I have mostly been watching on in wonder at the ever growing mega-thread that this has become. This looked like a decent place to try to jump in.
FoxZz wrote:I've been thinking to changes for T'aus that woud be welcome in the new codex and help both internal and external balance.
Main Tau issues currently are lack of reliable firepower beyong 36" range, lack of indirect fire capabilities, lack of sniper like units, cost-inefectiveness of most of its core units. This leads to the spam of the few good units of the deck, very predictable playstyle among other problems.
First, I think it would be nice for Kroots to come back in our lists. Currently, they are very squishy and they lost some of their special rules that render them quiet useless compared to Firewarriors. So I think the first step would be to give them a special rule, could be "Jungle Fighters" or "Forest Specialists" or something like that. It would give them an extra cover bonus when in forest, similar to Marskman Stealth Field, but only when in forests. It would also remove rolls maluses when charging in forest. Secondly, their movement could be increased from 7" to 8" to represent their light infantry status and ther superior physical abilities. It would make them better at objective grabbing. Lasty, their Stealthy hunter ability could be improved into an infiltrator ability (which they used to have). Kroot hounds could have a special rule allowing them to always strike first in the fight phase (they used to have a very high initiative) and lastly, maybe kroot gun could get Rapid Fire 2 instead of 1.
Kroot are one of the units that could be fixed either with a rules tweak or a points change. If they get their old deployment and outflank tricks back then they would be worth the points cost. As they stand they are really only worth 5ppm and would be a viable chaff unit at that cost.
FoxZz wrote:Secondly, Crisis teams need to be improved to match their point cost or their price should be decreased, as it as already been stated here several time. I'd rather keep their price as is because I thik armies have a good balance of Suits and Infantry currently. To improve them, first step could be to increase their movement to 10" to compensate the loss of the JSJ mechanic. Currently I find the Crisis gameplay too restricted to Manta Strike mechanic. Drone would need their speed to be increased too so they can keep up with the suits. This could also be aplied to Stealth teams.
I am going to put myself in a minority here and say that what Crisis suits really need is
a. sensible weapon costs
b. A ton of stratagems to make them interesting
c. commanders who are better at buffing them than just outclassing them
FoxZz wrote:Another important fact is the lack of reliability of Suits during the shooting phase, which force us to spam Commanders. A good middle ground could be to make all the big suits (Riptides, Ghostkeel, XV88 Broadsides) but also flyers (Razorback, Sunshark and I would add Piranha) at Balistic Skill S3+. Secondly, XV25s and XV8s Shas'vre should also get a BS of 3+ but not the regular Shas'ui. Shas'vre "upgrade" should remain free, as it would be a squad level buff already payed when you buy the 3 mandatory suits that make a team. It would make Fusion Blaster on Stealth teams more rewarding for example and would allow more diverse builds for Crisis teams, while not making them too powerfull.
Some of the units in the index just need a redesign: the Riptide is near the top of that list. The total imbalance of defence to offence on the Riptide means that it is probably impossible to fix with just points changes/stratagems/whatever.
Broadsides on the other hand I actually feel have a good fit between what you would want the model to do and what it actually does on the table. The points are the issue there and the fix should be very easy.
FoxZz wrote:Tau also lack reliable mortal wound platform besides the Storm Surge nor does it have a good AA platform. Upgrading Skyray's Seeker missiles into Destroyer missiles and giving it a stock Velocity Tracker would turn it from never used crap into a very decent pick, while resolving those flaws. Drone Snipers is another unit that is never taken, they used to have a rail rifle which was a lot more powerfull, but it's another debate, what they really need is the sniper rule allowing them to deal a mortal wound on a 6+.
I feel like the Skyray needs something but I am not clear what. It is possible that just giving it access to vehicle upgrade systems and giving it back the VT would make it slightly more interesting again. I am OK with not everything being a strong pick for tournament armies but everything should be a strong or interesting pick for more general play.
FoxZz wrote:Maybe Devilfish, Hammerhead and Skyray should have their movement speed increased to 14" ? However, they should definitely get some vehicle support systems. They used to have access to stuff like weapons stabilizers, jamming equipment, couner-measures, night vision systems, etc. Maybe this king of support systems could come back with new rules.
I am 100% with you on this.
Vehicle support systems are much needed, the vehicles in the index are just rather unexciting and tend to underperform. Performance is trivially easy to fix with points changes but that does not always make units more interesting - it is essentially only a fix for tournament players.
FoxZz wrote:Lastly, many weapons stats should be updated, a standardisation is needed among the different weapons types with common special rules and coherent improvments : pulse (carabine, rifle, canon, etc), rail, ion, plasma, missile, fusion. A burst cannon for example is just a gun drone but more expansive, maybe its range should be increased ? Plasma Rifle needs to be improved, so is the Railgun, which would also requirre a Rail line redesign. Tau lack weapons doing consistently more than 1 dammage, it's always D3 or D6, which can have very unpredictable results, which is kind of a shame considering fluff says Tau have very reliable weapons ; as well as weapons in the 36" to 72" range. Some ideas :
- Pulse weapons could have -1 AP for every 6 roll to wound, similarly to Shuriken weapons
- Every wound from a pulse carabine fired by a firewarrior should inflict -1 to all the target rolls until the end of the turn to simulate the grenade launcher of the carabine
- Besides overcharged profile and area effects weapons, all Tau weapons should have fixed dammage : 1,2, 3, etc
- Strength of 12 for the rail gun ?
I am happy with most of the really basic weapons. Some of the more special and exotic weapons do need looking at - with railguns at the head of the queue.
The points values on weapons are another matter entirely. Only a few are appropriately pointed, most are really quite badly overcosted.
FoxZz wrote:Also, I really like the idea of a pool of Markerlight to spend as you see fit. It avoids markerlights "waste" and addss flexibility and tactics, rather than just being based on luck. Sometimes, you don't need an ignore cover perk, but you'd like a better BS, and sometimes, you just want to fire a seeker, etc. But because you have a limited amount of Markerlight available, you cannot choose everything at the same time, while allowing you to use what you really need, so it's quite balanced.
1 Markerlight could be re-rolls one and fire a seeker missile on platform BS
2 could be ignore cover, fire a destroyer missile, no maluses when advancing/moving
3 could be +1 BS (and would be combinable), no night malus
The rest would stay as it is currently, army wide bonus lasting for the whole turn.
Here was some ideas I got or that I gathered and liked on the Internet. Tell me what you think, if there is some things that you like, others that are over the top or underdone ?
PS : Sorry for the wall of text, I tried to give arguments and avoid wish listing.
Markerlights really need a get-out clause for the double-jeopardy of targets with negative penalties to hit. If that gets fixed then T'au armies that depend on them would be viable rather than hopelessly frustrating to play in the bad (but common) match-ups where opponents impose free army-wide penalties to hit. I largely do not care how it gets fixed so long as it gets fixed.