Upcoming T'au Codex

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Harkus959
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Re: Upcoming T'au Codex

Post#469 » Oct 17 2017 06:22

Fusion Blades in the FSE were another example of a relic weapon, but apart from that I can't think of any.

Although both CIB and AFL were restricted to one per army when they were first released, so those could count.

I can see a stealth field being a relic option for standard commanders.

Random thoughts on strategems, we've mentioned JSJ as a strat, but another mechanic that would work well is ripple fire for 1CP, and it wouldn't have to be restricted to riptides anymore.

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Arka0415
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Re: Upcoming T'au Codex

Post#470 » Oct 17 2017 06:35

Nymphomanius wrote:I can't see an abundance of melee weapons or even ranged relic weapons due to our considerable choice of weapons already, but the idea of a str6 ap -2 burst cannon or a relic CIB would be pretty cool.

Honestly, this would be exciting just from the modeling standpoint- designing your own souped-up Burst Cannon or experimental Cyclic Ion Blaster or something. I could look forward to that!

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AnonAmbientLight
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Re: Upcoming T'au Codex

Post#471 » Oct 17 2017 11:40

Here's a leaked list of the Eldar Craftworld Attributes.

https://i.imgur.com/Zmx3YMD.jpg

Apparently it showed up on Facebook a couple of days ago, and confirmed two of the five sept rules already. Grain of salt and all that though.

I wonder if T'au will get the same thing.
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Panzer
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Re: Upcoming T'au Codex

Post#472 » Oct 18 2017 02:07

The jetbike one sounds rather unlikely to be honest. It would be the first of those rules that targets a specific unit while all other apply to most of the army with some unit-types excluded.

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Harkus959
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Re: Upcoming T'au Codex

Post#473 » Oct 18 2017 02:31

AnonAmbientLight wrote:Here's a leaked list of the Eldar Craftworld Attributes.

https://i.imgur.com/Zmx3YMD.jpg

Apparently it showed up on Facebook a couple of days ago, and confirmed two of the five sept rules already. Grain of salt and all that though.

I wonder if T'au will get the same thing.


Well, the Warhammer Community site confirms the Iyanden and Ulthwe attributes, as well as there being five craftworlds getting rules, so that leak could be accurate.

Panzer wrote:The jetbike one sounds rather unlikely to be honest. It would be the first of those rules that targets a specific unit while all other apply to most of the army with some unit-types excluded.


To be fair, the windrider hosts are pretty much entirely jetbikes (guardian jetbikes, mounted characters, shining spears, vipers) so that should still apply to the majority of a players army while encouraging a different type of build, much like the Iyanden attribute strongly encouraging ghost warriors.

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Panzer
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Re: Upcoming T'au Codex

Post#474 » Oct 18 2017 02:35

Harkus959 wrote:
Panzer wrote:The jetbike one sounds rather unlikely to be honest. It would be the first of those rules that targets a specific unit while all other apply to most of the army with some unit-types excluded.


To be fair, the windrider hosts are pretty much entirely jetbikes (guardian jetbikes, mounted characters, shining spears, vipers) so that should still apply to the majority of a players army while encouraging a different type of build, much like the Iyanden attribute strongly encouraging ghost warriors.

Yeah but there's a difference between encouraging ghosts and something applying only to Jetbikes. ^^

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Harkus959
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Re: Upcoming T'au Codex

Post#475 » Oct 18 2017 03:12

Panzer wrote:Yeah but there's a difference between encouraging ghosts and something applying only to Jetbikes. ^^


Fair enough. I guess I'm just noting that the craftworlds attributes seem to be focused on encouraging the use of certain units to create more "fluffy" armies, the jetbike bonus is just a little more direct, but in keeping with that general aim, especially if the CE get some more diversity in their jetbike equipped units, although it's already a handful of units in its own.

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Harkus959
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Re: Upcoming T'au Codex

Post#476 » Oct 18 2017 10:24

The Biel-Tan craftworld focus confirmed the shuriken re-rolls, and the bonus leadership. Although that second bit only applies to aspect warriors which the leak didn't mention. The jetbikes one also looks like it's true judging by this quote, also from the craftworld focus:

"Biel-Tan armies are perfect if you love Aspect Warriors, shuriken weapons, or both. More of a fan of Jetbikes? You’re in luck – don’t miss our preview of Saim-Hann tomorrow, where we’ll be looking at the re-tuned and much improved Jetbikes, as well as even more handy Stratagems for your army."

That said, the leak didn't mention the aspect warrior detail (which again applies to a specific set of units, seemingly to encourage a particular, thematic, army build) so there may well be a slight variation to the jetbike perk to make it less restrictive.

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AnonAmbientLight
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Re: Upcoming T'au Codex

Post#477 » Oct 18 2017 01:11

The write up makes it seem like any shuriken weapons get the rule.
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Panzer
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Re: Upcoming T'au Codex

Post#478 » Oct 18 2017 01:59

Yeah all Shuriken weapons get the re-roll of 1s.
Considering the units who actually have Shuriken weapons and their alternative loadouts....it's okay-ish. Definitely not one of the strongest traits/tactics/attributes/whatever.

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Harkus959
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Re: Upcoming T'au Codex

Post#479 » Oct 18 2017 03:23

AnonAmbientLight wrote:The write up makes it seem like any shuriken weapons get the rule.


Yeah, all shuriken weapons get the reroll. It's the leadership bonus that only applies to Aspect Warriors.

As an aside: do you feel the sub-faction rules are intended to create more competitive, tactical, or optimised army builds, or do they seem to be little rewards for building a fluff based army to encourage thematic builds?
Or, is it both?
Last edited by Harkus959 on Oct 18 2017 06:26, edited 1 time in total.

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Arka0415
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Re: Upcoming T'au Codex

Post#480 » Oct 18 2017 06:23

AnonAmbientLight wrote:The write up makes it seem like any shuriken weapons get the rule.

If, in our codex, we get a rule that lets sept models re-roll ones with Pulse weapons... that'd be so, hopelessly lame. Let's hope this doesn't become a trend!

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Harkus959
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Re: Upcoming T'au Codex

Post#481 » Oct 18 2017 06:30

Arka0415 wrote:
AnonAmbientLight wrote:The write up makes it seem like any shuriken weapons get the rule.

If, in our codex, we get a rule that lets sept models re-roll ones with Pulse weapons...


So marker lights? XP yeah, I'm with you on that. A lot of the marine tactics (loyalist and traitor variants) seemed pretty copy paste in terms of effects, but CE and AdMech seem to cater to more nuanced interactions with their races, so hopefully we get some creative and well thought out effects for the Tau.

We're the optimists of the galaxy after all.

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AnonAmbientLight
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Re: Upcoming T'au Codex

Post#482 » Oct 19 2017 12:46

Harkus959 wrote:
Yeah, all shuriken weapons get the reroll. It's the leadership bonus that only applies to Aspect Warriors.

As an aside: do you feel the sub-faction rules are intended to create more competitive, tactical, or optimised army builds, or do they seem to be little rewards for building a fluff based army to encourage thematic builds?
Or, is it both?


Well it's not awful. Eldar already hit on 3s to begin with. Getting re-rolls of 1 on even their basic weapons, is pretty significant.

It seems they are trying to achieve a couple of things with sub-faction rules. They are trying to make armies more interesting. Up until now, you painted your guys however you wanted to, but it largely meant nothing. Now there's an army identity you can get behind. It's a win-win for GW. It builds an identity to the army you play as, which will entice you to play more and more importantly collect more stuff. It's also good for the game. It makes the game more interesting and adds layers of depth and strategy to it.

Speaking for T'au, before you had two choices. Farsight Enclaves or normal T'au. Pretty bland, huh? With our new codex, we will likely have at least four options. Maybe we will have a Sept that focuses heavy on Battlesuits, I'll build a list around that. Maybe we will have a Sept that focuses heavy on infantry, I'll build a list around that. You could take two detachments where one focuses on Battlesuits from Sept A and the other detachment focuses on infantry from Sept B. You add depth to the game without having to change much.

Any kind of depth or extra content to the game is always welcomed IMO.
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Arka0415
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Re: Upcoming T'au Codex

Post#483 » Oct 19 2017 01:00

AnonAmbientLight wrote:Maybe we will have a Sept that focuses heavy on Battlesuits, I'll build a list around that. Maybe we will have a Sept that focuses heavy on infantry, I'll build a list around that. You could take two detachments where one focuses on Battlesuits from Sept A and the other detachment focuses on infantry from Sept B. You add depth to the game without having to change much.

Any kind of depth or extra content to the game is always welcomed IMO.

The risk is that it could lead many players to regret their sept choices and to struggle with the choice between (a) playing the army they identify with, and (b) pretending their army is from a different sept.

For example, imagine a player with a Sa'cea battlesuit list. What if Sa'cea ends up with a pointless trait like +1 LD, while a let's say Enclaves gets a few handy battlesuit bonuses. In this case, what's the Sa'cea player to do? Do they pick the sept they identify with, Sa'cea, and end up with a strictly inferior army, or do they switch to Enclaves for the bonus while feeling bad that they aren't really playing Sa'cea anymore?

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Panzer
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Re: Upcoming T'au Codex

Post#484 » Oct 19 2017 01:03

Well there's always a risk with change, but I pretty much agree with Anon there. It's one of the best things about 8th for me at the moment and I can't wait to get our Codex so I can start planning my army from ground up again (with the same general theme in mind though of course).

Also yes, of course if they care about their Sept from a fluff point of view they are going to stick with the worse rules. It's what Space Marines have been doing since like forever unless they are tournament player (but there fluff means little anyway). That's what it means to be dedicated to a specific thing.
I for one don't care about Sa'Cea at all. Too little fluff about them. I chose my secondary color before learning what it means in T'au heraldry and that there's a Sept using orange. So while it sucks a bit having to re-paint those parts if it comes to it, I really don't mind slapping a different Septs name over it if the rules fit my playstyle better.
Things could change though if GW gives us more fluff for each Sept (like actual novels for example) but that's always a risk for anyone who painted their models a specific color.

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shasocastris
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Re: Upcoming T'au Codex

Post#485 » Oct 19 2017 01:33

Also, to be fair, Tau don't have set colors for their armour. Unlike Marines or Guard, the Tau change their colors for the terrain to get better camouflage. So with our army I've never felt at all bad about painting whatever color I want and being whatever sept I want. "Yes, we're from T'au. We are just fighting in a jungle. It's why we're green."

Cheers!

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Arka0415
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Re: Upcoming T'au Codex

Post#486 » Oct 19 2017 01:35

Panzer wrote:Well there's always a risk with change, but I pretty much agree with Anon there. It's one of the best things about 8th for me at the moment and I can't wait to get our Codex so I can start planning my army from ground up again (with the same general theme in mind though of course).

I agree here- it's a welcome change from a rules perspective, and I'm very much looking forward to seeing the huge number of new army ideas and synergies that come of it!

Panzer wrote:I for one don't care about Sa'Cea at all. Too little fluff about them. I chose my secondary color before learning what it means in T'au heraldry and that there's a Sept using orange.

Hey, I was just being hypothetical here! :P Probably not many Sa'cea hard-liners out there. So far the "poster-boy" faction (Ultramarines, Mars, Cadia) have gotten great rules. Likewise Tau Sept will probably get great rules too. The lesser-known factions, however, might end up in a weird place.

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