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Made in ca
Shas'ui with Bonding Knife





@AtoMaki - Being bad at something does not make you good at avoiding that thing. People who are bad shots aren't necessarily good at dodging bullets. People who can't do math aren't necessarily good at skipping school. People who can't feed themselves aren't necessarily good at surviving without food.

The Tau aren't good in CC. They're not that good at avoiding it, either. Their strength comes from their two basic battle plans - Zergling Rush, and Stalker Kite. It's tragic when some Zealots are lost in the process, and of course, the Zerglings knew they were just a diversionary tactic while we out-macro'd the enemy generals. For the Greater Good!

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in hu
Pyromaniac Hellhound Pilot





^ Thing is, that it isn't their choice to simply ignore the issue. You cannot ask an Ork to do mid-range firefights instead of close-combat just because you are better with mid-range firefights. The Ork will call you stupid and go for the kill up, close and personal. And you either fight back (with cc damage output, not a Tauish thing) or simply avoid the whole story with some kind of special tactic (this is way more Tauish). And sadly for the Tau, there are more "Ork-like" guys out there than "not-Ork-like".

To continue the SC metaphor it is like facing fast-Colossi with your Zergling rush or 6-Roach early pressure with your Stalkers. You just simply forcd to do something to counter (go for Mutalisks/Immortals). You can't simply say that: "No counter-build to my build K?". Especially if you are in Platinum where everyone and their kittens do fast-Colossi and 6-Roach early pressure...

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Water-Caste Negotiator





Issaquah, Washington

Defensive fire at assulting units would be a great counter.


4000pts Vior'la
 
   
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Sneaky Sniper Drone



Cincinnati, Ohio

Deadshot wrote:
Celtic Strike wrote:I think a Tau jetbike is a horrible idea. They are advanced. Advanced enough to know that going screaming towards the enemy while fully exposed is a really bad idea. They're squishy and armour is good.


I disagree as bikes are sturdy and well armoured constructs (+1T) and are hard to hit when going fast (Turboboosting 3+ cover)
Quoted because he said what I was going say haha
   
Made in ca
Shas'ui with Bonding Knife





Zergling Rush and Stalker Kite were just used to represent the Mont'ka (Killing Blow) and Kauyon (Patient Hunter). If you're going to go that route, though, no one needs to counter the Tau build. The only reason no one is killing Tau is because it's 16vs16 and no one cares about 6 zerglings in the middle of the map defending a single hive, 30 minutes in. I was making the assumption that we're talking about battles where the Tau is on even footing; Why should the Tau get to fall back 1d6 every assault phase, when marines with hundreds of years of experience don't, or Eldar with the ability to see the future don't? Tau aren't especially fast. They're not especially cunning or intelligent, tactically. They survive because they have the advantage of being undogmatic in regards to technology, uninteresting in regards to Chaos, diplomatic in regards to the nearby Imperial worlds, and too far out of the way for the Dark Eldar - though the ones they find are delicious.

I like giving Tau good things. I don't like "lolhey Tau are bad in CC let's make them hard to catch in CC, with a rationalization that could be applied to any race!"

@Tun_Tau I tried that for a while; Tau shooting is just too powerful. It'd bump even the current fire warriors up to 12 points a piece, and other units would be affected by it as well. The problem with Tau isn't lack of firepower, it's their lack of redundant, reliable spot removal, and their reliance on expensive, easily killed Crisis Suits for what of that you bring. PLUS, out-of-turn shooting is REALLY clunky to word in a way that isn't easily broken.

Back at AutoMaki - The analogy of starcraft again falls apart; There's no ramp up of tech on either side, with harrying and macro playing a key in the disruption of what forces an opponent can muster - The board comes with all of the forces that are going to be available, even if some are far away or unusable at the moment. Tau strategy falls into what's basically "Throw everything at the weak point and break them like a wooden board", and "Whittle them down until the beautiful core reveals itself - and then mar it irrevocably." You make this choice in the movement phase - there is no second chance in the assault phase, because if they have reached you, your tactic has failed, and sacrifices must be made to regroup, and reassess the situation. These sacrifices are usually Kroot and Firewarriors, but sometimes leaving a special, juicy prize of crisis suits out in the open can free up some breathing room.

The fix that best represents this is giving Assault to all, or most, of their weapons, and by providing a source of firepower that's not represented on the board, and thus, can't be assaulted - in my case, Seeker Missiles mixed with an extra helping of markerlight and markerlight accessories made an excellent supplement for either tactic.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in us
Calm Celestian






Ireland

Which one of us?

Also, this is the most quoted I have ever been. I should be more divisive I suppose.

That being said, I still think Piranha and Tetras are a much better choice. Put marker light launchers on them isn't a bad Idea.


Automatically Appended Next Post:
Bumping up the Firewarrior in cost when Marines came down is a huge mistake.

The only ones that have gone up to my knowledge are dark eldar warriors. They went up a point and got poisoned weapons which are awesome face

This message was edited 1 time. Last update was at 2012/02/09 23:57:42


"Suffering is Faith, Faith is Strength.

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Made in us
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All over the U.S.

Tun_Tau wrote:1. Make pathfinders a troop choice
2. Make sniper drone squads an attachment to FW squads, same points only 1 per FW squad and independent after deployment
3. Add a pathfinder scout bikes as a new fast attack choice #3-9- twin linked particle carbines, networked markerlight, jet bikes. 1 in 3 can have a rail rifle, 1 in 3 drop EMP's on fly over
4. Fusion Blaster=multi-melta
Besides tweaking the kroot a bit to match their fluff (more breeds, adaptions) ,vespids maybe geting a 5+inv save and other allies being added the rest is good imo. Though even more wishfull thinking is possible (stealthsuits as fast attack choice)


I worked on my fan-dex and had several "What needs to be done to update the Tau" threads a few years ago. A lot of the new ideas proposed in those threads were dismissed as too powerful. Now, many of those ideas have shown up in recent codices.
Its a little annoying having seen those concepts go to other armies when, IMO, they should have been signature Tau abilities.

Voluntarily falling back to avoid combat went to SM
Photon grenade launchers causing difficult/dangerous terrain went to Eldar and Necrons.
Assault moves out of deep strike went to BA
Pulse carbine using EMP grenades for anti-vehicle ability went to Dark Eldar in the form of haywire blasters
Ect...

What I am getting to is that the Tau are going to need an extensive overhaul. This is due to other codices encroaching upon the Tau playstyle and that GW will remove/severly limit the wargear section of the next Tau book to make it fall in line with their current format. I am not looking forward to this loss of customization, but I am prepared for it.

Now to your proposals:

1) Pathfiders as troops I strongly disagree with. The purpose the of Tau troops is to take over and hold objectives once the lead units have cleared the area of significant opposition. Pathfinders are supposed to guide and provide support for the lead units.
Make markerlights rapid fire and put the pathfinders out in front(or outflanking), pulling the army forward.

2) I like the sniper drone idea except that it would still leave them immobile by being attached to an infantry unit. I know you said they would be indepent afterward but thete would be arguments if GW doesn't clean up the drones joined to a unit rules.
My idea was to either join them to stealthsuit teams pr to allow them to operate indepently as long as they are within 18" of a model with a drone controller. Out side that range they would revert to a pre-programmed fallback move. If a model with a drone controller moves back within range then they automatically regroup.

3) I agree that the Tau need jetbikes but disagree on needing a new(expensive) model for such. I propose that drones become jetbikes as their base unit type but adapt to the units they are assigned to. IMO, drones should be right up their with markerlights and crisis suits as to being a Tau signature unit. Make them:
WS 2 BS 3 S 3 T 4 W 1 A 1 I 4 Ld 7* Sv 4+(maybe 3+)

4) Fusion Blasters as multimelta is fine for pirahna but op for crisis suits. How about Range 18"of for the Fusion Blasters. Other changes that could work would be to have 2 different guns (one for suitst and another for vehicles)or to lower the strength to 7 but upping the number of shots to assault2.

As for the Kroot and Vespids....

Kroot need more weapon options and gear that is specific to them.

Vespids are just wrong when you look at their fluff and design concept. Their name comes from the latin word for wasp and their backstory has them supplying the Tau with minerals and crystals that only they can mine efficiently because of the pressures involved. To fix the Vespids where they better fit what a 6'-7' tall wasp, their stats would be something like this:

Stingwing- WS3 BS3 S3(or4) T4 W2 A1* I5 Ld6 Sv 4+
Strain Leader-WS4 BS3 S3(or4) T5 W2 A1* I5 LD9 Sv4+

Neutron Blaster- Range Template S X** AP 3 Assault1

Wargear- Neutron Blaster, Claws, Stinger

Options- Unit may take photon&emp grenades, Strain Leader may take drones, ect...

*Vespid claws count as 2ccw thus gain the +1 attack. However, they may choose to use their sting attack instead of their claws. The stinger is a poison attack that wounds on 4+

**The Neutron blaster is a poison weapon that wounds on a roll of 4+.


These are some of the old ideas I have typed up somewhere. If your interested I can post more.

Note, IMO it is important that the Tau remain ditinctive and not become "xenos guard" or get uber CC units. The only models carrying a power weapon in a Tau codex should be Farsight, possibly an ethereal (Aun shi) and gue vesa seargents.

Power low, will catchya later.

Edit to fix auto fill errors

This message was edited 3 times. Last update was at 2012/02/11 21:17:56


Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

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Trustworthy Shas'vre





In a hole in New Zealand with internet access

I recently proposed that vespid should get a poison attack to chrisrawr for the fandex he wrote, but he didn't care. I can't see why huge bugs with gaint stingers wouldn't use them in cc. wounding on a 3+ or 4+ would fix them so much and make people scared of running there guys screaming across the board at tau. They don't need more servivability, they have I5. They are designed to alpha strike stuff before it kills them.

Edit. That old threads were good. I almost want to post a link to killkrazys old one, I think I will. http://www.dakkadakka.com/dakkaforum/posts/list/326557.page

This message was edited 1 time. Last update was at 2012/02/10 09:29:19


   
Made in us
Fireknife Shas'el




All over the U.S.

@Ledabot- I agree about the poison attacks probably being enough.

My version of the vespids is more about making rules that fit the concept and back story. As I've written them, the vespids would check in at the 35 pt per model range with unit sizes of 3-6 models.
Also as written, they fit the Tau model of low model count ,tough, firepower units with decent armour saves.

This message was edited 1 time. Last update was at 2012/02/10 09:37:29


Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in hu
Pyromaniac Hellhound Pilot





chrisrawr wrote:I was making the assumption that we're talking about battles where the Tau is on even footing; Why should the Tau get to fall back 1d6 every assault phase, when marines with hundreds of years of experience don't, or Eldar with the ability to see the future don't?


Very simple: because they don't need to! Tau is on a dire need to do something with close-combat, because as it stand now, a Tau unit in charge range is dead and you can do nothing to save it. Example: Broadside (Stalker Kite) against Wyches in Raider (6 Roach early pressure)... The Broadside is lost, the Wyches boost forward 1st turn, bails out in the 2nd (or the 1st if you wrecked the Raider) and charge. And there is a compeltely useless Broadside, stuck in cc til' it dies or dies instantly from the charge...

chrisrawr wrote:Tau aren't especially fast. They're not especially cunning or intelligent, tactically.


I always thought that Tau is all about intelligent and adaptive tactics and cunning battle plans. The fluff about them is full with such things.

chrisrawr wrote:I like giving Tau good things. I don't like "lolhey Tau are bad in CC let's make them hard to catch in CC, with a rationalization that could be applied to any race!"


The first thing that hit my mind was Space Marine Combat Tactics. And they even has CC power unlike Tau...

chrisrawr wrote:These sacrifices are usually Kroot and Firewarriors, but sometimes leaving a special, juicy prize of crisis suits out in the open can free up some breathing room.


Problem is, that it isn't you who choose the sacrifices. Once those Wyches are in assault range with the Broadside you cannot say that: "But there is a Kroot Squad in charge range too! And it is my suicide CC buffer so please charge that.".

chrisrawr wrote:The fix that best represents this is giving Assault to all, or most, of their weapons, and by providing a source of firepower that's not represented on the board, and thus, can't be assaulted - in my case, Seeker Missiles mixed with an extra helping of markerlight and markerlight accessories made an excellent supplement for either tactic.


But you should have something on the board... And i guess these off-map tricks cost points so they make the Tau army smaller and thus more vulnerable to steamrolling.

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Made in ca
Shas'ui with Bonding Knife





I resent the implication that I ignored your comment; I replied that vespid have power weapons currently. They use diamond claws in cc, combined with resonating crystals. I might bump them to 2ccw as well, but poisoned 3+ may be an option with that instead looking at all the love for it. Still, looking at the numbers, power weapons are better against most things they'd be fighting against. Neutron blasters may get upped to ap2 as well, but plasma and heavy railgun availability seems to be taking care of that well enough.

Tau don't get to choose to retreat in cc because they're not skilled enough to do so without casualties enough to cripple them wyches can't assault through intervening units. Having 200 points of firepower that can't be shot at directly for tau is a crucial part of avoiding the trap of tayloring to alpha strike, and letting larger numbers of the now cheaper marker lights to not become redundant.


Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in us
Been Around the Block




The Tau troop choices are just really not very good in this game, and need to be improved in any subsequent codex.

Fire Warriors:

Fire Warriors are overpriced for what they currently do. They carry one of the best basic weapons in the game, even better than the bolter, but it's mounted on what is basically a guardsman with 4+ AS and 2 WS. For 10 points, I was hoping for a bit more.

Either make Fire Warriors better in melee, or perhaps at least able to disengage effectively, or somehow avoid it, or drop their price to something more like 7-8.

Kroot are a melee unit that can't survive in melee at all. No armor saves, and mediocre toughness and strength make these guys pretty much unable to melee anything but guardsmen or orks, and for the price they're not worth it fighting either.

I'm not so sure what to do with Kroot, really. Maybe make them cheaper?
   
Made in ca
Shas'ui with Bonding Knife





My proposal for Fire Warriors has been that their statline is fine, their weapon range, S, and AP are fine, but their Special should be Assault 1, their options should be broadened, and their cost should go down slightly.

At the moment, I have them at 12 for 100. They come automatically with a Shas'ui leader, and Drone Controller (Drones alone might make the change to Jetbikes - it's a proposal I like immensely). Standard so far.

However, you may take 2 units of fire warriors as a single troops choice, and with the ability to have off-table seeker missiles for transport popping, all-firewarrior armies have a fair stab at competitive-level games. Another model in the unit may be upgraded to a Shasui with drone controller, for a mere 5 points. Each Shasui can take a piece of wargear - which includes EMP grenades for the unit, or a Command Helm (a mixture of Bonding Knife, Space Wolves split fire, and blacksun filter for the unit.) Markerlights are 5 points, and a unit of firewarriors can conceivably have 8 of them (2 as options for the warriors themselves, 2 as wargear purchases for the Shas'Uis, 4 Marker drones). Markerlights are 5 points, and fire similarly to how Networked Markerlights do now (i.e. all markerlights are networked markerlights).

As an added bonus, spending markerlights against a unit can result in pulse rifles becoming pinning, multiple pinning tests, and even automatic pinning. With the markerlight saturation I tried to include in the codex as a whole, a majour part of staying away from close combat will be tactically locking down your opponent's units - something I think is MUCH more Tau than escaping from close combat - although all XV suits have Hit and Run, and drone controllers provide automatic Hit and Run at the expense of drones, so you do have that.

This message was edited 1 time. Last update was at 2012/02/10 15:47:44


Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

I actually have an idea for making XV8s better in CC without actually their CC prowess. Give me a day or so to work it out.

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Made in ca
Shas'ui with Bonding Knife





I actually got a bit naughty with XV-8's in CC, and gave them power weapon options... possibly twin-linked, 2ccw power weapon options. They're expensive, and hilariously non-competetive, but I might have Farsight open an upgrade for WS4 on models so equipped, and then the image of a dozen Crisis Suits with giant, blazing plasma swords descending from the sky at you becomes one of awesome and win.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in us
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Beaver Dam, WI

1. Markerlights cheaper - A FW squadleader pays for the upgrade to squad leader and auto gets a markerlight.

2. ALL drones cost 10 points. A gun drone, a shield drone , a markerlight drone. Doesn't matter.

3. Markerlights are persistent throughout the fire phase. They are not expended except for seeker missile filre.
Setup a rigid chart for effect - 1 = +1 BS, 2 = -1 cover, 3= -1 pin ld 4 =+2 Bs, etc. So if 4 marker lights, +2 BS , -1 cover and -1 ld test for pin.

4. Markerlights expended for missiles not only get a BS of 5 they also ignore cover and target suffers a -3 ld for pinning. (In effect, the equivalent of 8 markerlights.)

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Made in ca
Shas'ui with Bonding Knife





Missiles are also small blasts@BS5. There's Regular, Airburst, Inferno, and Melta, at varying costs.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in us
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Cincinnati, Ohio

focusedfire wrote:
Tun_Tau wrote:1. Make pathfinders a troop choice
2. Make sniper drone squads an attachment to FW squads, same points only 1 per FW squad and independent after deployment
3. Add a pathfinder scout bikes as a new fast attack choice #3-9- twin linked particle carbines, networked markerlight, jet bikes. 1 in 3 can have a rail rifle, 1 in 3 drop EMP's on fly over
4. Fusion Blaster=multi-melta
Besides tweaking the kroot a bit to match their fluff (more breeds, adaptions) ,vespids maybe geting a 5+inv save and other allies being added the rest is good imo. Though even more wishfull thinking is possible (stealthsuits as fast attack choice)


I worked on my fan-dex and had several "What needs to be done to update the Tau" threads a few years ago. A lot of the new ideas proposed in those threads were dismissed as too powerful. Now, many of those ideas have shown up in recent codices.
Its a little annoying having seen those concepts go to other armies when, IMO, they should have been signature Tau abilities.

Voluntarily falling back to avoid combat went to SM
Photon grenade launchers causing difficult/dangerous terrain went to Eldar and Necrons.
Assault moves out of deep strike went to BA
Pulse carbine using EMP grenades for anti-vehicle ability went to Dark Eldar in the form of haywire blasters
Ect...

What I am getting to is that the Tau are going to need an extensive overhaul. This is due to other codices encroaching upon the Tau playstyle and that GW will remove/severly limit the wargear section of the next Tau book to make it fall in line with their current format. I am not looking forward to this loss of customization, but I am prepared for it.

Now to your proposals:

1) Pathfiders as troops I strongly disagree with. The purpose the of Tau troops is to take over and hold objectives once the lead units have cleared the area of significant opposition. Pathfinders are supposed to guide and provide support for the lead units.
Make markerlights rapid fire and put the pathfinders out in front(or outflanking), pulling the army forward.

2) I like the sniper drone idea except that it would still leave them immobile by being attached to an infantry unit. I know you said they would be indepent afterward but thete would be arguments if GW doesn't clean up the drones joined to a unit rules
. My idea was to either join them to stealthsuit teams pr to allow them to operate indepently as long as they are within 18" of a model with a drone controller. Out side that range they would revert to a pre-programmed fallback move. If a model with a drone controller moves back within range then they automatically regroup.

3) I agree that the Tau need jetbikes but disagree on needing a new(expensive) model for such. I propose that drones become jetbikes as their base unit type but adapt to the units they are assigned to. IMO, drones should be right up their with markerlights and crisis suits as to being a Tau signature unit. Make them:
WS 2 BS 3 S 3 T 4 W 1 A 1 I 4 Ld 7* Sv 4+(maybe 3+)

4) Fusion Blasters as multimelta is fine for pirahna but op for crisis suits. How about Range 18"of for the Fusion Blasters. Other changse could be 2 different guns or to lower the strength to 7you but upping the number of shots to assault2.

As for the Kroot and Vespids....

Kroot need more weapon options and gear that is specific to them.

Vespids are just wrong when you look at their fluff and design concept. Their name comes from the latin word for wasp and their backstory has them supplying the Tau with minerals and crystals that only they can mine efficiently because of the pressures involved. To fix the Vespids where they better fit what a 6'-7' tall wasp, their stats would be something like this:

Stingwing- WS3 BS3 S3(or4) T4 W2 A1* I5 Ld6 Sv 4+
Strain Leader-WS4 BS3 S3(or4) T5 W2 A1* I5 LD9 Sv4+

Neutron Blaster- Range Template S X** AP 3 Assault1

Wargear- Neutron Blaster, Claws, Stinger

Options- Unit may take photon&emp grenades, Strain Leader may take drones, ect...

*Vespid claws count as 2ccw thus gain the +1 attack. However, they may choose to use their sting attack instead of their claws. The stinger is a poison attack that wounds on 4+

**The Neutron blaster is a poison eeapon that wounds on a roll of 4+.


These are some of the old ideas I have typed up somewhere. If your interested I can post more.

Note, IMO it is important that the Tau remain ditinctive and not become "xenos guard" or get uber CC units. The only models carrying a power weapon in a Tau codex should be Farsight, possibly an ethereal (Aunfingers shi) and gue vesa seargents.

Power low, will catchya later.
I really like all of these Ideas. And I completely agree a lot of special abilities that should have gone to the Tau went to other armies which is crap. I might try play testing those new Vespid stats and see how the do. If I feel that they are too powerful, I'll let you know.

Perhaps drones could get feel no pain? Because the have no biomass or organic matter to even feel pain in the first place...possibly? haha

I like the drone jetbikes with markerlights. Speaking of Markerlights could we possibly make like a flare that is a type of markerlight.
You see you would fire the "flare" at a unit, use a large blast and scatter die, and the amount of hits would be considered the amount of markerlights on that unit? Limit the amount of markerlights when shooting at vehicles etc.

I like the fusion blaster length, make Combimelta for Piranhas.

And perhaps some more/better orientated CC suits? Like suits that are meant for close range combat and have powerful weapons for close range...? Possibly?
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Ok so I have an idea to make XV8 suits better in CC.


Instead of attacking normally, the suit fires a number of shots in CC with one of its guns. It uses the same str and AP. Rules like rending and gets hot apply. Pinning doesn't.

The downside is they still use WS to hit and reduce the range of all their guns by 6" permanently. This ability can't be used with template or blast weapons.

The fluff is that the tau see the need for CC "able" units but only as a defense in the circumstance they get charged. So they give them snub barrels to give them more maneuverable weapons in CC and ends up shorter range.

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Deadshot wrote:Ok so I have an idea to make XV8 suits better in CC.


Instead of attacking normally, the suit fires a number of shots in CC with one of its guns. It uses the same str and AP. Rules like rending and gets hot apply. Pinning doesn't.

The downside is they still use WS to hit and reduce the range of all their guns by 6" permanently. This ability can't be used with template or blast weapons.

The fluff is that the tau see the need for CC "able" units but only as a defense in the circumstance they get charged. So they give them snub barrels to give them more maneuverable weapons in CC and ends up shorter range.


Or...you could give them flashbangs to give them a modified version of hit and run (except they disengage at the beginning of combat, obviously). It would make more sense that they'll try to avoid the combat altogether instead of just blindly firing away.

This message was edited 1 time. Last update was at 2012/02/10 23:28:55


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Deadshot wrote:Ok so I have an idea to make XV8 suits better in CC.


Instead of attacking normally, the suit fires a number of shots in CC with one of its guns. It uses the same str and AP. Rules like rending and gets hot apply. Pinning doesn't.

The downside is they still use WS to hit and reduce the range of all their guns by 6" permanently. This ability can't be used with template or blast weapons.

The fluff is that the tau see the need for CC "able" units but only as a defense in the circumstance they get charged. So they give them snub barrels to give them more maneuverable weapons in CC and ends up shorter range.
Perhaps makes a new unit with these rules and the vector thruster things? Get in, hit, get out. Sounds like a good combo to me.
   
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I wanted to call them XV10 Snubfire Suit and make it a 20pt upgrade to any XV8. I don't know much so I would probably mess it up. If someone wants to have a go then go ahead.

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Trustworthy Shas'vre





In a hole in New Zealand with internet access

I wouldn't mind if they had somekind of sholder mounted fragmentation launchers. would look hella cool to see them landing and fraging the poor fellows that charge them. Then jumping back before shooting plasma and missiles everywhere....... ya, I could write a book of what would look cool on XV8s

   
Made in ca
Shas'ui with Bonding Knife





Flechette Launchers are available as drone and crisis suit options in the next update of my dex; Hit and run is already standard for users of drones and suits.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Ichor-Dripping Talos Monstrosity






The easiest overall fix to Markerlights is to make them Assault 1.

   
Made in us
Fixture of Dakka





Runnin up on ya.

Ovion wrote:The easiest overall fix to Markerlights is to make them Assault 1.


Or make then Heavy 4 and put them on 50pt tetras like in the updated IA:3.
Wow.

They also made sentry towers troop choices and greater gnarlocs got the MC status they needed.

And the alternative turrets for hammerheads got much much better.

http://www.forgeworld.co.uk/Downloads/Product/PDF/t/Tauupdate.pdf

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 
   
Made in ca
Shas'ui with Bonding Knife





I like assault 1 better. Assault 4 or Heavy 4 makes zero difference to a Tetra, but all the difference to everyone else

Wow, those drone sentries are ridiculous. 40 Points for a BS2 TL Autocannon @12/12/12?

This message was edited 1 time. Last update was at 2012/02/11 17:03:48


Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in ca
Trustworthy Shas'vre




Tun_Tau wrote:1. Make pathfinders a troop choice
Agreed. An infantry unit that starts on the board and stays still the whole game if played correctly should never be a Fast Attack choice. I would make them a 0-1 if I put them into troops though. Oh and no mandatory Devilfish!

Tun_Tau wrote:2. Make sniper drone squads an attachment to FW squads, same points only 1 per FW squad and independent after deployment
I say just make the existing Sniper Drone entry a Troop choice, make it non -scoring (any unit that is more than 50% drone should be non scoring IMHO) and be done with it. Make us use up the troop slot for it.

Tun_Tau wrote:3. Add a pathfinder scout bikes as a new fast attack choice #3-9- twin linked particle carbines, networked markerlight, jet bikes. 1 in 3 can have a rail rifle, 1 in 3 drop EMP's on fly over


Tetras is all I can say. Especially now that their markerlights shoot 4 times.

Tun_Tau wrote:4. Fusion Blaster=multi-melta
Totally agreed, though at the same time, remove the restriction on Crisis Suits using heavy weapons and still getting to move. They are supposed to be relentless after-all.

Tun_Tau wrote:Besides tweaking the kroot a bit to match their fluff (more breeds, adaptions) ,vespids maybe geting a 5+inv save and other allies being added the rest is good imo. Though even more wishfull thinking is possible (stealthsuits as fast attack choice)


Yes more adaptations for Kroot, no on a Vespid Invulnerable save (makes no sense for them to have one). New allies would be good, but I think Stealth Suits should remain an Elite choice - especially if we give them 24 inch Fusion Blasters.

Tau and Space Wolves since 5th Edition. 
   
Made in ca
Shas'ui with Bonding Knife





Invulnerable makes perfect sense for a model that lives on a gas giant and vibrates crystals with their wings to create frequencies that can destroy power armour.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in ca
Trustworthy Shas'vre




Ovion wrote:The easiest overall fix to Markerlights is to make them Assault 1.


But it makes little sense. They are like a modern laser designator, something that has to be pointed and maintained on target from a stabilized mount (if on a vehicle) or stationary position (if being used on foot).

You want mobile Markerlights - Stealth Marker Teams and Tetras are your way to go.

Tau and Space Wolves since 5th Edition. 
   
 
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