BillyBones wrote:Also kinda unique for Tau could be building the list exclusively around troopers without specialists as a firewarrior team. In sone previous codexes there was alto an entry for an elite FW team as an ethereal honour guard. My idea is as follows:
Leader would be a Cadre Fireblade 4+ armour, combat blade (possibly a bonding knife with some buffs) and a marker light.
Troopers would be Shas'ui with, same stats as normal, only with BS 4 and only A1, 4+ armour and a combat blade.
Newbies Shas'la with their current profile, same equipment.
The team would consist of 12 models and would have access to 2 drones (gun, ML, that one with field amplifier as do they have now, and I'm not sure whether to give them access to the grav wave and pulse accelerator) - drones would have the same stats as in normal game, but would also have similar advantages as are described in the hover drone for ethereal. And would also propose one change in pinning and that is always can test to recover early and if the fail they roll d6 and on 4+ they just loose thir function for the turn, but can move freely, if they fail they can't do anything including moving.
Gun drone would also have and reroll for shooting and for the first failed ammo roll. ML drone would do the same thing an ML does now, and the field amplifeier would give in invulnerable save 6+ or 5+ in combination with field amplifier relay (the thing that breachers have) in a radius 6''.
The other speciality would be the gun turret. There could be only one and it would auto deploy at the begining of the game and would be imobile, in order to shoot there has to be a model near it (and possibly forgo it's shooting), it would have BS 3 T5 and 4+ save, two options for it would be missile pod with stats similar to autocannon and SMS with S5, damage 1, AP -1, sustain 2 and it would ignore all negative modifiers and also camo cloaks. It would still need LOS I think. Pinning would be similar to drones. In games with various number of models it would be automaticaly deployd if you are defender, but it can't be used at all as an attacker (deploying it would kinda give up the element of surprise).
Special rules for the Tau would be bonding ritual are quite OK, but I would add one thing and that would be to count as I3 for the purpose of testing to recover early in the given radius.
Supporting fire is OK.
Equipment would be the same as it is now with these changes.
Pulse carbine get sustain 1 and option to buy the photon granades as special ammo (S1 dmg1 AP-, small blast, targget is pinned even if it can only be pinned by high S weapon and it can't test early to recover - or maybe counts as I1 for recovery test)
Pulse rifles with range 30, S5 dmg1, AP -2
Pulse blaster with range 0-5 where it gets +2 to hit, S6, dmg d3 AP - 4, range 5-10, to hit +1, S5, dmg 1 AP -2, sustain 1 and range 10-15 with S4 dmg 1 AP- small blast.
Markerlight would be restricred only to the drone and fireblade or maybe up to two other models, but I'm not sure about that, otherwise it would work the same.
There would be an option to buy the field amplifier relay for some points, which would work together with the amplifier drone.
There would be no red dot laser, telescopic sight and camo.
Of course point values woud have to be adjusted accordingly.
Sorry but no. That's going too far. Not just that it would make Tau potentially too strong (again, our only problem is being outranged and outgunned while being more squishy. If you make us as durable as AM with additional armor, same BS, more special weapons while still having our stronger than average basic weapon we would tilt towards the other direction of the balance scale).
But aside from that, your change suggestions are not not adjustments but rather a complete rewrite of the Tau rules in SW:A and making it into a more super veteran Firewarrior team. I think we still want to keep the flavour of it being a Pathfinder/Recon team. Also no Firewarrior ever has BS4. Even Shas'Ui have BS3. Fireblade and Darkstrider are huge exceptions.
Tau shoot good because of their Markerlights, not because they are so good at shooting. Keep in mind that Tau also have bad sight.
If you want BS4 Firewarrior get them by advanving them in a campaign but they have no place as basic unit choice imo.
Rizzle wrote:On that note - people who have played a handful of missions, how do you feel about Pathfinder's ability to contest each objective type? The missions I've done well in have been boosted by the M6 of drones, alongside their durability. I am, however, dreading being the defender on The Raid. That's partly due to I2, with access to I2.5 on the Recon Drone
Does anyone believe there any missions that Tau are wholly unsuited to beyond our inability to fight toe to toe against other lists? Or rather, could we get the list to a competitive state with small nudges, or is there evidence that a more involved fix would be required?
Just by reading I'd definitely say Raid and by personal experience with my short range CSM against AM the Kill mission as well. Haven't played a lot other missions yet because of dice rolls.
Likewise though I think Raid could be a great mission for us if we happen to be the attacker since it allows us to get into range before the enemy can shoot or hide unless we get very unlucky. Again, our basic weapons aren't bad once we get into range.