Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

What do you want to see in the next codex?
Reply
Old 30 Jan 2014, 17:44   #3431 (permalink)
Kroot Shaper
 
Join Date: Jan 2014
Posts: 34
Default

Making aun'shi less useless...
__________________
If the word of the tau is powerful, then you do NOT want to see their guns.
BaneOfTheGuard is offline   Reply With Quote
Old 30 Jan 2014, 17:52   #3432 (permalink)
Shas'Ui
 
CoffeeGrunt's Avatar
 
Join Date: Sep 2013
Posts: 595
Default

A CC Tau special character will always be a bit useless.
__________________
"All Shas'la! Follah me tah gloray!"
CoffeeGrunt is offline   Reply With Quote
Old 05 Feb 2014, 05:09   #3433 (permalink)
Shas'La
 
ColdCast's Avatar
 
Join Date: Jun 2013
Location: United States of America
Posts: 344
Default

- Interceptor Drones from the Sunshark bomber as actual 1 HP vehicle flyer models, rather than their current jetpack infantry. I understand they can turbo-boost like jetbikes, but up to 30" of movement while not shooting leaves them slower than the flyers they're supposed to be 'intercepting', and their infantry model stats leave them entirely too vulnerable to be useful.

- Making our codex fighter (Razorshark) tougher so that it actually can be useful against other fliers.

- Giving more HQ models (particularly unique characters) an invuln save of some kind or the ability to buy one. Even if this is just drones, this would go a long way to making our unique characters useful. S6 or higher ignores cover weapons (cough*balefamer*cough) currently put every unique character we have on a level of usefulness somewhere between **** and all.

- T5 Broadsides? We have exactly 1 codex model with toughness above 4, and all of 1 single use upgrade to improve some models toughness to 5. They're heavy support, should they ya know.. be able to take a high strength hit or two without keeling over from instant death?

-Make Vespids useful. The decently expensive elite / fast attack niche is something Tau don't have. If vespids were an attempt to fill that, they are WAAYY underrated for their 18pt per model base cost. Hell, even giving them pulse carbines would make them more effective against pretty much everything except MEQ's, and their pitiful statline in everything but initiative leaves them worse than just about any equivalent model I can think of. So either, make them better at shooty if that's what they're supposed to be doing or, make their statline better so they could actually stand a chance of winning the close combat their fleet, hit & run, and move through cover is supposed to be getting them into.

- Automated Repair System. Make it repair immobilized results instead of weapons and we're golden. A little piddly 35pt rhino can recover from something that cripples even the most expensive of Tau vehicles.

-Change missile drones. They're currently kept from benefiting from drone controllers AND only broadsides can take them. FAQ shenanigans because they missed the huge inherent balancing issue there. So EITHER 1) let anything take missile drones from the drones list and keep the drone controller restrictions, or 2) keep the units that can take them limited and eliminate the controller restriction, OR 3) Allow both, and increase the price of the drone. The codex has 20 and 25 pt drones, the reason why the FAQ happened is because missile drones were to good for 12 points a pop. ANY of these would be better than the current 'eh, **** it that'll do' approach to the rule fix.

- Balance TL burst cannons and TL SMS pods. With point equivalency there is absolutely no use in taking burst cannons. Counting them as separate, twin-linked weapons would make BC's more deadly at close range, as they should be. Alternatively, adjusting down the price of vehicle hulls and counting the SMS pods as a 10 pt upgrade as with the devilfish would be another way to balance the reduced effectiveness of the burst cannons without arbitrarily increasing the cost of well-balanced vehicles to correct this problem.

- Changing our transports. I know I've talked at length about why I think the devilfish is overpriced. It might very well be, but it would be easily gotten around by giving Tau a 6 model razorback equivalent as a transport choice. A fast skimmer with lighter armor and firing points would suit fantastically, particularly for small teams of firewarriors / pathfinders. Perhaps even allowing bulky (but not very bulky) models in order to move small teams of stealth suits as well. I think that would go a long way to solving the 'I have no cheap, mobile troop choices' that Tau suffers from in low point matches. The devilfish itself would probably benefit from a small point reduction and / or adding firing points on the hull.

- Vehicle-borne markerlights. Vehicles are much more survivable in 6th edition than they were in previous editions, and many mech-based armies have benefited greatly with the change. It's certainly helped Tau as well, though our codex took away several things that make our skimmers so flexible (mutli-trackers, target locks). Our vehicles aren't unbalanced on the whole, but the lack of 'protected' markerlights is rather telling. Fliers aside, the one vehicle-based source for markerlights is certainly not purpose-built, nor effective in providing hits in any volume. The example of the FW tetras is what I would consider as a balanced approach, providing a similar number of markerlight hits with a limit on volume, all for roughly the same cost to achieve the same average out of a pathfinder team. Having something more dedicated to markerlights in our codex would be a great boon without serving to make useless the current units that fill the role. The 11 - 15 pt range per average hit is pretty common regardless of unit type, so say a model that would average 4 hits (ex. vehicle with 6 makerlights with a BS of 4) in the 45 - 60 pt range would suit. Similarly a model that provides multiple uses like the Skyray might cost more.
__________________
Commander Coldwind Vash'ya - Tau 2500 pts

Tau ARE humanity. The Imperium is the Covenant.
Orks are the flood.
ColdCast is offline   Reply With Quote
Old 11 Feb 2015, 17:10   #3434 (permalink)
Shas'Vre
 
Join Date: Apr 2010
Location: The Frozen North
Posts: 1,241
Default

That's unusual, and this is definitely not the site to have problems on. With no moderators and the only admin kind of a spooky ghost figure it could be years before someone fixes that for you :O
Are you sure you aren't just missing the 'New Thread' button in the top left of the forum?
Carrelio is offline   Reply With Quote
Old 20 Apr 2015, 22:05   #3435 (permalink)
Kroot Shaper
 
Join Date: Apr 2015
Posts: 33
Default

Number 8. For sure. And don't make Human auxiliaries suck please.

And weapons choices we get for Pathfinders for Fire Warriors? The option to give them Rail Rifles and Ion gun would give us cheap skates the option to field an infantry army that can actually win.
roya1b100d is offline   Reply With Quote
Old 21 Apr 2015, 16:06   #3436 (permalink)
Shas'La
 
LastRaven's Avatar
 
Join Date: Feb 2015
Location: USA
Posts: 261
Default

I would love to see a +1 BS or maybe having a target lock give a +1 BS for an army that is supposed to be good at shooting they miss a whole damn lot, and more toughness for the Battlesuits as with the doubling rule you can one shot just about every battlesuit :/ and maybe a new model, possibly a new battlesuit? or infantry type?
__________________
The First, The Last, The only...
LastRaven is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Codex: Daemonhunters and Codex: Witch Hunters available as free downloads! Masked Thespian The Inquisition 0 24 Jun 2010 13:28
1500Pt Tourney list. (Generic Codex, maybe BA codex) ImperialScum Space Marines Army Lists 3 23 Mar 2010 15:00
Poject: Codex Ultimatus (Ultimate Codex) Emperor Zoron 40K Creations 8 27 Apr 2009 15:44
Codex Dark Angels: 5th edition, using Codex Space Marines Falstead House Rules 17 14 Oct 2008 00:20
Predator Codex testing/play testers wanted (thanks given in codex) The Return of LeeStar! House Rules 7 06 Nov 2006 09:45