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Made in us
Devestating Grey Knight Dreadknight







We are not buffing the Riptide in CC, WHY? Why is that even on the table as a option? Now lets phrase the Riptides problem simply, it is the most durable MC in the game and it isn't even a melee or 12 inch range creature.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
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Dakka Veteran




 Quickjager wrote:
We are not buffing the Riptide in CC, WHY? Why is that even on the table as a option? Now lets phrase the Riptides problem simply, it is the most durable MC in the game and it isn't even a melee or 12 inch range creature.


I could see the riptide getting a small melee buff if it was in the Farsight Codex or rolling with Aun'shi maybe.

This message was edited 1 time. Last update was at 2015/01/09 22:04:46


 
   
Made in us
Legendary Master of the Chapter






Wait some one was suggesting a melee buff?

 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!

 
   
Made in gb
Shas'la with Pulse Carbine





Watford, England

Suggested nerfs in my mind.
Limit the range or remove the generator (although that might increase survivability instead of reduce it).
I don't really know how to nerf it without ruining the unit entirely.
Maybe T5 is the answer.
I just find it difficult to contemplate when a wraith lord has T8.
I think we all agree the wraith knight is a bit OP. I'm shocked people think the WK is less OP.
It's T8 3+ 12" move (with 5++ possible) and has 3 possible twin linked ap2 blasts. Multiple blast rule is place the first blast, roll the scatter and place touching (dependent on where) all re-rolls. Surely your going to get more like 6-7 wounds every shooting phase.


Automatically Appended Next Post:
Suggested nerfs in my mind.
Limit the range or remove the generator (although that might increase survivability instead of reduce it).
I don't really know how to nerf it without ruining the unit entirely.
Maybe T5 is the answer.
I just find it difficult to contemplate when a wraith lord has T8.
I think we all agree the wraith knight is a bit OP. I'm shocked people think the WK is less OP.
It's T8 3+ 12" move (with 5++ possible) and has 3 possible twin linked ap2 blasts. Multiple blast rule is place the first blast, roll the scatter and place touching (dependent on where) all re-rolls. Surely your going to get more like 6-7 wounds every shooting phase.

This message was edited 1 time. Last update was at 2015/01/09 22:07:36


 
   
Made in us
Painlord Titan Princeps of Slaanesh





Make the rip tide into a Walker...
   
Made in gb
Shas'ui with Bonding Knife




Give the Riptide a buff...
   
Made in us
Dakka Veteran




 Filch wrote:
Make the rip tide into a Walker...


There are more reasons it shouldn't be one than reasons it should.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

The Imperial Answer wrote:
 Filch wrote:
Make the rip tide into a Walker...


There are more reasons it shouldn't be one than reasons it should.


There only needs to be one reason to make it a walker - the damn thing *is* a walker.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Shas'la with Pulse Carbine





Watford, England

Make Tau suits Mechs. So they're empty and you have to purchase a pilot. This would solve the walker vs MC issue.
Because creature in monstrous creature infers living and walker infers mechanical.

Walker means something ungainly that can do some stuff but isn't agile and stuff like a person.
Creature in these rules represents something big but acts like its living. Tau suits are close to 'living' because they are extensions of the pilot like the dread knight whilst a dreadnought could be an MC it is clunky and not very agile.
Introduce Mech class, everything makes sense people are piloting a suit that acts like its an extension of them and bumps up the base cost.
Might require some minor point amendments on some units though.

I agree that the CSM ones should be MC


Automatically Appended Next Post:
Make Tau suits Mechs. So they're empty and you have to purchase a pilot. This would solve the walker vs MC issue.
Because creature in monstrous creature infers living and walker infers mechanical.

Walker means something ungainly that can do some stuff but isn't agile and stuff like a person.
Creature in these rules represents something big but acts like its living. Tau suits are close to 'living' because they are extensions of the pilot like the dread knight whilst a dreadnought could be an MC it is clunky and not very agile.
Introduce Mech class, everything makes sense people are piloting a suit that acts like its an extension of them and bumps up the base cost.
Might require some minor point amendments on some units though.

I agree that the CSM ones should be MC

This message was edited 1 time. Last update was at 2015/01/09 23:10:40


 
   
Made in us
Dakka Veteran




 vipoid wrote:
The Imperial Answer wrote:
 Filch wrote:
Make the rip tide into a Walker...


There are more reasons it shouldn't be one than reasons it should.


There only needs to be one reason to make it a walker - the damn thing *is* a walker.


It's closer to a giant suit of power-armor than a walker. Also walkers (outside of the eldar titans and perhaps war-walkers and wasp walkers) aren't supposed to be as nimble or fast as the riptide. A riptide wouldn't really fit the aesthetic. Plus the riptide is not supposed to be "walking" in so many words. Its got a jetpack. It would have more maneuverability than a standard walker its size should have.

Boniface wrote:
I agree that the CSM ones should be MC


Being they are daemon-engines, the term "engine" denotes they are meant to be mechanical and vehicles in function. If the chaos lord in question wants a MC, he will find a giant spawn of greater daemon to fo-fill the task better.

This message was edited 1 time. Last update was at 2015/01/09 23:21:12


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

The Imperial Answer wrote:
 Filch wrote:
Make the rip tide into a Walker...


There are more reasons it shouldn't be one than reasons it should.
and what of those reasons don't also apply to a Dreadnought, a walker?

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Made in gb
Killer Klaivex




The dark behind the eyes.

The Imperial Answer wrote:

It's closer to a giant suit of power-armor than a walker.


The pilot takes up far too little space for that to be true.

Unless you're telling me Tau have vat-grown pilots to be only marginally smaller than the Riptide?

The Imperial Answer wrote:
Also walkers (outside of the eldar titans and perhaps war-walkers and wasp walkers) aren't supposed to be as nimble or fast as the riptide.


So then it shouldn't exist at all? Got it.

The Imperial Answer wrote:
Plus the riptide is not supposed to be "walking" in so many words. Its got a jetpack. It would have more maneuverability than a standard walker its size should have.


Ok, so remove JSJ.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in de
Been Around the Block




Boniface wrote:
Suggested nerfs in my mind.
Limit the range or remove the generator (although that might increase survivability instead of reduce it).
I don't really know how to nerf it without ruining the unit entirely.
Maybe T5 is the answer.
I just find it difficult to contemplate when a wraith lord has T8.
I think we all agree the wraith knight is a bit OP. I'm shocked people think the WK is less OP.
It's T8 3+ 12" move (with 5++ possible) and has 3 possible twin linked ap2 blasts. Multiple blast rule is place the first blast, roll the scatter and place touching (dependent on where) all re-rolls. Surely your going to get more like 6-7 wounds every shooting phase.


The thing is, with the 3" Blasts and the sync, that MC actually costs 300 Points, which is quite a bit more than the riptide. The next thing is its 3+ Armor which can be pierced by far more weapons, best example would be rocket launchers. The next big thing on the list is that this weapon can never get "ignore cover". There may be the option of a psyker buffing it, but that is nothing you can actually count on because the psychic powers are random and you have to do your warp charge tests which can be denied by your opponent. The last thing is that with a range of 36" in order to get it twin linked you are also in a close range to the big hitters in melee, or other weapons who can really hurt but have a low range, like meltas or grav besides droppod troops or bikers.
   
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Dakka Veteran




 vipoid wrote:


The pilot takes up far too little space for that to be true.

Unless you're telling me Tau have vat-grown pilots to be only marginally smaller than the Riptide?


It is in fact described as being "worn" in the Tau Codex.

 vipoid wrote:
So then it shouldn't exist at all? Got it..


Not as a walker. As a MC sure. But as a walker it wouldn't make a lot of sense. There were early prototypes more akin to walkers in the Tau codex but they were scrapped because the Tau thought they were too ponderous. Also if the Tau wanted a walker, they would have built it like a walker instead of a giant suit of armor.


This message was edited 1 time. Last update was at 2015/01/09 23:31:32


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

The Imperial Answer wrote:
 vipoid wrote:


The pilot takes up far too little space for that to be true.

Unless you're telling me Tau have vat-grown pilots to be only marginally smaller than the Riptide?


It is in fact described as being "worn" in the Tau Codex.


"Worn" is a very loose term.

The Imperial Answer wrote:
 vipoid wrote:


The pilot takes up far too little space for that to be true.

Unless you're telling me Tau have vat-grown pilots to be only marginally smaller than the Riptide?


It is in fact described as being "worn" in the Tau Codex.

 vipoid wrote:

Not as a walker. As a MC sure. But as a walker it wouldn't make a lot of sense. There were early prototypes more akin to walkers in the Tau codex but they were scrapped because the Tau thought they were too ponderous. Also if the Tau wanted a walker, they would have built it like a walker instead of a giant suit of armor.


I don't understand this.

Why does it make more sense for it to be a MC when it clearly isn't a MC?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Stitch Counter





The North

I wonder if we'll see even more rules added, such as 'Monstrous Walkers'?

Y'know, just to give people more to flick through and draw the game out more.


If I was going to pick a side though, the MC rules seem to make more sense and that riptide should clearly out-pace a dreadnought

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Made in au
Liche Priest Hierophant







So what you're saying is that a mech piloted by a fishman in the fetal position via a neural link as a proxy body is more deserving of being an MC than a daemonic entity controlling a mechanical body exactly as if it was their own (with the same capabilities?)

I'm not saying that it should be a Walker, nor am I saying Forge/Maulerfiends should be MCs but you can't justify 1 being an MC while something that's a Walker is seemingly more deserving of that title based on what a MC actually is.

Also on the 'riptide is too ponderous to be walker' thing... no it's not. The Maulerfiend is a walker that moves 12" because it has a special rule. All you need to do is give the WalkerTide a special rule like this:

Jet Systems: In the assault phase the Riptide may make a Trust Move as if it had the Jet type. Furthermore, it ignores the effects of difficult terrains but treats it as dangerous terrains andunless it starts or ends it move in terrain, it does not need to take dangerous terrain checks.
   
Made in gb
Stitch Counter





The North

 Matt.Kingsley wrote:
So what you're saying is that a mech piloted by a fishman in the fetal position via a neural link as a proxy body is more deserving of being an MC than a daemonic entity controlling a mechanical body exactly as if it was their own (with the same capabilities?)


Nope, I only said that the Riptide should be a MC

If I had my way, many others including the Maulerfiend would also be MCs

This message was edited 1 time. Last update was at 2015/01/09 23:46:43


Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
Made in us
Longtime Dakkanaut





Holland , Vermont

You know...and for any battletech fans out there...
The tau battlesuits all use wounds and saves rather than AV,,from stealthsuits to the Riptide(although the stealth suit is actually barely larger than the pilot)
So..the fluffy reason may be due to artifical muscles and such attributing to its fluid motion and overall ability to take damage..Mynomer tech..thickly bundled and corded..so that individual penetrations and such are not as catastrophic as on more mundane constructs.

but the real reason is its just a progression from the XV-8 mechanics..scaled up and slapped a Universal rule on...to prevent making a special case for one unit...may not fit perfectly, but since when has GW really cared that much.

Resume.

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Made in au
Liche Priest Hierophant







 Wulfmar wrote:
 Matt.Kingsley wrote:
So what you're saying is that a mech piloted by a fishman in the fetal position via a neural link as a proxy body is more deserving of being an MC than a daemonic entity controlling a mechanical body exactly as if it was their own (with the same capabilities?)


Nope, I only said that the Riptide should be a MC

If I had my way, many others including the Maulerfiend would also be MCs


Sorry Wulfmar, I was more aiming this at The Imperial Answer. Didn't see your post (pretty sure you posted while I was writing it up )
   
Made in us
Dakka Veteran




 Matt.Kingsley wrote:
Also on the 'riptide is too ponderous to be walker' thing... no it's not.


I said the early prototypes were. It even mentions it in the codex under riptide development.

This message was edited 1 time. Last update was at 2015/01/09 23:54:03


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

I would be okay with it being an MC if it had the typical toughness and wounds of a regular Tau warrior. Being shot with a tank cannon would probably pretty damaging to the pilot's mind, to the point that they probably wouldn't be able to function afterward. Reminds me of a scene from Gundam Unicorn where the Unicorn (linked directly to the pilot's mind á la Riptide) gets punched square in the midsection, causing the pilot to vomit and pass out.

Don't even get me started on the Forge/Mauler fiend and Defiled being Walkers instead of MCs.

5250 pts
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Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 casvalremdeikun wrote:
I would be okay with it being an MC if it had the typical toughness and wounds of a regular Tau warrior. Being shot with a tank cannon would probably pretty damaging to the pilot's mind, to the point that they probably wouldn't be able to function afterward. Reminds me of a scene from Gundam Unicorn where the Unicorn (linked directly to the pilot's mind á la Riptide) gets punched square in the midsection, causing the pilot to vomit and pass out.


Sounds like a really stupid way to design your battlesuit, having its sensors be capable of incapacitating its pilot. Something any rigorous testing would spot and fix.

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Fireknife Shas'el






 casvalremdeikun wrote:
the Unicorn (linked directly to the pilot's mind á la Riptide) gets punched square in the midsection, causing the pilot to vomit and pass out.

That sounds ridiculous though. It'd be like giving the suit olfactory sensors and having it be susceptible to tear gas.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in au
Liche Priest Hierophant







The Imperial Answer wrote:
 Matt.Kingsley wrote:
Also on the 'riptide is too ponderous to be walker' thing... no it's not.


I said the early prototypes were. It even mentions it in the codex under riptide development.


Sorry, meant to write that the other way; "walkers too ponderous for a riptide to be one".
The point still stands that it can feasibly be a walker ruleswise if you add 1 or 2 special rules to make it move like Jetpack models, like how the Maulerfiend has a special rule allowing it to move 12" a turn. The point of it being no more deserving to be an MC than the currently-walker fiends and vice-versa also stands. You can't justify the difference between the two as it always turns into a 'well then most walkers should be MCs' arguement because the way a Riptide is controlled is the same as how dreadnoughts and certain deffdreads are and the way wraithknights/lords are controlled is the same way daemon engines are.
   
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Death-Dealing Devastator



Essex, UK

I had to check this thread wasn't started in 2012 lmao

You're an edition too late my friend.
   
Made in us
Dakka Veteran




 casvalremdeikun wrote:
Don't even get me started on the Forge/Mauler fiend and Defiled being Walkers instead of MCs.


A lot of the daemon engines would be less potent if they weren't walkers. They would loose the ability to fire all of their weapons in one turn, versus monstrous creatures who may only fire two. The Defiler and Forgefiend were meant to be heavier weapons platforms in the lore, the defiler in particular to replace the unreliable chaos dreadnoughts. They wouldn't be as powerful if they were restricted to what they could fire in one volley.

This message was edited 1 time. Last update was at 2015/01/10 00:37:06


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

The Imperial Answer wrote:
 casvalremdeikun wrote:
Don't even get me started on the Forge/Mauler fiend and Defiled being Walkers instead of MCs.


A lot of the daemon engines would be less potent if they were walkers. They would loose the ability to fire all of their weapons in one turn, versus monstrous creatures who may only fire two. The Defiler and Forgefiend were meant to be heavier weapons platforms in the lore, the defiler in particular to replace the unreliable chaos dreadnoughts. They wouldn't be as powerful if they were restricted to what they could fire in one volley.
The Daemon Engines ARE Walkers!

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Made in gb
Assassin with Black Lotus Poison





Bristol

 casvalremdeikun wrote:
The Imperial Answer wrote:
 casvalremdeikun wrote:
Don't even get me started on the Forge/Mauler fiend and Defiled being Walkers instead of MCs.


A lot of the daemon engines would be less potent if they were walkers. They would loose the ability to fire all of their weapons in one turn, versus monstrous creatures who may only fire two. The Defiler and Forgefiend were meant to be heavier weapons platforms in the lore, the defiler in particular to replace the unreliable chaos dreadnoughts. They wouldn't be as powerful if they were restricted to what they could fire in one volley.
The Daemon Engines ARE Walkers!


I think it was just a typo in that first sentence. Considering the rest of the post is about the advantages that walkers have in terms of how many weapons they can fire and why that benefits the daemon engines...

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Regular Dakkanaut




 casvalremdeikun wrote:
The Imperial Answer wrote:
 casvalremdeikun wrote:
Don't even get me started on the Forge/Mauler fiend and Defiled being Walkers instead of MCs.


A lot of the daemon engines would be less potent if they were walkers. They would loose the ability to fire all of their weapons in one turn, versus monstrous creatures who may only fire two. The Defiler and Forgefiend were meant to be heavier weapons platforms in the lore, the defiler in particular to replace the unreliable chaos dreadnoughts. They wouldn't be as powerful if they were restricted to what they could fire in one volley.
The Daemon Engines ARE Walkers!


I believe he meant "weren't". Because in the next sentence he goes on to say that as walkers they can shoot all their weapons, if they were MCs they could only shoot two.
   
 
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