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Tau Codex Revisions
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Old 30 Jan 2011, 16:43   #1 (permalink)
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Default Tau Codex Revisions

Before I get yelled at by a bunch of people, yes I do realize that there is already a stickied thread on what you want to see in the next Tau Codex. My issue with that thread is that it is, first of all, waaaayyy to long by now and, second, that its become something of a wishlist. This is not about how awesome adding a Guevesa auxiliary would be (which I dont agree with btw, if you want IG play IG), its about what GW should fix since 5E and since the Tau havent got a real update that makes sure they match their fluff compared to updates to other armies. If the admins want to move it to the other thread, that's fine by me.

So, here is what I have come up with so far; let me know what you think, and if you have your own ideas please share them.

Armory
-Vectored Retro-thrusters: Not special issue
-Stealth field generator: ???
-Bonding Knife: re-roll failed leadership tests
-Honor blade: does count at 2 weapons, still +2 strength
-Disruption pod: +10 pts

Weapons
-AFP: not special issue
-CIB: not special issue
-Burst cannon: Assault 4, rending
-Pulse carbine: assault 2
-Pulse rifle: 36" (I just realized that 30" adds an entire movement phase of shooting)
-Rail rifle: heavy 1, sniper
-Ion cannon: heavy 7
-Smart Missile System: S6, Heavy 3

HQ
-Shas’o: BS6, I4 (?), 4 hardpoints
-Shas’el: BS5, WS4, I4 (?), 4 hardpoints
-Crisis Bodyguard: incorporate into commander, “Bodyguard: The Commander may be accompanied by a bodyguard consisting of 1-2 Shas’vre Crisis Battlesuits, see the separate entry in Elites. The Commander and his Bodyguard count as a single HQ choice.”
-Ethereal: WS5 replace 1 symbol w/ pulse pistol +10 pts, replace symbols w/ honor blade +15, all tau units become stubborn (inspiring presence), if killed pinning test on all tau units (price of failure), “Ethereals are gifted with incredible powers of intuition and foresight, allowing them to avoid most attacks against them. They have a 4+ invulnerable save.” (Vision of the Aun)
-Honor guard: +1 BS & WS, fearless, photon grenades at no extra cost
Elites
-Crisis Shas’ui: WS3, BS4
-Crisis Shas’vre: WS3, BS4, A3
-Stealth Suits: Maybe move to Fast Attack or Troops in FOC. Changes will depend on where.

Troops
-Fire Warriors: BS4, if assaulted, can choose to take leadership test instead of resolving attacks, move using difficult terrain (Fall Back!)
-Devilfish: 50 pts
-Kroot: T4, Sv 6+, “Kroot in woods or jungles do not have to roll a difficult terrain test, they can always move up to 6”. If unaccompanied by a Krootox, Kroot benefit from Stealth and Move Through Cover, as described in the Warhammer 40,000 Special Rules.” (Fieldcraft)
-Shaper: +11 pts, the squad may take upgrades at +20 points, fleet (hyperactive nymune organ), furious charge (harvester kindred), I4 (enhanced reflexes), T5 (thick skin)
Fast Attack
-Pathfinders: 10 pts, BS4, stealth, “Pathfinders are trained to mark targets and quickly change locations via their Devilfish transport. They do not count as having moved after disembarking.” (Lightning Response) OR “Pathfinders have trained extensively in order to quickly and accurately bring their weapons to bear. They are Relentless, as described in the Warhammer 40,000 Universal Special Rules.” No longer need Devilfish? Move to Troops in FOC?
-Gun Drones: 5 pts, or remove FOC choice
-Piranha: 50 pts, more weapon options
-Vespids: 12 pts, rending CCWs


Heavy Support
-Broadside Shas’ui: BS 4
-Broadside Shas’vre: WS 3, BS 4
-Hammerhead: 80 pts, railgun +30 pts
-Sky Ray: 100 pts, free shot at any units coming in from reserve before opponent’s shooting phase (long range sensor suite)
-Sniper drones: incorporate into another FOC slot, possibly Stealth suits or pathfinders.

Special Characters
-Aun’va: all tau units are fearless (supremely inspiring presence), if killed all tau units take pinning test at –X Ld OR must re-roll passed results w/ seconds results standing (ultimate price of failure), some sort of powers like calling in orbital railgun strikes (Might of the Kor), somethings that effects enemy unit’s stats works similar to psycher powers (Guile of the Por), one more power (Mind of the Fio)


The more observant of you probably noticed that I left some gray areas in there regarding Stealth Suits and Pathfinders. That is because I have seen and heard multiple ideas regarding them and I myself am not really sure how they could be fixed. Stealth suits need to be balanced against crisis suits so that you dont just automatically ignore them because they take up a slot that crisis suits could be in. One thing about Pathfinders that crops up a lot is removing the stipulation that the must be mounted in a Devilfish. If this were the case I believe that my second special rule idea should be used rather than the first. I read Deadnights post suggesting that Pathfinders get different loadouts like grenadiers. I dont personally know what loadouts they should get or how it should work, but it seems reasonable. Also, sniper drones need to be integrated into either pathfinders, stealthsuits, or MAYBE fire warriors. They are useless as is and nobody wants to waste a FOC slot on them.

Earlier I got to special characters, worked on Aunva for a bit, then decided I didnt have the energy to go through the most contested special character around, Farsight (only because people cant decide if he is worth it or not), and Shadowsun. As I said, there have been sooooo many ideas on Farsight, and I really dont care about Shadowsun. If you have something to share, please do.

As a final note, after I work out the final revisions, I will be playtesting them against a friend and I will be sure to let you know how it turns out.

P.S. Bold ORs show where one rule would be taken, not where players have an option between the two.

Last edited by Exigency102; 31 Jan 2011 at 15:59. Reason: Change Revisions/Edit Mistakes
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Old 30 Jan 2011, 19:41   #2 (permalink)
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like it will post some ideas latter of waht i cansider should be revised
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Old 31 Jan 2011, 14:15   #3 (permalink)
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Upping BS on any tau unit = overpowered
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Old 31 Jan 2011, 16:14   #4 (permalink)
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I disagree, I can't count the number of times I should have killed someone and been completely screwed by dice rolls. If it's so unfair then the crisis suits could be get a 5 or 10 point bump.

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Old 31 Jan 2011, 18:54   #5 (permalink)
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hm, definitely need better BS, for the game's 'shooty-army', they are completely horrible at aiming. This becomes painful in lower point matches where you can only field a single broadside (500-750 points), if you miss a shot, then your *******.
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Old 31 Jan 2011, 19:51   #6 (permalink)
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Quote:
Originally Posted by Antisocialnerd View Post
Upping BS on any tau unit = overpowered
no it doesn't we're appareatnly a shoot army and we have a low BS come on space marines have a high BS and there not really that based on shooting.

So who with me?

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Old 31 Jan 2011, 21:06   #7 (permalink)
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So I've hashed out a few of these revisions more with my friend, but for some reason can't edit my post. Among some of the newer revisions are putting stealth teams in fast attack and give them option to take sniper drones (after upgrading to a team leader), eliminated Sniper Team in the FOC, moving pathfinders to the Troops section and giving them loadouts for recon (standard PF) or sniper (railrifles across the board), and bumping Broadsides' cost up to reflect BS4 twinlinked railguns.
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Old 31 Jan 2011, 22:05   #8 (permalink)
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Does Everyone forget we have Markerlights USE THEM though i do agree that crisis suits should come down in point cost

as for space marines if you want to swap your pulse rifle for a STR4 AP6 scoped rifle of some sort then have your BS4.

Almost all of this bull you want FAR FAR more for FAR FAR less points it's utterly ridiculous and unbalanced.

why don't you just ask for

AUN'VA
Charismatic leader on a roll of a 6 Aun'va negotiates peace automatic Tau victory

Last edited by Antisocialnerd; 31 Jan 2011 at 22:12.
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Old 31 Jan 2011, 23:45   #9 (permalink)
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Markerlights don't change the fact that a "shooting" army (at base stats) can't hit the broadside of a barn any better than your average guardsman. This was simply a version of revisions I was hashing out with a friend that I hoped to get some constructive criticism for, not people essentially saying "this is dumb and unbalanced" without justifying it.

I don't want specialist weapons for Fire Warriors, it doesn't fit the fluff.

Yes, I did decrease points values on some units. Some of it was unbalanced and I've fixed that in my draft, but can no longer edit this post. I bumped Hammerhead and Sky Ray back to normal points, and even increased Ion Cannon to 30 based on my revision, then the Devilfish up to 60.

As far as infantry points, Gun Drones at 7 instead of 5, (still don't think they're worth more than a FW), Broadsides up to 90 to BALANCE out the BS4 TL Railguns, Crisis suits up to 45 for the same reason.

I'm not trying to just bitch about the Tau because I don't like them (I'd be playing a different army if that were the case). What I'm trying to accomplish is to work out some revisions to the current rules that bring it up to date with the new rules and codices so that they ARE balanced.

It's not necessary to just bash on ideas without trying to provide input or reasoning.
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Old 01 Feb 2011, 00:09   #10 (permalink)
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The problem with markerlights is generaly the only cost effective way to get them is a team of pathfinders because you should always have at least 1 hit but then that's only 1 markerlight to do one thing so you improve your BS by one that doesn't help with that they still get a armor or cover save that has at least a 50% chance of saving.

All in all markerlights are effective but really if they don't change our BS on at least crisis suits I would like to see cheaper markerlights in some fashion. Because like it's been said our shooty isn't shooty enough.
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