Fire Warriors |
baronpiero
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Post subject: Fire Warriors Posted: Mon May 29, 2006 10:09 pm |
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In fact, firewariors reach top effectiveness at the rather short 15cm range of their pulse carbines. So close to the ennemy, other units inflict more damage and survive better due to Tau jetpacks. And at greater ranges (15-30cm), Firewarriors only deliver one AP5+ shot and get outshot by their ennemies. It just doesn't work.
=> I don't want to see their cost go down, so I'd favour switching firewarriors to 2x Pulse rifles as cybershadow suggests. This way firewarriors woul let the ennemy get at them rather than the contrary. After all aren't they japanese handgunners in essence, rather than storm troopers?
=> I would also like to see their devilfish transport equipped with a smart missile system to get 30 cm range. Maybe the cost of a devilfish would go up go up but it would work so much better in unison.
=> Most of the time, I don't buy options for them because their cost grows up rapidly when mechanized. Maybe try-out a smaller base size to 4 or 6 firewarrior stands...
=> The Markerlight is a weapon of the Infantry to make up for the lack of heavy support weapons. IMO the Markerlight is standard issue equipment for the infantry and should be kept in every Tau infantry. If any I would remove it from Human auxiliaries but that's all. Pathfinders already have a lot of thing going for them at the moment: Coordinate Fire, Scouts, ?Snipers. I don't see the need to give them yet another thing firewarriors would not have. If any, the Markerlight should be more important, like in the new 40K Tau codex. Again, everything but not that.
=> Restricting flexability is interesting but can wait. How I see it, the main purpose wouldn't be o make the list less abusable because it isn't, but to improve the ergonomics of the list for new palyers. Just let people experiment silly formations for the moment. 
=> Not keen on upping FF value. Up range should do well enougth.
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Xisor
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Post subject: Fire Warriors Posted: Mon May 29, 2006 10:25 pm |
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Joined: Tue Oct 25, 2005 10:11 pm Posts: 515
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Quote (baronpiero @ 29 May 2006 (22:09)) | => I don't want to see their cost go down, so I'd favour switching firewarriors to 2x Pulse rifles as cybershadow suggests. After all aren't they japanese handgunners in essence, rather than storm troopers? |
No, they're Tau Fire Warriors, and that should be a premiss for everything done with them.
Quote (baronpiero @ 29 May 2006 (22:09)) | => Most of the time, I don't buy options for them because their cost grows up rapidly when mechanized. Maybe try-out a smaller base size to 4 or 6 firewarrior stands... |
I'm quite in favour of 6 Strong, but reducing the upgrade to +2.
Quote (baronpiero @ 29 May 2006 (22:09)) | => The Markerlight is a weapon of the Infantry to make up for the lack of heavy support weapons. IMO the Markerlight is standard issue equipment for the infantry and should be kept in every Tau infantry. If any I would remove it from Human auxiliaries but that's all. If any, the Markerlight should be more important, like in the new 40K Tau codex. Again, everything but not that. |
It may be important, but it's not so important that every four Shas'la and Drone has one. As far as I can tell, Tau armies are still quite viable without an abundance of Markerlights. Given that each 'Markerlights' unit in Epic lights *every* unit within 30cm, I think that's boosted enough. One stand per FW formation w/markerlights is fine IMO. No more needed to adequately deal with the fluff and 40k.
Otherwise, I'm not too fussed to say for now.
Xisor
_________________ "Number 6 calls to you The Cylon Detector beckons Your girlfriend is a toaster"
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The_Real_Chris
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Post subject: Fire Warriors Posted: Tue May 30, 2006 2:02 am |
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Joined: Mon Jul 04, 2005 4:45 pm Posts: 8139 Location: London
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I'm happy with the markerlights as I wouldn't want them to become scarse, I'm sure Tactica can tell us how nifty they are in 40k and in Epic you can have an army which makes no use of them.
The answer as to why no firewarriors though is easy.
The tau list has 4 basic infantry types. Firewarriors. All rounders, good at shooting, bit of numbers, armour etc. Pathfinders. Excellent at shooting, armour. Humans. Numbers. Kroot. Assault.
All rounders always lose out to specialists. If I want markerlights I take pathfinders, and they are excellent assins, fast and powerful 9not to mention cheap). If i want garrissons I take humans. here numbers are what you want, cover makes up for armour and the FF is the same. If I want assault troops i play a different army.
Firewarriors have one role - the suicide fearless one.
For everything else the alternatives are simply better.
Perhaps the answer lies in making the alternatives worse?
Drop the humans FF to 6+ (points adjustment as well probably) and tweak the pathfinders (making sniper a weapon ability for one, umm, something else as well to make 'em more markerlight/scout focused).
Then for the firewarriors the two shots at 5+ idea certainly make 'em the most shooty line infantry. Another radical idea would be to give them small arms, disrupt. Thats a FF boost without being a FF boost as it were and represents carbines a bit better methinks.
So in essence, small changes to FW, along with tweaks to the alternatives to give them all a clearer role and not make the jack of all trades master of nothing.
_________________ If using E-Bay use this link to support Tac Com!'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913 "Gentlemen, we may not make history tomorrow, but we shall certainly change the geography." General Plumer, 191x
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Dobbsy
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Post subject: Fire Warriors Posted: Tue May 30, 2006 2:14 am |
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Joined: Wed Oct 05, 2005 1:24 am Posts: 4499 Location: Melbourne, Australia
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Perhaps the answer lies in making the alternatives worse?
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So kill other parts of the list to change one unit type? I don't think that makes any good sense.
I think we may just have to deal with the fact they're average and leave them as is... Other armies have similar troop types thatpeople dont take too
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Ilushia
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Post subject: Fire Warriors Posted: Tue May 30, 2006 2:41 am |
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Joined: Mon May 08, 2006 10:50 am Posts: 1189
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I'd actually rather agree with Chris on this... They're not particularly great at any one thing, they'll just cover lots of bases. Good if you want something which can fill in for other things... Not so good when you already have stuff specifically dedicated to doing X. It's like Space Marines don't fill Thunderhawks with Tac-Marines when they can fill them with Assault Marines and Dev Marines. Both are more specialized, but do the job much better then the tac-marines do.
Fire Warriors need something to set them appart. And to make them useful to a player as Fire Warriors rather then just as 'Those guys who fill in random holes in the line'. I'm not entirely sure how to make that work though...
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The_Real_Chris
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Post subject: Fire Warriors Posted: Tue May 30, 2006 2:46 am |
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Joined: Mon Jul 04, 2005 4:45 pm Posts: 8139 Location: London
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I don't mean worse as in no longer effective (heavens to betsy, surely no Tau unit can ever go down in power, they start out so low to begin with). If you note things like points drops and stuff were also mentioned. There is no sense of depowering things but in essence making them more spacialised so they detract less from the Firewarriors (well, the pathfinders would lose sniper on their FF and CC attacks but I've always assumed that was an error).
Otherwise you are in a hopeless competition with Humans (excellent garrissons which is what line infantry in Epic mostly does if its not a horde or assault formation) and pathfinders (markerlights, firepower, scouting strike force).
Rebalancing of these three keys formations would have to take place to give the firewarriors a role more than the fearless upgrade formations. Making the humans and pathfinders worse at their jobs or in reality more specialised at them gives the jack of all trades formation more mileage and a slight firepower boost fits them into the game plan better.
This would mean points adjustments to maybe all the formations but it wouldn't matter as now they wouldn't be in competition so much.
The limitations idea is an alternative to producing balanced formations with clear roles and works as well, but is a mechanics fudge not a reflection of the Tau armies nessecerily. It also might make the possible selections a bit bland.
In essence it would be Firewarriors Move 15cm Save 5+ FF 5+ CC 6+ Weapons Pulse Rifles 30cm, 2xAP5+ Pulse Carbines, Small Arms, Disrupt Notes, markerlights (Assault boost, Firepower boost)
Pathfinders Move 15cm Save 5+ FF 5+ CC 6+ Weapons Rail Rifle 30cm, AP5+, Sniper Pulse Carbines, Small Arms, Disrupt Notes, scouts, markerlights, coordinated fire Drop cost of formation and upgrade by 25 points.
Humans Commander Move 15cm Save 6+ FF 5+ CC 6+ Weapons Pulse Rifles 30cm, 2xAP5+ Lasguns, Small Arms Notes, Leader Troopers Move 15cm Save - FF 6+ CC 6+ Weapons Pulse Blasters 30cm, AP6+ Lasguns, Small Arms Drop formation cost and upgrade by 25 points
_________________ If using E-Bay use this link to support Tac Com!'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913 "Gentlemen, we may not make history tomorrow, but we shall certainly change the geography." General Plumer, 191x
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Dobbsy
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Post subject: Fire Warriors Posted: Tue May 30, 2006 3:18 am |
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Joined: Wed Oct 05, 2005 1:24 am Posts: 4499 Location: Melbourne, Australia
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Like I said, we may just need to leave them alone. They fill a space -they have 8+ units plus transports and can be fearless. We don't have much that can hold an objective like that. I think they could be used more often for certain purposes it's just ppl prefer more spiffy units. That's down to the player not the list and butchering other troop types in an attempt to make ppl use FWs isn't a solution to me. The Eldar Banshees don't get used much either from what I hear but they are there none the less.
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HecklerMD
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Post subject: Fire Warriors Posted: Tue May 30, 2006 6:28 am |
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Joined: Sun Jan 02, 2005 5:42 am Posts: 201
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The last few games I've used FW Cadres, I've taken the DFs and the Ethereal. I've rushed the Cadre across the board near the end of T1 and plopped them into cover, usually rubble, somewhere guaranteed to make the opponent nervious. Being Fearless and the improved cover save allows them to take a great deal more fire and not having to budge, creating a great distraction for the enemy. They usually absorbe an inordinate amount of the enemies attention, and while not broken provide a handy ML "bubble" fairly deep in enemy territory.
Problem is this is not how they are meant to be used. Tau dont use "sacrificial" units, aside from drones/alien aux, no matter how effective they are as such.
I'm not coming up with any solutions, mostly because I just have diffaculty using the formation agressivly, like any other mechanized formation. But I've wondered if changing the weapons stats too: Pulse Rifles 1xAP4 30CM Pulse Carbines 1xAP6 15 CM Disrupt ... might more accuratley reflect a common 40K FW Team loadout while making the unit a little easier to use and also still give incentive to close to 15cm for the extra shots?
For me, its not so much that the unit is bad, its just that other units, even XV8 teams, are easier to use effectivly.
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The_Real_Chris
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Post subject: Fire Warriors Posted: Tue May 30, 2006 10:04 am |
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Joined: Mon Jul 04, 2005 4:45 pm Posts: 8139 Location: London
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Quote (Hena @ 30 May 2006 (05:36)) | One thing at least is that no small arms, disrupt weapons. The mechanics to handle those would be very annoying. | How so? For every hit you get assign a blast marker reguardless of whether the unit dies or not. Oh I see the fiddly bit, for the losing side blast markers are factored in already in the hack down kills. Still all it would need is a general FAQ answer.
One problem with dropping FF value of humans is that guard has FF5+. It would be harder to justify the 6+. Less training than IG? | Less training maybe, but more reasonably less firepower (pulse blasters instead of heavy weapons).
All this remember was done at 4am 
I do think though to stop FW being the elite suicide formation they need more general firepower than Pathfinders (who should not be able act as line infantry better than these chaps) and more general fighting ability than humans. Humans are still due to numbers a nice objective holding unit and pathfinders are still the sniper/scout/activations/markerlight boys but now you at least can see where firewarriors have an edge over both.
_________________ If using E-Bay use this link to support Tac Com!'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913 "Gentlemen, we may not make history tomorrow, but we shall certainly change the geography." General Plumer, 191x
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Ilushia
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Post subject: Fire Warriors Posted: Tue May 30, 2006 10:09 am |
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Joined: Mon May 08, 2006 10:50 am Posts: 1189
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Personally I don't think Pathfinders should get sniper AT ALL. Never mind just on the Rail Rifle. The Rail Rifles can target different units then the main body of troops in 40K scale, but they're not particularly all that accurate above and beyond normal weapons (They're not even Sniper weapons in 40K. Just Pinning) they are very nice for killing Infantry and Light Vehicles. And they can pin down squads quite nicely. So Disrupt and AP 5+ or AP 4+ fits quite nicely with them. But Sniper doesn't. Which I think would help quite a bit with making Fire Warriors at least as good a choice. Right now I'd much rather have Pathfinders. Even pathfinders with only sniper on their rail rifles. 4-6 Sniper, Disrupt shots is wicked. And 8-12 is far far better then normal Fire Warriors are. I rather agree with Chris, it's not so much that Fire Warriors are BAD, it's that other people fill the same roles they do, and do it better.
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baronpiero
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Post subject: Fire Warriors Posted: Tue May 30, 2006 2:24 pm |
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TRC In essence it would be Firewarriors Move 15cm Save 5+ FF 5+ CC 6+ Weapons Pulse Rifles 30cm, 2xAP5+ Pulse Carbines, Small Arms, Disrupt Notes, markerlights (Assault boost, Firepower boost)
Pathfinders Move 15cm Save 5+ FF 5+ CC 6+ Weapons Rail Rifle 30cm, AP5+, Sniper Pulse Carbines, Small Arms, Disrupt Notes, scouts, markerlights, coordinated fire Drop cost of formation and upgrade by 25 points.
[...]
All this remember was done at 4am |
...and very well done. Wow! I just find these statlines perfect and worth testing at the current cost.
Now pathfingers are clearly relegated to the marking and outflanking job with coordinate fire and scouts. Their firepower has been reduced but can still cause a lot of mess with 'snipers'.
And Firewarriors are clearly there to do the main job, with twice the firepower and no snipers. Really great.
I also like how you try to keep the pulse carbines in the statline as small arms. I'll have to see all the implications of disrupt in an assault but it might do the trick.
TRC Humans Commander Move 15cm Save 6+ FF 5+ CC 6+ Weapons Pulse Rifles 30cm, 2xAP5+ Lasguns, Small Arms Notes, Leader Troopers Move 15cm Save - FF 6+ CC 6+ Weapons Pulse Blasters 30cm, AP6+ Lasguns, Small Arms Drop formation cost and upgrade by 25 points
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About the humans, I tend to diverge a bit: I would actually prefer to have them less good at shooting and better in a firefight than firewarriors. So the basic humans would be:
Humans auxiliaries
Move 15cm
>> Save -
>> FF 5+
CC 6+
Weapons
>> Pulse Rifle 30cm, AP5+
Lasguns, Small Arms
...From 4.3.3, I just upgraded their pulse blasters to one pulse rifle. Firepower goes up but is still half way beyond that of the dark reaper firewarriors. This should cause a cost increase though.
++++++
Xisorbaronpiero=> I don't want to see their cost go down, so I'd favour switching firewarriors to 2x Pulse rifles as cybershadow suggests. After all aren't they japanese handgunners in essence, rather than storm troopers?
No, they're Tau Fire Warriors, and that should be a premiss for everything done with them.
Sorry if I shocked you. I was mainly refering to their outfit, which is said to look like the armor worn by japanese handgunners. I was trying to get an image of a guy that has a technological avantage, and just gets in range waiting for the ennemy to come to them. Aren't Firewarriors supposed to work that way as per fluff? What difference do you make?
XisorbaronpieroIf any, the Markerlight should be more important, like in the new 40K Tau codex. Again, everything but not that.
It may be important, but it's not so important that every four Shas'la and Drone has one. As far as I can tell, Tau armies are still quite viable without an abundance of Markerlights. Given that each 'Markerlights' unit in Epic lights *every* unit within 30cm, I think that's boosted enough.
Aren't marines having one missile launcher per stand whereas it is just an option in 40K, and only one per 10 men in codex astartes?
And since the number of MArkerlight is irrelevant in Epic rules, why bother differenciating one stand at the risk of making that stand snipable and the marking ability of the firewarrior formation rather unreliable?
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Ilushia
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Post subject: Fire Warriors Posted: Tue May 30, 2006 2:33 pm |
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Space marines can, and usually will, have a heavy weapon for every 5 men. Tau can only do 1 marker-light per 6 people. Which is, on it's own, fine. But it also implies that 1 marker-light is enough to light everything within 30cm of the squad. Pathfinders have one on each model, so it fits for them to be able to light up lots of targets.
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Honda
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Post subject: Fire Warriors Posted: Tue May 30, 2006 3:25 pm |
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Joined: Wed Aug 10, 2005 11:44 pm Posts: 1891 Location: Katy, Republic of Texas
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Boy, stop to take care of a sickly household (if you wondering, it rhymes with FARF) for a weekend and look what happens.
Rather than address individuals, I attempted to cut out ?sentiments/opinions? and respond to those.
Strap in and off we go?
The initial query from CS:
OK. This is something that has been on my mind for a while now. It appears that many players are simply taking these guys to get at the upgrades and contingents that they allow access to. To me, this just doesnt seem correct.
In addition, I must admit that I am not entirely convinced that the stats accurately represent the squads in the game.
| I would disagree with the statement that people are ?only? taking FW?s to get to the attendant upgrades and attachments. I think you should also consider the possibility that due to the fragility of the FW?s in HtH, that the only way to reduce their vulnerability is to add bulk. After all, to get the maximum value out of your FW?s, you have to close to within 15cm, which puts you precariously close to something else and a future Engage action.
How do Tau Fire Warriors operate in the 40K background? What kind of role do they play in the force, what are their strengths and weaknesses, etc.
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There are a couple different operation types, the three most prevalent are:
As mechanized infantry
As a firing line ala English archers in the 100 Years War
As small fire teams offered as bait to lure targets into fire traps
How do Fire Warriors work in 40K? Does 40K accurately portray these guys. Where does it get it right, where is it wrong, and what is the typical armament and operation of them in the game?
Again, this depends on the manner in which they are deployed. In the Mechanized variant, they deploy from Devilfish and pour large numbers of shots into units to either weaken them for the killing blow, or perform the killing blow. In a firing line, they use their longer range to degrade enemy effectiveness, then as they continue to close, apply the coup de grace. As small fire teams, they position themselves so that they are too painful to leave alone while you attack higher priority targets. One of the mechanisms for inducing pain is the use of markerlights, which I will comment on later.
The first is what they currently are - although I am not convinced by the Markerlights or the Rail Rifles!
The second is what I have termed the 'Dark Reaper Warriors', with 2x 30cm AP5+ - which seems to me a better fit but actually makes the stand less attractive.
So, any comments? Thanks.
Well you did ask...
First off, the new Tau codex is?new. 40K Tau players are still evaluating what is worth taking, what is effective, and how the changes impact their existing playing style. So it is extremely early in the codex lifecycle to start making definitive statements. The Tau need to be shaken out in a few months of tournament and experimental play.
It is possible to play the 40K Tau list without any of the changes and in fact keep the old codex play in existence. However, there are a couple of significant changes that are worth exploring:
1. Markerlights (Networked and on drones) ? These devices have taken a step up in their effectiveness and early assessments tend to indicate that they ?may? become a significant force multiplier. This change has a direct impact on how Pathfinders and Fire Warriors can be played.
2. SMS on the Devilfish: This adds considerable firepower to the Mechanized aspect of FW and is something that has been greatly anticipated by the Mech proponents for some time.
In any case, whereas in the earlier codex, the ML was not a cost effective mechanism for promoting certain operational styles (though many players still used them), now it is looking much more likely that Tau players will be integrating Markerlights into their forces because of the additional flexibility and effectiveness they provide.
My personal opinion is that removing or reducing ML?s from fire warriors is a big mistake.
Fire Warriors are the basic troopers. They do alot of work, but it is the Crisis Suits and battlesuits in almost all of the fluff[excluding FW itself] that do the bulk of the 'moving and shaking' in Tau Armies. By bulk I mean a *great* bulk of the work.
Although this use of FW?s and Crisis suits is true, it is also true that the Tau can be extremely effective in a Mechanized mode without the use of Crisis. Keep in mind that originally, the Crisis suits were called ?Crisis? because they went to where the problems were.
You need to follow some sort of 'core' for it to be accessible. I feel this is required as the Tau list feels a bit too 'open' IMO. But still, others *will* widely disagree. Very widely.
This is a personal opinion that doesn?t have anything to do with the list, other than that it doesn?t fit the commenter?s expectation. The opposite is also true for other players of the list.
In the 40K background Tau don't hold terrain basically at all. But Fire Warriors make up the VAST majority of their forces. Mounted almost exclusively in Devilfish they stage hit-and-run attacks. Bait and switch with Crisis suits. For instance, a Fire Warrior Cadre pulls forwards and opens fire on an enemy formation, drawing attention. Then retreats across a hill. The enemy persues only to find the hill to be covered by Crisis suits which moved in as they worked over it. Cut off from the main line and surrounded they're rapidly destroyed. The Tau then retreat and repeat the process elsewhere. They don't stand and shoot the way other armies do, they don't engage in siege or fortified warfare. It goes against their 'style' of combat. They're all about mobility and being able to work their way across the battlefield to the best positions.
This is an excellent depiction of one aspect of Tau operational style. It is also an aspect of their style that is best demonstrated in Epic.
Neat in theory, probably not all that good. While it'd be nice at long range, it'd still suffer from the biggest issue I see with fire warriors, their uselessness in Fire Fights. They don't have Tau Jump Packs so they can't run away. And even at 2x AP 5+ they lack the firepower to put out much damage in the ranges you need to be in to shoot. Since virtually any time the Tau can shoot at an enemy the enemy can assault them. And with a FF of 5+ they can get spanked by almost anyone. Even Termagants, who are significantly worse then they are in 40K, can beat them fairly easily! That doesn't sit right with me at all.
This is a point that often times gets overlooked, which is, that in order to be effective with all their shots, they must risk a potential engage action which often times is quite painful.
So what you propose is forcing people to take X to get Y? Not keen on this idea. Other armies aren't hamstrung by this theory. Do they not get to take the units they want to take at will? This also stops people taking a themed army if they so wish. You couldn't take an all-armour force if you wanted that's for sure. You'd be stuck with units you didn't need or want for that matter....
Agree wholeheartedly with this sentiment. Do not force players or constrain their styles. Provide the building blocks necessary and let them decide.
Limit contingents by which cadres are taken[ie FW Cadre allows 0-2 from the list I made earlier]
- Drop the majority of Markerlights from the Fire Warrior stands.
- Drop the number of Firewarriors in the formation from 'uge to smal-but-upgradable.[FWs without a transport should be rigorously discouraged too, feel free to simply drop the devilfish, but the cost is{or rather: should be} there for them at an Epic Scale IMO]
Not in the way I propose. The way I put it, you'd have:
Cadre:
Fire Warriors
Contingents Allowed:
Pathfinder
Stealth
Broadside
Hammerhead
Tetras
Piranhas
Gun Drone Wing
Markerlight Sentries
[See, so FW Cadre lets you have interesting things, but nothing majorly interesting]
Cadre:
Crisis
Contingents allowed:
Stealth
Broadside
Hammerhead
Gun Drone
Cadre:
Armoured Mobile Hunter Cadre
Contingents allowed:
Hammerhead
Scorpionfish
Stingray
Piranhas
This also allows the army to be a bit more solidly renamed. Each '1+ 0-2' is a 'Cadre', but up to three formations.
I don?t like this one bit, nor is there any reason to place limitations on the list as this does. We had that in earlier versions and it was considered a major breakthrough by some of us when the artificial shackles were removed. I would be strongly against this type of approach.
It is only likely that one stand in two is going to have *any* markerlights. It is highly unlikely that 1/4 fire warriors is going to be accompanied by 2 marker drones and one having a shas'ui with markerlight. I think, given the abstraction of epic, it's fair enough to have only one unit with the Markerlight ability.
I strongly disagree with this statement. If anything, it appears that Tau players are going to increase the number of ML?s in their lists, not decrease them.
I would personally like to see the Markerlights removed from the FW squads for two reasons. Firstly, I am yet to be convinced that these are packed at anything like standard equipment in 40K, and secondly as it focusses the attention on the Pathfinders to get up front and light up the enemy. If the Fire Warriors cant do it, it becomes the Pathfinders main role... which is the way that it should be.
That statement was true in the old codex, however that is no longer a safe statement to make. The ML?s should not be removed.
The Pulse Carbines are a different matter. I like them in the squads, but I am not sure what they are there to actually achieve. I would like to leave them in, personally (the issue of the actual stats of the Rail Rifle is something that I would really like to leave until a different thread).
The issue of PC?s is something that will be evaluated over play. In the past, players didn?t take the carbines because the likelihood of pinning someone was slim and none. Now, with the ML?s ability to reduce leadership, it is possible to pin a unit. Whether this results in the increased usage of carbines is yet to be determined. How that should be reflected in EA (i.e. Disrupt) should be carefully considered. The current version does not appear to be out of whack except that some do not like its lack of emulation with 40K.
The issue of the firefight of the Fire Warriors is not something that I would like to change. There is a very delicate balance going on there, and I think that it works OK now. Sure, the Fire Warriors get slaughtered in a ff, but it is the job of the Tau player to keep them out of harms way, or supported. I think that this works fine right now.
I agree with this statement
I am not planning anything major in the structure of the list at this point, rather trying to get to the bottom of why people dont take Fire Warriors.
My current proposal is to drop the Markerlights from the Fire Warriors. I think that this will go a long way to defining the roles of both the FWs and the PFs. However, it doesnt answer or deal with the initial issue of why these guys are not seen as 'useful' on the Epic battlefield.
As stated above, ML?s should not be dropped and I would contest that the FW do not seem useful.
The tau list has 4 basic infantry types.
Firewarriors. All rounders, good at shooting, bit of numbers, armour etc.
Pathfinders. Excellent at shooting, armour.
Humans. Numbers.
Kroot. Assault.
All rounders always lose out to specialists. If I want markerlights I take pathfinders, and they are excellent assins, fast and powerful 9not to mention cheap).
If i want garrissons I take humans. here numbers are what you want, cover makes up for armour and the FF is the same.
If I want assault troops i play a different army.
The problem that I have with this analysis is that it doesn?t exactly reflect what is observed on the table. Both the Humans and Kroot are extremely immobile which is a serious issue in EA. Not that they are incorrectly portrayed, but just to state that, ?Oh, if I need to assault something, I?ll just use Kroot?, isn?t what happens. In fact, what is usually observed is that Kroot have difficulty getting to where they might be needed and that once they do get there, they more often than not, don?t perform. That is one of the key reasons most people don?t take Kroot.
Personally I don't think Pathfinders should get sniper AT ALL. Never mind just on the Rail Rifle. The Rail Rifles can target different units then the main body of troops in 40K scale, but they're not particularly all that accurate above and beyond normal weapons (They're not even Sniper weapons in 40K. Just Pinning) they are very nice for killing Infantry and Light Vehicles. And they can pin down squads quite nicely. So Disrupt and AP 5+ or AP 4+ fits quite nicely with them. But Sniper doesn't. Which I think would help quite a bit with making Fire Warriors at least as good a choice. Right now I'd much rather have Pathfinders. Even pathfinders with only sniper on their rail rifles. 4-6 Sniper, Disrupt shots is wicked. And 8-12 is far far better then normal Fire Warriors are.
This opinion has been debated ad infinitum already and really has nothing to do with Fire Warriors.
Space marines can, and usually will, have a heavy weapon for every 5 men. Tau can only do 1 marker-light per 6 people. Which is, on it's own, fine. But it also implies that 1 marker-light is enough to light everything within 30cm of the squad. Pathfinders have one on each model, so it fits for them to be able to light up lots of targets.
This does not correctly state what is possible. In the new codex, each FW unit can take multiple ML?s (the Shas?ui and Marker Light drones) and they can target multiple units. So it is reasonable to assume that what is being currently portrayed is also what is seen in the new codex.