Why tau are the best
In 6, years the Tau went from primitives to something near the level of the Imperium and maybe even higher? They can defeat single Imperiual Crusade, or single Waagh! The Tau are not a Socialist, Marxist, or Communist state. Put quite simply, taken directly from Wikipedia, Communism is an ideology that seeks to establish a classless, stateless social organization based on common ownership of the means of production.
The Imperium of Man is home to over 1,, human-settled planets scattered across over , light years of space in the Milky Way Galaxy. Tau lists are still limited to one commander per detachment or two in FSE lists. I was looking for your comments in the last article.
I am happy to see such a whole army concept assessment rather then focusing on markerlights or something like that. I do hope we get more auxiliaries. Seems to me the coalition idea effectively died there, with GW figuring there was no interest, which is really unfortunate.
Are Tau really the kings of efficient shooting though? Armies like guard seem to have more efficient point for point shooting. Tau I always felt like though had more resiliency. The reason triptide works is because they just never die right? I thought that the rules set for last edition had an interesting concept, poorly executed, of durable Tau which can get attacked in combat then fall back and shoot. So you can do your thing then I can do my thing and we have a punching match.
It was never made to be effective because our mid range suits like crisis suits, stealth suits and ghost keels just paled in comparison to the riptide and 40 shield drones and were not quite durable enough on their own.
I am a bit hesitant on Tau getting more in the other phases since it is not my mindset. But your arguments are strong I would be really curious on how they would execute it and make it feel right with Tau. Although to be honest I would not really argue much against anything that brings in new models. Especially auxilliaries. I mean kroot combat suits seem like they would be really really cool and I would buy them to paint even if they sucked.
Broadly speaking, the Guard have more raw firepower, but Tau guns are more specialized and effective. For example, a Guard army can put an immense number of guns on the table, but the Tau army is more able to maneuver and place their guns effectively as well as to hit reliably and punch through saves thanks to Markerlights.
Of course, this is not an absolute- there have been plenty of times when Guard have been able to outgun Tau, or some other faction, but speaking in the general case I think Tau are usually one of if not the most shooty armies in the game. What if Tau had an Ethereal ability that let one unit shoot in the psychic phase because they were inspired? What if they got a special ability to use a shooting weapon profile for their melee attacks, in the style of Fusion Blades?
The takeaway, I feel, is not that Tau need to have psykers or assault- although those are one way to solve the problem- but that they need to be able to participate in that phase of the game in some way rather than it simply being completely dead for them. This will never happen, but it could be kinda cool if the Tau brought a variety of missiles or off-map artillery that fired in the psychic phase. Some missiles deal MW, others might slow the enemy or stun vehicles etc.
That was actually what Seeker Missiles originally did in 8E, before they got changed. I just want to participate. Tau could utilize this as a psychic or melee replacement.
Examples include a seismic fibrillator node, or drone mines that already exist in lore. Deepen interaction in Psychic and Combat phases of the game via wargear and auxiliaries 2. Redesign Crisis and Stealth for 9e close range fighting, taking cues from Primaris Gravis units and Infiltrators 3.
Move drones to a minor role in the army and drop the Savior Protocols mechanic, but 4. Give drones more autonomy when they are independent units 5. Flatten the markerlight mechanic to one hit 8. Provide generic versions of the Tau Sept characters, and 9. Avoid giving better Overwatch as a Sept bonus Keep weapons on par with Primaris Nerf the invuln save mechanic on the Riptide or extend it to other suits Allow mixed Deathwatch-like infantry squads Diversify HQ options with auxiliaries and other castes Flesh out Kroot and make them more of a light offensive threat.
I remember the stunnung amount of people who started Tau as they released as they were actualy hungry for a sci fi army. But yes, the hyperfocus on one thing has always hamstrung them, hard. And as we have seen by the complete reinvention of the Necron fluff that does not have to stay a problem. They are dudes in space samurai armor with mini gundams. There is absolutely no reason they have to be bad in close combat.
The Air caste acts as the Tau navy and Water caste act as merchants and ambassadors for the empire. There is also the Ethereal caste who act as the leaders of the empire. While the Tau was introduced as the only really "morally good" faction in the world of Warhammer 40k and stayed that way for a while, but eventually the grim darkness of the universe got into them as well. In some of the novels based around the game and it's various factions, it was revealed that the Ethereals are very much into the hierarchy that the caste system and the greater good has and that anyone who steps outside of it does not get treated well.
Most of the factions in Warhammer 40k generally stick to being one species, maybe with a few pet demons or beasts added in. Humans even get three separate factions, 4 if you count the Chaos still technically being humans just under demonic influence.
The Tau, on the other hand, has many species within its rank and society. The main ally that they have is the Kroot, a race that makes up for the Taus lack of melee ability with their own.
Since Tau have many races within their ranks, some of those just happen to be humans. Some humans within the Tau empire that have defected from the Imperium to join the Greater Good.
These humans are known as the Gue'vesa, which literally means human helper in Tau and they fight in the Fire caste, even against other humans.
Squad contains up to 6 Fire Warriors Extremely weak in melee. Can fire from incredibly long range but has a short sight radius, so requires other units scout ahead.
May have a maximum 2 squad leaders added, which can either be the supportive Shield Drones, or offensive Fire Warrior Shas'uis. If the Way of the Patient Hunter has been upgraded to their range becomes absolutely extreme, able to put crippling fire down on targets that will more than likely not be able to fight back if sighted by a Stealth or Pathfinder team, the key being not to let them get tied up in melee combat.
Kroot Carnivores [ ] File:Dc tau kroot icon. Mobile meelee unit. Effective against Infantry and Heavy Infantry. Able to Cannibalize corpses to gain maximum health. Can be upgraded to leap at enemy units. Kroot Shaper [ ] File:Dc tau shaper icon. Pathfinder Team [ ] File:Dc tau pathfinders icon. Armed with markerlights to mark enemy units, making targets more vulnerable to attack.
Supression fire slows enemy advance. Slow Anti-Vehicle battlesuit equipped with two Missile Launchers. Can entrench into the ground, transforming it into a powerful weapons platform effective against all targets. Can act as a semi-mobile turret. Powerful battlesuits reserved for the most elite of Fire Warriors.
Can jetpack quickly around, and over, the battlefield. Equipped with a Burst Cannon and Fusion Blaster, making it effective at most targets. Weapons can be customized to deal with different opponents. Kroot Hound Pack [ ] File:Dc tau kroot hounds icon. Advanced close combat unit. Shas'ui Bodyguard [ ] File:Dc tau bodyguard icon. Extremely long ranged squad of 4 Shas'ui that can only be spawned from the Ethereal. Deal deadly damage from a safe range. Weak in melee.
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