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Okie I think that since Tau are very limited on troop choices so I think we should get a new assualt FW team where all the FW must take pulse carbines. It would bring a greater amount of mobility to FW teams and could turn out nicely. What do you think?
i think its not worth adding a whole new unit tye fot the same unit with another weapon. i think normal FW should be able to take pulse carabins, and i agree that the tau doesnt have alot to choose from in the troop section. i think they should have another troop choice, but im not really sure what...
They can but only half....=/Originally posted by akodo one-eye@Mar 11 2004, 123
i think normal FW should be able to take pulse carabins,
No offence, but that kinda goes against the Tau way of fighting: shooting. The pulse carbines are great, but it seems to me that those weapons are for the moblie, out-front, can-be-overrun, low in number scouts. I am personally jealous of their longer than average range on the pulse rifle. If you gave an entire squad the carbines they would get too close to the enemy, and get assualted too quickly, hence dead tau.
Assault tau, no. And with pulse carbines, especially not. If you don't pin, you're toast and there are faaaaar too many unpinnable foes to make it a safe unit/tactic.
I like the idea of Tau specialization (no organic heavy/special weapons), but it really begs the question why there aren't any Tau Devastator equivalents. Yes, yes, crisis suits and stealth suits, but those are trying to fill too many roles already I'd like to see a heavy weapon team as an option. Which GW sort of gave us as a Fast Attack choice with the new rail rifle option for pathfinders. So... the only tau infantry heavy weapons are in the fast attack slot. Riiiiiight.
Pathfinders... what were they thinking?!?
What they should do is scrap the mandatory devilfish rule - how the hell do you infiltrate with that big thing right behind you - and allow infiltrate even if the scenario rules don't allow it.
Fluffwise, the only possible justification for the pathfinder requiring a devilfish is that in fact the scouts have been hiding in their present location doing surveillance for days and are just now bugging out as the enemy lead element approaches. But if you were going to use that sort of rationale, they should have Lictor hidden deployment instead of/in addition to their transport and I would suggest should cost beaucoup victory points if they don't escape off the retreat edge of the deployment zone, with the ability to walk back on the board in their devilfish the following turn.
And that still means they need something to shoot to make them worthwhile, and they don't have anything. Markerlights are really only useful if you're planning on buying a whole pile of single shot 10pt seeker missiles. Markerlights are a really cool concept - but for some other army. The Hammerhead has a built in targetting array, the XV88 is TLed, and nothing else in the Tau armory warrants getting markerlit.
Which is why I think a roll on the disruption table might be in order.
Alternatively, give them the ability to mark a target for a high altitude/low orbital strike from a Manta or something similar (ML a target and it arrives on a 3+, 2+ on subsequent turns... but the squad has to keep hitting a target with at least one ML each turn or else the strike is wasted. Let them target either units or terrain, and let them retarget after the strike is launched, but if at least one markerlight has to hit each turn or the strike is wasted.
Ever play SC against terrans and see that bloody red dot appear on your main resource collection area? That's the kind of panic I'm going for.
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They were thinking:Pathfinders... what were they thinking?!?
Boy, nobody uses Pathfinders! We have a ton of their blisters piling up in warehouses! Maybe we should give them away! Naw... let's just lower the price! What are we thinking?! We can just make a new weapon that all the Tau players will want and give it to the Pathfinders!
Even with the Rail Rifles I don't consider Pathfinders anything like a heavy weapons squad. Their weapons just aren't 'eavy enough and there aren't enough of them.
i think they did that because you got to remember that tau are advancing rapidly and having them with personal rail rifles is a great idea. i just wish you could have more in a squad.
:huh: wâ€*f?Originally posted by Vaughn@Mar 11 2004, 20:17
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