Coordinated Fire -
Leave as is.
Markerlights and Guided Missiles -
Require a markerlight to fire it. Remove the +1 to-hit as redundant and raise
all to-hit values on units. Note I would also suggest that GM's be given Lance or Disrupt if this rule is used.
Tau Supreme Commander -
Delete the rule and replace it with a small note in the unit entry.
Tau Jetpacks -
Replace with a simple 'Free 10cm move after shooting on an Advance or Double Order'.
Tau Drones -
Use the 'Expendable' rule.
Tau Deflector Shields -
Delete and replace with a straight 5+ saving throw.
Support Craft -
Leave as is. Reduce unit stats/abilities to correct overpowered feel of SC.
Robotic Sentry -
How anyone could read IA3 and then say that Robotic sentry Towers should not be in the list is beyond me.
In our experience, it was the ability to light up the enemies deployment zone using lots of expendable Sentry's that was the problem.
Changing the way these things are deployed and limiting there availability is a simple and workable solution (rather than chucking them away).
Making the Sentry Towers a unit that can Garrison with Scout & Fearless with a limit of one formation per x points. This would mean that they would form a defensive line as a backup for when all the Tetras and Pathfinders are dead.
This
could also mean the reintroduction of the armed Sentry turrets. They were used by the Tau in IA3 to defend the Hydro plant with great effect. Armed Turrets would need to be given an activation though, whereas a ML Sentry Tower would not.
Lastly, a quote from another thread -
"I just had an idea (whilst sitting on the toilet and that may be where this idea belongs ÂÂ
ÂÂ
).
Whilst reading the Tau Codex, I got an even greater feel for how Tau don't value territory. So how about this...
Set up all objectives as normal (for the opposition to garrison, capture etc). Both sides can garrison normally. The difference comes with how Victory Points are calculated. Instead of capturing the Blitz to get a point and capturing 2 objectives on the enemies side for a point, how about 1 VP for destroying/breaking 1/3 of the enemies forces? Another point for destroying/breaking 2/3 of the enemy?
The Tau are all about the systematic destruction of the opposing forces. This rule would reflect that and really encourage the Tau player to get out there and kill as much as possible, as quickly as possible (rather than hide away and lob long range shots when easiest to do so).
As I say, I've not had long to think about it but the way the Tyrannids work their BTS is a sort of precident for flexibility in this kind of thing.
Is it workable?"