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![[Post New]](/s/i/i.gif) 2010/10/30 03:58:48
Subject: 5th edition Tau codex wish list
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Scrap Thrall
Higher up the tables than you!!!!!!!!!!!!
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Zookie wrote:
to give Tau armies a little more variety in what kinds of completive builds are available.
Dude.
40K is not meant to be about competition. There is almost no skill in it anyway.
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Ghostfacekillah has it right, the DoW deployment allows you to deploy 1HQ unit and 2 troop units. A squad of boys is 1 unit, the transport is a second unit, for them to count as a single unit the transport would have to maintain coherency with a squad and be restricted to firing at the same target as the boys, that and it would be impossible for the transport to embark upon itself so the universe would implode if your boys squad attempted to embark. -TheAvengingKnee
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![[Post New]](/s/i/i.gif) 2010/10/30 19:08:57
Subject: 5th edition Tau codex wish list
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Sneaky Sniper Drone
Garner, N.C.
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DAMN!....I think I got a chubby looking at those models on forgeworld....
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I am NOT a crook. I have never stolen a thing in my life. BUT I have borrowed things with no intent whatsoever on returning them.... |
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![[Post New]](/s/i/i.gif) 2010/11/02 14:25:09
Subject: Re:5th edition Tau codex wish list
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Purposeful Hammerhead Pilot
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no comments on my super post? :S
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![[Post New]](/s/i/i.gif) 2011/04/04 15:03:27
Subject: Re:5th edition Tau codex wish list
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Disbeliever of the Greater Good
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Long time Reader, first time contributor
I think that Tau need to improve there synergy as a whole. There are probably many aspects that need to be changed. However i think marker-lights are the key.
I think they should stack like the pain counters in the new dark eldar codex and have different options that you can follow, each getting more powerful than the next. For example:
option 1
1 - may increase BS by +1; 2 - increase range of weapons from unit by 12 inches; 3 - re roll failed attempts of hitting; 4 - rolling sixes to wound count as AP 1
option 2
1 - reduces leadership of unit by 1; 2 - gives a unit firing rail rifles at that unit the dead-eye special rule* and reduces the leadership by 1; 3 - automatically applies 2 pinning tests on unit and reduces leadership by 1; 4 - gives a unit firing rail rifles AP 1 and reduces the leadership by 1
option 3
1 - reduces cover save by 1; 2 - reduces cover save by 1 and reduces scatter from templates by one dice; 3 - reduces cover save by 1 and increase all template blast strength by 1 that is being fired from a friendly unit; 4 - reduces cover save by 1 and allows for a unit to re roll all failed wounds from template weapons
option 4
1 - shoot seeker missile; 2 - shoot seeker missile and re roll all failed hits from seeker missile shots to that unit; 3 - shoot seeker missile and either place a small template blast for each seeker missile targeting that unit OR seeker missiles hit a vehicle on the preferred side (lowest AV) 4 - shoot seeker missile and all seeker missiles have re rolls to wound to that unit and can cause instant death
* dead eye special rule is the new vindicare rule from the new Grey Knights
with this logic, putting 4 marker lights on a unit can result in stacking an entire option. This automatically opens up heaps of different tactics for different list for Tau
This might be over powered but i thought you guys and gals would have fun reading my wish list
I thought the rail rifles would be a fun upgrade there in the second option
Tell me what you think
Grubs
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![[Post New]](/s/i/i.gif) 2011/04/06 19:57:00
Subject: Re:5th edition Tau codex wish list
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Longtime Dakkanaut
Beaver Dam, WI
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Grubs wrote:Long time Reader, first time contributor
I think that Tau need to improve there synergy as a whole. There are probably many aspects that need to be changed. However i think marker-lights are the key.
I think they should stack like the pain counters in the new dark eldar codex and have different options that you can follow, each getting more powerful than the next. For example:
option 1
1 - may increase BS by +1; 2 - increase range of weapons from unit by 12 inches; 3 - re roll failed attempts of hitting; 4 - rolling sixes to wound count as AP 1
option 2
1 - reduces leadership of unit by 1; 2 - gives a unit firing rail rifles at that unit the dead-eye special rule* and reduces the leadership by 1; 3 - automatically applies 2 pinning tests on unit and reduces leadership by 1; 4 - gives a unit firing rail rifles AP 1 and reduces the leadership by 1
option 3
1 - reduces cover save by 1; 2 - reduces cover save by 1 and reduces scatter from templates by one dice; 3 - reduces cover save by 1 and increase all template blast strength by 1 that is being fired from a friendly unit; 4 - reduces cover save by 1 and allows for a unit to re roll all failed wounds from template weapons
option 4
1 - shoot seeker missile; 2 - shoot seeker missile and re roll all failed hits from seeker missile shots to that unit; 3 - shoot seeker missile and either place a small template blast for each seeker missile targeting that unit OR seeker missiles hit a vehicle on the preferred side (lowest AV) 4 - shoot seeker missile and all seeker missiles have re rolls to wound to that unit and can cause instant death
* dead eye special rule is the new vindicare rule from the new Grey Knights
with this logic, putting 4 marker lights on a unit can result in stacking an entire option. This automatically opens up heaps of different tactics for different list for Tau
This might be over powered but i thought you guys and gals would have fun reading my wish list
I thought the rail rifles would be a fun upgrade there in the second option
Tell me what you think
Grubs
I think you have an easy choice of making ML cheaper - *free for tau team leaders, 10 pts for ML drones, -20 to cost of sniper teams and sky rays The cost reduction should make ML more desirable and prevalent in a tau army.
Go to your stacking solution and rather than expend them for each unit firing, make them last until the end of the turn providing the desired bonus.
Example: 5 ML on a target unit +2 BS and remove cover saves for all units that fire at this unit. Then expend a ML for every seeker missile that fires at the unit. So two units of FW and one Hammerhead fire at the unit all will be hitting with a BS of 5 with no cover save allowed plus at the end the tau play could choose to fire up to 5 seeker missiles at the target.
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![[Post New]](/s/i/i.gif) 2011/04/10 14:33:08
Subject: 5th edition Tau codex wish list
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Cackling Chaos Conscript
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I'd like to see tau get a built in 5++ versus psychic powers to represent their blankness. That, or give ethereals some type of anti-psyker role (something like runes of warding?). As it is, some of the nastier powers out there are vicious against tau (hurricane, jaws, purifiers vs. kroot, etc) Automatically Appended Next Post: just occurred to me; to represent tau invisibility in the warp, all psychic shooting attacks against a Tau (not kroot or non-tau) are affected by night fight rules.
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This message was edited 1 time. Last update was at 2011/04/10 14:39:21
The Grog wrote:You know, for a relentless undying horde of metal space zombies Necrons spend a lot of their time running for their life. |
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![[Post New]](/s/i/i.gif) 2011/04/10 14:49:33
Subject: 5th edition Tau codex wish list
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Tau aren't "Blanks" though.
They're not invisible within the Warp, they just register very dimly.
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![[Post New]](/s/i/i.gif) 2011/04/10 15:36:00
Subject: 5th edition Tau codex wish list
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Cackling Chaos Conscript
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Right, shouldn't have used the word "blank", as it has a specific connotation in 40k. However, their lesser warp presence should offer some sort of benefit. As you say, it's very dim; which sounds like Night Fight to me!
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The Grog wrote:You know, for a relentless undying horde of metal space zombies Necrons spend a lot of their time running for their life. |
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![[Post New]](/s/i/i.gif) 2011/04/10 16:05:09
Subject: 5th edition Tau codex wish list
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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It's very dim within the Warp.
Psykers don't view the world through the Warp. They have eyes, y'know.
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![[Post New]](/s/i/i.gif) 2011/04/10 16:14:54
Subject: Re:5th edition Tau codex wish list
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Battlefortress Driver with Krusha Wheel
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I wish more things in the army had bs 4 basic, but thats not happening.
I wish that the railcannon when it blew up a vehicle it had a chance to wound everyone inside, make tau a hard counter to mech spam that currently dominates the game.
And when we get space squats.....er demiurge that one option would be the equivilent of terminators with thunderhammers and storm shields. even if there limited to one per army it would be nice to have a true counter assault unit.
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2011/04/10 17:24:13
Subject: 5th edition Tau codex wish list
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Cackling Chaos Conscript
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Kanluwen wrote:It's very dim within the Warp.
Psykers don't view the world through the Warp. They have eyes, y'know. 
Astropaths don't!
Seriously, tau being very non-warp has been a feature of them since their first codex. I'd like it to give them a tangible benefit, since right now it's just a drawback (no psykers). I think it would be a neat fluff rule. Plus, armies with psychic powers, and psy-defense, do have an element tau do not. Tau are already fail at cc and underwhelming at shooting; do they really need another element of the game where they get sand kicked in their face?
If the tail of a dead canine can give a 5++ vs psychics, surely being a extremely weak warp presence should give something!
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The Grog wrote:You know, for a relentless undying horde of metal space zombies Necrons spend a lot of their time running for their life. |
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![[Post New]](/s/i/i.gif) 2011/04/10 18:10:31
Subject: 5th edition Tau codex wish list
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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bthom37 wrote:Kanluwen wrote:It's very dim within the Warp.
Psykers don't view the world through the Warp. They have eyes, y'know. 
Astropaths don't!
Astropaths also don't use their abilities to attack people. The whole purpose of an Astropath is that they communicate messages through the Warp and "sense" disturbances within the Warp.
In which case, even the Tau would make a mark since it'd be a noticeable "dimming" of the previously strong sensation of the Warp.
Seriously, tau being very non-warp has been a feature of them since their first codex. I'd like it to give them a tangible benefit, since right now it's just a drawback (no psykers). I think it would be a neat fluff rule. Plus, armies with psychic powers, and psy-defense, do have an element tau do not. Tau are already fail at cc and underwhelming at shooting; do they really need another element of the game where they get sand kicked in their face?
I can think of very few "armies with psychic powers and psy-defense" that are able to "kick sand" in the Tau's faces. Space Wolves, maybe, but it's been pretty universally acknowledged that their Psykers are absurdly overpowered right now.
If you really want them to get "a neat fluff rule" relating to psychic powers, it would have to be directly related to the Tau actually becoming psykers or the entire army having psychic hoods...which doesn't actually work, since the Tau aren't that dim within the Warp.
When it comes down to it: we'll be seeing Tau shooting getting buffed(also: "underwhelming shooting"? Is it really that hard for Tau players to slaughter the Psykers, even if they're in a unit?), we'll be seeing a few new things likely to help offset their weakness in CC--probably an Ogryn like "anvil" unit.
If the tail of a dead canine can give a 5++ vs psychics, surely being a extremely weak warp presence should give something!
"Though it is not inherently imbued with the power of the Warp, a wolf tail talisman is still valuable, for the faith that the Fenrisians have in these items is powerful in itself."
There's a reason it works. The Wolves believe it works, and that simple belief is the same factor that allows the symbol of the Aquila to work as a kind of ward/charm to aid in subduing Daemons.
The Tau don't understand the Warp enough to figure out why Dave is shooting lightning out of his hands and is starting to look like he's got a superimposed image of a giant, slavering manbeast over him.
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![[Post New]](/s/i/i.gif) 2011/04/10 19:11:54
Subject: 5th edition Tau codex wish list
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Cackling Chaos Conscript
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Kanluwen wrote:bthom37 wrote:Kanluwen wrote:It's very dim within the Warp.
Psykers don't view the world through the Warp. They have eyes, y'know. 
Astropaths don't!
Astropaths also don't use their abilities to attack people. The whole purpose of an Astropath is that they communicate messages through the Warp and "sense" disturbances within the Warp.
In which case, even the Tau would make a mark since it'd be a noticeable "dimming" of the previously strong sensation of the Warp.
Seriously, tau being very non-warp has been a feature of them since their first codex. I'd like it to give them a tangible benefit, since right now it's just a drawback (no psykers). I think it would be a neat fluff rule. Plus, armies with psychic powers, and psy-defense, do have an element tau do not. Tau are already fail at cc and underwhelming at shooting; do they really need another element of the game where they get sand kicked in their face?
I can think of very few "armies with psychic powers and psy-defense" that are able to "kick sand" in the Tau's faces. Space Wolves, maybe, but it's been pretty universally acknowledged that their Psykers are absurdly overpowered right now.
If you really want them to get "a neat fluff rule" relating to psychic powers, it would have to be directly related to the Tau actually becoming psykers or the entire army having psychic hoods...which doesn't actually work, since the Tau aren't that dim within the Warp.
When it comes down to it: we'll be seeing Tau shooting getting buffed(also: "underwhelming shooting"? Is it really that hard for Tau players to slaughter the Psykers, even if they're in a unit?), we'll be seeing a few new things likely to help offset their weakness in CC--probably an Ogryn like "anvil" unit.
If the tail of a dead canine can give a 5++ vs psychics, surely being a extremely weak warp presence should give something!
"Though it is not inherently imbued with the power of the Warp, a wolf tail talisman is still valuable, for the faith that the Fenrisians have in these items is powerful in itself."
There's a reason it works. The Wolves believe it works, and that simple belief is the same factor that allows the symbol of the Aquila to work as a kind of ward/charm to aid in subduing Daemons.
The Tau don't understand the Warp enough to figure out why Dave is shooting lightning out of his hands and is starting to look like he's got a superimposed image of a giant, slavering manbeast over him.
Ok, multiquote is not wanting to work for me. Several points - I was kidding about the astropaths (hence the 'seriously' start to the next line). Although, given your counterargument of they would be a 'noticeable dimming of the warp' - so, psykers should randomly target where the warp is weakest?
Psyker: Take that, you general dimming!
Marine: Excellent shot, brother! Those trees shall never pose a threat to the emperor's finest again!
Any army with psykers immediately has a benefit over Tau - which is what, every army besides: BT, DE, Necrons...anyone I'm missing? (Ok, DA powers suck, but they will not always suck). Heck, IG with PBS love Tau! Sit in your Chimera, and either poop out Weaken resolve or S9 pie against an army whose defense is...sit there and take it? Even though they have a very limited presence in the warp? GK laugh at Tau - course, they laugh at everyone. Take Coteaz, and 6*8 psykers. 480 points for psykers gives 6 S10 AP1 pie plates a turn. That's roughly 2 Manticores a turn, except targeted at up to 6 units a turn.
Your argument for wolf-talismans is that the SW believe they work, so they work? Other than the sheer Orkiness of that statement, why would faith in rationality and the greater good, and therefore faith that Dave can't be shooting lightning bolts or turning into a giant man-beast, not have a effect? (Damnit, there's a Larry Niven short story like this, but I can't remember the title...) Tau are the inheritors of the Emperor's vision of a IOM built on reason and science. Let that show, and let that work against the darkness of the warp!
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The Grog wrote:You know, for a relentless undying horde of metal space zombies Necrons spend a lot of their time running for their life. |
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![[Post New]](/s/i/i.gif) 2011/04/10 22:29:33
Subject: Re:5th edition Tau codex wish list
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Monstrous Master Moulder
Secret lab at the bottom of Lake Superior
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I was very bummed to see that Guyperson5's recent post was a sham, but it had some nice ideas in it. The quoted ideas would allow for many variations to occur in armies, and would force you to choose between two good choices. I'll quote the parts of said rumor that I am talking about. parts in red are my own addition.
guyperson5 wrote:
(etheral) Can also be upgraded to take an envoy:
Fire Caste Envoy: basically a team of 12 Firewarriors with BS4 and advanced pulse rifles that are 24" assault 2 pinning
Earth Caste Envoy: Ethereal is followed by a retinue of 4 mining drones. The mining drones can be detached and deployed to create an area of difficult terrain. Treat this as a ordinance barrage attack for the purposes of determining where it hits in a 18" range, roll to scatter. The effect causes no real damage as the drone uses a seismic destabilization device to cause a ground disturbance that is difficult terrain for troops and dangerous terrain for vehicles. (but not skimmers)
Water Caste Envoy: The ethereal is followed by 2 Water Caste ambassadors. Each time an enemy has a chance to roll for a reserve coming in on a deep strike or outflank you can declare you are using th water caste's "passive resistance" ability. You roll a dice and your opponent rolls a dice for each enemy reserve coming in via either deep strike or outflanking. For each roll off you win, you may place that unit. You may place deep striking units anywhere on the table but must be at least 6" away from any table edge. For outflankers you choose what side they come in on. You must have at least one water caste ambassador alive to use this ability.
Air Caste Envoy: The ethereal is followed by a command and control drone. The drone is attached to Advanced air caste aerospace computer relay satellites. While the drone is alive, any tank in the Tau army equipped with a command and control node relay can make one shooting attack against deep strikers. Each unit may only be targeted once and each tank can only target one deep striking unit.
Troops (this part makes more sense if you saw an omitted rumor of cheap markerlight dones-10 points each)
Fire warriors cost the same but have the option that if NOT mounted in a devilfish they may take a unit of kroot hounds (max 5) as an attachment. The unit may not include any drones if it includes kroot hounds. If the Firewarriors lose combat and flee check to see if there are any remaining kroot hounds. If there are still kroot hounds present in the unit, the firewarriors will still flee, but the Kroot hounds will stay and fight, gaining the fearless special rule, preventing the firewarriors from being run down.
New Troop unit - XV-6 Alert
18 points per model, max 8 in a squad
same stats as a stealth suit except only 1 attack and I 2
Jet Pack infantry
+4 save
has 2 hard points that must be filled by
(2 weapons mounted will count as 1 twin linked weapon)
Advanced Pulse Rifle S 5 AP 5 24" range assault 2 pinning
Flamer
Advanced boosters ( adds + 1D6" to any move using the jet pack.When choosing to run in the shooting phase roll 3D6 and choose the highest)
Iridium Armor granting +3 armor save (cannot be taken with advanced boosters)
Drone Controller
Shield Generator
There are new seeker ammo load outs for the skyray. Each skyray may only equip 1 type of seeker loadout
New seeker ammo load outs: Anti-Air Seekers. Causes all deep strikers during an enemy's turn to suffer a dangerous terrain test on the turn they arrive. 20 pts
Choking Smoke: these seekers are launched the same way a normal seeker is, but you target an area of ground, roll to see if you hit as normal for seeker missiles, if missed rolled 2D6 and scatter. The round creates an area of choking smoke the size of the large blast template that lasts until the beginning of the next Tau turn. The smoke blocks LOS and any non-vehicle unit trying to move through it treats it as difficult terrain. Any infantry unit starting their turn or moving through the smoke reduces their WS and I to 1 for the rest of their turn. 40 points
Marker Gel
These seekers explode into a gout of electro-reactive gel that adheres to any surface and is full of nanomachines that relay information to Tau targeting computers. For the rest of the game any Tau unit shooting at a unit that has been marker gel'd is treated as having BS 5. 25 points
Normal Seeker ammo 15 points
Can be equipped with atmoshperic thrusters. May only take a command and control node relay if equipped with a standard seeker missile rack.
You can see the full rumor (now debunked) at
http://www.dakkadakka.com/dakkaforum/posts/list/150/359053.page
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Commissar NIkev wrote:
This guy......is smart |
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![[Post New]](/s/i/i.gif) 2011/04/10 23:08:30
Subject: 5th edition Tau codex wish list
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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bthom37 wrote:Kanluwen wrote:bthom37 wrote:Kanluwen wrote:It's very dim within the Warp.
Psykers don't view the world through the Warp. They have eyes, y'know. 
Astropaths don't!
Astropaths also don't use their abilities to attack people. The whole purpose of an Astropath is that they communicate messages through the Warp and "sense" disturbances within the Warp.
In which case, even the Tau would make a mark since it'd be a noticeable "dimming" of the previously strong sensation of the Warp.
Seriously, tau being very non-warp has been a feature of them since their first codex. I'd like it to give them a tangible benefit, since right now it's just a drawback (no psykers). I think it would be a neat fluff rule. Plus, armies with psychic powers, and psy-defense, do have an element tau do not. Tau are already fail at cc and underwhelming at shooting; do they really need another element of the game where they get sand kicked in their face?
I can think of very few "armies with psychic powers and psy-defense" that are able to "kick sand" in the Tau's faces. Space Wolves, maybe, but it's been pretty universally acknowledged that their Psykers are absurdly overpowered right now.
If you really want them to get "a neat fluff rule" relating to psychic powers, it would have to be directly related to the Tau actually becoming psykers or the entire army having psychic hoods...which doesn't actually work, since the Tau aren't that dim within the Warp.
When it comes down to it: we'll be seeing Tau shooting getting buffed(also: "underwhelming shooting"? Is it really that hard for Tau players to slaughter the Psykers, even if they're in a unit?), we'll be seeing a few new things likely to help offset their weakness in CC--probably an Ogryn like "anvil" unit.
If the tail of a dead canine can give a 5++ vs psychics, surely being a extremely weak warp presence should give something!
"Though it is not inherently imbued with the power of the Warp, a wolf tail talisman is still valuable, for the faith that the Fenrisians have in these items is powerful in itself."
There's a reason it works. The Wolves believe it works, and that simple belief is the same factor that allows the symbol of the Aquila to work as a kind of ward/charm to aid in subduing Daemons.
The Tau don't understand the Warp enough to figure out why Dave is shooting lightning out of his hands and is starting to look like he's got a superimposed image of a giant, slavering manbeast over him.
Ok, multiquote is not wanting to work for me. Several points - I was kidding about the astropaths (hence the 'seriously' start to the next line). Although, given your counterargument of they would be a 'noticeable dimming of the warp' - so, psykers should randomly target where the warp is weakest?
Why would they?
Once again: Psykers do use their eyes. The psykers you see actively engaged in combat aren't the wasted individuals that you see serving as Astropaths or Navigators.
They're usually hearty individuals who are about on par with Conscripts.
Any army with psykers immediately has a benefit over Tau - which is what, every army besides: BT, DE, Necrons...anyone I'm missing? (Ok, DA powers suck, but they will not always suck). Heck, IG with PBS love Tau! Sit in your Chimera, and either poop out Weaken resolve or S9 pie against an army whose defense is...sit there and take it? Even though they have a very limited presence in the warp? GK laugh at Tau - course, they laugh at everyone. Take Coteaz, and 6*8 psykers. 480 points for psykers gives 6 S10 AP1 pie plates a turn. That's roughly 2 Manticores a turn, except targeted at up to 6 units a turn.
Simply "having a very limited presence in the Warp" doesn't mean that you're immune to psykers using its powers.
Necrons have no presence in the Warp.
At all.
They're still vulnerable, barring Pariahs, to Psyker abilities.
Having a "very limited presence in the Warp" simply means that: you don't register as a giant, tasty morsel to Daemons and other Warp entities.
And really, what's to stop the Tau player from targeting the Psykers with heavy weapons like Rail Rifles or Railgun Submunitions?
Those "6*8 Psykers" are T3, 1W, and with a 5+ save--who also do still have to pass a Psychic test, and if the squad suffers a Perils of the Warp result-- all Psykers in the squad suffer the effect. They don't have Psychic Hoods.
The "strength of the attack" is increased by 1 for each additional Psyker in the unit, beyond the first.
The AP is affected by the same.
Killing off the Psykers in the units is your best option--and it's not like they're hard to kill. They cannot upgrade their armor(outside of a Jokaero attached to the unit for 35 points, and rolling a specific result on the Jokaero Ingenuity), and their only weapon is a Laspistol and the "Psychic Barrage" ability.
Your argument for wolf-talismans is that the SW believe they work, so they work?
That's not "my argument".
That's the description of the item. It's not exclusive to the Space Wolves either. The whole "belief in talismans" thing is ancient and representative of pagan beliefs.
There's been lore about it since before the Catholic Church was established, and it's the whole reason that "crosses repel vampires" myth came about.
Other than the sheer Orkiness of that statement, why would faith in rationality and the greater good, and therefore faith that Dave can't be shooting lightning bolts or turning into a giant man-beast, not have a effect?
Because the Tau don't "put faith in rationality and the Greater Good".
They put logic into it. You cannot have "faith in rationality".
Tau are the inheritors of the Emperor's vision of a IOM built on reason and science. Let that show, and let that work against the darkness of the warp!
The Emperor's vision of an IoM built on "reason and science" was also built upon subjugating the terrors of the Warp by sticking humanity's fingers in its ears and pretending it doesn't exist.
And we all know how that ended.
With y'know... that leading to the Horus Heresy.
But if you're really so bent out of shape because you want psykers, the Tau have the Nicassar. They're a race of psykers who live in migratory fleets that are under the Tau's protection.
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![[Post New]](/s/i/i.gif) 2011/04/10 23:15:31
Subject: 5th edition Tau codex wish list
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Fixture of Dakka
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Kanluwen wrote:The Tau don't understand the Warp enough to figure out why Dave is shooting lightning out of his hands and is starting to look like he's got a superimposed image of a giant, slavering manbeast over him.
I'd like to clarify that the court proved this wasn't the case. I'm innocent I tell ye! INNOCENT!!
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Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.
"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman
"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
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![[Post New]](/s/i/i.gif) 2011/04/10 23:53:30
Subject: 5th edition Tau codex wish list
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Cackling Chaos Conscript
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Just Dave wrote:Kanluwen wrote:The Tau don't understand the Warp enough to figure out why Dave is shooting lightning out of his hands and is starting to look like he's got a superimposed image of a giant, slavering manbeast over him.
I'd like to clarify that the court proved this wasn't the case. I'm innocent I tell ye! INNOCENT!!
oh, I believe you. That other guy, though...I'd be careful around him if I were you.
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The Grog wrote:You know, for a relentless undying horde of metal space zombies Necrons spend a lot of their time running for their life. |
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![[Post New]](/s/i/i.gif) 2011/04/11 03:07:31
Subject: Re:5th edition Tau codex wish list
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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Check out this thread. its on the same topic but was made about 5 months ago.
http://www.dakkadakka.com/dakkaforum/posts/list/326557.page
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![[Post New]](/s/i/i.gif) 2011/04/11 04:35:39
Subject: 5th edition Tau codex wish list
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Grim Dark Angels Interrogator-Chaplain
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suprised no one has stated the blatently obvious. Skyray AA mount: The skyray ignores cover saves for turbo-boosting or moving flat out
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![[Post New]](/s/i/i.gif) 2011/04/11 16:35:04
Subject: 5th edition Tau codex wish list
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Cackling Chaos Conscript
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Formosa wrote:suprised no one has stated the blatently obvious.
Skyra
AA mount: The skyray ignores cover saves for turbo-boosting or moving flat out
Absolutely
I'd also like for it to gain a anti-ds rule as well.
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The Grog wrote:You know, for a relentless undying horde of metal space zombies Necrons spend a lot of their time running for their life. |
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![[Post New]](/s/i/i.gif) 2011/04/11 20:59:02
Subject: 5th edition Tau codex wish list
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Deacon
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In Firewarrior you could fire grenades from the Pulse Carbine. I would love to see that added.
I would Write it up like this:
Pulse Carbine Range 18" Str 5 AP 5 Assault 2
Pulse Carbine Grenade Launcher Range 24" Str 5 AP 5 Heavy 1, Blast
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![[Post New]](/s/i/i.gif) 2011/04/11 21:24:09
Subject: 5th edition Tau codex wish list
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Trustworthy Shas'vre
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I wish Matt Ward writes all the rules for the Tau codex.
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Goliath wrote: Whichever they are, I'm not on the Reich ones, clearly. |
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![[Post New]](/s/i/i.gif) 2011/04/14 17:16:01
Subject: 5th edition Tau codex wish list
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Regular Dakkanaut
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Id like to see the tau develop a way of disrupting warp enegry. Ie a warp field disrupter that on a 4+ negates psyic powers within 24". Automatically Appended Next Post: Id like to see the tau develop a way of disrupting warp enegry. Ie a warp field disrupter that on a 4+ negates psyic powers within 24".
Also I would like to see etherals get some defensive psyic powers lik:
Senerity used at the beginging of he opponents assult phase. Target one enemy unit within 18". That unit must pass a ld test on 3D6 or they may not assult. This includes fearless units. Units suffering from USR rage automaticly pass.
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This message was edited 1 time. Last update was at 2011/04/14 17:28:40
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![[Post New]](/s/i/i.gif) 2011/04/15 03:46:37
Subject: 5th edition Tau codex wish list
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Trustworthy Shas'vre
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It couldn't be a psychic power in the conventional use of the term... perhaps just a special rule.
Unless Matt Ward writes the codex, then he can contradict the fluff with the rules as much as he wants.
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Goliath wrote: Whichever they are, I'm not on the Reich ones, clearly. |
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![[Post New]](/s/i/i.gif) 2011/04/15 18:59:59
Subject: 5th edition Tau codex wish list
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Regular Dakkanaut
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Ill agree that it can't be "psyic powers" as auch buy give it a different name and the same mechanics is fine. Etherals should get defensive only type of abilities.
It would also be nice to see "power" type weaponary on the battlesuits. Low T low I low WS can remain but when they hit it shoulld be Poweras its the suits
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![[Post New]](/s/i/i.gif) 2011/04/16 05:06:22
Subject: Re:5th edition Tau codex wish list - Simple ability for Tau to manage engagement distances
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Fresh-Faced New User
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The 5th ed rules give so much to the assault armies with the combination of (1) movement phase moves only happen before the shooting phase, (2) the movement phase move 6" and then assault phase move 6" more, (3) if a unit is fleet they run up to 6" in the shooting phase and still assault and (4) lack of a shooting phase equivalent of sweeping advance or extra wounds (unlike an assault that can have 2 marines kill 2 kroot and the wipe the surviving 15 kroot in a single round) and 2/3 armies can basically ignore pinning checks from carbines. That gives assaulting unit a range of 12" to 18" (or 1/4 to 3/8 of the board width) to attack and almost no way for Tau to manage the engagement distance.
I think that item (1) (followed closely by (4) which will be a separate post) is actually the biggest problem, and here is why. Because any assaulting unit has an effective range of 12" or more to get to at a Tau shooty unit, the utility of rapid fire is wasted. And without the 2 shots rapid fire, the shooting phase is not enough to wipe out a unit. This is because the shooty unit had to move up into rapid fire range and then shoot, or had remain stationary to shoot (if at the edge rapid fire range already or longer range and taking single shots). Note, this still is the issue with carbines, but to a different extent.
What I want to see is the following:
Tau units like fire warriors and some others should have the ability to either move then shoot or shoot then move. This would work by declaring IN THE MOVMENT PHASE that the unit is moving. It can then either take the movement, or hold it until the assault phase. If they move now, nothing changes. If they take the move in the assault phase, they do nothing in the movement phase. Then in the shooting phase they are counted as moving for the effects on what can fire and how. Finally, in the assault phase they take their 6" move.
I do not think this rule would be OP and it does fit fluff already because the Tau already have units that have move-shoot-move, and it would make sense that that type of tactic is something that should be ingrained in them from the beginning.
TL;DR: Tau Firewarriors and some other units should have ability to either MOVE then SHOOT or SHOOT then MOVE in a turn and they would shoot as moving in either case.
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![[Post New]](/s/i/i.gif) 2011/04/16 10:31:53
Subject: 5th edition Tau codex wish list
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Trustworthy Shas'vre
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Broadside Battlesuits:
Entrenchment:
Broadsides Entrench themselves in the ground by making a small hole filled with rough terrain, Broadsides that are entrenched may fire all their weapons, however they cannot move, In addition, any unit that wishes to assault a unit of broadsides count as assaulting into cover.
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