Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Aug 13, 2006 22:42:34 GMT 1
They can only choose wargear from their own list. There's nothing else available to them really. I don't expect them to need it really.
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Aug 27, 2006 9:52:26 GMT 1
OK, so here's a list of what I've got now in my force...
1 Tau Crisis Suit (I'm using this as a Shas'El/Shas'O commander, modelled with a fusion gun with enhanced weaponry upgrade and a shield generator when I can use him as a Shas'O)
12 Fire Warriors (bonded, shas'ui, 6 pulse carbines)
5 pathfinders (2 rail rifles)
6 Vespid Sting Wings (one strain leader with pulse grenades)
Hammerhead gunship (on its way through from Ebay)
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Post by LukeG on Sept 15, 2006 14:10:54 GMT 1
Their own list only makes sense, they're supposed to have unique technology with only a limited experience with the outside galaxy aren't they?
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Post by tturen on Sept 16, 2006 5:25:09 GMT 1
Thats my take on them as well although they need their expanded wargear list.
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Sept 17, 2006 10:05:05 GMT 1
Now speaking of their own tech, I'm contemplating adding some stuff onto them now to increase the choices available to them, the majority of which do not actually come from anything produced directly by GW. I downloaded the DoW Dark Crusade expansion demo and I found reference to some things on there that might be interesting.
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Post by tturen on Sept 18, 2006 1:55:56 GMT 1
I have worked out some of the new items from the Empire codex but I agree more would useful given the range available to other armies. So I would like I look at what you have in mind.
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Sept 18, 2006 14:51:58 GMT 1
First and foremost is the snare grenade, here's my proposed rules (just something I came up with while bored at work but to do with the snare trap on the demo)
ONE USE ONLY The snare grenade is a sophisticated device that when detonated deploys a rapidly crystalising substance which solidifies and traps enemy models.
2 " blast, models caught in the blast may not move in their following movement phase while they free themselves. They can fire/ fight in close combat as normal. Because of the brittleness of the crystals, it has no effect on models with a S/T value of 6 or more or vehicles.
10 points (thinking of availability to stealth suit champion, pathfinder champion, vespid champion)
what do you reckon?
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Post by James 40K Champ *** on Sept 18, 2006 18:06:57 GMT 1
Nice idea, but rather than having no effect on models with a S/T value of 6 or more..
why not just make it a strength test to to have no affect. Pass or be snared for a turn.
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Sept 18, 2006 18:49:32 GMT 1
I think it's high-priced for what it does. Well, maybe not. It could stave off an assult long enough for you to move/escape etc. For pricing, I'd compare it to the webpistol, and the tyranid strangle web. 10 points might be good for a limitless supply, but does strike me as high for a one-shot item. Keep in mind, it's entirely non-lethal, and non-permanent.
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Sept 18, 2006 20:40:47 GMT 1
The strength test idea was something I toyed with, but I went against it on the thought that as a one use weapon, it would be pointless, even as a limitless supply it would be worthless. As a one use weapon (2" blast only) with about 4 models in an army that can carry it, and no damage being done, it seems crumby to not affect the models under the template. The price might be high, but at the moment it is just a concept for now.
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Sept 18, 2006 21:47:04 GMT 1
Another piece of wargear I was toying with was a Carcharidon Field Generator:
This field disrupts warp energy in it's vicinity and disperses it. Any psychic powers cast or in play within a 6" radius of the generator will be nullified on a D6 roll of 4 or more. This can be used in conjunction with warp cards to make further attempts to nullify the power but these must be declared before rolling for the Carcharidon Field.
Ethereals only
25 points?
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Post by tturen on Sept 19, 2006 6:39:52 GMT 1
The snare grenade fits the Tau. For ten points though it shoudn't be one shot only though and it should have some impact on tougher/stronger models even if its simply reduced speed.
The generator idea sounds a bit like the T codex Warp Mask. The warp Mask is used to further mask the already weak Tau presence in the warp to give them a 5+ save against psychic effects. Etheral only. Range 12". 10 points. It gives an Etheral somthing to do for his points besides being a target.
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Sept 19, 2006 9:05:53 GMT 1
That was my thought as well. The ethereal has no role on the battlefield other than a puny leadership boost. I didn't realise you had come up with such an item, but I prefer the name of mine (goes with the fishy feel of the Tau).
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Post by tturen on Sept 20, 2006 5:28:40 GMT 1
You might have a better name if I new what 'Carcharidon' implied. I'll look it up. With warp mask it was a matter of form following function and I could see an etheral in a literal mask as well.
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Sept 20, 2006 8:44:31 GMT 1
Carcharidon is a genus of shark, basically it's sharks similar to the great white, so things like Makos etc. The great white is Carcharidon Carcharius so you kind of get the picture. I thought of it as using up his hardwire point so I assumes it would be on his back.
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Sept 21, 2006 19:22:04 GMT 1
How's that Empire codex coming, Tturen?
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Post by tturen on Sept 22, 2006 6:27:15 GMT 1
Could be better. It's going pretty slow. The addition of another family member hasn't helped matters. I remain hopeful though!
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Post by tturen on Oct 10, 2006 5:52:48 GMT 1
Our second Tau player is up and running on his own. In fact one of his first games yesterday demonstrated the vulnarability of the Tau. He never moved a model and lost the game before his Orky enemy had even completed his firing phase.
The most deadly Tau models can't hide and on his particular board he was left exposed and dead. Battlesuits decimated and two hammerheads smoking ruin. I think its time to update the Tau wargear list to balance this issue...
Cammoline film for battlesuits: Allows the model to hide, -1 to hit at long range.
Distortion field Battlesuits only: -2 to hit if stationary
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Oct 10, 2006 7:56:28 GMT 1
Maybe, but he should really try using some scenery first. If he isn't going to be tactical then I'm not going to work my rules around him so that he doesn't have to be. 40K is a game of positioning, where taking advantage of your surroundings will win you the game, rather than the rules. It seems like a GW solution to a problem: rather than addressing the issue with the players tactics, they change the rules so it can't happen again...
They sound like something that may be useful for a character only, rather than every battlesuit in the army, and even then if the player takes them he's acknowledging that they can't manouvre tactically.
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Post by James 40K Champ *** on Oct 10, 2006 12:22:49 GMT 1
agreed, and if there is a prospect of losing the 1st turn such as against orks, then you should deploy with that in mind i.e. dispensable troop sheilds, and vehicles in squadrons protecting your best vehicles at the back and in cover, so you can hit back hard come turn 1.
A large part of 40k is how you can adapt to losing certain parts of your force, what can you achive with the remains? what cant you achive? (in other words which areas should you withdraw from to save casualties?)
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