tag:blogger.com,1999:blog-5489945968592018737.post8803327636022625118..comments2023-11-23T07:35:28.249-05:00Comments on The Tau of War: Design your own Fire Warrior!Unknownnoreply@blogger.comBlogger44125tag:blogger.com,1999:blog-5489945968592018737.post-64427956141692552492013-02-18T17:51:50.022-05:002013-02-18T17:51:50.022-05:00The only change that NEEDS to happen is to make th...The only change that NEEDS to happen is to make the baseline BS for Tau (not Kroot or Vespid) units 4, with marker lights only providing a max bonus of +1 BS to any given unit.<br /><br />It makes sense from a fluff standpoint: Castes can't interbreed, which means that all Fire Warriors are born of other Fire Warriors. The only Fire Warriors that can breed are the ones that live (ie Natural Selection), so this means that all existing Fire Warriors are genetically positioned to be soldiers. Add this to the fact that they train pretty exclusively in marksmanship and the super hi-tech targeting systems that they MUST have, and a BS of 3 makes NO sense.<br /><br />(rant)<br />Seriously, how do soldiers THAT specialized have the same BS as mass trained, expendable Guardsmen? A WS of 2 should be a trade-off for an amazing BS. And any argument of "overpowering" the Tau is ridiculous when you look at the Space Marine's stats and baseline equipment. But I guess Matt Ward would throw a hissy-fit if any army could legitimately challenge the Ultra Smurfs.<br />(rant) Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-43728195398965229672012-03-18T00:25:03.236-04:002012-03-18T00:25:03.236-04:00Hmmm... How about giving the humble Pulse Rifle a ...Hmmm... How about giving the humble Pulse Rifle a boost? I believe there would probably be a commotion within the community if Fire Warriors were given BS4, and to top it all off, it still wouldn't resolve the issue of the unit only being effective against GEQ. I propose something like this:<br /><br />The Fire Warriors would remain the same stat-wise, but the weapons profile of both the Pulse Rifle and Carbine would be changed.<br /><br />Pulse Rifle:<br />1. Range - 30" S5 AP5 Assault 1<br />2. Range - 30" S5 AP5 Heavy 2<br />3. Range - 12" S5 AP5 Assault 2<br />4. Range - 24" S6 AP1 Assault 1*<br /><br />Pulse Carbine:<br />1. Range - 24" S5 AP5 Assault 1 Pin<br />2. Range - 18" S5 AP5 Assault 2 Pin<br />3. Range - 18" S6 AP1 Assault 1*<br />* If this weapon profile is used, the weapon may not be fired for 1 turn, due to the need for the excess heat to be dissipated from the weapon, so as to prevent catastrophic failure and potential harm to the user.<br /><br />The plan goes like this, the unit may only choose to use 1 profile per turn (the whole unit must use the same profile, and if it decides to use the profile with the *, it may not fire the weapon for 1 turn (Think cooldown period ;) Since the Fire Warriors are only carrying pulse rifles, they are not breaking the "no-special weapons" fluff, this would allow the Fire Warriors to keep in line with the mobile theme of the Tau army, and yet pose a threat to to threats such as TEQs and light-medium vehicles.<br /><br />As for the points cost of the unit, here is what I think should be done:<br /><br />Shas'ui + 5x Shas'la 70 Pts<br /><br />The Shas'ui comes with a Bonding Knife as standard. He may purchase a Networked Markerlight designator (Type changed to Assault 1) for 15 points. He may also gain access to the Infantry Armoury.<br /><br />Additional Shas'la may be purchased for 10 points each, up to a maximum of 6 members.<br /><br />The entire squad may take Photon Grenades for 5 points.<br />The entire squad may also take EMP Grenades for 15 points.<br /><br />Just my 2 cents on the future of Fire Warriors...Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-34538091840328157022011-12-20T08:22:13.600-05:002011-12-20T08:22:13.600-05:00So, I took 2000 points of Tau Empire cadre off to ...So, I took 2000 points of Tau Empire cadre off to my FLGS on the weekend, and I'm pleased to report that my Fire Warriors continued to pull their weight. I ran a squad of six (hold in reserve so they're around to control objectives late-game) and three squads of eight, and those eight-tau squads were able to put out a pretty reliable amount of firepower. They weren't decisive on their own, of course, but then they're not supposed to be, are they?<br /><br />Having pitted them against Grey Knights (killed a Vindicare, three Purifiers, several Terminators and most of a Strike Squad), White Scars (killed several Terminators, Tactical Marines and Bikers) and Imperial Guard (absolutely murdered a blob-squad, a Veteran squad and several smaller squads), I still maintain that they do their job fairly well. And that the only real upgrades they need for the next codex are either a small drop in price (say, 8 instead of 10) or their BS boosted to 4 (there's always something more important using markerlight tokens), and perhaps a way to bring the odd special weapon along, maybe on a drone. But yeah, Fire Warriors are still good, solid shooting units that can soak up fire and charges for your crisis suits and torrent expensive models to death with reliable regularity.Garnethttp://garnet-forwardthefuture.blogspot.com/noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-12840758192193265872011-12-16T22:55:50.875-05:002011-12-16T22:55:50.875-05:00Give the squad leader access to other drone types ...Give the squad leader access to other drone types beyond what are currently available. Attaching a sniper drone would give the unit some more punch without taking away from the light infantry motif of the unit.<br /><br />Give the pulse rifle a target tracking ability which grants +1 BS when the unit has not moved.<br /><br />Allow the pulse carbine to fire EMP grenades at range.<br /><br />Allow the pulse carbine's pinning ability to stack penalties for multiple hits.<br /><br />I think this would be both fun and interesting. Otherwise, I wouldn't advocate for any other significant changes.Korean Eskimohttps://www.blogger.com/profile/10911214330393682853noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-32101278741325779032011-12-16T09:52:31.161-05:002011-12-16T09:52:31.161-05:00An air caste strike is genius! And fluffy...all th...An air caste strike is genius! And fluffy...all the castes working together for the greater good. I love it!Timhttps://www.blogger.com/profile/11680110160882762433noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-49103787685772256452011-12-16T01:52:56.842-05:002011-12-16T01:52:56.842-05:00I have an interesting tangent on Fire Warriors and...I have an interesting tangent on Fire Warriors and general Tau troop hierarchy. <br /><br />There is to allow you to buy pathfinders and embed them into your Firewarriors. For anti-armor you could spend points for squads to have access to special munitions.<br /><br />Also since the path-finders could now be bought as extra choices for Firewarrior squads, their slot in the fast attack roles could be given to the stealthsuits, which then frees up the Elite slots for some new suits (I hope for hazard battlesuits ^_^)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-34954406056060814192011-12-15T21:32:12.332-05:002011-12-15T21:32:12.332-05:00I agree with most of what Cobalt said, something l...I agree with most of what Cobalt said, something like an air caste air strike would be awesome for base fire warrior squads.<br /><br />You could call it in once per game for each fire warrior team you have on an enemy unit in line of sight if you're not pinned. Unlimited range.<br /><br />But the downside it is only available on Turn 2+ and is unreliable on the early turns as the strike only arrives via the reserves rules (affected by negative/positive) modifiers of course. So turn 2 the strike would only arrive on a 4+<br /><br />Also with the Shas'ui's BS, but he can't shoot that turn because he needs to line up his shot.<br /><br />Something like 3 types of strike as well:<br />Str 9, Ap1 Heavy 2 <br />Str 5 Ap4 Template (inferno cannon style)<br />Str 7 Ap5 Large blast<br /><br />All subject to scatter etc, etc. Maybe allowed twin-linked if marker lighted or something?<br /><br />but yeah I think this would be a really cool idea that would help a lot with the fire warrior viability as a unit. obviously their other equipment and stats need tweaking as well.Andynoreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-90229116664639778552011-12-14T10:11:04.070-05:002011-12-14T10:11:04.070-05:00I thought of something akin to the CQB rule, thoug...I thought of something akin to the CQB rule, though I only applied it to pistols. It definitely shouldn't be a rule that all Firewarriors can get because it would make them way too effective in a fight with Guard and the like.<br /><br />Witht he Tau, aside form special purpose units, we should expect to lose every fight we are in. I'm more interested in the Tau having the ability to escape the fights alive or not get into one in the first place.<br /><br />AP 4 would be cool and it fits in the idea that Tau tech is better than most of the Imperial stuff. Wouldn't make a huge difference on the field, Marines would still shrug off our fire, Guard would still die by the bucket load. There are really no armies (other than Tau) that field a large portion of their as 4+. It's usually reserved for specialist units that need to be tougher than light infantry but don't rate a full on power armour.Jefffarhttps://www.blogger.com/profile/04704046437620260760noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-69984793562584142432011-12-13T18:10:03.536-05:002011-12-13T18:10:03.536-05:00How is this any model with a Pulse Carbine may pur...How is this any model with a Pulse Carbine may purchase the special rule Close Quarters Battle for 2 points.<br /><br />Special Rules: Close Quarters Battle- Models with this rule the Weapon Strength* and Assault Type** to resolve close combat. Also they do not gain any extra attacks when they charge. <br /><br />to me this would give me a reason to take the carbines. I also like the idea of makeing the pulse rifle a mini plasma rifle by giving it AP 4.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-4092358322442673972011-12-13T15:18:20.697-05:002011-12-13T15:18:20.697-05:00Best new drone option for the Tau?
Make a Drone w...Best new drone option for the Tau?<br /><br />Make a Drone with a Failsafe Detonator in it.<br /><br />Seriously? Why are we only allowed to take one Filsafe Detonator and have to put it in one of our most valuable models? Surely some Earth caste guys and some Fire caste guys could figure that one out over a couple of beers.Jefffarhttps://www.blogger.com/profile/04704046437620260760noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-24002093441597340202011-12-12T20:35:02.089-05:002011-12-12T20:35:02.089-05:00My thoughts on tau
1 rending is pointless on pulse...My thoughts on tau<br />1 rending is pointless on pulse rifles for 2 reasons.<br />overpowered to have that many rending weapons(in other players minds)<br />we already wound quite well what we need is a more efficient way of dealing with 3+ saves. <br />we wound meq on 3+ geq on 2+. our problem is not wounding its armour.<br /><br />2 neuron blasters are melta or template(not either or but an in game option) Give vespids use<br /><br />3 Disruption drones. Seriously other armies can do it so why not. Give FW a drone that gives a 4+.(this drone is to heavy for jump infantry status)I dont care if i pay 45 points for this puppy. <br /><br />With this thing FW become objective camping shooty infantry doom.<br />Vespid become Jump and destroy. Garuntee kill counter attack.<br />Now kroot just need a new purpose(maybe feildcraft gives stealth AND allows I5/4 in HTH if they went to ground.)Docbrownhttps://www.blogger.com/profile/15147686172083783731noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-25726453932724911112011-12-12T20:05:10.717-05:002011-12-12T20:05:10.717-05:00Easy! Reduce the points, keep rifles the same, and...Easy! Reduce the points, keep rifles the same, and if they take a carbine, it has an underslung emp launcher. When they shoot against vehicles, on a 5 or 6 they auto stun.taubeasthttps://www.blogger.com/profile/01064193299618275407noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-4035376408422768952011-12-12T14:37:18.320-05:002011-12-12T14:37:18.320-05:00They already have BS4 FW in the current codex. I...They already have BS4 FW in the current codex. If Cruddance is writing the next Tau codex (as rumored), I expect an option like IG to take veterans. Veterans should be BS4 and have access to special weapons (plasma, melta, etc). Fluffwise, I assume these FW have adapted as Tau should to combat different threats.tau4evahttps://www.blogger.com/profile/02869513873708329967noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-22928661515118724062011-12-12T12:23:14.619-05:002011-12-12T12:23:14.619-05:00Lots of great comments here. I think we can all ag...Lots of great comments here. I think we can all agree that Fire Warriors need to get better at shooting, whether its going to BS4 or just getting more shots. I really like the idea of adding in an option to actually fire the grenade launcher from the carbine---that would be cool!<br /><br />I think going to AP3 would be stretching it and so far that is reserves for Thousand Sons and Sternguard. I think if you increase the number of shots, you're probably good. <br /><br />Markerdrones: cheaper and relentless. 100%<br /><br />Devilfish: IMO fine as they are if they get cheaper, but seeker missiles need to improve to get that duality. <br /><br />Changing the fluff to allow FW to carry special weapons? hmmm. I dont see this as likely because it would mean they need to re-do the sprue which costs them extra money...so I cant see that happening. There is plenty of potential with the existing sprue, no? -> like grenade launcher rules for the carbines!Timhttps://www.blogger.com/profile/11680110160882762433noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-28983665225037469792011-12-12T11:56:46.416-05:002011-12-12T11:56:46.416-05:00Have you considered the posibility that maybe when...Have you considered the posibility that maybe when they redo the Tau Codex they will just re-write the Tau Fluff like they did the Necrons? and @ Mithril, Imperial Storm Troopers are also trained at a very young age to be soldiers and with tere current fluff it is due to there Eye biology that they are such a poor shot in comparison to other races.Argeroshttps://www.blogger.com/profile/16070780675638902902noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-58498626622430260182011-12-12T05:59:21.321-05:002011-12-12T05:59:21.321-05:00A follow up comment on Markerlights.
The reason t...A follow up comment on Markerlights.<br /><br />The reason they are "Heavy" is because the operator has to hold still and keep the beam focused on the target. I am quite okay with them working like that.<br /><br />What I am not okay with is the way the term Networked has been miss used. Network should apply to Markerlights that can benefit other units. The standard Markerlight should benefit the unit that fired it.<br /><br />So if we make the standard markerlight work for the shooting unit, then there is a reason to upgrade to a Shas'ui and take the Markerlight in your Fire Warriors. This means your Fire Warriors have that BS 4 half the time (or 2/3rds of the time if you use use my suggestion to bump the Shas'ui's BS).<br /><br />Then give the Pathfinders, Marker Drones, Tetras and any other specialist marking troops they come up with next codex the proper Networked Markerlights which now benefit the unit firing the Markerlights and other units for the extra fun shenanigans. <br /><br />I feel like this is the way Markerlights were intended to work, but something got lost along the way and nobody ever really bothered to fix it.Jefffarhttps://www.blogger.com/profile/04704046437620260760noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-9660073711472849632011-12-12T05:50:34.499-05:002011-12-12T05:50:34.499-05:00I am against Shas'la getting BS 4. However I a...I am against Shas'la getting BS 4. However I am in favour of Shas'ui and Shas'vre getting it.<br /><br />So I would make there be two tiers of Fire Warrior infantry, a general one and a Veteran one. Veterans are composed of Shas'ui instead of Shas'la and the team leader can be upgraded to a Shas'vre. Make this a 0-1 troop choice with some special character unlocking more.<br /><br />I would upgrade the Pulse Rife to Heavy 2 and the Pulse Carbine to Assault 2.<br /><br />I would strip Pinning off the Assault Carbine as the fluff reason for it being there is the Photon Grenade Launcher built into the weapon.<br /><br />I would fully stat out the Grenade Launcher with EMP, Photon and Air Bursting Submunition loads.Jefffarhttps://www.blogger.com/profile/04704046437620260760noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-34357343176372351882011-12-11T03:14:58.084-05:002011-12-11T03:14:58.084-05:00Keep cost the same as now. 10 points.
Keep BS 3.
P...Keep cost the same as now. 10 points.<br />Keep BS 3.<br />Pulse Rifle: Rapid Fire 30" S5 AP3.<br />Pulse Carbine: Assault 3 18" S5 AP5<br /> or EMP Launcher Assault 1 18" EMP rules.<br /><br />The goal is to make them useful, not the auto-include choice in the codex. Any type of Fall-back style move to keep them out of close combat would be severely unbalanced. Especially when we will still have XV8's packing plasma in the battle.<br /><br />Also: Devilfish can be taken as basic transport, like a Rhino, for 40 points (higher front armour than rhino.)<br />Upgrade to Ion Cannon. +25 points. Capacity: 6 models. (This would preclude attached Drones on minimum sized squads on purpose.)<br />SMS: Heavy 4 36" S7 AP4. Same points.<br /><br />Now you have a unit that has duality, and would fight much more like the fluff. It allows a mix of large and small squads, additional anti-armour capability via the transport but still needs either XV88's or Railgun equipped Hammerheads to deal with enemy heavy armour.<br /><br />By the way, really enjoy your blog.xXTerminatorXxnoreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-13958218379701751582011-12-10T16:56:26.416-05:002011-12-10T16:56:26.416-05:00Addendum to my comment earlier:
Drones: since the ...Addendum to my comment earlier:<br />Drones: since the use of Drones by firewarriors is fluffed as being common, all fire warrior squads should be able to take up to two drones, no special drone controller needed. i'd make the following changes to the drones: first, all drones are fearless. not a big issue for attached drones, but a big one for drone squadrons.<br />Gun Drones should have a better BS. call it BS3, which combined with the twinlinked carbines can perform almost as good as a BS4. and giving them the "look out sir" rule like imperial guard bodyguards, where they can soak up wounds for the controlling unit, would be awesome.<br />Sheild Drones should grant the unit they are attached to a 5+ invuln save (similar to how they worked in the computer game)this makes them worth their price. taking multiple drones ensures that loosing one to a lucky shot won't strip you of your extra protection.<br />Marker drones should be able to fire their markerlight regardless of whether the unit moves or now. the drone is a jetpack/relentless unit..but currently if attached to non-jetpack infantry it loses that feature. if it keeps relentless regardless, it becomes far more useful to non-battlesuit units.<br /><br />i'd like to see more drone options. a defensive drone with photon grenades and a Fletchette launcher would give Tau units some extra kick in close cobat while remaining 'Tau' for example. <br /><br />Devilfish: costs need to go way down. a devilfish currently underperforms compared to the IG chimera, but costs almost twice as much. <br />in terms of stats the current ones are good, but the Disruption pod and Multi-tracker ought to come standard. i'd prefer a boost in carrying capacity to 14 (to accomidate a firewarrior squads 2 optional gun drones.) the smart missile upgrade either needs to be reduced in cost, or the SMS given better range, damage, or # of shots. personally i'd go with increasing the str to match missilepods.<br />the big change i'd consider is to give the devilfish 'battletaxi' abilities. give it two firports (basically it opens up the hatches and the troops inside shoot out from the doors. we see this in the official art and fluff, but not in gameplay) let it drop firewarriors off at any point during it's movement (like a IG valkyrie), not just at the end. the Tau are fluffed as training for deployment out of moving transports, afterall.<br /><br /><br />these abilities would keep the firewarriors from being 'uber-units', but would make them combat effective in their intended roles, and would better fit the fluff of the tau as a highly trained, mobile army.mithrilhttps://www.blogger.com/profile/03088999203605302318noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-36974465479147613302011-12-10T08:04:42.353-05:002011-12-10T08:04:42.353-05:00I really can't relate to the dissing of the no...I really can't relate to the dissing of the noble Fire Warriors.<br /><br />Mine slaughter troops all day long with relative easy. It's rare for anyone other than Eldar to make it into CC with mine...<br />Even my marine opponents have learned not to underestimate the brave back bone of the Tau forces.<br /><br />Even if they are overcosted.<br /><br />Having said that, I would like to see them get better at shooting or cheaper.<br />Either will suit me fine.Anonymoushttps://www.blogger.com/profile/16429083422956872722noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-28947870371383257282011-12-10T05:07:44.167-05:002011-12-10T05:07:44.167-05:00the Tau firewarrior fluff implies that firewarrior...the Tau firewarrior fluff implies that firewarriors are elite infantry, trained pretty much from birth to be soldiers for the greater good.<br />i think they need to be boosted up to BS4 across the board. a Tau firewarrior in the fluff is effectively better trained than a Imperial Storm Trooper. so they should be just as good a shot. their armor is pretty much fine as is. the Rifle and Carbine are pretty good right now.<br /><br />one thing i'd love to see is a more 'tau' appraoch to dealing with close combat. it seems to me that the Tau wouldn't just wait for an enemy to charge in and start swinging swords. i'd like firewarriors to gain a 'stand and shoot' reaction to being charged. instead of just standing there while the enemy runs closer so they can use their sword, they open up with a volley of rifle or carbinefire to cut down the enemy as they close. perhaps tie this into a leadership test, so that if a charge is declared on them they roll a Ld-test, and if successful they get a free round of shooting before the enemy makes it's hand to hand attacks. combined with Defensive grenades to negate the enemies extra attacks from the charge, this would allow the Tau to better survive close combat, while remaining 'Tau'.<br /><br />in terms of organization, a Shas'ui with bonding knife should come automatically, built into the points for the basic squad. a squad should be able to upgrade to have a markerlight, but any figure in the unit should be able to carry it, not just the Shas'ui. being able to take multiple markerlights would be nice (no more than 1 for every 4 figures in the squad, IMO, for a max of 3), though it would depend on how potent markerlights are in a new codex.mithrilhttps://www.blogger.com/profile/03088999203605302318noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-4330613419198213172011-12-09T19:59:05.803-05:002011-12-09T19:59:05.803-05:00OK, I've been thinking about this and talking ...OK, I've been thinking about this and talking to some of my friends about it. <br />I personally feel that given the state of the game, Fire warriors need to be scrapped completely. Honestly just make pathfinders troops and that solves a lot of issues. But that is just a game perspective, I would hate for that to actually happen.<br /><br />Here are my thoughts, Fire warriors don't actually do anything right now. They are supposed to be anti-infantry, but they don't even do that that well, and are to fragile to live too long.<br /><br />Changes<br />Rilfe, Assault 2 30" AP4<br />Carbine assault 1 18" AP4 Pinning -1<br />With Emp launcher 18" emp effect against tanks.<br /><br />The other thing I like what was said above about making them more tactical. Giving them something like combat tacitcs. I was thinking something more like Black templars rule but reversed. When ever an assault is declared against them, they make a Moral test; If they pass they can immediately make a D6 movement before the assault is launched. <br />At the least make it an ethereal or commander "command" ability like IG's<br /><br />I personally feel SMS should just be either Twin-linked missile pods or a Heavy Missile pod (heavy 3 or 4) Makes xv88's secondary system tempting to fire as well, and warfish a lot more viable.TheGraveMindhttps://www.blogger.com/profile/02202256201375802641noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-68068632882023248602011-12-09T18:34:08.747-05:002011-12-09T18:34:08.747-05:00This is the abridged version of what I tried to po...This is the abridged version of what I tried to post. My original post was too long. haha.<br /><br />Increase BS to 4 minimum for all tau. Tau have advanced tech and targetters. They should be great shots!<br />increase WS to 3 minimum for all tau. Just because tau dislike close combat does not mean they aren't trained for it. Ethereals and their guards are obviously trained in a martial art. instead of making tau suck eggs in close combat, it makes much more sense for their shooting to be so good that a tau commander wouldn't want his troops in close combat. All tau firewarriors should also have a close combat weapon. a Knife is a basic survival tool for every soldier and it's a necessity. Tau should know this.<br /><br />Pulse rifle: These guns are plasma weaponry and their stats should reflect it more than they do.<br />S5 AP4 or even AP3. If AP 4 then also make them assault 2 and a 30 to 36 inch range. These guns SHOULD dominate the battlefield. That's how Tau are managing to expand their empire.<br /><br />Pulse Carbine: assault 3, 24 inch range, S5 AP4, reserved for Shas'ui, and a new commando firewarrior squad that has stealth/or stealth gens, and move through cover.<br /><br />Shas'ui: Has access to two drones with drone controller. Has a close combat weapon, pulse pistol, and rifle of choice including rail rifle, pulse carbine, and fusion blaster. New war gear that allows any shas'ui to call in an orbital or air strike once per game, but one total for all shas'ui.<br /><br />New drones: Missile drone to give a squad anti-vehicle capability. Burst cannon drone, and increase burst cannon range to 36 inches to match the heavy bolter, assault 4 or 5, S5 AP 4<br />Shield drones should provide a save for an entire unit they are attached to, not just for one individual in the unit, or give all firewarriors a personal shield gen but keep their armor at 4.<br /><br />New Grenades: Plasma with small blast template, melta for killing vehicles. Photono should be reserved for new firewarrior commandos and they should remove one attack from an enemy unit hit by them weather it's ranged or melee ( these are flashbangs after all and that's what these things do)<br />Sticky Grenade: Blast template, and the grenade explodes, spreading an adhesive jell about the target area. All models in the area make a pinning test NOT based on LD, but based on another number. toughness maybe.<br /><br />Lastly Fix the darn missiles. All should have blast if they don't have high AP. This is how missiles do damage. Seeker missiles should also have a cluster munition option and their damage should be higher. These things are basically like Tomahawks of today.Cobalt Cannonnoreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-74068228957668185222011-12-09T11:30:22.549-05:002011-12-09T11:30:22.549-05:00Thanks for the comment Tim. I was thinking too lit...Thanks for the comment Tim. I was thinking too literally, i would heartily agree that emp grenades are useless outside of apoc. In apoc, nothing causes indignation like a 60pt squad of fire warriors taking down a titan, but thats another story.<br /><br />The easiest way to make them effective would be to allow markerlights to fire at bs5 and be assault1 instead of heavy1. Since they're flashlights, perhaps the tau physique could hold up. allowing a greater number of markerlights to hit will increase the usefulness of the combos that make tau so deadly. that and putting something on the front of the devilfish besides three-shot carbines >:|Shas'el Mikehttps://www.blogger.com/profile/10534357302990133778noreply@blogger.comtag:blogger.com,1999:blog-5489945968592018737.post-6149129424546142452011-12-09T10:17:55.478-05:002011-12-09T10:17:55.478-05:00@Garnet, it is true, we are all in control of the ...@Garnet, it is true, we are all in control of the type of games we are playing and yes, we each have own our solution to horde-ness...play smaller games. <br /><br />I'm still fine with current points cost of Fire Warriors, I just think they something to make them cooler. They are rather boring as is, and giving them a points-drop doesn't change that. But they can make them cheaper without dropping the basic points cost, by given them the Shas-Ui and EMP grenade option upgrades for free. Please GW, get rid of photon grendades, they just don't help.Timhttps://www.blogger.com/profile/11680110160882762433noreply@blogger.com