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 warboss wrote:
 Messy0 wrote:

Or Paladins.. But in all seriousness i think the Codex is pretty balanced. Crisis/Stealths as troops would have been nice but it would have involved a heavy points tax/other army restrictions to balance it out. 250pt+ commander or a limit on other units you can take.

I personally think this army has a lot more variety. More ways to take marker lights, Crisis are no longer the beginning and end of the elite units, I personally think the broadsides are an overall improvement to balance (can any tau players deep down say that they didn't think 3 split firing, twin linked, S10/AP1 guns on a 2+sv model with 2W, can take multiple shield drones and plasma guns to boot wasn't op?)

The subtle differences in this codex will shine through in the next few months as commanders work out new battle plans,strategies, new suit combinations and get the hang of using fire warriors to their new full potential (which i think is much better than before).

Prime example, (i don't have the codex in front of me for exact names) is the ability to stop the enemy using LOS and getting precision shots on a 5/6 for characters (i think its called advanced targeting). Little changes like this (and there are many more) will make a huge differences when people figure out how to fit them into their battle plans.


I won't comment too much on balance as I'll at the earliest have my first game with them this upcoming weekend but I agree that it added variety (outside of troops slots) to the tau armies people will field and that is a plus. Sniper drone squads, farsight, and ethereals went from relatively useless for the former to almost a hindrance for the later two. Broadsides took a nerf for sure but I understand the reasoning behind making their guns different from the visually much larger hammerhead version besides just a simple bullet swap. Hammerheads, Skyrays, and pirahnas stayed about the same whereas pathfinders, crisis suits, and firewarriors got marginally better. My issue is with the IMO lack of vision, common sense, and a continuation of the previous Tau themes. I've already stated why fluffwise BS3 crisis suits make no sense so I won't restate the reasons for that. Game wide ally rules seem to have replaced the "niche" that tau had in using different looking and playing units as in codex allies like kroot and vespid and this is the first tau codex to NOT introduce a new ally race (a change largely expected). New mechanics like the often rumored line attack for the railguns would have been a great addition and a breath of fresh air for the codex (in case people missed it, the fluff of the rail gun being a super penetrating round was rumored to be reflected in the rules in that the railgun was a long line attack like JOTWW that continued to roll to hit/wound/penetrate successive targets as long as the previous one was wounded/penetrated, with a worsening of strength and AP for each target after the first). Instead, we get a goofy looking gundam that is basically just a gets hot shooty monstrous creature and a ho hum two pack of fliers with no new mechanics for the only new race/army in 40k.

Like I said, I won't pronounce final judgement until I actually get a few games in (and that should be a while due to my relative dislike of 6th edition) but this codex feels like an iterative but instensely "safe" successor to the previous one that is moderately better at the expense of imagination. It feels like a relatively uninspired 3rd edition codex.


I cant say i disagree with anything you have said to be honest.
The fliers are totally uninspired, not very well thought out and pretty much there because every codex has to have a nice shiny flyer to sell to the masses.
New mechanics for the rail gun as rumored would have been ideal and i really thought that was an almost no brainier. Even if it was just a war gear/ammunition option for the broadsides this would have really fitted in with the fluff.

I have no idea why a sophisticated battlesuit that can track flyers and fire multiple weapons at the same time is only as accurate as the most basic guardsman...this one escapes me.
I honestly expected more from the codex...that being said im far from disappointed. This codex will help to bring balance to 6th edition, and it seems with each codex released the edition is beoming a lot more balanced than when it was first released...which makes me think GW might actually have method behind their madness, much to my surprise.

Rumors flyinf round is that there will be an allies supplement out some time this year that might have army exclusive allies, which may explain the lack of new Tau allies added in this codex.

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 warboss wrote:
davethepak wrote:


The new tau book, while not incorporating a lot of changes some actual tau players would have wanted, did hit the main target - options.



What are the new troops options?


They are AMAZING! tau playrs can do things they never cood before with their book!

As a person who actually played tau throughout all of fifth and sixth so far, troops are more exciting now than ever!

We have emp grenades we can throw! We can finally use them, this is an amazing new capability that we never had before in our troops!

For objective holding firewarriors, you can now get an ethereal nearby, who can grant your troops stubborn….tau with stubborn troops – this is huge and amazing.

Even better, is get the CC ethereal, who grants stubborn, put him in a squad of kroot, use his special ability and you now have stubborn kroot who can have FNP. This inspires so many ideas, its totally cool.

Or put shadowun (another great commander in them) with them, give the sniper rounds and put them in woods for a 2+ save. This is an amazing new option.

Throw in the sgt can get a variety of drones, or other ethereal abilities, or some of the new warlord traits…and tau troops can do more than they ever had before.

This does not even count the other options the other HQ choices bring – because unlike a lot of other codexes where they HQ is a badass all to his own, they tau HQ’s are power enhancing units and force multipliers for the thinking general.

Like I said, there were a lot of things I would have liked to have seen different (d-fish cost, vehicle target locks staying, more allies units, forgeworld units, etc.). The codex feels right in line with the other sixth ed books in power level - which is a good thing.

Or, but the simple answer for the simple player – there are only two.

I suggest the space wolves or maybe GK codex.

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davethepak wrote:


I suggest the space wolves or maybe GK codex.


... seriously, lay off us pups. Not our fault they made two ~ four of our units super dumb.

And complaints of GK lists need to stop. 6E has quite leveled them out and I have never had a problem taking out a few overcosted purifiers or Paladinks.

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 ausYenLoWang wrote:

so that you can take the missiles on suits as well? and give your broadsides an additional ignores cover BS5 shot? doesnt count towards the number of weapons the unit can fire etc. so its just like a HK missile on predators etc etc but with better BS doesnt require LOS or anything else and costs less... id say its a bit of a bargain really..


Seeker Missile works now exactly as Hunter-Killer missile, except that there is an option to fire with Markerlight token, when it's somewhat better. But in the past, infantry could call it from vehicles, regardless of what vehicles were doing or where they were. This was much cooler, and fluffier, and partly explained why Tau infantry doesn't have heavy weapons.

This message was edited 1 time. Last update was at 2013/04/09 15:28:19


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Seriously, anyone who thinks this codex is underwhelming must have been hoping for the next cheesy codex with 4 point firewarriors equiped with power armour and 6 shot pulse rifles.
This codex is going to make tau a tough army to beat and is now the best anti-flyer army in the game. I think it's highly competitive and makes necrons think twice about their flyer spam.

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 ironhammer2194 wrote:
Seriously, anyone who thinks this codex is underwhelming must have been hoping for the next cheesy codex with 4 point firewarriors equiped with power armour and 6 shot pulse rifles.
This codex is going to make tau a tough army to beat and is now the best anti-flyer army in the game. I think it's highly competitive and makes necrons think twice about their flyer spam.


Ai, necron flyers aren't going to last a turn without some help. Hell, they'll be lucky to survive arrival.

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 Jayden63 wrote:
I just read through the book tonight, my opinion... unfinished.

The book has a lot of option, it has character, unfortunately it feels like it was put out before everything was assembled correctly.

A few things that make me go why. Why are vehicles now only things that can launch seeker missiles? Were seekers launched using marker lights from squad units too powerfull?
Ok, so they knocked down the Broadside railgun, I get that, but the one piece of equipment that might have made it all better, all seem ok (the chip thing that can give tankhunter) cannot be taken on a broadside. Why would you not do this? That one little thing probably would have saved so much knashing of teeth.


I agree, the codex feels like a draft. It's almost as if they went through it unit by unit, then at some point they ran out of time, "oh crap, we have to publish it now! Well the rest will be left as it is, whatever".

Great Broadside Nerf was probably in the cards anyway. However, it left rest of the army bizarrely gimped. There is only one long-range AT gun left - on Hammerhead - and max number of those is three, and then you end up filling up all your heavy support slots. It just seems so artificial. "Oh, we have this great big unbeatable gun! -Ok, but lets not build too many of them. It wouldn't be fair."

Whole codex has similar forced feel. Targeting array was removed from the Suits, so players would have to take Markerlights. Neither vehicles or Broadsides can move & shoot effectively - without Markerlights. Tau are still one-trick pony. In the past it was Broadsides, now it's Markerlights. Also, there seems to be lots of dakka they can just spam ungodly numbers. They feel much more brute force-army than before.

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Backfire wrote:

I agree, the codex feels like a draft. It's almost as if they went through it unit by unit, then at some point they ran out of time, "oh crap, we have to publish it now! Well the rest will be left as it is, whatever".


I dunno if you've noticed, but this is essentially the new GW codex design philosophy. Keep it cheap, keep it simple, because everything is equal (=balanced) in the mediocrity. And of course it is a very easy quality to expand/keep up quickly and cost-efficiently.

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davethepak wrote:
 warboss wrote:
davethepak wrote:


The new tau book, while not incorporating a lot of changes some actual tau players would have wanted, did hit the main target - options.



What are the new troops options?


They are AMAZING! tau playrs can do things they never cood before with their book!

As a person who actually played tau throughout all of fifth and sixth so far, troops are more exciting now than ever!

We have emp grenades we can throw! We can finally use them, this is an amazing new capability that we never had before in our troops!

For objective holding firewarriors, you can now get an ethereal nearby, who can grant your troops stubborn….tau with stubborn troops – this is huge and amazing.

Even better, is get the CC ethereal, who grants stubborn, put him in a squad of kroot, use his special ability and you now have stubborn kroot who can have FNP. This inspires so many ideas, its totally cool.

Or put shadowun (another great commander in them) with them, give the sniper rounds and put them in woods for a 2+ save. This is an amazing new option.

Throw in the sgt can get a variety of drones, or other ethereal abilities, or some of the new warlord traits…and tau troops can do more than they ever had before.

This does not even count the other options the other HQ choices bring – because unlike a lot of other codexes where they HQ is a badass all to his own, they tau HQ’s are power enhancing units and force multipliers for the thinking general.

Like I said, there were a lot of things I would have liked to have seen different (d-fish cost, vehicle target locks staying, more allies units, forgeworld units, etc.). The codex feels right in line with the other sixth ed books in power level - which is a good thing.

Or, but the simple answer for the simple player – there are only two.

I suggest the space wolves or maybe GK codex.


Or for the player who pays attention to actual details and the question at hand, only two. I suggest you play Risk... there are less details. LOL, if McDonalds came out with a new salad, would you call the big mac "new" just because it tastes good with the new salad they introduced? Troops themselves only got one truely "new" option and that was to take sniper kroot... which came at the cost of losing what made them unique in the first place (namely being a marginally good close combat unit in the tau codex). Everything you listed either existed or is not a new "troop" option but rather from a different part of the force org which isn't what I asked.

Firewarriors always had access to EMP grenades. Throwing them is not a "tau" option but rather a general 40k one. Your ethereal and special character examples are HQ options, not troops. So are warlord abilities. FWs have always had the option to upgrade to drones and the drone changes are army wide, not a troops specific upgrade. The category of troops got only one true side-grade change (sniper kroot are useful but the loss of close combat efficacy on my 12 infiltrators/speedbumps negates that benefit). Tau are also the first race that got conspiciously entirely skipped the tradition of force org slot changing characters. I'd have been ok with just 2 formal choices if shadowsun added stealth suits to troops and farsight added a single bodyguard squad to troops (like an ork warboss does with nobs). Or pathfinders as troops with a pathfinder HQ IC. Tau had a unique niche (allies for instance) with some unique rules that they either pioneered or still remain unique for 40k (jet packs, quasi-relentless before there was relentless, markerlights); this codex introduces nothing truely new mechanically but rather just iterates the existing previous stuff to a slightly bigger and/or better level (outside of the obvious exclusion of fliers that didn't exist when the previous codex came out). Again, I'm not debating the overall power of the codex as I do think it went up (not hard to do though with the previous 1 viable build codex) but rather that GW really seemed to play it safe regarding new rules and units with the Tau even though that bucked the tradition they had. It's a solid but bland progression which isn't what I was hoping for or expecting.





Automatically Appended Next Post:
Backfire wrote:
Whole codex has similar forced feel. Targeting array was removed from the Suits, so players would have to take Markerlights. Neither vehicles or Broadsides can move & shoot effectively - without Markerlights. Tau are still one-trick pony. In the past it was Broadsides, now it's Markerlights.


Not surprisingly, the items removed were largely "free" in terms of real world cost whereas the markerlight spam now promoted by the books costs actual money to use since you need models for most of them (Skyray, markerlight drones, sniper marksmen, pathfinders, HQs and special characters, etc). I don't think that's a coincidence.

This message was edited 2 times. Last update was at 2013/04/09 16:14:44


 
   
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Wrong. Necrons do not appear to have any FOC slot changing shenanigans. Some SC give you upgraded versions of units, but they don't change the FOC.

The more you know.

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 CthuluIsSpy wrote:
Wrong. Necrons do not appear to have any FOC slot changing shenanigans. Some SC give you upgraded versions of units, but they don't change the FOC.

The more you know.


And knowing is half the battle so thanks. Either way, Tau still "beat" the necrons in that they don't even have those upgraded versions of units as they lost the ethereal buffed firewarrior squads.
   
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What do you all think of the flyers? At first glance I thought the Sun Shark looked pretty mediocre, but then I read more into the interceptor drones and they look like they are pretty nasty in addition to the bomber's armaments.

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You are welcome to think the book is underwhelming as I fire str 8 ap 2 large blasts on your deep strikers, followed by destroying all the fliers that existed ever and then pouring str 5 all over your troops, with a dash of 18 inch melta guns taking out all your tanks.

Oh and I have missiles that ignore cover. Big ones.

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It seems to be a pattern in the newer books, that you get "blank slate" troops, and change them up with cheap independant characters to fulfill new roles. Necron's got the royal court to buff unit's, Daemon's take herald's to change their squad's. Now tau take special character's or etherial's to buff squad's in different ways.

I like this system, rather than having epic troops, have ok troops, that are made epic by a character. That way, if the power is obcene or overpowered, player's do have an answer,, in trying to focus in on killing the character, rather than the whole unit

Wish look out sir didn't make it so gosh-darn hard to do though. Esssentially it's a 2+ save for IC's, before their actual save, at the cost of one dirt cheap troop.

But then again, don't tau get some kind of thing where they make precision shot's that can't be look out sir'd? Sure I read that somewhere, and if that's so, they will do great against these nasty squad-boosters such as sanguinary priest's, apothecary's, Herald's, necron lord's and such.

   
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That'd be fine if it wasn't tied to special characters.

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It was written by the same guy that wrote the new DA 'dex, right? It seems to me he's reluctant to make any big changes, which could be in the name of balance (I guess we'll see after all the codices are updated to 6e), though the DA dog-fighter says otherwise.

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Ya it looks pretty tough I think. Been trying to figure out how to play my orks against that. We don't have a regular tau player in our group yet. I lose most of my units just getting up the board. Now once I finally get there I have to take 3x the overwatch, yikes.
   
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 wowsmash wrote:
Ya it looks pretty tough I think. Been trying to figure out how to play my orks against that. We don't have a regular tau player in our group yet. I lose most of my units just getting up the board. Now once I finally get there I have to take 3x the overwatch, yikes.


And of course they still have the Anti-Ork character in Farsight.
   
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juraigamer wrote:You are welcome to think the book is underwhelming as I fire str 8 ap 2 large blasts on your deep strikers, followed by destroying all the fliers that existed ever and then pouring str 5 all over your troops, with a dash of 18 inch melta guns taking out all your tanks.

Oh and I have missiles that ignore cover. Big ones.
A million times: This.

Unless this thread was one big auto-correct mistake, where 'underwhelming' was originally intended to say 'totally effing awesome', I cannot account for its existence. Tau have got the best answer to Flyers of any codex. They've got solid, cheap troops with a powerful shooting presence. Force-multiplying HQs, and cheap HQs. Excellent answers to assault (besides the standard tar-pit/counter-assault options). A relatively simple play-style with room for flexibility/finesse. I am usually pretty cautious in my prognosticating, but I'll go ahead and say Tau are a top-tier codex. Losing the ability to ID Daemon Princes and explode Land Raiders from 6 feet away is probably a huge bummer, but being the strongest, most well-rounded book yet released in 6th should be some consolation.

This message was edited 1 time. Last update was at 2013/04/09 18:55:27


 
   
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 warboss wrote:
 CthuluIsSpy wrote:
Wrong. Necrons do not appear to have any FOC slot changing shenanigans. Some SC give you upgraded versions of units, but they don't change the FOC.

The more you know.


And knowing is half the battle so thanks. Either way, Tau still "beat" the necrons in that they don't even have those upgraded versions of units as they lost the ethereal buffed firewarrior squads.


Well, technically they do I think.

Doesn't Farsight have the ability to take units of 7 suits? That's quite a modification.

Also, isn't longstrike an upgrade?

This message was edited 1 time. Last update was at 2013/04/09 19:16:38


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I'm still making my way through it as I haven't had an immense amount of reading time. I was disappointed with the loss of +1BS to the suits, or anybody else who can take a support system. On first read I do find the fliers underwhelming, less so the bomber (though apparently there is some argument that it can't bomb things..?). Adding in the Barracuda as a plastic kit would have been awesome as my local scene is not really into FW. The fact that everything ion can now be overcharged doesn't really fit in with their original flavor that was more safety over killing power, hence why Tau plasma rifle are S6 instead of S7. Fireblade and Darkstrider should have been squad upgrades for their respective selections as opposed to HQ. On the plus side, the Riptide is cool, sniper drones look good, fire warriors got a bump thanks to 6th edition, and the special issue wargear stayed pretty interesting.

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 washout77 wrote:
In my opinion, just relax. They seem to be getting close to actual balance in all the 6th edition codexes, somethings sliped through the cracks like the Heldrake and Riptide, but majority of the new books are balanced. People are just too used to the new release being horribly OP. Sure, the Tau release was a bit underwhelming in comparison to the revamp other armies got, but it's still a good book.


I agree that the new books seem more balanced and I love that fact but sliped through the cracks is not what actualy happened with these particular units imo.

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 TheKbob wrote:
davethepak wrote:


I suggest the space wolves or maybe GK codex.


... seriously, lay off us pups. Not our fault they made two ~ four of our units super dumb.

And complaints of GK lists need to stop. 6E has quite leveled them out and I have never had a problem taking out a few overcosted purifiers or Paladinks.


I can agree with SW, they're not as uber as they were, but GK are still broken. I sold my Draigowing to a friend who just started out and he is winning games left and right against all comers.

Out of my group of friends who play 40k we have the following armies: GK, Guard, Necron, Eldar, SW, DE, Slaaneshi Daemons, Chaos Marine Nurgle Rat Horde (Hrud) and me with Deathwing and Tau.

It runs the gamut of armies from Chaos to Xenos to Imperium.

We all agree Necrons and GK are broken, Guard are third, but out of all the books, we feel that the Tau are the most balanced. All of their units are usable, with none of them being what we'd call terrible. None of the units are broken either, there is a healthy balance to the Tau which has been a long time in the making.

All my friends cannot wait to face my Tau army once it's built and I can't wait to try them out.

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 whigwam wrote:
Unless this thread was one big auto-correct mistake, where 'underwhelming' was originally intended to say 'totally effing awesome', I cannot account for its existence. Tau have got the best answer to Flyers of any codex. They've got solid, cheap troops with a powerful shooting presence. Force-multiplying HQs, and cheap HQs. Excellent answers to assault (besides the standard tar-pit/counter-assault options). A relatively simple play-style with room for flexibility/finesse. I am usually pretty cautious in my prognosticating, but I'll go ahead and say Tau are a top-tier codex. Losing the ability to ID Daemon Princes and explode Land Raiders from 6 feet away is probably a huge bummer, but being the strongest, most well-rounded book yet released in 6th should be some consolation.


An overpowered codex can still be disappointing. In fact, it can be MORE disappointing because those overpowered choices exclude everything else in the book and reduce the codex to a mono-build army. Which unfortunately seems to be what we have with Tau: there are specific unit combos that do really powerful things, but if you aren't using those combos you're going to be pretty disappointed. It would have been much better if we had a diverse and interesting codex with good internal balance and less reliance on X + Y = win.

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 Peregrine wrote:
 whigwam wrote:
Unless this thread was one big auto-correct mistake, where 'underwhelming' was originally intended to say 'totally effing awesome', I cannot account for its existence. Tau have got the best answer to Flyers of any codex. They've got solid, cheap troops with a powerful shooting presence. Force-multiplying HQs, and cheap HQs. Excellent answers to assault (besides the standard tar-pit/counter-assault options). A relatively simple play-style with room for flexibility/finesse. I am usually pretty cautious in my prognosticating, but I'll go ahead and say Tau are a top-tier codex. Losing the ability to ID Daemon Princes and explode Land Raiders from 6 feet away is probably a huge bummer, but being the strongest, most well-rounded book yet released in 6th should be some consolation.


An overpowered codex can still be disappointing. In fact, it can be MORE disappointing because those overpowered choices exclude everything else in the book and reduce the codex to a mono-build army. Which unfortunately seems to be what we have with Tau: there are specific unit combos that do really powerful things, but if you aren't using those combos you're going to be pretty disappointed. It would have been much better if we had a diverse and interesting codex with good internal balance and less reliance on X + Y = win.


So, just like the CSM dex then?
   
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 CthuluIsSpy wrote:
 ironhammer2194 wrote:
Seriously, anyone who thinks this codex is underwhelming must have been hoping for the next cheesy codex with 4 point firewarriors equiped with power armour and 6 shot pulse rifles.
This codex is going to make tau a tough army to beat and is now the best anti-flyer army in the game. I think it's highly competitive and makes necrons think twice about their flyer spam.


Ai, necron flyers aren't going to last a turn without some help. Hell, they'll be lucky to survive arrival.

Necrons don't need flyer spam for the win.
What scares me as a Necron player is the Riptide. The nova mode is quite scary and can be quite hard to take Riptides down. After all, Tau can take three of them.

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 wuestenfux wrote:
 CthuluIsSpy wrote:
 ironhammer2194 wrote:
Seriously, anyone who thinks this codex is underwhelming must have been hoping for the next cheesy codex with 4 point firewarriors equiped with power armour and 6 shot pulse rifles.
This codex is going to make tau a tough army to beat and is now the best anti-flyer army in the game. I think it's highly competitive and makes necrons think twice about their flyer spam.


Ai, necron flyers aren't going to last a turn without some help. Hell, they'll be lucky to survive arrival.

Necrons don't need flyer spam for the win.
What scares me as a Necron player is the Riptide. The nova mode is quite scary and can be quite hard to take Riptides down. After all, Tau can take three of them.


Oh yeah. The riptide is certainly scary to a necron player. They are expensive though, about the same price as a monolith, and can easily be tarpitted in CC.
We do have entropy, but not really at range.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Ruthless Interrogator





Ann Arbor, MI

 Peregrine wrote:
 whigwam wrote:
Unless this thread was one big auto-correct mistake, where 'underwhelming' was originally intended to say 'totally effing awesome', I cannot account for its existence. Tau have got the best answer to Flyers of any codex. They've got solid, cheap troops with a powerful shooting presence. Force-multiplying HQs, and cheap HQs. Excellent answers to assault (besides the standard tar-pit/counter-assault options). A relatively simple play-style with room for flexibility/finesse. I am usually pretty cautious in my prognosticating, but I'll go ahead and say Tau are a top-tier codex. Losing the ability to ID Daemon Princes and explode Land Raiders from 6 feet away is probably a huge bummer, but being the strongest, most well-rounded book yet released in 6th should be some consolation.


An overpowered codex can still be disappointing. In fact, it can be MORE disappointing because those overpowered choices exclude everything else in the book and reduce the codex to a mono-build army. Which unfortunately seems to be what we have with Tau: there are specific unit combos that do really powerful things, but if you aren't using those combos you're going to be pretty disappointed. It would have been much better if we had a diverse and interesting codex with good internal balance and less reliance on X + Y = win.
I didn't say overpowered. I don't think there are any particularly "OP" choices in the Tau book, nor do I see anything resembling a "mono-build." Tau have too many viable units to choose from for that to be the case (Crisis Suits, Broadsides, Riptides, Hammerheads, Drones, Pirahna, Pathfinders, FW, Kroot .. way more units than you need to build an army .. and that's before considering allies). Maybe you have something in mind for "x" and "y", but I can't imagine what.
   
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Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

Balanced or underpowered? What weird world do you live in?

1. ANY Flier that comes on the board against Tau is dead.
2. Markerlight drones or pathfinders + Aegis Defense Line + Etheral/Cadre Fireblade = Profit (Supporting fire overwatch, higher BS, defensive grenades, and FRSR (Tau style) with a 12 inch LD10 bubble if you are using the etheral? All for less then 500 points?
3. Stealth Suits are JUST as nasty.
4. Best ally in the game.
5. Special character that can drop 7 crisis suits without scattering, shoot, then move.
6. Yet another special character that dropped 105 points, ignores AP 1 shots, and gives out 2 elemental powers a turn.
7. Cheaper tanks
8. A walking death machine (Which you really don't even need to win with Tau.
9. Stealth suit character that can jet pack 3d6 with two 18 inch melta guns that can split fire.
10. Suits now come with Marker lights and black sun filters.

This is just a short list. If you can't freaking win with this Codex then you are not playing the right game....

 
   
Made in no
Dakka Veteran




 sfshilo wrote:

This is just a short list. If you can't freaking win with this Codex then you are not playing the right game....


Pick only Kroot and Vespids with a Fireblade.
erm... i think you might still have a slight chance even then.

 
   
 
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