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[GW's] not in business for people to buy one army and use that for 20 years.
Tactical Withdrawal: I like it, except I feel it's only fair that the fleeing Tau unit, if caught, is run down and killed automatically, a la Fantasy. I don't like giving them free run away moves *and* the capacity to fight in close combat. A little too 'best of both worlds'-y, for me.
Advanced Weaponry: Totally fine with me. I can hear Eldar players howling somewhere far off in the distance, but screw 'em.
Concentrated Fusilade: I don't quite follow this rule's rationale. Why would them being good with a weapon actually make the weapon hit harder? I would counter with the following: change to either 're-roll all to-wound and penetration rolls' OR 'gains the Tank Hunters special rule'. The net effect would be similar to the rule you describe, but I feel would make more sense from a fluff perspective.
Intelligence Relay: I like this because we finally have a reason to have Pathfinders hang out with their Devilfish. I don't like it because my pathfinders live short enough lives as it is, and this makes them even more of a priority for long-ranged death and destruction. Were this coordinated with a revamp of pathfinders themselves, I would like it more. As it is, it looks like a wonderful piece of kit I expect to promptly lose on turn 1.
The rationale is one of game mechanics. I want Fire Warriors to have a light anti-mech capability without adding special weapons so by reducing the fire capacity and movement the team gains further strength to their shots which makes them more effective against armour 11 and 12. The fluff behind it is that by timing the pulses into tighter combined streams the effects of the impacts gets greater but reduces the overall output of the unit, maybe not the most logical but like I said the fluff texts are lame at the moment.
Tact is for people who are too slow witted to be sarcastic.
If you can't make fun of something, it's probably not worth taking seriously.You have to love the smell of science in the morning. It smells of learning.... or perhaps a gas leak.
Yeah, we're going to need a bit less Ghostbusters in the text by the end.
A change I'd suggest would be to require two or more teams to combine their fire to get the effect. So two teams gets S6, perhaps three teams get S7 and so on. Slightly more difficult to achieve with the same net effect.
The Advanced Multi-Lock is quite close to a piece of Tau wargear in Deathwatch. The exception being mult-target rather than single-target. Since this is Commander only equipment, does it work with the AFP as well?
Sounds a bit complicated though and can create some strange situations with a single or few surviving Fire Warriors giving a huge boost to one or two other units. It would probably often lead to overkill situations where fire could have been spent better elsewhere which doesn't really feel that Tau. My idea may require some extra work though but is the idea of creating a light anti-mech capacity in Fire Warrior teams generally approved of?
Would you care to expand on the comments about Deathwatch, I haven't read that book and it sounded interesting.
I would limit the strength boost to S7 at max though. Fire Warriors should not be blasting through Land Raiders for example. The Epic rules for Tau have something similar where supporting formations add a bonus. I'm just not a fan of an auto power where a single unit gains an advantage by standing still.
I would limit the strength boost to S7 at max though. Fire Warriors should not be blasting through Land Raiders for example. The Epic rules for Tau have something similar where supporting formations add a bonus. I'm just not a fan of an auto power where a single unit gains an advantage by standing still. Perhaps adding that the ability only works for a unit at greater than 50% strength?
hug cover, shoot the big ones, and cripple the fast ones. if those cant be achieved, kill em all.
We start with two special rules which will apply widely through out the list:Tactical WithdrawalTau combat doctrine stress the importance of not letting the enemy catch the Fire Warriors in bloody hand to hand, in some situations it is more important to withdraw than stand and take the fight. When an enemy unit launches an assault against an unengaged Tau unit that is not falling back, before any moves are made, the Tau unit can choose to pass a leadership test, if successful it immediately falls back in a straight line away from the assaulting unit. If the enemy unit cannot reach the unit upon its new position it may still move D6” towards the retreating Tau unit. If the enemy unit still manages to reach the Tau unit the normal rules for assaulting a unit that falls back applies with the exception that the Tau unit may not make use of Photon grenades.
Concentrated FusilladeThe pulse rifle is the Fire Warriors prime weaponry, through their exceptionally skill with it they are capable to combine the pulses of several rifles into a stronger stream making them even more effective against armour.Fire Warrior Teams and Honour Guard that remained stationary during the Movement phase and chooses to use rapid fire resolves their shots at Strength 6. (Note: I added a change to the pulse rifle so that it can be used as either heavy 2 or rapid fire.)
Though I may risk sounding a bit ignorant, why don't you want the Fire Warrior squad to have access to special weapons? Is it due to how the models are made, or for balance or flavour purposes?
There really needs to be more of a downside/limitation to this. While the Tau player in me likes the concept the 40k player in me can see how it could easily end up in a case of the unit assaults, Tau fall back, Tau regroup and rapid fire, enemy assaults, Tau fall back... repeat...
As you seem to be aiming for making them better against vehicles rather than infantry I'd also go with giving Fire Warriors and Honour Guard the Tank Hunters USR in any shooting phase where they remained stationary the movement phase before. Has less of an impact on infantry, gives the same bonus and sticks with an existing rule.
Well you have to regroup and you cannot regroup if you are within 6" of an enemy unit so what is more likely to happen is that the Tau unit continues to fall back the following turn. If the suggestions by Wyddr is added then it would be a risky procedure that could result in the entire unit being lost while your suggestion means that it would be rarer for the rule to give a positive effect... I will have to try it and see how annoying it can get.
It might work better but it feels a bit weird to add a universal special rule when remaining stationary and the rule itself contains other bonuses beyond the extra penetration.
As for the fusillade, I do feel that both the bonuses are alright (it will be rare that the S6 is used against non-vehicles in any case) and the simplicity of the rule makes it preferable in my opinion.
Against anything other than multiple wounded (more than two wounds) T3 models and T8 models the second S5 shot makes it superior or equally good, and when equally good I would at least prefer the reliance two S5 would give over a single S6. Now, in close range this changes since the stationary rapid fire gives a simple bonus with no off sets so there it might need to be changed or is that bonus acceptable?
Quote from: Benis on August 8, 2011, 01:19:32 PMAgainst anything other than multiple wounded (more than two wounds) T3 models and T8 models the second S5 shot makes it superior or equally good, and when equally good I would at least prefer the reliance two S5 would give over a single S6. Now, in close range this changes since the stationary rapid fire gives a simple bonus with no off sets so there it might need to be changed or is that bonus acceptable?I think it would be T7 not T8 where the differance would be, not a big issue as those are pretty rare. Oh and T9 in Apoc' games...Reading back it looks like you are saying that using the S6 shot halves the number of shots from the squad? You've made a couple of referances to the exchange of the 2nd shot for the extra strength but I can't see a point where it's clear that you only get 1 shot (I may have missed something)Looking again I think it comes down to the Hvy2 mode you are talking of the Pulse Rifles of having, I think people aren't looking at that as part of the overall rule set as it's kind of a throw away reference and not part of the discussion.