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| Tau Empire Update; discussion for updating Tau Empire Team List | |
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| Tweet Topic Started: 19 Aug 2015, 03:49 PM (2,543 Views) | |
| Da Skyman | 19 Aug 2015, 03:49 PM Post #1 |
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I know that it is a bit early to start discussing this, since we don't have a new codex yet, but I wanted to get the ball rolling early. I'd like to discuss broad problems in the existing Tau Empire team list that we can work to update. The new codex isn't likely to have too much bearing on the HOR team list . First, I wanted to discuss our leader options. I don't necessarily want different leaders but I am curious if anyone actually uses any of the leaders besides the Crisis Shas'vre? Also, are there any pieces of wargear in the Armoury that you find particularly lame (would never take it) or that is missing? One last thing and then I'll open it up for general input: Seeker Missiles. I want Seeker Missiles to be a part of the Tau codex in some way. Bringing in fire support from outside the battlefield would be very fluffy for Tau teams equipped with markerlights. Not sure how to go about it without making Seekers OP though. At worst you could give the Broadside the option to carry a Seeker. |
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| Peregrim | 8 Oct 2015, 03:25 PM Post #2 |
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Here are some problems I have with the current Sniper Drone Team: * Squad special rule is intended to allow the drones to use the spotter's BS, however limits movement (preventing sniper drones from using their jetpack move to stay in coherency) and requires all models to hide for any to hide. * Non-learning makes sense for drones, but not spotter. I would fix this by removing the Squad rule and giving the spotter a Sniper Drone Controller (Sniper Drones within 6" can use the spotter's BS) and I would give all drones the special rule Non-learning while removing it from the unit's special rules. Since the spotter's drone controller is specific to Sniper Drones, this prevents anyone from using his high BS to benefit other Drone teams. Regarding wargear, I would never take DNA Samples due to its high cost, random effect, and risk of doing absolutely nothing. |
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| That One Bruvva | 26 Oct 2015, 02:51 AM Post #3 |
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How would you guys work the new support turret? Would you just keep it wargear for the Fire Warrior Leaders? Would you just ignore it? Were the Pathfinder's Grav-Inhibitor and Pulse Accelerator Drones too powerful, leading to them being excluded? (Just asking here) I'm planning on touching up the list for 7E, so this stuff would be appreciated. |
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| Da Skyman | 26 Oct 2015, 08:32 PM Post #4 |
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This is community driven, so if you have an idea, post it. I'm still trying to collect all the new info and I have a team tournament in two weeks. So I haven't had a chance to look at the new ramifications for Kill Team. Although, there really isn't much different. I like your idea of making the Drone Turret a wargear upgrade for a Fire Warrior team leader, and the pathfinder drones as wargear specific to the pathfinder team leader. I'm all for team-leader wargear. This is also an opportunity to adjust other parts of the list (like sniper drones) |
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| Netsu | 27 Oct 2015, 03:17 PM Post #5 |
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Hi, I updated the Tau list and posted it on the Facebook group for feedback, here it is: http://netsu.type.pl/files/Kill%20Team%20List%20-%20Tau%20Empire%20v3.0.pdf List of changes: - added pulse blaster options for fire warriors - streamlined weapon and drone options (now using codex lists) - changed markerlights to work on multiple friendly models instead of multiple enemy models (gives tau reason to stay closer together and make bonding knife useful) - clarified how drones work with regards to rout tests - changed kroot DNA (cheaper and no lack of effect risk) - added a seeker for broadsides - added a weapon profile summary at the end for reference - inspired by this mode (http://www.kamui.co.uk/wp-content/uploads/2015/08/TAU-DEEP-STRIKE-VETERAN-RANGER-BIG-SHAS-1.jpg) and the lack of unique kill team weapons I added a twin-linked rail carbine to the armoury Changes not in the file but planned for an update in a few days: - make the sniper drone controller learning - clear up the wording on how markerlights work a little - limit crisis suit shas'ui to max 2 Please post your comments, I hope to get the community approval on this update and maybe the admin will upload it on the HoR site. |
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| Peregrim | 28 Oct 2015, 06:15 AM Post #6 |
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Nice changes. From the drones section, change "are never affected by Battle Honours." to "cannot gain Battle Honors." This way, if a model with a Drone Controller gains the +1 BS honor, the drones use the modified BS. Also remove 2 flamers from the wargear listed in the Crisis Suit profile. Glad to hear the Firesight Marksman will become learning. With regards to my previous comment, I think they're probably fine remaining a squad. I've always considered one of the key benefits of killteam tau's supporting fire rule to be potential to overwatch without the risk of pinning checks. Not sure if I agree with the range requirements on the new markerlight rule; I think increase it to 6" even if that still leaves bonding knives rather useless. |
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| Netsu | 28 Oct 2015, 07:02 AM Post #7 |
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Good catch, both of those.
My logic was to make it an interesting tactical decision, you either stay closer together to get full benefit of the markerlight but risk getting pinned, or you spread out and support each other with overwatch. Either way I think it's better than the old rule, which required the enemy to bunch up and you had no control over that. 6" could be too strong I think. Edited by Netsu, 28 Oct 2015, 07:04 AM.
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| Peregrim | 28 Oct 2015, 05:14 PM Post #8 |
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I agree that multiple friendly models sharing a markerlight is better than the old rule, but I don't think 6" would be particularly strong - I think even unlimited range markerlight sharing against a single target (like the Hunter Contingent's benefit) would be fair. The tradeoff is do you concentrate firepower against one enemy model and risk wasting shots to overkill, or do you split your firepower against multiple enemy models and lose the markerlight's benefit against some targets. From my experience, markerlights are already a fairly uncommon choice in killteam because they are much more limited than in normal 40k (where a small unit's markerlight hits can significantly affect the hits of a big shooty unit against large enemy units); adding in the extra risk of pinning checks will just make people even less likely to take them. |
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| Netsu | 28 Oct 2015, 10:02 PM Post #9 |
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Hm, I guess you're right, I stopped using markerlights myself in Killteam. Will switch it to 6" for the next update. |
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| Netsu | 29 Oct 2015, 08:32 AM Post #10 |
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An updated Tau list v3.1: http://netsu.type.pl/files/Kill%20Team%20List%20-%20Tau%20Empire%20v3.1.pdf changes relative to version 3.0 I posted earlier: - sniper controller is now learning - some changes to wording to make things clearer - max 2 crisis shas'ui per team - vespid and kroot leaders can now take leader items (hopefully will make kroot and vespid leaders viable) - XV05 now a leader item to go with the above change - added the DS8 turret for fire warrior shas'ui - added all the special pathfinder drones for pathfinder shas'ui - extended merkerlight effect to 6" Comments welcome, I hope this could be the final version
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| Peregrim | 29 Oct 2015, 03:24 PM Post #11 |
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Final thoughts: - I would move the Guardian, Pulse, and Accelerator Drones section to right after the Wargear: Drones section (for continuity) - I would put Supporting Fire right before Bonding Knife Ritual (like it was in the 2.3 version) Phrasing of Markerlights: "Whenever a Tau model declares it’s using one or more of the markerlight abilities, all friendly Tau models within 6" may benefit from the same ability against the same target." - change to "one or more" - change to "may benefit" Since Kroot Shaper can now take XV05 Armour, consider replacing option 4 from DNA Samples (or reduce cost to 5 pts). |
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| Netsu | 29 Oct 2015, 04:21 PM Post #12 |
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Again, good points all around, thanks I'll change the DNA option to something else, the overlap is indeed unfortunate.
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| Sak'pok | 18 Nov 2015, 12:16 PM Post #13 |
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I'm sorry to bother you with my pity and selfish request but. I'm a Kroot player (really I use in 40k tabletop the 8 year old Merc book ). Can we get back our codex separately from tau (If we have arbitrators) and It could be a difference from the Tau codex that we could have poisoned weapons, mercenary weapons (like bolter, flamer, shuriken weapons, shootas and the good old eviscerator), and I beg you. I want our good old Knarlocks and Great knarlocks back :') We are space dinosaurs after all. (And I didn't even spoke about bundgy traps )
Edited by Sak'pok, 18 Nov 2015, 12:16 PM.
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| LittleBigMek | 21 Nov 2015, 04:48 AM Post #14 |
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You have access to the Shaper, kroot hounds, kroot riders, and shaman, what else is there? If anything try and make your own list and post it up for feedback, I mean with the current tau list you can run all kroot, you just don't have the option you had from the old mercenary book. Also, Netsu, can you post up the latest version of your Tau? Also the Master of the hunt upgrade really only effects infiltrators as the rule for hidden models currently reads: If any enemy model moves so that the hiding model is no longer at least 50% obscured, or moves within 12”, the model is no longer hidden. Edited by LittleBigMek, 21 Nov 2015, 04:49 AM.
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| Peregrim | 23 Nov 2015, 02:52 AM Post #15 |
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I think there probably won't be a Kroot-specific codex because the HoR army lists are based on the WH40k armies and Kroot aren't their own army. Instead you'll have to use the Kroot units in the Tau army list. Knarlocks would be cool even if they are Forge World. |
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| Netsu | 23 Nov 2015, 08:55 AM Post #16 |
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I don't know much about Kroot, but you can just make your own list using the templates provided here on the forum ![]() Here is the latest version of my Tau list, v3.2: http://netsu.type.pl/files/Kill%20Team%20List%20-%20Tau%20Empire%20v3.2.pdf changes: - some wording clarifications - pathfinders are now core, max 3 (5 if you take pathfinder shas'ui) - changed Kroot DNA to not overlap with XV05 armour - streamlined all support system options to use lists and limits from the codex (no more iridium + shield + FNP + two weapons shenanigans) |
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| Sak'pok | 1 Dec 2015, 11:59 PM Post #17 |
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Yeah I can go full kroot. But you want to tell an Arbitrator player to play Guardsmen becouse they are human, genestealer to Tyranid or a Harlequin to go Eldar. Of course not That's in the essence of this game. We can see our bests/favorites come back to have a fun fight. For rules there is the Chaos spawn for 30 point the Knarlcok rider was 30 point with little difference compare to the Spawn. It would be just fun
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| Dubey | 10 Jan 2016, 12:13 PM Post #18 |
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Only just discovered this. I have updated the KT list on my own as follows: Tau HoRKT Mostly the same changes you made Netsu. I think it would be better to remove the limit on pathfinders if you take the shas'ui. I also raised our limit on specials to 5 and capped crisis suits at 3. I think we should also up our supporting fire range to 9", since everyone else effectively gets +3" on 0", we should get +3" on our 6" One last suggestion: Our poor shas'ui fire warrior and pathfinder's have very few leader wargear that actually helps them. Perhaps adding in Darkstrider's gadget [Structural Analyser] for the pathfinder, and the cadre fireblade's buff for the firewarrior shas'ui [He gets to shoot twice if he stands still] would make them more attractive options. Edited by Dubey, 10 Jan 2016, 12:34 PM.
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| Netsu | 14 Jan 2016, 02:21 PM Post #19 |
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Seems all discussions about the lists have moved to the Facebook group. I think the limits on specials, pathfinders and crisis suits are totally fine as is, and are a result of community discussions on FB. Supporting fire is also already very strong at 6". No one gets +3" on a 0", because in vanilla 40k you can overwatch normally if you're in the same unit, which can be a big distance. The lack of options for Shas'ui is also solved in my opinion by the changes I made (more drones/turrets and an extra gun among others). Tau already have one of the most extensive lists of options. |
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| ARCThunder | 18 Feb 2016, 04:05 AM Post #20 |
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Hello, I'm a bit new here. I just wanted to point out that Netsu's link seems to be 404'ed. I've skimmed through the fb page's latest folder and the HoR site, and I can't seem to find the most recent editions (or playtests) of the Tau list. Can anyone direct me to the latest rulesets? I'd appreciate it. |
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(If we have arbitrators) and It could be a difference from the Tau codex that we could have poisoned weapons, mercenary weapons (like bolter, flamer, shuriken weapons, shootas and the good old eviscerator), and I beg you. I want our good old Knarlocks and Great knarlocks back :') We are space dinosaurs after all. (And I didn't even spoke about bundgy traps
7:33 PM Jul 11