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![[Post New]](/s/i/i.gif) 2010/12/18 20:48:33
Subject: Ideas for a 5th Edition Tau Codex
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Longtime Dakkanaut
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You have your fluff mixed up, ethereals are their own caste (Celestial).
Jack
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The rules:
1) Style over Substance.
2) Attitude is Everything.
3) Always take it to the Edge.
4) Break the Rules. |
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![[Post New]](/s/i/i.gif) 2010/12/19 02:57:37
Subject: Ideas for a 5th Edition Tau Codex
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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Jackmojo wrote:You have your fluff mixed up, ethereals are their own caste (Celestial). Jack thus is true. however they could be liable to take a retune from one of the castes, kinda like the gk fella. easy fix
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This message was edited 1 time. Last update was at 2010/12/19 02:57:54
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![[Post New]](/s/i/i.gif) 2010/12/19 06:27:36
Subject: Ideas for a 5th Edition Tau Codex
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Skink Chief with Poisoned Javelins
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Wow, the caste idea is a really good idea.
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Sir Isaac Newton may be the deadliest son-of-a-bitch in space, but John von Neumann is the logistics officer that eats your problems and turns them into kit. |
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![[Post New]](/s/i/i.gif) 2010/12/19 21:28:38
Subject: Ideas for a 5th Edition Tau Codex
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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I was thinking the other day, why don’t stealth suits not take say three fusion blasters? They would become awesome infiltrating tank poppers.
Infiltrate. Move six. Pop a transport spilling the troops. Jump back out of assault range. now they have taken out a metal box, left the slow troops at the mercy of long range fire and given the railguns better options so that they don’t have to target the annoying transports and can focus on raiders and russes ect.
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![[Post New]](/s/i/i.gif) 2010/12/21 17:37:51
Subject: Ideas for a 5th Edition Tau Codex
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Dispassionate Imperial Judge
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Just replying to this after our discussion at Platinum Devil the other day. For my two cents worth, I'd suggest...
* The Ethereal seems good in your list - I'd allow him to take Advisors, as per an IG Command Squad. These could be Earth, Water or Air Caste, as well as Honour Guard, and give different advantages to the army, which would be a good way fo making use of the fluff. Essentially, the Ethereal is not a combat unit but a strategic upgrade.
* I would move Pathfinders to TROOPS, with a restriction of maximum one for every FW squad. I find that there is simply too much in the Fast Attack option that I want (escpecally considering the FW units below). Pathfinders should be more integrated into armies, and would give a handy 'extra option' Troops choice.
* Inclusion of Remora Drone Fighters (as skimmers), Heavy Gun Drones, and Hazard Suits from the FW range.
* Lose the concept of 'Networked' Markerlights - ALL Markerlights fire at the start of the shooting phase, then everything else fires - essentially a little Markerlight Phase. Any unit can use any markerlight in their 'regular' shooting phase.
* Reduce the cost of Marker Drones, maybe make Markerlights Assault rather than Heavy.
The idea of all this was to make Markerlights the Tau's 'special rule', much like DE Pain Tokens, Tyranid Synapse or IG Orders. The Tau would have access to lots more Markerlights, which are effectively all networked. This gives them a huge and unique shooting boost without doing something boring (like BS4). It also helps translates the 'mutual support' ethic of the Tau onto the tabletop.
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![[Post New]](/s/i/i.gif) 2010/12/22 08:03:47
Subject: Ideas for a 5th Edition Tau Codex
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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ArbitorIan wrote:Just replying to this after our discussion at Platinum Devil the other day. For my two cents worth, I'd suggest...
* The Ethereal seems good in your list - I'd allow him to take Advisors, as per an IG Command Squad. These could be Earth, Water or Air Caste, as well as Honour Guard, and give different advantages to the army, which would be a good way of making use of the fluff. Essentially, the Ethereal is not a combat unit but a strategic upgrade.
* I would move Pathfinders to TROOPS, with a restriction of maximum one for every FW squad. I find that there is simply too much in the Fast Attack option that I want (especially considering the FW units below). Pathfinders should be more integrated into armies, and would give a handy 'extra option' Troops choice.
* Inclusion of Remora Drone Fighters (as skimmers), Heavy Gun Drones, and Hazard Suits from the FW range.
* Lose the concept of 'Networked' Marker lights - ALL Marker lights fire at the start of the shooting phase, then everything else fires - essentially a little Marker light Phase. Any unit can use any marker light in their 'regular' shooting phase.
* Reduce the cost of Marker Drones, maybe make Marker lights Assault rather than Heavy.
The idea of all this was to make Marker lights the Tau's 'special rule', much like DE Pain Tokens, Tyranid Synapse or IG Orders. The Tau would have access to lots more Marker lights, which are effectively all networked. This gives them a huge and unique shooting boost without doing something boring (like BS4). It also helps translates the 'mutual support' ethic of the Tau onto the tabletop.
Brilliant! It does seem strange that tau don’t have any special rule that is unique to them. Marker lights would also mean that seekers and variants that we have come up with will need a definite boost. I was playing a game today and I found that my pathfinders attracted massive fire and just had to take it as they couldn’t move as long as I wanted to use them. assault would fix this easy and the 36" range would mean that they could keep a safe distance the entire time.
Not so hot on the heavy gun drones. bit of a dumb idea from FW imho. Hazards look mean but the current choice of weapons and systems makes them seem a bit odd when I read the articles. No tau earth chase scientist would allow weapons that could harm the firer. It says this in the plasma rifle blurb thing.
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![[Post New]](/s/i/i.gif) 2010/12/23 12:56:54
Subject: Ideas for a 5th Edition Tau Codex
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Dispassionate Imperial Judge
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Ledabot wrote:Brilliant! It does seem strange that tau don’t have any special rule that is unique to them. Marker lights would also mean that seekers and variants that we have come up with will need a definite boost. I was playing a game today and I found that my pathfinders attracted massive fire and just had to take it as they couldn’t move as long as I wanted to use them. assault would fix this easy and the 36" range would mean that they could keep a safe distance the entire time.
Not so hot on the heavy gun drones. bit of a dumb idea from FW imho. Hazards look mean but the current choice of weapons and systems makes them seem a bit odd when I read the articles. No tau earth chase scientist would allow weapons that could harm the firer. It says this in the plasma rifle blurb thing.
Yeah, this all comes from a conversation I had with Killkrazy at the weekend.
I'm assuming here that the Devilfish drops in points quite a lot, but the idea of Pathfinder Troops that either have Assault weapons, or maybe get a free Markerlight shot in their scout move, at a reduced overall points, would free up a lot of the tactical options across the whole codex. Possibly also some upgrade that means that it's beneficial for the Pathfindrs to stay near their Devilfish - I always thought that the regular tactic of using the Pathfinder Devilfish to transport your FW units as soon as their Scout move is over was kinda missing the point....
I was only suggesting that regular XV9 Hazard suits get the move to the main codex. The Gets Hot rule only applies to the 'experimental ammunition' used by Shas'O Ralai in the experimental rules. On the other hand, I like the chronology of the Tau codexes - I could see how the 5ed shows the Tau Empire getting a bit more desparate...
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![[Post New]](/s/i/i.gif) 2010/12/23 14:51:16
Subject: Ideas for a 5th Edition Tau Codex
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Deadly Dark Eldar Warrior
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Assault is bad news with Markerlights imo, unless the range on them is reduced to compensate.
How about just dropping FWs cost by a point and making everything BS4? Everyone says how Tau are behind every other codex. Really don't think they are that far back personally, and I think just giving them BS4 (which, as much as i hate to admit it, makes sense for an army that is supposed to be only shooting) makes the army a hell of a lot scarier, as does bringing the FWs in line with other standard troop prices in newer codexes.
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1500pt Hellion Dark Eldar - 12W/10L/3D |
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![[Post New]](/s/i/i.gif) 2010/12/23 15:05:48
Subject: Ideas for a 5th Edition Tau Codex
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Longtime Dakkanaut
Beaver Dam, WI
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Just a couple of points - perhaps instead of Evade, Evade drones could be the sacrificial victim. "If a tau unit contains drones and is charged it may sacrifice the drones for the greater good. The drones stay behind to delay while the rest of the unit breaks voluntarily. Recover morale as normal." This provides a role for drones in units, some pay off for an opponent's charge and the tau can save their units only once in a game. It does not become a cheeze tactic but a survival mechanism of their army.
BTW - detached drones do not provide KP.
My other change is to the burst cannon. It is a what 4 or 5 barrel pulse carbine in effect, give it 4 or 5 shots. That will make it a viable weapon choice for XV8 and Piranhas, improve the vehicle mounts and make Stealth Suits nasty.
6 stealth suits generating 30 shots more concentrated fire than a full fire warrior squad and 3 XV8's may be able to punch through tougher armor but can't come close to the sheer weight of fire.
Firewarriors do not need cost reduction and for sure not BS 4. Give them free defensive grenades and include the squad leader for free. Make markerlight technology more prevalent in the army and easier to use. Markerlights can be a good core to set the Tau apart from how other armies work. Individually a tau firewarrior sucks - get him 4 or so markerlights though and suddenly they are BS 5 and reducing cover saves to 6++.
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This message was edited 1 time. Last update was at 2010/12/23 15:11:46
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![[Post New]](/s/i/i.gif) 2010/12/23 18:02:44
Subject: Ideas for a 5th Edition Tau Codex
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Dispassionate Imperial Judge
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vishra wrote:Assault is bad news with Markerlights imo, unless the range on them is reduced to compensate. How about just dropping FWs cost by a point and making everything BS4?
You're probably right about Assault Markerlights being a bit OP. The point with BS4 is that, although it improves their shooting, it doesn't neccesarily make them 'feel' different to, say, a MechVets guard army. The Markerlight thing sets Tau apart from other forces in the way they play - it can be used to effectively give them BS4, but it can be used for other things as well, and it depends upon one unit supporting the other.
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![[Post New]](/s/i/i.gif) 2010/12/23 21:11:06
Subject: Ideas for a 5th Edition Tau Codex
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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DAaddict wrote:Just a couple of points - perhaps instead of Evade, Evade drones could be the sacrificial victim. "If a tau unit contains drones and is charged it may sacrifice the drones for the greater good. The drones stay behind to delay while the rest of the unit breaks voluntarily. Recover morale as normal." This provides a role for drones in units, some pay off for an opponent's charge and the tau can save their units only once in a game. It does not become a cheeze tactic but a survival mechanism of their army.
BTW - detached drones do not provide KP.
My other change is to the burst cannon. It is a what 4 or 5 barrel pulse carbine in effect, give it 4 or 5 shots. That will make it a viable weapon choice for XV8 and Piranhas, improve the vehicle mounts and make Stealth Suits nasty.
6 stealth suits generating 30 shots more concentrated fire than a full fire warrior squad and 3 XV8's may be able to punch through tougher armor but can't come close to the sheer weight of fire.
Firewarriors do not need cost reduction and for sure not BS 4. Give them free defensive grenades and include the squad leader for free. Make markerlight technology more prevalent in the army and easier to use. Markerlights can be a good core to set the Tau apart from how other armies work. Individually a tau firewarrior sucks - get him 4 or so markerlights though and suddenly they are BS 5 and reducing cover saves to 6++.
I can see things happening if there is a move to give all factions there own special rules, and it will be eather something to help agenst assult (evade evade) or something that inporves shooting (markerlight) I think that although stealths would be ausome with 4 or 5 shots, they still need to be able to take other weapions. they can take 1 fusion balster now but that is rubbish. It would be necery to take as meny as possable if there goal is to infultrate and pop transport before they can be moved.
BS4 is cool but what would be the point if you get heeps of markerlights? If they were assult, the rule would be a visable stratergy. they would be as they are now if they were on units without jet packs.
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![[Post New]](/s/i/i.gif) 2010/12/23 22:44:47
Subject: Ideas for a 5th Edition Tau Codex
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Longtime Dakkanaut
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BS4 for Tau units (as opposed to alien auxiliary) is fine by me, especially if its part of a complete re-write of the marker light functionality, which I'd like to see.
Jack
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The rules:
1) Style over Substance.
2) Attitude is Everything.
3) Always take it to the Edge.
4) Break the Rules. |
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![[Post New]](/s/i/i.gif) 2010/12/26 01:50:13
Subject: Ideas for a 5th Edition Tau Codex
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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Jackmojo wrote:BS4 for Tau units (as opposed to alien auxiliary) is fine by me, especially if its part of a complete re-write of the marker light functionality, which I'd like to see.
Jack
I think we are a bit stuck inside the box. Why not have both!
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![[Post New]](/s/i/i.gif) 2010/12/29 07:27:56
Subject: Re:Ideas for a 5th Edition Tau Codex
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Fireknife Shas'el
All over the U.S.
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Look for markerlights to follow a similar mechanic to the DE pain tokens in the next coded. Ex: Enemy unit with one marker token will allow eligible Tau units to fire upon them with a +1 to BS, two marker tokens will suffer -1 to cover save and allow the bs boost, Three marker tokens will allow for refills to wound and the BS bonus and coversave reduction. Additionally the markers will lower the marked units leadership by a number equal to the number of marker tokens in the turn they unit is marked. Same mechanic for Seekers.
As to assault markers? Range 18"-24" sounds about right.
Under these conditions the Pathfinders would need to stay FA. To do otherwise would be OP.
With these changes most Tau units and weapons would only mild tweaking and wargear rules streamlining/clean up. Things like grenades as standard equip and burst cannons getting range 24" or become assault 4....one or the other, not both.
I have other wishes but these I've mentioned would go a long way to bringing the Tau up to speed. Oh yeah, look for the pulse carbines to be able to get a buyable emp upgrade similar to the DE Scourges Haywire blaster
Later
Edit: spelling errors.
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This message was edited 2 times. Last update was at 2010/12/29 21:01:27
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) |
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![[Post New]](/s/i/i.gif) 2010/12/29 16:52:01
Subject: Ideas for a 5th Edition Tau Codex
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Sinewy Scourge
Lawrence, KS
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I'm still a fan of Tau having "Targeting computers" as an army wide rule for Tau. All it would do is give the old "Sharpshooters" doctrine, allowing a reroll on 1's. Not as good as BS4, but still an improvement to shooting.
I like the idea of getting a Shas'ui for free. That's ALMOST a decrease of one ppm for max sized units, but for the three squads of FW I take, I can think of some nice things to spend 30 pts on...
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Therion wrote:6th edition lands on June 23rd!
Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
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![[Post New]](/s/i/i.gif) 2010/12/31 05:04:26
Subject: Ideas for a 5th Edition Tau Codex
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Sneaky Striking Scorpion
New Iberia, Louisiana, USA
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I agree with the idea that markerlights should be the focus of Tau armies - either through use on Drones, Pathfinders, or Guns on FW leaders.
I agree with much of the above post by ArbitorIan, and think they should fire before everything (Pathfinders, or other units with multiple guns can only fire one) first, and that, for the most part, the effects can remain mostly the same (take out target priority).
And let's consider that most 5th edition codexes have their own special thing that sets them apart -
IG - Orders
DE - Power from Pain
Tyranids - Synapse, Instinctive Behavior, Shadow in the Warp
Marines - Tactics, Squads, ATSKNF
Tau - Markerlights boosting everything
Feels good to me. Units work together to negate cover, improve BS, remove night-fighting or reduce LD. Used intelligently with multiple markerlights, you can easily bring down withering firepower against most foes.
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DS:80+S+G++M---B--IPw40k10#+D++A/eWD-R+T(D)DM+
Current Race - Eldar
Record with Eldar 1-0-2 (W-L-D)
Last game was a DRAW against DARK ELDAR.
I shake your hand and say "Good Game". How are you a good sport? |
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![[Post New]](/s/i/i.gif) 2011/01/02 20:06:09
Subject: Ideas for a 5th Edition Tau Codex
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Longtime Dakkanaut
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Cool updates. Instead of 'evade evade' which i am afraid i am not a fan of. I just came up with....
'Photon Flash': Tau fire warriors and Pathfinders have quickly learned that the hostile forces beyond the Sept are barbaric and well versed in hand to hand combat. Concordently they have adopted new tactics to adapt. Deploying focused magnesium photon emitters just before assault has thus far proved highly effective at blunting many enemy assaults.
When assaulted by an enemy unit each tau may take a free 'shot' at their ballistic skill (can be augmented by gadgets etc..) for every successful 'hit', one of the assaulting models loses an Attack on the turn they charged (to a minimum of 1 per model).
Sorry it's a bit long but i liked it the more i thought about it.
Another idea, this is a bit of unbalancer, is to maybe have a 'free' (in the FOC sense) battlesuit for each full firewarrior/pathfinder squad you field. He can be deployed on his own or form combined units with other BS' purchased this way.
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Mary Sue wrote: Perkustin is even more awesome than me!
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![[Post New]](/s/i/i.gif) 2011/01/03 07:37:25
Subject: Ideas for a 5th Edition Tau Codex
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Sneaky Sniper Drone
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Perkustin wrote:Cool updates. Instead of 'evade evade' which i am afraid i am not a fan of. I just came up with....
'Photon Flash': Tau fire warriors and Pathfinders have quickly learned that the hostile forces beyond the Sept are barbaric and well versed in hand to hand combat. Concordently they have adopted new tactics to adapt. Deploying focused magnesium photon emitters just before assault has thus far proved highly effective at blunting many enemy assaults.
When assaulted by an enemy unit each tau may take a free 'shot' at their ballistic skill (can be augmented by gadgets etc..) for every successful 'hit', one of the assaulting models loses an Attack on the turn they charged (to a minimum of 1 per model).
I'm guessing you don't play Tau.
The above would actually be worse for the Tau army. Why? Because all it would do is ensure our units don't die the turn they are assaulted, but they will most definitely die during our assault phase. Which means our army doesn't get to shoot at the unit during our turn and the enemy can charge safely again during his. This is bad.
Tau need a way to either:
1) Slow down enemies from getting into CC or
2) Escape CC once initiated or
3) Punish CC enemies (with casualties) for getting into CC with Tau units or
4) Be more shooty and kill CC units before they can get close.
We do not need a way to be better in CC.
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![[Post New]](/s/i/i.gif) 2011/01/04 00:16:13
Subject: Ideas for a 5th Edition Tau Codex
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Longtime Dakkanaut
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TheRedArmy wrote:
Tau - Markerlights boosting everything
Yep, although I'm very much of the mind that we need not be married to the current implementation of them. My personal suggestion is for all tau units to be able to aid other units in various passive ways, i.e. any unit firing at a unit already shot by firewarriors in the current phase counts its shooting as twin-linked or similar.
ObiFett wrote:
1) Slow down enemies from getting into CC or
2) Escape CC once initiated or
3) Punish CC enemies (with casualties) for getting into CC with Tau units or
4) Be more shooty and kill CC units before they can get close.
Indeed, and I'd want most of the focus on 4, with smattering of 1.
Jack
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The rules:
1) Style over Substance.
2) Attitude is Everything.
3) Always take it to the Edge.
4) Break the Rules. |
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![[Post New]](/s/i/i.gif) 2011/01/08 02:29:12
Subject: Ideas for a 5th Edition Tau Codex
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Trustworthy Shas'vre
In a hole in New Zealand with internet access
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Jackmojo wrote:TheRedArmy wrote:
Tau - Markerlights boosting everything
Yep, although I'm very much of the mind that we need not be married to the current implementation of them. My personal suggestion is for all tau units to be able to aid other units in various passive ways, i.e. any unit firing at a unit already shot by firewarriors in the current phase counts its shooting as twin-linked or similar.
ObiFett wrote:
1) Slow down enemies from getting into CC or
2) Escape CC once initiated or
3) Punish CC enemies (with casualties) for getting into CC with Tau units or
4) Be more shooty and kill CC units before they can get close.
Indeed, and I'd want most of the focus on 4, with smattering of 1.
Jack
Indeed Indeed. they wont do 2 because they alread have hit and run, which fails since they have low I.
3 is still a posabilty That is more of the "failsafe drone" method which I dout they would do.
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![[Post New]](/s/i/i.gif) 2011/01/08 13:35:06
Subject: Ideas for a 5th Edition Tau Codex
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Screeching Screamer of Tzeentch
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I agree with most things said here. Tau, being a solely shooting army, having a worse BS than other armys or the same BS seems rather unfair on us.
If we don't have our BS upped to four, then markerlights need to be redone well, and i agree with the "markerlight phase" that someone said where you could fire markerlight before other shooting and then reap the benefits on the same turn.
Also the "sacrificial drones" idea sounds quite good in my head, and it would give people another reason to take the little guys, however if we are going to do that idea, we would need a special type of drone, maybe a "Delayer Drone" which projects an illusion of the squad so the enemy charges them and finds that the squad has already fallen back and they kill a drone. However they should cost maybe 15 points and there would be a maximum of one per squad maybe?
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Chaos Daemons (2000 pts), Tau (2000 pts), Necrons (1750 pts), Chaos Space Marines (2000pts).
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![[Post New]](/s/i/i.gif) 2011/01/08 13:40:11
Subject: Re:Ideas for a 5th Edition Tau Codex
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Alluring Mounted Daemonette
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Tau should be shooty....
but there'sno reason there can'tbe one unit that's good in close combat....a mercenary they hire...a special suit they build....something. Not to change their nature...but to give them a specialization unit.
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The Daemonic Alliance Infinite Points
Nightbringer's Darkness 3000 Points
Titan's Knights of the Round: 4000 points
"Too often we enjoy the comfort of opinion without the discomfort of thought." JFK |
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![[Post New]](/s/i/i.gif) 2011/01/08 13:57:10
Subject: Ideas for a 5th Edition Tau Codex
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Sinewy Scourge
Lawrence, KS
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Three words from Fantasy:
Stand
And
Shoot.
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Therion wrote:6th edition lands on June 23rd!
Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
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![[Post New]](/s/i/i.gif) 2011/01/08 14:14:06
Subject: Ideas for a 5th Edition Tau Codex
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[MOD]
Anti-piracy Officer
Somewhere in south-central England.
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How does that work, for those of us who don't play WHFB?
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![[Post New]](/s/i/i.gif) 2011/01/08 14:23:25
Subject: Re:Ideas for a 5th Edition Tau Codex
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Screeching Screamer of Tzeentch
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Shenra wrote:Tau should be shooty.... but there'sno reason there can'tbe one unit that's good in close combat....a mercenary they hire...a special suit they build....something. Not to change their nature...but to give them a specialization unit. Not even that, they just have too improve kroot, say give them a 5 up save in combat, and give them furious charge and WS4 or something, make them worth taking for defo? And yeah, although i quite like the drone idea because at least that is still WH 40K ish Automatically Appended Next Post: New Tau Codex Ideas. ETHEREAL IMPROVEMENTS: • Introduce an ethereal caste retinue system, or basically have an ethereal be able to take a retinue from a particular caste, e.g Air, Water. This retinue grants the Ethereal abilities that are suited to that class, e.g a Fire caste retinue would give some bonuses to Fire warriors and crisis suits. Caution: All stat bonuses only count whilst the ethereal is on the field. If the ethereal is removed as a casualty of killed, then all stats go back to normal (this excludes units counting as a different section in your FoC, this is permenant). Unit costs will be something like Air Caste > Fire Caste > Earth Caste > Water Caste. Possible bonuses include: AIR CASTE (The pilots and suppliers caste) (Retinue = 1 Devilfish with Burst Cannon Drones) - Broadside teams can deep strike. - (1 use only) In your shooting phase, an Ethereal can call a Pulse Beam Orbital Strike upon a marked enemy unit with the profile: Str: 8 AP: 2 Ordnance Large Blast 2. (If unit is marked more than 2 times, the attack doesn’t scatter). - (1 use only) At the beginning of your movement phase, all tanks in your army can move 12” and fire all weapons, both offensive and defensive, this includes “Heavy” weapons. EARTH CASTE (The crafters and builders caste) (Retinue = 2 Heavy Gun Drones) - All vehicles front, side and rear armour gains a +1 bonus (Max of 13) - Sniper Drone Teams count as troop choices or Heavy Support. - Once per turn, any vehicle in the Ethereal’s LoS can attempt to repair an Immobilised or Weapon Destroyed result, or get rid of a Shaken or Stunned result on a 4+ dice roll. WATER CASTE (The diplomats and negotiator caste) (Retinue = 2 Krootox riders) - All Kroot and Vespid units in the army gain an additional +2 leadership (Max of 10) - Kroot gain Furious Charge special rule. - Kroot and Vespid units gain +1WS. - If Kroot Squad has a Shaper attached to them, then the armour save bonus upgrade is a 4+ at a cost of 2 pts per model, instead of a 5+. FIRE CASTE (The warriors and fighters caste) (Retinue = 4 Hardened Fire Warriors +1BS and +1Sv) - Warriors and Crisis suits have +1BS. - (1 turn only) Ability to make all markerlight hits count as 2 for the purpose of calculating benefits. However at the end of the turn this is used, all existing markerlight hits on units are erased. MARKERLIGHTS: • Introduction of a new “Markerlight Phase” which happens before the actual shooting phase starts and after the movement phase. All markerlights targets are designated and fired before shooting starts, then the units firing at the squads that have been marked get to reap the benefits on the same turn. • Markerlight benefits are looked at; e.g 1 marker - +1BS. 2 markers – Cover saves -1. 3 markers – Shots become pinning. 4+ markers – Re-rolls to hit target unit. • Make marker drones cost less points, and improve them to BS4, as if to say that they have advances targeting systems or something installed. Warrior Evasion Tactics? - Stand and Shoot fantasy rule adapted and given to Tau Fire Warriors and maybe Crisis Suits? - “Hologram Drone” projects a hologram of the unit to a charging enemy unit. The unit with a Hologram Drone makes a 2D6 Fall Back move with no regroup needed. The Drone stays behind and resolves the assault with the charging unit, at 1 initiative. Kroot Improvements. - Kroot given a 5+ save in combat. - Kroot Profile looks like: - WS - BS - S - T - W - I - A - Ld - Sv - 4 3 4 4 1 4 1 7 - (5+ in combat) - Kroot upgraded to 9 points, and keep the “Fieldcraft” and “infiltrate” rules from the old codex. - Kroot Shaper is at +14 pts, has the same profile as above, however it has 3 wounds and Leadership 8. With a shaper in a Kroot squad, the Kroot can get a 5+ armour save for +2 pts each (Ethereal bonus improves this).
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This message was edited 2 times. Last update was at 2011/01/08 16:41:56
Chaos Daemons (2000 pts), Tau (2000 pts), Necrons (1750 pts), Chaos Space Marines (2000pts).
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![[Post New]](/s/i/i.gif) 2011/01/16 03:12:41
Subject: Re:Ideas for a 5th Edition Tau Codex
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Sneaky Sniper Drone
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I want those point defense drones now. And the evade evade rule. Rapid fire should be Errata/ Faq'd by GW to be 1/2 the range of the weapon OR 12 inches, whichever is greater.
One thing I though about was changing the Pulse rifle to an increasing assault weapon. A1 at 30 inches, A2 at 24, A3 at 18 inches, A4 at 12 inches, A5 at 6 inches. 12 guys pumping out strength 5 ap 5 shots at that increasing metric would deter assault, The closer they get, the more shots come down at them. Bringing back the gunline
Thinking about 6 x 12 firewarrior squads shooting like that brings a smile to my face. And most importantly, Space Marines would know fear.
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Urdnot Wrex is not just pleased...he's Delighted!
Enclave Tau army 4000 points (with Shadowsun side lined :( ) Red Corsairs (CSM/SM)
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![[Post New]](/s/i/i.gif) 2011/01/17 21:01:13
Subject: Ideas for a 5th Edition Tau Codex
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Cackling Chaos Conscript
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There are some good ideas in this thread. I'm wondering how the latest codex, DE, might give us any insights into a future Tau codex, seeing as how Phil Kelly is most likely going to be the next one writing it (based on the 18 months to do a codex theory, and with BT/DA getting knocked down the 'needs a codex badly' list). Only competition would be Eldar, I guess. CSM needs a new codex, but that's not because the old one is bad; it's just boring as heck. Part of why I could see Phil being put on this the DE are relatively similar in their variety (multiple significantly different statlines and troops in the same army, ie warriors vs wych vs wrack as troops). This year is Necron/DH - next year, WH & Tau possibly?
Guesses based on things in recent codecii, including DE:
Grenades - Tau will get free photon grenades. Sorry, just the way it is.
Expect to see a Stormtrooper/Trueborn type elite FW squad (BS4, Ld9 for the sarge), with more access to special drones.
Kroot will get Stealth, maybe move thru cover...Shapers could become 1-3 per FOC, or remain a upgrade. No way will they keep their current overcosted way - they will either become chosen like Sanguinary Priests/Haemonculi, with wargear options (some type of rending weapon, most likely), or just a simple sarge upgrade. If they are chosen like Haemis, I expect they will get infiltrate for the squad.
Still plenty of restricted/special wargear, as Phil clearly has no problem with 0-1 limits per army.
Fliers (duh) - not just on the current rumor that everyone gets them, but because there will be few new models for the Tau - so clearly some new tank sized kit will need to come out to keep those tank sized $50 chunks of cash rolling in. Clearly the Barracuda is the obvious choice.
Disruptor pods - either gone, or 5+ cover save - hard to imagine them staying 4+, and flickerfields are very similar to a 5+ cover save.
Multimode weaponry - like the splinter cannon H6/A4, possibly for markerlights (r18 A1/r36 H1)
Markerlights - focusedfire's view seems plausible, although they could stay more like the previous edition, just with more/cheaper markerlights
Carbine could see drastic improvement, ala DE carbines. It does need it - possibly go up to 2 shots, swap with rifle for +2 points?
Bonding knife for everyone
Not based off DE, just based on gut feeling:
More drone variety - I could definitely see some type of Failsafe drone (s4 AP- small blast, Pinning, maybe reduces pursuit roll (ie just d6, no initiative added). It would be expensive...Marker, sniper, 0-1 stealth drone (gives squad same rules as stealth suits)
Better Skyray - probably with some type of anti-DS option - clearly GW is willing to put anti-DS stuff in Codexes (SW?), and DS is terrible for Tau right now
Ethereal gets a total rework - I could see this becoming like the IG advisors, moreso than the Archon's court
Model wise:
all plastic broadsides - obvious
Barracuda
Tetra? - would make sense, with the small # of kits you would expect with this release
New Vespids, unless they are getting dropped altogether in favor of a different race
New race - possibly as 'counselors', ie archon's court/advisors? - if so, possibly a psyker, but more likely along the lines of regimental advisors
Personally, I would love new crisis suits - I find the old ones chunky and chicken-footed, but to each their own
Just some thoughts, since I do like the little blue guys....
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The Grog wrote:You know, for a relentless undying horde of metal space zombies Necrons spend a lot of their time running for their life. |
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![[Post New]](/s/i/i.gif) 2011/01/18 00:03:09
Subject: Ideas for a 5th Edition Tau Codex
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Grim Dark Angels Interrogator-Chaplain
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Right i was thinking earlier that the railgun should be the single most devestating gun in the game.
First of im a Ork and Spess mareehns player so this is not bias, Spankhammer will tell ya
My idea for railgun
str10 AP1 Range 72" Heavy 1
Special rules
Draw a straight line from the railgun to its end point (72" away) any model along this line is hit automatically ( IC cannot be picked out, unless not part of a unit) No cover, Armour, or Invunerable saves are allowed against a Railgun shot.
if the Shot fails to penetrate armour or wound a model, it imediatly stops
Hammerhead becomes 230pts before upgrades
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![[Post New]](/s/i/i.gif) 2011/01/18 02:34:41
Subject: Ideas for a 5th Edition Tau Codex
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Cackling Chaos Conscript
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Unfortunately you can still roll a 1.
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The Grog wrote:You know, for a relentless undying horde of metal space zombies Necrons spend a lot of their time running for their life. |
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![[Post New]](/s/i/i.gif) 2011/01/18 07:28:28
Subject: Ideas for a 5th Edition Tau Codex
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Longtime Dakkanaut
Folsom, CA, just outside Sacramento
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Formosa wrote:Right i was thinking earlier that the railgun should be the single most devestating gun in the game.
First of im a Ork and Spess mareehns player so this is not bias, Spankhammer will tell ya
My idea for railgun
str10 AP1 Range 72" Heavy 1
Special rules
Draw a straight line from the railgun to its end point (72" away) any model along this line is hit automatically ( IC cannot be picked out, unless not part of a unit) No cover, Armour, or Invunerable saves are allowed against a Railgun shot.
if the Shot fails to penetrate armour or wound a model, it imediatly stops
Hammerhead becomes 230pts before upgrades
even more lethal: make it ordinance...and a way to balance the weapon: roll scatter for the endpoint (where the round hits the ground) it would be normal scatter, so if your aiming directly at a landraider you dont get a free hit, and can actually still miss something essential, otherwise everyone would spam railguns more than they already do...just my nonsensical 2 cents
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Please visit my Trade Thread I'm always looking for something and usually have something up for trade.
6th Ed WDL: SM:25-1-10 I think I am actually decent at 6th
DT:90-S---G+M++B++IPw40k09#++D++A+/hWD387R+++T(M)DM+
8 good trades on here, 3 on bartertown
5000 points (red scorpions) 100% painted
Imperial Navy Strike force: 3000 points, all made from styrene sheet and cardboard cracker boxes...oh yea. |
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