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Made in gb
Regular Dakkanaut




This idea was spawned based on the miniatures featured in Dakka's Kickstarter page for Maelstrom's Edge. Specifically, the Karist Enclave Troopers and Epirian Firefly Drones; as pictured below:




GUE'VESA FIRE TEAM

Spoiler:
With the expansion of the Greater Good, more and more Imperial worlds have begun counting themselves as members of the Tau Empire. Over the years, these once outsiders have become fully assimilated into all levels of Tau society; including the military. Nonetheless, these dutiful warriors - many of them veterans of the old Imperium - feel more familiar with their own weapons rather than those of the Tau. In addition, joint efforts between Enginseers and the Earth Caste have produced fearsome support drones that accompany the Gue'vesa troopers into battle.



Faction: Tau Empire

Force organisation: Troop

Cost: 30

Composition: 5 Gue'vesa'la

Unit type: Gue'vesa'la is Infantry. Gue'vesa'ui and Gue'vesa Fio'shas are Infantry (character). Gue'vesa drone is Jet pack infantry.


Stats
Spoiler:
Gue'vesa'la - WS: 3, BS: 3, S: 3, T: 3, W: 1, I: 3, A: 1, Ld: 7, Sv: 4+
Gue'vesa'ui - WS: 3, BS: 3, S: 3, T: 3, W: 1, I: 3, A: 2, Ld: 8, Sv: 4+
Gue'vesa Fio'shas - WS: 3, BS: 3, S: 3, T: 3, W: 1, I: 3, A: 2, Ld: 7, Sv: 4+
Gue'vesa drone - WS: 2, BS: 2, S: 3, T: 4, W: 1, I: 4, A: 1, Ld: 7, Sv: 4+


Wargear
Spoiler:
Gue'vesa'la - Combat armour, Hot-shot lasgun, Frag grenade
Gue'vesa'ui - Combat armour, Hot-shot lasgun, Frag grenade
Gue'vesa Fio'shas - Combat armour, Hot-shot laspistol, Frag grenade
Gue'vesa drone - Twin-linked Heavy bolter


Special rules
Spoiler:
Death to traitors - Enemy units with the "Army of the Imperium" faction gain Preferred enemy against this unit

Field repair (Gue'vesa Fio'shas only) - In each of your Shooting phases, instead of firing his weapons, a Fio'shas may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6. On a 4+, you may either restore a Hull Point or repair an Immobilised result suffered earlier in the battle.


Options
Spoiler:
- May include up to 15 additional Gue'vesa'la....... 6 ppm

- 1 Gue'vesa'la may be replaced with either a Gue'vesa'ui or a Gue'vesa Fio'shas for 10 points

- The Gue'vesa'ui may replace its Hot-shot lasgun with a Tau grenade launcher or a Meltagun for 10 points

- The Gue'vesa Fio'shas may take a Drone controller for 10 points

- The Gue'vesa'ui or the Gue'vesa Fio'shas may take up to 2 Gue'vesa drones...... 25 ppm

- The entire squad may replace its Frag grenades with Blind grenades for free

- The entire squad may take Krak grenades....... 1 ppm

- The entire squad may take a Devilfish as a Dedicated transport


Unique wargear
Spoiler:
Tau grenade launcher:
- Frag grenade: Range: 24", S: 3, AP: 6, Type: Assault 1, Blast.
- Krak grenade: Range: 24", S: 6, AP: 4, Type: Assault 1
- Blind grenade: Range: 24", S: 1, AP: 6, Type: Assault 1, Blast, Blind


Thoughts?

This message was edited 3 times. Last update was at 2015/06/01 07:03:57


 
   
Made in nz
Disguised Speculo





Looks like a reasonable enough profile. Don't know if it adds anything you can't get elsewhere though. Would play against no sweat as long as you painted those ME models to look convincingly Tau-like
   
Made in ru
!!Goffik Rocker!!






Hotshot lasguns and carapace armor makes them closer to stormtroopers rather than regular guardsmen. You should base the cost around troopers. They can't take orders and deepstrike but If i get it right they'll be able to ride fishes and benefit from markerligts instead. So, it's a tradeoff.

They've got one negative rule and one about fixing stuff, so it's a tradeoff.

Based on stormtrooper's cost without deepstrike, your guyz should cost ~12 ppm and not 6.

Also, squad leader veterans have +1 attack. With +1 ld that costs +10 pts over a regular guy.

This message was edited 5 times. Last update was at 2015/06/01 04:33:17


 
   
Made in gb
Regular Dakkanaut




 koooaei wrote:
Hotshot lasguns and carapace armor makes them closer to stormtroopers rather than regular guardsmen. You should base the cost around troopers. They can't take orders and deepstrike but If i get it right they'll be able to ride fishes and benefit from markerligts instead. So, it's a tradeoff.

They've got one negative rule and one about fixing stuff, so it's a tradeoff.

Based on stormtrooper's cost without deepstrike, your guyz should cost ~12 ppm and not 6.

Also, squad leader veterans have +1 attack. With +1 ld that costs +10 pts over a regular guy.


I don't think they should be 12 ppm, since that's what Scions are worth and are better equipped and statted than the Gue'vesa troops. Deducting Deep strike, Move through cover and Krak grenades makes me think they should be significantly lower in points.

I based the points around basic Guardsmen (4 ppm); and added 1.5 points for 4+ armour (comparable to Carapace armour) and +1 points for Hot-shot lasguns since I feel they're comparable to Boltguns. Then, rounded down. I admit it might be slightly undercosted. Perhaps 7-8 ppm (+1.5/2.5 points for Hot-shot lasguns)? Calculating based on Scions, their points would probably be around there as well. Another piece of consideration is that Fire Warriors are 9 ppm, pack more firepower, and are more multi-functional than the Gue'vesa.

P.S.: Good catch on the squad leader bonus. That's been added to both leaders.

This message was edited 3 times. Last update was at 2015/06/01 07:10:27


 
   
Made in ru
!!Goffik Rocker!!






Than get rid of hotshot lazguns whatsoever. They're worth 4 ppm iirc. Besides, they're only issued to special forces and not just regular vets. Besides, your guyz are bs3 which makes them more of a regular guardsman than vet.

Yep, i know, hotshot lazguns are not worth their points most of the time but that's how much they cost for ap3. If you don't like them, don't take them.

Than you can base your unit's cost around guards with carapace.

regular guardsman costs around 5 pts but they come with restrictions such as you can only take 2-5 x 10 with sarge + pcs. The upgrade to carapace should be around 1-2 ppm.

All in all, i feel that your guyz should cost around 7 pts with carapace and regular lazguns/autoguns (the weapons look more like autoguns after all). With an option of taking 2 special weapons per 10 - that's up from regular guard's 1 per 10. They should also have a mandatory sarge. Probably per every 10 guyz like in platoon. That'd be cool.

Also, why do you limit their special gear to just launchers and melta? Why no flamers? Also, it'd be nice to give them tau plazma - s6 ap2 no overheat.

This message was edited 1 time. Last update was at 2015/06/01 08:54:20


 
   
Made in gb
Regular Dakkanaut




 koooaei wrote:
Than get rid of hotshot lazguns whatsoever. They're worth 4 ppm iirc. Besides, they're only issued to special forces and not just regular vets. Besides, your guyz are bs3 which makes them more of a regular guardsman than vet.

Yep, i know, hotshot lazguns are not worth their points most of the time but that's how much they cost for ap3. If you don't like them, don't take them.

Than you can base your unit's cost around guards with carapace.

regular guardsman costs around 5 pts but they come with restrictions such as you can only take 2-5 x 10 with sarge + pcs. The upgrade to carapace should be around 1-2 ppm.

All in all, i feel that your guyz should cost around 7 pts with carapace and regular lazguns/autoguns (the weapons look more like autoguns after all).


I think your maths is a bit off. Even working based off of Tempestus Scions (12 ppm), the Gue'vesa'la have -1 BS, no Krak grenades, no Move through cover, and no Deep strike. That's at least 4 points of stats, wargear and special rules; though more like 5 points. Then, there's also the matter of the Death to traitors special rule, which is a straight debuff - that gives more than half the armies, both in terms of factions and player base, Preferred enemy against them - with no upside; which may or may not be worth another 1 point discount. All of this puts the Gue'vesa'la at the 6-8 ppm range.

Another way to look at it is in terms of how it balances within the Tau codex. At 9 ppm for Gue'vesa'la with Hot-shot lasguns, they would be grossly overpriced. For the same cost, they could get Fire warriors who out-perform them against GEQ and TEQ, and can also damage vehicles, and provide Supporting fire. The only place where the Gue'vesa'la perform better is against MEQ at <9" and out of cover. That's a very narrow niche to have. Consider also that at 6 ppm, Kroot out-perform them against TEQ, and GEQ in cover; and that's before considering they are loaded with special rules up the wazoo.

As for the weapons looking like autoguns, I disagree since they appear to be powered by power cells of some kind.

 koooaei wrote:
With an option of taking 2 special weapons per 10 - that's up from regular guard's 1 per 10. They should also have a mandatory sarge.


Actually, that's not a half bad idea. Though, I'm now thinking that if that's the case, perhaps the special weapons should be "Tau-ized" takes on Imperial weaponry. Perhaps a Tau grenade launcher and Grav rifle using the following profiles?

Spoiler:
Tau grenade launcher
- Frag grenade: Range: 24", S: 3, AP: 6, Type: Assault 1, Blast.
- Photon grenade: Range: 24", S: 1, AP: 6, Type: Assault 1, Blast, Blind
- EMP grenade: Range: 24", S: 2, AP: 6, Type: Assault 1, Haywire


Grav rifle: Range: 18", S: *, AP: 2, Type: Rapid fire, Concussive, Graviton


 koooaei wrote:
Also, why do you limit their special gear to just launchers and melta? Why no flamers?


I'm deliberately restricting myself based on the weapon options that come with the models. One clearly looks like a revolver-style grenade launcher and the other some kind of beam/energy weapon.

This message was edited 3 times. Last update was at 2015/06/01 21:13:28


 
   
 
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