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Compilation, on review before submission
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Old 03 Nov 2006, 14:07   #1 (permalink)
Shas'El
 
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Default Compilation, on review before submission

Alright, after extensive reading and playtesting (we gotta share that) I've come up with the compilation while attemption to incorperate everyones ideas as best I could.

TO Equipment:
1. Buy 2 Shield Drones for a Fire Warrior unit and they gain a 5+ Cover Save.

2. Air Caste Support Strike (Special Issue) 40 points: Opponent must be marker lit, D3+1 Seeker missiles. Seeker missile count as coming from the Commander.

3. Vespid Claws: +1 Strength in close combat.

TO Units:
1. Por'hui team:
WS BS S T W I A Ld Sv
2 2 3 3 1 2 1 8 4+
2 members, the broadcaster is a Por'Ui. Both 'La and 'Ui must survive to make broadcasts, should one die then the unit loses it's ability. The Por'hui team may never take objectives in any case.

Inspiring Broadcaste: In the beginning of the Tau players turn the Por'Hui may select one enemy unit within LOS, should that unit suffer half casualties or be annihilated the Tau earn double the VP's at the end of the battle for that unit- the Por'Hui must survive for this benefit.

Bad News is still Bad News: Should a unit of Tau break within LOS of the Por'hui break the Tau's opponent gain double VP's for that unit.

2. I liked the whole Tau Auxilery- if there could be a random way we could make this unit i think we could get a keeper. Think of them like PDF or Mutants
Aliens: 8points a model
WS BS S T W I A Ld Sv
3 3 3 3 1 3 1 7 5+
Armed
Auxileries are armed with a variety of weapons usually upgraded by the Tau.
Alien Rifle: Streangth-3 Ap5 24' Range.

CC Aliens 3 points a model: +1 attack
Scout Aliens 1 point a model: scout special rule
Line Aliens 3 points a model: 4+ armor save.
(this is still being playtested- the Idea however is what we're after)

TO Fluff

1. Information on the Enclaves (not O'shovas intentions but what life is like on them, more fluff so we can make better Farsight armies).

2. Puretides teachings- something on them, he has three major commanders that he taught (Farsight, Shadowsun, Kais) can we get something on them?

3. Tau families, do they stick together or is everyone just sent to schools like in Firewarrior? Do Tau have relationships that can produce offspring or are they just stuck together?
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Old 03 Nov 2006, 14:11   #2 (permalink)
Shas'Vre
 
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Default Re: Compilation, on review before submition

I think that the auxiliaries are too expensive for their points cost. The rifles should probably have AP5 (make them hellguns in effect). Also, the upgrades cost way too much.
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Old 03 Nov 2006, 14:26   #3 (permalink)
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Default Re: Compilation, on review before submition

It looks alright, there are still some things that need to be refined, for one IMO: The air caste strike - rather than 40pts and random missiles, maybe cheaper points and then pay 10pts for up to x seekers. That way, it allows a tankless army to take seekers in the form of air strike.

And where are the expanded missile types? We not going for these?
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Old 03 Nov 2006, 14:37   #4 (permalink)
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Default Re: Compilation, on review before submition

I like that idea better, have a base 20 or 30 points, then +10pts per Seeker, up to 6 Seekers. All missles have to be fired at once, though. So no calling in one shot at a time.
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Old 03 Nov 2006, 14:39   #5 (permalink)
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Default Re: Compilation, on review before submition

Why not just use the Auxiliaries as I submitted them? Most comments seemed to indicate they were on the right track... or is this a case of you trying to steal thunder?


Shas'vesa Squads:
The Tau make use of a variety of forces in their armies, from Gue'vesa to Tarellian Dog-soldiers. These are collectively known as Shas'vesa. Whilst exact equipment designs and specifications may vary, the Tau Empire does attempt to equip their Shas'vesa Cadres to a universal standard, and so all Shas'vesa squads operate in a fairly similar way.
[table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Shas'vesa'la[/td][td]7[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][td]5+[/td][/tr]
[tr][td]Shas'vesa'ui[/td][td]+10[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr]
[/table]
Squad: The squad consists of 6-12 Shas'vesa.
Weapons: Auxiliary Rifle.
Options: Any model may replace their Auxiliary Rifle with an Auxiliary Carbine at no cost.
One Shas'vesa'la may be promoted to a Shas'vesa'ui at +10pts. He may have a Markerlight at +10pts.
The squad may be given one of the following upgrades at +2pts per model; +1 Strength, +1 Toughness or a 4+ Armour Save.
The entire squad may be equipped with Frag Grenades at +1pt per model, or EMP Grenades at +3pts per model.

Auxiliary Rifle: Range: 30" Str: 4 Ap: 5 Type: Rapid Fire.
Auxiliary Carbine: Range: 18" Str: 4 Ap: 5 Type: Assault 1, Pinning.


Those are the unit as submitted for review. Now Veteran Skills were suggested, which I didn't like, and nor did Khanaris. Likewise, close-combat upgrades were rejected (Kroot cover that).

As they are displayed above, they seem for the most part to work.
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Old 03 Nov 2006, 15:53   #6 (permalink)
Shas'El
 
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Default Re: Compilation, on review before submition

Thanks wargamer, I don't know why I couldn't find those rules- I'll redo the submition with those rules. And as to the special seeker missile types, I've been told that we should look to get the ground work in on improvements before working on anything 'new.'

Right, so are we cool with this?
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Old 03 Nov 2006, 15:56   #7 (permalink)
Shas'Vre
 
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Default Re: Compilation, on review before submition

Wargamer - you need to edit that post to include the gun stats.

Also, I posted a unit a short while back - the Gue'cea - which was very similar indeed to the Shas'vesa, and also got a rather good reception.
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Old 03 Nov 2006, 19:12   #8 (permalink)
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Default Re: Compilation, on review before submition

It's too bad that the Tau could not get something like a Razorback. I can see the Burst Cannon and the Missile Pod Forge World Turret being perfect for this.

Thresher
-----------
Class: APC
Cost: 100 pt
Armor: 12/11/10
Weapons: TL Long Barrel Burst cannon, 1 burst cannon, 2 Gun Drones
Transport Capacity: 7 models.
Upgrades: The Gun Drones can be upgraded to SMS for +20 pts. The TL Long barrel Burst Cannons can be upgraded to Thresher Missile Pod for +20 pts

Thresher Missile Pod: Str, AP, and Range of Missile Pod but Assault 4
TL Long barrel Burst Cannon: Str: 6, AP: 4, Range: 36" Assault 3

Notes: The Thresher can only be taken by Fire Warriors or an Ethereal and his Honor Guard. The complex communications and Stealth* gear used by the Pathfinders prevent them from using the Thresher APC.

* = This bit of fluff explains why the Pathfinders are scouts as their Devilfish has extra gear to reduce their EM profile, and strong passive sensors to avoid enemy patrols.
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Old 03 Nov 2006, 19:41   #9 (permalink)
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Default Re: Compilation, on review before submition

Let's try to keep this thread as a review for what you are sending in. I think Wargamer's Shas'vesa will work well to represent auxiliary units from other species. To clarify, adding one Shield Drones gives a unit a 6+ cover save, while adding two gives it a 5+ cover save? There will be cases where the drones are killed before the unit, so it is important to be specific on that. Also, do they still have their own 4+ invulnerable save?
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Old 03 Nov 2006, 20:41   #10 (permalink)
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Default Re: Compilation, on review before submition

Quote:
Cost Ws Bs S T W I A Ld Sv
Shas'vesa'la 6 3 3 3 3 1 3 1 7 5+
Shas'vesa'ui +10 3 3 3 3 1 3 2 8 5+
Squad: The squad consists of 6-12 Shas'vesa.
Weapons: Auxiliary Rifle.
Options: Any model may replace their Auxiliary Rifle with an Auxiliary Carbine or an Auxiliary Pistol and CCW at no cost.
One Shas'vesa'la may be promoted to a Shas'vesa'ui at +10pts. He may have a Markerlight at +10pts.
Racial Traits: The entire squad may raise their strength, toughness or initiative by 1 for +2 pts per model. They may add a wound or become cavalry for +3 pts per model. Only one racial trait may be taken.
Veteran Skills: The entire squad may take Tank Hunters, Move Through Cover, Siege Specialists (and probably a few I can't remember that should be cheap) at +1 pts per model. They may take Infiltrate or Furious Charge for +3 pts per model. Only one veteran skill may be taken.
Equipment: The entire squad may take a 4+ save at +2 points per model. Photon Grenades may be taken at +1 pts per model, and EMP grenad3s may be taken at +X(Never take them in the tau codex, so I can't remember how much they are) pts per model.
This was the other idea for Auxiliaries that I put forward in that thread. I put a line through the ideas that seemed unpopular, but it seemed that nobody had a problem with the other changes I made. Basically, it gives a few options more cheaply than the other one, although I think it is still balanced.
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