Alf O'Mega wrote:
These changes look fine to me, I'm guessing the stealthsuit change is to prevent them from activating on a 3+ on the turn they land? What's the big issue with making them init 1+ - honestly just curious...
A long answer coming up.
It is indeed as you suggest an attempt to fix (or at least mitigate) the problem of Stealth Suits teleporting in and because there are 6 units in the formation often picking up a blast marker and then failing to activate (assuming you even win the initiative and they are not just assaulted off the table, which the blast marker makes very easy for an opponent to do without any prep).
Why not initiative 1+ which in this specifc example achieves the same effect most of the time. Well mostly it is because initiative 1+ doesn't just apply in this specific case. It means no matter how you use your Stealth they now have the massive advantage that comes with Initiative 1+ including rallying, being very good at retaining, knowing that when you have no blast markers and are not retaing you have certainty in activating etc.
Now all of that could in the case of Stealth be mitigated by increased cost, 250pts certainly, maybe even 275pts.
However a number of complex interactions come into play with regards this boost in ability combined with boost in cost.
No matter how good at teleporting or how good their initiative is I am still taking them for markerlights and as their formation cost goes up it becomes difficult to balance versus the cheaper Recon or Pathfinder. 275pts might be what their ability now justifies but I won't take them at that points value because I can get markerlights much cheaper elsewhere.
So balance at a specific formation level is difficult, they are probably forced too be too cheap so people take them.
Another problem is if the Stealth were to get initiative 1+ then I would be forced to change the Broadsides to 1+. Now you could argue why? Just make an exception for the Stealth so they work in their intended role (even if they are now probably either over or under cost because of the nightmare of keeping internal balance of all the markerlight formations consistent).
It just is not consistent from a background perspective to argue they should have different initiative. It is hard enough justifying the Crisis having a different initiative (fire fighting role, likely presence of leadership maybe). But if Stealth and Crisis having initiative 1+, then Broadsides would definitely also get initiative 1+.
Thankfully Broadsides would be easier to balance than Stealth they are a straightforward anti tank formation with very good resilience. Certainly they would have to be much more expensive as the consistency of 1+ initiative both in activating and rallying makes them very good. Probably 375pts (this would obviously need testing, but a value could more easily be determined than the more problematical Stealth).
However now a number of changes have affected the structure of the overall list and at this point it is possible to design a radically different army to before. Effectively a much more elite army is now possible as every element of a Tau list required to function – command (Crisis), anti infantry (Crisis), anti tank (Broadsides), markerlight (Stealth) are available with initiative 1+.
Completely initiative 1+ armies are very powerful and function very differently to an initiative 2+ army. Now of course they can be balanced but at this point we have basically added a completely different army design type to the list of testing requirements just so my Stealth suits can teleport and act.
That then is the essay on why I do not like initiative 1+ as a solution to Stealth and if worst comes to the worst and a special rule doesn’t work or is considered a bad idea they will just go back to being a cheap initiative 2+ formation.
Hope that answers your question, or at least shows why I am trying to avoid initiative 1+ as the solution, even if perhaps many don't agree with me.