These sort of comments strike me as excessive, unnecessary and close to a whine. There are plenty of average choices in Codex: Blood Angels, in fact most of them are pretty average - it isn't made of gold you know. Also, what do you mean by "inherently imbalanced" in the first quote?
I'm glad you see it that way. To me, it's being very frustrated that my army has had a lackluster codex from the beginning that's gotten worse every new release, yet when we try to come together to think of new ideas, people just sit and say we're making them too powerful. Tau shouldn't be this gimp army, yet everybody has that attitude.
As for what I meant with the comparison to other codicies in terms of fluff. That's just not a reasonable way to compare things. Eldar are supposed to be this amazingly potent psychic race, but the new Grey Knights are looking to be immensely more powerful. Yes, the Eldar have cool tricks, but they definitely don't live up to their mantra there. Demon Princes are supposed to be these incredibly powerful beings, they're not.
Every time a Tau player thinks up something cool, it gets compared to what another race can't do, but should supposedly be better at. By that same token, our guns should be over the top crazy powerful, and we should be very agile. That's supposed to be our niche. It's not anywhere close.
I think Kroot shapers should be dropped to 1 wound but should provide shaper bonus (choose 1 of 3-4) to their squad.
If they re-introduce Anghor Prok (at 2 wounds) he should be a troop choice upgrade similar to the likes of Sergeant Bastone or Chaplain Lemartes. Such a character should provide a unique shaper bonus.
I don't think kroot hounds or krootox riders should be nessecary.
I like these ideas. What are you thinking for shaper bonuses? And what do you mean by you think the shouldn't be necessary. Like, not in the codex?
@Locke
The implicaiton that you, or others in the thread, don't know how to use sky rays is certainly there. It was meant to be. I'm not saying that you specifically don't know how to, but I'm just sick and tired of people (anyone) lambasting a unit as rubbish when it isn't... there are only two possible answers to such a claim... 1; the person does not know how to use the unit OR 2; the unit does not fit in well with that persons local metagame.
I would run a skyray at 155 points, but more importantly, a heavy support slot. I don't think for those points and that FOC slot it's worth it at present. If it was a FA option, I would give it a lot more consideration. And I do personally think I do know how to use it.
I'm also not going to argue that we have sub standard choices... but they are MOSTLY only sub standard when compared to the newer codex releases and the clear power creep going on at the moment. In and of itself, our codex has, in general, very usable units.
These two things seem contradictory to me. Yes, as a codex the units are usable, the only way they aren't is when they're something illegal. But if we're designing a new codex, it needs to fit with the power structure of the most recent codex releases. I don't see why you would compare them to older dexes, knowing that as they're all updated the power creep will continue.
I do think that our HQ (let alone our characters) need a serious looking at. In most other armies the HQ has a clearly defined role. In most armies they are combat powerhouses. The only place (i can think of) where this is not the case is with the guard... and they have their own role of supporting the army through orders. Even then, the command teams can be used as specialist hit squads etc.
For the Tau, our HQs are basically just crisis suits, that are a little bit better at shooting. Any benefit they have over other suits in combat is pretty much negated by the fact that Tau in general are so bad in combat it's not worth considering!
Oink... What? Generally I respect what you're saying, but I feel like you're very far off point here. Leaders are supposed to be the big, though, exemplifications of their army. The fact that the Tau's aren't is a clear failure of the dex. Our HQ's should combine guard support roll with the standard big tough HQ roll, in the same way many recent codexes have. The one I'm thinking of most clearly is the 'nid 'dex. Give them a command and control roll as well as firepower that's over the top compared to a crisis suit, and then make them pay for it.
3 wounds to indicate that they are extremely important high-ranked officials of the ruling caste, on-par in prestige with a Space Marine Chapter Master.
An invulnerable save (5+) provided by some badge of office to indicate that they are not naive enough to set foot on a battlefield unprotected and to match various current artwork depicting ethereals wearing armour.
A w2 guy is fine in my opinion, but I agree that he needs armor. I've always thought that ethereals would be issued at minimum standard fire warrior armor along with their seal of office for a 4+/5++. Considering how obsessed Tau are with protecting them, it just makes sense.
Honour blades should be a standardised ceremonial weapon of office and should be rending.
•Ethereals should have a comnand radius of 24" and confer Stuborness to all Tau units within this radius.
Furthermore, all Tau units within line of sight of the Ethereal may use his leadership (10).
•Honour Guard should confer the "Aaagh! Look Out!" rule in order to protect their Aun as bodyguards.
Also, to reflect that they have forgone battlesuit training, Honour Guard should be WS 3 to indicate a dedication to a specialised martial doctorine to protect their Aun.
While all of this might be interesting, I still don't think that makes an Aun worth taking, especially with the target that will still be painted on him. Could we consider the whole multi-caste leadership group that was thrown around last time similar to an IG command squad that allowed for different powers.
If an Aun is nothing but a morale booster, he ultimately won't be effective. Any other unit that does that in an enemy army also has other rolls to perform. Synapse is a good example of this.