We've already discussed markerlights in relation to this review but lying on the couch this morning I had a brainwave (it couldn't be a brainwave about something important nooo, had to be Warhammer) in how markerlights can be changed. A quick re-cap. Markerlights are very effective tools to improve Tau shooting by reducing cover and raising BS. The problem however is getting them into your army. Few units can effectively bring mobile markerlights (i.e. Crisis Suits) but they are generally very expensive anyway or have high opportunity cost (i.e. Stealth Suits) which relegates the Pathfinder unit as the only viable source of extensive markerlight numbers. These guys are dirt cheap for what they do and the only reason you don't see three squads of these guys in every army is their unit layout (each squad must buy a Devilfish), the need to balance guns and markerlights and opportunity cost of losing access to Piranhas.
There is a certain advantage to having a lot of markerlights in one unit. You can put a bunch of hits on a singular unit, fire on that unit and move on knowing what has been brought to the table compared to firing multiple markerlights from multiple squads to get that huge buff. However, I think having Markerlights spread out around the army needs to be an option. Pathfinders (or Marker Drone units) are excellent for putting 4+ ML on a unit for BS5 and no cover but utterly useless in raising BS or lowering cover for multiple units because of their restrictions outlined above. Ensuring the Markerlight is more accessible and usable throughout the Tau army allows this. Ensuring Marker Drones aren't 30 points a pop (maybe 15?) and perhaps making them Assault weapons (or split profile with Heavy 1, increased range and Assault 1, decreased range) and some units like Fire Warriors can upgrade their normal weapons to include Markerlights.
However, I propose a further change. Whilst the current Markerlight counter system is great (ignoring most of the uses being rather useless) I think a more streamlined system and one geared towards encouraging the spreading of Markerlights has its merits. Here I reference the new Pain system from the Dark Eldar codex. Rather than being able to arbitrarly assign what a Markerlight does (i.e. lowers Ld for pinning, raises BS, etc.) allow Markerlights to affect the targeted unit in a pre-determined way. This can be used to affect all units shooting at it or only one. For example, at one ML counter the shooting unit gains +1BS against said unit, at two ML counters the targeted unit has cover reduced by 1 and at three ML counters both +1BS and -1 cover, etc. This is focusing a bit more on spreading markerlights throughout the army rather than having groups of markerlights like Pathfinders but with the need for Piranhas and new FA units like XV-9s and Piranha variants very likely to be included in the next codex, Pathfinders may not be a viable option.
There are obviously some issues with this sort of system such as deciding if only one unit or all units can benefit from ML hits on a specific unit and balancing this ability with what those counters provide. So thoughts? Markerlights are an integral part of how Tau currently operate but they are very hard to implement outside of Pathfinders who have their own associated costs. This needs to be changed in some way when Tau are re-released whilst maintaining a unique feel to them.
P.S. Yes I will finish the Codex review soon.
SageoftheTimes 77p · 752 weeks ago
Getting markerlights out is a problem, something that can be solved by allowing Fire Warriors access to them, as well as more vehicles (possibly giving Sky Rays unique abilities in relation to markerlights, or possibly more of them). Finally, target locks on Pathfinders would allow you to split markerlights around. And Marker drones need less of a points cost.
Jackelope King · 752 weeks ago
Here's what I'd propose:
* By default, a markerlight hit on a unit reduces its cover save by 1. Each further markerlight hits reduces its cover save further. No expenditure of these hits is required.
* Each Tau unit has different ways to use Markerlight hits beyond this. Flavor-wise, I really like the idea of different models of Drones being used to grant different temporary abilities. For instance, a Targeting Drone purchased as a unit upgrade (maybe 1 drone per 6 Models in the unit, to keep with the base-three flavor of the Tau) lets you spend 1 markerlight hit for a unit to treat its shots as twin-linked. A Seeker drone becomes a de-facto heavy weapons unit, allowing you to expend 1 markerlight hit to fire what amounts to a Krak missile at a target. A Proximity Drone costs a markerlight hit to activate and forces an enemy who attempts to assault the unit with the proximity drone to assault as if assaulting into cover.
* Vehicles should be able to buy these sorts of drones as "pseudo-passengers" in place of their currently-normal weapons upgrades.
SageoftheTimes 77p · 752 weeks ago
ANON24 · 752 weeks ago
Quick tau question: Basically, I was wondering why people for the 135 point piranha squadrons (basically dropping a fb and ta from one piranha).
ANON24 · 752 weeks ago
Kirby 118p · 752 weeks ago
Not sure what your first post was asking.
ANON24 · 751 weeks ago
However, ive seen a few people running a 1x fb/bc, 1x ta and 1x dp = 135 points. Apart from saving 10 points, is there any practical purpose to this buildup?
CalPerr · 751 weeks ago
Kirby 118p · 751 weeks ago
@masterslowpoke · 751 weeks ago
Kirby 118p · 751 weeks ago
artemi7 78p · 751 weeks ago
That said, there is likely also going to be a way to 'spend' markerlights, unless they drop the Seeker Missile idea entirely. So you could trade one token for a Seeker (barrage?), or your Broadsides get Tank Hunters for the turn, or whatever. I suspect it would be like IG orders, here, where you have a small list of options and special Characters give you one or two more. Maybe Farsight would give one unit Rending, or something.
Apathyman 36p · 751 weeks ago
1. Seeker missiles seem a weak way to spend lights. Mostly because of the fact you effectively have to "hit" twice with them. Not sure what the answer is
2. A cheap way to give fire warriors markerlights would help with markerlight saturation and keeping FWs from being a giant failboat, although not as plentiful as a pathfinder squad (IE: cheaper than a drone. Maybe 1 in 3 FW?)
3. Barring 1 & 2, maybe make markerlights linked to another weapon. So say whenever you fire your crisis missile pod, you take a light shot (resolved seperately). You should have to buy the lights, of course. This also makes sure (without the need for extra rules) that the same unit won't be able to fire the lights and take advantage of them. I've been kicking this one around for a while, but I'm not sure if it's a great idea.
Jackelope King · 751 weeks ago
Kirby 118p · 751 weeks ago
Gredus · 751 weeks ago
Being heavy is nasty when it means you can't use them for 2 turns if you need to redeploy due to incoming threat.
Kirby 118p · 751 weeks ago
It's like HWT teams compared to infantry squads in terms of heavy weapon allocation.
SneakyDan · 751 weeks ago
Opening up FA choices is best, as its highly likely we will recieve some favourable new units in those choices.