OK. Some definite good ideas in here. However, I feel that the approach is a little haphazard and is resulting in the following MAJOR issues:
1. Too many new unit options. While it is good to have new options, I feel that many options do not add anything to the army function as a whole and add needless complexity as a result.
2. Little to no consideration to how the revised statlines / unit options funciton in the main framework of the game - i.e. interactions between scoring units, non-scoring units,
KPs etc.
3. Too many changes are done based only on fluff reasoning without enough consideration on game balance. e.g. BS5 on battlesuits is overkill
IMO.
Here my take on Tau revised. I've tried to "streamline" everything without adding unit options - while adding tactical flexibility. As it is a very preliminary look - points costs omitted:
Step 1: The Tau philosophy:
1. The Tau army maintains emphasis on shooting, mobility and cooperation between units.
2. Tau models themselves are rubbish at
HTH for whatever reason. We'll say it is a phisiological issue that is not easily overcome through training.
3. The Tau cooperative makes use of Auxilliary Troops.
Step 2: Identify problems with existing codex:
1.
FW are too expensive or too weak
2. Battlesuits are too expensive or fragile
3. Tau shooting in general is not effective to decisively win firefights.
4. Kroot and Vespids are saddled with a lack of focus and little synergy with the main list
5. Drones have problematic rules
Step 3: Reassign unit roles to fit with design philosophy:
HQ: Ethereal
HQ: Shas'O/Vre.
Troops: Firewarriors - Line troops, scoring unit.
Troops: Pathfinders - Support troops, scoring unit.
Auxilliary Troops: Kroot - Jungle troops,
HTH
Auxilliary Troops: Vespid - Mountain troops, Harrassment
*Auxilliary Troops do not score, and do not take up slots in the force organization chart.
Elites: Crisis Suits - Heavy Fire Support
Elites: Stealth Teams - Advance Fire Support
Fast Attack: Drone Team - Harassment
Fast Attack: Phirrana Team - Fast anti-tank
Heavy Support: Hammerhead - Multirole heavy tank
Heavy Support: Skyray - Support tank
Heavy Support: Broadside Team
*Sniper Drone Team made a Troops upgrade.
Step 4: Fix on unit roles. Adjust statlines:
HQ: Ethereal - includes
HW C+C node to remove idiotic
LOS restriction.
HW shield drone controller. ROLE: Keep crap from fleeing.
HQ: Shas'O/Vre - option for firewarrior armor - thoughts on crisis armor as part of crisis suit entry. ROLE: Firewarrior version to fill up a slot at low points. Crisis version to kick butt.
Troops: Firewarriors - BS4. Photon grenades standard. ROLE: Objective holding, close range firepower
Troops: Pathfinders - BS4. Remove requirement for devilfish. Remove scout. Add infiltrate. Add move through cover. Photon grenades standard. Teleport homer option. ROLE: Objective seizing, support firepower.
Troops*: Sniper Team - BS4. Non force org slot, non scoring, one team may be chosen for every pathfinder team included or every two firewarrior squads included. ROLE: Anti heavy infantry
Auxilliary Troops* While part of the "greater good", due to language barriers, can not trusted with holding objectives.
Ld merely average (7s?), and does not benefit from Ethereal boost. - NOTE: I think these guys should be points efficient, but with some subtle drawbacks. I considered incorporating the auxilliary humans, but there seems to be little point other than adding them as a terrible "flavour" unit. I can not see them outfighting the Kroot, nor outshooting the firewarriors, so in my mind, they should not be included as they don't add anything to the list.
Auxilliary Troops: Kroot: 2 attacks base. Kroot rifle counts as 2 hand weapons. Infiltrate. Move through cover. Eaters of the dead: Must pass leadership after winning assault, otherwise the squad can only consolidate. Haven't given much thought to Krootoxen and Hounds - but to simplify, I think treating them as squad weapon upgrades is the most appropriate. ROLE: basic
HTH
Auxilliary Troops: Vespid: Jump troops. Reroll difficult terrain checks. As harassers, weapon change to *poisoned, *pinning, 24" assault 2.
HTH attacks are poisoned. Tough carapace: 3+ save. Territorial:
LD check at start of round. If failed, unit engages closest enemy unit. ROLE: Support - Anti-high toughness models.
Elites: Crisis Team. BS4 - These guys lack resilience in their current incarnation for this type of role. T5 would fix most of their problems - possibly a rebate on their base cost if playtesting warrants it. Counting their 1
HTH attack as a S3(6) powerfist attack probably wouldn't hurt either. They should be able to take 2 guns, and always have the ability to shoot both guns. Blacksun filter and Multitracker options.
Elites: Stealth Team. BS4 - Instead of rending, I think that adding an additional shot to the burst cannon profile and pinning is more appropriate.
Fast Attack: Drones: ROLE: I can't see any reason to make these guys good, as to me, within the framework of the army, they don't seem to have any purpose other than fast moving contesting units that can be used as disposable blockers or tarpits. Mounted firewarriors are better in a fast shooting role.
Fast Attack: Pirhanna Team: BS4 - flanking seekers and fusions. 'nuff said.
Heavy Support: Hammerhead is pretty good the way it is now. Should be BS4 all the time though. ROLE: Smashing enemies of the greater good.
Heavy Support: Skyray: This guy sucks because the hammerhead does everything better than the 'ray does. This guy should be much cheaper due to reduced role and limited ammo, though as a support unit, having move and fire markerlights is not bad. Seekers should be changed such that you can fire as many seekers as you wish at a singe markerlit target. Additional markerlight hits on the same target increase your shooting
BS by 1. ROLE:
Heavy Support: Broadside Team: BS4 - T5 as crisis. Optional move-and-fire. ROLE: Anti-tank, AREA DENIAL.
Transport: Devilfish: Maybe a rebate on points.
While on markerlights: I think that simplification should be in order as having too many differing effects, as well as limits on units that benefit from the effects may result in some messy book keeping - i.e.
LD, and
BS, and Cover:
No saves are taken vs. markerlights
Markers give +1
BS for any TAU units (not Auxilliaries) vs the lit unit.
As many seekers as wished may be fired at the lit unit that turn.
Units lit by markers take pinning checks at -x
LD where x is number of marker hits on that squad until end of that shooting phase.
Step 5: Assign playtest points.
Step 6: Playtest
Step 7: Refine statlines based on playtest
Step 8: Refine points based on playtest
Reitterate 6-8 as needed.
Not trying to rag on your efforts, but going through this thread was a tough read, as you guys added a billion new options and the items are all over the place. It may not be a bad idea to consolidate all the ideas into the first post of a new thread and update the first post in that thread with any current developments as they are added.