NOTE: Original picture (the quarter of it you see) done by GW. This is all fan-based (of course), and not official, for my Tau 5th Edition Fandex.
CURRENT POINT COST: 200
So, the Space Pope. We all know he sucks big-time, so I made him more reasonable. Some people wonder why he's so bad. Well back in 4th Edition, Stubborn meant you were Fearless except when taking Pinning tests. That was really awesome back then (Preferred Enemy was also hit on 3+ in combat regardless of WS). He could also hide behind area terrain using those old rules (direct LOS didn't exist in that edition).
Now he's totally worthless because he's an easier, slow target with a severely outdated rule, on top of being way, way overpriced.
He is now free to join units, which allows his Paradox to help keep things alive. Join him with XV9 Battlesuits, Vespid, or whatever else you can deviously think of. (Just remember he can't Deep Strike. A bit too old!)
If you kept up with my journal entries, you'd know that by taking him you can also take a single unit of Shas'vre Chosen Honour Guard (elite Fire Warriors) as a Troop choice.
His Ultimate Price of Failure is also a lot worse than the original. It's based on Leadership, not Morale. The regular Price of Failure is now a Pinning check (so his Price of Failure is really ultimate!). Also, everybody takes the test, even those in combat. (Because the Central Network Link gives everyone access to the information when someone screams, "They killed Aun'Va!")
This is one of the reasons I gave him Eternal Warrior. He doesn't do anything by himself (a 100% support unit), takes up an HQ slot doing it, and is extremely susceptible to combat.
Why is that wrong? What else is supposed to happen? Whatever your suggestion, I assure you it's been tested and plotted.
Imagine that somebody just murdered the person you love the most. Carry that over to an entire army of Tau. The idea is that the Tau themselves become bloodthirsty and pumped up on adrenaline. It has very little to do with actually becoming better in close combat.
Its not a suggestion its the fluff that is in the codex (Top rite of page 13)...
"This does not result in them rushing into hand-to-hand combat. Instead they advance steadily while pouring an unceasing volume of fire into the enemy. Such an attack will only stop when all ammo is expended."
Relentless, Stubborn, and perhaps Counter-charge fit better than what they have now.
Relentless does NOT fit that... AT ALL. Relentless is an extremely poor choice for that and here's why. Relentless means you are big and heavy enough to be carrying a massive weapon and shoot it like a lightweight submachinegun. It's designed to represent something that's capable of carrying even a missile launcher or Heavy Bolter, run with it, shoot it without slowing down or stumbling, and able to smash someone aside in combat.
Relentless allows you to ignore movement restrictions with weapons. Imagine a Broadside Battlesuit moving 6" at all times and shooting their Railguns? Or a team of Pathfinders moving and shooting their Rail Rifles like carbines?
Counter-Attack represents a berserker, extremely fast-reacting group of soldiers throwing themselves at the enemy as they move up.
I'm well aware of that quote, but nobody said anything about rushing into hand-to-hand combat. Just because you get Furious Charge and Preferred Enemy doesn't mean you're rushing into combat. That's Rage you're talking about.
Preferred Enemy can represent someone who is in a fitful state of rage, attacking randomly and very rapidly, or charging up for a swing. This is how it's described for the Witch Hunters. You re-roll failed hit attacks. Furious Charge represents, in the event an attack IS made, there is an extra bit of anger in the attack, with pulsing adrenaline.
You also have to remember that the infantry aren't the only ones affected, the Battlesuits are too. Something needs to be made that can universally apply to both. I've tried adding rules that applied to vehicles. The only rule that throughly exemplifies that is something like "First Rank, Fire! Second Rank, Fire!" and "Bladestorm". I've given this some thought and found an application that even worked for vehicles. I'm planning on making "Ethereal" a special rule, that applies to that statement.
Just as a side note, there is absolutely nothing in the fluff that supports Tau abstaining from close combat at all times like the plague. There are only two sentences: one you just stated. That has to do with the Tau taking rage differently than most creatures. Tau become more aggressive and get ready to eliminate the enemy more fully. Humans, Eldar, Orks, they want to hit something and expel anger. The second sentence is that Tau PREFER (not abstain or avoid) ranged warfare over close quarters combat. The roots are in their origins as early barbarians, and that it's simply not practical when you have all of this firepower and your puny enough compared to most other races you encounter.
I'm well aware of the fluff, and PE is well enough for a pissed off Tau (I will yield to that point, especial since I just finished a Tau novel.), but not FC... Yeah Relentless isn't a great choice ether, just a simple one...
Vulkan Hestans's effect for that turn is what I would like to see, but instead it effects all CC, and Shooting making them all treated as Master Crafted for one round (I saw just MC to keep it simple, and not too OP).
Actually, the one I came up with for a special character of mine, the Tau will expend a greater amount of ammunition to thoroughly destroy the enemy in search of their commander's body or wreckage from his battlesuit (he has a failsafe ejection system). In this, any unit with the Central Network Link the turn after his battlesuit explodes all weapons used by Tau or Tau vehicles with Str:5 and AP:5 get an extra shot for that turn. Vehicles force units to re-roll passed tank shock tests.
The reason why I want to restrict the shooting also is because heavy weapons that charge up or have few shots aren't going to be part of the extra downpour of weapons. It also allows the vehicles to pitch in a little. But I was considering swapping the rules for Commander Dram'Ka and the Ethereals.
give him the ethereals accompanying him! they were cool... plus, imagina a unit of 12 Honour Guard FWs + 2 Ethereal Honour Guards (give them a 4+ armour save too) + Aun'va and his cover... that's a goood unit
If you're willing, you can search through my journal entries and look for "Chosen".
The Shas'vre Chosen represent those guys that are hand-picked either by a Commander or an Ethereal, special veterans. They have the same stats and skills. For a Commander, they represent those that show extreme potential to carry on to be his bodyguards, right-hand men, who can then go on to become Commanders in the future. They serve has his bodyguards, advisors, and more often in the case of a Shas'o, students all at the same time.
Alternatively, they can represent an Ethereal's Honor Guard, extra manpower made up of Fire Warriors who have dedicated their lives to step outside the normal life as a warrior to serve the Ethereals.
In either case, if an Independent Character joins them, the Character will lose his status as an IC until he leaves the unit. It represents the fact that they are like a retinue, honored and dedicated to them in the name of the Greater Good. These guys are an HQ choice like Warlocks. They also come with Counter-attack and are Stubborn.
Up to 2 normal Chosen can take Rail Rifles for +10 points. If they are taken as "Honor Guard", instead up to 2 may replace their Pulse Rifle/Pulse Carbine for an Honour Blade and Pulse Pistol.
Protection that would be way too expensive. The Chosen are Shas'vre skills with BS:4 in Fire Warrior armor. Currently, each guy costs 18 points. For the original ceremonial guard about 45 points each, plus 6 Gun Drones, 2 rail rifles and EMP grenades, that's a 622 point unit with Aun'Va.
An Eldar player can get Eldrad Ulthran, 8 Warlocks each with powers, 2-3 with Singing Spears and Prince Yriel for slightly more expensive than that, and they're going to be far more effective than the Honor Guard and Aun'Va.
For the same cost, you can get 10 Terminators and Calgar (or Logan or other 250-point Marine hero).
Space Marines and Eldar can jack up the cost of their dudes because they are so versatile, powerful, and can take damage in combat and at range. Fire Warriors cannot.
Instead, to represent the extra protection Aun'Va can get, a single unit of Chosen Honor Guard become Troop choices (on top of the regular HQ choice). Don't forget, these guys can come in battlesuit units of 1-3 as well (and yes, the battlesuit Honor Guard have the option to take an Honor Blade instead of a hard-point weapon for free, still gives them +2 to Strength).
Imagine that somebody just murdered the person you love the most. Carry that over to an entire army of Tau. The idea is that the Tau themselves become bloodthirsty and pumped up on adrenaline. It has very little to do with actually becoming better in close combat.
"This does not result in them rushing into hand-to-hand combat. Instead they advance steadily while pouring an unceasing volume of fire into the enemy. Such an attack will only stop when all ammo is expended."
Relentless, Stubborn, and perhaps Counter-charge fit better than what they have now.
Relentless allows you to ignore movement restrictions with weapons. Imagine a Broadside Battlesuit moving 6" at all times and shooting their Railguns? Or a team of Pathfinders moving and shooting their Rail Rifles like carbines?
Counter-Attack represents a berserker, extremely fast-reacting group of soldiers throwing themselves at the enemy as they move up.
I'm well aware of that quote, but nobody said anything about rushing into hand-to-hand combat. Just because you get Furious Charge and Preferred Enemy doesn't mean you're rushing into combat. That's Rage you're talking about.
Preferred Enemy can represent someone who is in a fitful state of rage, attacking randomly and very rapidly, or charging up for a swing. This is how it's described for the Witch Hunters. You re-roll failed hit attacks. Furious Charge represents, in the event an attack IS made, there is an extra bit of anger in the attack, with pulsing adrenaline.
You also have to remember that the infantry aren't the only ones affected, the Battlesuits are too. Something needs to be made that can universally apply to both. I've tried adding rules that applied to vehicles. The only rule that throughly exemplifies that is something like "First Rank, Fire! Second Rank, Fire!" and "Bladestorm". I've given this some thought and found an application that even worked for vehicles. I'm planning on making "Ethereal" a special rule, that applies to that statement.
Just as a side note, there is absolutely nothing in the fluff that supports Tau abstaining from close combat at all times like the plague. There are only two sentences: one you just stated. That has to do with the Tau taking rage differently than most creatures. Tau become more aggressive and get ready to eliminate the enemy more fully. Humans, Eldar, Orks, they want to hit something and expel anger. The second sentence is that Tau PREFER (not abstain or avoid) ranged warfare over close quarters combat. The roots are in their origins as early barbarians, and that it's simply not practical when you have all of this firepower and your puny enough compared to most other races you encounter.
Vulkan Hestans's effect for that turn is what I would like to see, but instead it effects all CC, and Shooting making them all treated as Master Crafted for one round (I saw just MC to keep it simple, and not too OP).
The reason why I want to restrict the shooting also is because heavy weapons that charge up or have few shots aren't going to be part of the extra downpour of weapons. It also allows the vehicles to pitch in a little. But I was considering swapping the rules for Commander Dram'Ka and the Ethereals.
The Shas'vre Chosen represent those guys that are hand-picked either by a Commander or an Ethereal, special veterans. They have the same stats and skills. For a Commander, they represent those that show extreme potential to carry on to be his bodyguards, right-hand men, who can then go on to become Commanders in the future. They serve has his bodyguards, advisors, and more often in the case of a Shas'o, students all at the same time.
Alternatively, they can represent an Ethereal's Honor Guard, extra manpower made up of Fire Warriors who have dedicated their lives to step outside the normal life as a warrior to serve the Ethereals.
In either case, if an Independent Character joins them, the Character will lose his status as an IC until he leaves the unit. It represents the fact that they are like a retinue, honored and dedicated to them in the name of the Greater Good. These guys are an HQ choice like Warlocks. They also come with Counter-attack and are Stubborn.
Up to 2 normal Chosen can take Rail Rifles for +10 points. If they are taken as "Honor Guard", instead up to 2 may replace their Pulse Rifle/Pulse Carbine for an Honour Blade and Pulse Pistol.
So I didn't forget them and didn't exclude them.
An Eldar player can get Eldrad Ulthran, 8 Warlocks each with powers, 2-3 with Singing Spears and Prince Yriel for slightly more expensive than that, and they're going to be far more effective than the Honor Guard and Aun'Va.
For the same cost, you can get 10 Terminators and Calgar (or Logan or other 250-point Marine hero).
Space Marines and Eldar can jack up the cost of their dudes because they are so versatile, powerful, and can take damage in combat and at range. Fire Warriors cannot.
Instead, to represent the extra protection Aun'Va can get, a single unit of Chosen Honor Guard become Troop choices (on top of the regular HQ choice). Don't forget, these guys can come in battlesuit units of 1-3 as well (and yes, the battlesuit Honor Guard have the option to take an Honor Blade instead of a hard-point weapon for free, still gives them +2 to Strength).