Eihnlazer wrote:So over the years ive seen so many arguments over the Tau commander situation and im gonna start spitballing some solutions.
First lets get to the suits themselves.
Coldstar - The high speed killy commander. Doesnt need much change honestly. Keep it with 4 weapon hardpoints and 1 subsystem. It's meant to be the scalpel smash-captain for the tau.
Basic - This guy is supposed to be the backfield buffmander. should be a bit cheaper than the coldstar and more buff focus'd. I suggest changing him to 2 weapon hardpoints and 3 sub-systems.
Irridium Heavy- This guy is supposed to be the midfield durable suit. Pressing up the middle with his troops valiently. Should have 3 weapon hardpoints and 1 sub-system with a built-in invun. 2+ armor.
Next we'll focus on commander subsystems. Of course commanders can still use the normal subsystems but theres We wont touch weapons cause all suits can take the same weapons.
Drone controller should stay in command subsystems. Gives commanders
BS to all drones within 9" of the commander.
Targetting Relay- Give all Crisis suit units within 6" +1 to hit. Somthing that has been needed for a while.
Submunition flares- makes all units within 3" of the commander unable to be targeted by weapons that ignore line of sight. Fun buff that no other faction currently has.
Repulsor Field- If charged reduces the range of the charge by 3".
Extra plating- increase the wounds of your suit by 1.
Energy Purger- During your command phase you can pick one enemy unit within 12" of the commander and their invunerable saves are reduced by 1.
Flare burst pod- Once per game all models within 6" receive -3 to hit in the assault phase.
I think with these changes you could go back to normal rule of 3 for commanders or at least 1 of each type per detachment.
I agree that Commanders are a pretty key and iconic Tau unit, but some options here are pretty
OP to be honest. Here's my take on it.
Coldstar - I would personally keep it at 2 weapons and 2 hardpoints, maybe 3-1 but definitely not 4 weapons.
Basic - I like the loadout you propose, but I'd also add in the
FW Commander ability, in which if he hits an enemy unit, he places a single Markerlight counter (one per shooting phase), just as a bit of extra incentive to take him over the others.
Iridium - Looks good, perhaps even give him the option of taking a Heavy Rail Rifle at the expense of his Jump Pack ability?
Drone controller should stay in command subsystems. Gives commanders
BS to all drones within 9" of the commander.
No, giving all Marker Drones 2+BS would make all other sources of Markerlights obsolete.
Targetting Relay- Give all Crisis suit units within 6" +1 to hit. Somthing that has been needed for a while.
Can't really see an issue with this.
Submunition flares- makes all units within 3" of the commander unable to be targeted by weapons that ignore line of sight. Fun buff that no other faction currently has.
This is rather weird, how would this interact with weapons which ignore LoS, but aren't actually ignoring LoS for that particular attack?
Repulsor Field- If charged reduces the range of the charge by 3".
Nice idea, but reducing charges by 3" is a but much particularly when combined with Grav-Inhibitor Drones.
Extra plating- increase the wounds of your suit by 1.
Sounds fine
Energy Purger- During your command phase you can pick one enemy unit within 12" of the commander and their invunerable saves are reduced by 1.
Bit situational as it's done in the Command Phase, I suspect this'll be OP when combined with 4x CIBs.
Flare burst pod- Once per game all models within 6" receive -3 to hit in the assault phase.
Doesn't work due to the limit on modifiers.