There are several things I want to say about Tau and first I will set out my stall so readers know where I am coming from.
I haven’t played Tau in 5e as my army has been locked in a warehouse for over a year. So what follows is theoryhammer. Also, my codex has been locked up too so my memory of some of the detailed rules is hazy; forgive me if I have misremembered something.
I am only going to speak about Tau. I recognise other armies such as
IG also need a make-over, however, each army should be dealt with separately.
Historically, Tau have always been an effective army, though not 1st rank, if used with care and skill. They depend on mobility and a combined arms firepower approach, to compensate for lack of assault capability and lack of heavy weapons in the
FW squads.
I don’t want to see this change because the attraction of Tau is the differences compared to other kinds of armies. Improvements should be made within the existing framework of the suits and vehicles carrying the heavy firepower, and very limited assault troops.
There is a fundamental problem in the rules caused by the proliferation of
Ld 10 armies and the huge morale gap between them and Ld7-8 armies.
IMO the whole morale system of the game needs revision. That can’t be done in one codex.
Looking at specifically Tau issues, they have three core problems in 5e.
1.
FW have become even more vulnerable to assault because assault has been improved a lot. Their basic 4+ save means the new cover rules are not a great help to them. The Troops scoring rule means you need to take more of them, leaving fewer points for the more powerful units. Their pulse rifle firepower has been reduced by the proliferation of the 4+ cover save. Range 30 weapon isn’t as useful as before since armies can start closer together and move faster.
2. Crisis suits are now over-costed because the
JSJ tactic they depended on is less effective due to the lack of solid,
LoS blocking cover. Their mobility compared to other infantry has been reduced because other infantry’s mobility has been increased. Their basic save isn’t that good, considering what small units they are. This could be remedied by putting more solid cover items out for a game, however it can’t be relied on because it isn’t structured into the rules.
3. Tau vehicles, while benefitting from increased resistance to damage as have all vehicles, have reduced ability to move and fire. This damages the mobility approach to tactics. They have become more vulnerable to assault because assaulters always hit the rear armour, and because assaulters can now move as fast as they do. The
KP rule means that drones have become a liability rather than an asset.
It’s not all bad. Kroot are great. (Though they always were.)
I don’t want to sound like I am moaning too much.
Possible solutions
Fire Warriors
Increase the rapid fire range of the pulse rifle to 15 inches. This by itself would make it possible to manouevre effectively while still shooting, without requiring any other changes to points costs, or special rules. It is not such as huge change that it would make it impossible for assaulters to outmanoeuvre them.
Crisis Suits and Broadsides
Increase the unit size to 5 rather than 3, to allow more to be taken, and give them a free targetting array that doesn’t take up a slot. It would be nice also to make them a bit cheaper and faster-moving, but this may be over-egging the pudding. I remember the original Tau codex design notes, which said that originally Crisis suits could move 12 in both phases, and that made them too mobile.
Vehicles
Devilfish and Hammerheads should be given
SMS to replace drones for a reduced points cost. They have become very expensive vehicles with all the necessary upgrades.
Stealth Suits seem fine and don’t need any changes.
Gundrones also seem fine. They would benefit from being able to include marker drones in the same unit, though doing this would reduce the need for Pathfinders and maybe lead to less varied armies.
Marker drones should be made cheaper, maybe 20 points instead of 30.
Sniper drones should probably be costed at 60 per unit rather than 80, to reflect the point that the whole unit dies if the leader is hit.
Pathfinders
I can’t think how to change them without overbalancing things. For example, making their Markerlights assault rather than heavy would be a big help, but probably too effective. Perhaps do that and increase the points cost for balance.
Vespids are rubbish and need a re-write. They are too expensive, too vulnerable and their guns are silly. A sensible revision of these factors would make them worth taking without them becoming overpowered. For example, 4+ save, gun range of 18, and points cost of 14.
Ethereals are too vulnerable. They should be given a built-in 3+ invulnerable save and give Morale 10 to all Tau units in
LoS, and you should be allowed to take them as a squad which can be split up. For example, a unit of three as an
HQ choice, which can be divided into three individuals and ride in a Fish for free, and be attached to
FW squads. Making them an
HQ slot helps balance things because it reduces the number of Suits you can take.
If
Space Pope is kept as a special character, the stupid bodyguards should be lost and his chair should be given the same mobility as a Crisis suit, a free invulnerable save or some drones, all in one package. He should also have some decent special rules, maybe something about reducing enemy psychic powers, or a squad of Ethereals attached. The box set could easily be changed to suit.
I would like to see a couple more special characters. An elite Crisis leader would be a good one, and a tank commander similar to Sgt Chronus.
I expect a lot of these ideas will be criticised as over-powered, and some of them may be. It is just a post to open up debate by presenting some ideas.