Upgrades in general:  FW w/Dfish+PF. AMHC+Skyray+C&C*.  Stingray+2 Sting+Skyray if I really feel evil, usually just Stingray+Skyray.  Crisis+Crisis+Commander, Crisis+Crisis+SC.
* Command and Control node, which is a piece of 40k wargear that we should probably adopt as a name change for the Networked Drones upgrade.  It better describes what the effect of the upgrade is, and lessens the potential for confusion. ===== I use an older model for my FW:  armored Panzergrenadiers (WW2 style).  These are the guys who do the actual "assaulting" in the battle.  Now, we all agree that Tau should suck in close combat.  It's the last place they want to be.  The problem is that Fire Warriors are supposed to be an OFFENSIVE weapon, not camping on an objective.  They don't have the range to do prep fire, so they have to close and engage or they get engaged in response.  Getting Engaged is usually death for anyone in E:A, and it's worse for Tau.  Why are we building a list that does not support the way that Fire Warriors are used in the fluff?
I've stated the 40kMath-hammer before, but I'll say it again:  on average dice, 6 Fire Warriors (one stand) will kill 5 Guadsmen (one stand) at close (ie, FF) range, EVERY TIME.  They'll kill 1.33 Marines (stupid power armor) in the same situations.
[deep breath, /rant] ===== Roles: Crisis suits are the Jack-of-all-trades.  They are armed and equipped to have at least one suit in the stand capable of attacking the target.  They move from crisis to crisis (hence the name), attacking units which other formations don't have the weaponry to deal with (peeling infantry off the Hammerheads, and getting Tanks away from the FW).  Honestly, I can see losing the Plasma Rifles to Small Arms  (they're similar to the IG Plasma Guns, but a little weaker), and the Fusion Blaster should NOT have a ranged attack at all (12" range MAX in 40k, needing to be within 6" for full effect, just like a Meltagun), but should give a MW FF attack.  I can make a case for CC5+ for Crisis Suits, too, but I think that's a route we should stay away from.  Tau themselves should not be good in CC.
Stealth Suits are the lone wolves of the Tau.  They range ahead of the main force and either markerlight or blast targets of opportunity.  They are actually almost as capable as Assault Marines in CC (same number of attacks and same strength, just lower init), and far more dangerous at range:  Each Burst Cannon is a shorter-ranged Heavy Bolter, essentially.  The Tau Empire Codex also introduced an extra weapon to their arsenal:  A Fusion Blaster, carried by one suit in 3 (as an option).  I honestly always fielded at least one FB in my Stealth teams in 40k, ever since the option was available.  That would give a MW FF extra attack to Stealth suits, just like Crisis.  There is no 'Silenced Burst Cannon' in 40k, but there needed to be a name for the consolidated burst cannon fire.  If you don't consolidate the BC fire, you get stats like I propose below.
Fire Warriors are the mechanized attack specialists.  6 Fire warriors (one stand's worth) have the same long-ranged firepower as 2x Heavy bolters (pretty much, HBs have better AP and a little more range), but have the same firepower as 4x HBs at close range (<12" in 40k, Engage ranges in Epic).  That's AT LEAST FF5+ with an Extra Attack, per stand (FF4+/EA+1 is even closer, FW should be close to a Devastator stand's FF3+).  Ouch indeed.  Eldar Guardians have FF4+, but don't get increased attacks at close range (they have Assault weapons instead of Rapid Fire in 40k terms, and their guns aren't as strong).  Note that FW do not have any ranged anti-tank capability, unless you give them a Markerlight.  Since Pathfinders are the ML specialists, I'd leave ML's out of FW hands.
Pathfinders bridge the gap between FW and Stealth teams.  Their primary purpose is to Markerlight targets for other units, but they have Rail Rifles to do a bit of sniping as well.  Pathfinders seem to be working well, so I'd leave them alone.
Broadsides are the dedicated tank-killers of the Tau.  They sacrifice the mobility of a Crisis suit's jump pack for a Railgun that makes a mockery of even the heaviest armor.  Broadsides also have a secondary AP weapon, usually used to shoot at the infantry sent to root them out of cover (Broadsides in cover get some protection from CC in 40k).  Broadsides seem to be working well, so I'd leave them alone.
Kroot are masters of fieldcraft, and the usual source for guerrilla forces in the Tau army.  They are much better than Tau in CC, almost on par with Marines.  For all intents and purposes, Kroot are unarmored.  I took Kroot a couple times in 40k, but that game forces them to be disposable troops, which offends my view of Tau warfare.  Kroot make great objective-holders, since they have the CC abilities to handle small problems like Assault Marines. ÂÂ
Vespid are pure Marine-killers in 40k.  They are faster than Crisis suits, faster than Assault Marines even, and can move through cover that most would consider impenetrable.  They aren't quite as good in CC as Marines in 40k, but will tear IG to shreds.  I feel that they messed up the Vespids in 40k.  They dig through solid rock with their claws, those claws should have no trouble ripping through armor.  4+cc is an option, but 5+ is more accurate (they don't have the sheer number of attacks that Assault Marines do.)
Human Aux are the principle garrison troops of the Tau.  They are armed similarly to regular IG, although they surrender their heavy weapons.  They might be given a couple Pulse Rifles to act as replacement 'Heavy Weapons,' but it works out to one per stand in E:A terms, which is virtually a non-issue.  *IDEA* use the IG autocannon rule and have one pulse rifle per 2 stands. ===== OK, my 'Dream' stats for Tau infantry are as follows.  Changes are in bold.
Crisis Infantry, 20cm, 3+sv, 6+cc, 4+ff Twin-linked Missile Pods: 30cm AP4+/AT5+ (note that this is different from the list #s) Twin-linked Plasma Rifles: 30cm AP4+, Small Arms Twin-linked Fusion Blasters:  (15cm), Small Arms, Macro-Weapon, Extra Attack +1 Notes: Tau Jet Packs I'm not sure why the missile pods ever got a 45cm range, they only have a 36" range in 40k (=30cm in E:A), but they are just as powerful as Autocannons (AP5+/AT6+), so twin-linked Mpods should be AP4+/AT5+.  This assumes 3 Crisis suits and a couple drones per base.
Stealth Infantry, 20cm, 5+sv, 5+cc, 5+ff 2x Burst Cannons:  15cm AP5+ Fusion Blaster: (15cm), Small Arms, Macro-Weapon, Extra Attack +1 Notes: Tau Jet Packs, Scouts, Reinforced Armor, Markerlights, Teleport I wrote these stats assuming that there were 3 stealth suits and a marker drone or two per base.  6 Fire Warriors have double the FF potential of 2x burst cannons.  This is a significant downgrade of their ranged firepower (from AP3+Disrupt to 2x AP5+), but they gain a MW FF attack.
Fire Warriors Infantry, 15cm, 5+sv, 6+cc, 4+ff 2x Pulse Rifles:  30cm AP5+, and small arms (Extra Attack +1) Note: Pulse rifles give +1 extra attack TOTAL, not +1 attack for each weapon! Heavy bolters are AP5+, and 3x Pulse Rifles are just as powerful as one Heavy Bolter in 40k.  This change is to put FW back where they belong in the Tau army, leading the attack at close range.  Sure, Crisis and Stealth have those MW FF attacks for tank-busting, but Fire Warriors are the anti-infantry cornerstone of your attacks (lots more FW than suits, after all).  The wording change (from Pulse Rifles 2x AP5+ to 2x Pulse Rifles) is to support the change to the Human Aux.
Pathfinders Infantry, 15cm, 5+sv, 6+cc, 5+ff Rail Rifles:  30cm AP5+ Disrupt Pulse Carbines:  15cm AP5+ Disrupt Notes: Scouts, Coordinated Fire, Markerlights no changes here, Pathfinders do their job very well right now.
Broadsides Light Vehicle, 15cm, 4+sv, 6+cc, 5+ff Twinlinked Broadside Railguns:  75cm AT2+ EITHER:  Smart Missile System:  30cm AP5+ Ignore Cover OR:  Twin-linked Plasma Rifles:  30cm AP4+ Notes:  Reinforced Armor, Walker. Note that Broadsides have EITHER the Smart Missile System OR the Twin-linked Plasma Rifles, not BOTH. Just added the plasma rifle stats to match the models.  Should cost the same, although I'd rather have Ignore Cover than +1 to-hit, personally.
Kroot no changes, just didn't want to retype the whole thing.
Vespid Infantry, 35cm, 6+sv, 5+cc, 4+ff Neutron Blasters: (15cm) Small Arms Notes:  Jet Packs, Scout Big changes here, but they still fill the lack-of-Engage-capability role.  First, Vespid are as fast as Swooping Hawks.  Second, they do NOT have the Tau Jet Pack rule, they have the same Jet Packs as Assault marines and Swooping Hawks.  Third, they are now Scouts, since they move through difficult terrain easily.  All this really did was to make them more closely match their 40k stats.
Human Aux Infantry, 15cm, -sv, 6+cc, 5+ff Lasguns: (15cm) Small Arms Pulse Rifle: 30cm AP5+ Notes:  Only one unit in every two has a Pulse Rifle.  Count up the number of infantry units in the formation that can fire at the target and divide by two (rounding UP) to find the number of Pulse Rifle shots you may take. No big changes here, just had a brainstorm.  2-3 pulse rifles (the number carried by TWO stands of Human Aux) is roughly equal to a Heavy bolter, so use the IG autocannon rule!  KISS, right?
_________________ "For the Lion and the Emperor!"
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