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Made in us
Fireknife Shas'el




All over the U.S.

Thanks for the feedback Keezus,

If you don't mind I want to reply to your post but first state that I have not only been working on it here. I have been doing a lot of it Old school(On paper) because I am more comfortable with a pencil than a keyboard. I also have been using opponents as a sounding board before I start stating my Ideas.

I do ask you to note that I have stated that some of the earlier stuff has been revised. The ideas have stayed but were or are being tweaked to bing everything into balance.

Now to reply,

Thank you for complimenting the ideas.

1)Changes have been made with the idea of removing some of the current Tau's overly complex and poorly worded rules. As things stand Crisis suits and Vehicles have less options than before due to incorporation of certain wargear to explain stat improvements and increased unit costs. Also, Tau are light on unit choices across the board. Adding a few new units to where they average four choices per FOC is not bad but rather almost neccessary.

2)This saddens me. I have been spending an inordinate amout of time considering how these units go into their positions FOC-wise. Making Drones as troops removes the fail that is the current overly complex they are but they aren't rules that takes up so much space. Making them troops and moving them in the FOC did make them overly powerful which is why they are being balanced with an increase in minimum squad size and basic points(Probably 16-ish ea at BS3 squad-size is 6-12 with further adjustments in playtesting).

3)I've balanced the BS 4&5 battlesuits with cost and by dropping the Markerlights ability to boost BS more than 1. Game wise it is almost identical because of markers and the targeting array that so many use.

I am increasing basic stats by taking some wargear and standardizing them as prebuilt into the units and am including the costs in the price of the unit. This isn't as big of a boost as it seems. First thing I learned with my Tau was to not overbuild my suits because the points spent on them meant less elsewhere. I could make all my suits BS 4&5 and run a bunch of stuff on the bodyguard but when you do you run out of points for the other things you need in a balanced army. You following what I've been doing for balance? Also please note that some of my decisions are based off of what would make more money for GW while keeping model count in line with the Armies purported design.


Now for the Tau Philosophy

1)Correct, but add in that it is an army that focuses on a lower model count elite troop rather than a high model count expendable troop style of army.

2)This is a basic Race and Army design issue. No need for physiological reason, it is covered under Tau dreading a return to the time before the Ethereals. HtH is viewed as a sign of regressing to that dark chapter of their history. This means Tau will never be an effective HtH army(Kroot will always have rapid fire guns and no power weapons)

3)Yes

4) The Tau are about a balanced style of war as opposed to an overlyspecialized style. Spamming units should unbalance the army


Problem identification with existing codex:

1)Disagree, Weapon strength fine, troop survivability outside of devilfish is biggest problem. Optional shield drones new rules and Guerilla Tactics rules fix this.FW will prob be 12pt each when I'm done
2)Disagree again, Battlesuits survive ok(new shield drones will improve)Battlesuit Fire power crippled by wonky ranges weaker weapon strengths, and 5th ed coversave bonanza.
3)Agreed to a point, Run rule is the culprit here. Guerilla Tactics Rule and reworked markers should fix this issue.
4)Agreed, the majority of work I've had to do has been bringing them in and up to par. Kroot are the Indian guides leading the US army or they are the Sherpas leading the Tau up the mountain. Vespids are the unit that jumps in where you dont send crisis suits. Suits are felxible anti-vehicle, terminator, or horde designed to both support infantry and deepstrike. Vespids are additional anti-infantry, anti-meq assault force for clearing objectives.
5)Agreed, I think I've gone the simplest and best route that helps to draw the army together.
6)Missed two. Both the Tau doctrine of no organic fire support for Fire Warriors and markerlights being overworked present real problems in 5thed. Markers being big because they are considered as one of the signature units for the Tau. Now you can theoretically Spam enough markers but as I mentioned earlier spamming unbalances a Tau army.

Reassgn units to fit the Tau design philosophy

HQ-Tau have always been light in this are and it needs attention. You may not feel the upper rank structure needs work(I didn't when I started) but as soon as you start to work on the rest of the army you realise that they do. From dealing with this Shas'El is now the top Non-Special Character Rank. They also need greater representaion of general styles of army represented in the command structure.
HQ-XV-8 Crisis Jump army(Mobilty based army)
HQ-XV-88 Infantry based(Leads gun-line)
HQ-Kindred of Prok-Allows for fuller variety of kroot choice(
HQ-Ethereal may move to advisor slot but is required for alien auxilla to gain access to Tau army special rules
HQ-Stealthsuit Allows for a Stealthsuit/Marker drone Bodyguard(Commander leads from the front)
HQ-Special Characters will represent Army focus

Troops-agree with fire warriors
Troops-we agree about moving the Pathfinders. Pathfinders now infiltrate if no transport taken. Pathfinders are now sv5+ to better match their lighter armour.
Troops-Kroot need jungle limitation removed, Animals and primitives know how to use there abilities in the concrete jungle just as well as the rainforest. They are for infiltrating/scouting, exta fire support, and greater flexibility to hel balance the Tau. Scout Kindred may end up joining Stalkers here(Playtesting)
Troops-Vespid don't fit. Can't justify in any way, shape. or form. Easier and more logical to move drones to Troops


Elites- Agreed Crisis suits keep same role
Elites-Agreed but units are now promoted from pathfinders so they are smaller teams with marker drones
Elite-Need an elite infantry unit that has transport option for infantry/mech builds
Elite-Colony Matron, Kroot Scout kindred, or new race may go here

Fast Attack-Remora with Jet-bike rules.Tau need a Jet-bike(Speed and increased fire support)
Fast Attack-Pirahna Drone Carriers(Rapid insertion of troops)
Fast Attack-Vespid(Fast Deepstriking Objective clearing Anti-High Toughness)Could go to elites but sets up negative unit comeptition. Here they can be additional support to back up the crisis suits
Fast attack-Really want the Tetra(Markers with increased mobility and can still shoot pulse weaponry)

Heavy support-Agreed,XV-88 Broadside(Same purpose but railgun no longer Twin-linked, Now Heavy 2 with heavier price)
Heavy Support-Agreed, Hammerheads-but now able to be fielded in squadrons.
Heavy Support-Sky Rays Go away to dedicated transport for Ethereal and option for pathfinder teams(This increases fire support without unbalancing the Army)
Heavy Support-Crisis Lead Sniper Drone Team limit 1 Team per army due to complex production(Serious anti Meq with mobility)
Heavy Support-Mounted Great Knarlock Herd (Balancing unit for Taking Kroot HQ and that Kroot do not benefit from markerlights)


Fixing units and adjustments

HQ-Disagree a bit. Role to inspire Tau and help combined forces(Auxilla) to work together. Keeps a few of the leadership rules but is really there to make sure allies do their part. Come with basic fire warrior chest plate and armour save of 5+.
HQ-Nice concept, I envisioned an infantry track that goes from firewarrior, to Veteran firewarrior w/Rail rifles, and then Broadsides.(Thought of Brodside option that allowed for plasma Cannons or Ion Cannons as options to Railguns but figured to much and that they are fine as I have already tweaked them.)

Troops- Have to strongly disagree. BS4 FireWarriors sound good, great. Problem is when you look at army as a whole. You say that BS 5 Crisis is to much but want BS 4 Fire warriors. Where is the experience progression? When do they improve? I was going to make mine BS 4 and was forced to back off simply because it messed with the rank/ability progression track.
Troops- Disagree on BS4. Agree about removing devilfish requirement. Agree about giving infiltrate(If without Transport,Gotta remember things like that when writing rules). Disagree about Teleport Homer(That SM's). They get option to take SkyRay as transport and it has the Marker Beacon(Wing Hieght improves LOS in regards to Deepstrikers
Troops- Disagree, No Sniper Drone Team as troops. Violates rganinic fire support philosophy on some level

Auxillary troops-Your concept can't be trusted violates the Equals in the empire concept of the army As for the humans. I think they fit very well with how I'm bringing them in. 2 Stormtroopers squads as troops, 1 Scout Sentinel Squadron as a fast attack, 1 VendettaGunship squadron as a heavy support. These units will get fitted with some Tau accessories to be defined later.

Aux Troops Kroot- Disagree with Base 2 attacks. It is to much for kroot to get. Won't go any further here because we know that we have slightly differing philosophies here.
Aux Troops Vespid- Some interesting stuff here but you have made them more powerful than mine and I'm still worried about needing to tone mine down. Will discuss more later.

Elites-Crisis Teams, Forced to disagree because everything you suggest here I tried and it completely threw the entire army off off. I found that my new Shield Drones and the Guerilla Tactics rule was enough when you factor in improved markerlight system. Didn't have to muck with the weapons systems except CIB and upgrading the burstcannons.
Elites-Stealth Team, Pinning from the Pulse Carbine Is becaue of the Grenade Launcher. I may just upgrade the range and rate of fire and give the rending to the Ion Weaponry, still working on such(Gotta go back and examine the Emp pulse rules, If to complex will ditch. If not might move to an altermnete missle type.

Fast Attack- Drones, The drones represent the Tau's tech. Other armies have armour and guns but none have independent machine intelligence(Maybe excepting SM PotMS)Any rules for the drones being mixed in units will be overly cumbersome and complex unless they are treated as troops and then restricted from being use on the Hammerhead.
Fast Attack-Pirahnas BS4(Targeting array on all vehicles)Deepstriking fast objective "Seizing" Unit with the Drones.

Heavy Support- Hammerheads are always BS4 and are pretty good but need Squadron rule and extra a tweek on the Main Guns.
Heavy Support- You said it but didn't see that it has no role as a Heavy. Drop front and side armor to same as Devilfish and make it an optional transport. Markers /Missiles are being reworked and will put up when I get to vehicles
Heavy Support- Already gave them BS4 and T5(4) and standardized ASS/relentless(Maybe Slow and Purposeful, Playtesting).

Transports-Sky Ray with a redo on profile and cost. Devilfish will recieve standard Target array like all other Tau vehicles and its burst cannon will get a bump so its points are fine.

About Markerlights

Am working on simplified/streamlined ruleset from both the current and my proposed.

Already no save may be taken and will always stay that way. People that don't get it shouldn't play the game.
Already went the +1 BS only route
Your seeker idea is to powerful, Maybe the number of seekers equal to number of marker hits on that unit may be fired in a single turn(maybe all must be fire simultaneously)
Markerlights keep Coversave reduction before keeping pinning.This is where they need streamlining. Am thinking of marked unit has cover reduced by 1 for each 2 hits (GW getting away from math so maybe no here)Cover reduced by 1 for each hit(Over Powered?) Cover reduced by 1 flat(Too weak?) I'm leaning towards the last any way when you combine it with the +1 BS.
Agree with the last but it becomes overpowered when combined with everything else. Am thinking a flat -1 or 2 to leadership.

Am think only number of units equal to number of hits may use the markerlight benefits in on the marked unit in a single turn.(Like I said, needs streamlining)


Gotta go, wifey calling.

Will get back to you soon. Thanks for the input and let me know what you think from having read this. I tried a lot of what you suggested and had to back it down.

Have a good one, Later

Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

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Soviet Kanukistan

We are obviously of two differing minds on how to accomplish change. My approach is to change as little as possible without adding special rules. Certainly, some fluff has to be sacrificed, but IMO, it will make for more streamlined gameplay.

1)Correct, but add in that it is an army that focuses on a lower model count elite troop rather than a high model count expendable troop style of army.

I am not sure that the Tau list is suited for an elites only type army as it removes "volume of fire" from their arsenal. This is important, as a "shooting only" style army, having too few units is just setting up the player for failure. Think of it as a Deathwing army with superior firepower, slightly better mobility, but pitiful HTH.

4) The Tau are about a balanced style of war as opposed to an overlyspecialized style. Spamming units should unbalance the army

I think that making units spammable should always be a valid (if narrow) choice. However, IMO, by making units fit a certain role, without others completely outclassing them in their chosen role all units are worth taking. Having fewer underperforming units should eliminate a lot of spam.

1)Disagree, Weapon strength fine, troop survivability outside of devilfish is biggest problem. Optional shield drones new rules and Guerilla Tactics rules fix this.FW will prob be 12pt each when I'm done

I am not convinced that a line trooper should be so expensive, even in the current environment. I think we are of two mindsets on how their line troops should function. In my vision, instead of being able to absorb punishment, they are designed to unleash a devestating volley of fire into their opponents either crippling them, or in the case where they are very tough - combine with pathfinder/skyray support, then pin their targets using the vehicle's burstcannon. The idea is to have resilience and firepower through strength of numbers rather than quality of attacks and individual resilience. IMO, FW should be BS4, with photon grenades and stay around 8 points.

2)Disagree again, Battlesuits survive ok(new shield drones will improve)Battlesuit Fire power crippled by wonky ranges weaker weapon strengths, and 5th ed coversave bonanza.

YMMV. IMO, the main trouble with Crisis suits is that they die very easily to S8+ weapons and powerfists once the drones have been stripped. It only takes a round of bolter fire to strip the drones.

Troops-Vespid don't fit. Can't justify in any way, shape. or form. Easier and more logical to move drones to Troops

I actually suggest that Vespid and Kroot fill "non force org slots".

Elite-Need an elite infantry unit that has transport option for infantry/mech builds
Elite-Colony Matron, Kroot Scout kindred, or new race may go here

Why do you need these new units. What purpose do they serve? Why do you need an "elite" mechanized unit? You have Crisis suits as mobile short ranged gun platforms, mounted firewarriors as mobile light shooting platforms and Hammerheads as heavy mobile gun platforms? What could an elite mechanized unit achieve that the other units already can't (other than HTH... which is completely un-Tau-like). They can't score by virtue of being elite. I think one would want to avoid marginalizing an existing unit or creating a unit that has no role. You've added a pile of new units that I am not convinced are needed.

Troops- Have to strongly disagree. BS4 FireWarriors sound good, great. Problem is when you look at army as a whole. You say that BS 5 Crisis is to much but want BS 4 Fire warriors. Where is the experience progression? When do they improve? I was going to make mine BS 4 and was forced to back off simply because it messed with the rank/ability progression track.

There are zero units outside HQ and squad upgrades that have BS5. There is lots of precedence for troops having BS4. If anything you can blame the game system for having rubbish granularity. I only raised BS as it was the easiest way of raising Firewarrior firepower without retooling the gun. This is an extension to my previous idea that firewarriors should rely on firepower en masse as opposed to a surgical strike style unit.

Aux Troops Vespid- Some interesting stuff here but you have made them more powerful than mine and I'm still worried about needing to tone mine down. Will discuss more later.

I'm not sure I see where this is overpowered. Assault 2 at 24 (AP-) vs MEQ or against a carnifex inflicts 5/18 wounds per shooter, or four shooters to inflict one wound past SV3+. Assault 1 S5 AP3 blast (assuming 3 covers) will inflict 2 MEQ casualties and inflict 1/6 of a wound on a carnifex. We are talking completely differing roles here.

The thing to keep in mind is that the more units and options you add, the harder it will be to maintain game balance. As I mentioned in my previous post, without any sort of an organized framework to review all the the rules changes you are suggesting, it is pretty much impossible for any through review to take place. An example is I don't have any recollection what your universal rules (Guerilla Tactics) do, and I do not have the time to slog through 30 pages of posts looking for them - clearly, without seeing the whole picture, I can't really assess your work as a whole.

My gut feeling is that you are adding too many units and the codex will suffer as a result. The Space Marine codex has too many units. Many are sub-par due to many sharing the same role. Same issue with the Eldar. Adding rules to bypass restrictions in the main rules is problematic. Maybe it is time for a new post with a complete summary at the start.
   
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[DCM]
Dankhold Troggoth






Shadeglass Maze

keezus wrote:Maybe it is time for a new post with a complete summary at the start.


I asked for this many pages ago :-(. I do wish you would summarize your ideas, since this is a 30-page thread and near-impossible for anyone to intelligently join in a discussion that has lasted this long, without some sort of summary. A restart would be a splendid opportunity for more of us to join in the discussion. So I'd like to second that... and hope that you all are more open to it this time! :-/
   
Made in us
Human Auxiliary to the Empire




keezus wrote:
Maybe it is time for a new post with a complete summary at the start.


I too have been folowing this discussion, and believe that a new thread is in order. Perhaps keeping a link to this thread as a basis for you current reasoning so as not to lose all the prior discussion that has taken place.
   
Made in gb
Krielstone Bearer





Stoke On Trent/Cambridge/Northampton/England

One thing I want to see, are some better (real-world inspired) Rail Guns.

For example:

Rng: 72", STR:10, AP: 1, Heavy 1.

When firing the Rail Gun, choose a target as normal, then measure the distance, making note of any models (friend or Foe) between the model firing the Rail Gun and the target. Each model in the "line of fire" takes a STR 10, AP 1 hit, that ignores cover saves as the shot passes through everything on route to it's intended destination. The original target may take cover saves as normal as a target must be aquired before the shot is made.

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Made in us
Sneaky Sniper Drone






you could also add strategic level railguns or seeker missiles that are only called by expending a number of markerlights per shot (2-3?) that may have different properties.

small blast railgun?
multi seeker barrage(2-3?)?


Automatically Appended Next Post:
radiohazard wrote:The original target may take cover saves as normal as a target must be aquired before the shot is made.


waait a sec, only the original target may make a save?


Automatically Appended Next Post:
you're describing a property of Destroyer class weapons from Apocalypse

This message was edited 3 times. Last update was at 2009/08/11 07:51:19


Curse you GW! GO Learn ENGLISH. Calling it "permissive" is no excuse for Poorly written Logic. 
   
Made in us
Fireknife Shas'el




All over the U.S.

keezus wrote:We are obviously of two differing minds on how to accomplish change. My approach is to change as little as possible without adding special rules. Certainly, some fluff has to be sacrificed, but IMO, it will make for more streamlined gameplay.


1)Yes we are, but that is ok.
2)This would be an OK approach if GW was doing the same and the Tau rules were not so poorly written(Not saying the army sucketh, just how the rules for them were written). Special Army rules are the way GW helps to balance and define armies for a specific design philosophy. I hear people gripe about these special rules incessantly but when their armies special rules get changed significantly these same individuals Howl. I chalk this up to a "change is bad" mentallity.
3)My personal experience has been that whenever people want to casually "Sacrifice" Fluff it has been just a rationalization people use to excuse their wish to make any non-SM army into SMs. I.E.- Shooty army players want higher I and ccw, Low toughness armies get T 4, Hoarde armies push for save 3+. Fluff is your window to the intended design philosophy of the army and should be used as your compass when rewriting the rules for any army.
3a) IMO,Sacrificing fluff does nothing but fast track Codex creep and will leave us with a generic every army is identical game. Yeah, if every army is the same with the same rules game will be a little more streamlined. Also, boring as heck.

focusedfire wrote:1)Correct, but add in that it is an army that focuses on a lower model count elite troop rather than a high model count expendable troop style of army.

keezus wrote:I am not sure that the Tau list is suited for an elites only type army as it removes "volume of fire" from their arsenal. This is important, as a "shooting only" style army, having too few units is just setting up the player for failure. Think of it as a Deathwing army with superior firepower, slightly better mobility, but pitiful HTH.


1)Thing is GW has already removed the volume of fire power with the 5th ed rules. Being pressed with assault turn 2(Sometimes first turn) as opposed to turn 3 effectivley cut Tau fire power by about a third. Instead of correcting this with a very unfluffy Tau physical abilities just suddenly got better. I am giving them Guerilla tactics(pg 20) which returns a round or two of shooting and better explains the crisis suit developement and tactics.(Guerilla Tactics allows any Tau unit that did not move in their prior turn to voluntarily fallback in any direction if assaulted with the fallback occuring before the assaulting army is moved into base to base. Susequent turns the Unit rolls to regroup and if fails falls back towards their table edge.)

2)Yet you say I'm giving the army to many units. Just joking, I know what you meant. They way the codex is being set up it will be up to the player to figure out their own balance. The Tau will get an increase in effective fire power to offset any model loss. I'm doing this by streamlining the markerlight system(Their rules are in dire need of being reworked). Tau fire warriors are staying BS 3 to help stabilize the rank/promotion track but now recieve more benifit from the marker lights. Any units equipped with Tau Targeters firing at a marked unit automatically have their BS increased by one and may ignore night fighting rules if they are ineffect, Any unit equipped with Tau Targeters firing at the marked unit may choose to do one and only one of the following:
A) Reduce marked units cover save by 1 for each hit.
B) Reduce marked units leadership by 1 for every marker hit.
C) Fire a number of Seeker Missiles equal to the number of hits
D) Deathwing? Do you support the army being Elite or not? Don't like the SM comparrison, yes crisis suits are MEQish but the rest of the army has nothing to do with SMs other than shooting them.BTW, If you spam landspeeders SM's will out shoot the Tau by sheer volume of effective fire power. They get on top of units quickly so that they don't get coversaves. a squadron of 3 with assaultcannons and heavy flamer is 270 points With multi-meltas they are 300 pts. and they deepstrike. This is another reason why I'm having to change a few things. Because GW is forcing these changes.

When looking upon the Tau and originally trying to figure what Ideas should apply it became apparent that the Tau were a middle of the statline army with leanings to the high side. Highest base armor save for a Non-Meq infantry, Strongst infantry weapon, Highest armor value for skimmer tank(Excluding Monolith, that thing is in its own leauge), and Strongest anti-tank gun
at range.
Through several threads this was discussed and a bit of a consensus came into being. SM's(including SM varient chapters, Chaos Marines), Chaos Deamons, Greyknights, Eldar, DE, and Necrons are Elite armies originally designed for lower model count.
IG, Orks, Tyranids are the Hoarde armies designed for higher model count(Note* It seems that with some of the options being made to the hoarde armies that GW seems to be backing off of Armies designed to be purely High model count).
Then there are the middle of the road armies which are the Sisters of Battle and the Tau. Sisters are like a cross between SM(Power armor and Bolters),IG(Shooty and large squads available), and Eldar(Low toughness elites with little weapon variety) while the Tau are like a cross between IG(Shooty infantry backed by Tanks), Eldar(High mobility) and Necrons(Tough Hard to kill units).

focusedfire wrote:4) The Tau are about a balanced style of war as opposed to an overlyspecialized style. Spamming units should unbalance the army

keezus wrote:I think that making units spammable should always be a valid (if narrow) choice. However, IMO, by making units fit a certain role, without others completely outclassing them in their chosen role all units are worth taking. Having fewer underperforming units should eliminate a lot of spam.


I understand that the Tau are about oneness but they are also about everyone pitching in together. There is a difference between an effective themed army and an army running nothing but 3 unit types and dominating. I do not want the Tau to have a Nob biker list, SM landspeer spam list, or Lash. I want them to remain a thinking mans army where victory depends upon inter unit support.

focusedfire wrote:1)Disagree, Weapon strength fine, troop survivability outside of devilfish is biggest problem. Optional shield drones new rules and Guerilla Tactics rules fix this.FW will prob be 12pt each when I'm done

keezus wrote:I am not convinced that a line trooper should be so expensive, even in the current environment. I think we are of two mindsets on how their line troops should function. In my vision, instead of being able to absorb punishment, they are designed to unleash a devestating volley of fire into their opponents either crippling them, or in the case where they are very tough - combine with pathfinder/skyray support, then pin their targets using the vehicle's burstcannon. The idea is to have resilience and firepower through strength of numbers rather than quality of attacks and individual resilience. IMO, FW should be BS4, with photon grenades and stay around 8 points.


1)What you're not seeing here is the included wargear. They are getting both grenades, the Guerilla tactics rule, and an improved markersystem that makes each unit more valuable.

2)Yes we are of differing mind about the line troops. Look at the way Tau and SoB were designed as middle armies. The Tau were designed with weaker basic infantry but to be a lower model count army than the sisters because of the crisis suits, vehicle costs, and buyable tech made invulnerable saves much more prevalent. Sisters Basic infantry on paper beat the Tau hands down and are only 1 pt more but factor in shield drone availability and the unit becomes almost as durable. The you look at the fact that Crisis suit are tough as nails and you might see where I am in favor of increasing Fire warrior suvivability.

3)Fire warriors should be both more durable and throw a out a bit more effective fire power. This does not have to be an either or argument. It wasn't when the army was designed.

4)Yes, currently the Tau firewarriors are "slightly" over priced but copying the IG and making everything cheaper isn't the way to go. Also, BS4 at 8pts is way overpowered and completely abandons the Tau design philosophy. You have to be very careful with a middle army like the Tau. What you are proposing would make them into just an IG army with much better basic infantry guns. It would unbalance the overall game.

focusedfire wrote:2)Disagree again, Battlesuits survive ok(new shield drones will improve).Battlesuit Fire power crippled by wonky ranges, weaker weapon strengths, and 5th ed coversave bonanza.

keezus wrote:YMMV. IMO, the main trouble with Crisis suits is that they die very easily to S8+ weapons and powerfists once the drones have been stripped. It only takes a round of bolter fire to strip the drones.


Funny, My crisis suits do fine.

Making them T5 is way over powered. I was one of the first to propose T5 and argue for such until it got playtested. I abandoned the idea because it threw the entire army off. The cost increase for increasing their toughness kills the unit by overwieghting the points
in the elites section. Pls don't take this as an attack but what you have been proposing comes across design-wise as a bit bi-polar. You have said troops aren't supposed to be tough but the elites are to be uber-tough, that BS5 battle-hardened Sha'Vre/Shas'El are over powered but BS 4 fire warrior for 8pts is fine.
focusedfire wrote:Troops-Vespid don't fit. Can't justify in any way, shape. or form. Easier and more logical to move drones to Troops

keezus wrote:I actually suggest that Vespid and Kroot fill "non force org slots".


Doing this only unbalances the army further. I can possibly see having an advisor outside of the FOC and that is pushing it. I am currently tempted to put the Ethereal outside of the FOC and am in a constant internal struggle over this as far as the fan-dex goes.

focusedfire wrote:Elite-Need an elite infantry unit that has transport option for infantry/mech builds
Elite-Colony Matron, Kroot Scout kindred, or new race may go here

keezus wrote:Why do you need these new units. What purpose do they serve? Why do you need an "elite" mechanized unit? You have Crisis suits as mobile short ranged gun platforms, mounted firewarriors as mobile light shooting platforms and Hammerheads as heavy mobile gun platforms? What could an elite mechanized unit achieve that the other units already can't (other than HTH... which is completely un-Tau-like). They can't score by virtue of being elite. I think one would want to avoid marginalizing an existing unit or creating a unit that has no role. You've added a pile of new units that I am not convinced are needed.

1) It is called variety of builds and themes.
2) They add depth to a shallow set of choices for the elites. The choices being made available are, to some extent, for helping underperforming units find a better fit in the Tau army.
Example: The Vespids are getting rewritten but can't go into elites because of competition issues with Crisis units in the FOC. They work in fast attack but you only have the Crisis and Stealth available for your elites so why sacrifice the Fast attack slot if you are only needing a single squad of deepstriking Mech killers. With a greater variety of options in the elites, the Vespid become more viable in the Fast attack slots and also allow for a more effective deepstrike themed army.
3) The Elite fire warriors with transports would be the Rail Rifle equipped Pathfinders as an elite choice.They would maybe be the ones that get a special devilfish that has the Marker beacon. IMO, This works better than the Sniper drones as a non-scoring troop choice.

focusedfire wrote:Troops- Have to strongly disagree. BS4 FireWarriors sound good, great. Problem is when you look at army as a whole. You say that BS 5 Crisis is to much but want BS 4 Fire warriors. Where is the experience progression? When do they improve? I was going to make mine BS 4 and was forced to back off simply because it messed with the rank/ability progression track.

keezus wrote:There are zero units outside HQ and squad upgrades that have BS5. There is lots of precedence for troops having BS4. If anything you can blame the game system for having rubbish granularity. I only raised BS as it was the easiest way of raising Firewarrior firepower without retooling the gun. This is an extension to my previous idea that firewarriors should rely on firepower en masse as opposed to a surgical strike style unit.


1)So the Shootiest army should have the same BS as Everyone else? You musy have missed where I incorporated targeting arrays(Wargear) on all crisis suits now.
2)So make them a just like space marines but not any better? Even though the SM's have viable HtH options as well? The armies you are refering to have very little rank progession.
3) Your idea about cheap expendable high BS base infantry would completely obviate the Tau philosophy of war and plays toward embracing attrition tactics. The Tau refusing to embrace the concept of attrition warfare as a vaible for them is a defining peice of their tactica. This represents that the Tau realise that their numbers are small when compared to other races in the Galaxy and that they need everym body for making their race grow.

focusedfire wrote:Aux Troops Vespid- Some interesting stuff here but you have made them more powerful than mine and I'm still worried about needing to tone mine down. Will discuss more later.

keezus wrote:I'm not sure I see where this is overpowered. Assault 2 at 24 (AP-) vs MEQ or against a carnifex inflicts 5/18 wounds per shooter, or four shooters to inflict one wound past SV3+. Assault 1 S5 AP3 blast (assuming 3 covers) will inflict 2 MEQ casualties and inflict 1/6 of a wound on a carnifex. We are talking completely differing roles here.


Didn't see the AP- in the post. Like the idea of making the weapon also poisoned but not sure how to fit it in. I thought you were the one that didn't want to chage things much.

There are people pushing for the Neutron Blaster to be a template weapon, some that Like my blast idea. and now the poisoned weapon idea. I admit that because of the Neutron Bomb I really like the Poison weapon Idea but I really want the Blast template for the Vespid weapons. It Makes them distinctive within the Tau army. How about Range12"S3 AP3 Poisoned Blast?

keezus wrote:The thing to keep in mind is that the more units and options you add, the harder it will be to maintain game balance. As I mentioned in my previous post, without any sort of an organized framework to review all the the rules changes you are suggesting, it is pretty much impossible for any through review to take place. An example is I don't have any recollection what your universal rules (Guerilla Tactics) do, and I do not have the time to slog through 30 pages of posts looking for them - clearly, without seeing the whole picture, I can't really assess your work as a whole.


1)Don't find this true.
2)I will give you the frame work then.
3)Fair enough.

keezus wrote:My gut feeling is that you are adding too many units and the codex will suffer as a result. The Space Marine codex has too many units. Many are sub-par due to many sharing the same role. Same issue with the Eldar. Adding rules to bypass restrictions in the main rules is problematic. Maybe it is time for a new post with a complete summary at the start.



Eldar aren't unbalanced but they are the specialist army and that is why they get 6 of everything. IG has a huge variety and is not unbalanced. Orks Have sizable selection and are fine.

Now SM's on the other hand are different because SM's are SM's. They have only 2 types of units outside of vehicles/dreadnoughts. Marines with 3+ save and Marines with 2+save. Everything else is just window dressing to sell more models and yet the army is doing well. I do find it funny/ironic that you point to the marines as a don't do after half of you suggestions leaned towards making the Tau Marine-like. And if not SM then you want to make them into IG.

I am trying to make the Tau into Tau. Not some other army. I just want them to have the same variety and depth that are available to other armies.

When I get the other thread up please keep hitting me with Ideas and keep trying to poke holes in the design. It helps me to find areas in need of attention.




I agree about setting up a new thread. Only reason I stayed here is because I was waiting for an answer about putting this up in the article section but to heck with it, I'm starting a new thread. Will post soon with its name.

This message was edited 3 times. Last update was at 2009/08/11 20:41:19


Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in gb
Krielstone Bearer





Stoke On Trent/Cambridge/Northampton/England

Lacross wrote:you could also add strategic level railguns or seeker missiles that are only called by expending a number of markerlights per shot (2-3?) that may have different properties.

small blast railgun?
multi seeker barrage(2-3?)?


Automatically Appended Next Post:
radiohazard wrote:The original target may take cover saves as normal as a target must be aquired before the shot is made.


waait a sec, only the original target may make a save?


Automatically Appended Next Post:
you're describing a property of Destroyer class weapons from Apocalypse


Yes - only the original target as it is the target you want to shoot at, all other intervening models are in the way and get "skewerd" automatically by the shot.

I'm not describing an Apocalypse weapon at all. This is my take on what a Railgun should really do.

dogma wrote:Is there any Chaos God who goes un-worshiped in Brazil?
Probably Nurgle, Africa has the lock on that.

metallifan wrote:
The Dark Eldar are, by fluff, sex-addicted, space-cocaine snorting, cross-dressing, slave-taking, soul stealing space pirates. They should fit the bill. No one is forcing you to buy minis with man-thongs.

Sharpasaspoon wrote:Rome, Greece and GW.... The Greeks invented Sex, the Romans thought about having it with women, then GW decided to screw us.

I use Zap Brannigan's art of war and try to jam enough wreckage in their main cannon so it won't work. 
   
Made in us
Fireknife Shas'el




All over the U.S.

OK other thread started but will take time before I can get everything moved over and fully summarized.

You can find it here: http://www.dakkadakka.com/dakkaforum/posts/list/0/252085.page

Will try to bring more stuff over and summarize over the next couple of days.

Have a good one
,Later

Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in gb
Human Auxiliary to the Empire






First off...Tau rock... lets just get that straight. In the right hands there devistating. i used to be an eldar player, but i converted to tau after gettin my ass handed to me after playing against them 4 times.

iv played 22 games with my tau army, mostly over 2k points and iv not been beaten yet (although chaos gave me a run for my money yesterday)

Firewarriors... no change.

Kroot... read the fluff and these guys are supposed to be sneaky, mental cannibles with a high intelligence when it comes to fieldcraft and cc...initiative 3? come on. they should be 4 at least and make hounds and krootox units of there own, no 10 kroot in order to get them on the field

crisis suits...perfect

stealth suits.... 25 points and more weapons options...maybe some blasts?

vespid...starts all over again.... 24 inch range rapid firing with 2 weapon choices possibly blast keep points same

devilfish .... points reduction!!! ffs there not THAT good. make them as survivable as eldar skimmers dp needs to be more points, but give them some st 6 weapons!! drones are useless.. make the option to not take ANY weapons except the mandatory ones so we can have a piss cheap transport for slinging f/w up the field

i would LOVE to see a new elite...... remember dawn of war? (pc game) the drone tank that pumps out drones in the middle of battle to clog up your enemies lines? similar to the necron spider things? man i cant remember the name. basically it creates drones at a said rate blah blah but make it effective.

Heavy support is the best in the game. period. just make hammerheads more survivable.

etherals should be taken in infantry squads and NOT HQ. drone squads should be bigger. 12 points is justified with there JSJ but ffs 8? give us 20! id happily pay the points for them.

markerlights.....hmmmm marmite of the tau army. persoanlly i love them, but only the networked kind on my Battlesuits. you cant make them heavy, there usless on pathfinders. why is shooting a beam of light at an object count as heavy? i understand you need to take aim, but you do when your firing anything. at least reduce there distance if you move to say 24 inches??

thats my thoguhts anyway.

greater good still kicks ass though.....

 
   
 
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