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Changes for Gue'la
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Old 24 Feb 2006, 22:43   #1 (permalink)
Shas'La
 
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Default Changes for Gue'la

With the Kroot getting a slight rules rewrite and Human Aux's being left out > .
We fans of Gue'la can only hope for a updated chapter approved article.

So I was wondering what changes would people like to see for the Human Auxiliaries?

I personally would like the traitors rule dropped; if Chaos traitor Guard ( L o D ) don't have this rule why would those who side with the Tau.

I would also like a transport option , but it should have no extra gear and maybe only the Multi Laser.
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Old 24 Feb 2006, 22:57   #2 (permalink)
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Default Re: Changes for Gue'la

I don't think they are being updated as they are not actually part of the tau codex as they are chapter approved but they may be added into the new codex, but i would doubt they would recieve transport vehicles and all that due to fluff etc :-\
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Old 24 Feb 2006, 23:59   #3 (permalink)
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Default Re: Changes for Gue'la

They're not in the new codex, at least not according to everyong that has seen it.

Personally I'd like to see them to be able to take a transport and for pipe dreams perhaps some of their heavy/special weapons and a sentinel or two.
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Old 25 Feb 2006, 00:22   #4 (permalink)
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Default Re: Changes for Gue'la

To be honest, I don't think there's much you can do with them. They have never, to me, filled any role Kroot or Shas couldn't do better. They exist in fluff, and are pretty fun in fluff... but on the tabletop they are uninspired.
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Old 25 Feb 2006, 00:56   #5 (permalink)
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Default Re: Changes for Gue'la

The Tau did well in the EoT campain so there should be plenty of captured or damaged vehicle's .And even if the Gue'la can't make Chimrea's or Sentinels they should be able to scavenge and repair some Imperial equipment.


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Old 25 Feb 2006, 00:57   #6 (permalink)
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Default Re: Changes for Gue'la

I agree with dropping the traitors rule.

What I'd like to see for the gue'la is an increase in their ability to act like humans. They are abandoned Imperial guardsmen, and should act a bit ore like it. I'd use the entry for Imperial guard infantry squads as it is in their codex, with the following modifications:

Options: Up to 1 model may have the following: Flamer 3 points, grenade launcher 8 points. Up to 2 models in the squad may take Pulse carbines or pulse rifles for +3 a model. The sargeant may replace his lasgun with a laspistol and close combat weapon for no cost. The entire squad may be given EMP grenades for +3 points a model.

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Old 25 Feb 2006, 01:01   #7 (permalink)
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Default Re: Changes for Gue'la

The problem with making them too "Guard" is that it starts taking Tau down the path they were never meant to tread. The last thing we want is for Tau to become like the Imperials!
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Old 25 Feb 2006, 01:43   #8 (permalink)
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Default Re: Changes for Gue'la

Hence the removal of the heavy weapons ( A guard staple) and the options for transport.

I'd just like a few more humany options for them.

I mean, what I really want to see would be taking the gue'vesa as they are now, and allowing each on to trade in their lasgun for a laspistol and close combat weapon, but I'm not sure that's fluffy or appropriate. Add flamers to the list of upgradable weapons: ie: 2 models per squad can upgrade to either pulse rifles, carbines, or flamers. I might allow them to take a devilfish as an upgrade.

I feel that the humans auxilaries in the tau army would NOT be integrated fully, but be deployed to do thier thing. So the Auxilaries would not be restricted to "Tau-ish" tactics, and would behave more guard-like. Due to their stronger abilites at c.c., the tau would allow them to take on that role.

So where Tau bounce around on jetpacks and devilfish laying down heavy fire, where Kroot infiltrate into cover and form firebases, where Vespid rush to the defense of beliguered allies, Human auxilaries do the humnay thing and actually try to Engae their foes.
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Old 25 Feb 2006, 03:28   #9 (permalink)
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Default Re: Changes for Gue'la

Quote:
Originally Posted by Wargamer
The problem with making them too "Guard" is that it starts taking Tau down the path they were never meant to tread. The last thing we want is for Tau to become like the Imperials!
I agree. Plus, we don't let Imperial Guard take Pathfinders. Too much interplay between armies is a bad precedent, especially if it is purely one-sided. I think they are fine as they are, just an extra little unit that you can use for colour from time to time.
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Old 25 Feb 2006, 11:13   #10 (permalink)
Shas'La
 
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Default Re: Changes for Gue'la

Quote:
Originally Posted by PlatonicPimp


Options: Up to 1 model may have the following: Flamer 3 points, grenade launcher 8 points. Up to 2 models in the squad may take Pulse carbines or pulse rifles for +3 a model. The sargeant may replace his lasgun with a laspistol and close combat weapon for no cost. The entire squad may be given EMP grenades for +3 points a model.

Now I really like that idea , it would give them a few more options but still will not turn them in to a Guard unit . Flamers and grenade launchers are low tech and easy to produce ( well easier then Las Rifles and there power supplies) .

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