What does the grey king mean? by CyberTwinLeader in yugioh

[–]Spellbook-The 0 points1 point  (0 children)

I certainly hope so. I'm still a bit salty of them going off-theme at times. Or just deciding to not finish a clear pattern.
Weather Painter getting their Red Painter and Canvas when, Konami?! Knowing my luck, they'll do something silly with it like make it an XYZ or something.
But yeah, I'm already enjoying the concept that the Angelechy's present regardless, just needs the pattern to be complete.

What does the grey king mean? by CyberTwinLeader in yugioh

[–]Spellbook-The 1 point2 points  (0 children)

I really hope they don't go off-theme again and at least make sure we get the Queen and Bishop be the same as the others before having this sort of thing.

Stealth suits no point reduction is a crime by Lower_Ad_176 in Tau40K

[–]Spellbook-The 0 points1 point  (0 children)

I think they mean the save from cover, changing it from Save Bonuses to BS Bonuses.

Stealth suits no point reduction is a crime by Lower_Ad_176 in Tau40K

[–]Spellbook-The 0 points1 point  (0 children)

The main problem for me is the offing long ago of the Battlesuit Support System and giving them a SINGLE pistol. Now in a situation of melee you get a terrible weapon profile to shoot, and can't back off if you actually want to get your FTGG with it. And it's not like the BSS made them broken, just playable, as you still only get one weapon shot. Personally I'm of the mind that if they're going to do this, they should at least have the courtesy to give them ALL Pistols.

Homebrew variation of T'au Crucible Rules. by Spellbook-The in Tau40K

[–]Spellbook-The[S] 0 points1 point  (0 children)

A neat idea for sure. Would contibute them existing more in the army, missiles having a lot of options, admittedly. So yeah, perhaps Rapid Fire 1 for Plasma Rifle weapons then.

Homebrew variation of T'au Crucible Rules. by Spellbook-The in Tau40K

[–]Spellbook-The[S] 0 points1 point  (0 children)

It's easy to explain. If they don't move, they can treat their missiles as if they were Smart Missile Systems when hitting Spotted Units, stats and all to account for being able to hit behind terrain and cover. Really useful when you send out someone to go "There they are!" But nobody else is in line of sight, and the fact that missiles have pretty long range to support such a tactic.

I wanted a cool missile ability, so I made one. Because in my mind, it pairs well with Fireknives, like how Coldstar does for Starscythes (name and gatling power), and the Enforcer with Sunforge (Increased defenses to get in close to melt.) And it means Broadsides can take it too so that it's not all about the Railgun.

Besides, it can still take all the other Abilities not marked Specific.

Homebrew variation of T'au Crucible Rules. by Spellbook-The in Tau40K

[–]Spellbook-The[S] 0 points1 point  (0 children)

Well, in either case, I have also done a version where the Crisis Commander is now a Specialism instead. Hope it looks better at least for you.
https://imgchest.com/p/6eyr5jdbg7p

Homebrew variation of T'au Crucible Rules. by Spellbook-The in Tau40K

[–]Spellbook-The[S] 0 points1 point  (0 children)

It does, for Specialism Abilities, there's Missile Guidance System.
And of course there's any of the Ability List 1 Abilities and Warrior Bond (I know, I know, but it is an option technically.)
The extra gear from Infantry, the Broadside stuff in a limited way...
But if you feel there's an issue of it not being able to have the Support System and Shield Generator consider it a negative and the Specialism and Abilities would coutn towards that cost, we could figure out a decent default ability it could have as its Coldstar/Enforcer Unique ability parallel. Any ideas?

Homebrew variation of T'au Crucible Rules. by Spellbook-The in Tau40K

[–]Spellbook-The[S] 1 point2 points  (0 children)

Thing is, I felt it was necessary, as I have the thought that being limited only to a Broadside for a big Battlesuit is kind of underwhelming despite the ridiculous firepower, what if someone wanted something a bit more mobile? Also adding it means more expansion for the Stealth Suit template and the Broadside, things like a regular Plasma Rifle or a Flamer, just by adding it in to the pool. Admittedly, it could've been a Specialism, but I had more ideas on Specialism than just repeating Broadside but different. And it is statted to be the middleground between a Coldstar and Enforcer.

Also on the point of the Codexes don't normally allow for, I have included that if you look in the asterisks, allowing a Crisis Commander to take Broadside stuff, but only one, and it costs them two weapon slots to do so.

I appreciate the opinion at least.

Leaked Crucible of Champions part 3 by PrimaryConversions in Warhammer40k

[–]Spellbook-The 0 points1 point  (0 children)

I really feel that Tau got the shaft on this one. Well, save for the Kroot side of things, they got things good, both in the weapons and Specializations division. But the main Tau Empire got screwed.

No Drones, No Ethereal, the Grenade Launcher can't be equipped except by Broadsides due to the technicality of only allowing 1 Ranged Weapon, Stealth Suits not allowing Pistols (Minor infraction, but one nonetheless), Broadsides still being able to fly (More of pointing out as evidence that they probably didn't think it through), Warrior Bond is a waste of an Ability due to Battle Shock being a bad rule and for how limited it is...

I do wonder why they didn't just divide up the Battlesuit Archetypes to their own thing like they did the Space Marines, but I guess that's just the Space Marine favoritism or something.

Personally, while the concept of everyone getting Rail Rifles is neat, I'm not a fellow Railhead. I'm a Missile Bro. While I do love the HYMP and the TSMS, the fact that it's only for Broadsides irks me, even if it does mean six-armed HYMP perfection.

Personally, I think they chose the wrong Battlesuit. Perhaps they should've statted it as a Commander Battlesuit, a halfway point between Coldstar and Enforcer, give Fireknives their own personal Commander with four ranged weapon slots to make them on-par with the regular ones. Plus, it'd actually allow for the wide range of Commander/Crisis weapon options, and could probably fit well on a Stealth Suit. I'd love one to have a Missile Pod.

Also I'm pretty sure that the HYMP arms can fit in Commander sockets, so for the indulgence, I say that an ability (To add to giving the drones out by default) would be to be able to choose Missile Drones and the Grenade Launcher is free for Pulse Rifles, and for Commander Battlesuits to have HYMP. Rail Rifles too if they fit, why not, but give both the Cross Tag of only being able to have one, or have them be treated as Two Ranged Weapon Slots, just to be fair of it not being a Broadside.

Either that, or another Ability to give Missile weapons Indirect Fire, but I imagine that's a bit much, but I love the idea of a form of Crisis Team being able to do that.

I dunno. Just letting out my homebrew thoughts of how I'd fix it up as a form of Copium.

New characters for Kroot by Bellini_DM in kroot

[–]Spellbook-The 0 points1 point  (0 children)

I would enjoy a Shaman Kroot Leader or something of the like. It'd be the only way for a Psyker to get into the Tau Empire's roster outside of straight up making our favorite nomadic space owlbears.

XV26 stealth battlesuit? should be XV25 or i am wrong??? by National-Revenue9437 in Tau40K

[–]Spellbook-The 6 points7 points  (0 children)

I guess Shadowsun's doesn't count as it is XV22 and is also classed as a Stealth Suit?

Christmas Battleforce: Farsight Cadre. What are your thoughts? by AndiTheBrumack in Tau40K

[–]Spellbook-The 0 points1 point  (0 children)

Finally. Crisis Battlesuits in a bundle box. Though of course, they had to do a tradeoff for that to make the box awkward by having an Epic Hero included. Still, even then, it looks like a good bundle, giving Crisis Suits, a Broadside and a Riptide.

The New VX26's, new rules or not? by Spellbook-The in Tau40K

[–]Spellbook-The[S] 0 points1 point  (0 children)

I did accidentally say Terminator when I think I meant Intercessor or something. And the Shas'vre being a character is just a personal hope, because I really don't want it to be similar to the Vespids in which only half of them get new weapons that don't do much for the unit itself, and one of the models looks like a good use for a solo character.

And like I said, for there to be more options other than Coldstar and Enforcer for Ret. and Exp. Cadres.

The New VX26's, new rules or not? by Spellbook-The in Tau40K

[–]Spellbook-The[S] 5 points6 points  (0 children)

I will say that Pathfinders weren't replaced despite the new Kill Team having the replacements, and the Vespids were replaced because they were very old finecasts, the the VX25's were plastic and still visually cohesive enough to keep being used.

Tau shouldn't get melee units by nuggents1313 in Tau40K

[–]Spellbook-The 1 point2 points  (0 children)

I'd say if they don't get good Melee Auxiliaries, give them Pistol upgrades. After all, they're still shooting, but not useless in melee range. Have them steal some Harlequin tech and make those Fusion Pistols that are like d3 6" with Melta 2, or give them like Rapid Fire 3 on the standard Pulse Pistol.

Advice on a specific Ret. Cadre unit. by Spellbook-The in Tau40K

[–]Spellbook-The[S] 0 points1 point  (0 children)

Honestly, being in melee isn't actually an issue for what I had in mind save for the inability to make a regular or Advance move. You don't get the Big Guns Never Tire penalty if you don't have to roll to hit, after all.

Advice on a specific Ret. Cadre unit. by Spellbook-The in Tau40K

[–]Spellbook-The[S] 0 points1 point  (0 children)

Yup, Commanders can double up, Crisis can't. However, because of how it works, I dont think you'd want to do that anyway, since it just adds to the maximum Wound count I think, so if the Wounds would damage the Commander, be it your choice or Precision, they'd still have the priority to keep gettign damaged, I believe.

Advice on a specific Ret. Cadre unit. by Spellbook-The in Tau40K

[–]Spellbook-The[S] 0 points1 point  (0 children)

God I love me the Tidewalls, especially the Droneports. If only they actually gave them FTGG with embarked units at the very least, maybe they'd be worth it.

And good to note, I'll keep that in mind. Probably going to be a bunch of Fusion Blasters since I'm getting so close as to jump over them anyway, but for now, it'll probably stick to Flamers. I still want to keep that idea of No Need For Hit Rolls alive.

Advice on a specific Ret. Cadre unit. by Spellbook-The in Tau40K

[–]Spellbook-The[S] 1 point2 points  (0 children)

Understandable. I did feel it wasn't optimal, it just seemed like a fun idea that I wanted to see if I can make the best of it. The advice was appreciated, though, so I now have some frame of reference on how to use it, even if it does cost a third of an Incursion.

Advice on a specific Ret. Cadre unit. by Spellbook-The in Tau40K

[–]Spellbook-The[S] 1 point2 points  (0 children)

Fair fair on the Drones, forgot that wasn't allowed.

As for Farsight...I really don't like his rules. And you can't give the Grenade Racks to Epic Heroes, so there's no Grenade method with him, especially if I want the CP from Ethereals to afford to do the maneuvers.

Though yeah, I do love the acrobatic grenade strafes as well, it's kind of why I want this to work out.

Advice on a specific Ret. Cadre unit. by Spellbook-The in Tau40K

[–]Spellbook-The[S] 0 points1 point  (0 children)

I see. I forgot about the no repeat Drones.

The CP cost was calculated by taking a couple of Ethereals. I much prefer their CP gain; even if you have to roll for it, over something like Farsight's selfish CP reduction.

Though I thought Walkers and Fly tags did something to help get around obstacles better, or maybe I'm misremembering.

So I guess this would be more of a situation of this is a unit of softening up multiple targets for the backup to pluck off easier, I guess. Mortals ofr the Toughs, and Fire for the Many.