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![[Post New]](/s/i/i.gif) 2011/05/09 01:32:06
Subject: Tau Codex 5'th edition
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Ultramarine Master with Gauntlets of Macragge
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Why should Tau have as good morale as Space Marines? LD7 on the Fire Warriors up to 8 on sergeants is fine. Crisis Suits as BS4 sounds good, but Pathfinders shouldn't be BS4 for fluff reasons.
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![[Post New]](/s/i/i.gif) 2011/05/09 01:45:12
Subject: Re:Tau Codex 5'th edition
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Lord of the Fleet
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I would like to see more drone variants. As it stands, nearly every troop choice in the game has some ability to take a special or heavy weapon, while firewarriors can't. Drones should be something along the lines of:
Squad may purchase 1-2 drones per squad at 10pts per drone.
-Drone is equipped with twin linked pulse carbines (same statline and everything as is current.
-Drone may replace twin linked pulse carbines for one of the following:
-marker light/5pts
-twin linked pulse rifle/free
-rail rifle/10pts
-twin linked plasma rifle/15pts
-twin linked missile pod/10pts
-twin linked burst cannon/5pts
-twin linked fusion blaster/10pts
Or something along those lines. Obviously point values are completely arbitrary, but having the ability to take heavy/special weapons in a fire warrior squad would help a lot in improving them.
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Mordian Iron Guard - Major Overhaul in Progress
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![[Post New]](/s/i/i.gif) 2011/05/09 02:01:28
Subject: Re:Tau Codex 5'th edition
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Blacksails wrote:I would like to see more drone variants. As it stands, nearly every troop choice in the game has some ability to take a special or heavy weapon, while firewarriors can't.
Because it "doesn't reflect the Tau way of war". Each unit has a specific role that it fills and it only fills that role. Battlesuits are supposed to be the exception, with each loadout reflecting a specific combat usage.
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![[Post New]](/s/i/i.gif) 2011/05/09 02:06:32
Subject: Tau Codex 5'th edition
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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Stealthsuits need a way to compeate with the XV8s. they cant even shoot at guys without getting so close that they die.
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![[Post New]](/s/i/i.gif) 2011/05/09 02:15:55
Subject: Re:Tau Codex 5'th edition
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Lord of the Fleet
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Kanluwen wrote:Blacksails wrote:I would like to see more drone variants. As it stands, nearly every troop choice in the game has some ability to take a special or heavy weapon, while firewarriors can't.
Because it "doesn't reflect the Tau way of war". Each unit has a specific role that it fills and it only fills that role. Battlesuits are supposed to be the exception, with each loadout reflecting a specific combat usage.
Though a valid point, I don't think it sufficiently explains why its not a possibility, and it doesn't break with the current fluff or rules much either, considering you can already take two drones anyways. This simply gives more versatility, which the Tau also espouse. Also, if your point was completely true, it fails to explain why stealth suit teams can be equipped with one fusion blaster in every three while the rest carry burst cannons, fulfilling two completely different roles. Pathfinders are also equally an exception with their ability to take rail rifles, differing once more in their tactical role of either a markerlight delivery system or a heavy infantry killer.
The addition of versatile drones would go a long way towards unsucking firewarriors while keeping with fluff.
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Mordian Iron Guard - Major Overhaul in Progress
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![[Post New]](/s/i/i.gif) 2011/05/09 02:28:31
Subject: Re:Tau Codex 5'th edition
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Blacksails wrote:Kanluwen wrote:Blacksails wrote:I would like to see more drone variants. As it stands, nearly every troop choice in the game has some ability to take a special or heavy weapon, while firewarriors can't.
Because it "doesn't reflect the Tau way of war". Each unit has a specific role that it fills and it only fills that role. Battlesuits are supposed to be the exception, with each loadout reflecting a specific combat usage.
Though a valid point, I don't think it sufficiently explains why its not a possibility, and it doesn't break with the current fluff or rules much either, considering you can already take two drones anyways. This simply gives more versatility, which the Tau also espouse. Also, if your point was completely true, it fails to explain why stealth suit teams can be equipped with one fusion blaster in every three while the rest carry burst cannons, fulfilling two completely different roles. Pathfinders are also equally an exception with their ability to take rail rifles, differing once more in their tactical role of either a markerlight delivery system or a heavy infantry killer.
I wouldn't say that it fails to explain it.
The Stealth Suit teams are considered to be a bit 'off' by the standards of most Tau. They also operate by themselves for the most part, so it's not absurd to believe they'd equip themselves to prepare for most eventualities.
The addition of versatile drones would go a long way towards unsucking firewarriors while keeping with fluff.
So would Fire Warriors being fielded in a kind of 'platoon' structure with Pathfinders and Stealth Suits being purchasable as parts of that formation, don't you think?
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![[Post New]](/s/i/i.gif) 2011/05/09 02:38:59
Subject: Re:Tau Codex 5'th edition
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Lord of the Fleet
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Kanluwen wrote:So would Fire Warriors being fielded in a kind of 'platoon' structure with Pathfinders and Stealth Suits being purchasable as parts of that formation, don't you think?
Well, yes and no. It would be interesting, but it doesn't really fit with the organization fluff. The only unit smaller than a cadre is a team, which are the individual squads, like 12 firewarriors or a squad of pathfinders. A cadre is the next level, which will have all the support elements, and a 1500-2000pts army is basically a cadre anyways. What you're suggesting is something in between that doesn't quite fit. And if I wanted platoons, I'd just play IG.
Obviously, the drones thing is just how I view it, and it does provide some form of a workable solution. There are other ways that fire warriors can be fixed, of which most have been mentioned, like inlcuding the Shas'ui in the cost of the cost.
Its all speculation and wishes now anyways, I just hope GW doesn't go off and make some super duper giant kit of Farsight riding some kind of alien monster.
Also, unsuck the ethereals. I would love some kind of elite option to buy 1-5 Aun'la/Aun'ui to be attached to firewarriors and pathfinders, similar to sang priests, but providing some kind of bonus like IG commissars. Just...something...I want ethereals that don't suck!
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Mordian Iron Guard - Major Overhaul in Progress
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Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2011/05/09 02:50:44
Subject: Re:Tau Codex 5'th edition
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Blacksails wrote:Kanluwen wrote:So would Fire Warriors being fielded in a kind of 'platoon' structure with Pathfinders and Stealth Suits being purchasable as parts of that formation, don't you think?
Well, yes and no. It would be interesting, but it doesn't really fit with the organization fluff. The only unit smaller than a cadre is a team, which are the individual squads, like 12 firewarriors or a squad of pathfinders. A cadre is the next level, which will have all the support elements, and a 1500-2000pts army is basically a cadre anyways. What you're suggesting is something in between that doesn't quite fit. And if I wanted platoons, I'd just play IG.
Actually, you're missing the "Mission Groups".
I can understand why, because it's still in the "Team" listing.
And really, it's time Tau organizations are reevaluated anyways. When you've got formations such as "Command"(all the forces of a given caste, in a given location--which can be a planet or an entire system)--you've been too vague.
I should also note that 'a kind of 'platoon' structure' isn't the same as a platoon.
It really should be mandatory for most forces to be fielded like the Guard platoons.
For the Tau it could be done far easier than you might think.
Something like:
A Troops choice unlocked by having a XV-89 Crisis Suit equipped Commander is a Tau Rapid Insertion Force.
Single Troops choice= 2+ XV-89 Crisis Suit Teams with 1+ Stealth Suit Teams as well.
Or if taking a Fire Caste Commander on foot with a bodyguard of Fire Warriors you can take:
2+ Fire Warrior Teams with Devilfish transports. For every 2 Fire Warrior Teams, you can take a Stealth Suit Team and a Pathfinder Team.
Best part would be "These assets are considered part of the single Troops choice, not taking up any of their respective slots like Elite or FA.
Things like that make for a fun and far more interesting list.
Obviously, the drones thing is just how I view it, and it does provide some form of a workable solution. There are other ways that fire warriors can be fixed, of which most have been mentioned, like including the Shas'ui in the cost of the cost.
It provides a workable solution for about half a second. Then you get people complaining that "why do I have to take so many of these drones!" or "why do Tau get X on their drones, when I have to pay a gajillion points for it!".
Its all speculation and wishes now anyways, I just hope GW doesn't go off and make some super duper giant kit of Farsight riding some kind of alien monster.
I doubt it. Phil Kelly isn't writing the book, Robin Cruddace is.
Also, unsuck the ethereals. I would love some kind of elite option to buy 1-5 Aun'la/Aun'ui to be attached to firewarriors and pathfinders, similar to sang priests, but providing some kind of bonus like IG commissars. Just...something...I want ethereals that don't suck!
Ethereals do suck though. They don't really do anything in terms of Tau society. They just kind of...are there.
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![[Post New]](/s/i/i.gif) 2011/05/09 04:36:17
Subject: Re:Tau Codex 5'th edition
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Purposeful Hammerhead Pilot
Houston, Tx
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Psychosaur wrote:Is the Tau 5th edition codex on the way?
Or are we making a wishlist?
If so more units with a BS of 4 would make me happy.
I would like to see the Kroot get some love, maybe get something like the Counter Attack special rule.
Fluffwise I would love to see the Tau develop some better warp travel. I would like to see them expand out from their little corner of the Universe.
I'm actually ok with the BS of 3 because it keeps them balanced. Great firepower, but so-so BS.
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![[Post New]](/s/i/i.gif) 2011/05/09 11:08:24
Subject: Re:Tau Codex 5'th edition
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Longtime Dakkanaut
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Blacksails wrote:
Though a valid point, I don't think it sufficiently explains why its not a possibility, and it doesn't break with the current fluff or rules much either, considering you can already take two drones anyways. This simply gives more versatility, which the Tau also espouse.
Tau organization is actually excellent: their basic troops don't have to haul cumbersome heavy or special weapons with crude sights, those tasks are handled by mobile and capable Crisis platforms.
Problem is that in game terms, Tau are tied to very unflexible FOC, which means they need Troops AND Elite slots (sometimes also Heavy Support slots) to perform a job which other armies can handle by Troops alone.
This is what needs to be addressed, not giving Fire Warriors BS4 or having them to haul Railguns or some other similar nonsense.
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![[Post New]](/s/i/i.gif) 2011/05/09 13:05:38
Subject: Re:Tau Codex 5'th edition
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Decrepit Dakkanaut
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DickBandit wrote:Psychosaur wrote:Is the Tau 5th edition codex on the way?
Or are we making a wishlist?
If so more units with a BS of 4 would make me happy.
I would like to see the Kroot get some love, maybe get something like the Counter Attack special rule.
Fluffwise I would love to see the Tau develop some better warp travel. I would like to see them expand out from their little corner of the Universe.
I'm actually ok with the BS of 3 because it keeps them balanced. Great firepower, but so-so BS.
If they want to keep BS3, then FWs and Crisis Suits need to be cheaper and fluff needs to be re-done, because they're no longer masters of ranged warfare, FWs and the veteran shas'ui and shas'vre are now just okay at it but only as competant as guardsmen.
I'm not suggesting that FWs be BS4 basic, but crisis battlesuits and the shas'ui leaders deserve the increase.
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![[Post New]](/s/i/i.gif) 2011/05/09 16:53:06
Subject: Re:Tau Codex 5'th edition
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Sneaky Sniper Drone
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As a tau player i would rather keep the BS 3, but for veteran battlesuit pilot it is ridiculous that they have gone through at least 2 trials by fire and can only shoot at a BS 3. Changes: (Other than the points cost of units) 1. Fix Vespid. Make Vespid more viable in close combat. The Vespid have claws that can crush rock, so why not give them rending for their one attack. It hurts to see the Vespid at 2 points less than a Assault marine and not have the stats and wargear to compare. The Strain leader has lost all benefits with target priority. So outside of his leadership possibly give him a second attack. Keep the skilled flyers rule, i find it beneficial to keep them in cover and on the move. I don't care if they have fleet or not because they have an amazing weapon and need to fire it into static heavy units such as devastators. 2a. Kroot need wargear that fits their fluff. Krootox Rider should be made options (assault 2 @ 24" \ Heavy 2 @ 48") instead of rapid fire. 5th edition has hindered kroot gun and pulse rifle abilities at long range double taps. Give kroot a pistol. 2b.The Shaper is a good platform to provide supporting wargear. The Shaper could maybe upgrade the unit with fleet, toughness, stubborn, and stealth (instead of getting field craft cover save) with a cost. The Shaper needs wargear for close combat. A witch blade or poison weapon would be nice. 2c. Also a HQ or unique Kroot unit possible a shaman with psyker ability would be beneficial with minor abilities. Also makes all Kroot stubborn. Justifiable to the fact my large squad of Kroot can take tons of damage with a horrible armour save and not have leadership left to test at the end of the combat phase, unlike other mass armies with fearless or auto pass wargear. 3. Pathfinders moved into troop slot. Fast attack in a slow skimmer is not really fast attack. Rid the requirement of the devilish but make their devilish attractive to take if they do. Such as the marker beacon rule, possible markerlight weapons maybe an upgrade for stealth. 4. Firewarriors aside from points cost need their standard gear (Photon Grenades). Marines since last addition gained both grenades and also a reduced cost of sergeant with terminator honours. The Shas'ui should get the bonding knife free if he is taken. Possible access to wargear that may support the squad like heavy weapons, Such as special markerlight(Explained later) and the rail rifle. 5.Special Naval Marker light - Already rumored seeker missiles will no longer be expendable, my hope is that they fire from orbiting ships and other support locations controlled only by a special wargear markerlight. So pretty much a markerlight with a 36" krak missile ability hitting vehicles on top armour (which equals side armour). Only team leads would have access. Its ridiculous to by expendable missiles at 10 points a piece and also a 36" markerlight at 10 points to roll to hit twice on a expendable weapon. 6. HQ Command Suits would be nice for a special issue power weapon. just a standard power weapon at strength 5 on everything only allowed to be chosen once by a commander. Reasoning is that it helps suits out when caught in CC when the player is aggressive such as my play style. 7. Broadsides - I would like another option of Heavy weapon choice. The modeller inside says some kind of shoulder mounted barrage missile rack. More flexibility with horde armies!!!! 8. Sky-Ray is given special missiles that are one shot. Possibly a seeker missile blast or maybe a make a seeker missile with lance ability. 9. Sniper Drones: Honestly this change is a dream more so than wish, but a XV15 spotter. Something that makes the spotter more survivable. So either an XV15 with jump infantry ability or XV15 Infantry with Iradium Armour. The spotter is key to the unit and if he goes so does the drones. It sux having 20 point models getting destroyed because they are dependent on the spotter. 10. Flechette Discharge - Difficult Terrain Test to Assault (Possible Suit Version) 11. Stealth Suites - Railrifle and Markerlight Options for the stealth suits and move them to Fast Attack. They can be more mobile and forward pathfinders.
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This message was edited 2 times. Last update was at 2011/05/09 19:08:25
"Even a man who has nothing can still offer his life"
2500 Bor'kan Jungle Sept
WIP Black Templar Inspired Crusade Fleet |
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![[Post New]](/s/i/i.gif) 2011/05/09 18:08:56
Subject: Re:Tau Codex 5'th edition
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Human Auxiliary to the Empire
Bozeman, Montana
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Blacksails wrote:I would like to see more drone variants. As it stands, nearly every troop choice in the game has some ability to take a special or heavy weapon, while firewarriors can't. Drones should be something along the lines of:
Squad may purchase 1-2 drones per squad at 10pts per drone.
-Drone is equipped with twin linked pulse carbines (same statline and everything as is current.
-Drone may replace twin linked pulse carbines for one of the following:
-marker light/5pts
-twin linked pulse rifle/free
-rail rifle/10pts
-twin linked plasma rifle/15pts
-twin linked missile pod/10pts
-twin linked burst cannon/5pts
-twin linked fusion blaster/10pts
Or something along those lines. Obviously point values are completely arbitrary, but having the ability to take heavy/special weapons in a fire warrior squad would help a lot in improving them.
While I think the idea is interesting, I don't think they are necessarily an attractive one.
Drones only have a BS of 2, I would rather spend points on something that has a much better chance of hitting.
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![[Post New]](/s/i/i.gif) 2011/05/09 18:24:16
Subject: Tau Codex 5'th edition
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Fixture of Dakka
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I agree with FW BS3 and Crisis base 4 (they're elite after all). But there needs to be more access to special weapons than the expensive crisis suits.
I wouldn't mind pulse rifles being assault 1 and carbines assault 2, I think that'd be fair for 10pts and go a long way to increasing the survivability of the FWs by keeping them mobile (and fluffy too).
One of the things hurting Tau right now is lack of volume of fire compared with the other shooty armies. If we don't have CC ability, we should at least have a chance when faced with all the assault armies out there.
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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) 2011/05/09 18:25:41
Subject: Re:Tau Codex 5'th edition
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Lord of the Fleet
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Psychosaur wrote:
While I think the idea is interesting, I don't think they are necessarily an attractive one.
Drones only have a BS of 2, I would rather spend points on something that has a much better chance of hitting.
I would also like to see drones become BS 3, but that's probably asking too much.
I also just remembered I would love the limit on mandatory units removed. I don't want a 1+ crisis commander if I'm trying for all mech. A foot Shas' el or an Aun' el (that didn't suck) would be sweet to make effective mechanized armies. Maybe being able to bring 'advisors' like in the IG codex, where you could bring a Por' el/O to help with...something.
There's so much that can be done with the Tau, it'll be interesting to see what they do to make them fill a niche in the game.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2011/05/09 18:26:31
Subject: Tau Codex 5'th edition
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Platoons of Fire Warriors!
PLATOONS!
One thing I can see happening is Shadowsun's class of armor is made 'standard' for a kind of in-between Crisis/Fire Warrior Team.
Give it an option for a railrifle that can fire and move and watch the fun happen.
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![[Post New]](/s/i/i.gif) 2011/05/09 18:35:48
Subject: Re:Tau Codex 5'th edition
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Longtime Dakkanaut
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Plastic Broadsides? Please? Asking 25 Euros for a single model ( of which you usualy need several ) is a bad joke. The normal Crysis suite is already more than expensive enough, but with Broadsides GW is just trying to grab money.
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![[Post New]](/s/i/i.gif) 2011/05/09 18:36:12
Subject: Tau Codex 5'th edition
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Fixture of Dakka
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Kanluwen wrote:Platoons of Fire Warriors!
PLATOONS!
One thing I can see happening is Shadowsun's class of armor is made 'standard' for a kind of in-between Crisis/Fire Warrior Team.
Give it an option for a railrifle that can fire and move and watch the fun happen.
Not sure platoons are the way to go, they're not a horde army as the current fluff stands. Defensive grenades and the ability to shoot and scoot would go a long way to making Firewarriors useful.
Not a bad idea.
Options for railrifles in a stealth unit would force me to buy them as I don't own any now. I thought they were a bit useless being as their one ability doesn't really help them with their short-ranged weapons. Maybe give them stealth, unit size of 3-5 (maybe it already is, I can't remember) and the option for two to buy some different weapons:
Fusion Blaster
Railrifle
Plasma Rifle
Long Barrel Burst Cannon
I thought maybe making the LB Burst cannons standard but I think that'd be OP. Availability of different weapons for the stealth suits would fit current fluff too since they tend to do their own thing.
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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) 0007/05/09 18:44:38
Subject: Tau Codex 5'th edition
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Sneaky Sniper Drone
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Options for railrifles in a stealth unit would force me to buy them as I don't own any now. I thought they were a bit useless being as their one ability doesn't really help them with their short-ranged weapons. Maybe give them stealth, unit size of 3-5 (maybe it already is, I can't remember) and the option for two to buy some different weapons: Fusion Blaster Railrifle Plasma Rifle Long Barrel Burst Cannon I thought maybe making the LB Burst cannons standard but I think that'd be OP. Availability of different weapons for the stealth suits would fit current fluff too since they tend to do their own thing.
I agree their stealth does not help when they have to be at 18", which is the average spotting distance to fire. They need longer range to harass units to come at them, not the suits going into close and getting assaulted or spotted by rapid firing guns.
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This message was edited 3 times. Last update was at 2011/05/09 20:03:25
"Even a man who has nothing can still offer his life"
2500 Bor'kan Jungle Sept
WIP Black Templar Inspired Crusade Fleet |
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![[Post New]](/s/i/i.gif) 2011/05/09 18:58:42
Subject: Tau Codex 5'th edition
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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agnosto wrote:Kanluwen wrote:Platoons of Fire Warriors!
PLATOONS!
One thing I can see happening is Shadowsun's class of armor is made 'standard' for a kind of in-between Crisis/Fire Warrior Team.
Give it an option for a railrifle that can fire and move and watch the fun happen.
Not sure platoons are the way to go, they're not a horde army as the current fluff stands. Defensive grenades and the ability to shoot and scoot would go a long way to making Firewarriors useful.
Not a bad idea.
"Platoons" is just my way to say that some of the less taken options should be 'support' options for Fire Warrior Teams or Crisis Teams.
Fluff can help here guys. Cruddace knows the fluff fairly well, and he's supposed to be the one doing the book.
Options for railrifles in a stealth unit would force me to buy them as I don't own any now. I thought they were a bit useless being as their one ability doesn't really help them with their short-ranged weapons. Maybe give them stealth, unit size of 3-5 (maybe it already is, I can't remember) and the option for two to buy some different weapons:
Fusion Blaster
Railrifle
Plasma Rifle
Long Barrel Burst Cannon
I thought maybe making the LB Burst cannons standard but I think that'd be OP. Availability of different weapons for the stealth suits would fit current fluff too since they tend to do their own thing.
Long Barrel Burst Cannon would be silly, because it's the same thing just longer!
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![[Post New]](/s/i/i.gif) 2011/05/09 19:08:19
Subject: Tau Codex 5'th edition
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Fixture of Dakka
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Kanluwen wrote:Long Barrel Burst Cannon would be silly, because it's the same thing just longer! 
Yeah but a much longer range than the 18" that the regular weapon provides (36" I think.) Which is kind of the point if you want an infiltrating special-foces type unit that would include some sniper elements ala railrifle and LB burst cannon.
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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) 2011/05/09 19:20:41
Subject: Re:Tau Codex 5'th edition
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Thinking of Joining a Davinite Loge
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I'd like to see Firewarriors be able to take upto two upgrades for the whole unit, both can be the same or they can be different. Each upgrade improves either BS, STR or AP of their weapons by +1 so you could take two to improve one stat by +2 or take two to improve 2 stats by +1 each. The cost would have to be balanced since an +2 to BS, STR or AP would be very good but they wouldn't improve the actual Firewarrior themselves - they'd still be fragile and have rapid fire weapons. I'd like it if these upgrades were drones but the effects don't really make sense in terms of what a drone could offer so they'd probably be better as upgrades to the pulse rifles
Or, physical upgrades to their pulse rifles that each firewarrior in the unit could have - you'd actually equip a weapon that looked slightly different:
A little bayonet thingy but pointing down to look like a mini scythe - could give +1 attack in CC or +1 STR.
A targeter to give +1 BS to the model
A springy/balance thing which would make the weapon assault 2 instead of rapid fire (the tech basically keeps the weapon more on target so even when the Tau charge, it sort of 'auto aims')
A miniature grenade launcher (only 1 or 2 per 5) - 12" blast STR5, AP5.
Again, the points cost I haven't worked out but some are obviously better than others but these could make the firewarriors much more versatile and powerful depending on the upgrade taken. Or you could just keep them cheap and basic.
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![[Post New]](/s/i/i.gif) 2011/05/09 22:32:56
Subject: Re:Tau Codex 5'th edition
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Human Auxiliary to the Empire
Bozeman, Montana
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ColdSadHungry wrote:I'd like to see Firewarriors be able to take upto two upgrades for the whole unit, both can be the same or they can be different. Each upgrade improves either BS, STR or AP of their weapons by +1 so you could take two to improve one stat by +2 or take two to improve 2 stats by +1 each. The cost would have to be balanced since an +2 to BS, STR or AP would be very good but they wouldn't improve the actual Firewarrior themselves - they'd still be fragile and have rapid fire weapons. I'd like it if these upgrades were drones but the effects don't really make sense in terms of what a drone could offer so they'd probably be better as upgrades to the pulse rifles
I think this us unnecessary with FW. Pulse Rifles and Carbines already are STR5 AP5 which is really good for a troop weapon. Even their BS of 3 is okay, when you take into consideration the squad size. A reduction in cost for FW models would be better.
Options like this would be better served on Pathfinders or something.
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![[Post New]](/s/i/i.gif) 2011/05/09 22:45:25
Subject: Re:Tau Codex 5'th edition
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Longtime Dakkanaut
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Daemonhound63 wrote:
1. Fix Vespid. Make Vespid more viable in close combat. The Vespid have claws that can crush rock, so why not give them rending for their one attack. It hurts to see the Vespid at 2 points less than a Assault marine and not have the stats and wargear to compare. The Strain leader has lost all benefits with target priority. So outside of his leadership possibly give him a second attack. Keep the skilled flyers rule, i find it beneficial to keep them in cover and on the move. I don't care if they have fleet or not because they have an amazing weapon and need to fire it into static heavy units such as devastators.
Vespids need poisoned attacks. The models even have stingers.
I'd be perfectly happy if they lose their AP3 gun, if they get 18" range. I don't feel AP3 is really worth the high points cost.
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Mr Vetock, give back my Multi-tracker! |
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![[Post New]](/s/i/i.gif) 2011/05/10 02:10:28
Subject: Tau Codex 5'th edition
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Decrepit Dakkanaut
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Before we fix Vespids, we need to work out whether they're going to be ranged troops that can hold their own in melee, or melee troops that are also okay at range.
Revised statline should be:
Ranged:
WS3
BS4
S4
T4
W1
I3
A1
Ld7
Sv4+ (or 3+?)
With a gun that has several firing modes:
Neutron Blaster:
Range 12" S4 AP3 Assault 3
Range 18" S4 AP3 Assault 2
Range 24" S4 AP3 Assault 1
Melee:
WS4
BS3
S4
T4
W1
I5
A2
Ld7
Sv4+ (or 3+?)
Neutron Blaster:
Range 18" S4 AP3 Assault 1
Their claws are described as extremely sharp, so should count as rending, and should also count as extra close combat weapons for both melee and ranged variants (whichever role they're most likely to be taking - because currently they're a bad mix of the two).
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Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.
Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.
My deviantART Profile - Pay No Attention To The Man Behind The Madness
"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation |
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![[Post New]](/s/i/i.gif) 2011/05/10 02:54:32
Subject: Re:Tau Codex 5'th edition
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Sneaky Sniper Drone
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I prefer close combat Vespid, but feel the might be getting to much not that i object. So how many points do you think for a better armour, toughness, attack, rending and longer range gun. The gun should only have one stat line and I would say if they get rending they need to stay at one base attack except the strain leader should be at 2. Also to give strength and durability it should be either S4 or Sv4. I keep them in 4 cover mostly and try to attack static troops. Strength would be nice, but with rending it makes you want to shoot for that 6.
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This message was edited 2 times. Last update was at 2011/05/10 13:00:59
"Even a man who has nothing can still offer his life"
2500 Bor'kan Jungle Sept
WIP Black Templar Inspired Crusade Fleet |
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![[Post New]](/s/i/i.gif) 2011/05/10 12:57:54
Subject: Re:Tau Codex 5'th edition
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Decrepit Dakkanaut
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The melee strain does only have one statline for the gun, it's the ranged that get the different ones.
Also bear in mind that rending is not THAT powerful, you still need to grab a 6 to rend, which means out of 5 Vespid charging (using the melee statline, they'll get a total of 15 attacks) you're only getting 2-3 rends.
I also thought that Vespid had 4+ armour basic (don't have my codex near me atm, and since they're currently useless I never actually bothered to memorise their statline), in that case keep them 5+.
T4 is the only way they'll hold in combat against most things (marines would be wounding you on 3s otherwise, and with only a 5+ armour save, you risk your Vespid becoming glass cannons; they might deal damage in the initial assault, but they'd drop like flies (excuse the pun) to any return attacks).
The extra attack is also there to make them less of a "Well, Kroot get the same amount of S4 attacks..." unit that can be replaced with kroot and actually allows them to battle for spots in the codex; where you could've saved an FA slot and used kroot before, now you're left wondering if Vespid could do it better, more efficiently and are more reliable.
Weapon range on the neutron blaster for the melee is also a case of me not caring about whatever Vespid have, and I thought it was normally 18", that'd be back to 12".
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Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.
Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.
My deviantART Profile - Pay No Attention To The Man Behind The Madness
"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation |
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![[Post New]](/s/i/i.gif) 2011/05/10 20:14:10
Subject: Re:Tau Codex 5'th edition
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Human Auxiliary to the Empire
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KingDeath wrote:Plastic Broadsides? Please? Asking 25 Euros for a single model ( of which you usualy need several ) is a bad joke. The normal Crysis suite is already more than expensive enough, but with Broadsides GW is just trying to grab money.
I agree, I only have one and want to get 2 more but at $45 CAN and suits at $26 CAN, come on GW
As for changes, the DFish needs to be cheaper and not have to be taken with Pathfinders. BS3 FW is ok but the guns need a change, mostly to the shooting stat.
A CC suit that has the hit and run rule.
I do like the idea of heavy drones. I have a full squad that sit on my desk unless i use a Dfish that cant take anything else.
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![[Post New]](/s/i/i.gif) 2011/06/27 06:43:13
Subject: Re:Tau Codex 5'th edition
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Longtime Dakkanaut
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I would say
Special Issue
-Remove Cyclic Ion Blaster from Special Issue
Markerlight
-Networked Markerlights now only affects the own troop, but affects every member of the squad
-Normal Markerlights still affect any uses that chooses to use it
-Fire Warrior
-Shas'Ui Commander can now get a Networked Markerlight at an additional 2 points per Squad member
-Shas'Ui Commander now has 4 BS
Pathfinders
-Shas'Ui commander can now get a Networked Markerlight at an additional 2 points per Squad member
-Shas'Ui commander now has 4 BS
-Move Pathfinders into troops and make the devilfish optional
-Remove Rail Rifles from Pathfinders
-Reduce the point cost of Pathfinders to 8 each
Stealthsuits
-Move Stealthsuits into fast units
-Remove the limit in the amount of Fusion Blasters
-Allow them to carry Cyclic Ion Blasters with no limits
-Give them Hit and Run
Skyray
-Now has Twin Linked Smart Missile System default
Kroot
-Kroot Gun and Kroot Rifles now use Assault instead of Rapid Fire
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This message was edited 1 time. Last update was at 2011/06/27 07:10:41
6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47 |
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![[Post New]](/s/i/i.gif) 2011/06/27 07:11:56
Subject: Tau Codex 5'th edition
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Wing Commander
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Avatar 720 wrote:Brother SRM wrote:That's what marker lights are for.
Having to buy a second unit just so you can allow your first unit to do its job shouldn't be how it works.
Seconded. The idea of laser designators making you better is a good thing, fluffy, and fun, but it's
1. To expensive as is now, requiring a massive points sink to get a Marker Light (as you must take a FW squad, a Shas'ui, and a ML for 80 points, or a pathfinder squad plus devil fish for over 130 points, or a stealth team plus tl and ml for 105 points). That's a lot of points for something that can only assist one other unit in your army (beats the hell out of 3rd's only one model thing, but still this is horrible)
2. Doesn't do enough or do the right things. Given that the painting units all only have a 3 BS to begin with they won't hit very well, so you won't rack up a ton of ML hits to climb really high on the chart to use most of the fancier options on it. 1 ML should raise BS and reduce cover as it is right now, and really start to go crazy as it ramps up.
3. Seeker Missles are limited and pointless - the other 'biggy' for Marker Lights is basically a useless piece of wargear that will near be worth the 10 points you spent on it (Melta and Blast, maybe...maybe....but you have to hit twice with the dumb thing unlike the Imperial HK which you only roll once to hit with it)
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