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Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

I like Kroot. But I don't like them in my Tau.

I like Vespid more because they feel more like Tau Auxiliary, aliens equiped with Tau armor and weapons.

Kroot are a completely different army with a completely different aesthetic.

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in us
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Gathering the Informations.

 Galas wrote:
I like Kroot. But I don't like them in my Tau.

I like Vespid more because they feel more like Tau Auxiliary, aliens equiped with Tau armor and weapons.

Kroot are a completely different army with a completely different aesthetic.

Nah. Kroot are the same thing...it's just that the big contribution the Tau have to them isn't easy to represent.
Referring to the pulse rounds that Kroot Rifles have.

Also, this is still sold:
Spoiler:
   
Made in us
Shas'ui with Bonding Knife






I'd personally solve the CC void of Tau with melee weapon options for the suits (Stealth & Crisis). There's so much animecha out there with melee weapons of all sorts, no reason why they couldn't be added to the existing suit weapon options.

Fluffwise, it'd also make more sense than having CC-based infantry. If the Tau stress CC so much, it would be logical that they'd agonize less about it from inside a hefty armoured suit.

This message was edited 1 time. Last update was at 2021/09/24 12:36:48


 
   
Made in gb
Freaky Flayed One





Crownworld Astilia

 Sim-Life wrote:
 Mixzremixzd wrote:
 Grimtuff wrote:
ottokill wrote:
I don't play TAU but I always hear that they lack good close combat troops.


Yes. That is a feature, not a bug.

If Tau were to ever get proper HTH troops they need to be auxiliaries, not actual Tau- but that would require GW to actually stop their Gundam fetish they currently have with Tau and actually give a damn about xeno releases for longer than a hot minute...

I second this. It'll help the game and faction a lot more if GW fleshed out their auxiliaries as a means of shoring up the T'au deficiencies.


That's a funny way of saying "undermining the faction theme". I'd rather see Auxilliaries as their own faction, GW already has a problem with maintaining the thematic elements of their armies, they don't need to be encouraged to water down one of the few armies they have that have retained their theme.

Not sure I follow entirely with the "undermining the faction theme".

I said I want relevant and expanded auxiliary units that can cover what T'au are weak against in the Codex. You said you want relevant and expanded auxiliary units...just in their own Codex?

We're both hoping for the same thing just to different degrees so I'm not sure what exactly is being undermined considering they're moniker as the T'au Empire?


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 kirotheavenger wrote:
People like straws, and they're not willing to give any up even as the camel begins to buckle.
 
   
Made in ie
Ruthless Rafkin





 Mixzremixzd wrote:
 Sim-Life wrote:
 Mixzremixzd wrote:
 Grimtuff wrote:
ottokill wrote:
I don't play TAU but I always hear that they lack good close combat troops.


Yes. That is a feature, not a bug.

If Tau were to ever get proper HTH troops they need to be auxiliaries, not actual Tau- but that would require GW to actually stop their Gundam fetish they currently have with Tau and actually give a damn about xeno releases for longer than a hot minute...

I second this. It'll help the game and faction a lot more if GW fleshed out their auxiliaries as a means of shoring up the T'au deficiencies.


That's a funny way of saying "undermining the faction theme". I'd rather see Auxilliaries as their own faction, GW already has a problem with maintaining the thematic elements of their armies, they don't need to be encouraged to water down one of the few armies they have that have retained their theme.

Not sure I follow entirely with the "undermining the faction theme".

I said I want relevant and expanded auxiliary units that can cover what T'au are weak against in the Codex. You said you want relevant and expanded auxiliary units...just in their own Codex?

We're both hoping for the same thing just to different degrees so I'm not sure what exactly is being undermined considering they're moniker as the T'au Empire?


T'au whole shtick, by which I mean their style of waging warfare and how they are supposed to play is keeping enemies at bay using high tech ranged weaponry and no psykers. Shoring up that weakness by giving them melee units and psykers undermines that identity.

As I and others have said, if you want T'au to be relevant in close combat give them more Pistol weapons or allow them to fire while engaged in melee.

If you want T'au flavoured units with melee weapons and psychic units, make them their own faction and keep T'au's identity and playstyle intact.

This message was edited 1 time. Last update was at 2021/09/24 13:26:57



 
   
Made in us
Deathwing Terminator with Assault Cannon





They're almost there already, just need adjustments. FSE veteran bodyguards are WS4 with decent attacks, so just bump those stats a little without having to spend a CP or 3. Improve suits WS to 4 and bodyguards to WS3, offer fusion blades as an upgrade instead of a relic (thanks Brightsword for testing the concept). They don't have to be great in melee, they just don't need to suck at it.
   
Made in gb
Freaky Flayed One





Crownworld Astilia

 Sim-Life wrote:
 Mixzremixzd wrote:
 Sim-Life wrote:
 Mixzremixzd wrote:
 Grimtuff wrote:
ottokill wrote:
I don't play TAU but I always hear that they lack good close combat troops.


Yes. That is a feature, not a bug.

If Tau were to ever get proper HTH troops they need to be auxiliaries, not actual Tau- but that would require GW to actually stop their Gundam fetish they currently have with Tau and actually give a damn about xeno releases for longer than a hot minute...

I second this. It'll help the game and faction a lot more if GW fleshed out their auxiliaries as a means of shoring up the T'au deficiencies.


That's a funny way of saying "undermining the faction theme". I'd rather see Auxilliaries as their own faction, GW already has a problem with maintaining the thematic elements of their armies, they don't need to be encouraged to water down one of the few armies they have that have retained their theme.

Not sure I follow entirely with the "undermining the faction theme".

I said I want relevant and expanded auxiliary units that can cover what T'au are weak against in the Codex. You said you want relevant and expanded auxiliary units...just in their own Codex?

We're both hoping for the same thing just to different degrees so I'm not sure what exactly is being undermined considering they're moniker as the T'au Empire?


T'au whole shtick, by which I mean their style of waging warfare and how they are supposed to play is keeping enemies at bay using high tech ranged weaponry and no psykers. Shoring up that weakness by giving them melee units and psykers undermines that identity.

As I and others have said, if you want T'au to be relevant in close combat give them more Pistol weapons or allow them to fire while engaged in melee.

If you want T'au flavoured units with melee weapons and psychic units, make them their own faction and keep T'au's identity and playstyle intact.

I'll be honest I didn't really read the thread as I stopped at your comment but those are some good ideas to explore.
For the sake of discussion though, assuming we go down the path of a brand new Codex what's to stop Tau players from simply using the units in this new Auxiliary Codex as an allied detachment? I know current 9th listbuilding has curtailed some of 8ths worst allied super friends but realistically what difference are we actually generating on the tabletop?


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 kirotheavenger wrote:
People like straws, and they're not willing to give any up even as the camel begins to buckle.
 
   
Made in ie
Ruthless Rafkin





 Mixzremixzd wrote:
 Sim-Life wrote:
 Mixzremixzd wrote:
 Sim-Life wrote:
 Mixzremixzd wrote:
 Grimtuff wrote:
ottokill wrote:
I don't play TAU but I always hear that they lack good close combat troops.


Yes. That is a feature, not a bug.

If Tau were to ever get proper HTH troops they need to be auxiliaries, not actual Tau- but that would require GW to actually stop their Gundam fetish they currently have with Tau and actually give a damn about xeno releases for longer than a hot minute...

I second this. It'll help the game and faction a lot more if GW fleshed out their auxiliaries as a means of shoring up the T'au deficiencies.


That's a funny way of saying "undermining the faction theme". I'd rather see Auxilliaries as their own faction, GW already has a problem with maintaining the thematic elements of their armies, they don't need to be encouraged to water down one of the few armies they have that have retained their theme.

Not sure I follow entirely with the "undermining the faction theme".

I said I want relevant and expanded auxiliary units that can cover what T'au are weak against in the Codex. You said you want relevant and expanded auxiliary units...just in their own Codex?

We're both hoping for the same thing just to different degrees so I'm not sure what exactly is being undermined considering they're moniker as the T'au Empire?


T'au whole shtick, by which I mean their style of waging warfare and how they are supposed to play is keeping enemies at bay using high tech ranged weaponry and no psykers. Shoring up that weakness by giving them melee units and psykers undermines that identity.

As I and others have said, if you want T'au to be relevant in close combat give them more Pistol weapons or allow them to fire while engaged in melee.

If you want T'au flavoured units with melee weapons and psychic units, make them their own faction and keep T'au's identity and playstyle intact.

I'll be honest I didn't really read the thread as I stopped at your comment but those are some good ideas to explore.
For the sake of discussion though, assuming we go down the path of a brand new Codex what's to stop Tau players from simply using the units in this new Auxiliary Codex as an allied detachment? I know current 9th listbuilding has curtailed some of 8ths worst allied super friends but realistically what difference are we actually generating on the tabletop?


Same way GSC gets access to the same but worse units from IG.


 
   
Made in gb
Freaky Flayed One





Crownworld Astilia

Spoiler:
 Sim-Life wrote:
 Mixzremixzd wrote:
 Sim-Life wrote:
 Mixzremixzd wrote:
 Sim-Life wrote:
 Mixzremixzd wrote:
 Grimtuff wrote:
ottokill wrote:
I don't play TAU but I always hear that they lack good close combat troops.


Yes. That is a feature, not a bug.

If Tau were to ever get proper HTH troops they need to be auxiliaries, not actual Tau- but that would require GW to actually stop their Gundam fetish they currently have with Tau and actually give a damn about xeno releases for longer than a hot minute...

I second this. It'll help the game and faction a lot more if GW fleshed out their auxiliaries as a means of shoring up the T'au deficiencies.


That's a funny way of saying "undermining the faction theme". I'd rather see Auxilliaries as their own faction, GW already has a problem with maintaining the thematic elements of their armies, they don't need to be encouraged to water down one of the few armies they have that have retained their theme.

Not sure I follow entirely with the "undermining the faction theme".

I said I want relevant and expanded auxiliary units that can cover what T'au are weak against in the Codex. You said you want relevant and expanded auxiliary units...just in their own Codex?

We're both hoping for the same thing just to different degrees so I'm not sure what exactly is being undermined considering they're moniker as the T'au Empire?


T'au whole shtick, by which I mean their style of waging warfare and how they are supposed to play is keeping enemies at bay using high tech ranged weaponry and no psykers. Shoring up that weakness by giving them melee units and psykers undermines that identity.

As I and others have said, if you want T'au to be relevant in close combat give them more Pistol weapons or allow them to fire while engaged in melee.

If you want T'au flavoured units with melee weapons and psychic units, make them their own faction and keep T'au's identity and playstyle intact.

I'll be honest I didn't really read the thread as I stopped at your comment but those are some good ideas to explore.
For the sake of discussion though, assuming we go down the path of a brand new Codex what's to stop Tau players from simply using the units in this new Auxiliary Codex as an allied detachment? I know current 9th listbuilding has curtailed some of 8ths worst allied super friends but realistically what difference are we actually generating on the tabletop?


Same way GSC gets access to the same but worse units from IG.


Fair enough I forgot about the whole GSC and IG units probably because I've personally never seen anyone bother . On another not 40k has been lacking some of AOS unrestrained creativity so a brand new xenos faction would hopefully lead to a breath of fresh air for the game visually and mechanically.


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 kirotheavenger wrote:
People like straws, and they're not willing to give any up even as the camel begins to buckle.
 
   
Made in ca
Kroot Carnivore





Like a few people have said already, Tau's schtick is their sole focus on ranged combat, however that's not their only one, their other schtick is the whole alien coalition thing. Most people just think of the former since not a lot of people play things like Kroot on the tabletop, and they are rarely featured in the books.

If GW wants to give Tau more melee power, it would be with something like the Kroot. While the OP's idea does have some broad thematic links to the army, as many have said, having htem actually be Tau will just make them feel less unique. Though I do like that some Hero units like Aun'Shi, Farsight, and Brightsword are more melee focused.

As for the alien coalition thing, while GW could go that route for the Tau, I personally agree with some of the previous posters that they should get their own army and be allies like Tyranids/GSC.

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1000 1000 1000 1000  
   
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Gathering the Informations.

 Mixzremixzd wrote:

Fair enough I forgot about the whole GSC and IG units probably because I've personally never seen anyone bother .

They did prior to the FAQ that made it so GSC units had to follow the same rules as the Guard, period. There was a bit of time though where people would take them since they would add Brood Brothers to the unit's datasheet allowing for things like Ogryn, Ratlings, and Scions to be able to be given Orders.
On another not 40k has been lacking some of AOS unrestrained creativity so a brand new xenos faction would hopefully lead to a breath of fresh air for the game visually and mechanically.

There's a reason for that.

They don't think that people would respond well to them actually doing the thing that AoS needed to exist:
A complete reset of the setting/canon.

Guilliman was the perfect opportunity for the Imperium to see a dramatic shift in things. Could you imagine if his return and ascension ended up with a return of the Imperial Army--where units of stealthers, stormtroopers, grenadiers, etc all were part of the same overall force rather than specialized regiments?
We've seen a bit of that "return to form" in the way that Primaris are organized similarly to the old Marine Legions in terms of their roles. But nothing beyond that sadly!
   
Made in us
Been Around the Block





This image feels more T'au to me than vespid and Kroot, although I could see a Kroot garbed in monk clothing and studies at the ethereal temple.
[Thumb - tau.jpg]
Monk

   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

The faction is built around the fact that they don't have good CC units. It goes against their background and the identity behind their game mechanics. Besides, shooting is already the most important phase of the game. No need to make Tau even stronger.

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Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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Made in us
Been Around the Block





New units equal new revenue for GW, which is always a good thing right? Imagine the Supreme T'au goes deeper into the empire and tells the martial monks that it is time to unleash the fury that has not been seen or tapped yet in GW lore. This would be so cool IMO. Tera would be like "Whoa, where did all these bad asses come from?
   
Made in be
Regular Dakkanaut




 Grey Templar wrote:
The faction is built around the fact that they don't have good CC units. It goes against their background and te identity behind their game mechanics. Besides, shooting is already the most important phase of the game. No need to make Tau even stronger.


Close her up, she's done...

No need to make one of the weakest armies in the game "even stronger" indeed!
   
Made in de
Fresh-Faced New User




ottokill wrote:
New units equal new revenue for GW, which is always a good thing right?


No. More fun and entertainment for GW's customers is always a good thing.
There is no automatism which leads from new revenue for GW to more fun and entertainment for GW's customers.
Therefore for me as a customer, not a stakeholder, there is no reason to care for GW's revenues more than for the dirt under my boots.

This message was edited 1 time. Last update was at 2021/09/24 20:33:47


 
   
Made in us
Monster-Slaying Daemonhunter




Don't the pathfinders have a lot of CC ability in the fluff? I think the Tau are going to need a complete redesign in their play style to be effective in 9th. Drop the Drones, and give their Pathfinders a 3+ in under 24". Give their Fire Warriors a self-improving BS based on distance. If their target is at or under 8" they hit on 2s. That sort of thing. But please god lets throw the 90 drones and triple riptide style on the fire already.
   
Made in us
Owns Whole Set of Skullz Techpriests






Gathering the Informations.

No, Pathfinders just have a few drones that kinda play against CC.


Pathfinders are just really, really happy to be there lazing targets for people.
   
Made in ca
Stormin' Stompa






Honestly, with the rumoured rough riders for DKOK, the squighog boyz and more than likely Exodite cav for Eldar at some point, it wouldn't surprise me that they would expand the Kroot range for Tau by giving them Krootox riders of some kind to shore up the melee aspect of their army without breaking up the fluff. I do think they should be able to use a melee/pistol profile for their guns instead though as a compromise for Tau units that don't want to use auxiliaries.
   
Made in us
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Gathering the Informations.

Knarlocs were the ridden things that would fit better.
   
Made in gb
Fixture of Dakka







 Grimskul wrote:
I do think they should be able to use a melee/pistol profile for their guns instead though as a compromise for Tau units that don't want to use auxiliaries.

There's a reason hammers aren't recommended for removing screws from things - you should use the right tool for the right job.

If you don't want to use the right tool for the job, expect sub-par performance.

And, no, we don't need Tau Kung-Fu Death Grip models.

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 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army... 
   
Made in us
Shas'ui with Bonding Knife






Tyel wrote:
Deadnight wrote:
'Flog the battlesuit horse to death' is not the sole defining tau faction theme. Auxiliaries are as much h part of the faction theme and have been there since day 1.

Expand on kroot.

Ork hybrids etc, like in the old kroot codex.


Not sure Tau players are interested though. Or at least I'm not.

I mean I wouldn't mind Kroot getting a full release so they can operate as a solo faction (even if they are limited like Harlequins etc).
But at this point combining them with Tau makes about as much aesthetical sense as sticking in a unit of Genestealers. They don't look like the same range. (Partly this is due to those models being ancient - but they are also clearly not the same.)

Its possible a whole redesign could change that - Kroot in Tau Armour, with pulse rifles etc, something to tie them in. But that potentially just results in an ugly mess of a model.
And maybe a whole new range - with new Kroot, Vespid, Humans, Demiurg etc would somehow make a viable and aesthetically unified "Tau Auxiliaries faction".

But at the moment yeah, not a fan. I realise its throwing Kroot on the scrap heap, but I'd much rather get a Shaolin Ethereal Caste Monk squad than "look, new Kroot Hounds, just what you've been waiting for."


I'd love to use my Kroot again with how I used to use them in 6th and 7th edition where I could outflank blobs of them anywhere I gosh darned pleased to put the screws on scrawny units camping on backfield objectives I'd otherwise never reach. Always made for a good surprise to take pressure off the rest of the army whenever they showed up. Too bad this whole 9" safety bubble business both murders the reliability in pulling this off and also puts them part way out of a job as the go-to for deployment zone pack filler.


I think the Krootox could be given a new lease on life if it could take armor instead of the big gun and be used as a "come and take it" type of unit to sit on markers. Not exactly a unit with renowned for skillfully erasing things in melee but a nuisance that'll likely more time than desired for the opponent to remove and it would also free the rest of your army to do stuff that isn't babysitting markers. I think Tau, as they unfortunately currently work, would benefit better from that than a new unit of lightly armor monk themed mini Aun'shis with silly martial arts gimmicks that would vanish as easily as most other Tau infantry do during the opponent's shooting phase.

This message was edited 5 times. Last update was at 2021/09/28 03:00:42


bonbaonbardlements

Looking forward to a new Tau Codex just so I can go back to carrying around 1 damn book instead of three with a mess of stapled FAQ and errata printouts for each of them. 
   
Made in us
Longtime Dakkanaut




Honestly, I'm not sure I would want alien auxiliaries to end up in a separate codex. If they did, I'd be okay with it. But the concept of a bunch of different species/sillhouettes working together to blend the best of their respective cultures into a single war machine was always a big selling point for me. I'd worry that splitting them off into their own book would mean that we'd see even less of that synergy and cooperation; not more.

Plus, as cool as kroot are, I don't necessarily want to see GW struggling to flesh out a codex worth of slightly different kroot morphs. The shaper, carnivores, riders, and hounds are about the right amount of unit diversity if you were to think of them as one arm of a tau force.

My vague idea for tau is that a force with lots of alien auxiliaries will have a well-rounded set of statlines (and thus some half decent melee options) while an all tau force would lean more on markerlights or other technological force multipliers.
   
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Mississippi

I wouldn't be against giving Tau crisis suits some melee options like powerswords or vibroweapons.

I would prefer that the fire warriors keep to ranged weapons, but options for CC carbines, shotguns and officer pistols would be okay.

And I certainly would like to see auxilaries fleshed out. Having some melee options among those wouldn't be out of place - maybe some four-armed gorilla aliens or more melee capable kroot.

It never ends well 
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot






I like the idea of tau auxiliaries and its been my biggest want for a new codex or supplement since 5th edition. I think tau are mostly weak right now because GW decided to try and point like for like weapons relatively similar and forgot that Tau don't have psychers or melee units but decided they should pay the same points for their single offensive phase as everybody else... also that marker lights can fetch off someplace and be useless ( actually like less reliance on marker lights, but the problem is when you take away a buffing mechanic and don't replace it with points cuts or anything to fill that void left behind).

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Cobleskill

I played a couple introductory games against someone who got the recruit edition.
1st game was against necrons. I brought 250 points of Tau (FSE) and my all star unit was a unit of 3 crisis bodyguards with 2x Flamers and ATS with the Veteran Cadre strat.

The Str 5 T5 W3 profile and willingness to assault was comical tp behold. Especially when I was rolling 6d6 hits with the flamers in both shooting and overwatch.

You want a shaolin approach, give THAT unit a try, and try not to laugh at the expressions that you are going to get.

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Germany

 carldooley wrote:
I played a couple introductory games against someone who got the recruit edition.
1st game was against necrons. I brought 250 points of Tau (FSE) and my all star unit was a unit of 3 crisis bodyguards with 2x Flamers and ATS with the Veteran Cadre strat.

The Str 5 T5 W3 profile and willingness to assault was comical tp behold. Especially when I was rolling 6d6 hits with the flamers in both shooting and overwatch.

You want a shaolin approach, give THAT unit a try, and try not to laugh at the expressions that you are going to get.


Why do you use "veteran cadre"? Auto-hit units do not profit that much from it, do they?
   
Made in ca
Legendary Master of the Chapter





 Sim-Life wrote:
myUserName wrote:
ottokill wrote:
I don't play TAU but I always hear that they lack good close combat troops. Would they benefit from a monk style unit that uses fists, swords, polearms? They strike me as having the Monk vibe. What caste or maybe every caste could have their own style. Just a thought.


Yes, the faction would benefit from a new unit with new possibilities added to the player's toolset.

However it would not be what I'm interested in as a Tau player.
I'm not interested in new models, I want existing models to be worth taking into my army lists. I want Kroot Carnivores, Kroot Hounds, Krootox Riders and Vespids to be good units for close combat and taking objectives.
These Kroot Carnivores, Kroot Hounds, Krootox Riders and Vespids I don't want in a new book, I want them in my Tau Codex.

I'm fine with battlesuits not being better in close combat, with Kroot Carnivores, Kroot Hounds, Krootox Riders and Vespids as tools for that purpose.


Have you been paying attention to how GW operates lately? They don't really have an interest in making old units useable unless it's by accident.



Actually I HAVE been paying attention which is why I know you're completely wrong. 2 wound first born space Marines, updated "old weapons" (such as meltaguns, flamers, multi melta etc) all of this and more seems to suggest you're wrong, but hey keep pushing that "GW makes OP new stuff to see new models" narrative. why let the facts get in your way right?

Opinions are not facts please don't confuse the two 
   
Made in ie
Ruthless Rafkin





BrianDavion wrote:
 Sim-Life wrote:
myUserName wrote:
ottokill wrote:
I don't play TAU but I always hear that they lack good close combat troops. Would they benefit from a monk style unit that uses fists, swords, polearms? They strike me as having the Monk vibe. What caste or maybe every caste could have their own style. Just a thought.


Yes, the faction would benefit from a new unit with new possibilities added to the player's toolset.

However it would not be what I'm interested in as a Tau player.
I'm not interested in new models, I want existing models to be worth taking into my army lists. I want Kroot Carnivores, Kroot Hounds, Krootox Riders and Vespids to be good units for close combat and taking objectives.
These Kroot Carnivores, Kroot Hounds, Krootox Riders and Vespids I don't want in a new book, I want them in my Tau Codex.

I'm fine with battlesuits not being better in close combat, with Kroot Carnivores, Kroot Hounds, Krootox Riders and Vespids as tools for that purpose.


Have you been paying attention to how GW operates lately? They don't really have an interest in making old units useable unless it's by accident.


hey keep pushing that "GW makes OP new stuff to see new models" narrative. why let the facts get in your way right?


When did I say that?


 
   
Made in it
Focused Fire Warrior





The more units, the better. Be them battlesuits, infantry or auxiliaries.
Any of them would definitely make me happy.

But ruling out any new unit release, the solution would be simple: allow JETPACK units to fall back and shoot like they did in 8th.
Tau are completely useless once tagged in melee. As a consequence, the Tau player castles up and tries to avoid that in any way, making it less fun for the opponent that either manages to make it into combat or gets shot off the board.
A Tau that is not completely useless once tagged in melee (because it can fall back and shoot with some units, in this case JETPACK ones) is a Tau that is not that afraid to be charged. Result: the opponent charges more easily (as the Tau would not go to the same lenght to prevent that), deals some damage, the Tau disengages and deals some damage too. Both players do stuff and accomplish something.

Right now it's a coin toss, either you charge in and win the game or you don't and get shot off the board.
There's no need to add complicated stuff like shooting into melee, just let some Tau units to fall back and shoot.


 
   
 
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