Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2015/06/20 14:29:38
Subject: Tau Close-Combat ideas?
|
 |
Human Auxiliary to the Empire
|
I've seen a few posts on here and on other forums about dedicated close quarters troops or units for the Tau. I agree with many of the comments that cc specific troops for the Greater Good seem unfluffy.
Therefore I propose a new battlesuit type, something that soaks up cc damage but deals little damage in return. Big shield arms like those seen on some of the Warmachine Warjacks.
It would have a high toughness and a powerfist-sequel initiative 1 attack weapon.
Fluff-wise it fits with the high tech 'for the greater good' philosophy. Squads of two or three pilots who risk it all to save the rest of the army.
And it might not fill the cc slot but gives a good unit to tie up those pesky assault squads from annihilating your firing line.
What do you guys think? Do you have any ideas?
|
Today:
5000
5 years ago:
12000
2000
3000
1500 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/20 20:42:47
Subject: Tau Close-Combat ideas?
|
 |
Disguised Speculo
|
Give it an overwatch weapon, so it will deal some damage to the assault troops at some point, and then make them stubborn so they have a chance of holding the line to all those lost combats.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/21 09:05:13
Subject: Tau Close-Combat ideas?
|
 |
Hallowed Canoness
|
Probably something like this would be more appropriate than the Shield Guardian look;
A large shield (2+/3++) with a forcefield generator, and then a light firearm on the other limb - perhaps a Fusion Blaster with the energy blade modification so it has the Smash rule. Otherwise, standard Crisis Battlesuit stats.
|

"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/21 09:14:25
Subject: Re:Tau Close-Combat ideas?
|
 |
Human Auxiliary to the Empire
|
Actually I really like that, something storm shield-esque would suit the Tau down to the ground.
I still don't like the idea of giving it a blade though, since the Tau just don't agree with cc philosophy.
And Dakkamite, not sure why you'd need an overwatch weapon, since chances are you'd be assaulting them, since this is a unit to tie up cc units. If you let them assault, chances are they wouldn't attack these or I'd they did they'd get their extra charge attacks. Would have to give it a gun of sorts though... Maybe a flamer?
I was thinking more of a broadside chassis/suit and it just being a variant on that. Call it the "Broadshield"
|
This message was edited 1 time. Last update was at 2015/06/21 09:15:04
Today:
5000
5 years ago:
12000
2000
3000
1500 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/21 12:41:03
Subject: Tau Close-Combat ideas?
|
 |
Hallowed Canoness
|
The fusion-blaster-to-energy-blade thing is already canon - its an experimental weapon in the Farsight book. That's why I suggested that.
|

"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/22 15:21:36
Subject: Re:Tau Close-Combat ideas?
|
 |
Sword-Wielding Bloodletter of Khorne
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/22 15:31:57
Subject: Tau Close-Combat ideas?
|
 |
Shas'la with Pulse Carbine
|
XV107 R'VARNA wrote:I've seen a few posts on here and on other forums about dedicated close quarters troops or units for the Tau. I agree with many of the comments that cc specific troops for the Greater Good seem unfluffy.
Therefore I propose a new battlesuit type, something that soaks up cc damage but deals little damage in return. Big shield arms like those seen on some of the Warmachine Warjacks.
It would have a high toughness and a powerfist-sequel initiative 1 attack weapon.
Fluff-wise it fits with the high tech 'for the greater good' philosophy. Squads of two or three pilots who risk it all to save the rest of the army.
And it might not fill the cc slot but gives a good unit to tie up those pesky assault squads from annihilating your firing line.
What do you guys think? Do you have any ideas?
The main issue here is tau are philosophically opposed to CC. Also Tau are opposed to suicide units. Sure you're prepared to die for the Greater Good but commanders make tactical retreat. Live to fight another day stuff.
I could see units that can take punishment and deal close fire support because they already exit via ForgeWorld. Hazard suits are supposed to be this but their weapons don't make sense and they have statline and wargear issues and they are overly expensive. The XV109 Y’vahra Battlesuit can also fulfill this role but it's a fast attack option and 230pts base without FNP.
Here's my revised Hazard Suits
Revised Hazzard suit - 50pts - Jet-Pack infantry - WS3, BS4, S4, T5, W2, I4, A2, Ld10, Sv2+/4++ - ELITE slot
Unit is 1-3 models
Vectored Retro Thrusters - Fleet & Hit and Run
Multi-Tracker & Black Sun Filter - Fire 2 weapons & Immune to Blind/ Night Vision
Photon Casters - Defensive Grenades
Acute Senses, Deep Strike, Outflank/Scout
Shield Generator - gives 4++
No Drones can be taken with this unit.
Can take 1 wargear options from the standard list in the Tau Codex - listed the one I would take below
Stim Injector - FNP - 15pts
Weapons -
Can take Haywire Grenades - 10pts
Can take 1 weapon - Model would be remodelled with one arm holding a shield(the shield generator), other arm has the suits main weapon. Weapons below:
Twin-linked Plasma Incinerator - Str5 Ap2, Heavy 1, Torrent (6"), Pinning - 10pts
Twin-linked Advanced Burst Cannon - Str 5, Ap5, 18", Heavy 6, Rending and Shred - 10pts
Twin-linked Phased Ion Gun - Str6, Ap3, 18" Heavy 4, Blind, Pinning - 15pts
Twin-linked Fusion Cascade - Str8, Ap1, 18", Heavy D3, Armorbane - 15pts
Here you have a heavy hitting close support unit that can take damage and deal damage at close range. They would be a fire magnet. Like the newer XV109 Y’vahra Battlesuit they have bs4 so they can operate at beyond markerlight support. 50pts may seem low but with FNP, haywire grenades and a weapon you have 1 Elite Slot model that's 85-90pts and a unit of 3 for 255-270pts. This unit would jump infront of assaulting units take hits, beat on them then jump away for the gun line to mop up the rest.
|
This message was edited 1 time. Last update was at 2015/06/22 15:40:33
9000
8000
Knights / Assassins 800 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/22 16:01:58
Subject: Tau Close-Combat ideas?
|
 |
Missionary On A Mission
Eastern VA
|
I wanna say that's pretty thoroughly undercosted - 50pts base for a model with higher toughness, WS, Ld and I than a Crisis suit, 2+ armor and a built-in shield generator (25 pts normally though that's way too high)?
Per the base Tau codex, an XV8 with shields alone comes up to nearly that point.
Here's my suggestion:
XV9 Hazard Shas'ui - Jet Pack Infantry - 60 pts
WS:3 BS:4 S:5 T:5 W:2 A:2 Ld9 Sv 3+/4++ Elite
Hazard Shas'vre has WS:4 A:3 Ld10
Composition - 1-3 models, one can upgrade to a shas'vre for 5 pts.
Wargear:
Vectored Retro-Thrusters
Shield Generator
Multi-tracker
Blacksun Filter
Photon Casters
Outflank
No drones
Can take 1 option from the Support Systems list
I like most of your weapons except the Plasma Incinerator - *way* too cheap for an AP2 mini-torrent flamer. However, here's what I'd propose:
Weapons: twin-linked heavy flamer. May exchange TL heavy flamer for -
TL Advanced Burst Cannon - exactly as you described
TL Rapid-cycle ion blaster - S7 AP4, 18" Assault 4, or S8 AP4 18" Ordnance 1 Blast Gets Hot - 10 pts
TL Fusion Cascade: S6 AP1, 18" Heavy d3 Melta, 15 pts
TL Rapid-cycle plasma carbine - S6 AP2, 18" Assault 3 - 10 pts
Upgraded with FNP, it's likely to be able to weather an awful lot of shooting. No more one-shot kills with battle cannons (T5), and you still get a chance to shrug off orbital bombardments (shields). Add Haywire, or either the ion blaster or fusion cascade, and it'll demolish vehicles. Any of the weapons except maybe the default heavy flamer will usefully deal with MCs as well. The combination of BS4 and TL means they usually won't need markerlight support, so that can be saved for your Crisis and Riptides.
|
~4500 -- ~4000 -- ~2000 -- ~5000 -- ~5000 -- ~4000 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/22 16:55:29
Subject: Re:Tau Close-Combat ideas?
|
 |
Shas'la with Pulse Carbine
|
Thanks for the feedback jade_angel
The Hazard suit should be tougher than a Crisis suit. The Crisis suit is a mid range support unit with plasma and missile pods.
Crisis suit is 22pts completely naked.
- WS:2 BS:3 S:4 T:3 W:1 I:2 A:2 Ld:8 Save:3+ - XV22 Stealth - 30pts each/base
- WS:2 BS:3 S:5 T:4 W:2 I:2 A:2 Ld:8 Save:3+ - XV8 Crisis - 22pts each/base
- WS:2 BS:4 S:4 T:5 W:2 I:4 A:2 Ld:9 Save:3+/4++ - Revised Hazard (thanks Jade Angel) - but 50pts
- Hazard Shas'vre has A:3 Ld10 for 5pts
- WS:4 BS:5 S:5 T:5 W:4 I:3 A:4 Ld:10 Save:2+ - XV8-02 Commander with Iridium upgrade - 110pts with just this upgrade
- WS:2 BS:3 S:5 T:4 W:2 I:2 A:2 Ld:8 Save:2+ - XV88 Broadside - 65pts each/base
MC suits
- WS:2 BS:4 S:6 T:6 W:4 I:2 A:3 Ld:9 Save:2+/5++ - XV109 Y'vahra - 230pts base
- WS:2 BS:3 S:6 T:6 W:5 I:2 A:3 Ld:9 Save:2+/5++ - XV104 Riptide - 180 pts base
- WS:2 BS:3 S:6 T:7 W:6 I:2 A:3 Ld:9 Save:2+/5++ - XV107 R'varna - 260 pts base
For arguments sake if a crisis suit could take A shield generator, FNP, twin-linked missile pod and VRT, it would cost 87pts.
Perhaps the 2+ armor was over the top in my case but looking at all these suit stats I think that WS2 should never change. Only the commander gets that stat improved.
As for the weapons changes Jade -
TL Plasma Incinerator - Str5 Ap2, Heavy 1, Torrent (6"), Pinning - 10pts
- Jade: 210 pts gets you 5 Wraithguard with Str D, AP2 templates. - and WS:4 BS:4 S:5 T:6 W:1 I:4 A:1 Ld:10 Save 3+
- compared to 255 pts for 3 of my new Hazard suits.
TL Advanced Burst Cannon - Str 5, Ap5, 18", Heavy 6, Rending and Shred - 10pts - thanks!
TL Phased Ion Gun - Str6, Ap3, 18" Heavy 4, Blind, Pinning - 15pts - This is their basic assault rifle for the unit. I didn't give it a blast option because the unit is close support and you don't want that blast coming back at you. This weapon is has the least risk for the unit. Also its not a weapon for vehicle hunting so ordinance makes no sense here. And their supposed to be that brute force unit so why would they want a gun that risks hurting them.
TL Fusion Cascade - Str8, Ap1, 18", Heavy D3, Melta - 15pts - not sure why would would nerf this by lowering its strength to 6. Tau fusion weapons are Str8 everywhere else. Maybe 18" with armorbane is too much. Changed to Melta
Automatically Appended Next Post: Looking at the chart with how the suits progress, broadsides should really be T5 and based on how the game is escalating they shouldn't get a price increase for that and like everyone else says, they should get their railguns fixed.
|
This message was edited 1 time. Last update was at 2015/06/22 16:57:55
9000
8000
Knights / Assassins 800 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/22 18:35:11
Subject: Re:Tau Close-Combat ideas?
|
 |
Human Auxiliary to the Empire
|
Nice ideas, I LOVE the hazard suits, but since they're forgeworld (and costly) I can't get my hands on that many :(
Technically my original idea wasn't cc oriented. I agree with the lacking Tau cc philosophy down to the ground, I just want something to slow them down. I guess, theoretically, you could have some kind of Drone unit to do the same thing. That way the fluff would fit... Or even an AI suit/drone that is just used to slow the path of those Khorne Bezerkers or Eldar Harlequins. It could contain some kind of heavy Grav inhibitor like those found in the Pathfinder drones.
Just has to be tough, with a base attack and possibly special rules like: FNP or the thrusters that allow it to exit cc at will.
Keep the ideas coming though, I love hearing other people's ideas.
|
Today:
5000
5 years ago:
12000
2000
3000
1500 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/22 19:24:30
Subject: Re:Tau Close-Combat ideas?
|
 |
Shas'la with Pulse Carbine
|
Here's a drone that could fit the bill.
Tau Riot Drone - jetpack infantry - 75pts each - No force org slot. 2 drones can be fielded per HQ choice
WS:3 BS:3 S:5 T:5 W:2 I:4 A:2 Ld:10 Save:3+/3++
Fearless Sentinel - Fearless and Cannot join or be joined by units.
Vectored Retro-Thrusters - Fleet & Hit and Run
Advanced Shield Generator - 3++
Blacksun Filter - Immune to Blind, has Night Vision
Photon Casters - Defensive Grenades
Advanced Gravity Wave Projector
All enemy unit within 12" of the Riot Drone decrease their charge range by 3".
Flechette Discharge - Once per game
At Initiative 10 step of the Figth sub-phase, enemy units in base contact with the suffer a number of S5 Ap4 hits equal to the number of models assaulting the the drone.
Weapons
Flechette Dispersal Pods
12" Str:5 AP:4 Assault 6, Shred
2 Stun Batons
Melee, Str:User AP:- Blind, Concussive, Haywire Burst, Fleshbane
Haywire Burst: For each successful hit this weapon inflicts on a vehicle, roll for a single Haywire hit as well as resolving the attack from the weapon’s profile.
|
This message was edited 4 times. Last update was at 2015/06/22 20:17:11
9000
8000
Knights / Assassins 800 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/22 19:24:43
Subject: Re:Tau Close-Combat ideas?
|
 |
Missionary On A Mission
Eastern VA
|
I'd agree Wraithguard are OTT, though it's interesting to note that their modified-D flamers have a 33% chance of doing nothing, regardless of toughness (though they do ludicrous damage 66% of the time). They're -1 on the Destroyer chart, which also means they never get the "no invulns allowed" result.
That said, even partial Torrent is very good. Try putting some flamer-wielders behind a Promethium Relay Pipe some time - it creates a scary no-go zone. I'd maybe make it cost a bit more, since Hazard suits are quite a bit more mobile (and mostly more durable) than Wraithguard. That's one of the balancing factors on Wraithguard, and why the Webway Portal trick is incredibly nasty.
My thinking on the fusion cascade is that the existing version is S6, and it's not bad - extend its range out to 18", and I think it'd be just fine. Forgeworld's rationale is that the fusion cascade trades range and power for rate of fire.
Hmm. The ion weapon, I was basing it on a faster-firing version of the cyclic ion blaster, with a slightly beefed up blast mode. Looks like yours is more closely based on the Forgeworld one that XV9s can take now, which is also good. I think your version is somewhat OP, though - all of Blind, Pinning, and S6 AP3 on what's intended as their basic weapon? Remember that Blind only needs a hit, not an unsaved wound, and they already have photon grenades, which can be thrown for a blinding blast. There's already a lot of Pinning floating around, too, in the form of gun drones, Pathfinders and Fire Warriors (if they have pulse carbines).
What's its intended role? Killing MCs? Killing MEQs? Debuffing CC units so they either get stuck or can't Overwatch (Pinning) or become ludicrously inaccurate (Blind)? I might propose any of the following three:
MC-killer (though I think the fusion cascade fills this role): S7 AP3, 18" Heavy 2 (multiple dudes, this will hurt.)
This is basically a slow-firing, short-ranged version of the Hammerhead's ion cannon. Kills bugs dead. Knocks smoking holes in anything much lighter than a Leman Russ, too.
MEQ-killer: S4 AP3, 18" Heavy 4
Take the Vespid's gun, take off a point of strength to quadruple the fire rate. Three XV9s, each with one of these, TL, BS4, will absolutely eat most anything that's not T6 or Sv 2+.
Assault squad nerfer: S4 AP5, 18", Heavy 3 Blind, Pinning
Oh, hi! Assault Marines? Stand there and derp. Thanks! Also enough volume of fire to threaten units with better armor.
On Broadsides, I agree - they should probably be T5. Part of me wants to say T6, but Sv 3+, but I'm not sure about that, since the main things they die to are lascannons and missiles and brightlances, things where T6 helps not at all. For their railguns... I've been thinking on that one. I figure it makes sense to make the heavy rail rifles Salvo 1/2 and Rending, so they at least can penetrate AV14, albeit on long odds. (And with AP1 already the Rending matters not at all outside of that.) Also, Salvo plus Plasma Rifles would mean Broadsides that can move without having to snap-shoot.
Hammerheads should get a buff, but I don't know what. Railguns become Strength D? Maybe Primary Weapon 2 instead of Heavy 1, but stay S10?
|
~4500 -- ~4000 -- ~2000 -- ~5000 -- ~5000 -- ~4000 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/22 19:38:38
Subject: Re:Tau Close-Combat ideas?
|
 |
Regular Dakkanaut
|
While close combat is not part of typical Tau culture, it does appear that the Ethereals at least partake in it a fair deal - as exemplified by the Honour Guards and in Aun'va.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/22 19:44:02
Subject: Re:Tau Close-Combat ideas?
|
 |
Legendary Master of the Chapter
|
mr. peasant wrote:While close combat is not part of typical Tau culture, it does appear that the Ethereals at least partake in it a fair deal - as exemplified by the Honour Guards and in Aun'va.
I would say that is more a cerimonial thing.
BUT
Have a Ethereal in a Command style suit or pope mobile and 2-3 honor guard in Crisis suits with Power weapons and SS or something like would be pretty cool
|
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/22 19:47:14
Subject: Tau Close-Combat ideas?
|
 |
Shas'ui with Bonding Knife
|
Special Rule: No. No: When Tau engage in close combat just remove them from the field and let your opponent consolidate. They get an extra victory point because your strategy is weak, just like your kung fu. Special Rule: Nooooooo. Nooooooo: Just don't put Tau in melee. That's what kroot are for. But really, why do you want to put Tau in melee? Legit question - it's against their fluff against their playstyle, against anything that makes them unique and interesting, against common sense, and against the very fabric of the universe itself.
|
This message was edited 1 time. Last update was at 2015/06/22 19:48:12
Pit your chainsword against my chainsw- wait that's Heresy. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/22 20:09:29
Subject: Re:Tau Close-Combat ideas?
|
 |
Shas'la with Pulse Carbine
|
Regarding the Wraithguard thing and price points. They have 5 models to 3 models and they have the option to make larger units. Also - if they added a spirit seer or warlock to the base unit of 5 models they get psychic buffs for roughly the same cost as my 3 hazards. So they could see FNP or an invul added.
Now you are correct the Hazards are more mobile due to assault movement and have an inherent 4++ invulnerable save. However, they cannot use tau transports other than, I guess, a Manta or Orca dropship. Wraithguards have access to wave serpents so that is the trade off. When i look at other elite units, Necron Praetorians come to mind. WS4, BS 4, T5, S5, A3? W1, I2, Sv3+ and have RP with 12" Str5 Ap2 shooting and melee or 12" Str6 ap5 shooting (pistol) and Str5 Ap4 melee with rending and entropic strike which on a 6 lets them wound or glance anything. they're jump infantry so have fleet and hammer of wrath as well. Their 28 pts each. So again its 9 vs 3 at the same cost. Also they can technically use a Nightscythe transport.
Regarding the promethium pipes - I used the 6" torrent because that exists for tau albeit at a higher power level. I don't think you can use a piece of terrain that could be randomly on the board or something purchased at additional cost as a fortification as a parameter when costing a weapon.
Fusion Cascade - I can see the trade off between the 2 so my only reasoning for this weapon was that these Hazard suits are the most advanced and elite units Tau have so they have access to an updated version of the Fusion blaster.
Ion Gun - I've never seen anyone throw tau defensive grenades - Their photon casters aren't actually grenades, they just provide the bonus that defensive grenades do. at least that is my interpretation.
- Pinning - There is an ever increasing number of units(across the game) that ignore the effects of pinning so it's barely relevant. Maybe it could be removed.
- Blind - If a unit is hit by blind they have to take an initiative test and if they fail it they are blind. Only tau and necrons have crap initiative that I can think of that would be heavily affected by this.
Intended Role
Ultimately the choice of weapons will determine the role of the unit.
Vehicle hunting - Go with the Fusion Cascade
MEQ - Go with the Phase Ion Gun
GEQ or blobs - go with the ABC
TEQ or Stopping Assaults or blobs or Defending your fire warriors, pathfinders, ethereals and anyone else that's weaker go with the Plasma Incinerator
Depending on the MC's your facing all 4 guns could be good options.
|
This message was edited 4 times. Last update was at 2015/06/22 20:22:28
9000
8000
Knights / Assassins 800 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/22 20:54:49
Subject: Tau Close-Combat ideas?
|
 |
Trustworthy Shas'vre
|
I'd say Darkstrider is the epitome of a Tau close quarters unit, when the enemy attempts to initiate Melee, he shoots them, backs out of reach and shoots them again. I sometimes wish his special retreat rule had been adopted instead of Supporting Fire. It would have made games more fun for us and our opponents.
That being said, the Tau have been known to mount charges. The conclusive battle of the Nimbosa Crusade had the Tau charge the Astra Militarium to finish them off.
Between the Kroot, the Vespid, and the properties of Photon Grenades and Pulse Carbines (even Firewarriors should do well when the enemy is Blinded and Pinned) there is some Melee in there, its just not very good, especially against armoured opponents. Battlesuits can also do surprisingly well in Melee, but its hard to get enough of them into a fight unless the enemy is MSUing his forces.
Ultimately though, Tau units are too good at shooting to risk losing that capability by locking them into an assault. Any new unit that breaks away from this is distinctly un-Tau.
|
This message was edited 1 time. Last update was at 2015/06/22 20:55:49
Tau and Space Wolves since 5th Edition. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/22 23:55:44
Subject: Re:Tau Close-Combat ideas?
|
 |
Regular Dakkanaut
|
Perhaps. Nonetheless, it doesn't change the fact that the Ethereal Guards - without even the benefit of special battlesuits to enhance their abilities - have statlines that would allow them to excel in close combat.
chrisrawr wrote:But really, why do you want to put Tau in melee? Legit question - it's against their fluff against their playstyle, against anything that makes them unique and interesting, against common sense, and against the very fabric of the universe itself.
Except there is a special rule within the Tau codex called "blademaster", which applies to Aun'shi. What's more, he is explicitly stated to train alongside other warriors. As he lacks firearms of any kind, that just leaves close combat as the thing they're training in.
|
This message was edited 1 time. Last update was at 2015/06/22 23:56:12
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/23 10:39:02
Subject: Tau Close-Combat ideas?
|
 |
Human Auxiliary to the Empire
|
I don't want to put the Tau in cc, I want a unit that can stave off cc. It's all well and good saying that tau should retreat and live to fight again, but in tabletop that doesn't mean winning. Often I find myself in a situation where if I run any further, by the time I've killed what I need to, there's no time left to claim objectives.
That and my meta consists of orks, eldar, tyranids, chaos and dark eldar.
I just want a unit that could hold off cc for a turn or two, without me using a squad of firewarriors to soak up some damage.
I REALLY like the drone stats Naaris, that'd be awesome.
|
This message was edited 1 time. Last update was at 2015/06/23 10:39:54
Today:
5000
5 years ago:
12000
2000
3000
1500 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/23 14:58:38
Subject: Re:Tau Close-Combat ideas?
|
 |
Shas'la with Pulse Carbine
|
The other thing to think about are the rumors that the Kroot will move to their own minidex. I'm also under the belief that the Vespid would move out as well, to the kroot dex, leaving the new Tau dex as a wholly Tau army dex without any auxiliaries.
Plus Kroot are terrible at melee. They were only ever fodder and served to bog down enemy units for a turn. Which sucked because its not like you'd use the kroot as ablative wounds to some superior tau close combat unit. Also it was not likely that they would even tarpit anyone due to terrible leadership that will almost always cause them to be swept.
If they're gone as most of the rumors are suggesting it would be good to get some kind of kind of close combat deterrence unit or make tau more mobile to get away from close combat.
But then do Tau basically become Eldar if you increase mobility (but lacking D weapons, psykers & shenanigans)???
If Tau are about high firepower, average mobility and no close combat and their going to lose their only "fodder" blob unit then I think we need to see some type of replacement or some changes to to tau philosophy.
Rumors have it that we are getting another commander, another Crisis like suit(hazards!), another big suit(LOW, D weapons?) and that fire warriors boxes will make two different units.
I'd be interested in seeing a close combat ethereal squad that uses their body guards and Aun'shi. A close combat deterrence drone like i mentioned would be interesting as well as close support unit like the hazard team I've mentioned would also help.
Tau will also be getting their own formations and force org decurion as well.
|
This message was edited 1 time. Last update was at 2015/06/23 14:59:29
9000
8000
Knights / Assassins 800 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/23 15:31:06
Subject: Re:Tau Close-Combat ideas?
|
 |
Legendary Master of the Chapter
|
mr. peasant wrote:
Perhaps. Nonetheless, it doesn't change the fact that the Ethereal Guards - without even the benefit of special battlesuits to enhance their abilities - have statlines that would allow them to excel in close combat.
chrisrawr wrote:But really, why do you want to put Tau in melee? Legit question - it's against their fluff against their playstyle, against anything that makes them unique and interesting, against common sense, and against the very fabric of the universe itself.
Except there is a special rule within the Tau codex called "blademaster", which applies to Aun'shi. What's more, he is explicitly stated to train alongside other warriors. As he lacks firearms of any kind, that just leaves close combat as the thing they're training in.
I dont think having two or three "blade masters" battle suits that must stay with there Ethereal would be all that bad.
With slightly above average WS normal suit attack profile, and some cool blades would be cool so long as they get no ranged weapon.
l
|
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/23 16:51:24
Subject: Re:Tau Close-Combat ideas?
|
 |
Trustworthy Shas'vre
|
Naaris wrote:The other thing to think about are the rumors that the Kroot will move to their own minidex. I'm also under the belief that the Vespid would move out as well, to the kroot dex, leaving the new Tau dex as a wholly Tau army dex without any auxiliaries.
Plus Kroot are terrible at melee. They were only ever fodder and served to bog down enemy units for a turn. Which sucked because its not like you'd use the kroot as ablative wounds to some superior tau close combat unit. Also it was not likely that they would even tarpit anyone due to terrible leadership that will almost always cause them to be swept.
If they're gone as most of the rumors are suggesting it would be good to get some kind of kind of close combat deterrence unit or make tau more mobile to get away from close combat.
But then do Tau basically become Eldar if you increase mobility (but lacking D weapons, psykers & shenanigans)???
If Tau are about high firepower, average mobility and no close combat and their going to lose their only "fodder" blob unit then I think we need to see some type of replacement or some changes to to tau philosophy.
Rumors have it that we are getting another commander, another Crisis like suit(hazards!), another big suit(LOW, D weapons?) and that fire warriors boxes will make two different units.
I'd be interested in seeing a close combat ethereal squad that uses their body guards and Aun'shi. A close combat deterrence drone like i mentioned would be interesting as well as close support unit like the hazard team I've mentioned would also help.
Tau will also be getting their own formations and force org decurion as well.
Except Tau won't lose Kroot any more than Eldar lost Harlequins. They will be there, purchasable as an allied formation, with bonus special rules to make them better.
|
Tau and Space Wolves since 5th Edition. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/24 09:20:26
Subject: Tau Close-Combat ideas?
|
 |
Dakka Veteran
|
is that war machine? good grief their minis are hideous.. seriously look at it.. can you imagine that stupid robot looking like that being in a film as a main character? and people going to WATCH that film? give me a break.. wow I had heard nothing but good about war machine, now I think . .. yuk..
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/24 09:42:39
Subject: Re:Tau Close-Combat ideas?
|
 |
Veteran Wolf Guard Squad Leader
|
The thing to remember here is Tau are supposed to be weak in close combat for the sake of balance. So it would be undesirable to augment their melee options too much. Maybe give the battlesuit access to a power sword or something that wouldn't mix things up too much.
Or how about a more powerfully equipped Kroot close combat. Maybe give Kroot acces to some sort of very tough chitinous armour, allowing them a 4+ or some such. Maybe a combat shield too. It wouldn't imbalance things much as they are a troop choice and would be competing with fire warriors. Or alternatively have elite choice Kroot, with elite stats, the 4+ armour and access to better weapons (say some sort of diamond studded clubs and 2 handed diamond toothed swords, stats equivalent to power maul and eviscirator, respectively. I wouldn't give them access to better than AP4 as it doesn't fit in with their primitive tech
|
This message was edited 3 times. Last update was at 2015/06/25 00:19:20
I let the dogs out |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/24 23:57:54
Subject: Re:Tau Close-Combat ideas?
|
 |
Khorne Chosen Marine Riding a Juggernaut
|
Small suits inline with the Old Stealth suit wich gives a +1T, S, 3+, with a Power blade and a shoulder/wrist Pulse gun.
They can parry attakcs, giving them a 5++ save in melee, each of them can accept or issue a challenge, because Samurai style code.
Has move throught cover and Prefered ennemy.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/25 07:32:55
Subject: Tau Close-Combat ideas?
|
 |
Shas'ui with Bonding Knife
|
I would immediately begin searching for your emo poetry and naruto fan art on deviantart if you brought that to my table. If you're dead-set on doing something something CC something something Tau, my two bits on doing it right: "Tau in Close Combat" is a sordid affair. The Ethereals and Fire-caste commanders have begun to realize just how backwards the rest of the galaxy appears to be in regards to warfare. Feral Orks and numberless Tyranids favouring blades and claws is one thing - but for another reasoning civilization to consider not just close combat, but armed melee as a whole as not only a viable, but an honourable and necessary aspect for the apex of military might... Needless to say, misunderestimating the enemies of the Greater Good has led to a number of tactical blunders in the second and third sphere expansions. Of course, this "melee" nonsense could be brushed off as a notable quirk of the human race - an instinct akin to the bloodrage of the lesser Ork threats. Tactics and material requisitions could be changed for engagements involving humanity, and progress could continue afoot. Unfortunately, this would not be the case. Advanced races, such as the Eldar and their traiterous kin; the purely robotic Necron; and even many beings the Tau are slowly realizing to be part of the underlying fabric of the universe - all are drawn towards vicious, brutal melee combat. A reasoning race, the Tau adapt to thrive in any environment. To control it, where once they simply survived. Eugenics and Genetic Engineering were applied to correct racial traits deemed detrimental to the psychically-charged, bloodthirsty, utterly barbaric realm of melee combat. Arms and Battlesuits were created, strategies drawn up, tactics ingrained through hard training - a sub-caste was born, rising from the heart of the Fire. Firebirds and Phoenixes are Dynamic Melee Engagement Units. They are the Fusion Cutter to the Crisis Suit's Plasma Gun - pushing forward into unthinkable odds, while the rest of the hunt repositions. Fast Attack Slot 1-3 Firebirds, 1 Can be a Phoenix. Firebird - WS4 BS3 S5 T4 W2 I3 A2 Ld8 Sv3+ - 55P Phoenix (character) - WS5 BS3 S5 T4 W2 I4 A3 Ld9 Sv3+ - 65P Jet Pack Infantry Wargear: XV-171 "Striker" Battlesuit 2 Shoulder-Mounted Flamers 2 Fusion Cutters Special Rules: Dynamic Entry Hit and Run Each can take 1 Support System, 2 Drones Entire Unit can take Bonding Knives for 1PPM Striker Battlesuit: Provides 3+ save, Deepstrike, Dynamic Entry, Hit and Run Models with a Striker Battlesuit count as having Assault Grenades. Fusion Cutter: Melee, S8, AP1, Melta Dynamic Entry: If every model in the Unit has Dynamic Entry, the Unit may Assault from Deepstrike. They may be supported by Assault Drones at 10 points a pop: WS4 BS0 S4 T4 W1 I4 A2 Ld5 Sv4+ Jump Infantry Wargear: 2 CCW Special Rules: Dynamic Entry Hit and Run The Tau do not half-ass, but they also don't get to be super-honorabu warriors out of nowhere. Relatively low WS and I A - the classical drawbacks - will be what sets them apart from true melee units. But then, their job is not simply melee - they are simply to hold their own there. The true purpose of Melee is to inflict shock and awe upon one's opponents. To destroy their morale as well as their troops. The Phoenix Unit does just this - Intended to engage targets deemed too entrenched even for Crisis Suits, those altered Fire-Caste warriors granted access to the Striker Suit tend to regard their own safety as secondary to completion of their mission, whatever it may be. As a side note, red mists and increased fascination with skulls and blood have been noted in Phoenix-caste city spires.
|
This message was edited 1 time. Last update was at 2015/06/25 23:09:38
Pit your chainsword against my chainsw- wait that's Heresy. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/25 09:48:14
Subject: Tau Close-Combat ideas?
|
 |
Hallowed Canoness
|
First you make fun of someone by saying they like Naruto, then you steal the name of a Naruto technique for your own suggestion?
Methinks the lad doth protest too much...
|

"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/25 23:07:23
Subject: Tau Close-Combat ideas?
|
 |
Shas'ui with Bonding Knife
|
Furyou Miko wrote:First you make fun of someone by saying they like Naruto, then you steal the name of a Naruto technique for your own suggestion?
Methinks the lad doth protest too much...
Naruto FAN ART.
I myself write NFF. Nuf said.
Also Dynamic Entry has been Tau since before Naruto came out.
|
Pit your chainsword against my chainsw- wait that's Heresy. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/06/30 21:22:37
Subject: Re:Tau Close-Combat ideas?
|
 |
Human Auxiliary to the Empire
|
At the moment I run dual flamers and a burst cannon as my cc deterrent. Stick three of them on a flank that's getting overrun by hormogaunts or a green tide and you know you'll get your overwatch and you can laugh as your battlesuits go down in a blaze of glory.
Originally, all I wanted was a unit that could shrug off cc and act as a diversion since I'm tired of just throwing a firewarrior squad or kroot squad into the fray to slow them down. But since the lot of you have shouted NO at me, I might start mechanising my firing line and just run away if anything gets too close.
|
Today:
5000
5 years ago:
12000
2000
3000
1500 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/07/03 00:47:55
Subject: Tau Close-Combat ideas?
|
 |
Khorne Chosen Marine Riding a Juggernaut
|
chrisrawr wrote:I would immediately begin searching for your emo poetry and naruto fan art on deviantart if you brought that to my table.
If you're dead-set on doing something something CC something something Tau, my two bits on doing it right:
If you dont have anything better to do with you time, then be my guest.
but it will be a waste, i'm a metal head, no emo here.
|
|
|
 |
 |
|