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Tuesday, November 9, 2010

Tau Codex Review: Revisiting Markerlights



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.

Comments (18)

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Removing cover saves for vehicles can be more important then increasing BS. Increasing BS is nice enough, but Cover's pretty plentiful, so I find removing cover is one of the most important uses. That said, there are places where ignoring night fighting is nice, and if nothing else, higher BS = more shots hitting, and with the strength of most Tau weaponry, it'll wound on 2s, maybe 3s.

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's avatar

Jackelope King · 752 weeks ago

Kirby, I largely agree that this is how a Tau codex in 5th edition should be handled. More ways to produce markerlight hits every turn. I also agree that there should be some "base" utility for markerlights (such as your proposed +1BS, -1 cover save, etc. track).

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.
1 reply · active 752 weeks ago
Eh, some should be wargear for vehicles, others can do this. Seeker drones, for example, would be great for this purpose (possibly giving the equivalent of a missile launcher, but Tau-style).
Hi Kirbs,

Quick tau question: Basically, I was wondering why people for the 135 point piranha squadrons (basically dropping a fb and ta from one piranha).
5 replies · active 751 weeks ago
Also, for deploying the gun drones from a piranha, do i deploy them all within 2" of one of the piranha or do both deploy 2" from their respectve vehicle and form coherency
Repsective vehicle and within coherency.

Not sure what your first post was asking.
I assumed that the 'standard' config for piranha 2 vehicle squadron was 2x fb, 2x ta, and 1x dp = 145points.

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?
I tend to not use disruption pods on my piranhas because they are either turbo-boosting or inside the 12"range for the disruption pod cover anyway(for melta shots).
You can throw as many hits on possible as the BC Piranha rather than the FB one but unless you're really really strapped for points, not needed.
Rapid fire....wow lol.
I highly suspect that, as solid as the current markerlight system is, that it will be streamlined even further. What you've come up with sounds roughly similar to what I've heard elsewhere on the 'net, and I agree with the idea. However, the DE system stacks with each token, and I'm guessing it would be the same, here. -1 Cover, +1 BS, then something like -1Ld or something for the third.

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.
Markerlight thoughts:
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.
2 replies · active 751 weeks ago
Jackelope King's avatar

Jackelope King · 751 weeks ago

The problem with 3 is that you really need Markerlight hits resolved at the beginning of shooting, I believe.
Agree with Jackelope here and Seeker missiles just need to me like HKM but perhaps need a Tau specific upgrade for it? I.e. Seeker rack for 5 points allows up to 4 missiles or change the missiles from HKMs ala DE flyer missiles.
If Fire Warriors get Markerlights, then what use is Pathfinders? They should either make Pathfinders troops, (or a nice character that lets you taken then as troops but means less of something else in the codex, say 0-1 Elites or something) or make Markerlights and Assault.
Being heavy is nasty when it means you can't use them for 2 turns if you need to redeploy due to incoming threat.
1 reply · active 751 weeks ago
I think an ML per 6 FW is good but also ensuring they can fire and move in someway. FW need to be made more useful in terms as well but Pathfinders (and potentially squads of Marker Drones...) need to be the main sources of mass ML whilst the rest of the Tau army needs to be able to grab ML saturation but across a bunch of units.

It's like HWT teams compared to infantry squads in terms of heavy weapon allocation.
Pathfinders as 0-1 Troops choice. Allowing them to be spamable is too powerful, 0-1 troops choice with the devilfish being optionally is ideal. It would also reflect their positioning better in Dawn of War deployment (christ thats frustrating) as well as freeing up Fast Attack choices for actual fast units, rather than being a relic of 3rd/4th ed deployment rules.

Opening up FA choices is best, as its highly likely we will recieve some favourable new units in those choices.

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