I wanted to split the discussion on the Firewarriors from the Comments on 5.0 thread off and start a new one.  That discussion had gotten away from being about the changes to the new list and I thought it could be carried on in its own context.
So, I thought I would suggest taking a look at the Tau infantry as a whole, much in the same way we did with Tau Air Caste thread.  (which I think was a successful discussion)  I think it is worthwhile to separate out the infantry from the vehicles if only to make the discussion more manageable.
So, why have the discussion?  Well, primarily it would be to address the concern that Firewarriors are not worth taking.  That seems like a real failing of the list as they should be an important part of the Tau army.  I originally looked at the whole Air Caste with the goal of getting the Manta right, so that it would not be done in a vacuum and I think it would make sense to follow the same path with Firewarriors and the rest of the infantry.
Defining the problem with Firewarriors:  -  The gist of the discussion in the 5.0 Comments thread is that they are not worth taking.  We also agreed that FWs are not objective holders as other core infantry often is, but an offensive weapon.  They have decent short-ranged AP firepower in their current incarnation, but are lacking in assaults.  The problem, is that their firepower, while good, is really not overwhelming.  A full formation can generate on average about 5 AP hits, but given saves or cover, they will only kill a couple of units.  I would like to reiterate at this point that they have short ranged firepower of 30cm.  The end result of which is that any unit they shoot at will be in assault range of them, which means if they don't wipe them out the FWs are in trouble. ÂÂ
The present idea of the Tau list is that they are bad at all aspects of assaults, both FF and CC.  the reasoning being that they would avoid a risky engagement and destroy the enemy at range.  This in my mind is not so much to match fluff, but to give them a specific play style.  While this strategy works for vehicles and battlesuits, it really is letting the FWs down.  They cannot avoid assaults and still participate in the game.  In order for a FW formation to attack the enemy it must expose itself to assault in retaliation.  If the philosophy of the Epic Tau list is that the army must avoid assaults, then there is no room for the FWs in the army.  This seems to contrary to how the Tau wage war.  FWs should be sent in to make decisive attacks, not to attack in a way where they are immediately open to counter-assault.
Assaults in Epic are the definition of a decisive attack.  Being good at FF is the definition of 'death at close range shooting'.  Both of these are descriptors I have heard of how FWs should play.
I pitched the idea in the 5.0 thread of the following:
All Tau Formations get -1 to Engage Orders
Vehicles still have low FF values
Raise the FF values on FWs and Crisis Suits
This gives Tau infantry and vehicles distinct roles in the army, with vehicles favoring long-ranged shooting and infantry favoring decisive assaults using FF.  (with some exceptions)
So first let's talk about infantry roles.  Knowing the role we wanted each unit to play will help us guide the abilities of the units and make them each a viable choice in the list as a whole.
RolesFirewarriors - As has been mentioned in the 5.0 Comments thread, they are not objective holders like core infantry in many lists.  They should be an offensive weapon.  I would propose they be a mechanized assault force, similar to a modern US Army Stryker Battalion.
Pathfinders - Scouts, coordinated fire, and Markerlights, with some disruptive firepower.  Primarily these guys ML the enemy to make the vehicles more effective.
Crisis Teams - Mobile Firepower, rapid response, and decisive assaults
Stealth Teams - Use teleport to get in the opponents half and ML, while shooting w/ burst cannons
Broadsides - Long-Ranged AT firepower
Gun Drones - Extra firepower/units for formations, skirmish screen
So, only six units, which seems pretty manageable to look at.  So, let's establish what we want to represent.  I am going with the assumption that one stand in Epic is typically half of a 40k squad.
Firewarriors - A unit would represent 6 Shas'la with Pulse Rifles
Pathfinders - 4 Shas'la, 2 w/ Pulse Carbine/ML and 2 w/ Rail Rifles
Crisis Team - 2 or 3 Crisis Suits w/ a variety of weapons and some shield drones
Stealth Suits - 3 Stealthsuits w/ ML Drones
Broadsides - One Broadside Suit w/ Drones
Gun Drones - 4 Gun Drones
Hopefully the above seems about right to everyone.  I know that things can vary, but I want to go with what would be typical.  While FWs can have a ML, I think it keeps them distinct from Pathfinders if they don't.
Alright, with that out of the way, we can talk about unit stats and how to represent the units in the roles they fit in.
FirewarriorsThe big asset for the FWs is the 6 Pulse Rifles carried by the unit.  The assumption has been that 3 Pulse Rifles have equivalent firepower to a Heavy Bolter, which I think is about right.  But, rather than give them 2 shots per unit, I would treat them almost like a twin-linked Heavy Bolter.  You have 2 Hvy Bolter equivalents firing at the same targets, so I think the analogy is apt.  That would give them a single AP5+ shot at 30cm per unit.  Which is better AP firepower than most basic infantry can manage.  Now then, when you get close, like say FF ranges the amount of firepower doubles.  So, to me that is when the FWs should get 2 shots each.  I really think FF5+ w/ 2 attacks would be appropriate.  They don't have a special assault weapon like a flamer or plasma gun, but the sheer amount of Pulse shots should make up for that. ÂÂ
PathfindersI think these guys are fine as is, except that I don't think the Pulse Carbine shots need to be represented.  If we drop the FWs to one AP4+ attack, it would make sense to drop one of their attacks and really 2 pulse carbines in a unit is just their FF score.
Crisis SuitsThese guys need some cleanup in the weapons department.  What the heck is a Plasma Blaster anyway?  I would go with a Twin-Linked Missile Pod (whether it is on one suit or 2 suits with one pod, it doesn't matter) and twin-linked fusion guns (same as above).  The plasma rifles could be represented like the Plasma Gins carried by IG Stormtroopers, but I think it would be better to make them FF weapons.  So, give the Crisis Suits 2 shooting attacks and 2 FF4+ attacks, one of which is MW.
Stealth SuitsI think these guys work just fine as is.  One question though, what is a Silenced Burst Cannon?  Where did that come from?
BroadsidesI like the Light Vehicle Rule for shooting purposes, but think they should treat terrain like infantry, Ie cover and fortifications.
Gun DronesThe speed needs to drop to 20cm like the battlesuits.  I could see dropping the Pulse Carbine attack and giving them FF5+ as being a good option.
Proposed Stats:
FirewarriorsSpeed - 15cm
Armour - 5+
CC - 6+
FF - 5+
Pulse Rifles   30cm   AP4+   and  Small Arms (extra attack +1)
PathfindersSpeed - 15cm
Armour - 5+
CC - 6+
FF - 5+
Rail Rifles   30cm   AP5+   Disrupt
Scouts, Markerlight, Coordinated FireCrisis SuitsSpeed - 20cm
Armour - 3+
CC - 6+
FF - 4+
Twin-Linked Missile Pod   45cm   AP4+/AT5+
Twin-Linked Fusion Guns   15cm   MW4+   and  Small Arms (MW, extra attack +1)
Tau Jet PacksStealth SuitsSpeed - 20cm
Armour - 5+
CC - 6+
FF - 5+
Multiple Burst Cannons   15cm   AP3+   and Small Arms  (First Strike)
Tau Jet Packs, Teleport, Reinforced Armour Markerlights, ScoutsBroadsidesSpeed - 15cm  (Light Vehicle)
Armour - 4+
CC - 6+
FF - 5+
Twin-Linked Rail Gun   75cm   AT2+
Smart Missile System   30cm  AP5+   Ignores Cover
Reinforced Armour, WalkerGun DronesSpeed - 20cm
Armour - 5+
CC - 6+
FF -5+
Pulse Carbines    (15cm)   Small Arms
Tau Jet PacksWell, this is more than a long enough post so I will leave it for comments, praise, or dismissal depending upon your preference.  Thanks for reading.
