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![[Post New]](/s/i/i.gif) 2009/09/23 16:19:49
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Water-Caste Negotiator
Mobile, AL. USA
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Dont quote me just to tell me to put in punctuation. Its not an english paper its a forum post, and a post i happen to feel passionate about so.....
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![[Post New]](/s/i/i.gif) 2009/09/24 13:02:57
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Infiltrating Hawwa'
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Gold tooth Jerry wrote:Dont quote me just to tell me to put in punctuation. Its not an english paper its a forum post, and a post i happen to feel passionate about so.....
Alright, I will break your post down. Part of the problem, is that when you write so "passionately", as you put it, it makes it hard to read as well as making others unwilling to read it in the first place.
Gold tooth Jerry wrote:i do disagree with OP. I do feel we need a Upgrade to certain units. I mean some of these other ideas are huge and some more important than what I have to say, however I feel we need upgrade to vespid, they need more armor and jet pack equivalent for there wings, or something for the high point cost and terrible survivability. Second, I feel that Kroot need some more upgrades. Say more of a merge between the Tau technology and kroot primal. This is forgeworld, but get frustrated with the armor save of great knarloc, anyway
State clearly why you disagree with the Original Poster, it was lost in the clutter of what you wrote.
Gold tooth Jerry wrote:I would like to see a power claw type crisis suit. While I am on suits, I would like to see the hq merely be in the crisis suit, and his suit decide his roll. I dont know ethereal in a crysis suit or at least in some kind of force bubble. Why isnt the XV22 a working suit yet in the codex. Seem very popular in the lore, but all we have is 1 tau in a xv22 that not all of use use and still not able to use it as elite or put it on other hqs.
Power claw, and the Tau, just doesn't meld well or make sense. You quote "the lore" several times in your posting, and having Close Combat oriented Crisis-suits is entirely contrary to the fluff that you and I both like.
Gold tooth Jerry wrote:Ethereals need a big upgrade for there huge probable penalty of your army running off the table in the middle of fight. On this point i agree with OP, because why cant they or a shaso call in a drop or orbital bombarbment or something utilizing the air or earth cast which most fluff lore goes with.
Agreed. Ethereals needs a reworking, Orbital Bombardment would be nice, but there are other options.
Gold tooth Jerry wrote:This is a side not but seekers missles need an upgrade or at least freaking automatic hits and wounds. I mean you have to have it marklighted and then it has to roll to wound and with possible saves for a cost of say 2.4 firewarriors and its 1 shot.
Agreed. I have a feeling seeker missiles won't be touched much in the next Tau Codex though, making them about as useful as Imperial Hunter-Killer missiles...
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![[Post New]](/s/i/i.gif) 2009/09/24 16:04:20
Subject: How would you "fix" 5th ed Tau? Part II
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Growlin' Guntrukk Driver with Killacannon
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Tactics wise you know what tau need? An open topped transport!
But I can't figure out why the tau would build an open topped transport...it doesn't suit them at all. My brain can't even envision what a Tau open topped transport would look like...
Maybe the kroot will get one. [of course, then it'd be made 'kroot only' :( ]
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![[Post New]](/s/i/i.gif) 2009/09/24 18:31:45
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Focused Fire Warrior
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Changes I would propose.
Keep the cost of most things the same with the exceptions as noted below.
BS of 3 is fine for most warriors because marines have been around for flipping forever whereas tau are short lived.
Seekers should be a small blast with the same damage stats or should be allowed to fire multiple seekers at a target for a single ML hit.
Target arrays should be included as wargear for suits because the device would likely not occupy a weapons slot but be integrated into the suit.
Suits can be upgraded with emergency photon flash packs as wargear for 3pts per suit(all or none). acts as a photon grenade when assaulted. Because seriously, the lowly troop can protect himself but the elite suits cannot.
====SPecial issue: time has passed and some equipment has been cleared for "general" use while new systems have entered the special issue roster.
==General listed:
Irridium armor and stim injectors should not be special issue but should be only issuable to vre's and higher. as they have earned the right through their proven commitment.
vectored thrusters should be issuable to all in a squad of jump capable suits(all or none) This is in keeping with the tau's desire to get the heck out of CC. Vectored retros may not be combined with stims or iridium armor since the armor weighs too much for the vectored mobility and we shouldn't stim and fly. This prevents overpowered stacking.
Vectored thrusters also convey skilled flyer.
Ejection systems in suits is silly, its a suit and the tau barely fit in it already. delisted.
==Special issue
A suit Ion discharger for 15pts. Is a support system (special issue). Acts similar to flechet but its use denies the user the ability make attacks in the assault phase as it consumes a large ammount of energy from the suits power supply. Can be fired once per assault turn and hits all models assaulting that unit or its team. All enemy models suffer a 4+ wound. on a wound roll of 6 the wound counts as AP1.
A redeployment booster pack for 20pts. Is a support system(special issue). The equipped suit( and any drones) who has no team members and is not joined with another unit may fire the booster redeploying in that movement phase by the deep strike rules for position scatter. Counts as deep striking and thus may shoot but not move or assault and gains the benefits of any deep strike special equipment.
==General upgrades
General upgrades may not be combined. An etheral or Shas'O is required in the list as their charisma and experience help in the specialized traning of the troops.
Greater good Iconic training. If an etheral or Shas'O is in the army, for 1pt per (troop, drone, Pathfinder, sniper) and 3pts per suit(non vehical) all tau(non ally) become fearless.
Kauyon Traning. If an etheral or Shas'O is in the army for 1pt per (troop, drone, Pathfinder, sniper) or 2pts per suit all tau(non ally) all tau troops gain the stealth special rule allowing +1 to their cover saves and infiltration. All suits gain +1 to their cover saves. all vehicals at 5pts per vehical also gain +1 to their cover saves.
Mont'ka Traninig. If an etheral or Shas'O is in the army for 2pts per (troop, drone, Pathfinder, sniper) and 8pts per suit or vehicle(XV, BS, HH, Pirahna etc) all tau(non ally or drone) gain a +1 to their BS(limit BS5)
====Markerlight
It is absurd that you need multiple ML's to give multiple squads or seekers the ability to improve their aim on a single target. The laser is still on target, it didnt get used in the shooting since all shooting is simultaneous. To help balance a ML hit means anyone who can may shoot with a BS improvement of +1 only(up to 5). Just because twice the laser intensity is on target does not mean your better at shooting at it. However ML's no longer stack for BS purposes. ML it 5 times and its still +1BS. However they do stack for moral purposes(I have multiple dots on me... crap) and automatically apply to moral checks even if used for weapon improvement ( again how did the laser get consumed on firing).
A ML hit may be used for improving the aim of the entire army at the single target or instead may be used to call seeker missles (any number of missles may use a single ML designator but the number must be declared before any seeker hits are resolved) This is because different pulse modulations are used to coordinate targeting vs calling in a seeker strike.
edit: Lets make it clear that a ML that hits may not be armor or invuln saved against. However cover saves do apply as the target may be partially concealed by a tree and the designator designates the tree instead.
====drones
MLDrones should be allowed to fire ML's (relentless enabled)if moved as they are so bloody expensive anyway and its a drone, its always hovering even if it belongs to troops. Right now the US military has target tracking abilities that exceed the tau in a servo'ed gimble mounted designator. Thats silly that the tau don't have this same ability. sure a troop jars the designator but a drone glides smoothly.
A heavy drone can be taken instead of two normal drones (meaning a drone controller may only control one heavy drone) for 25 pts
A heavy drone option may replace its weaponry with an area effect shield that will protect the entire squad to which it belongs from weapons fire for a cost of 35 pts for the drone. again thats a 4+ inv save.
====Stealth suits
should be able to carry additional small weaponry.
option to carry grenade launcher fittable with EMP or photon grenade, 12 inche range, in addition to normal weapon for a cost of 3pts photon and 5pts emp. This fits the role of the stealth suit as it helps them not get attacked if spotted and allows their elite status to attack tanks. Can fire in parallel with other weapon at the same target.
Can replace BC with flamer(all) fusion(leader) or rail rifle(leader)
edit: The stealth field generator should convey the stealth special rule to suits and drones, meaning they get a +1 to their cover etc etc.
====FW and pathfinders
Pulse carbines allow the option of firing photon or EMP grenades 12 inches.
This means a carbine carrier gets photon grenades for free. I think this balances the lack of RF.
EMP grenade firing must be at the same target as the pulse shot, just as the photon grenade supposedly already works giving troops something that can hurt a tank close up for +3 pts. All carbine carriers in a group must upgrade if one does.
Pathfinders are well trained at target designation and so automatically have a target lock to make up for the no stacking of ML's for targeting purposes.
Drop the cost of the pathfinder dedicated transport by 10 pts or perhaps allow it a stealth field generator for 110 pts base cost. This option only extends to a pathfinder dedicated transport.
====Hammerhead
Ok, so a BS can fire not one but two railguns S10 AP1 from what a suit can carry...
A hammer head can fire just one such RG... you can fit 12 combat ready troops in that tubs belly but an ammo changer and power supply for a single RG takes the space of 12 troops! or is the extra armor all in the troop bay?
I would propose an upgradable RG that costs 60pts but its S10AP1 version fires two rounds. Not twinlinnked but two actual shots per turn. All that extra equipment is for a faster loader on the primary round and double the energy capacity of a BS to fire two consecutive rounds. But in such a turn the tank may not move due to the energy being diverted.
All that extra power storage in a hammer head should be deliverable to the engines. In such a turn the HH can count as fast if it chooses to fire no weapon systems.
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This message was edited 1 time. Last update was at 2009/09/24 18:44:14
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![[Post New]](/s/i/i.gif) 2009/09/25 00:02:47
Subject: How would you "fix" 5th ed Tau? Part II
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Growlin' Guntrukk Driver with Killacannon
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Ok, I think I've got it. Sailfin Light Transport Open Topped, Fast, AV10, skimmer Transport capacity 8 (so, enough for a minimal squad of fire warriors+drones, but not enough for a huge mob rapid firing something to death) Special Rules: Turbo Boosters, Drone Ports Drone Ports: Any drones that a squad carries, may be treated as vehcile weapons. (The vehicle only comes with a single S5 gun itself though. If you want a comparison of the type of vehicle, think of a Huey hellicopter, the transports that the us Army used back in the 60s.)
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This message was edited 1 time. Last update was at 2009/09/25 00:03:48
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![[Post New]](/s/i/i.gif) 2009/09/25 08:33:50
Subject: How would you "fix" 5th ed Tau? Part II
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Regular Dakkanaut
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starbomber109 wrote:Ok, I think I've got it.
Sailfin Light Transport
Open Topped, Fast, AV10, skimmer
Transport capacity 8 (so, enough for a minimal squad of fire warriors+drones, but not enough for a huge mob rapid firing something to death)
Special Rules: Turbo Boosters, Drone Ports
Drone Ports: Any drones that a squad carries, may be treated as vehcile weapons.
(The vehicle only comes with a single S5 gun itself though. If you want a comparison of the type of vehicle, think of a Huey hellicopter, the transports that the us Army used back in the 60s.)
I think this is kinda cool but is it 8+ drones or 6+ drones? because with the former you'll be putting DE to shame. Come to think of it the latter probably would too.
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My armies:
, , , and a little and now VC
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![[Post New]](/s/i/i.gif) 2009/09/25 11:44:52
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Terrifying Treeman
The Fallen Realm of Umbar
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Ok here is something I just thought up;
Rapid Insertion Guidance Thrusters
When any Crisis or Stealth suit deploys with deepstrike special rule they do so with the following:
They may re-roll any dangerous terrain tests in the same way as skilled fliers and may always force their opponent to re-roll the deepstrike mishap table result however the second result stands even if it is worse.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2009/10/02 14:39:46
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Lurking Gaunt
In the digesting pools being turned into a nutrient-rich broth... (Buffalo, NY)
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I want to see markerlights do just 3 things: -
1 to cover saves, TL any shots at targetted unit, seeker missles autohit from direction of markerlight. None of this unnecessary counters and crap.
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Infection @ Arak'Nius
Cult of the Great Sky Lord
Trod-Gore and Da Burninators
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![[Post New]](/s/i/i.gif) 2009/10/02 23:07:47
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Terrifying Treeman
The Fallen Realm of Umbar
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I concur.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2009/10/14 15:33:24
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Fixture of Dakka
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Hi all, I'm a new Tau player and just thought I would post some of my impressions after getting stomped, repeatedly, by nurgle marines....
For a shooty army, Tau do not seem to do it very well. I get marker drones but making an entire army dependant upon something that must be purchased seems a bit wrong. Possibly include a marker drone with each full squade of FW or just up their BS to 4. One possible addendum would be to allow pulse rifles to rapid fire at half-range instead of the rule-based 12" since the rule seems to be based on the average 24" range.
The leadership of the army is not really in keeping with the fluff. Why is their LD so low when they all follow "the greater good", the concept of group over individual. I would recommend a new rule called "stand and fight" (if one doesn't already exist). If tau are charged in hth, they get a bonus to leadership or ignore penalties from losses as their diehard spirit won't allow them to run off and leave their brethren to fight alone.
There are not enough low AP weapons for an army that is entirely focused on shooting the enemy. You would think that if all they do is shoot, they would have some advanced infantry weapons to show for it. Maybe allowing squad leaders to have rail rifles or something like mobile heavy weapons platforms like eldar or IG. If IG can have platform las cannons, why can't the tau have platform railguns?
Troop choices are severely limited. FWs are just too vanilla and need some options instead of just with grenade or without grenade.
I really like the idea of purchasing tactics, as someone mentioned in an earlier post. The tau have different doctrine governing the flavor of their fights, why not formalize this by creating purchasable tactics that confer relevant bonuses?
Why is a vehicle, devilfish; shooting the same weapon as a foot slogger? S5 AP5? Really? For being so big on the model, it sure doesn't pack much of a punch.
I love the versatility of crisis suits and don't feel they're too expensive but they need better gear as mentioned above (too high AP on most ranged weapons).
The army really needs some tweaking and I hate how GW just throws out a set of new rules without first making sure the army books are ready to go.
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This message was edited 1 time. Last update was at 2009/10/14 16:06:10
Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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![[Post New]](/s/i/i.gif) 2009/10/16 06:35:00
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Terrifying Treeman
The Fallen Realm of Umbar
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Well, you seem to have added a perspective that no-one has seemed to consider, what NEW players think needs to be changed with the Tau.
Btw, the Devilfish Burst Cannon is no bigger than the Crisis Suit one.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2009/10/16 14:31:59
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Fixture of Dakka
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Krellnus wrote:Well, you seem to have added a perspective that no-one has seemed to consider, what NEW players think needs to be changed with the Tau.
Btw, the Devilfish Burst Cannon is no bigger than the Crisis Suit one.
Yep, you're right but it's still bigger (and looks meaner) than the FW weapon and for the same damage. Why would crisis suits have to purchase a BC when FWs get an equivalent for free? Yes, I know the heavy version gets extra attacks but still it's not worth the pts cost for an extra shot per turn (assuming rapid fire for FW weapon).
Just saying.
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Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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![[Post New]](/s/i/i.gif) 2009/10/17 07:24:42
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Terrifying Treeman
The Fallen Realm of Umbar
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Yes I can see what people mean, maybe because of that they should make pinning at an auto -1 ld because its like rawr scary machine gun rawr!
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2009/10/17 08:59:01
Subject: How would you "fix" 5th ed Tau? Part II
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Malicious Mandrake
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I think that FW should be 8pts. For some reason, ages ago when I first heard of Tau, I was told that FW were 8pts. I did not find this broken, and they are overpriced as is, so should prove good.
Markerlights should stay the same, but I would consider an increase in range, as they are less useful that they should be in large-scale games such as apocalypse.
Finally, Tau need a 'named' Kroot character as well AS un-named and customisable master shapers/grand ethereals. Also, a buff for the Space Pope, please!
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![[Post New]](/s/i/i.gif) 2009/10/17 09:09:30
Subject: How would you "fix" 5th ed Tau? Part II
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Infiltrating Hawwa'
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Warboss Gutrip wrote:I think that FW should be 8pts. For some reason, ages ago when I first heard of Tau, I was told that FW were 8pts. I did not find this broken, and they are overpriced as is, so should prove good.
Markerlights should stay the same, but I would consider an increase in range, as they are less useful that they should be in large-scale games such as apocalypse.
Finally, Tau need a 'named' Kroot character as well AS un-named and customisable master shapers/grand ethereals. Also, a buff for the Space Pope, please!
I tend to agree with the Original Poster's thought of keeping the Fire Warriors the same point cost, but making them worth it! (mostly, to keep it competitive, I think that would just entail including grenades at no additional point cost).
Space Pope - ugly model, crap rules. blegh.
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DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this. |
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![[Post New]](/s/i/i.gif) 2009/10/17 10:14:18
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Terrifying Treeman
The Fallen Realm of Umbar
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Completley agree about the space pope, Farsight on the other hand...
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2009/10/20 07:41:50
Subject: How would you "fix" 5th ed Tau? Part II
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Water-Caste Negotiator
Mobile, AL. USA
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Hollismason wrote:Okay Tau Crisis suits; Change Squad size 2 - 4 ; Decrease points by 5. Remove the restriction on taking two of the same weapon. Give them ability to take Stim Injectors ; Thrusters. It's a 3 model unit with 2 wounds Feel no pain is not broken on them ; as they are tougness 4 3+ armour save. I like this idea as i dont understand why you cant have a full squad with thrusters or stim injectors, I can see why everyone shouldn't have AFP, although letting just bodyguards use them would be nice, and would make oshovah bombs deadly, still I dont think it will change. I think the forge world commander suits variants should be in codex. one gives you SMS +2 other systems, another is marklight with a target lock, last is just iridium armor, now I think all of them should be in codex or at the simplest be put in as wargear. I also like the hammerhead variants, but doubt they would throw all that in too. I think Seeker need a full revamp. I think they need to have high str and decent ap maybe ap2 a shot or a fragmentation mode with less str and ap ofcourse. Like the railgun works. I can even see the ap not changing its really the marking up a target and still rolliing to hit a guilded missle that is a single shot. I kinda feel like the sky ray should be the only one that can shoot them. Even make them bigger and more sexy looking. I feel like they should be way more than 6 on there though say 12. So you can fire 2 each round in a normal game. Guarenteed to hit/ roll to wound and take saves. Sounds good to me. A personal touch I would like to see is the sky ray launching all of its missle rather indescriminately at a marked point. maybe like a d6 guarenteed hit shot but the skyray can either no longer fire seekers or cant for a turn and is immobilized. While it is reloading. Hell even make the whole process 1 turn set up. This is just another little idea with the seeker missles but what about a combined strike. Say for each successive hit that is successfull hit get to increase the chance to wound. This really could go for any tau. Say you have some high toughness target you want to kill let some lesser guns soften the armor. I am thinking, first unit has to be markerlight, second unit has to be marker light and use additional counter to increase wound chance. You could even do this with ap at a cost of 2 markerlights for successful wounds. Fluffwise, This is right up the tau's ally, Using technology and team work to take down a larger force. Sure you could kill something really powerful with firewarriors and A LOT of markerlights, but isnt that what tau do now. While I am on the subject of markerlights i think they should be able to effect moral. Just like in movies if a bad guy has a red laser pointer on his forhead from the big gun he gets scared and runs or does somehting irrational. I realize this is represented in pinning test but what about moral test or falling back test or maybe taking thier bonus attack for charger for the cost of 2 as they are getting laser pointer in the eye. Moral, What is up with the 8 moral almost across the board. need some 9s Just a personal thought. Another beef i have is with vespid give them a 4+ save and 2 attacks problems solved. Maybe toughness 4. I would kinda like a flat out type cover save so if they move 12 and fleet they get a 4+ or a +1 in cover for moving fast. OH and for the love of God extend the range of the guns I can live with 18" 24 would be nice just further than 12" I think they should be able to infiltrate just because they fly and would fit fluff. Piranhas maybe make em 55 points. i don't know they pretty good. I might like some more gun variety in my stealth suits with appropriate cost. Wish you could do failsafe detonator on command anytime. So like i get assaulted and model pops. I would like to see more devices used. Like maybe caltrops or snares. To slow your opponent from coming. Now i know how to do this using present system, but something more intended would be nice. Thats my 2 cents
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This message was edited 5 times. Last update was at 2009/10/20 07:53:43
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![[Post New]](/s/i/i.gif) 2009/10/21 21:30:13
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Mutilatin' Mad Dok
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1. All Tau Fire Warriors have BS of 4.
2.Stealth Teams and Crisis Suits have BS of 5.
3.Remove the Target Array as it is no longer needed as well as other stuff in the 4.0 book.
4.Fix Marker Light rules! In my codex it still mentions priority tests. Make new implications for the Marker Light such as adding something else to its use.
5.ADD FORGE WORLD MODELS!!!!!!!!!!!!!!!!!1
Such as the MANTA and the OTHER crisis Suits and Leaders as a choice. If you didn't know. Those other crisis suits etc can only be used in Apocalypse battles. The Manta etc I can see why but those other crisis suits are not that big of a deal. Who cares if I get a Broadside 2? My Imperial Guard or Chaos army wont matter because they can still beat me and I do not even stand a single chance...Ard boys this year proved that 100%.
6.FIX ETHEREALS! Or get rid of them
7.At least 2-3 new other alien species. Including Human Soldiers as a part of their army.
8.Make another cool tank like the skyray or hammerhead that does cool stuffs.
9.Increase Strength, Initiative and Toughness....OH and Weapon Skill of Kroot by 1 and give them a save of +5...MAKE KROOT GOOD!
10. Make Vespids BETTER!
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![[Post New]](/s/i/i.gif) 2009/10/21 23:50:12
Subject: How would you "fix" 5th ed Tau? Part II
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Waaagh! Warbiker
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Personally, I would rather have the current FW at 8 ppm than better FW at 10.
Give tau combat tactics or something similar. whoever said earlier that tau need something to stay in combat... UR DOIN IT RONG!
Burst Cannons should be pinning. a minor upgrade to them but one that fits with the tau weapon systems as they are currently.
Devilfish should be a tiny bit cheaper. not a lot, but maybe 10-15 pts cheaper to keep them inline with the cheaper transports everyone else is getting.
I also am a big fan of the purchasable tactics, although, given current GW codices, make this tied to a specific type of HQ unit perhaps. include the cost in the cost of the HQ.
another troop choice. maybe make steathsuits troops, but have to have a FW squad for every unit of Stealthsuits. (or even not, but up their price) OR gue'vasa,
Stealthsuits should get the option of taking flamers (at least 1 per squad giving them all flamers might be broken if they are also troops...)
Ethereals need to not suck.
an idea for leadership, make tau immune to moral checks due to 25% casualties from shooting. or up the casualty rate. leave tau with crummy LD stats but make them test less often if they are just taking shooting wounds.
and thats all ive got for now.
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This message was edited 2 times. Last update was at 2009/10/21 23:52:24
In the fight between you and the world, back the world.
-Frank Zappa
2k+
1850 8/4/3
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![[Post New]](/s/i/i.gif) 2009/10/22 14:47:17
Subject: How would you "fix" 5th ed Tau? Part II
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Infiltrating Hawwa'
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Fizzywig wrote:Personally, I would rather have the current FW at 8 ppm than better FW at 10.
Xenos Guard for the win! Not.
The interesting thing is that some of your following suggests would help Fire Warriors keep their current price, but be better.
Fizzywig wrote:Burst Cannons should be pinning. a minor upgrade to them but one that fits with the tau weapon systems as they are currently.
Defeats the whole intention of Pinning as being "unseen, unexpected" shots (paraphrasing the BGB description)
Fizzywig wrote:Devilfish should be a tiny bit cheaper. not a lot, but maybe 10-15 pts cheaper to keep them inline with the cheaper transports everyone else is getting.
Agreed.
Fizzywig wrote:I also am a big fan of the purchasable tactics, although, given current GW codices, make this tied to a specific type of HQ unit perhaps. include the cost in the cost of the HQ.
Agreed on purchasable tactics, with special characters, either way. Whatever.
Fizzywig wrote:another troop choice. maybe make steathsuits troops, but have to have a FW squad for every unit of Stealthsuits. (or even not, but up their price) OR gue'vasa,
Gue'vesa would fill a nice niche for the Tau, and I've already modeled a whole platoon of them, so this would be wonderful in my opinion.
Fizzywig wrote:Stealthsuits should get the option of taking flamers (at least 1 per squad giving them all flamers might be broken if they are also troops...)
Interesting thought, and seems more in-line for Stealthsuits than Fire Warriors or Pathfinders.
Fizzywig wrote:Ethereals need to not suck.
Agreed. Whether it's through the use of bodyguards like Aun'Va has, or something else.
Fizzywig wrote:an idea for leadership, make tau immune to moral checks due to 25% casualties from shooting. or up the casualty rate. leave tau with crummy LD stats but make them test less often if they are just taking shooting wounds.
Or just change the Ld, which makes quite a bit of sense to me.
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This message was edited 1 time. Last update was at 2009/10/22 14:47:36
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![[Post New]](/s/i/i.gif) 2009/10/23 03:58:23
Subject: How would you "fix" 5th ed Tau? Part II
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Waaagh! Warbiker
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Well they could just change the leadership, but i want the low leadership when i get assaulted. id just like something that makes them not run when they get shot at. i lost a game the other day because i shot a chimera trying to contest the objective, it exploded killing just enough firewarriors to make me have to take the test, and i ran off the table like a spaz. now, thats anecdotal, and sometimes this stuff happens, but it did leave a sour taste in my mouth
Maybe a re-roll when in LOS to another tau unit soley for purposes of morale checks to to 25% casualties from shooting?
Upping the leadership is nice but it has the side benefit of making you more likely to stay in assault if you aren't wiped out, something no tau commander worth his salt wants. ill take it if its all i get, but its not the ideal solution imo.
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In the fight between you and the world, back the world.
-Frank Zappa
2k+
1850 8/4/3
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![[Post New]](/s/i/i.gif) 2009/10/23 06:17:44
Subject: How would you "fix" 5th ed Tau? Part II
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Terrifying Treeman
The Fallen Realm of Umbar
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Che-Vito wrote:
Fizzywig wrote:Burst Cannons should be pinning. a minor upgrade to them but one that fits with the tau weapon systems as they are currently.
Defeats the whole intention of Pinning as being "unseen, unexpected" shots (paraphrasing the BGB description)
Actually pinning burst cannons are very logical, after all it is basically a xenos plasma minigun.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2009/10/23 06:41:33
Subject: How would you "fix" 5th ed Tau? Part II
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Fresh-Faced New User
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focusedfire wrote:OK, got a question for you guys.
I would like for your to read this: http://en.wikipedia.org/wiki/Railgun
And then tell me if the sub-munition on the HH Railgun still makes sense or would it make more sense for the railgun to fire a stack of shorter/lighter sections and to make the profile like Range 72" Str 6 AP 3-4ish? Heavy 6.
I like the blast template but the thing just doesn't make sense coming out of a railgun. GW gave the HH the blast to make it a viable choice when compared to the broadsides. I was wondering if substituing a lower powered multi-shot would disturb too many players or not.
So question is, "Would you guys have a problem with changing the large blast on the HH railgun?".
Yes I would, the current railgun submunition is definitely logical.
Check out this video at 2:15 http://www.youtube.com/watch?v=4OqlTXwLG40
That is definitely a blast template right there.
radiohazard wrote:Hey focused fire, have you thought about changing the BS of the Fire Caste depending on their rank???
Shas'la BS 3
Shas'ui BS 3
XV8 Shas'ui BS 4
Shas'vre BS 4
Shas'el BS 5
Shas'o BS 6
focusedfire wrote:
@radio- I am advancing the BS every other rank because to advance every rank reduces the need for inter unit cooperation and removes the need for markerlights. Your list is close but there are differences due to a more realistic rank advancement. It now goes like this:
Shas'la-BS3
Shas'Ui-BS3
XV15 Shas'Ui-BS3(Because they are the same rank as regular Shas'Ui and are getting used to battlesuit weapos systems)
Shas'Vre-BS4(Crisis teams are now Shas'vre only with the option of a Shas'el team lead)
Shas'el-BS4 (Now bodyguards and crisis/broadside/stealth team leaders)
Shas'O-BS5
Shadow sun is now BS6.
First of all the difference between BS5 and BS6 is 2.8%, effectively worthless. I don't think anything above BS6 should be in the rulebook. Counts as twin-linked should be BS6. Anything else is just a waste of time rerolling the dice.
I prefer radiohazards BS chart, except both ' El and 'O should be BS5.
Also I really don't like the fact that the ' el becomes the crisis team leader, I don't think this would make sense at all fluffwise.
The main difference between them should be that the Shas'O has strategic bonuses they can choose which effects the way the army is played. I think this suits fluff well as it is well known the commanders all use different strategies, obviously the regular 'O wouldn't affect it as extremely as the special characters would (though I have no idea what bonuses they should add) This would limit the Shas'O to 1 per army, which makes alot of sense as they would be much rarer than the ' El.
While we are on the subject of commanders, I think a really simple way to fix shadowsun would be to open up her weapon options. Shadowsun with 2 missile pods *drools*.
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This message was edited 3 times. Last update was at 2009/10/25 05:26:31
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![[Post New]](/s/i/i.gif) 2009/10/23 07:35:57
Subject: How would you "fix" 5th ed Tau? Part II
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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Alright, sorta OT but I've got kind of a crazy idea for a T'au weapon:
'Force Cannon/Grenade'
18" S3/4/5?, Heavy 1, Blast.
All units under the blast template are moved 2d6" away from the center of the small blast template.
This is just a minor defensive weapon that could be used to knock back an assault squad ready to charge in. It could also be used as a one-shot weapon or multi-use weapon. I'm still formulating it in my head.
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![[Post New]](/s/i/i.gif) 2009/10/24 12:14:05
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Terrifying Treeman
The Fallen Realm of Umbar
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@joshau-k:
Your vid link doesn't work
BS6 Shas'Os make sense, its the whole, "I've been fighting since I was a young'un" think of it as like guard vets are BS4 they are used to the fighting so they naturally adapt and get better.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2009/10/25 05:28:48
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Fresh-Faced New User
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Krellnus wrote:@joshau-k:
Your vid link doesn't work
BS6 Shas'Os make sense, its the whole, "I've been fighting since I was a young'un" think of it as like guard vets are BS4 they are used to the fighting so they naturally adapt and get better.
Except they can hardly hit better, it just looks good in their resume and tricks noobs.
The link works now, there was a full stop afterwards <facepalms>
http://www.youtube.com/watch?v=4OqlTXwLG40
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![[Post New]](/s/i/i.gif) 2009/11/05 23:52:23
Subject: Re:How would you "fix" 5th ed Tau? Part II
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Tough Tyrant Guard
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I've had a few ideas on how to bring Tau's niche back. Most has to do with ways on allowing higher BS, Ld, and ways to get around cover saves.
1. Based was on the fluff behind tau vision being "better than human, but take longer to focus." If a tau infantry unit fires at the same unit as it successfully hit in the last shooting phase, it gains +1 BS. Is not cumulative (no BS 10 fire warriors shooting at plague marines) but stacks with marker lights. Marketlight effect would come first, allowing for some very high BS on certain units.
2. Give rail rifle equipped units to shoot through walls/barricades. I like the idea of a rail rifle being able to punch through a concrete block then blast a marine's head off. If a Barret rifle can, a rail rifle should. Some sort of extra BS check could be made on this, havn't put a whole lot of thought into it tbh, just sounds cool.
3. This one is bringing something from DoW *ducks for cover*.... basically I like the idea of gun drones exploding when killed. Same thing as when a vehicle explodes, but a d3 instead. Maybe even a small blast marker over the top of it. Gives another reason to use gun drones as meat...er...metalshields.
4. Give skyrays the ability to load different tau-esque munitions into the missiles. Must purchase them beforehand. Possible have the special warheads limit the range on the missile? I realize some of these could be OTT, but that's something I'm willing to risk to give skyrays a reason to be fielded.
--Normal warhead-> S8 AP3
--Emp warhead-> Only affects vehicles. Same damage table as EMP grenade.
--Fusion warhead-> S8 AP1 small blast. direct hit 2d6 on vehicle damage table.
--Fragmentation Warhead-> effectively a AFP missile, same stuff as it does.
--Seeker warhead-> S7 AP3, always hits rear armor
That's all I got for now, plus I would like some feedback to see if my mind is in the right place. *stays in cover, hopes no-one brought a flamer*
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![[Post New]](/s/i/i.gif) 2009/11/06 00:00:20
Subject: How would you "fix" 5th ed Tau? Part II
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Automated Rubric Marine of Tzeentch
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Here's a suggestion, some flamers....
then they won't hang like a testicle out in the back and wait for the nids to pour into their faces...
tau vs. nids = sad tau player...
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![[Post New]](/s/i/i.gif) 2009/11/06 00:42:49
Subject: How would you "fix" 5th ed Tau? Part II
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Fixture of Dakka
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ZacktheChaosChild wrote:Here's a suggestion, some flamers....
then they won't hang like a testicle out in the back and wait for the nids to pour into their faces...
tau vs. nids = sad tau player...
Crisis suits already have flamers, twin-linked possible no less.
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Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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![[Post New]](/s/i/i.gif) 2009/11/06 01:24:59
Subject: How would you "fix" 5th ed Tau? Part II
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Automated Rubric Marine of Tzeentch
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Let me rephrase that,
"THEY SHOULD HAVE MOAR FLAMERS"
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