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![[Post New]](/s/i/i.gif) 2016/07/04 01:50:17
Subject: Breacher Teams in Close Combat A.K.A Buffing the Tau in close combat...slightly
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Imperial Recruit in Training
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Kommisar Kyn wrote:
So, this is my proposed rule:
A Breacher team in close combat can use their Blaster as a close combat weapon, but it does not grant bonuses to charging extra attacks or close combat weapon extra attacks, with the following added to the weapons profile:
Range S AP Rules
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Melee S7 AP 2 Assault 1, Unweildy, Two Handed, Concussive
Up to 5" S6 AP 3 Assault 2
5 - 10" S5 AP 5 Assault 2
10 - 15" S4 AP - Assault 2
In close combat, the team uses their WS instead of BS to make their attack with their blaster (5+ to hit still pretty much anything, so there's some balance to the S7 AP2 melee and that cant be buffed with markerlights)
As this discussion is already getting heated, it might be worth asking what kind of Tau army do you play? Are you new to the faction? what kind of units do you field? it might help in the justification if say you played only small games primarily consisting of infantry, or have lack of Marker lights
Currently i own:
A gak ton of fire warriros (Strike teams) to have three 12 man squads and two 10 man squads
One singular breacher team
Two pathfinder boxes worth of pathfinders
Three stealth teams
one crisis suit
3 Broadsides (2 rail, one missile)
one ghostkeel
one riptide
one stormsurge
Darkstrider
Farsight
Cadre Fireblade
two phiranas
one hammerhead
and
one devilfish
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![[Post New]](/s/i/i.gif) 2016/07/04 06:38:01
Subject: Breacher Teams in Close Combat A.K.A Buffing the Tau in close combat...slightly
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Ancient Space Wolves Venerable Dreadnought
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Tau are a glass canon army by design, not by mistake.
When you have the best shooting capabilities in the game by a long shot you SHOULD be expecting any army that makes successive melee charges against you to be taking little anime gremlin heads home as trophies.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2016/07/04 08:45:37
Subject: Breacher Teams in Close Combat A.K.A Buffing the Tau in close combat...slightly
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Drone without a Controller
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Shas'Shaam wrote: Kommisar Kyn wrote:
So, this is my proposed rule:
A Breacher team in close combat can use their Blaster as a close combat weapon, but it does not grant bonuses to charging extra attacks or close combat weapon extra attacks, with the following added to the weapons profile:
Range S AP Rules
--------------------------------------------------------------------------------------------------------
Melee S7 AP 2 Assault 1, Unweildy, Two Handed, Concussive
Up to 5" S6 AP 3 Assault 2
5 - 10" S5 AP 5 Assault 2
10 - 15" S4 AP - Assault 2
In close combat, the team uses their WS instead of BS to make their attack with their blaster (5+ to hit still pretty much anything, so there's some balance to the S7 AP2 melee and that cant be buffed with markerlights)
As this discussion is already getting heated, it might be worth asking what kind of Tau army do you play? Are you new to the faction? what kind of units do you field? it might help in the justification if say you played only small games primarily consisting of infantry, or have lack of Marker lights
Currently i own:
A gak ton of fire warriros (Strike teams) to have three 12 man squads and two 10 man squads
One singular breacher team
Two pathfinder boxes worth of pathfinders
Three stealth teams
one crisis suit
3 Broadsides (2 rail, one missile)
one ghostkeel
one riptide
one stormsurge
Darkstrider
Farsight
Cadre Fireblade
two phiranas
one hammerhead
and
one devilfish
Well at least its not the usual riptide spam
While I have to agree with the majority of posters in the thread saying no to using the full breacher shotguns profile in CQC, simply giving the Breachers AP3 attacks en lieu of shooting seems like a fair adjustment. They are still only S3 WS2, so they'd be hitting and wounding marines on 5+. Hardly game breaking, more last ditch effort. I'd fight that.
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This message was edited 1 time. Last update was at 2016/07/04 08:46:42
"Each must find their own way. If those in our heartland had witnessed the savageries of the void as have we they would know this. The hand of each of the starfarers is turned against the other; none will join their strength together just to see their ancient enemies prosper. Neither should we." |
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![[Post New]](/s/i/i.gif) 2016/07/05 08:21:32
Subject: Breacher Teams in Close Combat A.K.A Buffing the Tau in close combat...slightly
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Focused Fire Warrior
Rockwood, TN
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Kommisar Kyn wrote:Shas'Shaam wrote: Kommisar Kyn wrote:
So, this is my proposed rule:
A Breacher team in close combat can use their Blaster as a close combat weapon, but it does not grant bonuses to charging extra attacks or close combat weapon extra attacks, with the following added to the weapons profile:
Range S AP Rules
--------------------------------------------------------------------------------------------------------
Melee S7 AP 2 Assault 1, Unweildy, Two Handed, Concussive
Up to 5" S6 AP 3 Assault 2
5 - 10" S5 AP 5 Assault 2
10 - 15" S4 AP - Assault 2
In close combat, the team uses their WS instead of BS to make their attack with their blaster (5+ to hit still pretty much anything, so there's some balance to the S7 AP2 melee and that cant be buffed with markerlights)
As this discussion is already getting heated, it might be worth asking what kind of Tau army do you play? Are you new to the faction? what kind of units do you field? it might help in the justification if say you played only small games primarily consisting of infantry, or have lack of Marker lights
Currently i own:
A gak ton of fire warriros (Strike teams) to have three 12 man squads and two 10 man squads
One singular breacher team
Two pathfinder boxes worth of pathfinders
Three stealth teams
one crisis suit
3 Broadsides (2 rail, one missile)
one ghostkeel
one riptide
one stormsurge
Darkstrider
Farsight
Cadre Fireblade
two phiranas
one hammerhead
and
one devilfish
Well at least its not the usual riptide spam
While I have to agree with the majority of posters in the thread saying no to using the full breacher shotguns profile in CQC, simply giving the Breachers AP3 attacks en lieu of shooting seems like a fair adjustment. They are still only S3 WS2, so they'd be hitting and wounding marines on 5+. Hardly game breaking, more last ditch effort. I'd fight that.
I still disagree. Breachers shouldn't be AP anything just like they are now. The ONLY units in the Tau range right now that should get a buff to CC are Vespid, and Kroot. Both are more bestial in nature. Kroot should go back to S4 with two attacks from the kroot rifle (thats why it had blades on both ends) and sniper bullets should go away, like yesterday. If you want to give Kroot some form of rending to take into account they are brutal savages awesome. But I don't think it should be AP 2 either (beaks don't crack terminator armour like lobster claws), but maybe some AP3 if you role a 6 to wound. Personally I'd like to see rending go to AP3 all together and see 2+ regular armour mean something again in the game...
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![[Post New]](/s/i/i.gif) 2016/07/05 13:12:39
Subject: Breacher Teams in Close Combat A.K.A Buffing the Tau in close combat...slightly
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Worthiest of Warlock Engineers
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Just as a general note, if Tau get this then I want my Guard units to be able to use their guns in CC too.
Melta, Hellgun and Flamer anyone?
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2016/07/05 16:11:00
Subject: Breacher Teams in Close Combat A.K.A Buffing the Tau in close combat...slightly
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Battlewagon Driver with Charged Engine
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master of ordinance wrote:Just as a general note, if Tau get this then I want my Guard units to be able to use their guns in CC too.
Melta, Hellgun and Flamer anyone?
Not me. I want my 10pt Ork Boy at 4+ to have the same gun as a 10pt Fire Warrior at 4+.
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![[Post New]](/s/i/i.gif) 2016/07/05 18:17:50
Subject: Breacher Teams in Close Combat A.K.A Buffing the Tau in close combat...slightly
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Drone without a Controller
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master of ordinance wrote:Just as a general note, if Tau get this then I want my Guard units to be able to use their guns in CC too.
Melta, Hellgun and Flamer anyone?
While using specialist weapons like melta in assault might be pushing the boat out a little to far, I do think imperial shotguns (Guard and SM scout) should have similar profiles to the tau Breachers shotgun. It makes sense that they do more damage the closer they are. Since shotguns are typically CQC weapons as well, it makes sense in my head that they could alternatively use them in assault. Something like S4 AP4 at point blank range for IG vet shotguns and S5 AP4/3 for scouts shotguns.
I would say stick to the bearers Strength for the wound rolls though, to represent the increased difficulty in blasting kneecaps while there's swords swinging around your face.
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"Each must find their own way. If those in our heartland had witnessed the savageries of the void as have we they would know this. The hand of each of the starfarers is turned against the other; none will join their strength together just to see their ancient enemies prosper. Neither should we." |
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![[Post New]](/s/i/i.gif) 2016/07/05 19:00:01
Subject: Breacher Teams in Close Combat A.K.A Buffing the Tau in close combat...slightly
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Omnipotent Necron Overlord
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Kommisar Kyn wrote: master of ordinance wrote:Just as a general note, if Tau get this then I want my Guard units to be able to use their guns in CC too.
Melta, Hellgun and Flamer anyone?
While using specialist weapons like melta in assault might be pushing the boat out a little to far, I do think imperial shotguns (Guard and SM scout) should have similar profiles to the tau Breachers shotgun. It makes sense that they do more damage the closer they are. Since shotguns are typically CQC weapons as well, it makes sense in my head that they could alternatively use them in assault. Something like S4 AP4 at point blank range for IG vet shotguns and S5 AP4/3 for scouts shotguns.
I would say stick to the bearers Strength for the wound rolls though, to represent the increased difficulty in blasting kneecaps while there's swords swinging around your face.
I would be happier with shotgun type weapons automatically hitting the closest 2 targets within range 6 with a decent str attack (5 or 6) with 0 ap. They should auto hit in over-watch too. For the Tau give them something fancy like reduce charge distance by -3 and -5 if they are in cover. I mean the AP3 is great for the breachers but really - no one is using them because it's just not worth it. If they were an anti charging mechanism to protect firewarrriors or pathfinders from getting assaulted I think theyd see more play. For marine scouts with shotguns it would be great that they could auto hit out of their jinking LSS. As it is right now there is almost no reason to take a shotgun over a rifle - the rifle matches ROF/ has better range/ and better AP...
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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