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Shadowhunters are Tau Fire Warriors that have given up the skill with a gun to instead embrace the skill with a blade. These units are highly coordinated often dancing around their opponents in a flurry of steel that cuts all but the most skilled opponents to shreds. The Shadowhunters are solitary soldiers often avoiding the main Tau force until the battle and they are feared by the other Fire Warriors who see their skill as something unnatural for their race. On the battlefield though, Shadowhunters will often go out of their way to save their fellow Tau and a select few will even go on to be Shadowhunter Elites. The Shadowhunter Elites are rare and those that do make it to that status are often revered and see themselves as the honor guard for an Etherial or especially honored Tau Commander.
Shadowhunters
WS 4 BS 3 S 3 T 3 W 1 I 4 A 2 Ld 8 Sv 4+
Shadowhunters Chief
WS 5 BS 3 S 3 T 3 W 1 I 4 A 2 Ld 9 Sv 4+
Equipment: Pulse Carbine, Close combat blade, Fire Warrior Armor (I don't have the Tau Codex on me, I forget what the Fire Warrior armor is called)
Special rules: Scout, Infiltrate, Stealth, Fleet, Dance of Death
Unit: 1 Shadowhunter Chief and 4 Shadowhunters 90pts
Add up to 5 additional Shadowhunters for +16pts a model.
The Shadowhunter Chief may be given a Powerblade (counts as a power weapon that adds +1 str) for +15pts.
1 Shadowhunter unit may be upgraded to Shadowhunter Elites at +4 points a model. Shadowhunter Elites treat their saves as invulnerable and gain the Feel No Pain USR.
Dance of Death: The Shadowhunters are so skilled at moving adeptly through the forests, foliage, and ruins of places that they ignore difficult terrain and in addition a shadowhunter charge is devestating as they dance around their opponents in a combat form that is like art, on the charge all Shadowhunter attacks are rending and +1 str.
Shadowhunters and Shadowhunter Elites may take a Devilfish as a dedicated transport, in addition so graceful and skilled are the Shadowhunters that they may charge out of a Devilfish as if it were an assault vehicle.
The unit as a whole goes against the whole story of tau regarding close combat as brutish and i fell a cc unit isn't represented in the current codex for that reason.
Seeing as a Firewarrior dedicated to ranged combat starts at WS 2 and BS 3 I figure a Firewarrior dedicated to melee combat should start at WS 3 and BS 2.
Rending on a charge, even the dedicated Tau assault units (Kroot) don't get that. So I think that's a tad much.
Likewise the business with Invulnerable Saves and Feel No Pain. That;s not even really explained let alone very Tau-ish.
Overall my biggest issue with this is that it attacks the issue of melee combat in a very uncharacteristic fashion for the Tau. Marines and Guard up specialized training for specialized functions. The Tau just invent new gear.
To me a Tau close combat unit isn't a bunch of highly trained fighters, it's a bunch of well equipped troops who are able to survive and break contact if charged.
This message was edited 1 time. Last update was at 2011/09/19 18:15:44
it take workarounds to make a crossover between Warhammer 40k and Digimon, Teen Titans, Pokemon, Kingdom Hearts, Happy Tree Friends, Mario, Sonic, and MLP:FIM works
Everytime somebody mentions a Tau CC unit another Ethereal cries......
Tau are the worst CC army in the 40k game, and thats ok, its part of the reason I play them, I hate CC , and think its silly in a universe where people use guns predominatly.
And too that the Tau are the only race to not try and beat up people with sharp pokey things and shoot clean holes in them in a more civilized fashion.
The day when the Tau become yet another CC alternative army will be the day i buy my last Tau mini.
Leave CC to tau Aux units, and just give us better shooty stuff, and i will be a happy blue camper.
To be constructive here's some advice; Tau aren't meant to be fast and dexterous and as already said don't really do cc themselves. Going down this path was bound to get you heckled. If you have to do an idea for CC Tau then go for something more like TH/SS battlesuit equivalent instead. They maybe slow and unskilled but if they are super-resistant and pack a punch then it could still work.
This message was edited 10 times. Last update was at 2011/10/12 19:50:54
Pulwse carbines are guns? You know that right? This=Fire Warriors that are faster and less accurate. The standard setup for CC units is a pistol and CCW. That would be a start. Pulse pistols.
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Pulwse carbines are guns? You know that right? This=Fire Warriors that are faster and less accurate. The standard setup for CC units is a pistol and CCW. That would be a start. Pulse pistols.
I agree with this.. why do they have a pinning shooting weapon instead of a 2 CCW bonus?
On a more serious note, has anyone noticed yet that this . . . thing has infiltrate, scout and fleet? Yay for first turn charges and tieing up the opponent so they can't close into melee range with the rest of your army.
I don't think there's any fluffy way to represent firewarriors taking up intense martial arts skills. O'shava's faction I could (maybe) see having a firewarior squad modeled with spears that negate opponents charge boni (Ork hunters?), or some sort of battlesuit with a CC focus. But other than that.
Agreeing with everyone else. Tau don't need CC. Period. I'm of the extreme viewpoint that Tau don't even need allies to fill in that role. Tau should just simply be made better at they should do; Shooting and Mobility.
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Sanguinis wrote:
Special rules: Scout, Infiltrate, Stealth, Fleet, Dance of Death <----------------------
whay do these guys have the Harlequin special rule?
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Masonicon resurrected a dead thread. Just go back to ignoring it.
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
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CthuluIsSpy wrote:You have a dedicated CC unit...they're called Kroot. You know, the bird looking things in the Troops Section?
and they are all that Tau player needs when it comes to CC units
it take workarounds to make a crossover between Warhammer 40k and Digimon, Teen Titans, Pokemon, Kingdom Hearts, Happy Tree Friends, Mario, Sonic, and MLP:FIM works
Giving Tau CC is like making Eldar Tough, SM cheasp, Daemons immune to GK, Orks high BS, etc. Its balanced and works. leave it alone. Don't fix it if it isn't broken.
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First off: There's already a Dance of Death rule for harlequins. It bestows Furious Charge and Hit and Run.
Spoiler:
Sanguinis wrote: Shadowhunters WS 4 BS 3 S 3 T 3 W 1 I 4 A 2 Ld 8 Sv 4+
Shadowhunters Chief WS 5 BS 3 S 3 T 3 W 1 I 4 A 2 Ld 9 Sv 4+
Equipment: Pulse Carbine, Close combat blade, Fire Warrior Armor (I don't have the Tau Codex on me, I forget what the Fire Warrior armor is called)
Special rules: Scout, Infiltrate, Stealth, Fleet, Dance of Death
Unit: 1 Shadowhunter Chief and 4 Shadowhunters 90pts
Add up to 5 additional Shadowhunters for +16pts a model.
The Shadowhunter Chief may be given a Powerblade (counts as a power weapon that adds +1 str) for +15pts. 1 Shadowhunter unit may be upgraded to Shadowhunter Elites at +4 points a model. Shadowhunter Elites treat their saves as invulnerable and gain the Feel No Pain USR.
Dance of Death: The Shadowhunters are so skilled at moving adeptly through the forests, foliage, and ruins of places that they ignore difficult terrain and in addition a shadowhunter charge is devestating as they dance around their opponents in a combat form that is like art, on the charge all Shadowhunter attacks are rending and +1 str.
Shadowhunters and Shadowhunter Elites may take a Devilfish as a dedicated transport, in addition so graceful and skilled are the Shadowhunters that they may charge out of a Devilfish as if it were an assault vehicle.
This is excessive and meh all at once.
Though that said, there is actually a precedent for CC Tau: The Ethereals and their honour guard.
So if you're serious about wanting to make a.. shall we say decent and fluffish Tau CC unit I'd suggest start by looking at both regular Fire Warriors and the Honour Guard of Aun'Va: Fire Warrior
Spoiler:
FO: Troops Squad: Fire Warrior Team Unit: Shas'la, Points Per: 10, Models: 6-12, Unit Type: Infantry, WS-2, BS-3, S-3, T-3, W-1, I-2, A-1, Ld-7, Sv-4+. Wargear: Pulse Rifle Special Rules: N/A Options: Any model may take: Pulse Carbine +0 The entire squad may be armed with any of the following: Photon Grenades +1per model EMP Grenades +3per model One Firewarrior Shas'la may be upgraded to: Shas'ui +10 The Shas'ui may take: Markerlight +10 The Shasui may take: Bonding Knife +5 EMP Grenades +3 Hard-Wired Blacksun Filter +3 Hard-Wired Drone Controller +0 - Gun Drone +10 - Shield Drone +15 - Marker Drone +35 Hard-Wired Multi-Tracker +5 Hard-Wired Target Lock +5 The squad can be mounted on a: Devilfish +80+
Aun'Va Guard
Spoiler:
FO: HQ-Special Character Squad: Aun'Va and Honour Guard Unit: Guard, Points Per: 35 (assuming out of 205pts Aun'Va is 135), Models: 2, Unit Type: Infantry, WS-4, BS-4, S-3(5), T-3(5), W-2, I-3, A-3, Ld-10, Sv-4+*. Wargear: Honour Blade Special Rules: Counter-Attack Paradox of Duality Options: N/A
So working from that you can make a simple base for a CC Tau that's the predessor to an Ethereal Honour Guard, possibly a Troop + Can be used as the Ethereals honour guard instead of Firewarriors, gaining +1 WS instead of +1 BS for 2 points per model.
Spoiler:
FO: Troops Squad: Fire Guardian Team Unit: Shas'la, Points Per: 10, Models: 6-12, Unit Type: Infantry, WS-3, BS-2, S-3, T-3, W-1, I-3, A-1(2), Ld-7, Sv-4+. Unit: Shas'ui, Unit Type: Infantry, WS-3, BS-2, S-3, T-3, W-1, I-3, A-2(3), Ld-8, Sv-4+. Wargear: Pulse Pistol CCW Special Rules: Fleet Options: Any model may take: Assault Spear +5 The entire squad may be armed with any of the following: Photon Grenades +1per model EMP Grenades +3per model One Fire Guardian Shas'la may be upgraded to: Shas'ui +10 The Shasui may take: Bonding Knife +0 Markerlight +10 The Shas'ui may take: EMP Grenades +3 Hard-Wired Blacksun Filter +3 Hard-Wired Drone Controller +0 - Shield Drone +15 The squad can be mounted on a: Devilfish +80+
Assault Spear: The Assault Spear is a CCW that grants +1 Strength, +1 attack and allows any model wielding one to attack even if more than 2" from the combat.
While it's still a Tau CC unit, it's at least closer to being fluffy and reasonable and full of over the top rules and USRs.
This message was edited 3 times. Last update was at 2011/11/10 15:40:21
Also if you look at guard everything is i3 because it represents the limits of the unassisted (SOB have power armour) human body. Without a battlesuit a tau could never have i4, they just aren't built for it. Hypothetically you can have guard armies that are feral who rely on CC, but, thats a fluffy build where you would take massive casualties. The Tau aren't going to be making their army charge the enemy with katanas screaming BANZAI!!! They'd lose too many people. Alien allies can fill the role better, although to be honest I think the codex even states that they don't pick xenos that are profiicient at CC but allies that are complimentary to their doctrine. So vespid with crisis suits.
Don't get me wrong. Necron dex showed things could change and the Tau are already very animae/Edo era in inspriation but that should be represented with shooty gundamns not slashy ones; farsights people excepted. But Tau CC infantry is a bit too far.
If you're making house rules and your friends are okay with it I'd advise you using eldar mercenaries instead from either the eldar or Dark eldar codex (we all know how that turned out in the end!)
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I'm going to offer more constructive criticism this time, instead of being an ass.
You could run with the Farsight idea and make CC wielding Gundams, no, wait, CC wielding Crisis suits.
It certainly would go along the lines of, Hey we're GW. You know how awesome that thing was in the last codex. Its not anymore, buy these now. (Hyperbole)
I can't say I wouldnt enjoy having the option to get up close and personal with some Suits, as it would be fun to have the choice, but I wouldn't want them functioning like Th/SS termies. If we go Tau CC suits it would have to fill a wrinkle not taken by other armies.
More Mobile that Termies, less survivable than BAFNP, I dunno, someone else would have to sort all of that out.
But the more I think about it the more fun it would be to have "as an option" (this of course would mean I dont need it to be viable in a hyper competitive environment, although I wouldn't complain if it was as long as point 2). Point 2: As well as it not detracting from the Tau bing able to do what they are supposed to be able to do.