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Joined: Sun Nov 14, 2004 11:41 pm Posts: 276 Location: Southampton
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Hi Guys, I just found out that Fanatic are toying with Ideas for Tau v4 but to my horror their message board won't let me post because of this:
Microsoft VBScript runtime error '800a005e' Invalid use of Null: 'cLng' /epic/forum_b/inc_func_common.asp, line 900
Anybody know what it means?
Well here's the message I'm trying to send, if anybody has anything to add or thinks I'm crazy please tell me, and if anybody wants to feel free to post my ideas on the Forum under Tau v4 go right ahead!
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Right I'm new to this Forum but I'm still going to carpet bomb this with IDEAs!
I think (know [ ] )that seeker missiles as a seperate stat line work well and is a great game mechanic. What's wrong with it? Getting your Pathfinders (or whatever) within range to get the full benefit of your AV's is great, it adds strategy and a mentatlity that is definetly Tau.
What's wrong with Coordinated Fire? Really?
The Manta should just have 1 5+ invulnerable save rather than 2 6+'s (but that's a minor point, its just saving a Dice roll). I think not having Void shields is a nice touch and if/when the aircraft version of the Manta comes out having void shields would make it ridiculas! (Not that it won't crazy anyway [ ]).
If any thing needs changing in the Tau's main rules its the Discretion over Valor rule, urgh! Instead of 'never ever' being engaged I think Tau should be able (as in an ability/option) to counter charge away from the enemy (not bases in Close combat) and any bases left in close combat or still within 15cm automatically die! The surviving Formation suffers a number of blastmarkers for each lost unit and one for comming under fire (or rather being engaged). So the engagement doesn't actually happen but casualties should have been caused by the attacker so there is an advantage to it.
As well as these nuggets of Sanity I've put together (after playtesting) a list of actual changes to the units that I think would benefit the army: Changes from v3:
Hunter Cadre: Pathfinders no longer included. (Having such a large starting Formation makes the Army very unfriendly and uncustomisable.)
Crisis suits; 1 less gun (keeping the Missile pod as standard), choose between 2x Fusion Blasters (AT3+) and PlasmaRifle + Burst cannons (inc flamers/Drones). (Having so many guns on Infantry was terrorfying and also massivley out of proportion with the 40K Crisis suit rules! I tried having battles suits able to choose thier guns but it turned sour (far too intracete) so I've given a choice between Tank hunters(Missile pod/2x Fusion Blasters (AT3+) and Anti Personel (Missile pod/Plasma Rifle/Burtscannon) I've left the Comander unit as it was (as each suit in the Commander unit has hardwired junk. I also upgraded the Fusion blasters to bring them in line with the Anti personel variant (and it should have been AT3+ to begin with). Stealth suits; 2x Multiple Burst cannons AP 4+ instead of 1 AP2+. No Disrupt ability. 1 Marker light per 2 bases AT 6+. (2 Shots to bring them in line with the crisis suits and make them better than the pathfinders, the Markerlight to make them a very nice upgrade for Crisis suits (and they should of had them anyway) Burst cannons don't have a pinning test so I got rid of the Disrupt ability).
Orca; Seeker missiles AT 4+, Missile Pods AP5+/AT5+ 45cm, 1 LB Burst Cannon instead of 2 Burst Cannons (No Disrupt). Broadsides count as 4 bases for transport. +1 Damage capacity. Fire fight 6+ instead of 4+ (given it?s fluff). (As this thing is a War engine and has a fair few guns in 40K it seemed strange to give it 2 Twin Burst cannons (especially when it only has 1 Long Barrelled). So I've given it it's weapons in 40K, I've alos upped the Damage Capacity (as it is huge) but also down graded its save and firefight value to fit with it's background.
Fire Warriors; 1 Marker light per 2 bases AT 6+, instead of AT 5+ per base. (This defenitaley needed top be done! Firewarriors were far to effective against Tanks!).
Devilfish; Seeker missiles AT 5+. (Why didn't it have them in the first place?)
Support cadre 0-2 of each formation per hunter cadre (instead of 0-3), inclusion of Pathfinders. (the reason this is 0-2 is because there is also a Heavy support Cadre aswell and Kroot act as a seperate army in a sense.)
Pathfinders; Pulse carbines AP 5+ instead of AP 4+. (makes them less effective against infantry as they shouldn't be good at everything (and it was out of relation to the 40K version)). Hammerhead sqdrn (3+1) (+ 1 skyray, compulsive). (This option is mainly for anit air hense the compulsive skyray and the odd oportunistic placement).
*Drone Turrets (I'll comment on these later).
Heavy Gun Drones AP3+ (no Disrupt) instead of AP2+. (they were too good for what they are).
Heavy support Cadre 0-2 per hunter cadre (new option). (This is to allow the odd Haevy support Formation, obviously).
Hammerheads; x 6, option to ?add? a skyray. (The standard Hammerhead formation were too small to be effective and were just broken before you could say ommming under fire so I've made them slightly bigger but not too big to make it a Tank company, and also be friendly towards the FW 3 packs [ ]).
Manta; Burst cannons x 2 AA5+ and x 3 AP4+ instead of 2 x AP2+, 6 x Ion cannons Fixed Forward instead of 3 left and 3 right. (This thing was gross in its physics defying guns that are blatenetly fixed forward and yet able to shoot all round (that's an easy fix), And with so many Burst cannons all over I thought they deserved more shots and an AA shot for the Top mounted turrets).
Kroot Kindred (separate ally army) (I've doen this so its easy to field a Kroot Army if you ever wanted to).
Kroot Kindred; 12 bases instead of 10, Krootox 0-1 option for Kindred (half of the bases have kroot gun) (instead of 0-3 Kroot guns), Kroot hounds 0-1 for Kindred (half the bases in close combat have +1 attack) (instead of 0-3 Kroot Hounds). (I've enlarged the Formation to give it more surviveablity and to be friendly to the FW packs, the Krootox is now just an IG Auto cannon (simple and easy) and the Kroot hounds are extra attacks for half the Kroot units in CC (the engageing player chooses which bases benefit) (simple and easy), I got rid of the Knarloc because of the following).
**(0-1 per Kroot Kindred) Great Knarloc herds (6 Great Knarlocs+6 bases of Kroot Goaders, option of + 0-3 Mounted Knarlocs). (This Formation can be big and very tough which makes Kroot really worthwhile! The Mounted Knarlocs are weapons platforms with Twin Kroot Guns AP4+/AT5+ and Explosive Bolt Throwers AP3+/AT6+), Goaders are normal Kroot withouit the Infiltrate ability.
**(0-1 per Kroot Kindred) Knarloc Rider units (6) (This is a 20cm speed clavlry unit for Kroot that's really good in CC).
Tigershark cannot carry Heavy Gun Drones. (I've done this simply because they can't, so now I wondering whether they should be a seperate choice from normal drones).
**Manta Missile Destroyer (I'm working on a version for this but it always seems too cheap!)
Hero ?1 BP. (to bring it in line with the ships guns in BFG
*Hero Variant (5BP variant, T'olku varinat in BFG)
Points: Hunter Cadre 475pts (instead of 600, but doesn?t have any pathfinders) Orca 75pts (instead of 50pts). Pathfinders 150pts Hammerhead sqdrn 3 + 1 skyray 250pts (instead of 300). *Drone Sentry Turrets (varies) Broadsides 300pts (instead of 250pts). Hammerhead formation (6) 350pts, Skyray 75pts (instead of 112pts). *Manta Missile Destroyer 850pts??? Kroot Kindred; Kroot Hound upgrade 30pts (different from v3), Krootox upgrade 30pts (different from v3), **Great Knarloc herds (210pts-300pts 12-15) **Knarloc Rider units (150pts 6)
Well that's food for thought (Damn I've just burnt my food whilst writting this!!!! [ ]
Cheers,
RayB
_________________ DON'T DATE ROBOTS!!!
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