Posts by Frank_Dark

    True Tau Mod (rar bei Rapidshare 63k)


    Updates zuerst auf GW-Fanworld

    Changes:

    Quote


    Vers. 0.0.3

    Crisis can now be upgraded to 3 man squad
    and can have drones in team

    Kollos are now singel units

    HP and Damage is addapted

    True Tau in future:

    Quote


    tau become more like TT

    Two mods:

    First only a small mod
    Making Crisis to a 3 man team with lower life and damage
    Kollos now are singel and much more HP
    and a bit more damage


    .

    Working with other coders to remove the Broadsite and HWT aiming buig

    *G* dafür hab bzw will ich ja eure hilfe.
    als alter Tau fan hab ich da leider eine zu einseitige sicht.

    aber bin ja noch apha und teste die möglichkeiten und spiele mit den werten.
    also nicht böse nehmen wenn ich mal vergesse hp schaden oder sowas anzupassen.

    naja, will mich ja jetzt nicht mit vergleichen.
    aber das hat man von Counter Strike auch mal gesagt.

    und selbst wenn, ist ein spiel mit kumpels die den mod ja auch haben können nicht spassiger.

    Viele ( fast allen ) mods bisher
    haperte es an:
    Spielbarkeit / Balance / Fähigkeiten ( moddels / coder ) oder an allem von dem

    ich denke mal wenn ich und ein paar leute zusammen dien Target Bug für Broadsuit beseitigen.

    Wird es entweder ein Update mit dem teil geben oder es werden viele Spielen.

    ( Ist schon öfter vorgekommen, das teile eines mods in einem Patch verstrickt wurden )

    Der Demonenprinz war z.B.
    mein erster großer Mod, den ich fast mit dem Gleichen Code ( damals war Lua geringfügig anders ) released habe.

    Meine alte Gruppe die den Rebalanecd mod, für classic weitergemacht hat,
    konnte in spitzenzeiten bis zu 50 Spiele im channel sehen.

    der aktuelle DOW WA 40k Mod ( ändert fast alles auf codex werte )
    kann sich sogar über eine eigene liga freuen

    Also unterschätze mal gute Mods nicht *G*

    So vieleicht haben es schon einge gelesen.

    Ich bin am Mod True Tau dran.

    Ein Fluff mod in 2 versionen:

    1. ist das Broadsite singel Units sind
    und Krisis 3er Team.

    das ist bereits geschaft!

    das beheben des bugs der Broadsite mit dem anvisieren

    2. Ein Full remake ( mit mod vers 1 eingebaut )

    z.B. kann man 1 Krissis Team schon in Tech 2 bauen
    weitere 2 aber nur mit Martok Gebäude

    mit der erforschund können die Krisis und Kollos Teams dann nochmals mit 2 Dronen verstärkt werden.

    ( für Krissis auch schon feritig )

    Der Himmlische kann anstatt eine Veteraneneinheit zu beschwören sie als begleiter dazu hollen.

    eine neue 1 cap Einheit.
    Weiser mit Kroot Kroothunden und Krootox in der einheit.

    Krootox verlieren 50% ihrer HP und Schaden.
    können dafür aber zu einem 3er Squad aufgerüstet werden.
    für Montak ist der Cap1 für alle Kurtax ( oder wie die heisen ) 3


    =====================================


    Was habt ihr noch für ideen oder vorschläge.

    oder gefällt euch was nicht?
    wo fehlt noch balance

    bei tau antwortet kaum einer bei necs alle *G*

    ok wer fragen hat einfach fragen.

    zum thema über Cap, auch die Gruftspinnen wiederbelebung geht über cap.
    mein rekord war 39
    ( Comp hatte ne reihe von Türmen und ich hab meine Warriors immer gegen rennen lassen, als da genug da waren hab ich Spinnen sammeln lassen und dann mit Orb WIederbelebt. dann spinnen die Typen spawnen lassen und wolla
    Gigantische Armee.

    Das Übernehmen des Destruktor Lords ist ÜBEL
    der verschwindet klaut das fahrzeug und wenn man das zerstört hat ( als gegner ) taucht der Lord wieder auf.

    Necrons are a really different race from the others in DC/WA/DoW. They only use power first off all, so requisition doesn't exist for the race. You still need to capture points, however, because once you capture points and cap them, you increase your vehicle/infantry cap and your build time/reinforce time/research time. So they are very important.

    Below are my impressions of units and abilities.

    INFANTRY
    ===========

    Scarabs

    These are your builder units and your capper units. They start with 1 at 210 health and can reinforce up to 3. They are kind of like combined Servitor and Grots in that respect. They have no weapondry at all. They are 0 cost to build.

    Necron Warrior

    This is your basic infantry that has roughly equal CC and ranged attack. It is an unbelievably slow unit, just like almost everything Necron has. They are also free to build, but take 3 infantry cap (you start with 8 and max at 20). They are NOT free to reinforce, so be careful. When they die they have a chance of resurrecting themselves. Even if they don't, their corpses remain on the battlefield and can be resurrected and/or reclaimed later. *See below. They have 2 upgrades later at the Summoning Core. It upgrades their health/dmg, though the tool tip says it upgrades ranged more. I found after both upgrades, 2 squads of NW could stand in front of an Ork HQ + 2 banners and LP2 and take them all out while only losing a few men. After the summoning core is built, NW can also teleport to any building, including your Obelisks (LP's). This helps your mobility a lot, especially considering the Necron have no transports.

    NW are a spiffy unit, but high cap. And enemies like Tau or upgraded Marines will easily outshoot them. So while it might be tempting to just mass them, their extreme slowness and 1 dimensional use makes them hard to rely on solely.

    Wraith
    2 infantry cap.

    This is a fast attack infantry flyer. Kind of like a combination of an SM Scout and Raptor. There is only one in a squad. It has 600 health and I have to guess the armor is infantry_high because it dies rather quickly. That said, it does really huge CC dmg to infantry. Though it will lose badly to LP2's. It can phase out and become invulnerable for (I'd guess) 10 seconds, during which point it can't be hurt. But stuff will still target it. It can decap points (including critical) but can't cap, much like a Sentinel. You can upgrade them at the Summoning Core to give them around 1050 health and greater speed. They can also spot cloaked units. When dead their corpses also remain for resurrection.

    This is an important unit in automatch as your only other capper/decapper is scarabs, which are incredibly weak and not very fast.

    Immortals
    3 infantry cap

    Fire Dragons with greater range. Much greater. Though I'd guess they do less building dmg and somewhat less vehicle dmg per unit than FD. Fairly resilient in CC combat. They have a chance to resurrect themselves just like NW. When dead their corpses also remain for resurrection.


    Flayed Ones
    3 infantry cap

    Kind of a really slow PSM. They can, however, deepstrike. When built at your monolith they will remain in the structure, ready to be deployed anywhere you can see (and there's room). It's best to deploy them next to your monolith, reinforce them to 8, and stuff them back inside so they can deepstrike at full strength. No ranged attack at all, very powerful CC attack. They have an ability to break enemy morale just by being around. So deepstriking one or more into enemy ranks and their whole army breaks. When dead their corpses also remain for resurrection. They can also teleport to friendly buildings. The monolith is best, so then you can stuff them back in for deep strike.

    Pariahs
    Limit 1
    4 infantry cap

    The T3 infantry of Necrons. I assume heavy_high armor. No morale. Hard to kill, very heavy dmg. It says in the handbook that their CC attack reduces maximum health and movement speed (like Chaos Lord poison, I'd assume). Sorry, I didn't see if they remain for resurrection after death.


    VEHICLES
    ==========

    All your vehicles are much faster than your infantry (other than Wraiths) so that's at least a good thing. Though they are relatively low health and dmg by comparison to a reinforced infantry squad. It therefore strikes me that vehicles are primarily there to support infantry and to provide SOME quick movement. No vehicles can be resurrected.

    Tomb Spide
    Basically a walker
    Limit 3

    Has relatively low health, but does huge CC dmg. If you upgrade it to a pulse gun, it does more AI ranged dmg at a cost of reduced CC dmg. Also has the ability to launch scarabs, which take vehicle cap. This reduces the health of the Tomb Spider. The TS can also collect bodies that are sitting around the battlefield and make NW/Immortals/Flayed Ones. Not sure if you can rise above your pop cap doing this.

    I don't particularly like the TS. It doesn't have a lot of health and seems to die fast. But it's good in CC against buildings and breaking morale. The body collection I almost never use.

    TS is a weird vehicle in that it is built from "junk" around your main monolith. I.e., the corpses of 3 TS exist as soon as you start the game. If you ever have TS in the game, wherever they died is where they will be rebuilt no matter from which monolith you try and purchase them. This can be good and bad. If they died around a lot of enemies/turrets, that's where they will respawn.

    Attack Scarabs

    Not really a separate vehicle, these are launched from the Tomb Spider. They can reinforce up to 13 and do CC only dmg. Word that they could only be harmed by explosions is untrue. Any ranged can and will hurt them. Not so amazing, IMHO.

    Destroyer
    3 vehicle cap
    2000 health

    This is your basic small flying tank. Very small footprint. Ranged AI. It can also do CC, but I assume not nearly as well, so watch for it to get tied up. It's at least fast, which is saying a lot.


    Heavy Destroyer

    3 vehicle cap
    3000 health

    A tougher flying tank. Primarily ranged AV/AB. Same small footprint as all Destroyers. Can also do CC.

    COMMANDERS
    =============

    Lord Destroyer
    Limit 2

    Looks pretty much like any Destroyer except with less health. Has 2 abilities of note: it can drop a freeze area effect attack and anything hit is essentially immune from attack, can't move, can't attack. This can also hit your own guys, so be careful! Can also possess enemy vehicles. It takes a long time to activate, but any vehicle (other than baneblade, land raider, tomb scarab, and probably any other unique vehicle) can be possessed. It then becomes yours. Once the enemy vehicle is killed, the LD reappears.

    I've possessed enemy fire prisms and leman russes and in that regards, it's pretty spiffy. But not an incredible unit due to his generally low durability.


    Necron Lord

    Very cheap commander, 2 teleports, very strong CC, strong ranged. He's an excellent harrassment hero. He spawns at some random point near your monolith and when he is killed, that becomes the spot he respawns at no matter which monolith he is later purchased at, so be ready to teleport if you died in enemy territory. He has numerous abilities I'll try and go over briefly. They are purchased at the Forbidden Archive and upgrade your hero instantly (hurrah!). You can only get 3 upgrades and not all are available at the creation of the Forbidden Archive.

    -Chronometron: Your forces attack normal speed as everyone else is slowed down. I tried using it numerous times and didn't see a dramatic effect, but I'll have to see what the .luas say later.

    -Lightning Field: A damage shield for those who attack him in CC. When he himself CC's enough, it recharges an ability so that he can brings down an AE field on himself. This can hurt your own troops as well. Not my type of power, but if combined with Phylactery, can make your lord hard to fight.

    -Solar Pulse: Exposes infiltrated enemy and blinds those nearby, thus making them unable to use ranged for a while. I gotta tell you, all the cloaked units are a real bitch, but I've personally never used this.

    -Phase Shifter: Phases out the lord and nearby troops kind of like the wraith. Meh. You're generally too slow to escape or if you could, you'd teleport back, already.

    -Phylactery: Reduces ranged dmg against the lord and increases his heal rate. I consider it almost mandatory.

    -Resurrection Orb: Increases the chances of resurrection for nearby units that can rez. Also, and most awesomely, can rez infantry units who have died and not rezzed. YOU CAN HAVE MORE THAN YOUR MAX CAP DOING THIS! In fact, significantly more. I fought in a bottleneck on a few maps and had tons and tons of casualties in the same area. Teleport in, hit the orb and I just increased my cap by 7. Rezzed units start with lower health and generally low unit numbers. So get them overwatched. Incredibly powerful ability.

    -Veil of Darkness: Cloaks lord and nearby units if lord isn't too hurt. Sometimes it's great, sometimes it's soso. Really depends.

    -Nightmare Shroud: AE instant morale break AND forces enemy infantry to flee. Another incredibly powerful ability. Teleport in, hit this, and you've just temporarily taken out a huge chunk of men. The fact that they run doesn't help, though, since they are almost always going to be faster than your troops.

    In addition to the above the lord can get:

    -Essense of Nightbringer: researched at the power core for 700 power. Allows the Lord to turn into a Bloodthirster-like hovering ultimate who cannot be hurt at all. Any dmg he does also heals the Lord for when it wears off.


    BUILDINGS
    ===========

    Monolith-Where everything is built and your teching takes place, mostly. After you get Summoning Core, Greater Summoning Core, Energy Core, a relic, and upgrade your Monolith, it can become mobile. How tough is it? It's a Baneblade. Except 1/10th the speed and with some teleports. It's huge AE attacks can be pretty disruptive, including to you. Costs 1000 to get the final upgrade and has 10K health. But if you had to choose between Nightbringer and Monolith, I'd take Nightbringer.

    It is valuable to have multiple monoliths simply because every unit, whether vehicle or infantry, is built here and the queue can get backed-up. It does you no good to have 4000 power and limited troops.

    Plasma Generators-Spam em. They start out mega cheap and increase in cost as you build more. Since power is your only resource, keep building and building. The global upgrades are pretty pricey (400 for +, then 700 for ++).

    Thermo Gen-Get 'em when you can. There is no race that uses power like Necrons. Not even IG.

    Obelisk-The Necron LP. Placing one will change your build percentage from 1% to 20%. And thereafter add 20% all the way up to 100%. So if you have 5 Obelisks, I GUESS, that you double your build/research time.

    Obelisks are junk. The LP1 version does nothing. The LP2 version can fire an AE attack (manually fired) that has short range and a long recharge. But it will insta-kill shootas without upgrades. It has a big knockback. The LP3 is fairly potent against everything.

    Summoning Core-Necessary for Wraiths and upgrading Monolith. Also has upgrades for Necron Warriors and Wraiths.

    Greater Summoning Core-Lets you get vehicles and upgrade Monolith.

    Forbidden Archive-Let's you get research for Necron Lord. Higher level abilities are opened later.

    Energy Core-Allows final upgrade of Monolith (with Relic) and allows research of Nightbringer.

    Gaus Turret-Considering that Necrons have no decent LP's until late game and its units are generally very slow, Gaus turrets are very handy to have. They are fairly cheap to build, though you are limited in number. Upgraded, it is effective against everything.


    Whew! So Necrons can be pretty sneaky. From possessing enemy vehicles, deepstriking fear units, phasing out of existence, teleporting armies, mass resurrection, they got a big bag of tricks to rely on.

    It's primary weakness I consider to be lack of mobility. They are really really SLOW. IG and Tau can be especially difficult. Eldar can also be a pain because they are so goddamn fast.

    Ugh, I'm tired from writing. But feel free to add more or make corrections to anything I screwed up.

    ============================
    So habs mal editiert für bessere lesbarkeit

    [ TAU UNITS BY TIER ]

    R = Requisition, P = Power, s = Seconds (seconds listed a second time are for leader units)
    Squad sizes are listed as initial squad total + reinforcements total + leader total.


    Tier 1 Units

    Tau Commander
    Cost: 250R, 55P
    Reinforce: N/A
    Squad Size: 1
    Health/Morale: 1000/700
    Damage: 100-120, 100-120

    Abilities: Snare Trap, Target Aquired, Jump Jets
    Upgrades: Flamer, Missile Pods, Fusion Blaster, Plasma Rifle

    The Tau Commander is a great new addition to the game - certainly one of the more powerful command units when microed well. He dishes out a constant stream of punishing damage, and his abilities are quite useful. His snare is exceedingly useful, in fact - the effect is something around an 80% reduction in movement speed, if not more. This is great for finishing off enemy commanders which are trying to escape, preventing melee units from reaching your Fire Warriors early on (very important), and more. The snares cost 30 power to deploy, so early on you'll want to conserve them, but later you'll find they are too valuable to pass up. Target Aquired itself is a powerful ability when combined with good micro - it gives a nice initial damage boost in a fight against another hero early on, which can make the difference between winning and losing. Or, in some cases, it can be used as a finisher if someone decided to stay until the last minute - fire it off and that will be the end of that!

    His versatility and potency only improve in the second tier, and boy do they improve. Right in time for vehicles, you are able to add both Missile Pods and a Fusion Blaster, both of which do great damage to vehicles and buildings, with Missile Pods having great, constant disruption of enemy infantry units. Immediately after the Fusion Blaster, you're able to get the juicy Plasma Rifle, which seems to be the ultimate ranged weapon, able to cut through infantry in mere nanoseconds, with vehicles and buildings not faring much better. Not only that, but it has immense range, out to the very edge of the screen. A truely powerful combination.

    All of this is being utilized at once, with the mobility of a jump-jet commander. A true winner in every stage of the game - so long as you use him less like a hammer and more like a scalpel!

    Tip: When facing the Necrons, upon slaying their Necron Lord, place a Snare Trap on his corpse to snare him when he gets up, allowing you to kill him again. And again, and again, and again, if you're lucky. Thanks to Shinova for this cunning suggestion!


    XV15 Stealth Team
    Cost: 85R
    Reinforce: 85R, 12s, 30s
    Squad Size: 1+2+1
    Health/Morale: 250/300
    Damage: 4, 5-8
    Abilities: Jump Jets, EMP Grenade
    Upgrades: Fusion Blaster, XV25 Leader, Jet Packs, Stealth Burst Cannon Enhancements Target Lock, Advanced Pulse Rifle, Targeting Optics

    Great unit for it's initial purpose, which is point capping, and point harassing. They can fire while invisible, but that certainly doesn't mean it's a wise idea. Their damage is terrible, and while they can kill heretics and other weak builders, or at least harass them - you do not want to be fooled into thinking these are an effective fighting force early in the game - that comes later, and in a very specific fashion. Feel free to research jump jets to make them even more mobile and effective at harassing, but keep them moving, keep them harassing, and keep them away from detector units. Early on, the only things that will reveal your Stealthsuits are Necron builders and the Imperial Guard's Scanner, but they are fortunately unarmed, and Necrons are very slow, meaning you'll have plenty of time to move before reinforcements arrive to stop your harass. Be mindful of Imperial Guardsmen, however, as they can put a hurt on your Stealthsuits if their massive numbers catch him in the midst of capping a valuable point! Also keep in mind that you are revealed while decapping, so if you're going to harass near or in the enemy base, decap and move without delay. This is why jump jets help, allowing you to jump in, decap, and jump out again with haste.

    Make sure to conserve your Stealthsuit teams into Tier 2, avoiding their unecessary demise. In the mid to later tiers, you'll find that they are suprisingly effective at taking out enemy vehicles and buildings with their Fusion Blaster upgrades. For maximum effectiveness, always upgrade them first with their leader, who comes equipped with his own Fusion Blaster, as well as the ability to throw vehicle-jamming EMP grenades. After that, reinforce and upgrade them with additional Fusion Blasters on a 1:1 basis until the squads are full, and go hunting! Remember to avoid detector units, and you'll end up a real thorn in your foe's ass.


    Vespid Stingwings
    Cost: 300R, 50P
    Reinforce: 50R, 10P, 12s, 30s
    Squad Size: 5+1
    Health/Morale: /300
    Damage: 28-36, 22-25

    Abilities: Sonic Pulse, Shred, Jump
    Upgrades: Elder Strain Leader

    Another potent unit, making for the perfect base-rusher. Not only are they speedy in movement, but speedy in production - instant, in fact. They have zero build time, so make use of it aggressively or defensively as the situation calls for it. Offensively, their Shred ability can make mincemeat of almost any tier 1 building in their path, especially Generators, which can seriously hamper an opponent's economy. Defensively, they are detectors for cloaked units, so if you find yourself having problems with early cloaked harassment, Vespids are going to be your solution, albeit an expensive one. You don't have turrets, so you'll have to make due. Whatever you use them for, make sure that you use them wisely - they are too expensive to just throw away, and they are damned fragile, even for the Tau. Hit and run is the name of the game at any stage in the game. Do not use them for combat with enemy troops!


    Kroot Carnivores
    Cost: 160R
    Reinforce: 40R, 12s
    Squad Size: 4+6
    Health/Morale: /300
    Damage: 33-45, 10-15

    Abilities: Feral Leap
    Upgrades: N/A

    A wonderful melee unit which scales well into the later game. They come with great numbers, nearing even the Guardsmen with a maximum of ten per squad. Combined with great resillience, good melee damage, and fairly cheap costs, they are your premier early game melee soldiers, and later game meatshields/fodder. Once you get Feral Leap, they become a great attack force, which is able to put the hurt on many types of units, disrupting them as well as damaging and stunning them. Don't be afraid to reinforce these guys to keep them absorbing enemy fire. If you are finding them useful in tier 2 as an attack force of whatever variety, be sure to attatch Kroot Shapers to them, which will greatly increase their speed and health.

    In addition, Kroot Carnivores are able to utilize the ability which mroe or less gives them their namesake - Cannibalize! This ability allows them to eat fallen units on the battlefield, which both heals them and boosts the maximum health of all Carnivores on the field. While unconfirmed, it is possible that this bonus stacks multiple times - but even if it doesn't, it goes without saying that you should use this ability at every opportunity.


    Fire Warrior Squad
    Cost: 210R
    Reinforce: 70R, 12s, 20s
    Squad Size: 3+3+2
    Health/Morale: /300
    Damage: 10, 46-53

    Abilities: Photon Grenade, Energy Shield
    Upgrades: Advanced Pulse Rifle, Improved Metallurgy, Targeting Optics

    Your bread and butter infantry unit, even if they are a glass cannon. Don't let their fragility dissuade you, they pack the meanest low-tier infantry punch in the game, and it scales very well into later tiers when concentrated and upgraded. They are fairly expensive for infantry, and coupled with their lack of constitution, you'll have to micromanage them well in conjunction with your Commander, and later (or sooner, depending on your build) Kroot of all kinds. They are not disposable, and require dancing like Eldar units do - but it pays off greatly, as they outshoot anything and everything at this point in the game. As you reach tier 2, you get a versatile selection of two leaders, which you can mix and match as you desire. The Fire Warrior Sha'sui, who acts like your typical "sergeant", bringing Photon Grenades to disrupt and damage enemy units.. and your Shield Drone, which bestows the Energy Shield ability, which renders your squad nigh-invulnerable for a period of time, which seems fairly lengthy. I'm not sure if it is a set amount of damage, or if it's a damage reduction for a set length of time.. but I'll update this when I find out. Regardless, it enables them to face turret emplacements quite nicely; a Commander with two shielded Firewarrior squads can literally break their way into a turret-defended base with minimal support from other units (so long as the Commander is packing heat).

    All in all, Fire Warriors scale very well, and later upgrades simply put them over the top in cost effectiveness.


    Tier 2 Units


    XV88 Broadside Team
    Cost: 240R, 120P
    Reinforce: N/A
    Squad Size: 3
    Health/Morale: /1500
    Damage: 0, 168-217

    Abilities: N/A
    Upgrades: N/A

    Ah, the Broadsides - how much we expected of you. In theory, these units would be outstanding - mobile heavy weapons platforms in teams of three, with the ability to either disrupt infantry and do significant damage to buildings and vehicles with their missile pods, or the ability to rip buildings and vehicles a new one with their railguns from immense range. In practice, Broadsides are hampered significantly by either bugs (hopefully) or their intended implementation (hopefully not). The fact of the matter is, once they are Entrenched in order to make use of their Railguns, they are unable to be ordered to attack targets of your chosing. Instead, they attack the nearest "valid" targets, which include buildings and vehicles, over infantry. Without the ability to focus their impressive firepower on vital targets which are posing the most threat to your army or structures, their DPS is dilluted and their usefulness falls into debatability. To top it off, they are very, very fragile, and coupled with immobility, they are easy prey to a wide variety of units. For now, I'd say they are average to sub-par, at best.. and an exercise in futility at worst.


    Pathfinder Squad
    Cost: 150R, 40P
    Reinforce: 75R, 20P, 12s
    Squad Size: 2+3
    Health/Morale: /300
    Damage: 10, 13-16

    Abilities: Markerlight
    Upgrades: N/A

    You should always incorporate at least one squad of Pathfinders into your main infantry force if you have significant numbers of ranged troops. Firstly, you will be facing units like cloaked Tankbustaz, which are extremely dangerous to your very fragile vehicles, such as the Skyray. Pathfinders are one of your detector units, thus you will be able to nullify this threat effectively with your superior firepower. Secondly, Pathfinders have the amazing Markerlight ability, which increases the ranged damage sustained by the targeted squad by 75% - that is ENORMOUS, and can put down extremely dangerous enemies in the blink of an eye. Imagine all of your Fire Warriors dealing somewhere around 110 damage a shot? Yeah, that adds up very quickly - and this applies to Crisis Suits, Commander, Broadsides, and so forth. I think you get the picture. Be careful with them though, as they are somewhat expensive and are a small squad, thus vulnerable to concentrated fire.


    Kroot Shaper
    Cost: 100R, 50P
    Reinforce: N/A
    Squad Size: 1
    Health/Morale: 1000/
    Damage: 55-70, 50-60

    Abilities: N/A
    Upgrades: N/A

    I've touched on him earlier with regards to Kroot Carnivores, but it bears mentioning again. More or less, he's a Commissar that happens to have dreadlocks and a beak, aside from lacking the ability to kill his own men. Attatch him to your Carnivore squads, and they're suddenly doing their job better, which consists primarily of being shot at and clogging up enemy formations for the sake of your expensive ranged units. On his own, he's a fairly potent unit, but nothing to write home about. I tend not to use them unless I am floating req, as they don't seem to sway the action either way.


    Drone Squad
    Cost: 120R, 210P
    Reinforce: 70R, 40P, 20s
    Squad Size: 3+2
    Health/Morale: /
    Damage: 0, 100-140

    Abilities: Burrow
    Upgrades: N/A

    These are basically Harbiner Drones, like the ones launched from the Drone Harbinger, but these are permanent and can be used near important locations such as Criticals and Relics to utterly destroy capping squads trying to leech your points away. They do good damage, are fairly survivable, and you usually have the element of suprise with them. However, make note that their attacks are very short range, about the distance of a flamer; this isn't necessarily a bad thing, however, as the Drones will explode on the enemy when they die, so you'll want them relatively close regardless of their weapons' range. More or less defensive units - the Drone Harbiner will give you the same Drones in a better offensive capacity.


    Devilfish Transport
    Cost: 50R, 75P
    Reinforce: N/A
    Squad Size: 1
    Health/Morale: 750/0
    Damage: 0, 25-30

    Abilities: N/A
    Upgrades: N/A

    The stealth-bomber of the Tau world. I can hear you laughing now, but I assure you that these extremely cheap units are worth their weight in gold. You can most likely transport your entire ranged force in two or three of these, which includes mechanized suits - but the best part is that you can transport them cloaked! That is a massive advantage, even with detector units being commonplace in later tiers. You could easily slip two of these past a battle which your Kroot are engaged in as a distraction, and whisk them to the rear of an enemy base.. this is one situation in which I'd actually say that Broadsides, bugs or not, would be highly useful in. Load up a Devilfish with them, pop them out and entrench in the rear of an enemy base, and have them rip into targets of opportunity. As soon as a response is mustered, you can pop them back in and escape - it'll be highly unlikely that they'll be able to detect your Devilfish for long even if they brought detectors with them, as it is fairly speedy. All in all, the cheap cost, quick speed, passive cloaking and good capacity make this a unit for the truely skilled to put to use like no other transports.


    Skyray Missile Gunship
    Cost: 100R, 225P
    Reinforce: N/A
    Squad Size: 1
    Health/Morale: 1000/0
    Damage: 0, 132-170

    Abilities: Missile Barrage
    Upgrades: Improved Metallurgy

    This is a fairly difficult vehicle to use effectively against a skilled opponent, merely due to it's extreme fragility. While it provides tremendous disruption and damage, it is more vulnerable to anti-vehicle fire than perhaps any other vehicle in the game; a sentinel can pop them in two shots from it's fearsome lascanon, from long range! However, when protected sufficiently with both units and a keen awareness of one's surroundings, these units are able to employ their devastatingly powerful Missile Barrage, which can wipe out squads, buildings, vehicles, you name it.. in one or two volleys at most. The last thing the targets of your Skyrays will see are streaks of cleansing blue, before wishing they'd seen the error in denying the Greater Good.


    Drone Harbinger
    Cost: 100R, 200P
    Reinforce: N/A
    Squad Size: 1
    Health/Morale: 750/0
    Damage: 0, 100-140

    Abilities: Launch Harbinger Drone*
    Upgrades: Improved Metallurgy

    A very interesting vehicle, and one which I've not gotten to use all that much yet. However, in limited practice, it is a highly versatile and potent vehicle, which serves a unique role on the battlefield. You see, the Harbinger doesn't actually need to be in the line of fire of any enemies, because it doesn't have to do any of the fighting itself. Instead, it launches Harbinger Drones* as listed below. The most useful and unique feature of the vehicle is that it can set it's own rally point to the battle, for the benefit of it's tiny attackers. They're suprisingly survivable in practice, becaus they tend to mix in with your other units, more or less supplementing your attack force's heavy firepower. While each one costs thirty power, they do a great deal of damage, and are fairly autonomous, attacking whatever falls in their sights. You can keep pumping drones out as long as you have the power to produce the them, limited only by the timer on the launch ability (roughly 5 seconds, I'd wager).


    *Harbinger Drone
    Cost: 30P
    Reinforce: N/A
    Squad Size: N/A
    Health/Morale: 325/0
    Damage: 0, 100-140
    Abilities: N/A
    Upgrades: N/A


    Tier 3 Units


    Etheral
    Cost: 175R, 200P
    Reinforce: N/A
    Squad Size: 1
    Health/Morale: 1500/500
    Damage: 33-46, 0

    Abilities: Air Caste Strike, Holographic Projection, Summon Honor Guard
    Upgrades: Missile Pods, Flamer

    The Etheral is a mystical unit, which has a few unique abilities, but a dangerous frailty which can seriously hamper your forces morale and health, possibly costing you the battle - or the war. Due to the penalties inflicted on your forces when the Etheral is slain, you would best be served keeping him in a safe, secure location, from whence he can create the lethal Honor Guard units, which are detailed below. They are not inherently attatched to him, so you would more or less be using the Etheral as a "Honor Guard" barracks. He does possess a powerful airstrike ability similar to that of the Force Commander - the Air Caste Strike. It does little appreciable damage to buildings, thus is relegated to an anti-infantry role; however, if you are making use of Kroot units to engage enemy forces (as you should be) this may prove costly for you as well. It would be better utilized in a ranged-heavy army, such as one comprised of Fire Warriors, Crisis Suits, Skyrays, and other such units, who will typically be out of the line of fire of the Etheral's airstrike. Last, but not least, the Etheral possesses the unique "Holographic Projection" ability, which allows him to create a copy of targeted units. Very useful on fragile and important units such as Hammerheads, Crisis Suits, Skyrays, and so forth. Creative, skilled players will surely find many ways to make use of this ability in game-altering fashion.


    Honor Guard
    Cost: 0
    Reinforce: 70p
    Squad Size: 4
    Health/Morale: /500
    Damage: 10, 62-80

    Abilities: N/A
    Upgrades: N/A

    Honor Guard units are created by the Etheral, as detailed above. They are free to produce, and serve as fully upgraded, elite Fire Warriors which have immense range and overall potency - even against buildings. They are limited only by the timer of the Etheral's ability used to summon them, and are independant of the Etheral as well as each other. These units would be best utilized as your heavy assault units, attacking from flanks to quickly obliterate your enemies valuable units from great distances, with immense firepower. Enemy command units and expensive heavy infantry are prime targets for these heavy hitters.


    *Mont'ka - Path of the Killing Blow


    XV8 Crisis Suit
    Cost: 180R, 40P
    Reinforce: 75R, 20P, 12s
    Squad Size: 5
    Health/Morale: 2500/600
    Damage: 0, 225-270

    Abilities: Jump Jets
    Upgrades: Missile Pods, Flamer

    A controversial unit at this point in time. While they certainly pack a mean punch, they are fairly slow and fragile against incoming fire. Don't treat them like vehicles, but rather heavy infantry units - emplacements such as bolter turrets and heavy infantry fire can make short work of them, so keep tabs on your jump jet ability to get them into an advantageous position. Due to these problems, I'd certainly recommend against the Flamers, unless you are facing a melee-heavy enemy and have lots of melee units yourself to tie them up. If you can manage to get close to your targets, the Flamers will make short work of them, breaking them extremely fast and doing a great deal of damage in addition to their primary weaponry. Otherwise, go with the Missile Pods which have range parallel to that of their main armament. Used in conjunction with the Commander, who is also able to utilize jump jets, you have a hard hitting team. Just pay close attention to how you use them, or you'll regret it.


    Hammerhead Gunship
    Cost: 150R, 275P
    Reinforce: N/A
    Squad Size: 1
    Health/Morale: 2700/0
    Damage: 0, 143-162

    Abilities: N/A
    Upgrades: N/A

    The famous Hammerhead, also known as the "Railhead" is a signature unit in the Tau tabletop lineup. Known for it's ability to make even Monoliths wary of it's devastating cannon, it has always been a primary target for enemies. In Dark Crusade, however, it's more in line with other armored units. As the description states, it is a tank which sways the balance of offense and defense towards the tip of it's railgun, in lieu of heavy armor. Like the Skyray, although to a lesser extent, it is fragile and should fall in behind your lines to produce the maximum effect. It's armament does great damage to enemy vehicles and buildings alike, and it makes a good addition to your army. Never use them in an army without a Pathfinder unit, however, as cloaked anti-vehicle units will be able to rip it to shreds with impunity, wasting your resources and time.


    *Kauyon - Path of the Patient Hunter


    Kroot Hound PackCost: 260R, 60P
    Reinforce: 50R, 15P, 10s
    Squad Size: 4+4
    Health/Morale: /800
    Damage: 170-250, 0

    Abilities: N/A
    Upgrades: Feral Leap

    Essentially, they're Kroot Carnivores but slanted towards offense rather than providing a meatshield for your army. Same feral leap, but a great deal more damage - enough to put a gash into any target they encounter. They do seem fairly fragile though, so make sure to use them in conjunction with any Kroot Carnivores you have left, rather than a spearhead for your army by themselves.


    Krootox
    Cost: 150R, 275P
    Reinforce: N/A
    Squad Size: 1
    Health/Morale: 6500/
    Damage: 275-375, 400-500

    Abilities: N/A
    Upgrades: Improved Metallurgy

    A true beast. With 6,500 un-buffed health, and somewhere around 8,500 health upgraded, they're nigh impossible to kill in any normal sized engagement. If you don't have Improved Metallurgy by the time you get Krootox, you had better get it right now. They do tremendous damage with their melee, and in small groups can serve as the perfect bulldozer to spearhead your army, soaking up tremendous fire and destroying any and all defensive positions before the finally do surrender their lives. They do great damage while closing in, but their range is very short and their gunfire is terribly inaccurate. In any case, 400-500 damage a shot is nothing to sneeze at, unless you're allergic to ass-whupping.


    Tier 4 Units


    Greater Knarloc
    Cost: 400R, 400P
    Reinforce: N/A
    Squad Size: 1
    Health/Morale: 10800/
    Damage: 600-800, 0

    Abilities: N/A
    Upgrades: N/A

    While the Knarloc seems to be a true "uber unit", it actually might prove a tad underwhelming when compared to those of other races, merely due to it being ill-equipped for engaging large numbers of attackers, such as the Baneblade or Monolith. It focuses on one target at a time, and attacks fairly slowly.. and it's disruption isn't on par with the aforementioned tier 4 units (though that is a double edged sword). In any case, it does possess a great amount of health and armor, and absorbs damage like no other. Combined with Krootox, you have a truely unstoppable wall for the rest of your army to follow behind.


    [ MONT'KA vs. KAUYON ]


    Ah, the heated debate - should one pursue the path of the Killing Blow, or that of the Patient Hunter? Both have their strengths and weaknesses, and people will always have opinions one way or the other, but we must take a practical, logical approach to what will be more effective in the majority of situations we are likely to encounter. Before we begin our thought process, let's summarize which units and upgrades each Path provides:

    Mont'ka Path:
    XV8 Crisis Suits
    Hammerhead Gunships

    Kauyon Path:
    Kroot Hounds
    Krootox
    Greater Knarloc
    Improved Metallurgy
    Advanced Optics

    Already, it's rather clear that the Kauyon path provides more options than the Mont'ka, but that isn't enough to justify a stance either way, necessarily. We've already covered these units in the guide, however, and looking back in retrospect we can see that the units offered by the Kauyon path are all more than viable; they're above average units which provide an extremely useful element to the Tau gameplay approach by being durable. However, they're not only durable, but are extremely damaging in the attack, as well. However, as we peer back at the two offerings of the Mont'ka outpost, we find that both are relatively fragile units, prone to being destroyed by keen player opponents. Units like infiltrated Tankbustaz with their ability to creep around and hit your vauluable units where it hurts, and Sentinels with their highly damaging weaponry and quick maneuverability prove challenging for the Hammerhead, regardless of it's immense firepower. The Crisis suit finds it easier to escape harm via it's potent jump jet ability, however is otherwise a sluggish unit which is still quite vulnerable to concentrated fire, forcing it to hang behind your main attack force in many instances.

    Another problem with relying on the firepower provided by the Mont'ka path is that you miss out on two important upgrades which apply to a large variety of units - Improved Metallurgy and Advanced Optics. These two upgrades alone can give your Krootox bonus health equivalent to an entire XV8 Crisis Suit.. and it applies to every Krootox you build. It also scales your Fire Warriors effectively into tier 3, allowing them to masssively out-range everything, keeping them out of the way of serious harm while allowing them to continue their punishing assault.

    This is not to say that the Hammerhead and XV8 Crisis Suits are poor units, but perhaps simply overshadowed by the potential gains offered by the Kauyon path, at this point in the game's balancing

    http://rapidshare.de/files/36533320/DXP2.rar

    für die glücklichen die DC schon haben und mit den Tau auch nicht zufrieden sind.

    Updates zuerst auf GW-Fanworld

    Änderungen:

    Konzept für True Tau:

    Quote


    Tau näher an den Codex und ihren Style anpassen.
    Beseitigung einiger Code-Bugs ( wie den Broadsuit bug )
    bessere Steuerung der Tau

    Pläne für nahe Zukunft.

    True Tau Mod (rar bei Rapidshare 63k)


    Updates zuerst auf GW-Fanworld

    Änderungen:

    Quote


    Vers. 0.0.3

    Crisis can now be upgraded to 3 man squad
    and can have drones in team

    Kollos are now singel units

    HP and Damage is addapted

    Überarbeitung der Geister
    Tausch der Upgrades
    Leichte Erhöhung des Basis schadens

    Konzept für True Tau:

    Quote


    Tau näher an den Codex und ihren Style anpassen.
    Beseitigung einiger Code-Bugs ( wie den Broadsuit bug )
    bessere Steuerung der Tau

    in 2 Modaufteilen:
    - Basismod, der Bugs beseitigt und 3 Krissis zu 1 Kollos balanced.

    - neue True Tau mod

    Pläne für nahe Zukunft.