<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Tau Codex - Improving the forgotten units"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "Tau Codex - Improving the forgotten units"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ A lot of units  were over looked that needed some improvements to get them onto the table top.  Most of what you'll see here are price increases and increases in thier functionality.  A lot of the changes surround the Kroot and Vespid - I think these changes would make Tau even more diverse and you could see very different strategies come into play rather than gunlines, castling and mass suits.<br /> <br /> New Formation - Ethereal Conclave<br /> Aun'va, Aun'Shi or Aun'do - must have 0-1<br /> 1-4 Ethereals<br /> 0-4 Unit of Ethereal Guards<br /> <br /> *Sell box sets of 5 units of Ethereal guards $$$<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Aun'va - 200pts<br /> He and his guards now have a 4++<br /> His failure is not an option ability extends to 24"<br /> Greater Invocation is now 24" bubble<br /> Ethereal Guards have I4<br /> Honour blades are AP3<br /> <br /> Aun'shi - 150pts<br /> Has 4++<br /> His failure is not an option ability extends to 24"<br /> Once per game can enact 2 invocations a turn - like Aun'Do<br /> Has recon armor<br /> Hover Drone<br /> Honor Blade is +2, AP3<br /> Can take Ethereal Honor guards - up to 5, for 25pts each<br /> <br /> Farsight - 210 - move to LOW<br /> Change to - BS5, WS6, S5, T5, W4, I5, A4, Ld10, Sv2+<br /> Add - Feel No Pain, Eternal Warrior - conferred by the Dawnblade - Dawnblade increased to 2+ <span class="glossaryitem" onmouseover='gp(123);'>str</span>, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2, Armorbane, Master Crafted<br /> - Change Plasma Rifle to Enhanced Plasma Blaster, 24" Assault 2, S6 AP2 - Twin-linked<br /> <br /> Add as an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Anghkor Prok - Kroot Master Shaper - 100<br /> Change to - BS5, WS5, S4, T4, W3, I5, A4, Ld10, Sv4+/4++<br /> Stealth (all), Outflank, Acute Senses, Move Through Cover, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span><br /> Inspirational Presence - Upped to 12" from 6 - allows kroot units to re-roll hits in close combat.<br /> Can take any Infantry weapon in the Tau Codex<br /> <br /> Kroot - 10 pts per model - shapers 20pts.<br /> All Kroot units(including Hounds and Krootox) have Stealth (all), Outflank, Acute Senses, Move Through Cover<br /> Change to - <br /> Kroot WS4, BS3, S3, T4, W1, I4, A1, Ld8, Sv5+<br /> Kroot Shaper WS5, BS3, S3, T4, W3, I4, A1, Ld9, Sv4+/4++<br /> <br /> Kroot Rifle - 24" S4, AP5 Rapid Fire, Pulse<br /> Kroot Rifle Melee - <span class="glossaryitem" onmouseover='gp(123);'>Str</span> +1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-<br /> Sniper rounds removed<br /> Shapers can no longer take pulse rifles or carbines<br /> <br /> Kroot Hounds are beasts and Krootox become cavalry and are both No <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> options that can be opened when kroot are taken as troops. - Like Lone Wolves<br /> For every kroot troop choice, Tau can take 1 pack of hounds - 5 models and 1 pack of Krootox - 3 models<br /> <br /> Hounds now cost 10 pts per model<br /> Krootox are now 30 pts per model<br /> Both Hounds and Krootox gain Shred and Rend via Claws<br /> <br /> Kroot Hounds WS4, BS0, S4, T4, W1, I5, A3, Ld7, Sv5+<br /> - 2x Claws each<br /> <br /> Krootox WS4, BS3, S5, T5, W2, I4, A2, Ld8, Sv4+<br /> - 2x Claws each<br /> Kroot Gun - 36" S6 AP3 Rapid Fire, Pulse<br /> <br /> <br /> Both Fliers changed to<br /> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4, Front 12, Side 11, Rear 11, <span class="glossaryitem" onmouseover='gp(661);'>HP</span> 3<br /> <br /> Razorshark - 150<br /> + Gets interceptor drones<br /> --Interceptor drones changed to have velocity trackers<br /> --- Drones gain a wound<br /> --- Ion Rifles changed to Twin-Linked Ion Rifle<br /> - Loses Chin Burst cannon <br /> -- replaced for Networked Markerlight<br /> + Gains the missile Turret the Sunshark has<br /> -- Can be twin-linked like the Sunshark<br /> Quad Ion Turret  Changed<br /> + Heavy 8 Twin-linked, loses blast<br /> Sunshark - 175<br /> --Interceptor drones changed to have velocity trackers<br /> --- Drones gain a wound<br /> --- Ion Rifles changed to Twin-Linked Ion Rifle<br /> --Bomb Generator does not Fail permanently - Rule should be similar spider scarab creation.   before the bombing run role <span class="glossaryitem" onmouseover='gp(24);'>d6</span>.  on a 1 or 2, no bomb is generated<br /> ---Pulse Bomb --- Now <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 large Blast <br /> <br /> Vespid - 20pts each - 30pts for Strain Leader<br /> Stealth (all)<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 5, BS3, S5, T5, W2, I6, A3, Ld7, 3+<br /> Strain leader<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 5, BS3, S5, T5, W2, I6, A4, Ld9, 3+<br /> Neutron Blaster Changed to Assault 2<br /> Gain - 2xRipping Claws each - gain Shred and Rend<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250098.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250098.page</link>
				<pubDate><![CDATA[Tue, 10 Nov 2015 21:03:38]]> GMT</pubDate>
				<author><![CDATA[ Naaris]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ I'd lap Farsight up if this happened:<br /> <br /> When Farsight deals any unsaved wound in Assault using the Dawn Blade, roll a D3 for each wound and apply the following effects.<br /> <br /> 1- Nothing Happened<br /> 2- Farsight gains +1 wound up to his maximum.<br /> 3- Farsight gains half the wounds he caused back rounding up.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250207.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250207.page</link>
				<pubDate><![CDATA[Tue, 10 Nov 2015 21:45:47]]> GMT</pubDate>
				<author><![CDATA[ rowboatjellyfanxiii]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ While it does make sense he could heal from melee attacks since thats kinda the whole reason hes still alive is the Dawn Blade siphoning the life force from his foes, nothing in this game (far as i know) can heal more than 1 wound per turn.<br /> <br /> He really should have <span class="glossaryitem" onmouseover='gp(468);'>EW</span>, +2str, and the ability to heal 1 wound per turn via melee. Reason being is because hes a lone wolf in the army, there is NOTHING he wants to join up with other than to get down the board with some ablative wounds, outside that he is completely out of place.<br /> <span class="glossaryitem" onmouseover='gp(468);'>EW</span> so he doesnt die to dumb stuff, since someone who has survived centuries of battles should be pretty hard to kill, and +2Str because quite frankly hes pretty weak <span class="glossaryitem" onmouseover='gp(84);'>lol</span> AP2 and high <span class="glossaryitem" onmouseover='gp(149);'>WS</span> is all he has going for him <span class="glossaryitem" onmouseover='gp(258);'>atm</span>. Armorbane means nothing unless its against a vehicle, and with his low strength it still doesnt mean much against any walker or vehicle with higher than 10 rear.<br /> <br /> As for the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>:<br /> Majority of those changes seem a bit overbearing and unnecessary. We dont need insane overhauls of these units, just ones that make them viable. Not every unit needs to be ultimately powerful like our <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250250.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250250.page</link>
				<pubDate><![CDATA[Tue, 10 Nov 2015 22:03:04]]> GMT</pubDate>
				<author><![CDATA[ Vineheart01]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ A bit over the top for most of these changes.<br /> <br /> For Kroot just keep them the same price and make the kroot gun assault 2 (nerf to 18" if you want), +1 attack on their profile, and let the shaper upgrade give all kroot hammer of wrath. The biggest problem with Kroot is that they are a close combat unit that would rather shoot than charge (since they can't do both) and their lack of strength, armor, and toughness makes them actually worse than Fire Warriors when charged (defensive grenades and armor help a lot for the Fire Warrior's case). If they got a bit more offensive punch on the charge and the ability to shoot and charge then you might have a decent assault unit. <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 3 hammer of wrath is still bad but it would make the shaper upgrade less horrible.<br /> <br /> For Vespids just make their gun assault 2 and maybe let them be jump and jet infantry (<span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> really fits their nature of hit and run in ruins while jump infantry rules reflects their speed). They don't need that many attacks in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, they should charge in to finish off wounded enemies or vulnerable targets, not be the offspring of an elder and a flayed one.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250400.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250400.page</link>
				<pubDate><![CDATA[Tue, 10 Nov 2015 23:08:57]]> GMT</pubDate>
				<author><![CDATA[ Vankraken]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ Vespids should not have 3 attacks. making them and kroot close combat monsters is just a cheap way to negate the armies weakness. <br /> <br /> This is how I would fix them <br /> Make a new faction of mercenaries.<br /> Give them:<br /> - a decent detachment of formations & some new formations<br /> -different allied rules per unit<br /> - Make some new characters. that buff them with some funky special rules and items<br /> - Make some variations of the units ( the way the old chapter approved did)<br /> -Give them access to most normal wargear of allied  armies ( and for the love of god link the rules in other books, don't copy them.)<br /> The idea of a kroot character running around with a cammo cloak and a power klaw is just too good to <span class="glossaryitem" onmouseover='gp(333);'>pas</span> by.  <br /> <br /> This old chapter approved article could offer some inspiration.<br /> <div style="margin-top:5px; margin-bottom:10px;">
<div class="gensmall" style="margin-bottom:2px"><b>Spoiler</b>: <input type="button" class="mainoption" value="Click to Show" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Click to Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Click to Show'; }">
</div>
<div style="margin: 0px; padding: 7px; border: 1px inset;">
<div style="display: none;">
<a href="http://trobarts.customer.netspace.net.au/krootmerc_list.pdf" target="_blank" rel="nofollow">http://trobarts.customer.netspace.net.au/krootmerc_list.pdf</a>
</div>
</div>
</div><br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Note it would be great if this not only included Kroot and vespids but also some of the dark eldar royal court mercenaries, freebooters and even some renegade humans.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250412.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250412.page</link>
				<pubDate><![CDATA[Tue, 10 Nov 2015 23:15:15]]> GMT</pubDate>
				<author><![CDATA[ oldzoggy]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ Here's what I'd do:<br /> <br /> I'm mostly OK with those Ethereal changes. Yeah, it makes them more effective in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, but that's a big risk, so I'm OK with that. Aun'Va as a LOW with an added shield generator is OK too.<br /> <br /> <b>Commander Farsight</b>: Lord of War, 190pts<br /> <br /> WS5 BS5 S5 T5 W4 I5 A4 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 3+/4++<br /> <i>Wargear</i>: The Dawn Blade, two Plasma Rifles, Shield Generator, Stimulant Injector, Vectored Retro-Thrusters<br /> <i>Special Rules</i>: Fleet, Hit & Run, Feel No Pain, Eternal Warrior, Stubborn.<br /> <i>The Dawn Blade</i>: S user, AP2, Melee, Armourbane, Master-Crafted, Chronophage<br /> <b>Chronophage:</b> When a model inflicts an unsaved wound in close combat using a weapon with this special rule, they regain one Wound lost earlier in the game to a maximum of their starting number.<br /> <br /> <b>Kroot</b>: <br /> Same as in the book except for the following - <br /> Kroot Rifle: becomes 18" S4 AP6 Assault 2, Pulse -OR- 24" S X AP6 Heavy 1 Sniper with Sniper Rounds. In melee, is treated as two weapons rather than two-handed, but keeps AP5. Taking a Shaper grants Furious Charge, and the Shaper can take a Power Maul (15 pts).<br /> <br /> <b>Vespids</b>: Gain Furious Charge, 2x Close Combat Weapon each, gun becomes Assault 2. Price stays unmodified, I think... They're not excessively expensive as-is, but probably won't be criminally undercosted even with buffs. They shouldn't be <span class="glossaryitem" onmouseover='gp(19);'>CC</span> monsters, but they also shouldn't be <i>useless</i>. As it stands now, Vespids are a one-trick pony that's not good enough at that one trick to be worth taking.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250713.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250713.page</link>
				<pubDate><![CDATA[Wed, 11 Nov 2015 03:10:01]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ Vespids would be a great anti-<span class="glossaryitem" onmouseover='gp(95);'>meq</span> force if they didn't cost so damn much. I would be fine keeping their current cost and just making their weapons Assault 2 and giving them either furious charge or 2 <span class="glossaryitem" onmouseover='gp(19);'>cc</span> weapons. That I6 should be good for something!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250753.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250753.page</link>
				<pubDate><![CDATA[Wed, 11 Nov 2015 03:38:18]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e7135c32e4f75527d8b3f1c173746bb.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670024/8250250.page"><b>Vineheart01 wrote:</b></a><br/><br /> <span class="glossaryitem" onmouseover='gp(468);'>EW</span> so he doesnt die to dumb stuff, since someone who has survived centuries of battles should be pretty hard to kill</div></blockquote><br /> <br /> Yep, like Kharn or Lucius the eternal...oh wait]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250761.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250761.page</link>
				<pubDate><![CDATA[Wed, 11 Nov 2015 03:42:57]]> GMT</pubDate>
				<author><![CDATA[ koooaei]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ The problem with them is that anti-<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> is mostly all they do: S5 isn't a great threat to vehicles and <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, and AP3 doesn't threaten <span class="glossaryitem" onmouseover='gp(652);'>TEQs</span>. Their greatest advantage is being in the Fast Attack slot instead of Elite, because their main competition is Crisis Suits with Plasma or Fusion. With the tweaks we've proposed, they'd have enough volume to be at least something of an anti-<span class="glossaryitem" onmouseover='gp(93);'>MC</span> threat, and in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> they could tear up <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span> well enough or polish off <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> survivors, and that alone might make them worth taking.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250762.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250762.page</link>
				<pubDate><![CDATA[Wed, 11 Nov 2015 03:43:28]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ I'm absolutely loving the changes made to THE KING in the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. The Dawn Blade needs to be +2 <span class="glossaryitem" onmouseover='gp(123);'>Str</span>, so he has a chance in melee vs. monstrous creatures.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250768.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250768.page</link>
				<pubDate><![CDATA[Wed, 11 Nov 2015 03:45:43]]> GMT</pubDate>
				<author><![CDATA[ Verviedi]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/7a26ad15de4700b8d497dae8df0181a8.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670024/8250761.page"><b>koooaei wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e7135c32e4f75527d8b3f1c173746bb.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670024/8250250.page"><b>Vineheart01 wrote:</b></a><br/><br /> <span class="glossaryitem" onmouseover='gp(468);'>EW</span> so he doesnt die to dumb stuff, since someone who has survived centuries of battles should be pretty hard to kill</div></blockquote><br /> <br /> Yep, like Kharn or Lucius the eternal...oh wait</div></blockquote><br /> <br /> Who are also underpowered.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250809.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8250809.page</link>
				<pubDate><![CDATA[Wed, 11 Nov 2015 04:17:11]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ I agree that the auxiliaries changes are lame. Tau do not need and should not get melee troops. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> even reaffirmed this when Kroot got nerfed down in the 6e codex.<br /> <br /> Find another way to change them up. Something like:<br /> <br /> Fieldcraft: Kroot have Shrouded and Move Through Cover. While within 6" of a Kroot model, Tau infantry models have Stealth and Move Through Cover.<br /> <br /> Gives them a neat use and focuses on their role as allies and aids.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8251465.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8251465.page</link>
				<pubDate><![CDATA[Wed, 11 Nov 2015 14:22:14]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/670024/8251465.page"><b>raverrn wrote:</b></a><br/>I agree that the auxiliaries changes are lame. Tau do not need and should not get melee troops. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> even reaffirmed this when Kroot got nerfed down in the 6e codex.<br /> <br /> Find another way to change them up. Something like:<br /> <br /> Fieldcraft: Kroot have Shrouded and Move Through Cover. While within 6" of a Kroot model, Tau infantry models have Stealth and Move Through Cover.<br /> <br /> Gives them a neat use and focuses on their role as allies and aids.</div></blockquote>Isn't the point of the kroot that they ARE better at melee than the tau? And why the hell would a fire warrior get suddenly more stealthy when within shouting distance of a kroot?<br /> <br /> Kroot are the melee cover for the Tau. They make up for that weakness. Unfortunately they suck at it about as much as fire warriors do. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8260791.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8260791.page</link>
				<pubDate><![CDATA[Mon, 16 Nov 2015 05:16:43]]> GMT</pubDate>
				<author><![CDATA[ McNinja]]></author>
			</item>
			<item>
				<title>Re:Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ The point of Kroot is to be alien and different than Tau, to perform as some kind of counterpoint - same with Vespid. "Being good in melee" is one way of doing that, but it is an unhealthy one.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8261386.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8261386.page</link>
				<pubDate><![CDATA[Mon, 16 Nov 2015 14:24:13]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee05230497a0a6807ed0ce209afa2bb9.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670024/8250400.page"><b>Vankraken wrote:</b></a><br/>The biggest problem with Kroot is that they are a close combat unit </div></blockquote><br /> <br /> Are they? They appear to have been designed (not originally, but in the last codex) as snipers and objective takers, not as close combat units at all.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8261394.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8261394.page</link>
				<pubDate><![CDATA[Mon, 16 Nov 2015 14:27:13]]> GMT</pubDate>
				<author><![CDATA[ Alcibiades]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ Originally, kroot were WS4 S4 T3 with 2 attacks from their gun that counts as 2 combat weapons for 7pts each. They didnt even have a t-shirt save, and coupled with their T3 they didnt last long at allll. Thats why once allies became a thing tau players started bringing REAL orks instead of kroot to be their melee meat shields.<br /> <br /> Assuming they get to melee, they were vastly better than Firewarriors in melee. In the 6th/7th codex? HA! Firewarriors are better now.  They lost an attack and a strength for a 1pt cost cut (which is brought back via sniper rounds) and given a t-shirt save by default, which means nothing. Firewarriors are 3pts more expensive but have a vastly superior gun and have essentially identical melee capabilities otherwise - WS2 instead of WS4 being the main difference, but as we know WS2 is only a problem if you face WS5 people...meaning youre boned anyway if you face that. The 4+ armor will help way way more than the WS4.<br /> <br /> I dont agree with their change. I dont think Tau should be completely devoid of melee units, but we shouldnt have insanely good ones. If our kroot were brought back to the level of ork boyz i'd probably field them again because they can assault objectives and have a decent hope of winning, while right now they cant even move thanks to sniper rounds.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8281377.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8281377.page</link>
				<pubDate><![CDATA[Thu, 26 Nov 2015 04:18:27]]> GMT</pubDate>
				<author><![CDATA[ Vineheart01]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ The other issue at hand is Kroot aren't 'forgotten'. They've got a solid niche and see play as-is.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8281515.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8281515.page</link>
				<pubDate><![CDATA[Thu, 26 Nov 2015 06:30:19]]> GMT</pubDate>
				<author><![CDATA[ raverrn]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e7135c32e4f75527d8b3f1c173746bb.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670024/8281377.page"><b>Vineheart01 wrote:</b></a><br/>Originally, kroot were WS4 S4 T3 with 2 attacks from their gun that counts as 2 combat weapons for 7pts each. They didnt even have a t-shirt save, and coupled with their T3 they didnt last long at allll. Thats why once allies became a thing tau players started bringing REAL orks instead of kroot to be their melee meat shields.<br /> <br /> Assuming they get to melee, they were vastly better than Firewarriors in melee. In the 6th/7th codex? HA! Firewarriors are better now. </div></blockquote><br /> <br /> In melee? Depends on what they're fighting. The <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 on kroot weapons in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> was I think established to allow them to beat <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span>.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> EDIT:<br /> <br /> 10 <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> charge 10 Guardsmen<br /> <br /> Guardsmen overwatch: 1/6 x 1/2 x /12 = 1/24 x 20 = about 1; 9 <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> left.<br /> <br /> <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> charge.<br /> <br /> Guardsmen attack. 2/3 x 1/2 x 1/2 = 1/6 x 10 = about 2. 7 <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> left.<br /> <br /> <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> attack. 1/2 x 1/2 x 2/3 = 1/6 x 14 = about 2.<br /> <br /> Result: 7 <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> left, 9 Guardsmen left/ Combat tied. <br /> <br /> 10 Kroot vs. 10 Guardsmen<br /> <br /> Guardsmen overwatch. 1/6 x 1/2 x 5/6 = 5/72 = 20 = 100/72; let's round up to 2. 2 Kroot dead.<br /> <br /> Kroot charge.<br /> <br /> Kroot attack. 2/3 x 1/3 = 2/9 x 16 = 32/9 = 3.5, round up  to 4. 4 Guardsmen die, 6 left.<br /> <br /> Guardsmen attack. 1/2 x 1/2 x 5/6 = 5/24 x 6 = 30/24, round down (to nearest) = 1. 1 Kroot dead.<br /> <br /> Result: 7 Kroot left, 6 Guardsmen left.  Guardsmen lose combat by 3.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8281906.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8281906.page</link>
				<pubDate><![CDATA[Thu, 26 Nov 2015 13:29:52]]> GMT</pubDate>
				<author><![CDATA[ Alcibiades]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ Was that with more Ork-like kroot or the current kroot? Cause personally the few times i charge with firewarriors they do more damage than that even against marines. They still swing twice on the charge since they arent denied charge bonuses (which would be kinda fluffy if i must reluctantly admit)<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8282088.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8282088.page</link>
				<pubDate><![CDATA[Thu, 26 Nov 2015 15:59:28]]> GMT</pubDate>
				<author><![CDATA[ Vineheart01]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ Omg, Just accept it man. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> nerfed these old models so you would want to buy the new models. It happens to every army. I been playing chaos space marines and they did nerf bat the defiler, daemon prince, even the drake. Its a pay to win game. If you want to win, sell these subpar models and use the beer money to buy the new <span class="glossaryitem" onmouseover='gp(280);'>op</span> models to win. I have been in proposed rules for <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> and although dakka comes up with some good homebrew fixes, no one will let you use these rules unless they are ultra casual. So stop crying "My favorite models are shelved" and go build yourself an <span class="glossaryitem" onmouseover='gp(280);'>op</span> imba flavor of the month tau army. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8282107.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8282107.page</link>
				<pubDate><![CDATA[Thu, 26 Nov 2015 16:09:18]]> GMT</pubDate>
				<author><![CDATA[ Filch]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ "<span class="glossaryitem" onmouseover='gp(50);'>GW</span> nerfed these old models..."<br /> <br /> Um, they were never good. Literally. Never. Ever. Good.<br /> <br /> We never had an urge to buy Vespid because they have always been utter trash. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> does this sometimes where they release a unit that sucks ass so bad nobody buys it but they either never fix them or take a lifetime to do so.<br /> Kroot were only "good" because they could take an assault better than firewarriors, but again the moment we could take Orks instead we ditched the kroot.<br /> <br /> They never got nerfed. You cant nerf something thats useless to begin with to make us not want to buy them when we already DONT want to buy them <span class="glossaryitem" onmouseover='gp(84);'>lol</span>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8282121.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8282121.page</link>
				<pubDate><![CDATA[Thu, 26 Nov 2015 16:15:57]]> GMT</pubDate>
				<author><![CDATA[ Vineheart01]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2ccfbbac7f0eb469e83b1a5bf3ba0e03.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670024/8282107.page"><b>Filch wrote:</b></a><br/>Omg, Just accept it man. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> nerfed these old models so you would want to buy the new models. It happens to every army. I been playing chaos space marines and they did nerf bat the defiler, daemon prince, even the drake. Its a pay to win game. If you want to win, sell these subpar models and use the beer money to buy the new <span class="glossaryitem" onmouseover='gp(280);'>op</span> models to win. I have been in proposed rules for <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> and although dakka comes up with some good homebrew fixes, no one will let you use these rules unless they are ultra casual. So stop crying "My favorite models are shelved" and go build yourself an <span class="glossaryitem" onmouseover='gp(280);'>op</span> imba flavor of the month tau army. </div></blockquote><br /> <br /> This from the guy who supposedly bought 5 imperial knights and can't figure out how to win with them against Tau, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. Pay to win only goes so far, and you clearly don't know how half the units in this game work given your post history.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8282435.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8282435.page</link>
				<pubDate><![CDATA[Thu, 26 Nov 2015 19:58:33]]> GMT</pubDate>
				<author><![CDATA[ Grimskul]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2ccfbbac7f0eb469e83b1a5bf3ba0e03.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670024/8282107.page"><b>Filch wrote:</b></a><br/>Omg, Just accept it man. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> nerfed these old models so you would want to buy the new models. It happens to every army. I been playing chaos space marines and they did nerf bat the defiler, daemon prince, even the drake. Its a pay to win game. If you want to win, sell these subpar models and use the beer money to buy the new <span class="glossaryitem" onmouseover='gp(280);'>op</span> models to win. I have been in proposed rules for <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> and although dakka comes up with some good homebrew fixes, no one will let you use these rules unless they are ultra casual. So stop crying "My favorite models are shelved" and go build yourself an <span class="glossaryitem" onmouseover='gp(280);'>op</span> imba flavor of the month tau army. </div></blockquote><br /> While this makes sense short term, in that they change the power dynamic each codex to make more money while shaking up the meta, it doesn't make sense in the long term. <br /> <br /> The last time I played <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, it was back during the Eye of Terror campaigns, which I think was 3rd to 4th edition. I have recently come back so I didn't really own a lot of models, and went out and got the basic stuff that's good for Tau (Crisis Suits, a Riptide, and some Fire Warriors), it's not a large force, but it's enough to get 1k+ points. Now I'm sure I'm not the only one returning, in fact part of why I came back to the game was because a friend was getting back into it, asked if I was interested, and so forth. This is important because after this codex, I'll have my full army, and sure things will come out in the next codex that I'd consider buying as in the example of the Ghostkeel this codex, but there will be this giant amount of stuff I and many other players simply don't own, such as Vespids, Krootox, Kroot Hounds, etc. <br /> <br /> I'm sure there are plenty of people out there now, who don't own a Krootox or Vespid that started in 6th edition or after, and never had a reason to buy one. I'm also sure there are people like you suggested who sold their models that became obsolete that would re-buy them if they became powerful. So yea, there should be a natural ebb and flow to how armies function between codices, and we saw that with Stealth Suits getting a buff in multiple detachments, now they need to fix all those units that haven't been playable for a period of time now, or they're losing a ton of money on product they already have on hand. Heck, I'm still looking for even the smallest excuse to pick up both Krootox or Vespids :/. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8282863.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8282863.page</link>
				<pubDate><![CDATA[Fri, 27 Nov 2015 00:55:23]]> GMT</pubDate>
				<author><![CDATA[ Tinkrr]]></author>
			</item>
			<item>
				<title>Tau Codex - Improving the forgotten units</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1bd6a945e61192b09d3a4fcdb0ff75a6.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670024/8282435.page"><b>Grimskul wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2ccfbbac7f0eb469e83b1a5bf3ba0e03.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670024/8282107.page"><b>Filch wrote:</b></a><br/>Omg, Just accept it man. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> nerfed these old models so you would want to buy the new models. It happens to every army. I been playing chaos space marines and they did nerf bat the defiler, daemon prince, even the drake. Its a pay to win game. If you want to win, sell these subpar models and use the beer money to buy the new <span class="glossaryitem" onmouseover='gp(280);'>op</span> models to win. I have been in proposed rules for <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> and although dakka comes up with some good homebrew fixes, no one will let you use these rules unless they are ultra casual. So stop crying "My favorite models are shelved" and go build yourself an <span class="glossaryitem" onmouseover='gp(280);'>op</span> imba flavor of the month tau army. </div></blockquote><br /> <br /> This from the guy who supposedly bought 5 imperial knights and can't figure out how to win with them against Tau, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. Pay to win only goes so far, and you clearly don't know how half the units in this game work given your post history.</div></blockquote><br /> <br /> Look here. 5 IK dont win you the game like demi company, decurion,  eldar scatbike spam, etc... They game is about scoring points on maelstrom and 5 IK are not going to do that very well. On top of that 5 IK are ultra easy to kill. Eldar got scat bikes glancing the side armor av12 with so many shots from scat bikes. Necrons jhave lucky gauss. Demi company marines can bring so many meltas and lascannons. Tau got that ghost keel shooting my rear armor and riptides laughing at my battle cannon with their invul save and <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>. Eldar can field 5 wraith knights and have troops because they are undercosted <span class="glossaryitem" onmouseover='gp(280);'>op</span> cheese. Daemon can summon and summom to dominate the board. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8282944.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/670024/8282944.page</link>
				<pubDate><![CDATA[Fri, 27 Nov 2015 02:26:23]]> GMT</pubDate>
				<author><![CDATA[ Filch]]></author>
			</item>
	</channel>
</rss>