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Vespids with better H2H rules

For discussing new rules and changes to the current rules, such as new homebrew datasheets for Apocalypse

Vespids with better H2H rules

Postby kittenslayer » Wed Sep 16, 2009 11:29 pm

Anyone here thinks that they should make the Vespids more into the PC game version? Where their roles are more suited for Hand to hand to tie up enemies? I am thinking they should have rending because of their claws and possibily hit and run? Cause kroot's stats are just not good enough for buying tau time to tie up the enemies!
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Re: Vespids with better H2H rules

Postby killmaimburn » Thu Sep 17, 2009 7:57 am

I'm afraid I don't know tau, and can only homebrew from stuff I'm really really familiar with.
The other problem is any change to any codex and your looking at your opponents saying "well if you can change this I can change this"..which although noble in a small group where your mate ups his spawn to be usefull. Is terrible when someone decides that obliterators should be T5 again or something.
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Re: Vespids with better H2H rules

Postby Ljundhammer » Thu Sep 17, 2009 9:48 am

Vespids are poor creatures. They were obviously designed with 4th ed in mind (along with the rest of the tau codex)

They have a relatively good gun, which they can't use, as their unit sizes are too small, and their BS is too bad. They are obviously supposed to beat up marines, but their guns aren't good enough, they aren't good enough in CC, and they have a save that a boltgun takes away. Very bad design I'd say.

How to fix them? I'd say that they at least need carapace armour, and they need better assault capability. How I'd do it, meh, I don't know, I'm not a designer...
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Re: Vespids with better H2H rules

Postby kittenslayer » Thu Sep 17, 2009 10:54 pm

This is pretty much just my wish for the next Tau ed (whenever that is :(). Frankly everything about them is make correctly on Dawn of war! Hopefully those GW suckahs take note!
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