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Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

SickSix wrote:The best idea for etherials? Take their rules away. Leave them on the shelf.

See, they already have that solution, and probably 95% of Tau players exercise that "tactic"; making them viable and useful would be, well, more useful.

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Made in us
Shas'o Commanding the Hunter Kadre




Missouri

CpatTom wrote:Kroot suits would be nasty too.


So we're not even going to try and hide behind the veil of "I just want more options!" anymore, we're going to come right out and shamelessly say we're looking for a Tau replacement at this point. lol, at least you're being honest now.

Come on, you're even ignoring basic Kroot fluff with this stuff, the fact that Kroot don't rely on fancy technology to wage war and were intentionally designed to be more primitive, and maybe even a little superstitious of technology. They hop around in the trees and ambush people with primitive rifles, using hunting dogs and big gorillas with guns strapped to them in the event that they don't give a gak about being sneaky anymore. So what are you saying, not only do you hate Tau, but you don't like Kroot, either (despite your eagerness for rules to make an all-Kroot army) and want them to be retconned into something they're not?

Kroot are fine how they are, you can make them better and give them more interesting models without resorting to rewriting their background and giving them battlesuits and tanks, which they shouldn't really have anyway because that treads too far into Tau territory (and like I said, further implies that you guys are looking for Kroot to sort of "replace" Tau). If Kroot need it, they can get a unit that performs a similar role, but something that's designed to fit in more. Instead of the silly idea of "Kroot suits", why not some kind of flying mount? It makes more sense and would probably make for a much cooler model anyway, something like a pterodactyl with a crossbow mounted to it and a Kroot gunner, I imagine. Give them options for an anti-tank weapon, have them function similarly to jetbikes and give them a competitive price...sounds like a winner to me, so long as they aren't Finecast and they get a competent sculptor to do them.

gendoikari87 wrote:you want nerdy, there's instructions online as to how to make a fully functional railgun for your hammerhead, somewhere.


GW should take some inspiration here. If they want to keep trying to market their game to 12-year-olds then something like that would be right up their alley...like those guns on toys that fire huge plastic projectiles at people, kids love that stuff.

Of course I'm sure some people would have issues when their fortunes-worth of Finecast models get broken from having Tau hammerheads shoot at them, but GW isn't the type of company that really gives a feth after it gets its money so...

 Desubot wrote:
Why isnt Slut Wars: The Sexpocalypse a real game dammit.


"It's easier to change the rules than to get good at the game." 
   
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Sergeant First Class






****! their above us!

sounds good especially those battle suits

The day I surrender is the day the Tau get an update-40k rejects

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U.S.

Jefffar wrote:I would love for Ethereals to end up as something akin to Guard Commissars. A model you can purchase multiple times to upgrade multiple units with higher leadership, ability to reroll leadership checks and maybe something else that's kind of funky.

Obviously the Ethereal dying and whole army checkign to leave the table is a bit much under those circumstances, but perhaps the unit with the Ethereal in it would have to flee or become much nastier fighters.

One idea I had would be for the Ethereal, in addition to acting like a commissar of sorts, to also be able to deliver something akin to Orders like Guard Platoon and Company Commanders do, but limited only to the squad they are in.

I think Etherels like that (and costed reasonably) would be something all Tau players would love to field.


Are you by any chance a psyker? I just made this thread about the same thing a few days ago:
http://www.dakkadakka.com/dakkaforum/posts/list/414190.page

I also have to agree with Brother SRM. Leaving them out of the codex is not going to change the current situation, ie no on playing them, and unpurchased merchandise collecting dust on shelves. If they made them better, the Tau would have another option in their arsenal and GW would sell more models, a win-win situation. Unless of course GW increases their prices, again.

I'm with Sidstyler in that giving Kroot suits would undermine the entire concept of the unit and further invalidate the use of the Tau. You might as well play a different army at this point.

This message was edited 1 time. Last update was at 2011/12/03 17:32:48


 
   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

Sidstyler wrote:

GW should take some inspiration here. If they want to keep trying to market their game to 12-year-olds then something like that would be right up their alley...like those guns on toys that fire huge plastic projectiles at people, kids love that stuff.





Automatically Appended Next Post:
megatrons2nd wrote:
Kilkrazy wrote:


So who is this? I've seen this person elsewhere, but don't remember on what or where.


It's my wife's cousin.

Now get back on topic.

This message was edited 1 time. Last update was at 2011/12/03 19:44:03


I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
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It's my wife's cousin.


Okay, name, address, phone number, and blood sample.

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Kilkrazy wrote:It's my wife's cousin.

Now get back on topic.



I'm afraid I have to tell you that posting sexy, pouty pics of girls doesn't really help do that in a forum predominately populated by men.
   
Made in us
Purposeful Hammerhead Pilot





Atlanta GA

Sidstyler wrote:
CpatTom wrote:Kroot suits would be nasty too.


So we're not even going to try and hide behind the veil of "I just want more options!" anymore, we're going to come right out and shamelessly say we're looking for a Tau replacement at this point. lol, at least you're being honest now.

Come on, you're even ignoring basic Kroot fluff with this stuff, the fact that Kroot don't rely on fancy technology to wage war and were intentionally designed to be more primitive, and maybe even a little superstitious of technology. They hop around in the trees and ambush people with primitive rifles, using hunting dogs and big gorillas with guns strapped to them in the event that they don't give a gak about being sneaky anymore. So what are you saying, not only do you hate Tau, but you don't like Kroot, either (despite your eagerness for rules to make an all-Kroot army) and want them to be retconned into something they're not?

Kroot are fine how they are, you can make them better and give them more interesting models without resorting to rewriting their background and giving them battlesuits and tanks, which they shouldn't really have anyway because that treads too far into Tau territory (and like I said, further implies that you guys are looking for Kroot to sort of "replace" Tau). If Kroot need it, they can get a unit that performs a similar role, but something that's designed to fit in more. Instead of the silly idea of "Kroot suits", why not some kind of flying mount? It makes more sense and would probably make for a much cooler model anyway, something like a pterodactyl with a crossbow mounted to it and a Kroot gunner, I imagine. Give them options for an anti-tank weapon, have them function similarly to jetbikes and give them a competitive price...sounds like a winner to me, so long as they aren't Finecast and they get a competent sculptor to do them.


I was thinking about the stat increases that regular Tau get and what that would mean for Kroot. S6 T4 3+
because of this coming across my mind:



Hadnt really thought about the Tau removal implications.

But based on those pictures, I'm starting to see why the Tau might be suspicious of the Kroot...

This message was edited 1 time. Last update was at 2011/12/03 20:51:11


BLU
Opinions should go here. 
   
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Sidstyler wrote:Come on, you're even ignoring basic Kroot fluff with this stuff, the fact that Kroot don't rely on fancy technology to wage war and were intentionally designed to be more primitive, and maybe even a little superstitious of technology. They hop around in the trees and ambush people with primitive rifles, using hunting dogs and big gorillas with guns strapped to them in the event that they don't give a gak about being sneaky anymore.

That is not the whole truth.
Index Xenos: The Kroot wrote:Thousands of years ago, when an Ork asteroid fortress, known as a Rok, crash landed on Pech, the survivors found themselves in the unenviable position of being outnumbered by a warrior race with a taste for flesh. The Orks were quickly destroyed and their bodies consumed by the Kroot. The Kroot laired in the Rok and, several generations later, they manifested the ability to mimic certain aspects of technology learned from the DNA of the dead Ork Meks. Around the remains of the shattered Ork Rok, the first Kroot city began to take shape as the inherited knowledge of technology became more commonplace.

Within the space of a few thousand years, Pech's prime continent was home to five Kroot hives, and factory farming and mining were commonplace. This became known as the Kroot expansionist phase and saw the Kroot construct warp-capable warspheres to take them to the stars.

Here, the Kroot met the Orks once more, but this lime the balance of power had changed. Untested leaders and untried ways of war failed the Kroot in the face of Ork brutality and they were pushed back on every front by the more aggressive Greenskins. However, each world the Orks took remained a thorn in their side as Kroot guerrillas continued to fight the invaders. Eventually, the Kroot were forced to take service as mercenaries with various alien races in order to survive. After twenty years of war, the Kroot (with Tau assistance) were able to reclaim their worlds with minimal resistance as the Orks had simply engaged in looting and destruction on a massive scale before moving on.

The Kroot now looked to rebuild their worlds as they had been before the Ork incursion, but those Kroot who had remained behind to fight the Orks had other ideas. They were not about to rebuild a society that had led them into war and then failed to defend them. Led by a visionary leader named Anghkor Prok, they advocated a return to the old ways, to the time before the coming of the Ork Rok. There would be no rebuilding and the Kroot would revert to the traditional ways that had served them perfectly well for thousands of years.

But I like the idea of flying mounts

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Atlanta GA

Don't look now: Thbe Kroot are taking over the Pirhana's slot


The flying mount thing would need to fit something different than the Piranha already does.

Not to say it couldn't work, just if its gonna be a Piranha with kroot in it, just do a conversion like this.

This message was edited 2 times. Last update was at 2011/12/03 21:53:25


BLU
Opinions should go here. 
   
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My own little happy place

Would Kroot battle suits just be battle suits? I mean if a space marine is in a chimera it doesn't suddenly become stronger.

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Missouri

CpatTom wrote:The flying mount thing would need to fit something different than the Piranha already does.


Have the Kroot mount behave more like a jetbike then and give it slightly different weapons so there's a reason to take one or the other, I dunno. It was just an idea to prove a point, that you can come up with a Kroot unit that performs a similar role without just putting a Kroot model in a piranha or battlesuit.

 Desubot wrote:
Why isnt Slut Wars: The Sexpocalypse a real game dammit.


"It's easier to change the rules than to get good at the game." 
   
Made in au
Regular Dakkanaut



Lost in Australia, somewhere.

Forget Kroot in Battlesuits, it's a silly idea. You can already support your Kroot units with Battlesuits if you wish. I'm more keen to hear about Kroot with psychic powers - that's something that would be completely new in a Tau army.
   
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Space magic has become such an important part of the game that keeping the Tau at zero capability for attack or defence is just unfair.

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We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
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FlammingGaunt wrote:Would Kroot battle suits just be battle suits? I mean if a space marine is in a chimera it doesn't suddenly become stronger.


Um you do realize that this is not how the Battlesuits work right? Crisis Suits give the wearer +2S, +1T, +1W, +1A and a 3+sv so a Kroot in a Crisis Suit would be WS4 BS3 S6 T4 W2 I3 A2 Ld7 3+sv.

Course the concept is stupid Kroot have a better base statline so giving Kroot Tau equipment will always turn out better than a Tau with the same equipment but since the Tau aren't really about giving their equipment to auxiaries to make themselves redundant it's not really an issue.
   
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Drone without a Controller





USA, CA

What about Commander Farsight? Perhaps we might see special options for crisis suits to be equipped for CC if you have Farsight as an HQ choice.

As for Kroot, I honestly think due to their fluff they need fleet, furious charge, or even hit-and-run. If any of those happens, I'll be a happy camper with Kroot, because it just makes sense for them to have it due the fluff of them having super-reflexes, etc. I do understand that Kroot serve as a speed bump for threats, but personally I would like to have more "staying power" in my Kroot when engaged in CC.

   
Made in ca
Trustworthy Shas'vre




Kilkrazy wrote:Space magic has become such an important part of the game that keeping the Tau at zero capability for attack or defence is just unfair.


True, we are better prepared to resist Close Combat than Psykers. A modified Ethereal could be the best bet as the Nicissar fluff seems to indicate they would need the Space Pope's Popemobile to even move.

Tau and Space Wolves since 5th Edition. 
   
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[MOD]
Anti-piracy Officer






Somewhere in south-central England.

That is a good opportunity for a new kit.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
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Gathering the Informations.

Einhänder wrote:What about Commander Farsight? Perhaps we might see special options for crisis suits to be equipped for CC if you have Farsight as an HQ choice.

Why does everyone say that Farsight should automagically make all your Crisis Suits have swords and shields like him?

Farsight is an outlier. The Dawn Blade is not really a big thing in the grand scheme of the Farsight Enclaves.

If anything, I think the best option for "CC suits" is the ability for them to make CC attacks using Plasma Rifles or Fusion Guns and have an option to take grenade launchers built into the suits.
   
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Atlanta GA

Kanluwen wrote:
Einhänder wrote:What about Commander Farsight? Perhaps we might see special options for crisis suits to be equipped for CC if you have Farsight as an HQ choice.

Why does everyone say that Farsight should automagically make all your Crisis Suits have swords and shields like him?

Farsight is an outlier. The Dawn Blade is not really a big thing in the grand scheme of the Farsight Enclaves.

If anything, I think the best option for "CC suits" is the ability for them to make CC attacks using Plasma Rifles or Fusion Guns and have an option to take grenade launchers built into the suits.


I had never considered the Plasma/Fusion gun CC tactic. That sir, is brilliant, and I really like that idea.

BLU
Opinions should go here. 
   
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how about being able to actually fire EMP grenades with firewarriors? Like an EMP M203? Something like range 12" Str x, works out using the rules for EMP. Option for everyone in the squad. Also, change EMP to be a GLANCING hit only on a 3+? Or keep it the way it is now, and make it AP -

This message was edited 1 time. Last update was at 2011/12/04 14:55:54


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gendoikari87 wrote:how about being able to actually fire EMP grenades with firewarriors? Like an EMP M203? Something like range 12" Str x, works out using the rules for EMP. Option for everyone in the squad. Also, change EMP to be a GLANCING hit only on a 3+? Or keep it the way it is now, and make it AP -


I've been mulling that one over for a while.

Apparently the Pulse Carbine has an integrated photon grenade launcher (which is why the weapon is pinning). I would love to see that expanded somewhat in the next codex to something like this.

Pulse Carbine 18 5 5 Assault 2
Underbarrel Grenade Launcher*
* Can fire one of the following loads

EMP 18 N/A N/A Assault 1, effects of EMP Grenade from Tau Codex
Photon 18 N/A N/A Assault 1, force target unit to make a pinning test on a 4+, if multiple 4+ are rolled each one after the fist inflicts a -1 penalty on the target units check
Pulse Sub-munition 18 4 5 Small Blast, Ignores Cover
Flechette Munition Template X - Assault 1, wounds on 4+ regardless of toughness


At that point either the Pulse Carbine becomes an upgrade worth a few points or the grenade launcher becomes an optional attachment.

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Missouri

Kanluwen wrote:
Einhänder wrote:What about Commander Farsight? Perhaps we might see special options for crisis suits to be equipped for CC if you have Farsight as an HQ choice.

Why does everyone say that Farsight should automagically make all your Crisis Suits have swords and shields like him?


I don't know either, everyone thinks that because Farsight has the Dawn Blade that means every single one of his followers must all throw their guns away and use knives instead. It's not really what Farsight's philosophy is...people read "close range" and see that he uses a sword and automatically assume that means melee combat, but they forget that his battlesuit ALSO has a plasma rifle, which is more effective at close range because it's a rapid fire weapon. So I would assume that this is more of what Farsight encourages than anything: better training at using your rifles at close range (which means they probably prefer carbines), being more aggressive and not running away like Tau traditionally do when enemies get too close, and yeah, maybe even preparing for the inevitably of melee combat, but that doesn't always mean you have to resort to using primitive knives or anything like that, maybe enclavites are particularly good at knocking enemies back with the butt of their rifle and then following up with plasma to the face?

 Desubot wrote:
Why isnt Slut Wars: The Sexpocalypse a real game dammit.


"It's easier to change the rules than to get good at the game." 
   
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Deep Frier of Mount Doom

Kanluwen wrote:
Einhänder wrote:What about Commander Farsight? Perhaps we might see special options for crisis suits to be equipped for CC if you have Farsight as an HQ choice.

Why does everyone say that Farsight should automagically make all your Crisis Suits have swords and shields like him?

Farsight is an outlier. The Dawn Blade is not really a big thing in the grand scheme of the Farsight Enclaves.

If anything, I think the best option for "CC suits" is the ability for them to make CC attacks using Plasma Rifles or Fusion Guns and have an option to take grenade launchers built into the suits.


I'm personally not a fan of CC suits for the tau but do think that tau suits need a tech fix to mitigate close combat. Hit and Run standard for any jetpack suit would fit the bill as well as a one use Shaso-Rymr style attack upgrade. I don't think that tau should *win* close combat but they definitely should have a way of getting out of it or at least minimizing their losses.
   
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I would like the marker lights to be redone and Fire Warriors get to keep their Pulse Carbines. Make the markerlight Assault but have it as an augment to the weapon its mounted to, adding 6 more inches to its range.

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I don't like Assault for Markerlights, it doesn't really fit with my image of the role they are supposed to play (laser target designator).

I also don't like the idea of them as a range buff as the Tau already have plenty of range, what they are lacking in is ballistic skill, which the markerlights do handily.

I personally think that they will simplify things somewhat and instead of doing all sorts of pluses and minuses just have markerlight tokens grant re-rolls to hit or of cover saves or of pinning tests.

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Boston, MA

KplKeegan wrote:I would like the marker lights to be redone and Fire Warriors get to keep their Pulse Carbines. Make the markerlight Assault but have it as an augment to the weapon its mounted to, adding 6 more inches to its range.

That's horrible. Fire Warriors don't need 6 more inches of range; they do most of their damage at the 12" line.

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Brother SRM wrote:
KplKeegan wrote:I would like the marker lights to be redone and Fire Warriors get to keep their Pulse Carbines. Make the markerlight Assault but have it as an augment to the weapon its mounted to, adding 6 more inches to its range.

That's horrible. Fire Warriors don't need 6 more inches of range; they do most of their damage at the 12" line.


If the rules in 6th are changing like we think they will be and rapid fire gets to fire 2 shots at full range, then they will be doing far more damige from range.

   
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yeah, 2x 5 5 shots at 30 inches? People are actually going to take firewarriors and leave 'em out of the devilfish then.

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I haven't been following this thread through the entire thing, but how long ago has this turned into a wishlisting fest? All these arguments and proposed rules, and why they're stupid, or why they fit with fluff, are all OT.

This is titled a Tau rumor summary. Not "What I'd like to see in the next Tau codex".

If you can't contribute to the Tau rumor discussion, don't post it here. I know I've seen other threads for wishlisting.

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