lines of 'screws' or 'single shoulder pads!'. The variety across the army is what drew me to it in the first place.
Brother SRM wrote: 3 wounds for Crisis Suits doesn't seem amazing considering they still get ID'd by batltecannons and missile launchers.
And they'll hype it as a revolution.
Don't say we Tyranids didn't warn you in advance. Look at Mr Tyranid Warrior over there. They gave him 3 wounds AND took away his ID immunity. Jolly good.
I hear that all the time, and I still have yet to have a a Warrior ID'd.
Though it's really the terrible target priority from my friend. He'd rather fire his dark lances at my Hive Guard, who can soak it up with T6, or my Zoanthropes, which bounces off their 3++ save, and prefers to assault my warriors.
I guess I should be thankful it's keeping my Warriors as a viable unit.
I took out my friends 12 Tyranid Warriors with 3 Defilers first turn.
Here, hold these Battlecannons. Whar Synapse Whar?
No I want 6th Ed tau. I'm tired of playing armies 1 Ed back. I play against guard nissan necrons and grey knights with orks and tau I want to be recent for once
Well I bet Tau will actually have a good focus on Etherals to boost sales. I have two well painted rather recently. I should go ahead and get shadowsun and paint her while I can then.
I'm still just so wary of getting another outdated codex. I know everyone says that the last several books are designed with the next edition in mind (see Heavy* on the Monolith in the new Necron book) but the Tau have been perpetually screwed with outdated codices immediately before a new edition. As long as GW just makes Tau balanced to hang with the common armies then all is good.
-Loki- wrote:I hear that all the time, and I still have yet to have a a Warrior ID'd.
Though it's really the terrible target priority from my friend. He'd rather fire his dark lances at my Hive Guard, who can soak it up with T6, or my Zoanthropes, which bounces off their 3++ save, and prefers to assault my warriors.
I guess I should be thankful it's keeping my Warriors as a viable unit.
You must be lucky. Local metagame here is very S8 heavy. And my IG friend just loves Warriors.
He was grinning as some poor other Tyranid player's nice big Warrior brood went splat in Turn 1 due to a Master of Ordinance.
-Loki- wrote:I hear that all the time, and I still have yet to have a a Warrior ID'd.
Though it's really the terrible target priority from my friend. He'd rather fire his dark lances at my Hive Guard, who can soak it up with T6, or my Zoanthropes, which bounces off their 3++ save, and prefers to assault my warriors.
I guess I should be thankful it's keeping my Warriors as a viable unit.
You must be lucky. Local metagame here is very S8 heavy. And my IG friend just loves Warriors.
He was grinning as some poor other Tyranid player's nice big Warrior brood went splat in Turn 1 due to a Master of Ordinance.
I've never had one ID'd except by fist. I always outflank mine so they usually get stuck in right away.
Kroothawk wrote:Posted on Warseer, another version of what may come in 40k:
Lord Commissar Aquila wrote:Ok, so I was talking with someone who has connections to one of the model designers, and this is what he told me:
1. The Eldar dex will be out right before the release of 6th edition. Phil Kelly is the writer, which is why he wasn't able to write up the Cron codex.
2. 6th Ed will be released in June or July of next year (2012) if everything goes to plan; its currently in playtesting right now.
3. The starter set might be the Fall of Damnos, but he said he wasn't completely sure it would be set there. It will include Space Marines, of course.
4. CSM will get one of the newest dexes in 6th, right after the Marine dex.
5. Tau and BT will get a release soon after CSM; other races updated in 5th will not be updated in 6th as their rules (at least from Guard onwards) are allready suited for 6th. Ward will probably do the BT and might do Tau as well. DA will probably not be updated anytime soon, because its not a popular army and GW does not want to waste money updating one or more armies that almost no one plays with a separate dex.
(...)
He told me, in no uncertain terms, that Tau and BT will be getting an update soon after CSM (Tau first).
Fall of Damnos= Ultramarines vs. Necrons, contradicts with most other rumours.
Ward officially denied writing the Tau Codex.
On Black templars next:
Harry wrote:Sounds about right to me.
I certainly heard about these guys before heard much about Tau .... the order I hear about them was Necrons and Sisters at the same time, Black Templars then Tau.
Not sure what the story is with Sisters but they must be in the mix somewhere.
Another version of a possible release schedule. The original thread is probably right under/above this one now.
Considering this year was a Fantasy year (which is why we saw 3 armies, a huge expansion and dreadfleet) and next year is a 40k year, not having a big 40k release until April doesn't make sense.
-Loki- wrote:Considering this year was a Fantasy year (which is why we saw 3 armies, a huge expansion and dreadfleet) and next year is a 40k year, not having a big 40k release until April doesn't make sense.
Tau is not popular.
Of course not Because they need a new codex.
I hope to god that gw is not as stupid as this implies.
Armies get shelved as they become obselete while people wait for them to become relevant again. So why would policy be to ignore them for armies THAT ARE STILL BEING PLAYED.
docbrown wrote:Tau is not popular.
Of course not Because they need a new codex.
I hope to god that gw is not as stupid as this implies.
Armies get shelved as they become obselete while people wait for them to become relevant again. So why would policy be to ignore them for armies THAT ARE STILL BEING PLAYED.
Considering Dark Eldar were arguably the least popular army due to such an ugly and unsupported range only to become the new hotness, I wouldn't worry.
docbrown wrote:Tau is not popular.
Of course not Because they need a new codex.
I hope to god that gw is not as stupid as this implies.
Armies get shelved as they become obselete while people wait for them to become relevant again. So why would policy be to ignore them for armies THAT ARE STILL BEING PLAYED.
Considering Dark Eldar were arguably the least popular army due to such an ugly and unsupported range only to become the new hotness, I wouldn't worry.
Was aimed at the comment not what will Acctually happen. GW is marine biased but there not dumb enough to flat out ignore armies because their obsolete ass isn't selling
docbrown wrote:Tau is not popular.
Of course not Because they need a new codex.
I hope to god that gw is not as stupid as this implies.
Armies get shelved as they become obselete while people wait for them to become relevant again. So why would policy be to ignore them for armies THAT ARE STILL BEING PLAYED.
Considering Dark Eldar were arguably the least popular army due to such an ugly and unsupported range only to become the new hotness, I wouldn't worry.
Was aimed at the comment not what will Acctually happen. GW is marine biased but there not dumb enough to flat out ignore armies because their obsolete ass isn't selling
Except GW isn't "marine biased". With the exception of the Vanilla Codex, all the Marine armies, including the GK, that have been updated to 5th had either a 3rd edition Codex (SW, GK) or a PDF (BA). This, in turn, is because GW released a lot of non-Marine armies during 4th. Now that every 3rd edition Codex is gone, GW can start working on those trapped in 4th.
Funny I have seen quite a few Tau armies about, not including my own one. Definitely not obsolete as a race, definitely out of date as a codex.
People definitely like the Tau aesthetic evidenced by FW expanding on them so much, least we forget that they were the first race expanded upon in IA3. Clearly someone thinks that they sell.
Ok, or according to this rumor, new Rulebook in June/July, then the codex releases will go CSM, Tau, BT, Eldar? Sounds interesting, but that's a really long wait :/
Harry says that the tau are in proofreading, and all rumors seem to be for tau as last codex of 5th. That's fine with me, that means that they will be like orks last edition, and orks are still winning tournaments.
Black Templars - February/March
Tau - April/May
6th Edition July
CSM - September-November
Eldar January-Feburary next year
Sounds good to me. The only crappy part is that I had to live through years of blood angels (don't play), tyranids (don't play), Guard (don't play), Space wolves (don't play) to now get every army I do play except Dark Angels.
I'm going to go with ghost21 and harry on this one.
SonicPara wrote:I'm still just so wary of getting another outdated codex. I know everyone says that the last several books are designed with the next edition in mind (see Heavy* on the Monolith in the new Necron book) but the Tau have been perpetually screwed with outdated codices immediately before a new edition.
Actually 4th Edition Tau codex was in the middle of the edition, before they probably knew what 5th edition would change. Late 4th codices have generally done ok in the 5th, Orks dominated the game for quite some time...
I don't understand why people who think the Tau codex will come out before 6th won't be ready for 6th. Considering that Necrons are made with 6th in mind, Tau will too no matter what. It's not something worth getting as worked up about as some people are thinking.
I agree with the above poster. I think that the Tau will be 5th edition in name only and be as geared for 6th as reasonably possible. If we are already seeing 6th edition language show up in Necron Codex, I can image any other codex that follows will be the same.
docbrown wrote:the thing is they hav to be relevant for 5th so that does lead t some limits
Barring some ridiculous change, it doesn't. Necrons (and more codices going further back, but Necrons is the only one we know for sure) are written with 6th in mind and work perfectly fine in 5th. Also please work on your typing, it's very sloppy.
Also, the rumor is that the tau will now be out around May. If that's true... then 6th edition will be two months out at that point. They will barely be in 5th edition before the 6th edition book is out. I expect for the book to really be the first 6th edition completely book, just like orks were.
They only thing we will have to wait for is the fact that the book won't be hardback, which sucks a bit, but that's the breaks.
Kilkrazy wrote:It doesn't matter if the codex should come out in late 5th providing GW don't make any major rules changes in 6th that invalidate specific Tau stuff.
Mutters something about targetting priority rules and target locks.
I wish GW would stop the whole we-wont-tell-you-anything-until-its-here thing. If've been holding off purchasing more Tau since the rumours first started appearing (partly because I still have so much left to finish), because I dont want to get shafted buying stuff that might get 10x more awesome models/because useless after half a year :(.
Yea, but Tau weren't a late 4th edition codex, they were mid. It would be like Tyranids getting screwed by the new rules... and honestly I don't see how they can make that codex worse.
I agree. I'm considering filling out a few firewarrior slots, including pulse carbines (I don't have any) but I would hate to get them, paint them, then find out they don't work.
MoD_Legion wrote:
Mutters something about targetting priority rules and target locks.
I wish GW would stop the whole we-wont-tell-you-anything-until-its-here thing. If've been holding off purchasing more Tau since the rumours first started appearing (partly because I still have so much left to finish), because I dont want to get shafted buying stuff that might get 10x more awesome models/because useless after half a year :(.
I wouldn't expect anything to get worse, so buy away The only plastics I see getting replaced are battlesuits, and that's probably to do a broadside/crisis kit with options for both.
Prodigalson wrote:Yea, but Tau weren't a late 4th edition codex, they were mid. It would be like Tyranids getting screwed by the new rules...
Again.
Prodigalson wrote:and honestly I don't see how they can make that codex worse.
Yes, it could. In fact, When 5th edition first came out, Tyranids were far worse off than they currently are. At least now we have catalyst and hive guard under the latest codex.
Prodigalson wrote:and honestly I don't see how they can make that codex worse.
Yes, it could. In fact, When 5th edition first came out, Tyranids were far worse off than they currently are. At least now we have catalyst and hive guard under the latest codex.
What makes you say that? They had Warriors which could be individually kitted out like Nobz, and they were immune to Instant Death. They also had more useful carnifexes with a lot more options. I'd say the old codex was at least on the same level as the current one.
IMO, largely the two items I mentioned. Catalyst and Hive Guard.
Spoiler:
In 5th with the 4th edition codex, nids lacked any reliable anti tank guns that could open up transports prior to the assualt phase. VC: -2 on damage chart and could be deflected by cover. DS (Wariors): Low strength (Str 6) and could be deflected by cover. Devourers (carnies): Low strength, -1 on damage chart, and could be deflected by cover. Therefore nid players, such as myself, had to almost exclusively rely on genestealers, which were more expensive at the time, to open transports up in H2H. Then the stealer squad would get wiped during the players turn by the disembarked infantry. It seemed to be largely a lose-lose situation and an uphill battle simply to get a draw.
Now we have Hive Guard: High strength, no negative modifiers on the damage chart, and can ignore some cases of cover. So we are not exclusively relying on genestealers to open up transports. On the other hand, when genestealers do attack a transport in H2H, catalyst helps them survive the following firestorm.
There are other beneficial items in the newer codex: MC with fleet, MC that produce scoring units, Warrior Primes that can grant cover saves to carnies, and cheaper, infiltrating genestealers. But there are some strong detractions as well: Horribly overpriced MCs and lack of EW.
Still, IMO the gains in the newer codex outweigh the detractions... at least in 5th "We Spam Mech" Edition. It's an uphill battle, but at least it feels like I have a chance of scoring a victory.
docbrown wrote:
for what it takes to get decent markerlight quantity its kind of a problem. Not to mention that its quite easy to kill whatever brings them.
Tau shoot 16% better than orks thats ridiculus.
As for the first statement, you leave out stealth marker teams. They're not hard to keep alive, and if you're only really using them to boost BS, they can give you enough lights.
As for the second, it's just plain wrong. They shoot 50% better than orks, or, to turn it around, orks shoot 66% as well as them.
On discussing this last night, I'm actually hoping Tau remain without different weapons options in FW squads in their next book. The idea of the race is that each part is a cog in the machine of the whole. Each unit supports each other unit. FW are in a long range anti-infantry role (Which they do very well) You use suits and vehicles to fulfill other roles. What I would actually like to see in the next book is an exacerbation of that mindset, to the point that the Tau Empire functions like Menoth does in Warmachine.
In order to beat Menoth, you have to pick apart an overlapping group of synergies that are very powerful in order to beat the army. Once that is done, the army crumbles, but a properly constructed list can cover it's weaknesses well (with the remaining Achilles Heel, of course, of Assault). In the Menoth list, the overlapping Synergies will ALWAYS have a lynchpin: a single target that must be taken out first in order to disassemble the list. The difficulty is that this vulnerable point changes based on how you build your list, but it is always there. A keen opponant can find that point. A newb Tau player may not know how to protect it, or even build a list that harmonizes. They would be hard to get to, but once you got there... Splat. GEqs with worse WS.
Space Crusader wrote:Nagashek, I keep mistaking your avatar Neferato for Gabe Newell.
It's not Neferato, but Max Schreck as Nosferatu from the famous silent movie of the same name.
The image of which, after so much time as Arnie from "Kindergarten Cop" was the closest one to my VC general of the same name, the mystery shrouded Necrarch master of the Blighted Towers. I'm sorry I've never gotten a chance to see Nosferatu, actually. My original Dakka logon was my Tau general's name. Tau are still my favorite, so I'm hoping for the best here. I think I'll be fine if Ward wrote the rules but stayed the frak away from the fluff.
SonicPara wrote:I'm still just so wary of getting another outdated codex. I know everyone says that the last several books are designed with the next edition in mind (see Heavy* on the Monolith in the new Necron book) but the Tau have been perpetually screwed with outdated codices immediately before a new edition. As long as GW just makes Tau balanced to hang with the common armies then all is good.
I'd just like to attempt to put your fears to rest. Recently, one of the good things that GW has been doing (not many to choose from though) is they have been making the army books for fantasy that come out right before an edition change worthwhile. Skaven are probably the best army book out right now for 8th-they came out near the tail end of 7th, only beaten by the BoC book-which, admittedly, was a disaster. But Skaven were built with 8th in mind-see Dreaded 13th spell to prove it. And they are definitely ruling the roost. GW has gotten better at this than previous editions. Don't worry-if Tau come out right before 6th, they're built as a 6th edition codex that can function in 5th. Some things may suck until the switchover (like the WTF views on destroyers), but it'll all make sense in 6th.
march10k wrote:As for the first statement, you leave out stealth marker teams. They're not hard to keep alive, and if you're only really using them to boost BS, they can give you enough lights.
This is true, but a SINGLE SMT (Stealth Marker Team) becomes ungodly expensive VERY quickly!
SonicPara wrote:I'm still just so wary of getting another outdated codex. I know everyone says that the last several books are designed with the next edition in mind (see Heavy* on the Monolith in the new Necron book) but the Tau have been perpetually screwed with outdated codices immediately before a new edition. As long as GW just makes Tau balanced to hang with the common armies then all is good.
I'd just like to attempt to put your fears to rest. Recently, one of the good things that GW has been doing (not many to choose from though) is they have been making the army books for fantasy that come out right before an edition change worthwhile. Skaven are probably the best army book out right now for 8th-they came out near the tail end of 7th, only beaten by the BoC book-which, admittedly, was a disaster. But Skaven were built with 8th in mind-see Dreaded 13th spell to prove it. And they are definitely ruling the roost. GW has gotten better at this than previous editions. Don't worry-if Tau come out right before 6th, they're built as a 6th edition codex that can function in 5th. Some things may suck until the switchover (like the WTF views on destroyers), but it'll all make sense in 6th.
And actually BoC has been pretty strong in 8e also. It's just that it was SO worthless in 7th, very few people have figured that out yet by venturing into the army...
SonicPara wrote:I'm still just so wary of getting another outdated codex. I know everyone says that the last several books are designed with the next edition in mind (see Heavy* on the Monolith in the new Necron book) but the Tau have been perpetually screwed with outdated codices immediately before a new edition. As long as GW just makes Tau balanced to hang with the common armies then all is good.
I'd just like to attempt to put your fears to rest. Recently, one of the good things that GW has been doing (not many to choose from though) is they have been making the army books for fantasy that come out right before an edition change worthwhile. Skaven are probably the best army book out right now for 8th-they came out near the tail end of 7th, only beaten by the BoC book-which, admittedly, was a disaster. But Skaven were built with 8th in mind-see Dreaded 13th spell to prove it. And they are definitely ruling the roost. GW has gotten better at this than previous editions. Don't worry-if Tau come out right before 6th, they're built as a 6th edition codex that can function in 5th. Some things may suck until the switchover (like the WTF views on destroyers), but it'll all make sense in 6th.
And actually BoC has been pretty strong in 8e also. It's just that it was SO worthless in 7th, very few people have figured that out yet by venturing into the army...
Sorry for as much as they tout interdependence only 1 unit truly serves a non combat role and only missiles attached to vehicles need them to function.
I used to love my pathfinders in small scam games but once it scaled up I found 2k points would be aimed at my poor pathfinders. So I dropped them and formed a homogenous army with no clear targets.
I'd love it if tau were Acctually interdependent but as it stands tau is an army you can use to make a weak unit suck less.
I think you should be able to pay a premium for guys that can function on their own (think upgraded suits), but get much greater effectiveness out of the intelligent use of force multipliers.
And Docbrown, I usually find at 2kpts my opponants are far more worried about my railguns than my pathfinders. I got very good at hiding my pathfinders and letting other, actual DAMAGE dealing targets be more available. Also I never buy Seeker missles in any form, as I find the cost utterly rediculous and over costed for the benefit. Every seeker missle bought is one less firewarrior.
Therefore I posit that a) you are using your pathfinders wrong or b) you have been so much more successful with them than I have that your opponants fear your pathfinders more than your railguns. If b), then I recommend still taking them and letting your opponants go on wild goose chases to kill them. I do this with my Etherial. People know that killing it could rout my whole army, and so they spend far too much effort pursuing him, while the rest of my army casually Kauyon's them to death.
But the thing is with a geq profile you don't aim the same weapons at them as you would a broadside.
And the thing about pathfinders is they turn fire warriors into a unit that can eliminate a key target quickly. So they fear that the pathfinders will help fw's cause an hq to flee from the table(used to dothat so many times. )
Things like that make them fear pathfinders and single out all non s6+ at them.
Besides when I play turn 1-2 results in you losing most of your vehicles and that's an accepted fact in our meta. So they figured out that if they ignore the sides and suits they can nuke the finders and drop my infantry killing power easily.
Nothing is more annoying then 3 basilisks aiming at pathfinders.
Three Bassies at your PF? Holy crap. WINNING! If my opponants spent turn one aiming their Bassies at Pathfinders instead of Crisis Suits, Stealth Suits, my tanks, my Broadsides, or any of my FW teams, I would ALWAYS TAKE PATHFINDERS! That's what, 300 pts aimed at removing a 96pt unit? Yeah, awesome.
Nagashek wrote:On discussing this last night, I'm actually hoping Tau remain without different weapons options in FW squads in their next book. The idea of the race is that each part is a cog in the machine of the whole. Each unit supports each other unit. FW are in a long range anti-infantry role (Which they do very well) You use suits and vehicles to fulfill other roles. What I would actually like to see in the next book is an exacerbation of that mindset, to the point that the Tau Empire functions like Menoth does in Warmachine.
In order to beat Menoth, you have to pick apart an overlapping group of synergies that are very powerful in order to beat the army. Once that is done, the army crumbles, but a properly constructed list can cover it's weaknesses well (with the remaining Achilles Heel, of course, of Assault). In the Menoth list, the overlapping Synergies will ALWAYS have a lynchpin: a single target that must be taken out first in order to disassemble the list. The difficulty is that this vulnerable point changes based on how you build your list, but it is always there. A keen opponant can find that point. A newb Tau player may not know how to protect it, or even build a list that harmonizes. They would be hard to get to, but once you got there... Splat. GEqs with worse WS.
having fought the menoth pop n drop I wholeheartedly agree with your assessment. that being said, I'd love to see sniper teams be a troop choice that is taken based on the number of FW in the army...it'd give a nice idea of fire support iin the troops section
also more weapon options for the other slots (like something akin to an assault cannon for crisis suits) and a codex wide point drop (something like stealth sutis being 20pts and being able to take plasma rifles to make them MEQ hunters)
docbrown wrote:Plasma stealths would obselete crisis suits
Hey what about jsj devilfish
No, that would compliment/support Crisis Suits. The rumored changed to Rapid Fire, though, and the fact that all jetpack suits are relentless would make Stealth Suits an actual threat. Also, it's a single, non twin-linked Plasma Rifle on a T3 1W model as opposed to T4 2W (3W if the rumors are true).
Much though I like the Orca model, any vehicle which is longer or wider than its movement rate is probably too large to make a realistic game piece, especially when compared with the micronized SM vehicles.
That said, if they made it, I would definitely buy one.
It would proberly require some saving up for me, and I don't know if a transport for suits is really that good. they might be better just jumping around.
obsidianaura wrote: Markerlights not heavy - they aren't heavy weapons they're laser pointers, there is no point this being heavy. Rolling to hit is enough.
Its meant to be a realistic depiction of a real world SOFLAM or laser-target designator. Its not something you pull the trigger and tag something with and then walk away, you have to illuminate the target until the ordnance has acquired, preferably impacted. Thus, the heavy.
Nuclear Launch detected
Any word on human troops. It seems so simple: Pack a unit from the guard codex in there and give them Tau weapons as options.
dbsamurai wrote:I'd love to see sniper teams be a troop choice that is taken based on the number of FW in the army...it'd give a nice idea of fire support iin the troops section
That's actually a really good idea. People might actually take them because they take up Broadside/Hammerhead slots. You could balance it so that they count as heavy support choices but they don't take up a heavy support slot if you have a corresponding Fire Warrior squad and so on.
No split tau hqs into 3 types.
Generic
Montka
Kauyon
They have corresponding abilities that match these styles.
We could have a fwhq that allots 3 sniper teams to not take up slots
A crisis hq that makes crisis suits troops(for scoring not selecting)
A stealth hq that allows you to give units stealth drones (or disruption drones) but you cant take crisis suits.
An pathfinder hq that makes pathfinders troops(for scoring not selection)
We have enough humans running around as it is. I would prefer having an alien race taking whatever roll human auxiliaries might take.
Besides, what role exactly would they fill in a Tau army?
Fluff-wise they make sense, but as far as gameplay is concerned I fee like they'd just muddle the army's identity, resulting in less-crisp gameplay.
Honestly, I'd be ecstatic if they got the Necron treatment. Strong theme. Unique play. Divergence from "textbook" lists (gunline-mech-slogger). Crisp role separation. Good stuff
Sekminara wrote:We have enough humans running around as it is. I would prefer having an alien race taking whatever roll human auxiliaries might take.
Besides, what role exactly would they fill in a Tau army?
Fluff-wise they make sense, but as far as gameplay is concerned I fee like they'd just muddle the army's identity, resulting in less-crisp gameplay.
Honestly, I'd be ecstatic if they got the Necron treatment. Strong theme. Unique play. Divergence from "textbook" lists (gunline-mech-slogger). Crisp role separation. Good stuff
Logically they would fill the same role as PDF in IG.. or if you mean on the table top, they might make a decent all rounder infantry, since Tau forces seem to be mostly all melee or all shooty.
...
..and I'll pass on any more Matt Ward codecies. They're an abomination from the warp. I'd really rather not hear about Tau bathing in the blood of battle sisters before skull raping the Emperor and how some Shas'O has butchered every space marine alive but the Ultramarines, who crushed him through the sheer power of awesome.
So shall we start the discussion on possible Ward-ish naming conventions in the next Tau book, then? Or will it actually be acceptable this time since Tau weapons don't really require the writer to be that creative in the first place?
Crisis Suits armed with Crisis Blasters, Crisis Cannons, and Crisis Missile Launchers, or perhaps some fish-themed weapon names to go along with Hammerheads and Devilfish. Too bad Tau aren't very close combat oriented; I dream of the day when I can smite my foes with a Fish Fist.
The funny thing is that probably will happen. "Crisis suits need...crisis weapons! Yes!" I also imagine a lot more "rail____" weapons, too. And if Tau get a CC boost then maybe "plasma fists".
So is there actual information here or just wishlisting?
And yes, we can definitely expect to see some Trout class skimmers with Carp Cannons, Crisis Battlesuits with Crisis Plasma Rail Launchers.
Going from other recent codices, I'm expecting that we'll see:
Radically cheaper tanks.
Free photon grenades and possible Shas'ui or bonding kinives
Grenades for kroot.
Hammerheads in 3-squadrons
A Flyer with options to be used as a gunship or transport, in line with other armies.
A variety of different HQ choices which effect the army make-up.
Splitting battlesuits into separate roles, which would allow a new unit entry for a close-range (combat?) battlesuit.
Cheaper crisis suits all round
Pathfinders in plastic (most probably as a dual kit with a new unit)
Re-cut kroot in combo-kit with hounds. (possibly Krootox, though unlikely)
Re-cut crisis suits. I believe these will go to a 3-pack (with one plasma rifle per pack lols) and be a dual kit with broadsides (or a new crisis variant)
Re-cut broadsides. Most probably with crisis suits, however the treatment of necron Destroyers has made me a little more dubious.
As above, Flyer with build options as gunship or transport. I'm think a VTOL, osprey kind of vehicle.
I doubt that any gue'vesa'la models will be made, even if rules for them do appear in the book. Simply put, there are a tonne of human infantry models already which would fulfil this role; and their battlefield role in the tau army would be dubious considering the existence of kroot and firewarriors.
Why do you figure Hammerheads will be in squadrons? IG get tank squadrons, but they just have tons of stuff to throw at the enemy anyway. There's no real precedent otherwise.
My personal theory/hope for Crisis suits is that they get put 3 to a kit with broadsides, for around $45-$50. I cite Killa Kans as my example, and really the only difference between the two is some wargear options and other details, model-wise. The age of the hybrid kit is ending, and I know GW's going for multi-kits as much as possible these days. Even vehicles are getting multi-kits so I can see it happening here too. Destroyers haven't gotten a new kit as you noted, but Necrons launched with 4 plastic kits, which is a hell of a lot. Tau won't need as much unless they get a ton of new units.
Trasvi wrote:So is there actual information here or just wishlisting?
Do you see anything on the GW advance orders page? Then it's probably wishlisting, lol.
Unless we get a BoW-style leak, like Necrons, and a guy like Yakface telling us all about the codex, then there's probably no actual info. Right now it's just a tentative release date that keeps changing depending on who's posting.
Trasvi wrote:So is there actual information here or just wishlisting?
Do you see anything on the GW advance orders page? Then it's probably wishlisting, lol.
Unless we get a BoW-style leak, like Necrons, and a guy like Yakface telling us all about the codex, then there's probably no actual info. Right now it's just a tentative release date that keeps changing depending on who's posting.
Maybe not even then due to GWs super secret releases policy...
Nagashek wrote:Stealth suits are already a threat based on volume of fire alone. Trust me.
But I would kill for a plastic orca. Srsly.
god i want an orca so bad. and if it could carry three squads legally!!! safe carry for suits!
also with their burst cannons stealth suits are only dangerous against horde. I want them to be more...elite i guess. like they're geared towards a task at hand. inwhich case (say their 20 pts, plus 15 for a single plasma rifle which is how much it costs for IG) you have a squad designed to search and destroy. it'd allow crisis suits to specialize more, to take heavier weapons (i posted codex suggestions on another forum, this thing called a plasma caster that's a plasma gatling gun...takes up two slots but it would also help gear up crisis suits). or it would allow them to specialize as tank hunters, taking TL fusion blasters and having the T and the W to take on tanks
Logically they would fill the same role as PDF in IG.. or if you mean on the table top, they might make a decent all rounder infantry, since Tau forces seem to be mostly all melee or all shooty.
...
..and I'll pass on any more Matt Ward codecies. They're an abomination from the warp. I'd really rather not hear about Tau bathing in the blood of battle sisters before skull raping the Emperor and how some Shas'O has butchered every space marine alive but the Ultramarines, who crushed him through the sheer power of awesome.
Fluff-wise they do make sense. But what does adding all-rounder infantry do for Tau's army identity? I suppose i'm just extremely opposed the army "homogenization". If we follow that route we're just going to fall deeper into the MEQ - TEQ - GEQ - XENOS stat-line heresy. GW has been slowly moving away from that, and giving each army very unique playstyles and rulesets and thats what I'm all for.
As far as Matt Ward's codecies are concerned, the fluff is most definitely off, but I've been consistently impressed by the (admittedly OP) rulesets. They're solid, competitive, unique, and relatively balanced when only considering the newer codexes (BA = DE <= Necron <= SW = GK).
Nagashek wrote:Stealth suits are already a threat based on volume of fire alone. Trust me.
But I would kill for a plastic orca. Srsly.
god i want an orca so bad. and if it could carry three squads legally!!! safe carry for suits!
also with their burst cannons stealth suits are only dangerous against horde. I want them to be more...elite i guess. like they're geared towards a task at hand. inwhich case (say their 20 pts, plus 15 for a single plasma rifle which is how much it costs for IG) you have a squad designed to search and destroy. it'd allow crisis suits to specialize more, to take heavier weapons (i posted codex suggestions on another forum, this thing called a plasma caster that's a plasma gatling gun...takes up two slots but it would also help gear up crisis suits). or it would allow them to specialize as tank hunters, taking TL fusion blasters and having the T and the W to take on tanks
Cascade fusion blaster? That'd be nice on a stealth suit or even CIB wouldn't be terrible.
I think a Rail Rifle is a perfect match for the Stealth Suits. It's range makes the most of their stealth field and as it's the Tau equivalent to a Sniper Rifle it feels right from a fluff perspective too.
I also think that the Tau Fusion Blaster should be stated closer to a Multi-Melta than a regular Meltagun, you have to be in a Battle Suit to use it after all.
I'm sorry, but just to clarify, is this thread about Tau rumours, or speculation? Not too sure. I went back to the OP and there wasn't much there either.
acekevin8412, welcome to a rumor thread. Anyways, there is a nice feature that you may want to utilize known as the "filter thread" feature.
For example, Kroothawk tends to be this forums most prolific rumor poster (these are rumors that he gathers from other sources like Warseer's Harry, BramGaunt, Ghost 21 and so on). So to filter out his posts, which will likely be more "rumor" dense you can simply find a post by Kroothawk and then hit the "Filter Thread" link posted below his Avatar.
The thread started as a rumor thread, started to get a little wishlist-y, and then the was moved to discussion, and then we had more rumor posted, so it was moved back to news/rumors.
Logically they would fill the same role as PDF in IG.. or if you mean on the table top, they might make a decent all rounder infantry, since Tau forces seem to be mostly all melee or all shooty.
...
..and I'll pass on any more Matt Ward codecies. They're an abomination from the warp. I'd really rather not hear about Tau bathing in the blood of battle sisters before skull raping the Emperor and how some Shas'O has butchered every space marine alive but the Ultramarines, who crushed him through the sheer power of awesome.
Fluff-wise they do make sense. But what does adding all-rounder infantry do for Tau's army identity? I suppose i'm just extremely opposed the army "homogenization". If we follow that route we're just going to fall deeper into the MEQ - TEQ - GEQ - XENOS stat-line heresy. GW has been slowly moving away from that, and giving each army very unique playstyles and rulesets and thats what I'm all for.
As far as Matt Ward's codecies are concerned, the fluff is most definitely off, but I've been consistently impressed by the (admittedly OP) rulesets. They're solid, competitive, unique, and relatively balanced when only considering the newer codexes (BA = DE <= Necron <= SW = GK).
Hmm...
I'm not sure where you are going with 'identity' here. The Tau have always felt, to me, like a cross between MEQ and Eldar. The occasional melee specialist backed by lots of shooty firepower, but tough enough not to fold easily if one unit is killed (so long as you are not fielding any ethereals, which I avoided.)
Sort of an inverse orks.
So having gue'vesa auxiliaries back in would not be a terribly identity crushing experience, but would give Tau players a little more flexibility.
The only problem I have with adding gue'vesa auxiliaries is that I always considered them to be a PDF, not part of the main army...maybe add some rules to kicks, but not actually add modles to the list
If the gue'vesa are incorporated into the list, I can virtually guarantee you they won't be in the form we know them to be in now. Their current incarnation, a squad of firewarriors with gakky weapons, is useless and nobody would take it.
My guess (hope) is that if they do make it into the list, they can be fielded in platoon style formations instead.
wyomingfox wrote:acekevin8412, welcome to a rumor thread. Anyways, there is a nice feature that you may want to utilize known as the "filter thread" feature.
For example, Kroothawk tends to be this forums most prolific rumor poster (these are rumors that he gathers from other sources like Warseer's Harry, BramGaunt, Ghost 21 and so on). So to filter out his posts, which will likely be more "rumor" dense you can simply find a post by Kroothawk and then hit the "Filter Thread" link posted below his Avatar.
Here what I'm expecting based on recent codexes and the average tau wish list/rumor
Firewarrior squad 60 pts
1 shasui
5 shasla
Gear:
Carbines
Photon grenades
Options:
Switch to rifles free
Take emp grenades 3pts/model
Shasui options
Bonding knife 5 pts
Drone controller 5 pts(why are these free it's just dumb to have free upgrades)
blacksun filter 5 pts(works for whole unit)
Networked markerligt 10 pts
Pathfinders are the same but units of 4 for 50 pts
Pathfinders should be able to take rifle/marker gun instead of carbine.
Rail rifles are 5 pts
devilfish no longer required
Small scout class transport as dedicated option
Hammerhead 150 pts
Has all the current bells and whisles
(fancy dancy prefix) hammerhead 165 pts
Has a more powerful large blast gun(like a plasma cannon type thing)
Broadside 60 pts
Units of 1-3
No team leader all have upgrade options(imagine kans)
I fear the skyray won't get the boost it needs because though it sucks its model sells well as it is also a hammerhead
I was under the impression that drone controllers were free because you had to take a drone with it (which cost points), so it isn't free so much as it is pay later. Personally "Pay Xpts for this, then pick Y drone for an extra Zpts" is sillyer that just "take this, then pay Xpts for Y drone". The only reason I think a separate might be needed/useful is an incremental cost for multiple drone controllers. Something like 1st = 0pts, 2nd = 5pts, 3rd = 10pts... pretty much balancing the cost of potentually adding more default wounds to a model/unit. Still, it would be fun (and expensive) to run a HQ with just a swarm of drones around it. [/tangent]
The EMP won't be 3 pts. Wytches get haywire for 2 and they are better. 1 pt or I would suggest free. I would like to see heavy drones with different gun options added to the squad. Also the rumor is that carbines may be able to fire the underslung grenade.
docbrown wrote:I expect 5 Pt controllers and cheaper drones but drones are purchased in bulk and given to units with controllers
I had overlooked that option, I must say I very much like it. Though I'll admit I just like the mechanic and would love to have a larger basis for Eldar to get a similar sort of selection.
Back to drones, I'm of the opinion overall a points drop should be made either way, particularly on the Marker light drones.
I don't think you'll need to buy drone controllers anymore, since they're kind of a redundant piece of wargear. You'll probably just be able to buy drones the same way you'd buy squad members or wargear. IE: "A fire warrior squad may take up to two gun drones for 10 points a model" or something like that. It's something that could use streamlining.
A note on the Drone Controller - the Hazard Suits pay 10 points for a Drone Controller - though it essentially givs them 1 automatic success at Hit and Run in the process.
About the Firewarrior Carbines - they always had an under-slung grenade launcher, but it only launched Photon Grenades, which made the Carbine A Pinning weapon. I think it would make the most sense (and this is why it wouldn't happen) to make the Carbine Assault 2 and give the grenade launcher an alternate fire mode included int he weapon. Then the unit has to pay for it's grenades (Photon, EMP, maybe an Airburst) which will have their effect, but a model can't fire the Carbine and the Grenade Launcher at the same time (without a Multi-tracker anyway).
I'm banking on some safe guesswork, but given past dexes having heroes unlock Elites as troops etc etc I'm calling these as 85%
Farsight counts suits as troops
Suits are 1-5
New suit types
Ethereals revamped or removed like Pariahs
BS4 on more units stock
Vehicle Squadron Heavy Support
Sniper Drone Teams move to Elite
New Tank
New Skimmer/Flyer
Nagashek wrote:Stealth suits are already a threat based on volume of fire alone. Trust me.
But I would kill for a plastic orca. Srsly.
god i want an orca so bad. and if it could carry three squads legally!!! safe carry for suits!
also with their burst cannons stealth suits are only dangerous against horde. I want them to be more...elite i guess. like they're geared towards a task at hand. inwhich case (say their 20 pts, plus 15 for a single plasma rifle which is how much it costs for IG) you have a squad designed to search and destroy. it'd allow crisis suits to specialize more, to take heavier weapons (i posted codex suggestions on another forum, this thing called a plasma caster that's a plasma gatling gun...takes up two slots but it would also help gear up crisis suits). or it would allow them to specialize as tank hunters, taking TL fusion blasters and having the T and the W to take on tanks
1/2 hit, 2/3 wound, 1/3 failed AS vs MEq. *18 = 2 dead marines. The same as a Fireknife squad. The FK carries the versatility of taking light-med range tanks, the SS means list versatility in being able to manage hordes (and pop the rear armor of tanks). Sadly I fear PRs in SS squads will be over costed in order to prevent them from being the only options fielded.
I hear Mat Ward used to write romance novels. His most well known were "Passion Cruise," "Storms of Passion," and "Passionate Embrace on Passion Island part 2: Passion Cove."
The drone controller is free because it doesn't actually do anything. It's a book-keeping artifact to let you know that suitA has taken the option of attaching drones to the unit. Ruleswise, it currently does nothing.
It would have been easier to just make drones a unit upgrade option and not worry about the controller but since they came up with the hardpoint and hard-wired wargear thing...
BeefCakeSoup wrote:I
Ethereals revamped or removed like Pariahs
Vehicle Squadron Heavy Support
I don't understand reasoning for vehicle squadrons for Tau, outside of Piranhas. They're not about weight of numbers like IG; their tanks are more like Space Marine tanks. I can't see them removing Ethereals, since they're integral to Tau fluff. It would be like removing Hive Tyrants from the Tyranids, or Commissars from the Imperial Guard. They'll be revamped, and I hope they have some kind of support abilities akin to (but not exactly like) the IG orders system.
march10k wrote:As for the first statement, you leave out stealth marker teams. They're not hard to keep alive, and if you're only really using them to boost BS, they can give you enough lights.
This is true, but a SINGLE SMT (Stealth Marker Team) becomes ungodly expensive VERY quickly!
Depends on what you do with it...mine is 3 suits, one sergeant upgrade with markerlight, and two (HWDC on sergeant) marker drones. Gives me three HARD TO TARGET lights that shoot on the move for a little over 150 points, which, in my book, is dramatically superior to the (cheaper, admittedly) paper-armored static lights sitting in full view of the enemy that pathfinders provide. The pathfinders will give you more counters on turn one...but by turn three, expect them to be dead, while the SMT will probably still be in action on turn six. Not only that, but by tying all of the lights to the sergeant, you maximize their survival...you can actually sacrifice the generic stealth suits to keep the lights alive, which is superior to the usual practice of spreading the drones out amongst the suits with DCs on the optional hard points.
Yeah, the SMT is probably the codex's best combination of mobility and protection for the Markerlights, if only you didn't have to sacrifice an Elite Slot to do it.
When you start getting into Forgeworld units, you get some very interesting options - Heavy Gun Drones for 25 points a pop that can go from a Twin Linked Burst Cannon to a Burst Cannon and a Marker Light. Yeah it's only BS 2 but it jump shoots jumps and you can stack 6 of them for around the same price as the 3 lights ont he Stealth Marker Team without having to give up on Crisis Suits.
My personal favourite is the Tetra though. It's 50 points, AV 10, up-gradable to BS 4, has a disruption pod and can move 12 inches a turn and still use it's marker lights. Put them in squadrons of 4 and you really needn't concern yourself with Pathfinders or Stealth Marker teams to have Markerlights that are mobile and survivable.
Hopefully 6th fixes squadron rules so i no longer worry about having vehicles in groups
also
i figure you PAY for the ability to take drones so that it creates more interesting choices in your army. What do i want to have the bility to draw from my drone bank?
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what if we had drones that are the equivalent of servo skulls
what tau player doesnt want to screw with infiltrators and scouts!
docbrown wrote:Hopefully 6th fixes squadron rules so i no longer worry about having vehicles in groups
also
i figure you PAY for the ability to take drones so that it creates more interesting choices in your army. What do i want to have the bility to draw from my drone bank?
Automatically Appended Next Post: OMGOMGOMGOMG
what if we had drones that are the equivalent of servo skulls
what tau player doesnt want to screw with infiltrators and scouts!
I'm surprised no one else has brought this up. Deep Strikers too.
Off the top of my head that would be better than Fieldcraft, which only works in forest or jungle terain. I could be wrong, it has been awhile sense I have cared about Kroot!
Well that will be fixed... and the stealth suits too. The whole "they apply night fighting in daytime" thing is kinda stupid.
There was a picture of some concepts of demiurg, now I cant find it but they are close to one of the images there.
There is a named Demiurg guy in the fluff, but I'm not sure if he will get a figure... but there is a quite nice piece of fluff that alludes that he knows that the ethereal caste have some kind of power but it don't work on him, or any demiurg... he also kills some big Tyranid monster
Oh a demiurg special character, please please please
urm this^^
Please let it be the one that kills the norn queen.
(...)
He actually does it with mining equipment, but it's described allot like this, he's like "oh i got eaten, I'll just drill my way out".
Do you mean these?
No, not those Tim. It was more like a rock creature.
(...)
Think more mini stone giants like ozruk
that he knows that the ethereal caste have some kind of power but it don't work on him, or any demiurg
blast
well hopefully it's vague enough that i can ignore it but even in the best case thats going to be annoying.
edit could it be talking about something other than a power? like simply that the demuirg aren't quite as respectful as a normal tau or something? maybe not as much into flowery language and such.
i could see an etheral going on about the greater good and a demuirg saying whatever i am going to go kill something just as long as i get payed.
I can find the exact wording... but that's the impression I got from it
Nagashek wrote:
1/2 hit, 2/3 wound, 1/3 failed AS vs MEq. *18 = 2 dead marines. The same as a Fireknife squad. The FK carries the versatility of taking light-med range tanks, the SS means list versatility in being able to manage hordes (and pop the rear armor of tanks). Sadly I fear PRs in SS squads will be over costed in order to prevent them from being the only options fielded.
but the reason that fireknife is better is because it succeeds against terminators. which, given the plethora of 2+ saves armies seem to be fielding now (sanguinary guard, deathwing, terminators, artificer armor, terminator captains, wolf guard, etc, not to mention the plusses against FNP units like Death Co and Death Guard, and really anything with "Death" in the name) in MEQ armies, if you put plasmas on stealth suits it would let crisis suits specialize more...more like eldar, where each unit excels at one job or another. The difference is that with tau, our units should (and usually do, at least on paper) have the options to specialize against everything, but can only choose one of those options (e.g. suits can slaughter GEQ, TEQ, or Tanks, wholesale if they're geared right (TL flamer, BCMT, or TLplasMPMT, or TL Fusion MPMT, or jack of all trades fireknife)
If this ends up being the case, it'll make me want to build an Army with as many Demiurg models as I can possibly use just so every time I shoot at or take melee swings at my opponent or he shoots or swings at me, I can yell "BREAK YOURSELVES UPON MY BODY. FEEL THE STRENGTH OF THE EARTH!" over and over and over and over just like that stupid boss.
I bulk drones
Disruption drones
Gun drones(that don't suck)
Marker drones
Flechette drone
Fail safe drones
Servo drones(stop deployment shenanigans )
Command drones(boost Ld or give stubborn rule)
All bought as sets consisting of 4-12
Can buy multiple sets without worry for FOC Can only attach to units with a 5 pt controller
Can be deployed as sentient but takes up fa slot
How's that sound. The idea of a drone heavy tau is Acctually really appealing. Spreading servo drones ends the need for kroot wrapping formations worried about deep strike or alpha strike.
We need somes sort of compndulem of all the rumers we have so far. I've got friends wondering what is going on and I can't help but think i've missed some of the rumers.
The hardest part is trying to destingush the wishlisting and the more solid rumers.
Ledabot wrote:The hardest part is trying to destingush the wishlisting and the more solid rumers.
Well then let me help
To avoid "wish-listing"-type posts, just look for only the posts that have quotes from persons whom are not of Dakka's member list (e.g. posts about ghost, stickmonkey or stinger)
It seems possible that 6th edition is changing instant death somehow. With tyranid warriors getting the extra wounds in a codex that's supposedly 6th-ready, and now crisis suits rumored for the same.
I have no idea what that change would BE, but it seems to point to, at the very least, a sliiight weakening or retooling of ID.
dbsamurai wrote:...not to mention the plusses against FNP units like Death Co and Death Guard, and really anything with "Death" in the name) in MEQ armies
Does it strike anyone else as odd that the units with the "Death" prefix are amongst the most likely to survive a battle?
Wow, you can cut the bs coming from ghost with a knife. Almost everything he is saying is so generic ('snipersuit' 'dropship' 'ubersuit' etc.) that they can be almost anything. When he is getting 'specific' ("Demiurg guy kills a 'nid"), he's going out on a limb for something that seems it could come true, but if it doesn't he can later say "Sorry guys, it was an early draft, he got cut".
The Drop ship happens to be a much older rumor first spoken by Stickmonkey back in September of last year:
Stickmonkey wrote:Tau
New Heavy support platform. Basically immobile deep striked! heavy weapon and crew. Rail and Ion Cannon, and missile launcher are all obvious options here, but nothing solid with the rumor.
Assault Skimmer. Something between size of piranha and hammerhead, fast skimmer open topped, assault on disembark.
Update: Yes, its assault after a flat out move, and has the "drop troops along path" option similar to the storm raven. its supposedly a dedicated transport option for one new unit. (I dont place faith in this last bit, its very rare in current GW systems to see a vehicle kit limited to one unit/role...if GW is trying to sell them they will be available to more than one unit, or be a separate entry unto itself.)
New Drop ship. Not the FW one, but something new. Holds a boatload of fire warriors, or a few battle suits.
New battle suits. Not sure if these are the "next gen" suits or just heavy suits redone with out metal bits.
chaos0xomega wrote:Wow, you can cut the bs coming from ghost with a knife. Almost everything he is saying is so generic ('snipersuit' 'dropship' 'ubersuit' etc.) that they can be almost anything. When he is getting 'specific' ("Demiurg guy kills a 'nid"), he's going out on a limb for something that seems it could come true, but if it doesn't he can later say "Sorry guys, it was an early draft, he got cut".
/does not believe
True,
then again if he would be more specific (leaking pics and stats etc) gw would kick his ass and we wouldn't get any more rumors at all.
The rumors on Demiurg and Vespids are allready pretty detailed. (look, weapons, game mechanics)
About Tau units there is not much to rumor about...
The transport is probably something orcaish (as said not FW model but similar style), the fighter something barracudaish.
And the last hint about the mega suit beeing mechwarriorish, yea well, we'll see if that one is true.
Also nobody asked him really about those things, and he only reveals details that are asked for.
I agree, it is difficult to believe the flood of rumours coming from that one person, esp. as he has been wrong about Sororitas.
Anyway, another bit from him (refering to battletech obviously, but there are many mechs named after ancient weapons):
The ubersuit I'll well give a cryptic clue (as I really don't want to be in any trouble on this one). Theres a game about giant robots that's had an anniversary. In this game, there's a robot that's named after an ancient weapon.
Kroothawk wrote:I agree, it is difficult to believe the flood of rumours coming from that one person, esp. as he has been wrong about Sororitas.
Mehh, he is probably Jervis Johnson in the flesh and is simply playing us all like a fiddle Automatically Appended Next Post:
Kroothawk wrote:Anyway, another bit from him (refering to battletech obviously, but there are many mechs named after ancient weapons):
The ubersuit I'll well give a cryptic clue (as I really don't want to be in any trouble on this one). Theres a game about giant robots that's had an anniversary. In this game, there's a robot that's named after an ancient weapon.
Ghost21 wrote:
Charistoph wrote:Well that narrows it down to only how many possibilities now?
Tomhawk is Robotech. In Battletech it was the Warhammer and FASA got their butts handed to them in a lawsuit about it.
I doubt GW would be silly enough to test those legal waters and I really hope they don't because it will put three of the companies that produce products I enjoy (GW, Harmony Gold and Palladium Books) into a fight.
Still, the clue that is referred to can include the following other mechs
sadly these are not the kinds of mechs i hope for
JSJ is a really nice thing and those really dont suuport it
though i have been bugged by how unspecial jsj is when you compare it to any walker
yes walkers are more expensive but they are way more durable
tau need something new thatsets them appart
my suggestions are markerlight spam and free multitrackers across the board
Yea. theres a large range of mechs that have anchient weapons for names. don't don't know but Im thinking that the catapult or Trebuchet are the most likey. I dont really know so dont flame me.
docbrown wrote:sadly these are not the kinds of mechs i hope for
JSJ is a really nice thing and those really dont suuport it
though i have been bugged by how unspecial jsj is when you compare it to any walker
yes walkers are more expensive but they are way more durable
tau need something new thatsets them appart
my suggestions are markerlight spam and free multitrackers across the board
Yeah, maybe get rid of the stupid networked/non-networked designation on Markerlights and let them all work for the units carry them. Then you'll actually see people spending money on the markerlight for the leaders of the crisis suits, broadsides and firewarrior teams.
As a newbie Tau collector I don't really have much to add.
But as a well seasoned BA player who is very familiar with DA, GK, Nid and Ork armies I am rather excited about getting an updated 'dex for my 'shooty' army!
From looking through the current book I can appreciate where most of your requests/complaints come from.
The few tweaks I can think of that I would like would be;
Uprated BS.
Kroot to have Furious Charge and/or Fleet.
Battle suits to have Multi-tracker as std.
Some wish listing would prob be;
A decent close combat unit!
But as I said, Tau newbie here so if i've struck a nerve with anyone then apologees, that was not my intention!
Furious Charge might be a bit much since their already S4, though I4 would be useful. Also, from the Apoc Formation they get Fleet, but it's for 20pts per unit.
Way to dump on a bunch of your fellow hobbyists for absolutely no reason; I'll never understand all of the Tau hate.
As for this thread, it seems like it really has run its course. That re-make with the summary in the OP would be really nice. Please Kroothawk? Pleeeeeeeeease!
What a great post, the Dakka Dakka poster of the year award goes to Necron123 for his intelligent, well thought-out, and well-constructed posting. Well done!