Most of them are good, I just want to make 2 changes, imo ASM/ Praetorian (they utilize gravity pack that similar to jump pack) TDA/ Lychguard, they are bodyguards of Necron Lord. Their body stronger and repair faster than other Necrons. And they have....Warscythe, I love this one . Also Lychguards have personalities, they can think and calculate to adapt the situation. In other words....they are elite like Terminators.
if i've read the codex properly it sort of says that Kroot suck as an assault troop and their melee isnt up to scratch without their Hounds....and while the Hounds are actually fairly good at melee having them without the Kroot themselves would look strange wouldnt it? guess the Tau would stay as a pro-range faction and end up with some sort of combat knife equivilant for CQC
This actually isn't a bad idea.A faction that depends sololy on ranged weapons.I like innovation and that right here is innovation.Good thinking!It will be hard to balance tho...
Tau Empire all the way! I love every aspect of the Empire - Tau, Kroot, Vespid, Tarellians, Gue'vesa - but if I had a choice for what classes I'd want to play the most, it would be a Vespid Strian Leader, Kroot Shaper, or Gue'Vesa Veteran with Tau gear. I've read all the Tau codex editions, and this isn't true. Sure, they're not on the same melee level as some of the most elites, but they're dangerous in melee - that's a fact. Kroot who consume Orks in particular would be quite strong in melee, and tougher than an average Kroot - so it depends on each variation of Kroot species. Their true strength isn't melee alone, but their field-craft, guerrilla tactics, speed, agility, and ability to adapt and grow stronger - similar to Tyranids. One example is the Kroot's defense against Hive Fleet Gorgon - it was an impressive fight in close quarters against unusually elite and dangerous Tyranid species. It's also a great example of how well Tau and their Auxiliary forces work together and can overcome powerful threats.
Tau could use a few additional classes like eldar, to include all the other races they employ. I probably wouldn't try the Tau faction if there wasn't a chance for me to be a space chicken ^^
My version would be: LSM / Necron ASM / Praetorian (Triarch Praetorians are the Necron close combat jump infantry unit) TSM / Immortal (Warriors are not really playable due to them not having any individuality) DSM / Destroyer (Destroyers (both heavy and normal) are the Necron long range support fire units) Apo / Cryptek (Crypteks can be "healers" and would also be great as a "summoner" type that controls combat pets - all the non-sentient Canoptek units (Wraiths, Scarabs, Spyders)) TDA / Lychguard (Lychguard are the close combat "tank" infantry of the Necron army and thus the equivalent of the heavily armored Terminators) Bike / Tomb Blade Rhino / Ghost Ark Predator / Doomsday Ark/Annihilation Barge Dreadnaught / Triarch Stalker Land Raider / Monolith Thunderhawk / Doom/Night Scythe Of course this is all conjecture and there could be an Eldar approach, with more classes that have less equipment flexibility. One notable class that I omitted are the Deathmarks, the Necron sniper units.
Well, if IG can be an unique faction LatD can too. They're, in a nutshell, to IG what CSM are to LSM. That being said, they don't have a great following, compared to the other factions. That makes them a dubious choice as there's no point of having a faction relatively few people will play.
Imperial Guard would be interesting, since their individual firepower would be pretty lackluster compared to other races. They would need to implement orders from more veteran/senior players. These give certain boosts to newer players. Company/Regimental Banners for a constant buff. Lots more variation with vehicles. Commisar & Inquisitor hero units. Possible Classes: Guardsman Ogryn Rough Rider Weapons Team (Somehow managing 2 as 1).