Tactical Command
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Stealth Suits
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=23&t=22243
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Author:  yme-loc [ Mon Jan 09, 2012 11:54 am ]
Post subject:  Stealth Suits

OK, not quite working in their intented role, a price drop doesn't really seem to help that much as it just makes them a better air drop formation while not helping them in a teleport role.

Init 1+ might be a reasonably good solution, but that could throw out their points cost and also opens a can of worms on the initiative of broadsides which are fine currently and don't require a change but Crisis and Stealth with init 1+ does then make Broadsides with init 2+ seem very strange.

Would slightly more firepower help, would a price drop to 225pts be the solution (meaning their hit and miss nature became a reasonable gamble).

Are there other solutions - maybe not receiving blast markers for teleporting / or perhaps re-rolling any ones. This might work but again adds a unit specific special rule which I would prefer to avoid.

Author:  Evil and Chaos [ Mon Jan 09, 2012 12:06 pm ]
Post subject:  Re: Stealth Suits

Their ranged firepower is good even if they fail to activate after a teleport, so I'd just suggest a lower points value or better initiative rating rather than a firepower upgrade or unique special rule.

Author:  Chroma [ Mon Jan 09, 2012 1:45 pm ]
Post subject:  Re: Stealth Suits

I'd prefer to see them at Init 1+, it makes them more useful after teleport, having, essentially, Init 2+ due to Blast markers and it doesn't make them better at air drop as they rely on the aircraft's initiative.

Author:  zombocom [ Mon Jan 09, 2012 1:53 pm ]
Post subject:  Re: Stealth Suits

I agree with Chroma, init 1+ makes sense for them anyway, and neatly makes them better at teleporting without making them better at air assault.

As for broadsides, they don't deserve init 1+. Simples.

Author:  Edgar-San [ Mon Jan 09, 2012 3:36 pm ]
Post subject:  Re: Stealth Suits

I've always wondered why they arn't ini 1+ to be honest.

I think this would fit the background and make them much more useful.

Author:  Jstr19 [ Mon Jan 09, 2012 4:24 pm ]
Post subject:  Re: Stealth Suits

I think ini 1+ will go a long way to seeing them used. I just don't know about their role as teleporters. The risk associated with using them in this manner has always outweighed the potential gains especially when you consider the many much less risky ways Tau have to achieve the same ends (Guided Missiles, Aircraft and the Manta). They are also too expensive to consider using as a teleporting ML.

Their fire power is fine it's their range which is normally the problem but you really can't justify anything more for a ranged shot that would probably be a FF buff in any other list. I also agree with the other that a special rule for them as regards BM's is not really warranted.

You could probably try an ini bump as well as a slight point decrease to see if they start being used as intended. Other than that I don't really have any idea what to do with them.

Author:  EpicBattleBaggz [ Fri Jan 13, 2012 11:13 pm ]
Post subject:  Re: Stealth Suits

I'd agree with the +1 Int and points decrease. I like them the way they are, but they do seem pricey.

Author:  xerxeshavelock [ Tue May 01, 2012 9:01 am ]
Post subject:  Re: Stealth Suits

Have to say I am not experienced with the list, however I don't feel the "Stealth" part of the unit is played up enough. I would prefer if they had a rule that stopped them being targetted above 30cm and reduce them to 4+ save. Maybe wording:

"Stealth Suits may not be allocated hits from units over 30cm away, unless the hit was caused by a weapon that doesn't require Line of Sight"

I know its a special rule just for one unit, and I do agree that it to be generally avoided, however I don't see them being representative of their 40K counterparts without something similar. A weaker interpretation could be:

"Stealth Suits always count as in cover and recieve a -1 to hit modifier from shooting attacks"

Author:  Mephiston [ Tue May 01, 2012 10:03 am ]
Post subject:  Re: Stealth Suits

Any merit in adding infiltrate to their already long list of skills? Would allow them to teleport into safer territory before rushing forward to light/FF a target?

Author:  Evil and Chaos [ Tue May 01, 2012 10:05 am ]
Post subject:  Re: Stealth Suits

Not needed IMO; They already have extra basic movement abilities due to the Tau Jetpacks.
Infiltrate would make them better at Engagements, something Tau shouldn't really be great at IMO.

Author:  Dobbsy [ Mon May 28, 2012 5:05 am ]
Post subject:  Re: Stealth Suits

Except with only a 5+ FF Infiltrate doesn't make them better in an Engagement, just better at getting to one. Why would you want to get in base to base with Stealth troops with 6+CC...?

Regardless, +1 Init (perhaps points drop too) is a decent place to start. They should never have gone back to 2+ (something I've been arguing against for ages now - but what do I know...? :D )

Author:  Evil and Chaos [ Mon May 28, 2012 8:36 am ]
Post subject:  Re: Stealth Suits

Infiltrate doubles their basic engagement range for firefights- at which they're rather good. Yes you would of course be silly to use their infiltrate ability to get into b2b.

I protested when they lost init 1+ too.

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