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Made in il
Warplord Titan Princeps of Tzeentch






The Tau codex, as it stands, is deeply flawed. it promotes monotone lists, boring gameplay (for both sides), and generally lacks in flavor.
It also invalidated many of the army compositions and playstyles that existed for a long time by making them either non-viable, or outright non-optional.
Many of the problems stem from the crisis lineup (regulars, bodyguards and commanders) being generally flawed.

Thus, an overall is in order. an overhaul does not mean buffs-it means changes. some things to be given and improved, others to be taken away and downgraded.
First, I'll list the major flaws, as I see them.


1-Support systems are mostly bland and boring. rather than adding tactical abilities most of them come down to numerical bonuses.
2-Commanders with 4 guns, especially coldstars, are overwhelming and as such invalidate crisis suits, and forcing the commander limit to exist.
3-the commander limit, it turn, makes suit-based armies a non-option (especially piled with how expensive crisis suits are), the crisis lineup as a whole has a lot of redundant meaningless units.
4-This means that the commander limit is completely virtual, and not a natural choice. if you COULD you WOULD spam them, a properly made codex would just encourage to take only a few by being the optional choice, yet let you spam if you want.
5-mobility is practically null compared to past editions, and the evasive playstyle practically eliminated, while it was slightly oppressive, it could be reduced without outright killed.
6-no interaction in psykers, not even a unique relic/trait for defense against it.



So, the changeIist suggest:

Unit Changes
Spoiler:
Commander in XV8 battlesuit
  • Rename to XV8 Sub-Commander
  • Remove the Commander keyword
  • Change BS to 3+, WS to 4+
  • change second bullet point to "This model may take one additional item from the Ranged Weapons or Support Systems lists."
  • Remove "master of war" ability
  • change point cost to 60

  • So, now you got a "light suit HQ". not quite a commander, but it lets you play a true suit list, fills a gap of Monats that got removed and it packs more punch than the codex crisis suit without being overwhelming. (as only 3 max guns)
    Options and variety, without promoting oppressive HQ spam. your "real" commanders are now piloting the Enforcer and Coldstar battlesuits (who are changing too)

    Commander in XV85 enforcer battlesuit
  • Change save to +2
  • change point cost to 100

  • Tougher, yet more expensive. enforcers are your "heavy duty commanders", the only one still packing as much firepower, and now with built-in iridium (because why though couldn't have it was absurd. they ARE the big, mean, well built variant.)
    Its a good suit to put your warlord in (as it's tough as nails), but costs dis-incentive spamming.

    Commander in XV86 coldstar battlesuit
  • change second bullet point to "This model may take two additional items from the Support Systems lists."
  • Can now take Cyclic Ion Blasters

  • No more "zoom in and destroy anything" coldstars. two guns, two support systems. that's it. gives an incentive to deploy more "tactical" coldstars rather than suicide bombers, if the enforcer is the broadsword, this is the rapier. (especially with support system rework), also no need to forbid CiBs when you can't quad them.

    Between the 3 you now have 3 wholly different suit HQs to pick from, the budget sub-commander, the heavy-duty enforcer, or the surgical coldstar, each serving a unique role, rather than all being variants of the same "dakka gunboat"

    XV8 Crisis Battlesuits
  • change first bullet point to "Any model may replace its burst cannon with up to two items from the Ranged Weapons list."
  • add bullet point "Any model may take a single item from the Support Systems list."
  • change point cost to 32

  • Two weapons and a support system. lets them be slightly cheaper without being overwhelming.

    XV8 Crisis Bodygaurds
  • change first bullet point to "Any model may replace its burst cannon with up to two items from the Ranged Weapons list."
  • add bullet point "Any model may take a single item from the Support Systems list."
  • remove the second bullet point
  • change WS to 4+, Save to 2+
  • change point cost to 50

  • Built-in iridium for the entire squad and slightly more CC punch makes them have something to offer over regular crisis, so they are not a completely redundant unit.



    Systems and misc.
    Spoiler:
    Matched Play Rule: Commanders
    Removed, as its no longer needed with the changes before and it becomes a nuisance that creates restrictions with no reasoning. if commanders are not opressive, there is no issue with mutltiple coldstars/enforcers whatnot. and blokcing off a characther and a regular commander in a battalion is just silly.

    Multi-tracker
  • During the shooting phase you can shoot a single weapon from the ranged weapons list an additional time, it must target a different unit.

  • Added firepower, and in a way lets you used a support system as an extra gun, but as a tactical choice as you need to split your shots. works best on suits with different weapons as it gives versatility. most importantly, not yet a-freaking-nother reroll 1's to hit source. compared to triple-gunning, this isn't quite as effective due to the split making the use of markerlights harder.

    Vectored Maneuvering Thrusters
  • moved to support systems, no sept limit naturally.
  • Change to "Models if Fly only. This model may immediately move up to half it's movement stat after attacking in the shooting phase.
  • point cost (coldstar, ghostkeel and riptide) 15 points, (all other models) 10 points.

  • A slight return of the JSJ mechanic, but now its predictable, and comes at the cost of a support system (so opportunity cost over added firepower systems), you can't have the JSJ without giving something up.

    So, new support systems mean you got real choices to make. cheap VTs for anti-fly, MT for added firepower (even if spread) and versatility, ATS for enchanting all your weapons (and CC), TL for pre-shooting mobility, VMT for post-shooting mobility, shields, CFDS for anti-assault, EWO for anti-deepstrike. every system now has it's own role, and you have real choices to make.

    Signature System-Neural Communications Array
  • T'AU SEPT only, Increases the range of all aura abilities used by the bearer by 3".

  • T'au are all about them bubbles and hobbling together, might as well give them a signature representing that to replace the no-longer-signature thrusters.

    Stratagem-Experimental Weaponry
  • Use this Stratagem before a BORK’AN SEPT unit from your army fires a ranged weapon that makes a random number of attacks (e.g. Heavy D6, Heavy 2D6 etc.). Roll twice and take the higher result.

  • Because it's current form is outright useless. you need to use it in advance, and then you get a chance it does not even roll (rolled max anyway), and even if you did you can't even assure you get a better result. nobody ever uses it. this way it's still not great, but has SOME value, in niche cases.


    Bonus round-I felt like making a Kel'shen sept ruleset, because R'alai is the coolest. Kel'shen are notorius for adaptability, and their primary enemy was nids, so i wanted abilities to represent that.
    Spoiler:
    Kel'shen sept tenets-Adaptive Tactics
  • Before deployment choose infantry, vehicle or monster. Re-roll wound rolls of 1 for models with this tenet for shooting attacks against enemy units with the chosen keyword.


  • Stratagem-Emergency Retrofitting-2CP
  • Use this stratagem when you deploy a Kel'shen Battlsuit or Vehicle, you may immediately change it's wargear options. In matched play, if the new wargear options would cost more you must pay the difference in Reinforcement Points.


  • Warlord Trait-Headhunter
  • If your warlord did not move in the movement phase, he may target CHARACTERs in the shooting phase even if they are not the closest enemy unit.


  • Signature System-Psychic Dampener
  • KEL'SHEN BATTLESUIT only. Add 1 to the warp charge value of psychic powers cast within 24" of this model.


  • Shas'o R'alai
  • Experimental pulse submunitions rifle, EMP, change rule to "If the target is a VEHICLE, roll a D6 for every hit. On a 3+, the targetunit suffers 1 mortal wound in addition to any other damage.


  • Kel'shen adapt to the enemy, and punish monotone forces by shifting to fight them. they can adapt to the enemy, and excel at taking down enemy leadership and disrupt psykers (synapse nodes usually are both), also the trait actually befits R'alai and makes his own abilities not pointless. (and the EMP is fixed to work for each hit, rather than by the fact you target even if you miss. much higher potential damage so its actually useful, but also not nonsense.)




    Critiques?

    This message was edited 1 time. Last update was at 2018/10/23 15:03:28


    can neither confirm nor deny I lost track of what I've got right now. 
       
    Made in ca
    Fresh-Faced New User




    1-I have issues with support systems in context with the codex overall, but I don't agree that being numerical bonuses makes them that bland or boring. Those bonuses encourage alternative gameplay. I am certainly not in favor of nixing those for tacticool systems.
    2-I don't agree that Commanders invalidate crisis suits in the least. Commanders highlight the flaws that the Crisis suits have, which I don't believe you have identified yet.
    3,4-At least, I am in agreement that fixing crisis suits and commanders invalidates the need for the rule.
    5-While I'd like that, I dislike the mindset that this solves the problems of the suits. It seems more like a crutch to me.
    6-I don't feel this is a critical flaw so much as a specific weakness of the army. I don't feel solving this problem is a priority.

    XV8- I like the change. I prefer 28pt bodies as that is perfectly priced with a 2 weapon limit. You can still bring the same firepower per point as before, just more bodies/wounds to go with it. Also brings it in line with other suits in having a free support system, which you can simply opt not to use if you wish (I feel like Stealth Suits were well designed in this way).

    XV8 bodyguard- don't know how I feel about it yet. Not sure what role I expect these to serve yet. Would be nice to see them in the HQ slot instead as a pseudo-lieutenant. I'd like to be able to field "The Eight" again.

    XV8 Commander- I'd prefer to see the Monat role served by the base crisis suit datasheet, to be honest.

    XV85 Enforcer- I liked that the XV8 had the Iridium exclusive to it. Personally I'd rather stick with the reduction of weapons from 4 to 3 and a free support system, no cost changes. Then we can see how the Crisis suit changes fare first, and whether further changes are needed.

    XV86 Coldstar- Totally fine with a 2 weapon limit on this thing. Personally I'd like to see a 3-hardpoint limit, the Coldstar upgrade is totally worth at least a support system. On Ion, I feel like the weapon profiles need a look at.

    Multi-Tracker- Making up for the missing firepower was exactly the support system I was hoping not to see. I feel like this is too attractive not to take, removing the choice from you. Like how losing the third gun was too big a loss to warrant taking any support systems to begin with?

    VMT- I had considered this at some point myself, but I still feel like the return of JSJ would be a crutch. If the suits aren't worth using like any other unit in 40k, then JSJ is just propping up a bad unit. That said, since the new FAQ prevents units from flying over terrain outside the movement phase, and as long as this system doesn't try to circumvent that ruling, I think it would be a positive addition.

    Support Systems in general- I feel the codex has a lot of issues with redundant and overlapping mechanics, like rerolls and assault-without-penalty. The systems could use another look so that they don't share that space with the other Tau abilities.

    NCA - I'd like to see that. Gives another relic that non-commanders can use.

    This message was edited 1 time. Last update was at 2018/10/23 19:08:19


     
       
    Made in us
    Focused Fire Warrior




    NY

    Love it! Except the new sept.
       
    Made in ca
    Fresh-Faced New User




    Do you have anything to say about the codex's other weaknesses?

    What about the weapons in context with each other? The role that each one plays with respect to the Crisis Suits, for example. You briefly touched on systems, but that could also use an in-depth look.

    The abundance of overlapping rules? The role of markerlights, and its status as a one-size-fits-all solution?

    Master of War as an ability- The moment we started getting stratagems, I was expecting Master of War to become one. As-is I'm not happy with how the core Tau strategies are represented by mechanics that are barely associated with their respective ones. Mont'Ka should have been what became the Focused Fire stratagem. Kauyon should not leave its affected models vulnerable, mobility was key to that strategy as well.
       
    Made in il
    Warplord Titan Princeps of Tzeentch






    Well, if I wanted to dive THAT deep, I'd re-write the entire codex from scratch XD

    can neither confirm nor deny I lost track of what I've got right now. 
       
    Made in us
    Fixture of Dakka





    XV8 Crisis Suit:
    Models:1
    May take... Up to the current total limit.

    Especially in smaller games, a Suit should be able to respond to a Crisis.

    It won't happen, because the box comes with 3 models. But I think the rules were better that way.


    Automatically Appended Next Post:
    Forgot to say, I like what I see.

    This message was edited 1 time. Last update was at 2018/10/24 18:50:55


     
       
    Made in ca
    Fresh-Faced New User




     BoomWolf wrote:
    Well, if I wanted to dive THAT deep, I'd re-write the entire codex from scratch XD


    I mean, why not? I think it's worth discussing. This is an overhaul, I see no reason to stop at just one part.

    We can rewrite it, one aspect of the codex at a time. You've got ideas for the suits out there, where would you move on to? I have ideas of my own, as well.
       
    Made in us
    Fixture of Dakka





    On JsJ:
    The CWE codex turned it into a stratagem. This made it still an option, but with a cost and counterplay. Although a T'au equivelent needn't be a carbon copy (do they have one?).
       
    Made in ca
    Fresh-Faced New User




    Bharring wrote:
    On JsJ:
    The CWE codex turned it into a stratagem. This made it still an option, but with a cost and counterplay. Although a T'au equivelent needn't be a carbon copy (do they have one?).


    Strike and Fade, which is limited to one of the septs (Dal'yth). Functions almost identically.
       
    Made in us
    Ollanius Pius - Savior of the Emperor






    Gathering the Informations.

    Bharring wrote:
    On JsJ:
    The CWE codex turned it into a stratagem. This made it still an option, but with a cost and counterplay. Although a T'au equivelent needn't be a carbon copy (do they have one?).

    Only thing I can immediately think of is a Signature System for Commanders that have the T'au Sept.
       
    Made in us
    Fixture of Dakka





    I hated the loss of JSJ on my Aspect Warriors, and Fire & Fade is mostly accepted as a reasonable rule these days. Opponents also seem to hate it less than they hated JSJ.

    My point is that, if you want JSJ back, instead of fiddling with the points costs or distances or such, modeling it after Fire & Fade might be wise.
       
    Made in ca
    Fresh-Faced New User




    Bharring wrote:
    I hated the loss of JSJ on my Aspect Warriors, and Fire & Fade is mostly accepted as a reasonable rule these days. Opponents also seem to hate it less than they hated JSJ.

    My point is that, if you want JSJ back, instead of fiddling with the points costs or distances or such, modeling it after Fire & Fade might be wise.


    I can get behind that. It addresses a lot of the worst aspects of JSJ while making it available as an infrequent tactical option.
       
    Made in us
    Shrieking Traitor Sentinel Pilot




    USA

    We do have a JSJ strat. The Dal'yth sept strategem.

    This message was edited 1 time. Last update was at 2018/10/27 20:12:20


    "For the dark gods!" - A traitor guardsmen, probably before being killed. 
       
    Made in us
    Powerful Ushbati





    United States

     BoomWolf wrote:
    The Tau codex, as it stands, is deeply flawed. it promotes monotone lists, boring gameplay (for both sides), and generally lacks in flavor.
    It also invalidated many of the army compositions and playstyles that existed for a long time by making them either non-viable, or outright non-optional.
    Many of the problems stem from the crisis lineup (regulars, bodyguards and commanders) being generally flawed.

    Thus, an overall is in order. an overhaul does not mean buffs-it means changes. some things to be given and improved, others to be taken away and downgraded.
    First, I'll list the major flaws, as I see them.


    1-Support systems are mostly bland and boring. rather than adding tactical abilities most of them come down to numerical bonuses.
    2-Commanders with 4 guns, especially coldstars, are overwhelming and as such invalidate crisis suits, and forcing the commander limit to exist.
    3-the commander limit, it turn, makes suit-based armies a non-option (especially piled with how expensive crisis suits are), the crisis lineup as a whole has a lot of redundant meaningless units.
    4-This means that the commander limit is completely virtual, and not a natural choice. if you COULD you WOULD spam them, a properly made codex would just encourage to take only a few by being the optional choice, yet let you spam if you want.
    5-mobility is practically null compared to past editions, and the evasive playstyle practically eliminated, while it was slightly oppressive, it could be reduced without outright killed.
    6-no interaction in psykers, not even a unique relic/trait for defense against it.



    So, the changeIist suggest:

    Unit Changes
    Spoiler:
    Commander in XV8 battlesuit
  • Rename to XV8 Sub-Commander
  • Remove the Commander keyword
  • Change BS to 3+, WS to 4+
  • change second bullet point to "This model may take one additional item from the Ranged Weapons or Support Systems lists."
  • Remove "master of war" ability
  • change point cost to 60

  • So, now you got a "light suit HQ". not quite a commander, but it lets you play a true suit list, fills a gap of Monats that got removed and it packs more punch than the codex crisis suit without being overwhelming. (as only 3 max guns)
    Options and variety, without promoting oppressive HQ spam. your "real" commanders are now piloting the Enforcer and Coldstar battlesuits (who are changing too)

    Commander in XV85 enforcer battlesuit
  • Change save to +2
  • change point cost to 100

  • Tougher, yet more expensive. enforcers are your "heavy duty commanders", the only one still packing as much firepower, and now with built-in iridium (because why though couldn't have it was absurd. they ARE the big, mean, well built variant.)
    Its a good suit to put your warlord in (as it's tough as nails), but costs dis-incentive spamming.

    Commander in XV86 coldstar battlesuit
  • change second bullet point to "This model may take two additional items from the Support Systems lists."
  • Can now take Cyclic Ion Blasters

  • No more "zoom in and destroy anything" coldstars. two guns, two support systems. that's it. gives an incentive to deploy more "tactical" coldstars rather than suicide bombers, if the enforcer is the broadsword, this is the rapier. (especially with support system rework), also no need to forbid CiBs when you can't quad them.

    Between the 3 you now have 3 wholly different suit HQs to pick from, the budget sub-commander, the heavy-duty enforcer, or the surgical coldstar, each serving a unique role, rather than all being variants of the same "dakka gunboat"

    XV8 Crisis Battlesuits
  • change first bullet point to "Any model may replace its burst cannon with up to two items from the Ranged Weapons list."
  • add bullet point "Any model may take a single item from the Support Systems list."
  • change point cost to 32

  • Two weapons and a support system. lets them be slightly cheaper without being overwhelming.

    XV8 Crisis Bodygaurds
  • change first bullet point to "Any model may replace its burst cannon with up to two items from the Ranged Weapons list."
  • add bullet point "Any model may take a single item from the Support Systems list."
  • remove the second bullet point
  • change WS to 4+, Save to 2+
  • change point cost to 50

  • Built-in iridium for the entire squad and slightly more CC punch makes them have something to offer over regular crisis, so they are not a completely redundant unit.



    Systems and misc.
    Spoiler:
    Matched Play Rule: Commanders
    Removed, as its no longer needed with the changes before and it becomes a nuisance that creates restrictions with no reasoning. if commanders are not opressive, there is no issue with mutltiple coldstars/enforcers whatnot. and blokcing off a characther and a regular commander in a battalion is just silly.

    Multi-tracker
  • During the shooting phase you can shoot a single weapon from the ranged weapons list an additional time, it must target a different unit.

  • Added firepower, and in a way lets you used a support system as an extra gun, but as a tactical choice as you need to split your shots. works best on suits with different weapons as it gives versatility. most importantly, not yet a-freaking-nother reroll 1's to hit source. compared to triple-gunning, this isn't quite as effective due to the split making the use of markerlights harder.

    Vectored Maneuvering Thrusters
  • moved to support systems, no sept limit naturally.
  • Change to "Models if Fly only. This model may immediately move up to half it's movement stat after attacking in the shooting phase.
  • point cost (coldstar, ghostkeel and riptide) 15 points, (all other models) 10 points.

  • A slight return of the JSJ mechanic, but now its predictable, and comes at the cost of a support system (so opportunity cost over added firepower systems), you can't have the JSJ without giving something up.

    So, new support systems mean you got real choices to make. cheap VTs for anti-fly, MT for added firepower (even if spread) and versatility, ATS for enchanting all your weapons (and CC), TL for pre-shooting mobility, VMT for post-shooting mobility, shields, CFDS for anti-assault, EWO for anti-deepstrike. every system now has it's own role, and you have real choices to make.

    Signature System-Neural Communications Array
  • T'AU SEPT only, Increases the range of all aura abilities used by the bearer by 3".

  • T'au are all about them bubbles and hobbling together, might as well give them a signature representing that to replace the no-longer-signature thrusters.

    Stratagem-Experimental Weaponry
  • Use this Stratagem before a BORK’AN SEPT unit from your army fires a ranged weapon that makes a random number of attacks (e.g. Heavy D6, Heavy 2D6 etc.). Roll twice and take the higher result.

  • Because it's current form is outright useless. you need to use it in advance, and then you get a chance it does not even roll (rolled max anyway), and even if you did you can't even assure you get a better result. nobody ever uses it. this way it's still not great, but has SOME value, in niche cases.


    Bonus round-I felt like making a Kel'shen sept ruleset, because R'alai is the coolest. Kel'shen are notorius for adaptability, and their primary enemy was nids, so i wanted abilities to represent that.
    Spoiler:
    Kel'shen sept tenets-Adaptive Tactics
  • Before deployment choose infantry, vehicle or monster. Re-roll wound rolls of 1 for models with this tenet for shooting attacks against enemy units with the chosen keyword.


  • Stratagem-Emergency Retrofitting-2CP
  • Use this stratagem when you deploy a Kel'shen Battlsuit or Vehicle, you may immediately change it's wargear options. In matched play, if the new wargear options would cost more you must pay the difference in Reinforcement Points.


  • Warlord Trait-Headhunter
  • If your warlord did not move in the movement phase, he may target CHARACTERs in the shooting phase even if they are not the closest enemy unit.


  • Signature System-Psychic Dampener
  • KEL'SHEN BATTLESUIT only. Add 1 to the warp charge value of psychic powers cast within 24" of this model.


  • Shas'o R'alai
  • Experimental pulse submunitions rifle, EMP, change rule to "If the target is a VEHICLE, roll a D6 for every hit. On a 3+, the targetunit suffers 1 mortal wound in addition to any other damage.


  • Kel'shen adapt to the enemy, and punish monotone forces by shifting to fight them. they can adapt to the enemy, and excel at taking down enemy leadership and disrupt psykers (synapse nodes usually are both), also the trait actually befits R'alai and makes his own abilities not pointless. (and the EMP is fixed to work for each hit, rather than by the fact you target even if you miss. much higher potential damage so its actually useful, but also not nonsense.)




    Critiques?


    Yes, leave my Coldstars alone. I like them just as they are.
       
    Made in us
    Shas'la with Pulse Carbine





    Vectored Maneuvering Thrusters
    moved to support systems, no sept limit naturally.
    Change to "Models if Fly only. This model may immediately move up to half it's movement stat after attacking in the shooting phase.
    point cost (coldstar, ghostkeel and riptide) 15 points, (all other models) 10 points.

    is 4 inches enough? I suppose being consistent is nice, as a 2d6" getting an 11 or 12, why are they faster after shooting than during movement? But i guess i'd rather see it be something more akin to 2d6" maximum of 8", or 2d3" (still most likely 4, but maybe as much as 6). 4" just seems like not quite enough
       
    Made in gb
    Norn Queen






    Why not make it 3D3"?
       
     
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