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Bristol

 counterwavecounter wrote:
  • The obvious one: Formations
    Make Rail Rifles and Ion Rifles a 0-2 special weapons upgrade for Fire Warrior teams
    Make the Grav-Inhibitor and Pulse Accelerator drones a 0-2 drone upgrade for Fire Warrior teams
    Make the Heavy Rail Rifle on Broadsides Heavy 2
    Increase the Ballistic Skill of Hammerheads to 4
    Point reduction on Stealth suits
    Something to make Pathfinders better. Increased survivability, better ballistic skills, inflitrate


  • Fluff-wise Fire Warriors aren't meant to have special weapons.
    Pulse Accelerator on Fire Warriors is too powerful, especially with two drones in the squad to mitigate it being able to be killed. Considering the hate that gets heaped upon Tau for just castling up and using Supporting Fire to pummel assaulting units I don't think we really want to give ourselves even more of a reason to never move with longer range guns and -D3" charge ranges on units which are already getting hit hard by our overwatch fire.
    Hammerheads already have BS4, as does the Skyray.

    This message was edited 2 times. Last update was at 2015/07/31 17:35:15


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    Who is also terrible beyond count for his cost

    The entire rail chain is unplayable beyond casual right now.

    can neither confirm nor deny I lost track of what I've got right now. 
       
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     Sidstyler wrote:
    Taffy17 wrote:
    -Make Vespid ALOT cheaper


    Personally, you could make vespid free and I still don't think I'd field them. Especially since I'd have to buy the models.

    They definitely need a lot more than a point reduction to be worth a damn.

    Personally, I could support giving the Vespidss' guns Haywire in addition to their normal stats. I would definitely give they a reason to be taken in Tau lists.

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     TheNewBlood wrote:
     Sidstyler wrote:
    Taffy17 wrote:
    -Make Vespid ALOT cheaper


    Personally, you could make vespid free and I still don't think I'd field them. Especially since I'd have to buy the models.

    They definitely need a lot more than a point reduction to be worth a damn.

    Personally, I could support giving the Vespidss' guns Haywire in addition to their normal stats. I would definitely give they a reason to be taken in Tau lists.


    I'd like to see Haywire, maybe assault two (or rapid fire), and maybe a slight points decrease.

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     Wolfblade wrote:
     TheNewBlood wrote:
     Sidstyler wrote:
    Taffy17 wrote:
    -Make Vespid ALOT cheaper


    Personally, you could make vespid free and I still don't think I'd field them. Especially since I'd have to buy the models.

    They definitely need a lot more than a point reduction to be worth a damn.

    Personally, I could support giving the Vespidss' guns Haywire in addition to their normal stats. I would definitely give they a reason to be taken in Tau lists.


    I'd like to see Haywire, maybe assault two (or rapid fire), and maybe a slight points decrease.

    I agree. In fact, let's do all of that! Give their guns Haywire and Assault 2, make them cheaper, and give them a leadership boost.

    I'm actually hopeful Vespid will improve. After all, Mandrakes and Flayed Ones are now somewhat useable.

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    Working on it

    A better CC unit,
    Something that helps pull people away from suit spam

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    Maybe for the rail Weapons, on a roll of 6 to penetrate they remove an extra 1d3 Hull Points or similar.

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     A Town Called Malus wrote:
     counterwavecounter wrote:
  • The obvious one: Formations
    Make Rail Rifles and Ion Rifles a 0-2 special weapons upgrade for Fire Warrior teams
    Make the Grav-Inhibitor and Pulse Accelerator drones a 0-2 drone upgrade for Fire Warrior teams
    Make the Heavy Rail Rifle on Broadsides Heavy 2
    Increase the Ballistic Skill of Hammerheads to 4
    Point reduction on Stealth suits
    Something to make Pathfinders better. Increased survivability, better ballistic skills, inflitrate


  • Fluff-wise Fire Warriors aren't meant to have special weapons.
    Pulse Accelerator on Fire Warriors is too powerful, especially with two drones in the squad to mitigate it being able to be killed. Considering the hate that gets heaped upon Tau for just castling up and using Supporting Fire to pummel assaulting units I don't think we really want to give ourselves even more of a reason to never move with longer range guns and -D3" charge ranges on units which are already getting hit hard by our overwatch fire.
    Hammerheads already have BS4, as does the Skyray.


    Fluff-wise Tau heavily adapt and modify their tactics based on the for they are facing. Maybe they're coming up against a lot more armour pulse rifles won't get through (marines etc) hence the need for a change in firewarrior load out.

    For me that isn't wrecking Tau fluff, it is highlighting one of the core things that make Tau stand out - their pragmatism, that they learn and change.
       
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    Working on it

    I agree, the pathfinders need a buff,
    I also think they need a smaller jetbike, like what're elder or necrons have

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    Stux wrote:
     A Town Called Malus wrote:
     counterwavecounter wrote:
  • The obvious one: Formations
    Make Rail Rifles and Ion Rifles a 0-2 special weapons upgrade for Fire Warrior teams
    Make the Grav-Inhibitor and Pulse Accelerator drones a 0-2 drone upgrade for Fire Warrior teams
    Make the Heavy Rail Rifle on Broadsides Heavy 2
    Increase the Ballistic Skill of Hammerheads to 4
    Point reduction on Stealth suits
    Something to make Pathfinders better. Increased survivability, better ballistic skills, inflitrate


  • Fluff-wise Fire Warriors aren't meant to have special weapons.
    Pulse Accelerator on Fire Warriors is too powerful, especially with two drones in the squad to mitigate it being able to be killed. Considering the hate that gets heaped upon Tau for just castling up and using Supporting Fire to pummel assaulting units I don't think we really want to give ourselves even more of a reason to never move with longer range guns and -D3" charge ranges on units which are already getting hit hard by our overwatch fire.
    Hammerheads already have BS4, as does the Skyray.


    Fluff-wise Tau heavily adapt and modify their tactics based on the for they are facing. Maybe they're coming up against a lot more armour pulse rifles won't get through (marines etc) hence the need for a change in firewarrior load out.

    For me that isn't wrecking Tau fluff, it is highlighting one of the core things that make Tau stand out - their pragmatism, that they learn and change.


    Thank you, Stux! Yes, I don't see how giving Firewarriors special weapons in, any way, undermines the fluff.

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    Leicester

    Okies, here's a few ideas:

    Split pathfinders into two units; special weapons squads that can be taken as troops, no marker lights and normal marker light squads as fast attack.

    Pathfinders could do with a camo cloak equivalent.

    Kroot need their two attacks back, that was the whole point of the rifle/fighting stave!

    I'd like to see seeker missiles have a dual mode warhead, with a blast for anti infantry duties.

    Vespid need to decide what their role is; currently sort of supposed to be anti-MEQ, but let's face it the actual marines are generally the last thing your worried about in a SM force. I could buy anti-TEQ or anti-vehicle, but either way I think you need to be looking at a cheap-as-chips suicide squad (like IG veterans/storm troopers).

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     Zed wrote:
    *All statements reflect my opinion at this moment. if some sort of pretty new model gets released (or if I change my mind at random) I reserve the right to jump on any bandwagon at will.
     
       
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    If people really have a problem with Firewarriors having special weapons, just let them take Sniper Drones like they could take any other drone.

    Before the FAQ for the missile drones this was something everybody loved. Firewarriors get o keep their fluff and still get a bit of added firepower.

    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,
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     Savageconvoy wrote:
    If people really have a problem with Firewarriors having special weapons, just let them take Sniper Drones like they could take any other drone.

    Before the FAQ for the missile drones this was something everybody loved. Firewarriors get o keep their fluff and still get a bit of added firepower.


    I REALLY would love Missile drones to be more wide spread. Though now im expecting a bajillion MSU Crisis suits with missile pod and drones up the wazooooo.

     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!

     
       
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    Working on it

    Maybe a beefier troop choice, maybe around 5 models, s5t5?
    Something besides basic warriors, kroot, and Pathfinders

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    Kharne the Befriender wrote:
    Maybe a beefier troop choice, maybe around 5 models, s5t5?
    Something besides basic warriors, kroot, and Pathfinders

    I think you might be thinking of Farsight Enclaves Crisis Suits...

    In any case, I would be very surprised if there wasn't some Commander+Crisis Suits formation in the new Tau codex.

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    Actually, I'm not sure.

    The "cadre" in apoc has a giant mix of everything (seriusly, it REQUIRES nearly every unit in the codex for some odd reason), but smaller formations like "rapid insertion force" were where the suits came in numbers, but featured no commanders.


    Sometimes formations just don't make sense.


    As for wide-spread missile drones. I could see it as a thing. but it has a potential to spin out of control with whole squads of them raining hell (or worse, controller missile teams)

    What I REALLY want to see in drones, is veraity.
    Please someone tell me why are there no "failsafe detonator" drones, or flamer drones? they sort of make the most sense-send a drone in to do the "way too close" jobs.

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    Farsight really needs a buff last weekend a regular terminator insta killed him with a power fist, so eternal warrior or iridium armour would be nice. The dawn blade is pretty good against vehicles but not much chop against infantry.

    The crisis models badly need an update they have barely changed since they were first released, they look incredibly dated now.

    A D weapon would be nice too
       
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    Serbia

    I would like to see a turret option for a Devilfish. (Something like HammerHead has. Not as powerful, though.)
    Like, a PathFinder squad with Recon drone on a DevilFish can mount the drone to the turret. And it looks bad ass.

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    I really want Shadowsun to be better, as I like the whole Stealth Suit concept and her model is probably one of the best looking Stealth Suits. Also I really like her special rules, as she can give a Crisis Team good cover saves and the ability to super jet jump, but the points seem way too high for just those things and her range is kind meh.

    Basically, yea, I want Shadowsun and even the Stealth Suits to just be buffed a bunch to be more playable. Maybe give her some cool tech, something like you know, she can be the only character to pass infiltrator onto the squad she joins, in addition to what she already does. That would be a cool little buff that wouldn't exactly need a point increase, right?

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    I want Shas'O Kais to be in the codex with all his Rip

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     Kanluwen wrote:
    Bharring wrote:
    What about the third one?

    Armorbane would make the Rail Rifle far too powerful, methinks.

    (A 5++ will often be the difference between that pie plate removing the entire unit, and having the most important few models survive it.

    And does every thread need to come down to "Waaah, SL bikes beat Marines"?)

    Transauranic Arquebus has Armourbane and it's far from OP.

    Just copy/paste the profile from it over to Rail Rifle. Boom, done.


    You mean Rail Rifles Sniper weapons as well?
       
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    Gathering the Informations.

    Alcibiades wrote:
     Kanluwen wrote:
    Bharring wrote:
    What about the third one?

    Armorbane would make the Rail Rifle far too powerful, methinks.

    (A 5++ will often be the difference between that pie plate removing the entire unit, and having the most important few models survive it.

    And does every thread need to come down to "Waaah, SL bikes beat Marines"?)

    Transauranic Arquebus has Armourbane and it's far from OP.

    Just copy/paste the profile from it over to Rail Rifle. Boom, done.


    You mean Rail Rifles Sniper weapons as well?

    Sure, why not?
       
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     TranSpyre wrote:
    I want Shas'O Kais to be in the codex with all his Rip

    Also with the KX Supremacy armor being pretty much the pinnacle of Shas'o Or'es'ka's new path of warfare I feel he too should be added. He is from Soulstorm if anyone is wondering. In it he espouses a new path of warfare for the Tau "Great Strength, Great Strike". Hence why I'm so eager to get a KX.
       
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    Whay exactly would human auxiliaries do for the Tau codex? Aren't they just massively inferior shooting?
       
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    Alcibiades wrote:
    Whay exactly would human auxiliaries do for the Tau codex? Aren't they just massively inferior shooting?

    I would like to see them have pulse carbines standard and be cheaper than FW, but with flak armor. Also bigger allowed squads naturally. They would basically allow us to have an option to blob and bubble-wrap if the commander feels its necessary.
       
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    I've always thought human aux would either be fully trained, thus Fire Warrior counts-as (Cadians with Pulse Rifles/Carbines), or ragtag impressed/conscripted hordes, thus Kroot counts-as, with a mix of weapons (conscripts, catchans, mixttures, armed with bolgun/kroot rifle/lasgun) all counting as Kroot Rifles.

    A third option is IG forces under Tau command. That'd just lack Psykers and Commissars (as named, but Etherials/Tau could perform those roles). But all that lacks is an Allies of Conviencence permission (or BB).

    What do you want to see in the Dex that isn't served by one of those?
       
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    Kroot covers that part already.

    Gue'vesa unit should be Artillery focused, fits in tau warfare and fits their AM origin.

    can neither confirm nor deny I lost track of what I've got right now. 
       
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    Bharring wrote:
    I've always thought human aux would either be fully trained, thus Fire Warrior counts-as (Cadians with Pulse Rifles/Carbines), or ragtag impressed/conscripted hordes, thus Kroot counts-as, with a mix of weapons (conscripts, catchans, mixttures, armed with bolgun/kroot rifle/lasgun) all counting as Kroot Rifles.

    A third option is IG forces under Tau command. That'd just lack Psykers and Commissars (as named, but Etherials/Tau could perform those roles). But all that lacks is an Allies of Conviencence permission (or BB).

    What do you want to see in the Dex that isn't served by one of those?

    All of this would be great.
       
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    Gathering the Informations.

    Bharring wrote:
    I've always thought human aux would either be fully trained, thus Fire Warrior counts-as (Cadians with Pulse Rifles/Carbines), or ragtag impressed/conscripted hordes, thus Kroot counts-as, with a mix of weapons (conscripts, catchans, mixttures, armed with bolgun/kroot rifle/lasgun) all counting as Kroot Rifles.

    A third option is IG forces under Tau command. That'd just lack Psykers and Commissars (as named, but Etherials/Tau could perform those roles). But all that lacks is an Allies of Conviencence permission (or BB).

    What do you want to see in the Dex that isn't served by one of those?

    Tau players to stop thinking they need anything remotely resembling Guardsmen?

    You don't need Guardsmen. You want some human units? You get Cultist equivalents--crummy trained troops, because as has been shown in the Deathwatch RPG the Tau do not trust any of the humans that actually had Guard level training.
       
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     Kanluwen wrote:
    Bharring wrote:
    I've always thought human aux would either be fully trained, thus Fire Warrior counts-as (Cadians with Pulse Rifles/Carbines), or ragtag impressed/conscripted hordes, thus Kroot counts-as, with a mix of weapons (conscripts, catchans, mixttures, armed with bolgun/kroot rifle/lasgun) all counting as Kroot Rifles.

    A third option is IG forces under Tau command. That'd just lack Psykers and Commissars (as named, but Etherials/Tau could perform those roles). But all that lacks is an Allies of Conviencence permission (or BB).

    What do you want to see in the Dex that isn't served by one of those?

    Tau players to stop thinking they need anything remotely resembling Guardsmen?

    You don't need Guardsmen. You want some human units? You get Cultist equivalents--crummy trained troops, because as has been shown in the Deathwatch RPG the Tau do not trust any of the humans that actually had Guard level training.


    I second this. You already took our gunline capacity, our mobility and most of our tank. Stop trying to take our artillery and infantry too.

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