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Carlos
29-12-2008, 16:13
Its 2010 at the earliest for our favourite alien empire but that doesnt stop us having a few dreams:

Most things with the Tau are pretty solid. What the army needs is evolution rather than evolution, much like the eldar codex that corrected the holes, made everything worth taking and balanced the army.

Wargear: with the ridding of wargear options most special issue items would now be commander only anyway, although may be taken by his bodyguard also. Command drone becomes wargear, control node allows models within 12" to re-roll 1s to hit, rail rifles, SMS, networked markerlight all special issue items.

HQ:
More special characters, but with a few marine-style organisational changes to build some interesting themed armies: who wouldnt love to do a rapid insertion force or a political envoy?
Farsight: Change preferred enemy vs orks to the old +1WS and I. Let his armies count crisis teams as scoring units but with similar limitations.
Aun'va: As senior ethereal he goes to war with only the most elite fire caste teams. All fire warriors may be upgraded to 'honour guard' status and still be troops choices (Fearless, +1BS). Maybe subject to Holy Rage if he dies?
Shadowsun: May join other units
Aun'shi: returns, with rending attacks and his honour guard may have +1A and +1I instead of +1BS
Puretide: Historical character, Superb Tactician: always wins roll to go first
R'myr/Longknife: Forge world guy. His HQ unit counts as scoring, re-roll scatter from deep strike.
Stealth-suit character: allows stealth teams as troops choices, may not take fire warriors or any auxiliaries
Ankhor Prok: All Kroot may have nymune upgrade
Water caste character mounted in piranha: Army becomes political envoy? Maybe some sort of deployment options?

Shas'o: Keep as he is. Vast wargear list of options
Ethereal: If he dies, may re-roll all misses as opposed to preferred enemy (like the fluff makes it out, pouring volleys into the enemy)

Nicassar: Maybe allow the Tau some sort of psychic unit to be taken as an HQ unit? Not too powerful, just a little spice.

ELITES:
Crisis: nice array of upgrade options, including squad-wide vectors. \
Stealths: more weapon options? Maybe 1-in-3 plasma rifles? or flamers :evilgrin: ? Positioning system upgrade: effectively teleport homers.
Ghosts: new battlesuits, with inv saves and maybe experimental 'gets hot' weaponry, neutron blaster varient?

TROOPS:
Fire warriors: as is.
Kroot: as is. Stealth and move through cover as USRs.
Deathsworn: Mentioned in Apocalypse. Some sort of fearless/stubborn unit? Counter attack? A defensive h2h unit.
Tarellian Dog Soldiers: A T5, I2 unit, maybe with FnP but 5+ saves? Speed bumps.

FAST ATTACK:
Gun Drones: as is
Pathfinders: as is
Piranha's: As is
Piranha 2.0: as Imperial armour
Tetra: as IA
Vespid: Neutron blasters 18" range, may switch between 'jet packs' and 'jump infantry' at the start of a turn (allowing them to speed to position, and then hit and run as fluff)
Remora Drone fighters: as IA, count as jetbikes in normal games.
Kroot Knarloc riders: as IA. Must have 1 kroot unit to take.

HEAVY SUPPORT:
Broadsides: as is. Optional Missile pods instead of SMS or PR.
Sniper drones: as is
Sky ray: as is
Heavy gun drones: as IA. May not have markerlights.
Hammerhead: IA options added
Great Knarlocs: As IA. Must have kroot to take.

Thoughts? The problem with the additional auxilaries is finding a place for them. Fire warriors and kroot rock, and form a good contrast. Given K and FWs are more attacking units it might make sense to use the new ones as holding units to capture objectives with: Deathsworn could hold an area and receive a charge quite well whilst awaiting a kroot counter offensive. Tarellians could be dumb-but-hard, with FnP and a T5 making them an effective speed bump unit. To prevent too much unbalance vs the fluff one would be allowed no more squads of either of these than one has fire warrior units. Kroot dont come into this as they are pretty numerous and have been around longer

Charax
29-12-2008, 16:22
What's the last word of the thread title?

Any boards on Warseer with that word in?

Bingo (http://warseer.com/forums/forumdisplay.php?f=17)

Culven
29-12-2008, 17:02
Thoughts?
I think I missed the rules question. What is is you are asking to have clarified? :confused:

t-tauri
29-12-2008, 23:18
Off we go to Rules Development.

squeekenator
01-01-2009, 01:53
Stealth-suit character: allows stealth teams as troops choices, may not take fire warriors or any auxiliaries

Shadowsun, maybe?


Water caste character mounted in piranha: Army becomes political envoy?

I doubt a Water caste army would work. For a start, they wouldn't have weapons. How would they fight?


Ethereal: If he dies, may re-roll all misses as opposed to preferred enemy (like the fluff makes it out, pouring volleys into the enemy)

That would change them from crap to broken. Get a suicide Ethereal in a Devilfish and make him charge the enemy's best assault unit, then completely obliterate the enemy army with twin-linked everything. Not the most Tau-ish way of fighting, either.


Maybe allow the Tau some sort of psychic unit to be taken as an HQ unit? Not too powerful, just a little spice.

Tau don't have psykers.


Ghosts: new battlesuits, with inv saves and maybe experimental 'gets hot' weaponry, neutron blaster varient?

Tau don't use Gets Hot! weaponry, because it Gets Hot!. However, anti-MEQ specialist battlesuits would be good; plasma rifles are nice but lack the oomph you need to gun down Tactical squads.

Rail rifles and smart missile systems as Crisis Suit weapons would be excellent and awesome and just generally cool bananas.

One problem I have with the Tau list is the heavy reliance on railheads. If there was a proper anti-tank option somewhere other than Heavy Support it'd be good, because right now I need to use all 3 slots for rail guns.

Caprosmaster
01-01-2009, 10:17
hello

i dont play tau but had a read of your suggestions and it sounds good although greater Knarclocks(sp?) only belong in apoc if you ask me same with the rider variant and

Puretide: Historical character, Superb Tactician: always wins roll to go first

that is plain broken tbh maybe somethinglike Sicaruis like re roll on the prioty roll, but other than that no it would simply be too unfiar to ALWAYS get turn 1 plus a disadvantage ins some missions
also although \Squeekenator metinoed it about your 'pysker' character IIRC tau have a minama warp presence and therefore have no pyskers

Finally Deathsworn and the 'speed bump' unit i think are a big no nom actuall proper cc units should never be included in a tau list, kroot are fine as they are large numbers and low sv but any more cc units like your suggested ones i dont think would help 'balance the list anyway'

caprosmaster

chaos0xomega
01-01-2009, 17:03
Just curious, and not to insult, but why bother with this? GW aren't going to use what we worked on here. Sure we might "inspire" them a lttile bit if the right person happens to come across this thread, but it really won't accomplish anything...

squeekenator
01-01-2009, 20:09
chaos0xomega: Because it's fun/interesting/we're bored ****less at the time. That's all, really.

BigRob
02-01-2009, 08:12
Nacissar would never be on the battlefield. In the BFG fluff it states that Tau keep them well hidden from the Imperium because of they were discovered, the anti Psyker Imperium would wipe the Tau out with a proper crusade, not just a couple of ships like last time.

Another alien unit might be an idea, but with the poor showing of the Vespid, it might not be well recieved, especially a tough CC unit because it goes against the whole tau thing.

Agreed with the Etheral bomb. Its better off being improved, a better bonus while alive, a penalty when dead and then a small hatred boost afterwards. The etheral should be soemthing that is great and needs protecting, as it is in the fluff.

chaos0xomega
02-01-2009, 19:18
Fair enough.

Also on the Nicissar, it states that their bodies are too fragile to enter a gravity well and that their entire species is permanently spacebound.