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Tau 8th Edition Tactics @ 2019/05/21 20:21:11


Post by: Jancoran


I take 37 FW. always take one full unit and then the rest can be 5 man.


Tau 8th Edition Tactics @ 2019/05/21 21:35:34


Post by: Ice_can


Personally I'm probably on the lower end but my list is also a little bit unconventional but even then I'd say 15 is the absolute minimum 20-25 plus a unit or two of kroot. Tau really do need to make double battalion.


Tau 8th Edition Tactics @ 2019/05/21 21:41:08


Post by: Jamie Shred


 Jancoran wrote:
 carldooley wrote:

I'm pretty sure he was referring to the number of hardpoints on the coldstar, not the number of coldstars that you could take in your force.
Which can, by the way, take 4 fusion blasters


Oooooh. My bad. Musta been having a brain fart.


Yes it's hardpoints on a single coldstar I am referring to, sorry for the confusion. Just getting back into T'au and the current faq/errata I have includes and errata for page 93... Replace the bullet point that allows you to swap hobc and MP with two items. I know it's 4 in the codex but doesn't the errata take precedence?


Tau 8th Edition Tactics @ 2019/05/21 22:23:10


Post by: carldooley


Jamie Shred wrote:
 Jancoran wrote:
 carldooley wrote:

I'm pretty sure he was referring to the number of hardpoints on the coldstar, not the number of coldstars that you could take in your force.
Which can, by the way, take 4 fusion blasters


Oooooh. My bad. Musta been having a brain fart.


Yes it's hardpoints on a single coldstar I am referring to, sorry for the confusion. Just getting back into T'au and the current faq/errata I have includes and errata for page 93... Replace the bullet point that allows you to swap hobc and MP with two items. I know it's 4 in the codex but doesn't the errata take precedence?


it's 4 with the errata too. It just removes the ambiguity of leaving one of the weapons and replacing the other with 2 choices.


Tau 8th Edition Tactics @ 2019/05/22 10:09:53


Post by: gendoikari87


Yeah basically if you want that sweet burst cannon you have to take a missile pod too


Tau 8th Edition Tactics @ 2019/05/22 12:51:27


Post by: Pain4Pleasure


Here is a question. On a Coldstar, we all know they are suicide units, so is it worth putting a shield generator on them or should we just kit them out with fusion blaster x4?


Tau 8th Edition Tactics @ 2019/05/22 12:58:13


Post by: gendoikari87


Only 6 wounds that’s 2-3 failed saves from a half decent character so id say no. If gou want a suicide commander to lve use manta strike and set it up with drones


Tau 8th Edition Tactics @ 2019/05/22 13:08:35


Post by: Pain4Pleasure


gendoikari87 wrote:
Only 6 wounds that’s 2-3 failed saves from a half decent character so id say no. If gou want a suicide commander to lve use manta strike and set it up with drones


Ok, only reason I asked is most competitive net lists I’ve seen either run Coldstar with 4 fusion blaster, rushing him 40” up the board to destroy gak, or 3 fusion blaster and a shield generator. Really no other loadout


Tau 8th Edition Tactics @ 2019/05/22 13:31:49


Post by: gendoikari87


4 fusion is the way to go, a shield gen won’t save you and will only minimally tank hits and your loosing damage output. If your gonna Assassin go full Assassin


Tau 8th Edition Tactics @ 2019/05/22 14:12:53


Post by: Mud Turkey 13


I had been running 24 Fire Warriors in four six man squads in a 1500 point list. I am currently painting ten more for my 2000 point list. Adding the two extra five man squads will give me the double battalion.


Tau 8th Edition Tactics @ 2019/05/22 14:23:09


Post by: A Town Called Malus


gendoikari87 wrote:
4 fusion is the way to go, a shield gen won’t save you and will only minimally tank hits and your loosing damage output. If your gonna Assassin go full Assassin


50% chance of no damage from a lascannon hit to the face isn't really minimal tanking, though once you factor in drone support it becomes a much less attractive option.


Tau 8th Edition Tactics @ 2019/05/22 14:25:09


Post by: Ice_can


Pain4Pleasure wrote:
gendoikari87 wrote:
Only 6 wounds that’s 2-3 failed saves from a half decent character so id say no. If gou want a suicide commander to lve use manta strike and set it up with drones


Ok, only reason I asked is most competitive net lists I’ve seen either run Coldstar with 4 fusion blaster, rushing him 40” up the board to destroy gak, or 3 fusion blaster and a shield generator. Really no other loadout

The 4 fusion is esentially sacrificing a commander for whatever you kill, but he tends to go for that maximum damage to ensure it's a ok trade.
2 and a shield generator or 4 and the relic jetpack are usually played a bit more conservatively they do less 1 for 1 trades, and less spike damage, but IMHO contribute more over the game, being able to linebreaker etc last turn with 40 icnh move can be a killer last VP.


Tau 8th Edition Tactics @ 2019/05/22 14:29:13


Post by: gendoikari87


Ice_can wrote:
Pain4Pleasure wrote:
gendoikari87 wrote:
Only 6 wounds that’s 2-3 failed saves from a half decent character so id say no. If gou want a suicide commander to lve use manta strike and set it up with drones


Ok, only reason I asked is most competitive net lists I’ve seen either run Coldstar with 4 fusion blaster, rushing him 40” up the board to destroy gak, or 3 fusion blaster and a shield generator. Really no other loadout

The 4 fusion is esentially sacrificing a commander for whatever you kill, but he tends to go for that maximum damage to ensure it's a ok trade.
2 and a shield generator or 4 and the relic jetpack are usually played a bit more conservatively they do less 1 for 1 trades, and less spike damage, but IMHO contribute more over the game, being able to linebreaker etc last turn with 40 icnh move can be a killer last VP.
i tend to hold mine back a turn for cnc node then blast targets of opportunity


Tau 8th Edition Tactics @ 2019/05/22 14:58:02


Post by: Ice_can


gendoikari87 wrote:
Ice_can wrote:
Pain4Pleasure wrote:
gendoikari87 wrote:
Only 6 wounds that’s 2-3 failed saves from a half decent character so id say no. If gou want a suicide commander to lve use manta strike and set it up with drones


Ok, only reason I asked is most competitive net lists I’ve seen either run Coldstar with 4 fusion blaster, rushing him 40” up the board to destroy gak, or 3 fusion blaster and a shield generator. Really no other loadout

The 4 fusion is esentially sacrificing a commander for whatever you kill, but he tends to go for that maximum damage to ensure it's a ok trade.
2 and a shield generator or 4 and the relic jetpack are usually played a bit more conservatively they do less 1 for 1 trades, and less spike damage, but IMHO contribute more over the game, being able to linebreaker etc last turn with 40 icnh move can be a killer last VP.
i tend to hold mine back a turn for cnc node then blast targets of opportunity

It more I've tended to see 2 main playstyles with commanders it's either agressive 1 for 1 style or more Conservative screened by stealths or ghostkeels, not going all out for that melta range, but tending to see turn 4+ regularly.


Tau 8th Edition Tactics @ 2019/05/22 16:32:54


Post by: Pain4Pleasure


Ice_can wrote:
gendoikari87 wrote:
Ice_can wrote:
Pain4Pleasure wrote:
gendoikari87 wrote:
Only 6 wounds that’s 2-3 failed saves from a half decent character so id say no. If gou want a suicide commander to lve use manta strike and set it up with drones


Ok, only reason I asked is most competitive net lists I’ve seen either run Coldstar with 4 fusion blaster, rushing him 40” up the board to destroy gak, or 3 fusion blaster and a shield generator. Really no other loadout

The 4 fusion is esentially sacrificing a commander for whatever you kill, but he tends to go for that maximum damage to ensure it's a ok trade.
2 and a shield generator or 4 and the relic jetpack are usually played a bit more conservatively they do less 1 for 1 trades, and less spike damage, but IMHO contribute more over the game, being able to linebreaker etc last turn with 40 icnh move can be a killer last VP.
i tend to hold mine back a turn for cnc node then blast targets of opportunity

It more I've tended to see 2 main playstyles with commanders it's either agressive 1 for 1 style or more Conservative screened by stealths or ghostkeels, not going all out for that melta range, but tending to see turn 4+ regularly.

For cnc node I like taking an xv8 in iridium armor with a drone controller, counter defense system, and 2 burst cannons and sit him with my missilesides


Tau 8th Edition Tactics @ 2019/05/22 18:26:07


Post by: John Prins


Pain4Pleasure wrote:
Here is a question. On a Coldstar, we all know they are suicide units, so is it worth putting a shield generator on them or should we just kit them out with fusion blaster x4?


If you're Tau Sept, Vectored Thrusters to duck behind terrain. This depends entirely on having LOS blocking terrain.

If you have a Sunshark or other Tau Flyer, it can screen for him because he's still a character model. They're the only things that can keep up with a Coldstar.


Tau 8th Edition Tactics @ 2019/05/22 18:36:07


Post by: Pain4Pleasure


I’m failing to see the utility behind the enforcer suit. Anyone? Again sorry for the million questions, I just wanna do the best for the greater good


Tau 8th Edition Tactics @ 2019/05/22 19:03:58


Post by: John Prins


Pain4Pleasure wrote:
I’m failing to see the utility behind the enforcer suit. Anyone? Again sorry for the million questions, I just wanna do the best for the greater good


It has more wounds than an XV8 and can take CiBs.


Tau 8th Edition Tactics @ 2019/05/23 02:40:56


Post by: Pain4Pleasure


1mm a good size magnet for tau weapon options?


Tau 8th Edition Tactics @ 2019/05/23 04:10:51


Post by: Jancoran


Doesnt take a very large magnet and damaging the model can be a thing. 1mm might be a tad small though.


Tau 8th Edition Tactics @ 2019/05/23 04:35:28


Post by: carldooley


Pain4Pleasure wrote:
1mm a good size magnet for tau weapon options?


personally, I use 1 or 1.5mm x 3mm rare earth magnets. The only time that I have found them to be insufficient was when I magnetized a riptide's heavy burst cannon and ion accelerator, which was fixed by doubling up on them.


Tau 8th Edition Tactics @ 2019/05/23 09:00:50


Post by: Ordana


1mm is way to small, speaking from experience.
I've magnetised a bunch of Crisis suits and Riptides using 3mm round magnets (1mm thick). Like Carldooley doubling up on the big Riptide weapons.

Works perfect.


Tau 8th Edition Tactics @ 2019/05/23 13:29:31


Post by: gendoikari87


So with viable transports are dominuses... dominii..... the big tech priests, viable cc units now?

Edit: ugh wrong thread


Tau 8th Edition Tactics @ 2019/05/23 19:42:43


Post by: Pain4Pleasure


Thoughts on the heavy support and fast attack riptide forgeworld units? The flamer one is interesting. On average better save when near enemy lines. The heavy support one has immense range, but I’m not sure how good 3d3 is. Thoughts?


Tau 8th Edition Tactics @ 2019/05/23 20:57:42


Post by: gendoikari87


Pain4Pleasure wrote:
Thoughts on the heavy support and fast attack riptide forgeworld units? The flamer one is interesting. On average better save when near enemy lines. The heavy support one has immense range, but I’m not sure how good 3d3 is. Thoughts?


the heavy support one would be useful if it was the fast attack one.... that's about it for the heavy support one, it's pretty much garbage, it's guns are garbage and it's EMP blast would be useful if it was set up to be a close combat or short range version, but it's not.

the fast attack one as a Bork'an suit is terrific, the flamer is terrifying and the ion cannon tears gak up.

not sure either outclass the original XV104 however.


Tau 8th Edition Tactics @ 2019/05/23 21:24:59


Post by: Pain4Pleasure


gendoikari87 wrote:
Pain4Pleasure wrote:
Thoughts on the heavy support and fast attack riptide forgeworld units? The flamer one is interesting. On average better save when near enemy lines. The heavy support one has immense range, but I’m not sure how good 3d3 is. Thoughts?


the heavy support one would be useful if it was the fast attack one.... that's about it for the heavy support one, it's pretty much garbage, it's guns are garbage and it's EMP blast would be useful if it was set up to be a close combat or short range version, but it's not.

the fast attack one as a Bork'an suit is terrific, the flamer is terrifying and the ion cannon tears gak up.

not sure either outclass the original XV104 however.

I agree with the heavy support opinion. But the flamer tide I feel has its own place. You can be up close and do some serious damage, especially tie it together with a unit of 3-5 crisis suit flamers and you’re looking at a 4-6 model flamer screen your opponent has to chew through while the rest of your army sits back. Make em tougher and combine a unit of drones with themf


Tau 8th Edition Tactics @ 2019/05/24 20:23:17


Post by: Ice_can


Pain4Pleasure wrote:
gendoikari87 wrote:
Pain4Pleasure wrote:
Thoughts on the heavy support and fast attack riptide forgeworld units? The flamer one is interesting. On average better save when near enemy lines. The heavy support one has immense range, but I’m not sure how good 3d3 is. Thoughts?


the heavy support one would be useful if it was the fast attack one.... that's about it for the heavy support one, it's pretty much garbage, it's guns are garbage and it's EMP blast would be useful if it was set up to be a close combat or short range version, but it's not.

the fast attack one as a Bork'an suit is terrific, the flamer is terrifying and the ion cannon tears gak up.

not sure either outclass the original XV104 however.

I agree with the heavy support opinion. But the flamer tide I feel has its own place. You can be up close and do some serious damage, especially tie it together with a unit of 3-5 crisis suit flamers and you’re looking at a 4-6 model flamer screen your opponent has to chew through while the rest of your army sits back. Make em tougher and combine a unit of drones with themf

I run a Y'varha hence my comment about my list being a little unconventional, it's really hard to justify based on pure performance, just anothrr riptide is better for the points and doesn't require running 3 sept lists.

However I like my Y'varha hence why I'm using it and it also has a very psychological effect against player's, but I have to play a much more aggressive style with my riptides etc to make it less of an obvious choice to shoot the Y'varha off the table turn 1.


Tau 8th Edition Tactics @ 2019/05/24 21:23:24


Post by: Pain4Pleasure


Ice_can wrote:
Pain4Pleasure wrote:
gendoikari87 wrote:
Pain4Pleasure wrote:
Thoughts on the heavy support and fast attack riptide forgeworld units? The flamer one is interesting. On average better save when near enemy lines. The heavy support one has immense range, but I’m not sure how good 3d3 is. Thoughts?


the heavy support one would be useful if it was the fast attack one.... that's about it for the heavy support one, it's pretty much garbage, it's guns are garbage and it's EMP blast would be useful if it was set up to be a close combat or short range version, but it's not.

the fast attack one as a Bork'an suit is terrific, the flamer is terrifying and the ion cannon tears gak up.

not sure either outclass the original XV104 however.

I agree with the heavy support opinion. But the flamer tide I feel has its own place. You can be up close and do some serious damage, especially tie it together with a unit of 3-5 crisis suit flamers and you’re looking at a 4-6 model flamer screen your opponent has to chew through while the rest of your army sits back. Make em tougher and combine a unit of drones with themf

I run a Y'varha hence my comment about my list being a little unconventional, it's really hard to justify based on pure performance, just anothrr riptide is better for the points and doesn't require running 3 sept lists.

However I like my Y'varha hence why I'm using it and it also has a very psychological effect against player's, but I have to play a much more aggressive style with my riptides etc to make it less of an obvious choice to shoot the Y'varha off the table turn 1.

That’s why I ended up purchasing 2 units of stealth suits, another strt collecting, a commander and 3 more broadsides lol. I want both forgeworld Riptide’s simply because they are gorgeous, but I’ll buy them a little later for that occasional fun game


Tau 8th Edition Tactics @ 2019/05/25 03:26:45


Post by: Fueli


Hey guys, I have a little brainstorming excercise for you. What would be the strongest Tau list for highlander format? Troops and dedicated transport can go up to 3 for same dataslate, everything else is one per dataslate and max 3 of any single battlefield role. 1750 points.

I feel Tau would be really good in this setting. So far I've been thinking unit of 3 broadsides with maximum drones, riptide, drones from FA slot, shadowsun. Probably Longstrike and extra hammerhead on top and that's some sick firepower already. Lord of War choices are banned too, which means of course less knights.

I'm trying to paint my Custodes for this upcoming event, but I thought it would be handy to have a back up list as Tau which is mostly painted. Any ideas? Anyone got any highlander experience?


Tau 8th Edition Tactics @ 2019/05/25 17:15:21


Post by: Yaktan


Yeah, a broadside bomb seems rather workable. Getting enough markerlights might be a little tricky, though if you have a fireblade, darkstrider, a marksman, a squad of pathfinders, and a skyray, it should be doable. Maybe bring markerlights/marker drones with your firewarriors?

On coldstars, fusion is not the only way to run them. There was a high-performing list recently that ran 2-3 coldstars with the stock guns, plus a burst cannon and ATS. It made sense to me when you realize they probably were worried about hordes, and a team of broadsides will delete tanks just fine.


Tau 8th Edition Tactics @ 2019/05/25 20:56:15


Post by: Pain4Pleasure


Yaktan wrote:
Yeah, a broadside bomb seems rather workable. Getting enough markerlights might be a little tricky, though if you have a fireblade, darkstrider, a marksman, a squad of pathfinders, and a skyray, it should be doable. Maybe bring markerlights/marker drones with your firewarriors?

On coldstars, fusion is not the only way to run them. There was a high-performing list recently that ran 2-3 coldstars with the stock guns, plus a burst cannon and ATS. It made sense to me when you realize they probably were worried about hordes, and a team of broadsides will delete tanks just fine.

This is why I took your guys advice and am magnetizing everything


Tau 8th Edition Tactics @ 2019/05/28 13:52:44


Post by: gendoikari87


So taunar is a battle suit but stormsurge isn’t.... so are arms the requirements for being a battle suit


Tau 8th Edition Tactics @ 2019/05/28 17:21:06


Post by: Ice_can


gendoikari87 wrote:
So taunar is a battle suit but stormsurge isn’t.... so are arms the requirements for being a battle suit

I think it's technically a lore thing, Suits are usually(Tunar lore isn't something I have come across in detail) controlled by a single Tau and sometimes AI assistance.
Where as a storm surge is actually crewed more like a hammerhead with pilot, commander and gunner.


Tau 8th Edition Tactics @ 2019/05/28 17:40:13


Post by: Ordana


The bigger point is probably that GW simply doesn't want drones to be able to protect a Stormsurge while FW just does whatever it feels like.


Tau 8th Edition Tactics @ 2019/05/28 17:40:50


Post by: Pain4Pleasure


Ice_can wrote:
gendoikari87 wrote:
So taunar is a battle suit but stormsurge isn’t.... so are arms the requirements for being a battle suit

I think it's technically a lore thing, Suits are usually(Tunar lore isn't something I have come across in detail) controlled by a single Tau and sometimes AI assistance.
Where as a storm surge is actually crewed more like a hammerhead with pilot, commander and gunner.

I mean, my stormsurge has arms


Tau 8th Edition Tactics @ 2019/05/29 10:55:41


Post by: gendoikari87


So all battlesuit armies. Can one be made viable


Tau 8th Edition Tactics @ 2019/05/29 14:54:22


Post by: Pain4Pleasure


gendoikari87 wrote:
So all battlesuit armies. Can one be made viable

Biggest problem I can see is not many screening units. I’ve been toying wit a few squads of crisis suits, stealth suits backed up by ghostkeel with missilesides, Riptide’s, and a stormsurge with 2 commanders list also. I just feel it would get killed so easily. With crisis suits, for instance, I like units of 4. Tthe shas’vre with 2 flamers and a shield generator and the other 3 with 3 flamers giving one of them with iridium armor. Of course this kind of loadout is what I’d do with whatever weapon I feel. It allows you to use the 2+ save first to try and tank as many wounds as possible, or the shield generator for a similar effect


Tau 8th Edition Tactics @ 2019/05/29 16:49:48


Post by: Jancoran


gendoikari87 wrote:
So all battlesuit armies. Can one be made viable


I dont think so. They're just not tough enough for that... But it would be fun. i did try it for a short bit.


Tau 8th Edition Tactics @ 2019/06/13 05:39:27


Post by: PanzerLeader


Here is my list for Flying Monkey. Any tips on ITC format?

BN
Shadow Sun, command link drone
Cadre Fire Blade
Dark Strider
3x5 fire warriors

Outrider
Enforcer, 3x missile pod, ATS
Ethereal on hover drone
2x10 shield drones
2x 5 path finders, 2x shield drone, grav inhibitor, recon drone

Vanguard
Enforcer, 3x missile pod, ATS
2x Riptide with HBC, ATS, TL
1 Riptide with Ion, TL, VT
1 Ghostkeel with Ion, 2x fusion, shield generator, TL


Tau 8th Edition Tactics @ 2019/06/13 07:25:18


Post by: carldooley


I was reviewing the FAQs earlier, and came across this gem:
Q: Some units have an ability that says that the models in the unit must be deployed at the same time, but thereafter each model is treated as a separate unit (e.g. Vehicle Squadron, Drone Support, etc.). For the purposes of missions that have the First Blood victory condition, if a unit has such an ability, does every model in it need to be destroyed for the opponent to claim First Blood, or just a single model?A: The models in such units are each treated as individual units after they have deployed, so destroying a single one of them satisfies the First Blood victory condition.


Does this mean that the following 4 things must be true?
1. Each drone taken as drone support becomes its own unit and therefore there is no need to take an Ethereal for the leadership buff if used en masse?
2. Since each is its own unit, the loss of one wouldn't cause the rest to take a Morale check?
3. Each drone killed gives a KP?
4. Each individual drone would need to be targeted to be shot?
I was going to take a full unit of Marker Drones in a list, but with the above revelation, I may just break them up among the rest of my force.


Automatically Appended Next Post:
I was looking at this article:
http://advancedtautactica.com/viewtopic.php?f=52&t=29695

I was wondering something. If a Commander declares a Kauyon within range of an aircraft, can the aircraft be 'held in place' without crashing? (which I cannot actually find anywhere in 8th, though in 7th I believe that they crashed if they couldn't move)

If so, does anyone know what size base a Tiger Shark is supposed to be using? I have been using normal flier bases, but if I can get away with using a larger base... it would mean some more T1\T2 charge denial. And the thought of the BS2 Tiger Sharks being unable to move, and get full use of their full Ballistic Skills fills me with all kinds of bubbling joy!


Tau 8th Edition Tactics @ 2019/06/13 09:19:27


Post by: Ordana


 carldooley wrote:
I was reviewing the FAQs earlier, and came across this gem:
Q: Some units have an ability that says that the models in the unit must be deployed at the same time, but thereafter each model is treated as a separate unit (e.g. Vehicle Squadron, Drone Support, etc.). For the purposes of missions that have the First Blood victory condition, if a unit has such an ability, does every model in it need to be destroyed for the opponent to claim First Blood, or just a single model?A: The models in such units are each treated as individual units after they have deployed, so destroying a single one of them satisfies the First Blood victory condition.


Does this mean that the following 4 things must be true?
1. Each drone taken as drone support becomes its own unit and therefore there is no need to take an Ethereal for the leadership buff if used en masse?
2. Since each is its own unit, the loss of one wouldn't cause the rest to take a Morale check?
3. Each drone killed gives a KP?
4. Each individual drone would need to be targeted to be shot?
I was going to take a full unit of Marker Drones in a list, but with the above revelation, I may just break them up among the rest of my force.
If you give a Firewarrior unit 2 drones they will form a unit of 2, not 2 units of 1.

Assuming your giving a unit only a single drone. Yes to all your questions.

Note that in ITC tournaments this can be a MASSIVE disadvantage which is why you don't often see it. In GW style missions where KP's are often not a thing and Kill More does not exist yes this is a very valid tactic.


Tau 8th Edition Tactics @ 2019/06/13 10:01:29


Post by: balmong7


 carldooley wrote:
I was reviewing the FAQs earlier, and came across this gem:
Q: Some units have an ability that says that the models in the unit must be deployed at the same time, but thereafter each model is treated as a separate unit (e.g. Vehicle Squadron, Drone Support, etc.). For the purposes of missions that have the First Blood victory condition, if a unit has such an ability, does every model in it need to be destroyed for the opponent to claim First Blood, or just a single model?A: The models in such units are each treated as individual units after they have deployed, so destroying a single one of them satisfies the First Blood victory condition.


Does this mean that the following 4 things must be true?
1. Each drone taken as drone support becomes its own unit and therefore there is no need to take an Ethereal for the leadership buff if used en masse?
2. Since each is its own unit, the loss of one wouldn't cause the rest to take a Morale check?
3. Each drone killed gives a KP?
4. Each individual drone would need to be targeted to be shot?
I was going to take a full unit of Marker Drones in a list, but with the above revelation, I may just break them up among the rest of my force.


Automatically Appended Next Post:
I was looking at this article:
http://advancedtautactica.com/viewtopic.php?f=52&t=29695

I was wondering something. If a Commander declares a Kauyon within range of an aircraft, can the aircraft be 'held in place' without crashing? (which I cannot actually find anywhere in 8th, though in 7th I believe that they crashed if they couldn't move)

If so, does anyone know what size base a Tiger Shark is supposed to be using? I have been using normal flier bases, but if I can get away with using a larger base... it would mean some more T1\T2 charge denial. And the thought of the BS2 Tiger Sharks being unable to move, and get full use of their full Ballistic Skills fills me with all kinds of bubbling joy!


There is a page in the codex where it says that the drones units that are taken as other units wargear count as a 0PL unit. So if you are playing a GW mission that uses PL values to tally points, detached units of drones do not count as anything. In ITC drones units do give kill points though.

Also since they FAQ'd the units to be able to move over flyer bases. Can you really still use the tigershark to block charges reliably?


Tau 8th Edition Tactics @ 2019/06/13 10:46:24


Post by: carldooley


If there isn't enough space between the flyer's base and the desired assault target for the enemy to be placed, don't the current rules of not placing one model's base over another's take precedent?

Move over, yes. But place over?


Tau 8th Edition Tactics @ 2019/06/13 12:33:11


Post by: balmong7


 carldooley wrote:
If there isn't enough space between the flyer's base and the desired assault target for the enemy to be placed, don't the current rules of not placing one model's base over another's take precedent?

Move over, yes. But place over?


You are correct. but with a flyer having a minimum move distance what are the odds you can really use that strategy more than once? It's basically a turn 1 defense and that's it.


Tau 8th Edition Tactics @ 2019/06/13 12:40:03


Post by: Sterling191


balmong7 wrote:


You are correct. but with a flyer having a minimum move distance what are the odds you can really use that strategy more than once? It's basically a turn 1 defense and that's it.


It's considerably easier to pull off with flyers that can double pivot.


Tau 8th Edition Tactics @ 2019/06/13 13:47:35


Post by: carldooley


Sterling191 wrote:
balmong7 wrote:


You are correct. but with a flyer having a minimum move distance what are the odds you can really use that strategy more than once? It's basically a turn 1 defense and that's it.


It's considerably easier to pull off with flyers that can double pivot.


Sorry, what is a double pivot?


Tau 8th Edition Tactics @ 2019/06/13 14:14:49


Post by: Kdash


 carldooley wrote:
Sterling191 wrote:
balmong7 wrote:


You are correct. but with a flyer having a minimum move distance what are the odds you can really use that strategy more than once? It's basically a turn 1 defense and that's it.


It's considerably easier to pull off with flyers that can double pivot.


Sorry, what is a double pivot?


It’s when certain flyers are able to turn up to 90degrees at both the start of their move and the end of their move.
So – turn 90 -> move 30” -> turn 90.


Tau 8th Edition Tactics @ 2019/06/13 14:19:34


Post by: VladimirHerzog


 Ordana wrote:
 carldooley wrote:
I was reviewing the FAQs earlier, and came across this gem:
Q: Some units have an ability that says that the models in the unit must be deployed at the same time, but thereafter each model is treated as a separate unit (e.g. Vehicle Squadron, Drone Support, etc.). For the purposes of missions that have the First Blood victory condition, if a unit has such an ability, does every model in it need to be destroyed for the opponent to claim First Blood, or just a single model?A: The models in such units are each treated as individual units after they have deployed, so destroying a single one of them satisfies the First Blood victory condition.


Does this mean that the following 4 things must be true?
1. Each drone taken as drone support becomes its own unit and therefore there is no need to take an Ethereal for the leadership buff if used en masse?
2. Since each is its own unit, the loss of one wouldn't cause the rest to take a Morale check?
3. Each drone killed gives a KP?
4. Each individual drone would need to be targeted to be shot?
I was going to take a full unit of Marker Drones in a list, but with the above revelation, I may just break them up among the rest of my force.
If you give a Firewarrior unit 2 drones they will form a unit of 2, not 2 units of 1.

Assuming your giving a unit only a single drone. Yes to all your questions.

Note that in ITC tournaments this can be a MASSIVE disadvantage which is why you don't often see it. In GW style missions where KP's are often not a thing and Kill More does not exist yes this is a very valid tactic.


Are you positive that the "attached" drone would be in a single unit? i've been going back and forth many times on the wording of the drone support rule and with that answer in the FAQ i'm more for treating each drone as its own unit.


Tau 8th Edition Tactics @ 2019/06/13 15:58:16


Post by: Pain4Pleasure


VladimirHerzog wrote:
 Ordana wrote:
 carldooley wrote:
I was reviewing the FAQs earlier, and came across this gem:
Q: Some units have an ability that says that the models in the unit must be deployed at the same time, but thereafter each model is treated as a separate unit (e.g. Vehicle Squadron, Drone Support, etc.). For the purposes of missions that have the First Blood victory condition, if a unit has such an ability, does every model in it need to be destroyed for the opponent to claim First Blood, or just a single model?A: The models in such units are each treated as individual units after they have deployed, so destroying a single one of them satisfies the First Blood victory condition.


Does this mean that the following 4 things must be true?
1. Each drone taken as drone support becomes its own unit and therefore there is no need to take an Ethereal for the leadership buff if used en masse?
2. Since each is its own unit, the loss of one wouldn't cause the rest to take a Morale check?
3. Each drone killed gives a KP?
4. Each individual drone would need to be targeted to be shot?
I was going to take a full unit of Marker Drones in a list, but with the above revelation, I may just break them up among the rest of my force.
If you give a Firewarrior unit 2 drones they will form a unit of 2, not 2 units of 1.

Assuming your giving a unit only a single drone. Yes to all your questions.

Note that in ITC tournaments this can be a MASSIVE disadvantage which is why you don't often see it. In GW style missions where KP's are often not a thing and Kill More does not exist yes this is a very valid tactic.


Are you positive that the "attached" drone would be in a single unit? i've been going back and forth many times on the wording of the drone support rule and with that answer in the FAQ i'm more for treating each drone as its own unit.

We are positive. You’re reading to much into it my friend, which is a dark thing to do in 40k rules sets


Tau 8th Edition Tactics @ 2019/06/13 20:09:44


Post by: Ordana


VladimirHerzog wrote:
 Ordana wrote:
 carldooley wrote:
I was reviewing the FAQs earlier, and came across this gem:
Q: Some units have an ability that says that the models in the unit must be deployed at the same time, but thereafter each model is treated as a separate unit (e.g. Vehicle Squadron, Drone Support, etc.). For the purposes of missions that have the First Blood victory condition, if a unit has such an ability, does every model in it need to be destroyed for the opponent to claim First Blood, or just a single model?A: The models in such units are each treated as individual units after they have deployed, so destroying a single one of them satisfies the First Blood victory condition.


Does this mean that the following 4 things must be true?
1. Each drone taken as drone support becomes its own unit and therefore there is no need to take an Ethereal for the leadership buff if used en masse?
2. Since each is its own unit, the loss of one wouldn't cause the rest to take a Morale check?
3. Each drone killed gives a KP?
4. Each individual drone would need to be targeted to be shot?
I was going to take a full unit of Marker Drones in a list, but with the above revelation, I may just break them up among the rest of my force.
If you give a Firewarrior unit 2 drones they will form a unit of 2, not 2 units of 1.

Assuming your giving a unit only a single drone. Yes to all your questions.

Note that in ITC tournaments this can be a MASSIVE disadvantage which is why you don't often see it. In GW style missions where KP's are often not a thing and Kill More does not exist yes this is a very valid tactic.


Are you positive that the "attached" drone would be in a single unit? i've been going back and forth many times on the wording of the drone support rule and with that answer in the FAQ i'm more for treating each drone as its own unit.
the Drones are treated as a separate unit.
The DroneS (multiple) form a Unit (singular). Not UnitS


Tau 8th Edition Tactics @ 2019/07/02 16:31:23


Post by: pumaman1


SO... i just read a line that has me wondering if it is legit. That since the Remora's have the drone keyword, and the devilfish can transport up to 12 drones, you could fill a devilfish with 12 remoras, that are fly, hard to hit, 8 s5 ap- shots at 36", clearly sub-tournament optimal, but do you think it is actually eligible RAW?


Tau 8th Edition Tactics @ 2019/07/03 05:26:56


Post by: carldooley


 pumaman1 wrote:
SO... i just read a line that has me wondering if it is legit. That since the Remora's have the drone keyword, and the devilfish can transport up to 12 drones, you could fill a devilfish with 12 remoras, that are fly, hard to hit, 8 s5 ap- shots at 36", clearly sub-tournament optimal, but do you think it is actually eligible RAW?


To make it more ridiculous, take 12 one model units and make sure to keep it surrounded so that when your opponent kills it, they all get removed as casualities.


Automatically Appended Next Post:
I was wondering, what non FW models\units\wargear require the Index to be played?


Tau 8th Edition Tactics @ 2019/07/03 18:29:44


Post by: Jackers


There is an FAQ saying Remora cannot be transported in a Devilfish.


Tau 8th Edition Tactics @ 2019/07/06 15:02:37


Post by: -Ekko-


Hey guys, I would like to build a full battlesuit/drones army and make it as competitive as possible :

++ Vanguard Detachment +1CP (T'au Empire) [55 PL, 1,040pts] ++

T'au Empire Sept Choice: T'au Sept

+ HQ +

Commander in XV8 Crisis Battlesuit [7 PL, 154pts]: 4x Cyclic ion blaster, XV8-02 Crisis Iridium battlesuit

+ Elites +

XV104 Riptide Battlesuit [14 PL, 280pts]: 2x Smart missile system, Advanced targeting system, Heavy burst cannon, Target lock

XV104 Riptide Battlesuit [14 PL, 280pts]: 2x Smart missile system, Advanced targeting system, Heavy burst cannon, Target lock

XV25 Stealth Battlesuits [6 PL, 84pts]
. Stealth Shas'ui: Burst cannon
. Stealth Shas'ui: Burst cannon
. Stealth Shas'vre: Burst cannon

+ Heavy Support +

XV88 Broadside Battlesuits [14 PL, 242pts]
. Broadside Shas'ui: 2x High-yield missile pod, 2x Smart missile system, Advanced targeting system
. Broadside Shas'vre: 2x High-yield missile pod, 2x Smart missile system, Advanced targeting system

++ Outrider Detachment +1CP (T'au Empire) [21 PL, 352pts] ++

T'au Empire Sept Choice: T'au Sept

+ HQ +

Commander in XV8 Crisis Battlesuit [7 PL, 132pts]: Drone controller, 3x Missile pod, XV8-02 Crisis Iridium battlesuit
. Puretide engram neurochip

+ Fast Attack +

Tactical Drones [6 PL, 120pts]
. 12x MV7 Marker Drone

Tactical Drones [4 PL, 50pts]
. 5x MV4 Shield Drone

Tactical Drones [4 PL, 50pts]
. 5x MV4 Shield Drone

++ Vanguard Detachment +1CP (T'au Empire) [39 PL, 604pts] ++

T'au Empire Sept Choice: Vior'la Sept

+ HQ +

Commander in XV8 Crisis Battlesuit [7 PL, 154pts]: Academy Luminary (Vior'la Sept), 4x Cyclic ion blaster, Warlord, XV8-02 Crisis Iridium battlesuit

+ Elites +

XV25 Stealth Battlesuits [6 PL, 84pts]
. Stealth Shas'ui: Burst cannon
. Stealth Shas'ui: Burst cannon
. Stealth Shas'vre: Burst cannon

XV8 Crisis Battlesuits [13 PL, 183pts]
. Crisis Shas'ui: 3x Plasma rifle, XV8-02 Crisis Iridium battlesuit
. Crisis Shas'ui: 3x Plasma rifle
. Crisis Shas'vre: 3x Plasma rifle
. 2x MV4 Shield Drone

XV8 Crisis Battlesuits [13 PL, 183pts]
. Crisis Shas'ui: 3x Plasma rifle, XV8-02 Crisis Iridium battlesuit
. Crisis Shas'ui: 3x Plasma rifle
. Crisis Shas'vre: 3x Plasma rifle
. 2x MV4 Shield Drone

++ Total: [115 PL, 1,996pts] ++

What do you think?


Tau 8th Edition Tactics @ 2019/07/06 20:01:31


Post by: Volkmair


New to Tau and armed with my vanguard boxed set, I assume that it's best to arm all the battlesuits in a squad with the same loadout to do a specific thing rather than a toolbox mix? As for loadouts my current idea are burst canons and flamers for mobile infantry clearance and fusion blasters and a missile pod for big thing hunting.


Tau 8th Edition Tactics @ 2019/07/06 22:31:32


Post by: ZergSmasher


Volkmair wrote:
New to Tau and armed with my vanguard boxed set, I assume that it's best to arm all the battlesuits in a squad with the same loadout to do a specific thing rather than a toolbox mix? As for loadouts my current idea are burst canons and flamers for mobile infantry clearance and fusion blasters and a missile pod for big thing hunting.

Generally it's better to give them all the same weapon so that the unit has one specific kind of target that it's optimized against. Magnets are your friends when it comes to building battlesuits, especially Crisis. They are super easy to do.


Tau 8th Edition Tactics @ 2019/07/07 08:55:37


Post by: balmong7


Volkmair wrote:
New to Tau and armed with my vanguard boxed set, I assume that it's best to arm all the battlesuits in a squad with the same loadout to do a specific thing rather than a toolbox mix? As for loadouts my current idea are burst canons and flamers for mobile infantry clearance and fusion blasters and a missile pod for big thing hunting.


Seriously. We cannot stress the need to put magnets on crisis suits enough. The "meta" for crisis suit weapons can change pretty quickly. In 7th it was best to equip two weapons, and a support system most of the time. They even had nicknames for the different weapon combos you could do. Then in 8th it became all about spamming 1 weapon 3 times on each suit. At first only cyclic ion blasters were competitive. Now they are still the best choice, but flamers and missile pods are viable as well.

You will be switching the weapons on your suits around pretty much every time the points get updated. use magnets.


Tau 8th Edition Tactics @ 2019/07/07 09:30:19


Post by: Volkmair


Righto, magnetising the suits doesn't seem too bad.


Tau 8th Edition Tactics @ 2019/07/10 18:39:38


Post by: Wadmaasi


Or if you're like me and are just too lazy to magnetize all the things, use blu tack.


Tau 8th Edition Tactics @ 2019/07/11 12:01:57


Post by: carldooley


Is there a viable reason nowadays to pick up the Index? Are vehicle squadrons still a thing?


Tau 8th Edition Tactics @ 2019/07/11 16:46:33


Post by: KonTheory


Are there any models/loadouts that would be an auto include against Eldar?
Im just recently getting back into 40k after a 3-4 year break.


Tau 8th Edition Tactics @ 2019/07/11 18:45:56


Post by: Ice_can


 KonTheory wrote:
Are there any models/loadouts that would be an auto include against Eldar?
Im just recently getting back into 40k after a 3-4 year break.
velocity tracker that +1 to hit vrs fly keyword really helps with BS 4+ base.


Tau 8th Edition Tactics @ 2019/07/16 12:42:57


Post by: Nehcrux



Jumping back into 40k with the Tau vanguard box, but stuck on how to actually make a playable list.

I realise at minimum I should probably have a battalion, so looks like I’ll be picking up a couple of boxes of fire warriors.

For 1k points I was thinking something like;

Coldstar
Fireblade
3x5 Fire Warriors
Riptide
2x3 Crisis

From what I’ve read the crisis suits aren’t so good these days, but any advice on how I could make the best of what I have, just to get a few games under my belt?



Tau 8th Edition Tactics @ 2019/07/16 13:11:40


Post by: balmong7


Nehcrux wrote:

Jumping back into 40k with the Tau vanguard box, but stuck on how to actually make a playable list.

I realise at minimum I should probably have a battalion, so looks like I’ll be picking up a couple of boxes of fire warriors.

For 1k points I was thinking something like;

Coldstar
Fireblade
3x5 Fire Warriors
Riptide
2x3 Crisis

From what I’ve read the crisis suits aren’t so good these days, but any advice on how I could make the best of what I have, just to get a few games under my belt?



Crisis suits are cheap and good at clearing out the chaff. So if you went light on firewarriors they could be the replacement for that. The only problem there is no CP gen. Burst Cannon and Flamer crisis are the cheapest loadouts.

Over on ATT they have been playing around with Missile Pod loadouts to replace broadsides.

CIB's are widely considered the best crisis suit loadouts but you will have to proxy because that gun isn't included in the kit. you get one in a commander box and that's it.


Tau 8th Edition Tactics @ 2019/07/16 14:34:36


Post by: Pain4Pleasure


 carldooley wrote:
Is there a viable reason nowadays to pick up the Index? Are vehicle squadrons still a thing?

You’ll get mixed answers, but essentially the index are out of date unless an army/unit doesn’t have a codex or codex entry


Tau 8th Edition Tactics @ 2019/07/16 17:38:32


Post by: Yaktan


Crisis suits are not the very top competitive, but currently are in an OK spot, so you should not feel bad for bringing them. They also bring good utility with their ability to show up anywhere on the board with Manta Strike (and they just look cool).

Especially with the other stuff in your list, they should do fine if you build them to round out your threat profile.

As mentioned above, cyclic ion blasters are a good high-power choice, but require getting 3rd party bits or such since only the commander comes with a single one.

With two squads of suits you should have 6 of each of the more traditional weapons, except either fusion blasters or missile pods (I forget which) that you actually get 4 of in the kit, so you end up with 8.

Lets look at various builds for our crisis suits. I like to compare things to firewarriors, which we expect to have around, and which actually end up as decent all-rounders. (and things like burst cannons and plasma rifles are not that different in profile from them)

Let's start with burst cannons:
153 points for triple cannons suits. They put out 36 S5 shots. 20 firewarriors puts out 40 S5 shots in rapid fire range for 140 points. So that is pretty close, there are some tradeoffs, board presence vs. max range, etc, but you should not feel bad for having the suits.

In your circumstance, dual burst with Advanced Targeting System (ATS) would be much easier in terms of bits (since you have 7 burst cannons, not 9) Let us look at them.
These guys are only 147 points, so about the same. To compare things, we will need to decide on a target. Let us use a standard infantry targtet, T4 3+
Vs T4 3+:
Suits: 24 shots, 12 hit, 8 wound, giving 4 damage
Firewarriors: 40 shots, 20 hit, 40/3 wound, 40/9 go through saves, or about 4.5 damage

So the firewarriors have a slight edge, but it is close, and again suits can drop in where you want them, are more resistant to small arms, etc. Here you also need to consider who you will be fighting. People who have only invuln saves (deamons, harlequins) make the AP useless, also people with bad saves (orks, little tyranids, IG) make the non-AP shooting pull ahead. On the other hand, if you expect to face 2+ saves (termies, Thousand Sons, marines in cover, Riptides) the AP gets a big boost of power.

I personally like the triple plasma build, which for the same price as triple burst cannons, gives us
18 shots, 9 hits, 6 wounds, 5 unsaved vs. marines or such, actually pulling ahead of the firewarriors. This build does sharpen the tradeoffs of targets, since it relies even more on having good AP.

If you want the range, a unit with 2 missile pods each and an ATS each will run you 189 points, and put out vs, say a predator or hammerhead profile tank,
12 shots, 6 hit, 3 wound, 2 get through, so 4 damage. Let us compare to an ion hammerhead and dakka broadside.

Hammerhead(overcharging): 3.5 shots, 7/3 hit, 14/9 wound, (I think the hammerhead ion cannon is AP -2, going off of memory right now) 28/27 get through, so about 1 shot for 3 damage.
Though if we add the smart missiles, 8 shots, 16/3 hit, 16/9 wound, 16/27 after saves, so 3.5 total damage, roughly.
Hammerheads are less mobile, getting hit by heavy weapon rules, and though they have more wounds and are cheaper, not that much cheaper and most importantly, cannont use drones to tank enemy fire.

Broadside with High Yield Missile Pods, Smart Missiles, ATS: 8+8 shots, 4+4 hit, 2 + 4/3 wound, so 4/3 + 2/3 get through, for 8/3 + 2/3 damage or 10/3 damage. So for suits that can make use of drone support, we have the comparison of:

Crisis suits, 189 points, mobile, 4 damage to medium tank profile, for 2.12 damage per 100 points.
Broadside, 121 points, limited mobility, 3.33 damage to medium tank profile, for 2.75 damage per 100 points

Now consider that broadsides routinely show up in tournament topping lists (a set of 3 also uses buffs really well) and for less intense competition the damage tradeoff for mobility of the crisis suits seems like a reasonably choice someone might make.


Tau 8th Edition Tactics @ 2019/07/16 20:52:57


Post by: Sazzlefrats


Does anyone know if the sunshark or razorshark comes with drone flying bases? I see them on the box art and the assembly instructions but my box didn't come with them.


Tau 8th Edition Tactics @ 2019/07/16 21:01:44


Post by: Nehcrux


Thanks for the replies, and that excellent write up!

If I pick up a few extra flamers & missile pods I could try;

Coldstar - ATS, HOBC, 2x MP
Cadre Fireblade
3x5 Fire Warriors
Riptide - HBC, SMS
XV8 - 3x3 Flamers
XV8 - 3x3 Missile Pods

Coming in at 890, or 910 if I change the Coldstar to 4x FB to add some anti tank.

Thoughts on spending the remaining 110/90 points? What sort of drones should I be adding?


Tau 8th Edition Tactics @ 2019/07/16 21:15:10


Post by: Sazzlefrats


Nehcrux wrote:
Thanks for the replies, and that excellent write up!

If I pick up a few extra flamers & missile pods I could try;

Coldstar - ATS, HOBC, 2x MP
Cadre Fireblade
3x5 Fire Warriors
Riptide - HBC, SMS
XV8 - 3x3 Flamers
XV8 - 3x3 Missile Pods

Coming in at 890, or 910 if I change the Coldstar to 4x FB to add some anti tank.

Thoughts on spending the remaining 110/90 points? What sort of drones should I be adding?


Crisis suits aren't bad at all, but they are outshadowed by broadsides and riptides. If you are going to run them you might want cyclic ion blasters, otherwise missile pods are decent as is all plasma. I can't imagine forcing yourself to play with flamers. Your commander if you are using a cold star... really wants 3 or 4 fusion blasters.


Automatically Appended Next Post:
 KonTheory wrote:
Are there any models/loadouts that would be an auto include against Eldar?
Im just recently getting back into 40k after a 3-4 year break.


Anything with velocity trackers, though ATS is probably more important.


Tau 8th Edition Tactics @ 2019/07/16 22:38:31


Post by: Ragnar Blackmane


 Sazzlefrats wrote:
Does anyone know if the sunshark or razorshark comes with drone flying bases? I see them on the box art and the assembly instructions but my box didn't come with them.

Contact GW customer support in any case, if you are lucky they might just send you another Sunshark kit if what people say about them is true.


Tau 8th Edition Tactics @ 2019/07/20 06:20:19


Post by: Blndmage


I haven't played my Kroot (might as well be 100% up front, totally fluff and PL based list) since the old Kroot Mercenaries in 4th.

My goal is to use just Kroot, or appropriate Counts As where absolutely necessary. Heavily modified and kitbashed, lots of custom models.

Here's what I've got:

1 Master Shaper (Counts As Etherial)
1 Crisis Suit Commander with dual Flamers
20x Kroot Carnivores
12x Kroot Carnivores
6x Krootox Riders / Knarloc Riders (custom models)
2x Shapers with Kroot Gun
1x Shaper with Pulse Carbine
3x Great Knarloc
2x Great Knarloc with Bolt Throwers
4x Great Knarloc with Baggage Harnesses
2x Remote Sensor Tower

I don't have much money to get more models right now, but I'm heavily considering getting a box of Skinks to use as Hounds, as the entire Kindred is reptile/dinosaur themed. That would give me 24 Hounds. Ideally I'd take even more.

Is this viable in a super casual scene?


Tau 8th Edition Tactics @ 2019/07/20 19:19:08


Post by: Aenar


 Sazzlefrats wrote:
Does anyone know if the sunshark or razorshark comes with drone flying bases? I see them on the box art and the assembly instructions but my box didn't come with them.

I've got a Sunshark one week ago and I've already assembled it.
The two drones come with two classic flying bases, but the flying stems are slightly different from the standard ones. They have a ball joint on top, not a cilindrical peg. The underside of the Interceptor Drones is obviously made to accomodate those ball joints.


Tau 8th Edition Tactics @ 2019/07/25 23:07:17


Post by: Mud Turkey 13


Nehcrux wrote:
Thanks for the replies, and that excellent write up!

If I pick up a few extra flamers & missile pods I could try;

Coldstar - ATS, HOBC, 2x MP
Cadre Fireblade
3x5 Fire Warriors
Riptide - HBC, SMS
XV8 - 3x3 Flamers
XV8 - 3x3 Missile Pods

Coming in at 890, or 910 if I change the Coldstar to 4x FB to add some anti tank.

Thoughts on spending the remaining 110/90 points? What sort of drones should I be adding?


I would suggest going one of two ways with your Coldstar. Either go with three missile pods and an ATS and use him as part of your castle to boost other units with Kauyon, or give him four fusion blasters. Camping a Coldstar hurts him since he likes to zip around the map, so I think the four fusion blasters is probably your best bet overall for him. I run two normal commanders in my list that are outfitted like the two options I mentioned. I start with the missile pod commander on the map next to my Riptide, and I put the fusion blaster commander in deep strike reserve. With four fusion blasters you can pretty much destroy any unit your opponent throws at you(perhaps other than a knight).

For crisis suits I would say skip the flamers. They can be pretty cool against a horde, but the range really hurts them. Deep striking with them is no good because they will be out of range when you place them on the map, and your ability to deep strike crisis suits is what really sets them about from your other units. I would recommend plasma or missile pods since you already have a lot of anti-infantry with the riptide and your fire warriors, so adding more S5 with the burst canons is not going to go a long way(unless you know you are fighting a lot of weak horde type armies).

As far as drones go you will definitely want at least four shield drones to sit with your riptide because he is going to draw a lot of attention from turn one. A lot of people only use shield drones, but I think gun drones work pretty well, too. Four S5 shots per drone is nothing to scoff at even if they only hit on fives. Drop in four of them with your crisis suits and unload 16 S5 shots into some chaff while your plasmas or missile pods blast something a bit tougher. Then when your opponent counters they have to waste shots on the drones or let them saviour protocol a few attacks before he can hurt your suits.

Finally, no matter what you decide I would suggest magnetizing the weapons on all of your suits. It is super easy to do, and you can then play around with all of the weapons and decide what you like best.


Tau 8th Edition Tactics @ 2019/08/13 03:23:49


Post by: captain collius


So I'm coming back into the game and want a competitive army that will allow me to adapt to a changing gamescene as the book ages. So I have a coldstar already and one broadside on the way.

I was going to add
2 rip tides
9 crisis suits
6 broadsides (half missiles half railguns)
30 fire warriors
10 pathfinder
What else should I add to this plan


Tau 8th Edition Tactics @ 2019/08/13 07:32:59


Post by: Ice_can


 captain collius wrote:
So I'm coming back into the game and want a competitive army that will allow me to adapt to a changing gamescene as the book ages. So I have a coldstar already and one broadside on the way.

I was going to add
2 rip tides
9 crisis suits
6 broadsides (half missiles half railguns)
30 fire warriors
10 pathfinder
What else should I add to this plan

Unless your buying the starter set's I'm.not sure 9 crisis suits is something your likely to field short term.

Also how do you feel about ForgeWorld?


Tau 8th Edition Tactics @ 2019/08/13 12:23:17


Post by: captain collius


Ice_can wrote:
 captain collius wrote:
So I'm coming back into the game and want a competitive army that will allow me to adapt to a changing gamescene as the book ages. So I have a coldstar already and one broadside on the way.

I was going to add
2 rip tides
9 crisis suits
6 broadsides (half missiles half railguns)
30 fire warriors
10 pathfinder
What else should I add to this plan

Unless your buying the starter set's I'm.not sure 9 crisis suits is something your likely to field short term.

Also how do you feel about ForgeWorld?


Love forgeworld and probably want to get r'karna and y'vahra variants. I was thinking of possibly just buying one riptide and using the other two as counts as for a while.

The plan is to buy a vanguard detachment which has the riptide the second commander and 6 suits is that enough?


Tau 8th Edition Tactics @ 2019/08/13 19:21:25


Post by: Jancoran


Uber lists right now are Shield and Markerdrone spam, with 3 Riptides and fw to support them. Add Shadowsun. Add Broadsides. That is a powerful list. It absolutely hates things that ignore overwatch which is its achilles heel, but other than that, it can wipe units away with fair ease.


Tau 8th Edition Tactics @ 2019/08/14 23:41:48


Post by: ZergSmasher


I just kind of got my butt handed to me in a GT recently, running Tau. I don't feel like my list was that bad, as I designed it to not be totally dependent on markerlights to function. Ended up going 1-3-1, which is kind of depressing, but it was a competitive field and I'm not the greatest player. Rather than go through and give a complete summary of my games, I'll jot down my list, opponents' lists, and my takeaways.
My list:
Spoiler:
Battalion (T'au Sept):
Cadre Fireblade: Puretide Chip
Enforcer Commander: 4x Missile Pod, Warlord (Through Unity, Devastation)
3x 5 Fire Warriors
Ghostkeel: Cyclic Ion Raker, 2x Fusion Blaster, Target Lock, Shield Generator
8 Shield Drones
2x 6 Shield Drones
Battalion (T'au Sept):
Cadre Fireblade
Darkstrider
Crisis Commander: 3x Missile Pod, ATS
3x 5 Fire Warriors
Vanguard: T'au Sept
Ethereal
Coldstar Commander: 4x Fusion Blaster
3x Riptide: HBC, 2x SMS, Velocity Tracker, Target Lock

My opponents and results:
Game 1: Imperial Soup (Astra Militarum and Knights): Loss (13-35)
Game 2: Orks: Win (37-11)
Game 3: Adeptus Custodes: Loss (18-28)
Game 4: Alaitoc (the dreaded Flyer list): Loss (19-31)
Game 5: Chaos Daemons (with Magnus and Morty): Draw (24-24)

My takeaways, based on my list and how it did in the various games:
-Ghostkeel is not really worth the points. It just didn't do very much in any of my games, and usually died pretty fast, and coughed up 2 kill points thanks to its drones.
-Riptides are still the main damage dealers for a Tau list, but I need to rethink what wargear I give them. I want to ditch the Target Locks for ATS, but that means I need more markerlights to allow them to move and shoot without gimping themselves. VTs are nice and came in handy in three of the games.
-3 Commanders is probably a must have, but I want to replace the Crisis guy with Shadowsun if possible. An extra turn of Kauyon might have swung at least a couple of my lost games. I'll probably see about converting a Stealth suit or something.
-At first I thought I was going to miss my Broadsides since I usually run a unit of 3, but I found that I had a bit more freedom of movement since I didn't have to protect them. Their firepower is great, but they are an anchor on your list and other gunlines can outrange them sometimes.
-I probably need more Markerlights. I wanted my list to not be dependent on them, but having +1 BS might have helped in a few situations. Not sure on the best way to include them in a list, but right now I'm thinking Firesight Marksmen.
-I need to remember more of my Strats. There were some times when Neuroweb System Jammer might have helped, as well as C & C Node, although for that one I really didn't want to sacrifice a Commander's firepower.
-Tau really struggle against T8 targets like Knights, and even against T7 sometimes, due to Riptides' cannons being only S6. The T'au Sept strat helps with that, as does C & C Node, but towards the end of a game I found myself strapped for command points despite having 14 at the start of the game. Maybe I need to waste fewer of them on rerolls, especially since I tended to fail the roll anyway when I used a reroll.
-This one is not really Tau specific: 40k is a game of inches. A positioning error of just half an inch caused me to lose a Commander to a heroic intervention in my final game, which resulted in me getting a draw instead of a win. Check your distances, kids, and watch out for enemy characters getting close to your characters.


Tau 8th Edition Tactics @ 2019/09/03 04:19:08


Post by: ZergSmasher


Tau just won NOVA, and nobody on Dakka is talking about it in the Tau tactics thread?!


Tau 8th Edition Tactics @ 2019/09/03 06:55:26


Post by: FeindusMaximus


 ZergSmasher wrote:
Tau just won NOVA, and nobody on Dakka is talking about it in the Tau tactics thread?!


Yep,
3 Rips, couple CIB Cold stars, 40ish shield drones, 10 path, SCD fill and 6CP.


Tau 8th Edition Tactics @ 2019/09/03 09:50:19


Post by: Ordana


 ZergSmasher wrote:
Tau just won NOVA, and nobody on Dakka is talking about it in the Tau tactics thread?!
Because its a pretty standard list in a tournament that was almost tailor made for Tau to perform well?

(being able to chose for end of game scoring is huge for Tau since it lets you castle in comfort for 4 turns before jumping out to claim all objectives after the enemy is removed).


Tau 8th Edition Tactics @ 2019/09/03 15:25:58


Post by: Pottsey


 FeindusMaximus wrote:
 ZergSmasher wrote:
Tau just won NOVA, and nobody on Dakka is talking about it in the Tau tactics thread?!


Yep,
3 Rips, couple CIB Cold stars, 40ish shield drones, 10 path, SCD fill and 6CP.

That cannot be right CIB Cold Stars are not a legal setup.


Tau 8th Edition Tactics @ 2019/09/03 15:28:07


Post by: Hesselhof


Where can i see the lists from NOVA open?


Tau 8th Edition Tactics @ 2019/09/03 15:56:57


Post by: astro_nomicon


From reddit:

His list was Tau Sept, and only 6 CP

Outrider Enforcer Commander with 3 Cyclic Ion blasters, Advanced Targeting, 2 shield drones

Darkstrider

5Fire Warriors, 2 shield drones

2x5 Pathfinders with Grav, Pulse, Recon and 2x shield drones

2x6 shield drones

5 shield drones

Vanguard

Same commander, also with 2 shield drones

3x Riptides with Heavy Burst cannon, Smart missiles, advanced targeting, velocity trackers

Supreme Command

3x Cadres, each with two shield drones, one with Puretide neurochip

Another of the same Commander, also with 2 drones

Ethereal, 2 shield drones

By my count, that’s 35 shield drones and 41 drones total. And the shield drones are in 15 different units. Ive heard so many Tau players say this is a bad idea because it concedes Kill More, maybe this will finally put that argument to bed. Also had three Cyclic Ion Commanders and four characters with Markerlights, plus ten Pathfinders

EDIT: sorry if this is crap formatting, I’m on my phone.


Tau 8th Edition Tactics @ 2019/09/03 16:04:30


Post by: Nurglitch


NOVA Lists don't follow ITC scoring.


Tau 8th Edition Tactics @ 2019/09/03 17:28:43


Post by: necron99


Nurglitch wrote:
NOVA Lists don't follow ITC scoring.


Still it was awesome seeing Tau take the top spot (and orks were very well represented which I thought was cool too)


Tau 8th Edition Tactics @ 2019/09/03 19:01:28


Post by: Jancoran


It is literally the silliest thing in the universe to undersell this.

It won. The rules are the same for everyone and it won. That's huge.

It's ALREADY enormously difficult to win at a tournament. SO MUCH has to go as planned. You have to capitalize on enemy mistakes. You have to have answers to a multiplicity of threats.

Winning any event is tough but for it to be this event makes it twice as tough or even three times as tough.

So it should be celebrated big time. T'au Empire haven't been weak since the 6th Edition codex. They also haven't been at the tip top of the heap really ever. No one can remember a time when Tau engendered the same fear as Wave spam or Scatter spam or Ynnari BS before the debuff, or the Castellan + IG combination. TauDar was the closest T'au ever came, and that was only after a Formation came out, but even then, it was the combination, and not really the T'au as a codex.

So to be number one in that arena seems really darn notable.


Tau 8th Edition Tactics @ 2019/09/03 19:16:56


Post by: necron99


also the fact that I could have counted on one hand the number of players running Tau compared to IG, or eldar flyer spam or disco lords or custode grav-tanks or skorpius tanks....statistically it should have been impossible for Tau to pull it off. The guy who won must be an amazing player...


Tau 8th Edition Tactics @ 2019/09/03 19:26:58


Post by: Jancoran


 necron99 wrote:
also the fact that I could have counted on one hand the number of players running Tau compared to IG, or eldar flyer spam or disco lords or custode grav-tanks or skorpius tanks....statistically it should have been impossible for Tau to pull it off. The guy who won must be an amazing player...


he was the one who beat Allen Hernandez and his Tzeentch Daemons at the BAO. So yeah, he's good.


Tau 8th Edition Tactics @ 2019/09/04 08:42:31


Post by: A Town Called Malus


 Jancoran wrote:

So it should be celebrated big time.


I disagree. That army doesn't feature any Crisis teams, Stealth teams or Broadsides. It has no Hammerheads or Devilfish. No Kroot.

All it does is highlight how in order to be competitive, Tau players need to leave all of the iconic Tau units at home, except for Fire Warriors (of which it has a whopping 5) and Pathfinders (10) and they're only in there because they are cheap for what they need to do.


Tau 8th Edition Tactics @ 2019/09/04 10:12:44


Post by: Jancoran


 A Town Called Malus wrote:
 Jancoran wrote:

So it should be celebrated big time.


I disagree. That army doesn't feature any Crisis teams, Stealth teams or Broadsides. It has no Hammerheads or Devilfish. No Kroot.

All it does is highlight how in order to be competitive, Tau players need to leave all of the iconic Tau units at home, except for Fire Warriors (of which it has a whopping 5) and Pathfinders (10) and they're only in there because they are cheap for what they need to do.


What you just said is that it hi-lites him being wise in his choices. Aesthetically its just an ugly mugger of a list. It's also the winner. Competitions are thing you go to in order to win. The rules and models are there. Everyone followed the rules.

Winningis a personality. Best list there probably didn't win.


Tau 8th Edition Tactics @ 2019/09/04 10:30:02


Post by: Ordana


 Jancoran wrote:
It is literally the silliest thing in the universe to undersell this.

It won. The rules are the same for everyone and it won. That's huge.

It's ALREADY enormously difficult to win at a tournament. SO MUCH has to go as planned. You have to capitalize on enemy mistakes. You have to have answers to a multiplicity of threats.

Winning any event is tough but for it to be this event makes it twice as tough or even three times as tough.

So it should be celebrated big time. T'au Empire haven't been weak since the 6th Edition codex. They also haven't been at the tip top of the heap really ever. No one can remember a time when Tau engendered the same fear as Wave spam or Scatter spam or Ynnari BS before the debuff, or the Castellan + IG combination. TauDar was the closest T'au ever came, and that was only after a Formation came out, but even then, it was the combination, and not really the T'au as a codex.

So to be number one in that arena seems really darn notable.
I don't wanne take anything away from him, its a great win over a massive field. I watched the finals, his drone movement to zone out the GSC was superb. He is clearly a great player.

But you can't look at a tournament result/list without acknowledging the environment around it.
No kill more is a big bonus for all the small drone units.
No progressive scoring letting you castle for 4-5 turns without issue is HUGE for an army like Tau that works best in a clump.


Tau 8th Edition Tactics @ 2019/09/05 06:40:00


Post by: Pottsey


 Ordana wrote:
 Jancoran wrote:
It is literally the silliest thing in the universe to undersell this.

It won. The rules are the same for everyone and it won. That's huge.

It's ALREADY enormously difficult to win at a tournament. SO MUCH has to go as planned. You have to capitalize on enemy mistakes. You have to have answers to a multiplicity of threats.

Winning any event is tough but for it to be this event makes it twice as tough or even three times as tough.

So it should be celebrated big time. T'au Empire haven't been weak since the 6th Edition codex. They also haven't been at the tip top of the heap really ever. No one can remember a time when Tau engendered the same fear as Wave spam or Scatter spam or Ynnari BS before the debuff, or the Castellan + IG combination. TauDar was the closest T'au ever came, and that was only after a Formation came out, but even then, it was the combination, and not really the T'au as a codex.

So to be number one in that arena seems really darn notable.
I don't wanne take anything away from him, its a great win over a massive field. I watched the finals, his drone movement to zone out the GSC was superb. He is clearly a great player.

But you can't look at a tournament result/list without acknowledging the environment around it.
No kill more is a big bonus for all the small drone units.
No progressive scoring letting you castle for 4-5 turns without issue is HUGE for an army like Tau that works best in a clump.

That's very true you have to know the environment of the tournament. I was at the Throne of Skulls double tournament last week and while it was a lot of fun the scoring system for that is horrible to the point where playing the best with the best list with the most wins and most objectives will not make you win tournament.


Tau 8th Edition Tactics @ 2019/09/05 09:33:05


Post by: happy_inquisitor


 Blndmage wrote:
I haven't played my Kroot (might as well be 100% up front, totally fluff and PL based list) since the old Kroot Mercenaries in 4th.

My goal is to use just Kroot, or appropriate Counts As where absolutely necessary. Heavily modified and kitbashed, lots of custom models.

Here's what I've got:

1 Master Shaper (Counts As Etherial)
1 Crisis Suit Commander with dual Flamers
20x Kroot Carnivores
12x Kroot Carnivores
6x Krootox Riders / Knarloc Riders (custom models)
2x Shapers with Kroot Gun
1x Shaper with Pulse Carbine
3x Great Knarloc
2x Great Knarloc with Bolt Throwers
4x Great Knarloc with Baggage Harnesses
2x Remote Sensor Tower

I don't have much money to get more models right now, but I'm heavily considering getting a box of Skinks to use as Hounds, as the entire Kindred is reptile/dinosaur themed. That would give me 24 Hounds. Ideally I'd take even more.

Is this viable in a super casual scene?


First up can I just check that you are not me posting in my sleep?

I ran a kroot themed army all through 6th and 7th and still run it now for casual games. Lots of conversions, all my battlesuits have kroot pilots and other conversion work to kroot them up a bit.

The answer is that in a sufficiently casual setting a very heavy kroot themed army can be OK. You do need to look hard at what roles you cannot fill with kroot and consider some conversion work to fill those roles - this is why I have slowly built up so many converted battlesuits over the years. The nearest thing kroot get to a heavy hitter is the krootox which suffers from being very fragile for its points; anyone wanting to remove your anti-tank can do so pretty easily. Also kroot have almost no worthwhile stratagems, so if you are playing narrative mission which tend to hand out additional stratagems they are fun and interesting to play but in matched play missions they can feel rather dull (especially by comparison with the fun tricks they had in 6th/7th). Outside of narrative missions a kroot list will tend to have loads of CP and nothing to use them on.

The one synergy kroot do get is markerlights so try to add some to your list. Even if its just kroot models kitbashed to be using borrowed/stolen pathfinder weapons.



Automatically Appended Next Post:
 A Town Called Malus wrote:
 Jancoran wrote:

So it should be celebrated big time.


I disagree. That army doesn't feature any Crisis teams, Stealth teams or Broadsides. It has no Hammerheads or Devilfish. No Kroot.

All it does is highlight how in order to be competitive, Tau players need to leave all of the iconic Tau units at home, except for Fire Warriors (of which it has a whopping 5) and Pathfinders (10) and they're only in there because they are cheap for what they need to do.


The other Tau list in the top bracket was loaded up with hammerheads and devilfish - along with a skyray and sunshark bombers and not a single riptide or shield drone. I do not think there is only one competitive Tau list, there is however a need to have a clear strategy and build your list to that plan if you want to do well over a 9 game tournament. Just mixing in lots of iconic units will not work if you are doing it for the sake of the aesthetic look of the list, you need to have a gameplan and put in units which support that gameplan.


Tau 8th Edition Tactics @ 2019/09/05 12:21:48


Post by: captain collius


If you want there is a podcast on YouTube called art of war and Richard talks about the list and his goals with it. It's a really interesting listen.

Also Iconic is usually a way of saying original in 40k. The hammerhead is good but how many lists do you see with a bunch of Dedicated transports. I don't. It is a fluffy and visually attractive gameplay style but it's is not optimal too these rules.

Speaking of Suboptimal ...... Anyone got opinions on the Ghostkeel and loadouts for it cause I love the model.


Tau 8th Edition Tactics @ 2019/09/05 20:01:22


Post by: happy_inquisitor


 captain collius wrote:
If you want there is a podcast on YouTube called art of war and Richard talks about the list and his goals with it. It's a really interesting listen.

Also Iconic is usually a way of saying original in 40k. The hammerhead is good but how many lists do you see with a bunch of Dedicated transports. I don't. It is a fluffy and visually attractive gameplay style but it's is not optimal too these rules.

Speaking of Suboptimal ...... Anyone got opinions on the Ghostkeel and loadouts for it cause I love the model.


Agreed it is a great model.

Ghostkeel wants to be run in multiples so that taking out 2 drones does not leave it vulnerable. When you have 3 ghostkeels your opponent needs to burn a surprising amount of firepower on removing 3 units of 2 drones before they even want to shoot at the 'keel itself. With it already coming with some drones it needs slightly fewer support drones than a Riptide would and the penalties to hit help reduce drone losses too. The firepower is actually comparable point for point with that of a Riptide but there is no getting away from a couple of limitations on that
1. Shorter range hurts, the CIR has limited range and everything else it can take is only 18" range which is just painfully close
2. No access to LOS ignoring weapons, in ITC missions you need SMS and this is the one "big" suit that can't take one
3. While the base platform is well costed most of the support systems are costed as if this were a Riptide but it really is not - so loading it up makes it less points efficient.

It is still very mobile so do not go overboard with deploying it far forwards, from your deployment zone it will have a threat range of 30" on all its weapons anyway and like any big suit it wants drones around to keep it alive.

Personally I run mine with CIR/BC with Shield generator and then I flip-flop around for the second support system because its a tough call. I treat them like baby riptides, durable platforms that just keep pumping out shots all game and which can troll opponents with charges to tag shooting units in combat.

They are good if you want to play a late-game list that is just hard to kill and wears your opponent down over time. Not so much if you want to alpha-strike your opponent off the table.


Tau 8th Edition Tactics @ 2019/09/06 15:57:37


Post by: Jancoran


 captain collius wrote:
If you want there is a podcast on YouTube called art of war and Richard talks about the list and his goals with it. It's a really interesting listen.

Also Iconic is usually a way of saying original in 40k. The hammerhead is good but how many lists do you see with a bunch of Dedicated transports. I don't. It is a fluffy and visually attractive gameplay style but it's is not optimal too these rules.

Speaking of Suboptimal ...... Anyone got opinions on the Ghostkeel and loadouts for it cause I love the model.


Link?


Tau 8th Edition Tactics @ 2019/09/06 18:36:29


Post by: Blndmage


happy_inquisitor wrote:
 Blndmage wrote:
I haven't played my Kroot (might as well be 100% up front, totally fluff and PL based list) since the old Kroot Mercenaries in 4th.

My goal is to use just Kroot, or appropriate Counts As where absolutely necessary. Heavily modified and kitbashed, lots of custom models.

Here's what I've got:

1 Master Shaper (Counts As Etherial)
1 Crisis Suit Commander with dual Flamers
20x Kroot Carnivores
12x Kroot Carnivores
6x Krootox Riders / Knarloc Riders (custom models)
2x Shapers with Kroot Gun
1x Shaper with Pulse Carbine
3x Great Knarloc
2x Great Knarloc with Bolt Throwers
4x Great Knarloc with Baggage Harnesses
2x Remote Sensor Tower

I don't have much money to get more models right now, but I'm heavily considering getting a box of Skinks to use as Hounds, as the entire Kindred is reptile/dinosaur themed. That would give me 24 Hounds. Ideally I'd take even more.

Is this viable in a super casual scene?


First up can I just check that you are not me posting in my sleep?

I ran a kroot themed army all through 6th and 7th and still run it now for casual games. Lots of conversions, all my battlesuits have kroot pilots and other conversion work to kroot them up a bit.

The answer is that in a sufficiently casual setting a very heavy kroot themed army can be OK. You do need to look hard at what roles you cannot fill with kroot and consider some conversion work to fill those roles - this is why I have slowly built up so many converted battlesuits over the years. The nearest thing kroot get to a heavy hitter is the krootox which suffers from being very fragile for its points; anyone wanting to remove your anti-tank can do so pretty easily. Also kroot have almost no worthwhile stratagems, so if you are playing narrative mission which tend to hand out additional stratagems they are fun and interesting to play but in matched play missions they can feel rather dull (especially by comparison with the fun tricks they had in 6th/7th). Outside of narrative missions a kroot list will tend to have loads of CP and nothing to use them on.

The one synergy kroot do get is markerlights so try to add some to your list. Even if its just kroot models kitbashed to be using borrowed/stolen pathfinder weapons.


I've kitbashed three Remotes Sensor Towers, since the FW ones no longer exist, for ML support, they seem to do well.
I run the sept that gives Kroot FTGG, it's obviously not competitive, especially since it's a PL only list due to FW stating they'll never give points for the Great Knarloc, or Riders, but it's a fun list to run!
Running as Narritive means I can ignore the Ro2/3/4, and run all 9 Great Knarlocs!


Tau 8th Edition Tactics @ 2019/09/07 01:08:07


Post by: captain collius


 Jancoran wrote:
 captain collius wrote:
If you want there is a podcast on YouTube called art of war and Richard talks about the list and his goals with it. It's a really interesting listen.

Also Iconic is usually a way of saying original in 40k. The hammerhead is good but how many lists do you see with a bunch of Dedicated transports. I don't. It is a fluffy and visually attractive gameplay style but it's is not optimal too these rules.

Speaking of Suboptimal ...... Anyone got opinions on the Ghostkeel and loadouts for it cause I love the model.


Link?


https://youtu.be/nJx6bpHyGSo
There you go.


Tau 8th Edition Tactics @ 2019/09/07 20:43:16


Post by: Aliandro


I'm just coming back to 40K after a few years away. How are sniper drones these days? Are the just too fragile to be worth it?


Tau 8th Edition Tactics @ 2019/09/08 08:50:36


Post by: Pottsey


Aliandro wrote:
I'm just coming back to 40K after a few years away. How are sniper drones these days? Are the just too fragile to be worth it?

They are one of our top units and normally survive decently. Often with a Riptide or Ghostkeel half way up the board the snipers will be ignored allowing them to take out key targets.

EDIT: Although personally I would take lots or none. 3 or 5 isn't going be that effective. I aim for 9+ to take out a key squad or character in the first turn.


Tau 8th Edition Tactics @ 2019/09/09 06:34:48


Post by: Jancoran


Snipers IN GENERAL are quite good in 40K


Tau 8th Edition Tactics @ 2019/09/09 22:35:41


Post by: Iron-Fist


From the Siegler podcast.

He bullied with riptides backed up by a ton of drones, took ground mid field, and played fast aiming for 6 turns every game. He used the small drone squads to block out GSC and other deep strikers. He used the grave drones hidden in building corners for the same. He kept his riptides alive all 6 turns, wearing down enemies over long periods of time. His 3x CIB+ATS commanders did a lot of his damage, sounds like he played conservatively with them but also tried to get 6 turns of shooting out of them.

He ignored tough nuts like knights until all the rest were taken out first. He took all semites on small drone units. He used drones to tie up shooting units in CC.

He preferred high BS markerlights ans velocity trackers due to lots of hit modifier armies.

He only included 5 FW because of NOVA missions punishing you for losing all troops.

Hed use the pathfinder drones with scout moves to move block.

I dont think this style is possible without Riptides. I also this he may have suffered vs some shootier armies but doesnt look like he hit any snags.


Tau 8th Edition Tactics @ 2019/09/10 11:26:58


Post by: Pottsey


Iron-Fist wrote:
From the Siegler podcast.

He bullied with riptides backed up by a ton of drones, took ground mid field, and played fast aiming for 6 turns every game. He used the small drone squads to block out GSC and other deep strikers. He used the grave drones hidden in building corners for the same. He kept his riptides alive all 6 turns, wearing down enemies over long periods of time. His 3x CIB+ATS commanders did a lot of his damage, sounds like he played conservatively with them but also tried to get 6 turns of shooting out of them.

He ignored tough nuts like knights until all the rest were taken out first. He took all semites on small drone units. He used drones to tie up shooting units in CC.

He preferred high BS markerlights ans velocity trackers due to lots of hit modifier armies.

He only included 5 FW because of NOVA missions punishing you for losing all troops.

Hed use the pathfinder drones with scout moves to move block.

I dont think this style is possible without Riptides. I also this he may have suffered vs some shootier armies but doesnt look like he hit any snags.

The style works perfectly well without Riptides or a least many elements of it do. As an Enclave player I would replace 1 CIB Commander with a Coldstar Fusion Blades who 6" heroic interventions into the enemy to block them them in CC. Although it could be argued to be less efficient I would replace a Riptide with a CIB Crisis team with +1BS on deep strike. Sometimes I give the Coldstar a shield gen and Drone controller on top of Fusion blades so I can Deep strike Gundrones into a suitable location or boost snipers.

The sniper drones advance forward with the army on turn 1 and/or Ghostkeel and 3 VT Steathsuits. Although my army list is very different from what I have seen the style of play is not that dissimilar. Most of the time I advanced the entire army into the middle of the board on turn 1 and try to use moment. infiltrate and CC as much as possible with my optimal range being sub 18". I am not saying my list is anywhere near as good as Siegler but his style of play is not unique just rare. I fully agree with his style of being mobile with movement and CC being very important, its just how I play.

Enclave benefit a lot from his style as we get reroll 1's on wounds at short range. Getting those CIB Commanders into short range with reroll 1's on wound can be nasty.


Tau 8th Edition Tactics @ 2019/09/11 18:55:07


Post by: Iron-Fist


His list works primarily through only using the absolute most cost effective units over a 6 turn time line, hence riptides (T7, 2+/3++), commanders (T5 6w characters), and a flood of shield drones (4++/5+++ fly toughest 10 pt wound in the game).

Crisis suits do marginally more damage per point than riptides and die insanely faster, thus no crisis suits.

Farisght enclaves works well with a big crisis blob deep striking, but that blob isnt doing damage turn 1 and again dies faster than riptides. And 12" isnt ideal, being comfortable moving upfield is not the same thing as daring people to assault you every turn. Even then, Tau wins by doubling overwatch, doing more damage on average than rerolling 1's twice.

The commanders stay at like 18" the whole time, cuz again they do damage over 6 turns.

Sniper drones, ghostkneel, and stealth teams are just kinda bad compared to riptides. They're bad even compared to broadsides or crisis honestly.

I think fusion or dakka cold stars compete in his list, but CIB better point for point.


Tau 8th Edition Tactics @ 2019/09/12 20:25:23


Post by: Pottsey


Iron-Fist wrote:
His list works primarily through only using the absolute most cost effective units over a 6 turn time line, hence riptides (T7, 2+/3++), commanders (T5 6w characters), and a flood of shield drones (4++/5+++ fly toughest 10 pt wound in the game).

Crisis suits do marginally more damage per point than riptides and die insanely faster, thus no crisis suits.

Farisght enclaves works well with a big crisis blob deep striking, but that blob isnt doing damage turn 1 and again dies faster than riptides. And 12" isnt ideal, being comfortable moving upfield is not the same thing as daring people to assault you every turn. Even then, Tau wins by doubling overwatch, doing more damage on average than rerolling 1's twice.

The commanders stay at like 18" the whole time, cuz again they do damage over 6 turns.

Sniper drones, ghostkneel, and stealth teams are just kinda bad compared to riptides. They're bad even compared to broadsides or crisis honestly.

I think fusion or dakka cold stars compete in his list, but CIB better point for point.

Sniper drones are not bad they serve a different role. You use them not to maximise kills but to destroy enemy force multipliers which can have a lot bigger impact on the game then just looking at the amount of points they kill. Its why I now take 2 full size squads of them and plan to get more for 3 squads. I prefer them over Broadsides at the moment. (I don’t run Shadowsun Broadside castle builds)

As for rerolling's 1’s to wound against Tau sept overwatch its not that simple as Tau sept always do more damage on average. Tau sept overwatch can certainly at times do massive damage but in my last tournament I got way more damage out of rerolling 1’s on wound then I could have got from better overwatch. For example an enemy flyer came point blank into my deployment in an attempt to blast the warlord off the map. My Enclave units moved point blank with the rerolling wounds of 1 causing the flyer to get destroy in 1 turn. The rest of his army was knights and tanks. Overwatch was not really a factor that game but rerolling 1's on wound was big time.

Then again that tournament was very different to NOVA and cannot really be directly compared.


Tau 8th Edition Tactics @ 2019/09/13 08:27:12


Post by: A Town Called Malus


Yup, better overwatch is useless if your opponent is not going to charge you.


Tau 8th Edition Tactics @ 2019/09/18 01:34:58


Post by: Dynas


Looking at starting Tau. Are there different kits for the xv84, 85,86 suits?
Are the xv8 crises box with the 3 guys in it the ones you use for the xv8 commander?


Tau 8th Edition Tactics @ 2019/09/18 03:33:11


Post by: captain collius


The 85 (enforcer) and 86(coldstar) are the same kit. The xv84 is a forgeworld variant that is no longer available.

Yes you can build a commander out of the crisis box. However get the enforcer with cyclic ion Blasters they are really good. Coldstars are great but tend to be assassin's.



Tau 8th Edition Tactics @ 2019/09/18 06:24:58


Post by: John Prins


 captain collius wrote:
The 85 (enforcer) and 86(coldstar) are the same kit. The xv84 is a forgeworld variant that is no longer available.

Yes you can build a commander out of the crisis box. However get the enforcer with cyclic ion Blasters they are really good. Coldstars are great but tend to be assassin's.



This, though sadly you only get 1 Cyclic per commander box, because GW hates fun.

If you're looking into getting Tau, just remember that you never buy the box of XV8 Crisis Suits, just buy Start Collecting Tau until you've got all the Crisis Suits you need, because Strike Teams/Breachers fill out your troops choices and the Ethereal doesn't suck (though multiples are generally unnecessary, he's basically free along with discounted Crisis Team and Strike Team).



Tau 8th Edition Tactics @ 2019/09/18 13:24:07


Post by: Dynas


 captain collius wrote:
The 85 (enforcer) and 86(coldstar) are the same kit. The xv84 is a forgeworld variant that is no longer available.

Yes you can build a commander out of the crisis box. However get the enforcer with cyclic ion Blasters they are really good. Coldstars are great but tend to be assassin's.



Yea, ive noticed this. Been scrounging 3rd party bit sties. So far 3 of Broadside, Riptieds, XV85 Commanders, and some FW and Pathfinders is on the shopping list.

The XV-84 is the one with the scorpion tail thing over the head?

Are the XV9's on FW worth getting?


Tau 8th Edition Tactics @ 2019/09/18 14:20:55


Post by: Ice_can


 Dynas wrote:
 captain collius wrote:
The 85 (enforcer) and 86(coldstar) are the same kit. The xv84 is a forgeworld variant that is no longer available.

Yes you can build a commander out of the crisis box. However get the enforcer with cyclic ion Blasters they are really good. Coldstars are great but tend to be assassin's.



Yea, ive noticed this. Been scrounging 3rd party bit sties. So far 3 of Broadside, Riptieds, XV85 Commanders, and some FW and Pathfinders is on the shopping list.

The XV-84 is the one with the scorpion tail thing over the head?

Are the XV9's on FW worth getting?

If you list build for them they can be, but it also depends upon what the upcoming FAQ and CA say, if your still buying into the army I would leave them for just now but they can do some good work and also allow some more unusual playstyles.

It also depends if someone wants to be anti fun and start with the no FW nonsence aswell. Thankfully it's less common but it still comes up every so often, and is unfortunately how ETC play


Tau 8th Edition Tactics @ 2019/09/18 15:34:10


Post by: captain collius


 John Prins wrote:
 captain collius wrote:
The 85 (enforcer) and 86(coldstar) are the same kit. The xv84 is a forgeworld variant that is no longer available.

Yes you can build a commander out of the crisis box. However get the enforcer with cyclic ion Blasters they are really good. Coldstars are great but tend to be assassin's.



This, though sadly you only get 1 Cyclic per commander box, because GW hates fun.

If you're looking into getting Tau, just remember that you never buy the box of XV8 Crisis Suits, just buy Start Collecting Tau until you've got all the Crisis Suits you need, because Strike Teams/Breachers fill out your troops choices and the Ethereal doesn't suck (though multiples are generally unnecessary, he's basically free along with discounted Crisis Team and Strike Team).



Also the start collecting is a good source of drones.

And you are very correct about the annoyance of make it the best gun available ... give one bit in a 55 dollar box. That said you can get them online (probably resin recast) or proxy those useless plasma guns as them if you magnetize.


Tau 8th Edition Tactics @ 2019/09/18 16:33:53


Post by: John Prins


 captain collius wrote:

And you are very correct about the annoyance of make it the best gun available ... give one bit in a 55 dollar box. That said you can get them online (probably resin recast) or proxy those useless plasma guns as them if you magnetize.


Why Forge World doesn't just make a resin 5-10 pack of these things I'll never know. It would sell stupid amounts and would literally require just putting a plastic CiB in a mold.

However, there are multiple websites with resin CiB variants and Shapeways also has several versions.


Tau 8th Edition Tactics @ 2019/09/18 20:26:56


Post by: Dynas


I am trying to make sure I understand this Greater Good and normal overwatch interaction. Is the below explanation correct?

You can only Greater Good one time per unit. You cannot normal Overwatch AFTER using the Greater Good. However, a unit can still "normal overwatch" for itself as much as it wants(say if charged by a unit which fails, then another unit charges it can Overwatch again, etc...)

If enemy declares a charge against multiple Tau units to charge then each unit can fire per "normal overwatch." (without using Greater Good). THEN if able and within 6” of another unit that is charged (even if that unit used Regular overwatch) it can now use its For the Greater Good.

Is this correct?


Tau 8th Edition Tactics @ 2019/09/06 06:13:36


Post by: John Prins


 Dynas wrote:
I am trying to make sure I understand this Greater Good and normal overwatch interaction. Is the below explanation correct?

You can only Greater Good one time per unit. You cannot normal Overwatch AFTER using the Greater Good. However, a unit can still "normal overwatch" for itself as much as it wants(say if charged by a unit which fails, then another unit charges it can Overwatch again, etc...)

If enemy declares a charge against multiple Tau units to charge then each unit can fire per "normal overwatch." (without using Greater Good). THEN if able and within 6” of another unit that is charged (even if that unit used Regular overwatch) it can now use its For the Greater Good.

Is this correct?


Right. Units can do normal overwatch again and again if there is no enemy unit within 1" of them. Using Greater Good exhausts that unit's ability to Overwatch that turn, however.

This can lead to weird sequences where units use Greater Good to protect other units, get charged, cannot use Overwatch, but the units it protected still can and use Greater Good to protect that unit.


Tau 8th Edition Tactics @ 2019/09/23 17:58:24


Post by: Dynas


Are the Ghostkeel and Stealthsuits a good combo. Infiltrating deploying the stealthsuits first just outside opponent deployment so you can possibly get a closer than 9" charge. Then charging in to 3 point a model and lock up in fight phase to not get shot. Then following turn Using the Positional Relay stratagem to TP away.


Tau 8th Edition Tactics @ 2019/09/23 21:42:29


Post by: Ordana


 Dynas wrote:
Are the Ghostkeel and Stealthsuits a good combo. Infiltrating deploying the stealthsuits first just outside opponent deployment so you can possibly get a closer than 9" charge. Then charging in to 3 point a model and lock up in fight phase to not get shot. Then following turn Using the Positional Relay stratagem to TP away.
Are there a lot of armies where Tau want to actively look to be in combat, especially telegraphing it so heavily during deployment where the enemy can put even a mediocre CC unit nearby?
Plus the chance you get seized and give it all up instantly.


Tau 8th Edition Tactics @ 2019/09/23 22:29:54


Post by: dan2026


What weapons do people usually go for on the Ghostkeel?
The Fusion Colider or the Ion Raker?


Tau 8th Edition Tactics @ 2019/09/23 23:18:48


Post by: captain collius


 dan2026 wrote:
What weapons do people usually go for on the Ghostkeel?
The Fusion Colider or the Ion Raker?


Ion raker just seems to be orders of magnitude better as a fusion collider could be only one shot the raker doesn't have this problem.

That said I still want one with all fusion for giggles.


Tau 8th Edition Tactics @ 2019/09/24 09:25:31


Post by: Ice_can


 Dynas wrote:
Are the Ghostkeel and Stealthsuits a good combo. Infiltrating deploying the stealthsuits first just outside opponent deployment so you can possibly get a closer than 9" charge. Then charging in to 3 point a model and lock up in fight phase to not get shot. Then following turn Using the Positional Relay stratagem to TP away.

Lov3d ghostkeels 7th edition rules in 8th their rules IMHO just dont justify their points cost. Their drones always get blitzed and then killing a -1 to hit isn't enough of a challenge for most armies.


Tau 8th Edition Tactics @ 2019/09/24 17:06:57


Post by: Jancoran


Ice_can wrote:
 Dynas wrote:
Are the Ghostkeel and Stealthsuits a good combo. Infiltrating deploying the stealthsuits first just outside opponent deployment so you can possibly get a closer than 9" charge. Then charging in to 3 point a model and lock up in fight phase to not get shot. Then following turn Using the Positional Relay stratagem to TP away.

Lov3d ghostkeels 7th edition rules in 8th their rules IMHO just dont justify their points cost. Their drones always get blitzed and then killing a -1 to hit isn't enough of a challenge for most armies.


There is actually an exceptional reason to take them. I have gotten SO much mileage out of mine.

You find the building that the enemy is most likely to want to use and defend etc... Then you plant it FIRST right in front of it. RIGHT in front of it. Screw the stealthfield. I take the Shield Generator and the Target Lock, Collider and Fusion. So now the Ghostkeel is blocking movement and it is directly and immediately threatening the BEST core location for the enemy to rest.

The Ghostkeel is T6 and 3+/4++ and has 10 wounds you can heal up. It actually isn't weak and it takes some shooting to take it out. So it absorbs a lot of punishment for the rest of your force and it isn't expensive to let it do that.

Round 1, you can assassinate something important and then charge a WHOLE bunch of stuff if you go first with the goal simply being to survive it. It isn't important what you kill, it's important what cant kill the REST ofyour army. In other words it is the Tau distraction Carnifex.

I have loved using it this way. Its destructive capabilities are real, firing as many as 5 meltas and with a whole lot more toughness than the iffy Coldstar, albeit less accurate.

The important thing about it is to place it FIRST, with a clear path behind the main building or terrain piece the enemy would otherwise be using. Jump it and kill what you can then charge the shooting into silence, heal up on their turn and hold the line as best you can. It will die eventually but in many games it does not. It gets into melee, and the power fists bounce off the 4+ invul just enough. Then I heal on their turn. They pull away to try and get away or they let their shooting continue to be locked up. So then they are shooting it again.

Just an excellent distraction carnifex.


Tau 8th Edition Tactics @ 2019/09/24 17:25:26


Post by: Dynas


 Jancoran wrote:
Ice_can wrote:
 Dynas wrote:
Are the Ghostkeel and Stealthsuits a good combo. Infiltrating deploying the stealthsuits first just outside opponent deployment so you can possibly get a closer than 9" charge. Then charging in to 3 point a model and lock up in fight phase to not get shot. Then following turn Using the Positional Relay stratagem to TP away.

Lov3d ghostkeels 7th edition rules in 8th their rules IMHO just dont justify their points cost. Their drones always get blitzed and then killing a -1 to hit isn't enough of a challenge for most armies.


There is actually an exceptional reason to take them. I have gotten SO much mileage out of mine.

You find the building that the enemy is most likely to want to use and defend etc... Then you plant it FIRST right in front of it. RIGHT in front of it. Screw the stealthfield. I take the Shield Generator and the Target Lock, Collider and Fusion. So now the Ghostkeel is blocking movement and it is directly and immediately threatening the BEST core location for the enemy to rest.

The Ghostkeel is T6 and 3+/4++ and has 10 wounds you can heal up. It actually isn't weak and it takes some shooting to take it out. So it absorbs a lot of punishment for the rest of your force and it isn't expensive to let it do that.

Round 1, you can assassinate something important and then charge a WHOLE bunch of stuff if you go first with the goal simply being to survive it. It isn't important what you kill, it's important what cant kill the REST ofyour army. In other words it is the Tau distraction Carnifex.

I have loved using it this way. Its destructive capabilities are real, firing as many as 5 meltas and with a whole lot more toughness than the iffy Coldstar, albeit less accurate.

The important thing about it is to place it FIRST, with a clear path behind the main building or terrain piece the enemy would otherwise be using. Jump it and kill what you can then charge the shooting into silence, heal up on their turn and hold the line as best you can. It will die eventually but in many games it does not. It gets into melee, and the power fists bounce off the 4+ invul just enough. Then I heal on their turn. They pull away to try and get away or they let their shooting continue to be locked up. So then they are shooting it again.

Just an excellent distraction carnifex.


Sounds good this was sorta my plan. Place him first out of LoS if able (hide the stealth drones). DO you take any stealth suits with him?


Tau 8th Edition Tactics @ 2019/09/24 18:52:47


Post by: Jancoran


 Dynas wrote:
 Jancoran wrote:
Ice_can wrote:
 Dynas wrote:
Are the Ghostkeel and Stealthsuits a good combo. Infiltrating deploying the stealthsuits first just outside opponent deployment so you can possibly get a closer than 9" charge. Then charging in to 3 point a model and lock up in fight phase to not get shot. Then following turn Using the Positional Relay stratagem to TP away.

Lov3d ghostkeels 7th edition rules in 8th their rules IMHO just dont justify their points cost. Their drones always get blitzed and then killing a -1 to hit isn't enough of a challenge for most armies.


There is actually an exceptional reason to take them. I have gotten SO much mileage out of mine.

You find the building that the enemy is most likely to want to use and defend etc... Then you plant it FIRST right in front of it. RIGHT in front of it. Screw the stealthfield. I take the Shield Generator and the Target Lock, Collider and Fusion. So now the Ghostkeel is blocking movement and it is directly and immediately threatening the BEST core location for the enemy to rest.

The Ghostkeel is T6 and 3+/4++ and has 10 wounds you can heal up. It actually isn't weak and it takes some shooting to take it out. So it absorbs a lot of punishment for the rest of your force and it isn't expensive to let it do that.

Round 1, you can assassinate something important and then charge a WHOLE bunch of stuff if you go first with the goal simply being to survive it. It isn't important what you kill, it's important what cant kill the REST ofyour army. In other words it is the Tau distraction Carnifex.

I have loved using it this way. Its destructive capabilities are real, firing as many as 5 meltas and with a whole lot more toughness than the iffy Coldstar, albeit less accurate.

The important thing about it is to place it FIRST, with a clear path behind the main building or terrain piece the enemy would otherwise be using. Jump it and kill what you can then charge the shooting into silence, heal up on their turn and hold the line as best you can. It will die eventually but in many games it does not. It gets into melee, and the power fists bounce off the 4+ invul just enough. Then I heal on their turn. They pull away to try and get away or they let their shooting continue to be locked up. So then they are shooting it again.

Just an excellent distraction carnifex.


Sounds good this was sorta my plan. Place him first out of LoS if able (hide the stealth drones). DO you take any stealth suits with him?


I didn't use any in 8E for him.

My list is unorthodox in some ways, though, and you totes could do stealthsuits. I personally want him to menace the enemy and give them every reason to second guess using that sweet sweet terrain location and force their hand on target priority if they decide to stick it out. I don't worry about hiding him. When you're that close to enemies, there is rarely anywhere to hide and you want him to be able to lock up his preferred target. The StealthSuits are a natural synergy, and it wouldn't be bad to have them. I don't use them currently but that is a function of how I play the REST of my list, not because I don't think they are cool. In fact, Stealtsuits are my favorite model in 40K and they are what got me INTO 40K! So yeah I kinda have a love affair with the original ones.

Try this though. It's really really off putting to the enemy and their plans. Gaining an advantage on deployment can be really huge in tournaments.


Tau 8th Edition Tactics @ 2019/09/25 12:02:20


Post by: dan2026


How do people feel about a Commander with three Missile Pods and a ATS?

It seems like a decent amount of long range dakka.


Tau 8th Edition Tactics @ 2019/09/25 12:08:37


Post by: captain collius


The missile Commander has been quite useful and successful. He's definitely a legitimate option. Also it's the only variant that works on an enforcer equally well as a Coldstar.



This brings up the question what odd variants of loadouts have worked for you in the past?


Tau 8th Edition Tactics @ 2019/09/25 12:51:00


Post by: dan2026


The more I think on him the more I wonder if the Coldstar Commander might be a bit of a trap.

The two uses I can see for him are either a suicide rush with Fusion or maybe Flamers. Or a super fast objective grabber.

With the first one I don't really like the idea of sacrificing a strong unit after just one shooting phase. It's a gamble that he kills more than his points worth before he gets instantly wiped off the board.
With the 2nd I just don't think he's tanky enough to hold any objective for long at all.


Tau 8th Edition Tactics @ 2019/09/25 18:48:47


Post by: Stained Class


I built a list with the idea of having fast moving but sturdy units that could threaten both infantry blobs and Heavy units through overwhelming firepower without being susceptible to charges.

++ Vanguard Detachment +1CP (T'au Empire) [62 PL, 969pts, 1CP] ++

+ No Force Org Slot [1CP] +

Detachment CP [1CP]

T'au Empire Sept Choice: T'au Sept

+ HQ [11 PL, 197pts] +

Commander in XV8 Crisis Battlesuit [8 PL, 152pts]: 2. Through Unity, Devastation, Advanced targeting system [6pts], 3x Cyclic ion blaster [54pts], Warlord
. 2x MV4 Shield Drone [20pts]

Darkstrider [3 PL, 45pts]

+ Elites [51 PL, 772pts] +

XV25 Stealth Battlesuits [13 PL, 224pts]
. 2x MV4 Shield Drone [20pts]
. Stealth Shas'ui w/ Burst Cannon [34pts]: Advanced targeting system [6pts], Burst cannon [8pts]
. Stealth Shas'ui w/ Burst Cannon [34pts]: Advanced targeting system [6pts], Burst cannon [8pts]
. Stealth Shas'ui w/ Burst Cannon [34pts]: Advanced targeting system [6pts], Burst cannon [8pts]
. Stealth Shas'ui w/ Burst Cannon [34pts]: Advanced targeting system [6pts], Burst cannon [8pts]
. Stealth Shas'ui w/ Burst Cannon [34pts]: Advanced targeting system [6pts], Burst cannon [8pts]
. Stealth Shas'vre [34pts]: Advanced targeting system [6pts], Burst cannon [8pts]

XV9 Hazard Support Team [19 PL, 274pts]
. 4x MV4 Shield Drone [40pts]
. XV9 Hazard Battlesuit [5 PL, 78pts]: Advanced targeting system [6pts], 2x Double-barelled burst cannon [32pts]
. XV9 Hazard Battlesuit [5 PL, 78pts]: Advanced targeting system [6pts], 2x Double-barelled burst cannon [32pts]
. XV9 Hazard Battlesuit [5 PL, 78pts]: Advanced targeting system [6pts], 2x Double-barelled burst cannon [32pts]

XV9 Hazard Support Team [19 PL, 274pts]
. 4x MV4 Shield Drone [40pts]
. XV9 Hazard Battlesuit [5 PL, 78pts]: Advanced targeting system [6pts], 2x Double-barelled burst cannon [32pts]
. XV9 Hazard Battlesuit [5 PL, 78pts]: Advanced targeting system [6pts], 2x Double-barelled burst cannon [32pts]
. XV9 Hazard Battlesuit [5 PL, 78pts]: Advanced targeting system [6pts], 2x Double-barelled burst cannon [32pts]

++ Battalion Detachment +5CP (T'au Empire) [40 PL, 745pts, 8CP] ++

+ No Force Org Slot [8CP] +

Battle-forged CP [3CP]

Detachment CP [5CP]

T'au Empire Sept Choice: T'au Sept

+ HQ [10 PL, 185pts] +

Cadre Fireblade [2 PL, 42pts]: Markerlight [3pts]
. Puretide engram neurochip

Commander in XV8 Crisis Battlesuit [8 PL, 143pts]: Advanced targeting system [6pts], 3x Missile pod [45pts]
. 2x MV4 Shield Drone [20pts]

+ Troops [6 PL, 114pts] +

Strike Team [2 PL, 38pts]
. Fire Warrior Shas'ui [10pts]: Markerlight [3pts], Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle [28pts]

Strike Team [2 PL, 38pts]
. Fire Warrior Shas'ui [10pts]: Markerlight [3pts], Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle [28pts]

Strike Team [2 PL, 38pts]
. Fire Warrior Shas'ui [10pts]: Markerlight [3pts], Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle [28pts]

+ Elites [14 PL, 278pts] +

XV104 Riptide Battlesuit [14 PL, 278pts]: 2x Smart missile system [30pts], Advanced targeting system [18pts], Heavy burst cannon [35pts], Velocity tracker [10pts]

+ Fast Attack [10 PL, 168pts] +

Pathfinder Team [6 PL, 88pts]: MV31 Pulse Accelerator Drone [8pts], MV33 Grav-inhibitor Drone [8pts]
. MB3 Recon Drone [12pts]
. 2x MV4 Shield Drone [20pts]
. 5x Pathfinder [40pts]: 5x Markerlight [15pts]

Tactical Drones [2 PL, 40pts]
. 4x MV4 Shield Drone [40pts]

Tactical Drones [2 PL, 40pts]
. 4x MV4 Shield Drone [40pts]

++ Supreme Command Detachment +1CP (T'au Empire) [15 PL, 286pts, 1CP] ++

+ No Force Org Slot [1CP] +

Detachment CP [1CP]

T'au Empire Sept Choice: T'au Sept

+ HQ [15 PL, 286pts] +

Cadre Fireblade [2 PL, 42pts]: Markerlight [3pts]

Cadre Fireblade [2 PL, 42pts]: Markerlight [3pts]

Commander in XV8 Crisis Battlesuit [8 PL, 152pts]: Advanced targeting system [6pts], 3x Cyclic ion blaster [54pts]
. 2x MV4 Shield Drone [20pts]

Ethereal [3 PL, 50pts]: Honour blade, Hover drone [1 PL, 5pts]

++ Total: [117 PL, 10CP, 2,000pts] ++

Hazard suits are basically hardier versions of Crisis Suits with 2 extra wounds and can pump out a higher volume of S5 shots and still take a support system (In this case ATS to make sure those 48 shots HURT). While not having the option to get a 2+ save can kinda hurt, they make up for it with their Photon Casters. I pair a set of them and their drones with a CIB Commander, essentially creating a mobile castle with 6 shield drones that protects my commander and requires balls of ceraite plasteel to charge (Tau sept means 5+ on overwatch of 48 shots), allowing both units to get in range and either

A. Work together to take down large infantry blobs
B. Hazard suits remove whatever screens are protecting an important or tough unit and allow me to shoot a markerlight at it before unloading Overcharged CIB at 2+ from my commander.
C. Get 5 MLs onto a big target, wound it with Commander, and then use Focused Fire to shoot 48 shots on a 4+ to wound.

Pathfinders and Darkstrider move up to secure an objective in cover and provide markerlight support. Stealth Suits join them to act as a screen and deterrent with 24 AP-1 shots, sharing Drones with the Pathfinders to make them tough to take down and benefiting from the Grav Drone to help deny enemy charges. The best part is that due to their dual keywords of Infantry and Battlesuit, they benefit from Darkstrider’s ability to add +1 to their wound rolls.

Riptide is there to round out the list with his S6 shots and toughness, staying with the FWs and Missilemander and providing a role to draw fire to him. He works with the Missilemander to harass tougher elite units like Terminators or Rubric Marines.

So, how does this list hold up?


Tau 8th Edition Tactics @ 2019/09/25 19:11:58


Post by: Dynas


When is the best time to use the Upload Marker like stratagem. Is it better to use it after your first marker light hits, or wait until you have fired all your marker lights and use it on the last guy to max out the lights?


Tau 8th Edition Tactics @ 2019/09/25 21:59:24


Post by: captain collius


 Dynas wrote:
When is the best time to use the Upload Marker like stratagem. Is it better to use it after your first marker light hits, or wait until you have fired all your marker lights and use it on the last guy to max out the lights?


I like to use it after a second it either maxes you or you need up to 2 more lights either way you know.

Also how do people feel about Sa`cea Sept as a legit choice?


Tau 8th Edition Tactics @ 2019/09/26 01:03:30


Post by: John Prins


 dan2026 wrote:
The more I think on him the more I wonder if the Coldstar Commander might be a bit of a trap.

The two uses I can see for him are either a suicide rush with Fusion or maybe Flamers. Or a super fast objective grabber.

With the first one I don't really like the idea of sacrificing a strong unit after just one shooting phase. It's a gamble that he kills more than his points worth before he gets instantly wiped off the board.
With the 2nd I just don't think he's tanky enough to hold any objective for long at all.


It can also skip around the battlefield to add firepower where it's needed. With a 40" Advance and 4 big guns, most of which are Assault, it's still hitting on 3+ with tons of dakka. And he'll never be the closest unit to the enemy. You can also drop Manta Striking nuggets to cover his forward rushes/Manta Strikes.


Tau 8th Edition Tactics @ 2019/09/26 03:54:26


Post by: Jancoran


I do NOT like the Coldstar. I own and have played competitively every model in the range... and I mean every model, in actual tournaments.

One model does not grace my shelves and never has. Just one single model: The Cold Star. I disliked it as soon as I saw it. I understand what it is supposed to do. I know what it SOMETIMES does. I borrowed an army once that had two..
But it is just so damn iffy. I'd play a Stingwing before I'd use a Coldstar.

I'm not telling anyone not to use theirs. I'm just sympathizing whole heartedly with the idea that its a trap unit.





Tau 8th Edition Tactics @ 2019/09/27 04:54:44


Post by: ZergSmasher


Coldstar with 4 fusions provides some high Strength shooting in an army that has mostly S6/7 stuff (Riptides, Broadsides, Missile Pod Commanders), on a platform that can get almost anywhere on the table in one move. Just the ability to do that can cause your opponent to play differently because he/she knows that you could potentially move your Coldstar in and gank an important character or other unit. Even if you don't end up using the huge mobility, he still provides 4 S8 AP-4 Dd6 shots firing at any target that gets close to your gunline. I like to put the Vectored Maneuvering Thrusters on mine to allow him to shoot and scoot. At least then my opponent has to work a little to take him out after I assassinate something. Yeah, it's still a bit iffy and I've had games where he didn't accomplish anything due to poor dice rolls, but that can happen with just about any unit. I still like to bring my Coldstar.


Tau 8th Edition Tactics @ 2019/09/27 10:30:28


Post by: dan2026


I can see that. As a huge deterrent he provides value even without shooting anything.

Only 4 shots on the quad fusion loadout worries me though.

I am kinda liking the idea more and more of a quad flamer Coldstar. Make him Farsight Enclaves, then jet your big brass mecha balls 6" from a horde and blast 4d6 auto hitting shots rerolling ones to wound.

All for only 114 points.


Tau 8th Edition Tactics @ 2019/09/27 12:40:52


Post by: captain collius


I thought about running him with HoBC and 2 BC with a ATS. 16 s5 -1 shots

But my real concern with the 4 fusions is his weakness on the Necrons matchup..... OK...... My best friend plays crons and I have to see it a lot. So I've generally run him as 3 fusions and a shield generator. Seems to work well


Automatically Appended Next Post:
 dan2026 wrote:
I can see that. As a huge deterrent he provides value even without shooting anything.

Only 4 shots on the quad fusion loadout worries me though.

I am kinda liking the idea more and more of a quad flamer Coldstar. Make him Farsight Enclaves, then jet your big brass mecha balls 6" from a horde and blast 4d6 auto hitting shots rerolling ones to wound.

All for only 114 points.


Charge me I dare you?


Tau 8th Edition Tactics @ 2019/09/27 13:11:57


Post by: dan2026


 captain collius wrote:
I thought about running him with HoBC and 2 BC with a ATS. 16 s5 -1 shots

But my real concern with the 4 fusions is his weakness on the Necrons matchup..... OK...... My best friend plays crons and I have to see it a lot. So I've generally run him as 3 fusions and a shield generator. Seems to work well


Automatically Appended Next Post:
 dan2026 wrote:
I can see that. As a huge deterrent he provides value even without shooting anything.

Only 4 shots on the quad fusion loadout worries me though.

I am kinda liking the idea more and more of a quad flamer Coldstar. Make him Farsight Enclaves, then jet your big brass mecha balls 6" from a horde and blast 4d6 auto hitting shots rerolling ones to wound.

All for only 114 points.


Charge me I dare you?

If anyone is then mad enough to charge you they deserve another 4d6 shots to the face.


Tau 8th Edition Tactics @ 2019/09/27 13:55:11


Post by: the_scotsman


So, I've been slowly building a Tau force over a couple of years and I'm getting towards the final couple purchases. My goals are close range, mobile, and to have relatively few battlesuits. I'm using Farsight tactics for my main detachment.

What I have right now are:

-Fusion/Fusion Blades/Shield Generator Coldstar Commander
-4x guys who can be Fireblades/Firesights
-5x Strike Team w/drone turret
-20x Breachers
-20x Pathfinders (3 Rails, 3 Ions)
-2 Devilfish
-1 Riptide (Burst+Missiles)
-3 Stealth suits
-several drones, mostly built as Shield or Gun

This puts me around 1200 points. in the games I've played so far, I struggle the most with other transport-mounted lists where the big suicide strike doesn't deal significant damage to the actual threat inside the transport, but that's not a frequent problem in 8th (Really, this is just a problem with Drukhari and one person who plays a Khorne Bezerker Rhino Rush).

Usually I take a Sa'Cea vanguard plus a Farsight battalion. Just marker characters in the vanguard.

My options:

1) Get a Start Collecting Tau box and another Devilfish. Use the Ethereal as the second HQ in my farsight battalion, since all the other non-commander HQs do diddly gak for Breachers. Build 10x more breachers so now I have 3 fish full. Build 1 suit as a missile commander or quad ion commander for my Sa'Cea detachment, use the other two suits as crisis bodyguards or ebay one of the old suits on the cheap to make 3, run those as Ion or something.

2) Get another unit of stealth suits, a couple Piranha, and a Ghostkeel. leave it at two units of breachers and 1 5-man strike. Use the Piranha to make up some of the consistent S5 firepower I lose out on by going for breachers over fire warriors.

3) Ebay up a big crisis bomb to use Dropzone Clear and increase my single turn alpha strike.

What do you think would be best/most fun to play with? I'm leaning towards 1 or 2, Crisis suits have always kind of looked super cool but I dislike their suicide bomb nature and frontloading a ton of my points into deep strike.



Tau 8th Edition Tactics @ 2019/09/27 14:28:25


Post by: dan2026


I'd go with 2.
I love Stealth Suits and Big Papa Stealth Suit

The ltiile ones are good for grabbing and holding early objectives. They are harder than they look to get rid of with their 2W 3+ save and minus 1 to hit. Even more so if they take a couple of Shield Drones with them.

Big daddy stealth suit is better played more agressive I think. It packs a fair punch but is also annoying to get rid of with its -2 to hit. Your opponent will have to divert a fair bit of resources to get rid of it which then takes the pressure of your other suits and infantry.


Tau 8th Edition Tactics @ 2019/09/27 18:41:10


Post by: Ordana


From the Faq.

Saviour Protocols
Change this ability to read:
‘When resolving an attack made against a <Sept>
Infantry or <Sept> Battlesuit unit whilst that unit
is within 3" of a friendly <Sept> Drones unit, if the
wound roll is successful, you can roll one D6; on a 2+
that Drones unit suffers 1 mortal wound and the attack
sequence ends.’

Does this actually change anything? Or is it just a wording clarification?


Tau 8th Edition Tactics @ 2019/09/27 18:52:25


Post by: VladimirHerzog


 Ordana wrote:
From the Faq.

Saviour Protocols
Change this ability to read:
‘When resolving an attack made against a <Sept>
Infantry or <Sept> Battlesuit unit whilst that unit
is within 3" of a friendly <Sept> Drones unit, if the
wound roll is successful, you can roll one D6; on a 2+
that Drones unit suffers 1 mortal wound and the attack
sequence ends.’

Does this actually change anything? Or is it just a wording clarification?


it means that any mortal wounds that would be applied on top the normal damage (snipers, Wrath of mars) are also negated by the saviour protocols since you stop the sequence before assigning damage. Its a slight buff.
Some people are saying that this kills shield drones because ending the attack sequence means the drones dont roll the FnP (while this is obviously not intended, discussion might spark in the coming days concerning that)


Tau 8th Edition Tactics @ 2019/09/27 19:15:33


Post by: Dynas


VladimirHerzog wrote:
 Ordana wrote:
From the Faq.

Saviour Protocols
Change this ability to read:
‘When resolving an attack made against a <Sept>
Infantry or <Sept> Battlesuit unit whilst that unit
is within 3" of a friendly <Sept> Drones unit, if the
wound roll is successful, you can roll one D6; on a 2+
that Drones unit suffers 1 mortal wound and the attack
sequence ends.’

Does this actually change anything? Or is it just a wording clarification?


it means that any mortal wounds that would be applied on top the normal damage (snipers, Wrath of mars) are also negated by the saviour protocols since you stop the sequence before assigning damage. Its a slight buff.
Some people are saying that this kills shield drones because ending the attack sequence means the drones dont roll the FnP (while this is obviously not intended, discussion might spark in the coming days concerning that)


This is my interpretation as well. Though how does this differ from this?

Q: If an attack inflicts mortal wounds on a unit as a result of a
hit roll, and the attack sequence ends before it successfully wounds
the target (e.g. the Hellfire Shells Stratagem or an attack made
with a shokk attack gun with a Strength characteristic of 11+ that
fails to wound the target), can I allocate the mortal wounds to a
Drones unit with the Saviour Protocols ability?
A: No. As the attack sequence has ended before the target
has been wounded, there is no wound to allocate to the
Drones unit. Therefore the target suffers the mortal
wounds as normal.


Automatically Appended Next Post:
We did get a nerf to Automated repair system. Can still use it in either opponent or your turn, but only once instead of each.


Tau 8th Edition Tactics @ 2019/09/28 10:57:05


Post by: nordsturmking


Tau FAQ: Page 106 – XV104 Riptide Battlesuit, Nova ReactorChange the Boost text to read:‘You cannot use this ability to move within 1" of any enemy models.’

Does this mean the boost ability is gone? Because RAW this is the whole text now.


Tau 8th Edition Tactics @ 2019/09/30 12:36:33


Post by: balmong7


 nordsturmking wrote:
Tau FAQ: Page 106 – XV104 Riptide Battlesuit, Nova ReactorChange the Boost text to read:‘You cannot use this ability to move within 1" of any enemy models.’

Does this mean the boost ability is gone? Because RAW this is the whole text now.


hahahaha. ah internet. never change

GW? You guys should probably change. Start by hiring an editor.


Tau 8th Edition Tactics @ 2019/09/30 15:54:28


Post by: Dynas


 nordsturmking wrote:
Tau FAQ: Page 106 – XV104 Riptide Battlesuit, Nova ReactorChange the Boost text to read:‘You cannot use this ability to move within 1" of any enemy models.’

Does this mean the boost ability is gone? Because RAW this is the whole text now.


No. That is not RAW. It just means you cant move to within 1" of enemy models. Ie you can't make a "charge" move without actually charging in the charge phase (and thus ignoring OW.)


Tau 8th Edition Tactics @ 2019/09/30 16:18:07


Post by: Chaplain Pallantide


I’m sorry to sound like a newb, but I need some help. I’ve played 40k since the rogue trader days, fell away for a bit and got back into the hobby years ago with Tau being one of the first armies to draw me back.

However I hadn’t played for quite sometime, but again I have renewed interest in 40k and with the addition of an airbrush I’m finally getting things done and painted....

Any how long story made longer, I’ve picked up the start collecting Tau box, the Tau apocalypse detachment, as well as an additional riptide and Ghostkeel.

I’m not a tourney player and I know Crisis Suits are not what they used to be but can I still put together a decent army and be rather suit heavy?

I still have at least two devil fish as well as Rail rifle Hammerheads.

I’d prefer to maybe stay Tau sept fully and was wonder what are your thoughts?

If I use the nine suits I have I was thinking about ordering some Cyclic Ion blasters off shapeways and I want to magnetize my suits as well.

I also have so,e stealth suits as well, but I haven’t picked up any new broadsides or path finders.

Any advise is appreciated, I’m looking to start at 1500 points first and slowly go up from there.

Thanks again for any and all help you’re willing to give.


Tau 8th Edition Tactics @ 2019/09/30 17:07:09


Post by: A Town Called Malus


 Dynas wrote:
 nordsturmking wrote:
Tau FAQ: Page 106 – XV104 Riptide Battlesuit, Nova ReactorChange the Boost text to read:‘You cannot use this ability to move within 1" of any enemy models.’

Does this mean the boost ability is gone? Because RAW this is the whole text now.


No. That is not RAW. It just means you cant move to within 1" of enemy models. Ie you can't make a "charge" move without actually charging in the charge phase (and thus ignoring OW.)


No he's right. Without it specifying what text to change it replaces the entire text for Boost. All it needed was to add it to the end ("add the following text after the final sentence for Boost") but it did not actually say to do that, it said to change the text for boost in its entirety to 'You cannot use this ability to move within 1" of any enemy models.'

This is errata basics. There is zero excuse for such terrible technical writing.


Tau 8th Edition Tactics @ 2019/09/30 18:35:47


Post by: lare2


Quick question I hope you all can help with. I play exclusively Farsight (like keeping a theme) and was wondering what the most efficient way to maximise markerlights was. I currently run 2x5 pathfinders and a Fireblade but feel there must be a cheaper/better way to do it... I just can't seem to see it. Any advice would be greatly appreciated and thanks in advance.


Tau 8th Edition Tactics @ 2019/09/30 19:31:44


Post by: Jancoran


 lare2 wrote:
Quick question I hope you all can help with. I play exclusively Farsight (like keeping a theme) and was wondering what the most efficient way to maximise markerlights was. I currently run 2x5 pathfinders and a Fireblade but feel there must be a cheaper/better way to do it... I just can't seem to see it. Any advice would be greatly appreciated and thanks in advance.



Firesight Markmen and fireblades are good. I personally use the Drone Controller and the Markerdrones. Tougher, they have Savior Protocol and they dont get tied up. Theres a lot to like


Tau 8th Edition Tactics @ 2019/09/30 20:05:56


Post by: Dynas


 A Town Called Malus wrote:
 Dynas wrote:
 nordsturmking wrote:
Tau FAQ: Page 106 – XV104 Riptide Battlesuit, Nova ReactorChange the Boost text to read:‘You cannot use this ability to move within 1" of any enemy models.’

Does this mean the boost ability is gone? Because RAW this is the whole text now.


No. That is not RAW. It just means you cant move to within 1" of enemy models. Ie you can't make a "charge" move without actually charging in the charge phase (and thus ignoring OW.)


No he's right. Without it specifying what text to change it replaces the entire text for Boost. All it needed was to add it to the end ("add the following text after the final sentence for Boost") but it did not actually say to do that, it said to change the text for boost in its entirety to 'You cannot use this ability to move within 1" of any enemy models.'

This is errata basics. There is zero excuse for such terrible technical writing.


Ah I see what your getting at. Yeah. Basically, the intent is to not allow crazy charge sheningans outside the charge phase. You can never move within 1" of an enemy model when using this ability.


Tau 8th Edition Tactics @ 2019/10/01 11:12:51


Post by: nordsturmking


 Dynas wrote:
 A Town Called Malus wrote:
 Dynas wrote:
 nordsturmking wrote:
Tau FAQ: Page 106 – XV104 Riptide Battlesuit, Nova ReactorChange the Boost text to read:‘You cannot use this ability to move within 1" of any enemy models.’

Does this mean the boost ability is gone? Because RAW this is the whole text now.


No. That is not RAW. It just means you cant move to within 1" of enemy models. Ie you can't make a "charge" move without actually charging in the charge phase (and thus ignoring OW.)


No he's right. Without it specifying what text to change it replaces the entire text for Boost. All it needed was to add it to the end ("add the following text after the final sentence for Boost") but it did not actually say to do that, it said to change the text for boost in its entirety to 'You cannot use this ability to move within 1" of any enemy models.'

This is errata basics. There is zero excuse for such terrible technical writing.


Ah I see what your getting at. Yeah. Basically, the intent is to not allow crazy charge sheningans outside the charge phase. You can never move within 1" of an enemy model when using this ability.


Yes and i am pretty sure this is what they wanted to do. But they screwed up...


Tau 8th Edition Tactics @ 2019/10/01 18:28:00


Post by: lare2


 Jancoran wrote:
 lare2 wrote:
Quick question I hope you all can help with. I play exclusively Farsight (like keeping a theme) and was wondering what the most efficient way to maximise markerlights was. I currently run 2x5 pathfinders and a Fireblade but feel there must be a cheaper/better way to do it... I just can't seem to see it. Any advice would be greatly appreciated and thanks in advance.



Firesight Markmen and fireblades are good. I personally use the Drone Controller and the Markerdrones. Tougher, they have Savior Protocol and they dont get tied up. Theres a lot to like


Cheers for the pointers. I'm normally pretty full up with drones to take marker drones but your post got me thinking - I'd plum forgot you can just take drones and 4 only cost 40pts. That's pretty good bang for your buck. I normally run something with drone controller in the backfield so could just plonk them there as well.


Tau 8th Edition Tactics @ 2019/10/01 19:08:03


Post by: Pain4Pleasure


I really want to make a storm surge work. I just can’t decide if he is better supported with 2 Riptide’s plus fill in blank or 2 units of 3 broadsides and fill in the blank. I know it won’t be hyper competitive but I wanna do it anyway


Tau 8th Edition Tactics @ 2019/10/01 20:30:12


Post by: Jancoran


The StormSurge is probably the weakest of the Super heavy type units. He used to be pretty good with Destroyer Missiles but now, 8 Mortals IF you drop anchors and roll average seems lacklustre and a 3+ base save? It hurts. This has been made further a joke by the Ridiculous Devastator Doctrines. I'm really hard pressed to see a real justifiable reason to take one. If it were a Battle Suit and could benefit from Savior Protocols, sure. Take it all day long.

But with the absurdity of the new Space Marines, I'm thinking that anything NOT a Battlesuit is going to have a bad day. Hammer Heads: newp. StormSurge: Newp. Infantry is still fine. Battlesuits still have an answer. They made the cool GunRigs obsolete as well, which were actually pretty good. I got amazing mileage from them and that too is now kind of a thing of the past.

Poor StormSurge. Borderline to begin with but now just officially not something I would recommend when a Riptide just DOES IT BETTER.


Tau 8th Edition Tactics @ 2019/10/01 22:15:42


Post by: Pain4Pleasure


 Jancoran wrote:
The StormSurge is probably the weakest of the Super heavy type units. He used to be pretty good with Destroyer Missiles but now, 8 Mortals IF you drop anchors and roll average seems lacklustre and a 3+ base save? It hurts. This has been made further a joke by the Ridiculous Devastator Doctrines. I'm really hard pressed to see a real justifiable reason to take one. If it were a Battle Suit and could benefit from Savior Protocols, sure. Take it all day long.

But with the absurdity of the new Space Marines, I'm thinking that anything NOT a Battlesuit is going to have a bad day. Hammer Heads: newp. StormSurge: Newp. Infantry is still fine. Battlesuits still have an answer. They made the cool GunRigs obsolete as well, which were actually pretty good. I got amazing mileage from them and that too is now kind of a thing of the past.

Poor StormSurge. Borderline to begin with but now just officially not something I would recommend when a Riptide just DOES IT BETTER.

Sad to hear since I love the model. Oh well maybe next edition. For now I’ll bring him to casual fun games I guess


Tau 8th Edition Tactics @ 2019/10/02 14:40:14


Post by: captain collius


 Chaplain Pallantide wrote:
I’m sorry to sound like a newb, but I need some help. I’ve played 40k since the rogue trader days, fell away for a bit and got back into the hobby years ago with Tau being one of the first armies to draw me back.

However I hadn’t played for quite sometime, but again I have renewed interest in 40k and with the addition of an airbrush I’m finally getting things done and painted....

Any how long story made longer, I’ve picked up the start collecting Tau box, the Tau apocalypse detachment, as well as an additional riptide and Ghostkeel.

I’m not a tourney player and I know Crisis Suits are not what they used to be but can I still put together a decent army and be rather suit heavy?

I still have at least two devil fish as well as Rail rifle Hammerheads.

I’d prefer to maybe stay Tau sept fully and was wonder what are your thoughts?

If I use the nine suits I have I was thinking about ordering some Cyclic Ion blasters off shapeways and I want to magnetize my suits as well.

I also have so,e stealth suits as well, but I haven’t picked up any new broadsides or path finders.

Any advise is appreciated, I’m looking to start at 1500 points first and slowly go up from there.

Thanks again for any and all help you’re willing to give.


Sure in a fun environment suits can be fun and work just fine CiBs are the weapon of choice as you noted but fusions and dakka suits have a place.

I like the ghostkeel and it can work but you need to use it and see how it fits your stylr


Tau 8th Edition Tactics @ 2019/10/02 20:31:47


Post by: Chaplain Pallantide


Thanks for the reply Captain Collius.

I have the following rough idea for 1500 points not sure with what to do with the remainder of the points:

Sept Tau

HQ:
Cadre Fireblade w/Markerlight - 42pts
Coldstar Commander w/4xFusion - 162pts

Troops:
4x5 Strike Teams w/Markerlights - 152pts

Elites:
2xRiptides w/HBC,SMS,ATS and VT - 556pts
2x3 Crisis Suits w/3xCIB - 270pts

Total so far is 1182 leaving me with 318pts

So I know I need to put in shield drones, but what else should put into the list?

I was thinking about putting Iridium Armor on one suit in each team as well as dropping one CIB from each team and put in a drone controller.

I like Ghostkeels and Stealth Suits but I’m thinking’s night about saving those if I go to 2000 points

I also like broadside, but I prefer the look of Rail Rifles instead of HYMPs.

Anyways thanks for any help or advice you guys are willing to give to this returning toTau newb.


Tau 8th Edition Tactics @ 2019/10/03 18:48:43


Post by: KonTheory


Broadsides are very good, and if you don't like the look of the pods you can always try something custom?

https://imgur.com/gallery/qoAeFd7


Tau 8th Edition Tactics @ 2019/10/03 20:27:27


Post by: Ordana


 KonTheory wrote:
Broadsides are very good, and if you don't like the look of the pods you can always try something custom?

https://imgur.com/gallery/qoAeFd7
I find it looks better with only 1 missile pod at the end of the railgun rather then 2, less comically bulky and no one is going to complain its not 2 HYMP's.


Tau 8th Edition Tactics @ 2019/10/03 20:45:48


Post by: Pain4Pleasure


I built my 4 regular broadsides using that same fun method, but just to make them different I built my 2 shas’vre I used the original build. I like the different look thrown into it to signify who the shasvre is


Tau 8th Edition Tactics @ 2019/10/04 00:54:05


Post by: captain collius


I'm All about broadsides and love em. I feel like the two teams of three crisis are alpha strike units and you won't have much left if they get tagged once.


You need more markerlights. The Shas'ui are nice but unreliable add another fireblade or three.

Ghostkeels are the Tau Distraction Carnifex. Have fun.


Tau 8th Edition Tactics @ 2019/10/04 15:22:43


Post by: Chaplain Pallantide


Thank you for the replies! I think I will go with two broadsides with HYMP, SMS and ATS for 242pts

That leaves me 96 points shy of 1500.

What should I do with the remaining points? How many shield drones should I cram in and which units should they be tied to?

Thanks again for your help


Tau 8th Edition Tactics @ 2019/10/04 15:53:51


Post by: Babar_babar


I think that you are just giving 1 weapon per Crisis suit, I suggest you give 3 to each


Tau 8th Edition Tactics @ 2019/10/04 10:25:36


Post by: Jancoran


Im playing with 8 Broadsides currently.


Tau 8th Edition Tactics @ 2019/10/05 00:59:45


Post by: captain collius


 Jancoran wrote:
Im playing with 8 Broadsides currently.


I know they are great if you place them right .... And give them drones.


Tau 8th Edition Tactics @ 2019/10/05 05:08:57


Post by: Jancoran


 captain collius wrote:
 Jancoran wrote:
Im playing with 8 Broadsides currently.


I know they are great if you place them right .... And give them drones.


I only have 8 drones for them. None of them Shield Drones. Hehehe.


Tau 8th Edition Tactics @ 2019/10/05 08:39:36


Post by: Pain4Pleasure


 Jancoran wrote:
 captain collius wrote:
 Jancoran wrote:
Im playing with 8 Broadsides currently.


I know they are great if you place them right .... And give them drones.


I only have 8 drones for them. None of them Shield Drones. Hehehe.

I wouldn’t mind seeing this list. I currently run 6 with 2 riptides, 15 fire warriors and support HQ/shield drones


Tau 8th Edition Tactics @ 2019/10/05 19:08:45


Post by: captain collius


Marker drones would work well with broasides especially if you can get a drone controller


Tau 8th Edition Tactics @ 2019/10/07 17:54:02


Post by: Jancoran


Pain4Pleasure wrote:
 Jancoran wrote:
 captain collius wrote:
 Jancoran wrote:
Im playing with 8 Broadsides currently.


I know they are great if you place them right .... And give them drones.


I only have 8 drones for them. None of them Shield Drones. Hehehe.

I wouldn’t mind seeing this list. I currently run 6 with 2 riptides, 15 fire warriors and support HQ/shield drones



++ Battalion Detachment +5CP (T'au Empire) [99 PL, 8CP, 1,761pts] ++

T'au Empire Sept Choice: Bork'an Sept

Cadre Fireblade [2 PL, 42pts]: Markerlight [3pts]

Commander in XV8 Crisis Battlesuit [7 PL, 108pts]: Airbursting fragmentation projector [8pts], Plasma rifle [8pts], Shield generator [8pts], Velocity tracker [2pts], Warlord, XV8-02 Crisis Iridium battlesuit [10pts]
. Supernova launcher (replaces 1 airbursting fragmentation

Kroot Carnivores [3 PL, 50pts]: 10x Kroot [50pts]

Kroot Carnivores [3 PL, 50pts]: 10x Kroot [50pts]

Strike Team [2 PL, 35pts]
. Fire Warrior Shas'ui [7pts]: Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle [28pts]


Firesight Marksman [1 PL, 25pts]: Markerlight [3pts], Pulse pistol [1pts]

Firesight Marksman [1 PL, 25pts]: Markerlight [3pts], Pulse pistol [1pts]

XV104 Riptide Battlesuit [14 PL, 287pts]: 2x Smart missile system [30pts], Ion accelerator [50pts], Target lock [12pts], Velocity tracker [10pts]

Kroot Hounds [3 PL, 48pts]: 12x Kroot Hound [48pts]

Tactical Drones [4 PL, 80pts]
. 8x MV7 Marker Drone [80pts]

Vespid Stingwings [3 PL, 56pts]
. 3x Vespid Stingwing [42pts]
. Vespid Strain Leader [14pts]

XV88 Broadside Battlesuits [21 PL, 366pts]
. Broadside Shas'ui [7 PL, 122pts]: 2x High-yield missile pod [50pts], 2x Smart missile system [30pts], Seeker missile [5pts], Velocity tracker [2pts]
. Broadside Shas'ui [7 PL, 122pts]: 2x High-yield missile pod [50pts], 2x Smart missile system [30pts], Seeker missile [5pts], Velocity tracker [2pts]
. Broadside Shas'vre [7 PL, 122pts]: 2x High-yield missile pod [50pts], 2x Smart missile system [30pts], Seeker missile [5pts], Velocity tracker [2pts]

XV88 Broadside Battlesuits [14 PL, 223pts]
. Broadside Shas'ui [7 PL, 110pts]: 2x Smart missile system [30pts], Drone controller [5pts], Heavy rail rifle [35pts], Seeker missile [5pts]
. Broadside Shas'vre [7 PL, 113pts]: 2x Smart missile system [30pts], Heavy rail rifle [35pts], Seeker missile [5pts], Shield generator [8pts]

XV88 Broadside Battlesuits [21 PL, 366pts]
. Broadside Shas'ui [7 PL, 122pts]: 2x High-yield missile pod [50pts], 2x Smart missile system [30pts], Seeker missile [5pts], Velocity tracker [2pts]
. Broadside Shas'ui [7 PL, 122pts]: 2x High-yield missile pod [50pts], 2x Smart missile system [30pts], Seeker missile [5pts], Velocity tracker [2pts]
. Broadside Shas'vre [7 PL, 122pts]: 2x High-yield missile pod [50pts], 2x Smart missile system [30pts], Seeker missile [5pts], Velocity tracker [2pts]

++ Battalion Detachment +5CP (T'au Empire) [13 PL, 5CP, 237pts] ++

T'au Empire Sept Choice: Bork'an Sept

Cadre Fireblade [2 PL, 42pts]: Markerlight [3pts]

Cadre Fireblade [2 PL, 42pts]: Markerlight [3pts]

Strike Team [2 PL, 35pts]
. Fire Warrior Shas'ui [7pts]: Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle [28pts]

Strike Team [2 PL, 35pts]
. Fire Warrior Shas'ui [7pts]: Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle [28pts]

Strike Team [2 PL, 35pts]
. Fire Warrior Shas'ui [7pts]: Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle [28pts]

Kroot Hounds [3 PL, 48pts]: 12x Kroot Hound [48pts]

++ Total: [112 PL, 13CP, 1,998pts]


Tau 8th Edition Tactics @ 2019/10/09 12:20:19


Post by: Azuza001


So I am just getting into tau, picked up a huge army for 250$, and I am trying to wrap my head around some basic ideas here. I picked up

Shadowsun
Farsight
Longstrike
6x crisis suits
15 fire warriors with pulse rifles
10 pathfinders, 2 with rail rifles
5 breachers
2 phiranas
18 drones of various setups
3 skyrays
3 hammerheads
2 ghostkeels
9 stealth suits
Stormsurge
Riptide
2 ethereal

Along with a bunch of extra bits.

Here are my questions

Now I get the 1 command suit per detachment, and farsight / shadowsun count as commanders, so is it worth looking at getting a command suit like a cold star or could I just use a normal crisis suit as a commander?

3 detachments make it hard to run both a farsight enclave as well as a tau force it seems if I want to also run the stormsurge. Stormsurge seems like it would be best as a long range fire support unit which between the 2 septs tau would be better than enclave, this forces me to 1 enclave detachment and 2 tau. Or is the overwatch on 5's not a big deal? Seems like its important to me.

If I did go with 2 enclaves and a tau detachment setup is the cold star with 2 fusion blades a good setup? Only getting 2 attacks in cc doesn't seem that good, but considering what we have for options.....

Finally on suits as a general setup, they seem like a points trap to me on paper. Yes you can put a lot of cool additional abilities on them, but when you take a suit that costs 83 pts and put 3 different support systems on it increasing its cost to 130+, that seems to be overkill. How much is considered too much on these guys? For example, I like the ATS system, adding -1 ap to an ap0 weapon is pretty cool. Especially if you go 2 burst then that, you have 2 heavy bolters at 18" basically. But is that too many points? Another example, missile pods seem sweet, 36" str 7 AP-1 d3? That's autocannon territory. Add the ATS to go ap-2. But 3 of them and the system on a commander is like 50+ additional points, is that worth it considering the commander can't be targeted?


Tau 8th Edition Tactics @ 2019/10/09 22:15:11


Post by: Jancoran


Dont forget the sept on those HQ's matters


Tau 8th Edition Tactics @ 2019/10/12 01:20:09


Post by: Pain4Pleasure


Well guys, we went quickly from one of the best shooting armies behind imperial guard to being behind even mechanics and marines. As well as having any of our ability to always ensure what we want dead is dead due to the rise in iron hands and their insane resiliency. What say we do?


Tau 8th Edition Tactics @ 2019/10/12 03:52:24


Post by: Jancoran


Volume of Str 5+ fire is still good. Range seems like the key v iron hands. Deploy 46.1" away, take Bork'an sept and let Iron Hands go first.


Tau 8th Edition Tactics @ 2019/10/12 05:21:48


Post by: John Prins


Azuza001 wrote:
So I am just getting into tau, picked up a huge army for 250$, and I am trying to wrap my head around some basic ideas here. I picked up

Now I get the 1 command suit per detachment, and farsight / shadowsun count as commanders, so is it worth looking at getting a command suit like a cold star or could I just use a normal crisis suit as a commander?


A normal crisis suit can be a XV8 Commander. It's 1 less wound than an Enforcer Commander. Coldstars are stupid mobile, though, so it's worth considering owning one.

3 detachments make it hard to run both a farsight enclave as well as a tau force it seems if I want to also run the stormsurge. Stormsurge seems like it would be best as a long range fire support unit which between the 2 septs tau would be better than enclave, this forces me to 1 enclave detachment and 2 tau. Or is the overwatch on 5's not a big deal? Seems like its important to me.


Overwatch on 5 is indeed a big deal because you'll be getting charged and relying on Overwatch to blunt it. Farsight is a more mobile form of Tau and can play run-and-gun a lot better, so overwatch is a bit less important, depending on how you build the army. In general, Tau Sept is indeed better than Farsight.

If I did go with 2 enclaves and a tau detachment setup is the cold star with 2 fusion blades a good setup? Only getting 2 attacks in cc doesn't seem that good, but considering what we have for options.....


Yeah, Fusion Blades are dicey - you'll probably get the hits and the wounds for both attacks, but if the enemy is running a 4+ invulnerable save you're probably not killing them and Commanders can't stand up to most serious melee threats. However, it's on top of having 2 Fusion Blasters. I'd include a Shield Generator for durability if you go that route.

Finally on suits as a general setup, they seem like a points trap to me on paper.


You're not wrong. Crisis Suits have to be used carefully and it still takes a bit of luck to make them worth the points. If you play games with lots of LOS blocking terrain, they're more valuable because they can move a lot of powerful dakka around and your Fire Warriors can't shoot things very much in that situation. I generally find that sticking more guns on the unit is better than taking support systems, and the more expensive guns (Missile/Fusion) aren't worth it unless it's a Commander. Triple Burst suits are close to competitive with a squad of 12 Fire Warriors with Cadre Fireblade support, with greater mobility but less range. Triple Flamer are anti-horde overwatch monsters. Cyclic Ion suits are expensive but have some scary dakka output with the right support.


Tau 8th Edition Tactics @ 2019/10/14 12:43:03


Post by: Kdash


The T'au FAQ has been updated. Looks like another change to Saviour Protocols.


Tau 8th Edition Tactics @ 2019/10/14 14:49:17


Post by: Mr.T


Kdash wrote:
The T'au FAQ has been updated. Looks like another change to Saviour Protocols.

The only thing that change is rapetide boost ability


Tau 8th Edition Tactics @ 2019/10/14 16:46:04


Post by: Azuza001


So played the first 2 games of the tournament at the flgs this weekend. I won both of my games. Next week is games 3 and 4.

My list that I ended up taking.

Spoiler:


Brigade - Farsight Enclave

Cadre Fireblade
Coldstar with 3x fusion blasters, shield generator, relicn fusion blades

Strike team - 5 men w/ pulse rifles and 2x shield drones, 1 marker light
Strike team - 5 men w/ pulse rifles, 1 marker light
Strike team - 5 men w/ pulse rifles, 1 marker light

crisis bodyguards, 6 suits, all w/ 2x flamers and ATS


Vanguard - Farsight Enclave

Commander Farsight

Riptide w/ 2x smart missile systems, ATS, Target Lock, Heavy Burst Cannon
Stealth team - 3 man, homing beacon and 2x shield drones
Stealth team - 3 man, homing beacon and 2x shield drones
Stealth team - 3 man, homing beacon and 2x shield drones
Ghost keel - 2x fusion blasters, fusion collider, shield generator, target lock
Ghost keel - 2x fusion blasters, fusion collider, shield generator, target lock


Vanguard - Farsight Enclave

Commander w/ XV8 crisis suit - warlord, precision of the hunter, iridium battle suit, 1 shield drone, 4x missile pods, relic onager gauntlet

Firesight marksman
Firesight marksman
Firesight marksman




First game was vs imperial guard. He had troops, 3 heavy mortar teams, 2 russ commanders, 1 regular russ, 3 basilisks, 3 plasma cannon armored sentinels, and 2 scion squads, a valkerie, and some random hq guys. He deployed first with his russes on one side and his artillery on the other flank.

Mission was beachhead from chapter approved 2018.

I deployed my bodyguards and farsight in manta strike. My marker teams were spread out across my back field, I put my troops on my objective then deployed my stealth teams, ghostkeels, riptide, coldstar, and missile commander on my left flank across from his artillery. He got first turn.

He unloaded his artillery on my stealth suits/ghost keels trying to take them down before I could hurt him, but all he ended up doing was killing 7 shield drones and a single stealth suit. His russes moved forward, his valkerie flew up to the middle objective, and he dropped troops out onto it. The russes killed half my infanty on my own objective.

I moved up and blitzed his artillery hard. I killed 2 basilisks, all 3 heavy mortar teams, killed a 10 man squad around his warlord, then charged my coldstar into his warlord and killed it dead. The riptide overcharged and blew the valkerie out of the air as well.

T2 he tried to slow the wall of stealth down and unloaded on them but only killed a few more drones. He did kill the rest of my troops but I still had an hq on my objective so i was fine there. He dropped his troops down on my suits as well but again little to no damage.

I dropped my suits in t2 inbeteeen my objective and his russes. I my attacks just unloaded on his remaining vehicles, killing 2 russes and the basilisk then I charged into his lines tying many infantry squads up in a fight they couldn't win.

T3 he tried to hold his lines but all his shooting was pretty weak. I backed out of cc, bodyguards flew into flamer range, I popped strat so they would reroll failed wounds..... lots of guardsmen died this turn. He ended up conceding at this point.



2nd game was narrow the search. I was vs a marine army with guard allies. Again I went 2nd.

He had a repulser, 2 redemptor dreads, a bunch of primarus, 30 scions, a callidus assassin, an eversor assassin, and a vindicate. Problem was he left his left flank kind of low so I deployed all my stealth stuff there right on his lines.

This game went back and forth a bit, I lost most my back line to his 2 cc assassins (vindicare was worthless) and coldstar to an attempt of killing his warlord t1 and failing (3 4++ saves made, damn it....) as well as both keels (1 t1) and most of the stealth suits (had 2 left) but in the end of t4 it was tied and I had the objective securely in my grasp (he had only 5 marines and a vindicare left)


Things I learned.

Crisis bodyguards loaded out that way are sick. It's hard to get them all in range but 12d6 str 4 ap-1 auto hitting rerolling failed wounds will kill almost anything you try to throw it at. And homing beacon trick to get them in range is a risk reward that can pay off.

Missile pod commander is cool. I never had to use his fist in cc but he killed both assassins in my back lines after they killed all my troops. Definitely a cool model.

Coldstar is pretty nasty as well. Treat him like a bully and send him at things that can't defend themselves well and he will do wonders.

I think the chip is a better relic. The fist never came up but the chip would have been good to have.

People don't expect you to run at them with tau lol.


Tau 8th Edition Tactics @ 2019/10/15 07:00:35


Post by: Kdash


 Mr.T wrote:
Kdash wrote:
The T'au FAQ has been updated. Looks like another change to Saviour Protocols.

The only thing that change is rapetide boost ability


Ah - was going off the magenta highlights.


Tau 8th Edition Tactics @ 2019/10/16 03:15:38


Post by: Yaktan


Azuza001 wrote:
So played the first 2 games of the tournament at the flgs this weekend. I won both of my games. Next week is games 3 and 4.

People don't expect you to run at them with tau lol.


Nice to hear! I do something similar with my list, with 2 ghost keels, plus 2 squads of stealth suits with drones, though I run Shadowsun with them as well. It gives such a strong presence to control the mid-field, and as you note can be quite surprising for opponents who do not expect Tau to be all in their grill. I also really like my missile commander and coldstar. The missile guy provides a nice, reliable damage source. (I even ran him before the point drops; I go with 3x pod and ATS, so it was 33 points off his price with chapter approved, lol)

Of course, I go close combat themed with my troops as well--I run 6 5 man squads of breachers. They do so much damage if they get in range, which can sometimes be a problem, but I find if they are not getting targets, it is normally because my opponent has ceded board control, which is how I generally win--I just take over the board with my horde of shotgun wielding dudes. (or I face knights and just pop them when they try to come at me. I had one tournament at my local store that all 3 games were vs. knights)


Tau 8th Edition Tactics @ 2019/10/17 13:40:50


Post by: KonTheory


So am I reading this correctly (sorry still new to 8th edition)

If a unit of mine is being charged, my other unit uses for the greater good and fires overwatch.

Then they have a second unit that declares a charge against my 2nd unit. it can no longer fire any kind of overwatch at all because it used for the greater good?


Tau 8th Edition Tactics @ 2019/10/17 13:58:01


Post by: Azuza001


Yeah, you have to be careful with how you use "greater good ".

I would love to try breachers in devilfish in this list but I don't see any way to get them in without losing something important like the riptide. My last game I had 3 shield drones left so it's not like I didn't use them. Dropping the riptide and switching to a more mobile force could be interesting though. I will have to think about it some.

As for shadowsun yeah I have her too and she is amazing. But she is tau Sept not farsight and I didn't want to salad my tau force in my first few games with them. Need to learn the rules better before I get into that.


Tau 8th Edition Tactics @ 2019/10/17 18:27:02


Post by: KonTheory


I cant beat eldar...
I don't know what to do, or what I'm doing wrong

he always has a squad of 10 dark reapers in the back corner with a farseer and a warlock can conceal, guide and something else on them, the sit in cover and require 6s to hit almost always, and they shred anything they aim at.

He has banshee masks on characters that charge in to tie up my units,

tau hitting on 5+ feels awful

what can I do?


Tau 8th Edition Tactics @ 2019/10/18 14:39:47


Post by: pumaman1


TO clarify, 10 dark reapers in 1 unit? or multiple squads he holds back in 1 blob? b/c if its one unit, i think it's probably worth it to just sprint a max squad or 2 of shield drones in the FA slot to just get into melee and bog them down until the end of the game. and if they really are in the back corner they won't be able to fall back


Tau 8th Edition Tactics @ 2019/10/18 14:49:28


Post by: Azuza001


Drones to tie them down, or crisis suits with a commander with flamers. You have to get in range but once your in 6d6 auto hitting wounding on 3's rerolling failed wounds will end their shenanigans quickly. And don't forget to charge, keeping them locked in cc with something stupid like a piranha or devilfish works wonders at tying them up for the game.


Tau 8th Edition Tactics @ 2019/10/18 15:12:35


Post by: pumaman1


Or use the super bad 3cp orbital laser strategem to just dump mortal wounds on them? inefficient, but thematically fun


Tau 8th Edition Tactics @ 2019/10/20 04:42:40


Post by: Pain4Pleasure


Dark reapers are strong for sure. I think the best way to deal with them if they fire and fade is LOS ignoring weaponry. However, I know our LoS ignoring weapons aren’t the best of range either


Tau 8th Edition Tactics @ 2019/10/31 12:40:14


Post by: Azuza001


So I ended up saving all my pennies and stuff and went out and bought the big daddy of battlesuits, the Ta'unar Supremacy Warsuit. I know how I plan on running it equipment wise and army wise (is it me or is this thing a beast even at 1200 pts? Shield drones protecting it make it so survivable!) But what I am not sure of is what Sept works best for it. I plan on putting 2 ethereals next to it to give it reroll 1's and 6+++ in case it needs them so its perfectly autonomous to the rest of the army (don't need no marker lights here!).

Tau seems good defensively, all those shots helping on overwatch could be devastating. Borkan seems good too, increasing the range on the more basic weapons can't be a bad thing. Farsight seems wasted, I don't see getting within 6" to reroll 1's to wound honestly.

Thoughts?


Tau 8th Edition Tactics @ 2019/10/31 21:21:36


Post by: Elhombredelgas


I will go for Tau, no doubt.

Overwatch +5 is great in a huge suit like Tau'nar, to avoid charges and supporting screening units. Don't forget that Tau'nar can't leave a combat and still shoot. Also you can benefit of Shadowsun and Focused Fire in case you need

To maximize Tau'nar you will need markerlights, if you play 2000 pts your army will be Taunar plus things that make Tau'nar stronger, that is all





Tau 8th Edition Tactics @ 2019/10/31 21:42:29


Post by: Azuza001


Good to know about falling back and shooting, important to note it doesn't have fly even with a large movement.


Tau 8th Edition Tactics @ 2019/11/23 00:00:17


Post by: flamingkillamajig


So i'm not a tau player and it's probably one of the armies i'd want after dark eldar and then genestealer cult. That said is it possible to run a fairly decent unconventional force? I want to run an army without Riptides or Stormsurge. I hear Stormsurge aren't good in 8th like they were in 7th and tau just curb-stomped my dark eldar in 7th though I did manage to kill a stormsurge once.

I'd be very new at thinking of tactics for tau. I like the basic infantry and some of the support systems. I think drones are too expensive to take if I use them on anything smaller than a battlesuit so most infantry probably aren't worth blocking with drones unless there's a boost the drones give. I kind of want to take a fairly good amount of piranhas and just load em up with 2 seeker missiles each (probably no fusion blasters as that would cost too much and they might not live that long). Piranhas also sound ok at taking objectives with their high speed.

Anyway i'm not entirely sure. Battlesuits are good but seem expensive when you load em up with everything and all the various ranges on some of em make me feel like some of their weapons are going to waste unless they hit a good range which wouldn't be cost effective. As far as ranges I've always been told tau's general effective "F- off!" range is 2"-18".

What advice would you veteran tau players have for me? Keep in mind I don't think i'd want anything bigger than a ghostkeel as far as battle suits are concerned. I think stealth suits and crisis suits are more my thing. I might actually just take a mixture of infantry, light vehicles with long range along with medium sized battle suits. Is that even viable?



Tau 8th Edition Tactics @ 2019/11/23 06:57:10


Post by: Jancoran



++ Battalion Detachment +5CP (T'au Empire) [92 PL, 8CP, 1,774pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

T'au Empire Sept Choice: Bork'an Sept

+ HQ +

Cadre Fireblade [2 PL, 42pts]: Markerlight

Commander in XV8 Crisis Battlesuit [7 PL, 108pts]: 2. Through Unity, Devastation, Airbursting fragmentation projector, Plasma rifle, Shield generator, Velocity tracker, Warlord, XV8-02 Crisis Iridium battlesuit
. Supernova launcher (replaces 1 airbursting fragmentation projector)

+ Troops +

Kroot Carnivores [3 PL, 50pts]: 10x Kroot

Kroot Carnivores [3 PL, 50pts]: 10x Kroot

Strike Team [2 PL, 35pts]
. Fire Warrior Shas'ui: Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle

+ Elites +

Firesight Marksman [1 PL, 25pts]: Markerlight, Pulse pistol

Firesight Marksman [1 PL, 25pts]: Markerlight, Pulse pistol

XV8 Crisis Battlesuits [24 PL, 496pts]
. Crisis Shas'ui: 3x Cyclic ion blaster, XV8-02 Crisis Iridium battlesuit
. Crisis Shas'ui: 3x Cyclic ion blaster
. Crisis Shas'ui: 3x Cyclic ion blaster
. Crisis Shas'ui: 3x Cyclic ion blaster
. Crisis Shas'ui: 3x Cyclic ion blaster
. Crisis Shas'vre: 3x Cyclic ion blaster

+ Fast Attack +

Kroot Hounds [3 PL, 48pts]: 12x Kroot Hound

Tactical Drones [2 PL, 80pts]
. 8x MV7 Marker Drone

Tactical Drones [2 PL, 80pts]
. 8x MV4 Shield Drone

+ Heavy Support +

XV88 Broadside Battlesuits [21 PL, 366pts]
. Broadside Shas'ui: 2x High-yield missile pod, 2x Smart missile system, Seeker missile, Velocity tracker
. Broadside Shas'ui: 2x High-yield missile pod, 2x Smart missile system, Seeker missile, Velocity tracker
. Broadside Shas'vre: 2x High-yield missile pod, 2x Smart missile system, Seeker missile, Velocity tracker

XV88 Broadside Battlesuits [21 PL, 369pts]
. Broadside Shas'ui: 2x High-yield missile pod, 2x Smart missile system, Seeker missile, Velocity tracker
. Broadside Shas'ui: 2x High-yield missile pod, 2x Smart missile system, Drone controller, Seeker missile
. Broadside Shas'vre: 2x High-yield missile pod, 2x Smart missile system, Seeker missile, Velocity tracker

++ Battalion Detachment +5CP (T'au Empire) [13 PL, 5CP, 225pts] ++

+ No Force Org Slot +

Detachment CP [5CP]

T'au Empire Sept Choice: Bork'an Sept

+ HQ +

Cadre Fireblade [2 PL, 42pts]: Markerlight

Cadre Fireblade [2 PL, 42pts]: Markerlight

+ Troops +

Strike Team [2 PL, 35pts]
. Fire Warrior Shas'ui: Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle

Strike Team [2 PL, 35pts]
. Fire Warrior Shas'ui: Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle

Strike Team [2 PL, 35pts]
. Fire Warrior Shas'ui: Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle

+ Fast Attack +

Kroot Hounds [3 PL, 36pts]: 9x Kroot Hound

++ Total: [105 PL, 13CP, 1,999pts] ++

Created with BattleScribe


Tau 8th Edition Tactics @ 2019/11/23 11:42:52


Post by: carldooley


flamingkillamajig

How you run your force is entirely up to you, and an infantry swarm is a good, though bloated way to run tau. By bloated, I mean that you are likely going to spend more time in the movement phase moving your models than another tau player, and you may find your games running a bit longer as a consequence.

If you don't mind an unconventional suggestion, consider the Tiger Shark. I was pleasantly surprised at the survivability and sheer amount of firepower available to it, especially if you manage to support it with 2 helpings of Mont'ka with Farsight and another commander.

Also, don't be quick to consider heavier options when it comes to vehicles. The Skyray and Ionhead are entertaining support options as well. I'm not a great fan of the Piranha, though the Tetra with its heavy markerlight is worthy of consideration too.


Tau 8th Edition Tactics @ 2019/11/23 18:51:49


Post by: Jancoran


 flamingkillamajig wrote:
So i'm not a tau player
What advice would you veteran tau players have for me? Keep in mind I don't think i'd want anything bigger than a ghostkeel as far as battle suits are concerned. I think stealth suits and crisis suits are more my thing. I might actually just take a mixture of infantry, light vehicles with long range along with medium sized battle suits. Is that even viable?


The list I just posted is competitive and uses the normal Crisis teams without the big boyz.

It attempts to mark two units, and then delete three high priority targets. The range benefit for Bork'an forces is quite real on Broadsides and FW, as the expanded Rapid Fire range is quite nice.

What it cannot do with Markerlights it attempts to do with Volume of Fire firepower. It is ideally suited to killing both elites and hordes. Making matters worse for the foe is the Kroot Hounds and Kroot Screens we can use to blockade the firebase...and the fact that the fire base is quite mobile, so cornering it isn't the simple task it might otherwise appear to be. It's light on Fire Warriors, and that trade off isn't insignificant when it comes to going and getting objectives. I would always prefer to have ONE unit of them at full strength and you could make a sacrifice somewhere in the list to get that (for maximum stratagem/ability shenanigans). Other than that one little issue, it brings a lot of pain. The volume of fire is tremendously high and effective. Re-rolling Hits and Wounds on a Broadside unit is scary, and a thing. Added Missile helps make that initial strike quite the event.

Downsides: It is not T'au Sept, so you take a bigger beating from assaul armies, and you must learn to use Kroot effectively. They are exceptional at creating the corona you need, and recreating a new one. Fire Warriors can be used similarly but the lack of T'au Sept Overwatch will EVENTUALLY hurt, so you have to deploy according to the advantage Bork'an provides. Also yuou have to go to third party vendors to get all the bitz you need for it, which is annoying but ultimately necessary if you're ever going to afford it.

Upside: Extreme firepower. If you think it looks good on paper, wait until you see it wipe all three Ravagers off the table in a single round. It's impressive. I took a 7 flyer, 7 Venom list and tables all but two Archons (because Archons never die or they die immediately, lol). LOTS of things have fly in the meta (even non flyers), and boy do those +1's pay off for it.

Ultimately you have to feel your own way, but this is my current competitive iteration, and like you I tend to prefer not using the big stuff if I can get away with it. People just don't enjoy the Triple Tide matchup and I would rather win with something people don't hate as much. That's just me, and winning is winning so hey: if you don't HAVE to use the crazy meta build, why do it. I mean right? T'au has a lot of good options to win with that don't get used.

Take it for what it's worth but the list does work. My original version had a Riptide and a couple MORE Broadsides. This version actually hits harder and finds it easier to get around the battlefield.





Tau 8th Edition Tactics @ 2019/11/24 14:56:37


Post by: captain collius


I'm playtesting a 3 Ghostkeel 9 broadside army...so far it's working. The key with Tau is one how are you going to delete targets ( here most use riptides but there are plenty of options.) 2. How do you protect your killers. 3. Board control.

I feel there are very few unusable units as everything can fit in. It's simply a matter of the high tournament meta requires efficiency and the units that are continually mentioned maximize it.


Tau 8th Edition Tactics @ 2019/11/30 23:19:17


Post by: Kebabcito


Hi.

I'm a tired of melee fights ork player, wanna test some Tau.

What do you recommend for starting? Start collecting?

I have no idea about Tau, marklights or whatever, and every Tau name seems the same for me (i.e XV123, IV4543).

I'm just an ignorant, just wanna buy some boxes, Paint and learn something, Thanks.


Tau 8th Edition Tactics @ 2019/12/01 03:02:12


Post by: John Prins


Kebabcito wrote:
Hi.

I'm a tired of melee fights ork player, wanna test some Tau.

What do you recommend for starting? Start collecting?

I have no idea about Tau, marklights or whatever, and every Tau name seems the same for me (i.e XV123, IV4543).

I'm just an ignorant, just wanna buy some boxes, Paint and learn something, Thanks.


The Start Collecting Tau is basically mandatory. For a small amount more than a Crisis Team box you get 10 Strike Team (or Breachers), an extra 2 drones, a support turret and an Ethereal on (optional) hoverboard. Crisis Team includes 6 drones, so 8 drones total. Crisis Suits aren't super good right now but you can build them as Commanders and you're allowed one Commander per detachment, which should tell you how good Commanders are. Want 4 meltaguns hitting on 2+ dropping from Deep Strike? Commanders can do that.

The Tau Christmas Battleforce is up for pre-order. No Ethereal, but 3 Crisis Team, 10 Strike Team, 3 Stealth Team (good stuff), 1 Commander model (Enforcer or Coldstar - Coldstar being better and stupidly mobile) and a Devilfish Transport (pretty durable with good amount of dakka for a transport), plus all attendant drones/support turrets. All at a discount over retail.

So either of those two is a great place to start. After that, a second box of Strike Team/Breachers to fill out Troops - or, if you like Crisis Suits, a second box of Start Collecting (does anyone buy just Crisis Suits instead of Start Collecting?) and maybe a box of Pathfinders for some Markerlights and special weapons, Ion Rifles being pretty decent.

After that, the Cadre Fireblade is a great, cheap HQ that buffs Strike Teams with extra shots at half range (which is 15" for Strike Teams), the aforementioned Stealth Teams are good, and the bigger robots (Broadsides, Ghostkeel and Riptide) are all good choices.

Drone-wise, Shield Drones are almost mandatory to protect some of the bigger units - Commanders, Crisis Suits, the big robots. Gun Drones are also decently mobile objective grabbers that have a lot of shots but only a BS5+, though that can be buffed.


Tau 8th Edition Tactics @ 2019/12/01 03:05:04


Post by: Yaktan


Yeah, the start collecting is decent. Firewarriors are a good core, and these days crisis suits have a couple decent builds, depending on what you want. Also you can use them as XV-8 commanders.

The biggest key to success with Tau is to make good use of drones. They can take hits for your battlesuits, and if they are shield drones, they might just completely negate the hit.

For reference, I just had a mirror match of Tau vs. Tau. We both had a core of powerful suits (I had ghostkeels, he had broadsides and a riptide) backed up by drones, and they really kept the hard-hitters alive longer than you would expect. He did make some mistakes, putting most of his drones on the other side of his riptide from his broadsides, and sticking his commander in front of his stuff (so once the drones were dead by it, it was easy pickings) so I only had to kill off 8 ish drones to take out his broadsides, and the riptide by itself was not enough to punch out my ghostkeels, which with drone support had weathered his full combo quite well.

In other news, does anyone have plans for their army after the chapter approved point drops? My 2k competitive list is getting 135 points (I have 2 ghostkeels, 2 squads of stealth suits, a squad of crisis suits, and a quad-fusion coldstar who are all benefiting) and I am going back and forth on what to add. I had 4 points of wiggle room, so I have 139 points to work with unless I drop something. I have some flamer crisis suits, which could be fun, but I worry that they would just be heavy weapon bait since they would need to start on the board to have any impact. Alternatively I could add a third squad of stealth suits, with 6 suits or 5 plus drones. That would add some extra board control, but they seem a bit anemic offensively still, and my current stealth blob seems to do a good job already. I could add some burst cannon/ATS crisis suits, but that would need new models (yes I am bad and do not magnetize my suits). I did eventually hit on adding 13 gun drones in two squads to beef up by beta strike/horde clear. This has the advantage of doing decent damage, being models I already have (I think I have that many... at the start of 8th I went ham on the gun drones, partially since most kits used to only come with gun drones, so I had plenty floating around to build) and fitting my horde Tau skew list theme (the only non-infantry or drone models are commanders, Shield Generator Ghostkeels protected by shield drones from stealth suits, or a squad of crisis suits that deep strike in, accompanied by some drones)


Tau 8th Edition Tactics @ 2019/12/01 09:36:20


Post by: Kebabcito


Woah, nice explanation guys, thanks you both.

So I'll start buying a start collecting after I finish my orkz, then another start collecting or a chrismas box, Tau seems cool to paint (and faster than orks...).


Tau 8th Edition Tactics @ 2019/12/02 08:04:16


Post by: Jancoran


Kebabcito wrote:
Hi.

I'm a tired of melee fights ork player, wanna test some Tau.

What do you recommend for starting? Start collecting?

I have no idea about Tau, marklights or whatever, and every Tau name seems the same for me (i.e XV123, IV4543).

I'm just an ignorant, just wanna buy some boxes, Paint and learn something, Thanks.


Firesight Marksman and Cadre Fireblades are great as far as Markerlight support goes. Recommend those strongly. Broadsides are very effective with a normal inexpensive commander next to him and twice as dangerous when near Shadowsun. Though if you skip Shadowsun you can get the extra 6" on your weapons which pays dividends.


Tau 8th Edition Tactics @ 2019/12/02 21:12:45


Post by: LoftyS


Anyone else going to try suicide Vespid squads with their juicy points drop? Unlike everything else in our army with problems, the main problem with Vespid was always their points cost


Tau 8th Edition Tactics @ 2019/12/03 02:34:27


Post by: Yaktan


They do seem tempting, especially considering the preponderance of their main target, marines. If they were plastic rather than resin they would be even more tempting. When I assembled darkstrider, I was reminded that I hate superglue!


Tau 8th Edition Tactics @ 2019/12/03 02:54:47


Post by: Azuza001


I have had a lot of luck disrupting my local meta with my farsight crazy tau force.

It runs 3x3 man stealth suits with their special beacons, 2 ghost keels, a 6 man Crisis bodyguard squad each with 2 flames and an advanced targeting system to get that sweet ap-1, Farsight, a coldstar with special melee blades / fusion blasters, a riptide for long range support, a commander with 4 missile pods, and the basic 5 man teams of firewarriors and a few marksmen for markerlights(plus the mandatory half ton of shield drones) Its hard to deal with the sheer craziness that is that much stealth starting t1 so close to your enemy lines and with the wording on the beacons it's entirely possible to drop those bodyguards and farsight onto the field within flamer range. From there its charge, keep the enemy tied down, then jump back out of cc and shoot again. Add the strat so farsight doesnt shoot but the bodyguards get to reroll failed wounds and well.... things die to that level of flamer power. Plus between the shield drones and the bodyguards its almost impossible to kill farsight without killing everything else first.

That's about as unconventional as I have ever seen tau played.


Tau 8th Edition Tactics @ 2019/12/03 03:20:55


Post by: Yaktan


That sounds like a similar playstyle to my list, though mine is built around Shadowsun rather than Farsight.

My list has a core of Shadowsun, 2 Ghostkeels with rakers, fusion blasters, TL, and shields, and 2 squads of 3 stealth suits that bring shield drones. They just take a spot on the board and take control. Between the stealth suit's drones, Shadowsun's drones, and the natural advantages of the ghostkeels, they are quite resilent.

I back them up with a blob of 20 firewarriors around a fireblade, a coldstar with quad fusion, a ATS/MP crisis commander (He has been in my army since the beginning--the second kit I got was crisis suits, and after 8th he got promoted from being a buff bot shas'ui to a missile commander), special weapon pathfinders, and 6 squads of breachers that sprint across the board. I also have some kroot, Darkstrider, and a plas/MP crisis team with some gun drones to drop in on people.

The in-your-face style of Tau does seem to do quite well, especially with the progressive-scoring type missions, I am able to get out and score quite well.

The breachers are interesting--with their short range they can often lack targets, especially against gunlines, but once they get close, they just melt stuff.


Tau 8th Edition Tactics @ 2019/12/03 05:37:33


Post by: Jancoran


LoftyS wrote:
Anyone else going to try suicide Vespid squads with their juicy points drop? Unlike everything else in our army with problems, the main problem with Vespid was always their points cost


I own 27 Stingwings. so yeah.


Tau 8th Edition Tactics @ 2019/12/03 15:29:28


Post by: LoftyS


 Jancoran wrote:
LoftyS wrote:
Anyone else going to try suicide Vespid squads with their juicy points drop? Unlike everything else in our army with problems, the main problem with Vespid was always their points cost


I own 27 Stingwings. so yeah.


Noice, 24 here, all metal. Dang heads keep falling off though


Tau 8th Edition Tactics @ 2019/12/06 16:30:04


Post by: Jancoran


2 part epoxy is the answer


Tau 8th Edition Tactics @ 2019/12/06 16:57:18


Post by: Xenomancers


 KonTheory wrote:
I cant beat eldar...
I don't know what to do, or what I'm doing wrong

he always has a squad of 10 dark reapers in the back corner with a farseer and a warlock can conceal, guide and something else on them, the sit in cover and require 6s to hit almost always, and they shred anything they aim at.

He has banshee masks on characters that charge in to tie up my units,

tau hitting on 5+ feels awful

what can I do?

This is kind of list taloring but this would handle it quite nicely. Take a coldstar (or an enforcer for turn 2 deepstrike) and give him 3 airburst frags and upgrade one to the supernova launcher and take advance targeting system. This will do decent damage to the unit. also charging them isn't a terrible option. Another build that can work would be a 4 plasma coldstar and just fly into the building. Or a 4 flamer coldstar and do the same thing (3flamer ats is probably better). Outside of that just making him burn 2 CP a turn to protect it after firing a single smart missle system at him is also viable. Just destroy the rest of his army. Start as far away as you can also.


Tau 8th Edition Tactics @ 2019/12/06 20:32:11


Post by: Dynas


 Jancoran wrote:
LoftyS wrote:
Anyone else going to try suicide Vespid squads with their juicy points drop? Unlike everything else in our army with problems, the main problem with Vespid was always their points cost


I own 27 Stingwings. so yeah.


Whats the draw. Hitting on 4s, wounding on 2s at -2 AP? Any tricks im missing?


Tau 8th Edition Tactics @ 2019/12/07 00:05:11


Post by: Jancoran


 Dynas wrote:
 Jancoran wrote:
LoftyS wrote:
Anyone else going to try suicide Vespid squads with their juicy points drop? Unlike everything else in our army with problems, the main problem with Vespid was always their points cost


I own 27 Stingwings. so yeah.


Whats the draw. Hitting on 4s, wounding on 2s at -2 AP? Any tricks im missing?


Markerlights affect them.


Tau 8th Edition Tactics @ 2019/12/07 17:26:35


Post by: LoftyS


 Jancoran wrote:
 Dynas wrote:
 Jancoran wrote:
LoftyS wrote:
Anyone else going to try suicide Vespid squads with their juicy points drop? Unlike everything else in our army with problems, the main problem with Vespid was always their points cost


I own 27 Stingwings. so yeah.


Whats the draw. Hitting on 4s, wounding on 2s at -2 AP? Any tricks im missing?


Markerlights affect them.


And 14" move unboosted. Borderline Coldstar buddies. Also, whatever job they don't finish with shooting, they can finish with melee.


Tau 8th Edition Tactics @ 2019/12/09 17:49:03


Post by: Dracarys


I'm new to Tau and building out a 1,000 pt list for a team event and thinking about using something along the lines of this:

Outrider detachment:
Enforcer with 4 Fusion blasters, shield drones
2 squads of shield drones
Pathfinder team

Vanguard detachment:
Enforcer with 4 Fusion blasters, shield drones
2 Firesight Marksmen
2 Riptides (ATS, HBC)

Contemplating replacing an enforcer with shadowsun with some drones. Maybe another squad of drones instead of the pathfinders.


Tau 8th Edition Tactics @ 2019/12/09 18:43:30


Post by: Sazzlefrats


Did CA2019 not change saviour protocals? I thought it was a confirmed rumour


Tau 8th Edition Tactics @ 2019/12/09 18:49:09


Post by: Xenomancers


LoftyS wrote:
 Jancoran wrote:
 Dynas wrote:
 Jancoran wrote:
LoftyS wrote:
Anyone else going to try suicide Vespid squads with their juicy points drop? Unlike everything else in our army with problems, the main problem with Vespid was always their points cost


I own 27 Stingwings. so yeah.


Whats the draw. Hitting on 4s, wounding on 2s at -2 AP? Any tricks im missing?


Markerlights affect them.


And 14" move unboosted. Borderline Coldstar buddies. Also, whatever job they don't finish with shooting, they can finish with melee.
If it was taus new model I'd get 30 of them.


Tau 8th Edition Tactics @ 2019/12/09 19:02:40


Post by: Yaktan


 Sazzlefrats wrote:
Did CA2019 not change saviour protocals? I thought it was a confirmed rumour


Nope, no rule changes in Chapter approved, aside from some updated/new demon data sheets. (and reprinting the spring update rule changes, etc)


Tau 8th Edition Tactics @ 2019/12/09 19:43:20


Post by: Xenomancers


 Sazzlefrats wrote:
Did CA2019 not change saviour protocals? I thought it was a confirmed rumour
Sheild drones are 11 points now though.


Tau 8th Edition Tactics @ 2019/12/09 22:09:12


Post by: Yaktan


The 11 point ones are Shadowsun's special shield drones with a 3++ and -1 to hit. Regular shield drones are still 10.


Tau 8th Edition Tactics @ 2019/12/09 22:11:44


Post by: Sazzlefrats


 Xenomancers wrote:
 Sazzlefrats wrote:
Did CA2019 not change saviour protocals? I thought it was a confirmed rumour
Sheild drones are 11 points now though.


Mv4 Sheild Drones are 10
MV53 Sheild Drones are 11 (these are the ones that may be purchased with Shadowsun)

Nice, I was expecting rules changes or at least points changes. Instead.... nada :-)


Tau 8th Edition Tactics @ 2019/12/12 21:33:20


Post by: Xenomancers


 Sazzlefrats wrote:
 Xenomancers wrote:
 Sazzlefrats wrote:
Did CA2019 not change saviour protocals? I thought it was a confirmed rumour
Sheild drones are 11 points now though.


Mv4 Sheild Drones are 10
MV53 Sheild Drones are 11 (these are the ones that may be purchased with Shadowsun)

Nice, I was expecting rules changes or at least points changes. Instead.... nada :-)

Oh...good catch. Yeah it is odd. Really expected something here. Doesn't really affect my tau army. I don't take any shield drones. I take lots of markers though.


Tau 8th Edition Tactics @ 2019/12/13 20:32:50


Post by: Dynas


Does Shadowsun take up a commander slot or she the exception to the rule since she is named character. Google searching is giving me mixed answers.


Tau 8th Edition Tactics @ 2019/12/13 20:42:13


Post by: Xenomancers


 Dynas wrote:
Does Shadowsun take up a commander slot or she the exception to the rule since she is named character. Google searching is giving me mixed answers.

She has commander keyword. So she takes up a slot.


Tau 8th Edition Tactics @ 2019/12/13 22:46:03


Post by: Sazzlefrats


Well I just ran a whole bunch of 4pt kroot.... I like that the ethereal affects them, feel no pain 6+ Kroot are okay in shooting but miserable in combat. Firewarriors do better in combat it seems.


Tau 8th Edition Tactics @ 2019/12/14 01:45:07


Post by: John Prins


4pt Kroot? That's some cheap deep strike denial.


Tau 8th Edition Tactics @ 2019/12/14 03:01:02


Post by: Jancoran


 John Prins wrote:
4pt Kroot? That's some cheap deep strike denial.


Best Halo ever.


Tau 8th Edition Tactics @ 2019/12/16 20:51:22


Post by: Dynas


Does the Coldstar Vector Manuever Thrusters allow you to fly over/through walls to hide out of LoS. I know fly got nerfed and the unnerfed with how it interact in movement vs non movement phases. For instance abilities that allow movement outside movement phase.

Can you move, shoot, then vector fly over a L wall like in ITC for example?


Tau 8th Edition Tactics @ 2019/12/16 23:20:21


Post by: happy_inquisitor


 Dynas wrote:
 Jancoran wrote:
LoftyS wrote:
Anyone else going to try suicide Vespid squads with their juicy points drop? Unlike everything else in our army with problems, the main problem with Vespid was always their points cost


I own 27 Stingwings. so yeah.


Whats the draw. Hitting on 4s, wounding on 2s at -2 AP? Any tricks im missing?


Speed, mobility. They can drop down from the sky or just fly across the table awfully fast. Movement wins games.

T4/4+ is OK for an 11 point model
14" move with Fly and deep strike is fantastic for an 11 point model
S5 Assault 2 AP -2 shooting is good for an 11 point model

They get synergy from markerlights and ethereals but not much else. Without much benefit from auras you feel more free to use all their mobility and ability to get into the far corners of the table.

Tried 3 units of 6 in a RTT, they were excellent value in every game and I would definitely take more if I owned more.


Tau 8th Edition Tactics @ 2019/12/17 04:30:08


Post by: LoftyS


I can't actually paint these Vespid fast enough. One squad down, one to go.

Thinking of fielding them in units of 7, 7 and 8 since I have 22 (how I ended up on such a weird number of models is a mystery to me... But I forgot a lot of 4th edition era, which was the last time I tried them, hilariously enough)

And after that I have 50 more Kroot to paint. CA 2020 will be out by the time I try this


Tau 8th Edition Tactics @ 2019/12/18 18:00:44


Post by: Dynas


happy_inquisitor wrote:
 Dynas wrote:
 Jancoran wrote:
LoftyS wrote:
Anyone else going to try suicide Vespid squads with their juicy points drop? Unlike everything else in our army with problems, the main problem with Vespid was always their points cost


I own 27 Stingwings. so yeah.


Whats the draw. Hitting on 4s, wounding on 2s at -2 AP? Any tricks im missing?


Speed, mobility. They can drop down from the sky or just fly across the table awfully fast. Movement wins games.

T4/4+ is OK for an 11 point model
14" move with Fly and deep strike is fantastic for an 11 point model
S5 Assault 2 AP -2 shooting is good for an 11 point model

They get synergy from markerlights and ethereals but not much else. Without much benefit from auras you feel more free to use all their mobility and ability to get into the far corners of the table.

Tried 3 units of 6 in a RTT, they were excellent value in every game and I would definitely take more if I owned more.


Hmm. So the way I read this, they dont get SEPT tenants but do get the benefit of Marker lights. Is there anything else they don't get?


Tau 8th Edition Tactics @ 2019/12/19 03:46:57


Post by: footfoe


Vespids do not have the sept keyword at all. Meaning they can't greater good, or us master of war benefits, or any other ability that specifies <sept> unita.


Tau 8th Edition Tactics @ 2019/12/19 12:31:24


Post by: happy_inquisitor


footfoe wrote:
Vespids do not have the sept keyword at all. Meaning they can't greater good, or us master of war benefits, or any other ability that specifies <sept> unita.


They can't For the Greater Good because they lack that rule, not because of <Sept>. The For the Greater Good works for anything being charged - even neutral fortifications - so once they get that rule using the Gunship Diplomat warlord trait they can FtGG for anything else in your army.

Not getting Master of War is definitely an issue although I find their best role of free-roaming strike unit would usually not work with castling up to maximize aura benefits anyway.

The lack of any stratagems is a real downside to them. On the other hand, they are the least CP-hungry unit you will typically put on the table so you can concentrate your CP elsewhere; having some stratagems would definitely make them better but it's not a fatal flaw to have none. Similarly, you cannot use Saviour Protocols on them but you would rarely want to now that they are only 1 point more than a drone in cost.



Tau 8th Edition Tactics @ 2019/12/19 15:48:50


Post by: Jancoran


It's not an issue because they are never really around the source of Master of War anyways. They are forward threats. Markerlights make them quite effective. Extremely fast. Sometimes don't even need to deep strike them.


Tau 8th Edition Tactics @ 2019/12/25 18:22:13


Post by: Gordoape


It’s insane the misinformation in here. December and people are still posting those (all completely debunked) rumors about shield drone rules changes and points going up. C’mon ya’ll. CA has been released and Tau saw no negative changes- it’s worth just doing your research before posting something untrue.


Tau 8th Edition Tactics @ 2020/01/04 14:40:22


Post by: Aeri


The new and improved shadowsun sure looks awesome!
The additional firepower is going to be usefull


Tau 8th Edition Tactics @ 2020/01/06 15:35:33


Post by: Dynas


Aeri wrote:
The new and improved shadowsun sure looks awesome!
The additional firepower is going to be usefull


Yeah i like it. I always thought her model was too small for commander, she needs to be on 60mm like the rest of the commanders.

I wonder if her rules/points are going to change?


Tau 8th Edition Tactics @ 2020/01/06 18:59:02


Post by: Sazzlefrats


Considering she's not an XV8 based suit, I wouldn't expect anymore than a 40mm base. From what I see online, she's the same, but we have an option for some new drones, "dispersed fusion blasters" and she's isn't Sept limited. She can be run the same as always or now with some options. Hopefully the psychic awakening book provides army wide changes similar to the other ones in this series.


Tau 8th Edition Tactics @ 2020/01/07 03:30:30


Post by: Yaktan


Yeah, I run a stealth centric army, so I am really excited to upgrade Shadowsun. She was one of my first models, and this new one manages to be true to her identity while upgrading the model.

Elsewhere someone posted a picture of the back of her box. The new drones are a reprise of the command drone, and an upgraded gaurdian drone to replace the upgraded stealth drones. The two kinds of upgraded fusion blasters are separate guns (though I was unable to tell them apart in the pictures I saw, there were definitely 4 guns on the sprue). She is also getting some sort of light missile pod, so depending on the gun stats could come out with appreciable dakka.

I am thinking that as long as she is close in points to what she is currently, I will paint up my extra stealth suits to squeeze in with the chapter approved point drops and really go ham with my stealth blob of doom.


Tau 8th Edition Tactics @ 2020/01/09 02:17:23


Post by: Gordoape


 Sazzlefrats wrote:
Considering she's not an XV8 based suit, I wouldn't expect anymore than a 40mm base. From what I see online, she's the same, but we have an option for some new drones, "dispersed fusion blasters" and she's isn't Sept limited. She can be run the same as always or now with some options. Hopefully the psychic awakening book provides army wide changes similar to the other ones in this series.

We don't know anything about Shadowsun's new rules currently, aside from the fusions with two modes and that she won't be Sept locked. We don't know if she'll keep any of the old rules or if they'll be totally different.


Tau 8th Edition Tactics @ 2020/01/09 09:19:18


Post by: Babar_babar


I just would like something that give us more variety to play the army, as we are one of the few factions with no rules update since our codex was launched (just point changes)


Tau 8th Edition Tactics @ 2020/01/11 13:38:51


Post by: captain collius


Babar_babar wrote:
I just would like something that give us more variety to play the army, as we are one of the few factions with no rules update since our codex was launched (just point changes)


Fundamentally i believe our codex has a lot of usable options. You can run Tank Heavy, Sky ray Heavy, Broadsides, Stormsurges, Enclaves (Lots of suits), Firewarrior horde, triptide, Drone Spam.These parts can all be combined in different ways. I know kroot are essentially unusable. and our fast attack section without forgeworld is rather bare. However every other part of the book can be used. i love my ghostkeel even if it isn't as good as a riptide


Tau 8th Edition Tactics @ 2020/01/13 17:48:20


Post by: killerpenguin


Hi guys! Im expanding my tau army. I just have a start collecting set snd a box of pathfinders. I found the tau starclaimer hunter cadre witch contains
Spoiler:
This set contains:
1x T’au Empire Commander, a battlesuit-armoured leader who can also be built as a T’au Empire Commander in XV86 Coldstar Battlesuit
10x T’au Fire Warriors, frontline troops of the Greater Good, including 1x DS8 Tactical Support Turret that can optionally be assembled as Breachers
3x XV85 Stealth Battlesuits, mechanised infiltrators who are ideal for moving through enemy infantry
3x XV8 Crisis Battlesuits, armed with a dizzying array of weapons and including the option to build one squad member in an Iridium XV8-02 Battlesuit
1x Devilfish, perfect for delivering your troops to the heart of battle
10x Tactical Drones, equipped with a variety of wargear options
is it a good buy? I hear the xv8 isn’t very good, but the stealth suits is usable at least in kill team right? It cost the equivalent of 123USD here in Norway



Tau 8th Edition Tactics @ 2020/01/13 18:18:47


Post by: John Prins


 killerpenguin wrote:
Hi guys! Im expanding my tau army. I just have a start collecting set snd a box of pathfinders. I found the tau starclaimer hunter cadre witch contains
Spoiler:
This set contains:
1x T’au Empire Commander, a battlesuit-armoured leader who can also be built as a T’au Empire Commander in XV86 Coldstar Battlesuit
10x T’au Fire Warriors, frontline troops of the Greater Good, including 1x DS8 Tactical Support Turret that can optionally be assembled as Breachers
3x XV85 Stealth Battlesuits, mechanised infiltrators who are ideal for moving through enemy infantry
3x XV8 Crisis Battlesuits, armed with a dizzying array of weapons and including the option to build one squad member in an Iridium XV8-02 Battlesuit
1x Devilfish, perfect for delivering your troops to the heart of battle
10x Tactical Drones, equipped with a variety of wargear options
is it a good buy? I hear the xv8 isn’t very good, but the stealth suits is usable at least in kill team right?


The commander can be built as a Coldstar, which is very good - incredibly mobile.
Fire Warriors/Breachers - good and necessary
Stealth Team are good in both 40k and Kill Team.
XV8 aren't what they should be but loadouts can be useful for things like deep striking to take out stuff hiding behind terrain. Not a top tier unit.
Devilfish are a good transport, but really only useful for Breacher squads.
Drones are drones, always useful.

This box is more useful for a beginner than anyone else - it's basically a beefed up Start Collecting. Since you're just starting and it offers pretty good savings on the contents, I'd recommend it.


Tau 8th Edition Tactics @ 2020/01/13 18:42:47


Post by: killerpenguin


Maybe I should just get another start collecting box? Or just a coldstar and a riptide box.


Tau 8th Edition Tactics @ 2020/01/13 18:58:18


Post by: Dynas


Has anyone tried the Ghostkheel in ITC format since CA points drop?

In theory, I like him as a distraction carnifex; -2 hit with a 3+4++. It takes 160 Bolter shots at AP -1, reroll 1 to hit to bring him down. That same amount of fire would kill 20 Shield drones. So taken him is like having 20 shield drones in your army.

Use etheral to buff him even more for 6+FnP which would mean 185 bolter shots. Drop him into cover assuming you can get 50% obscured and gain even more.

given this is all theory hammer at the moment. Just curious if anyone has had success with him?


Tau 8th Edition Tactics @ 2020/01/13 19:27:48


Post by: John Prins


 killerpenguin wrote:
Maybe I should just get another start collecting box? Or just a coldstar and a riptide box.


Well I recommend building up your minimum Battalion first whatever you do. 2 HQ + 3 Troops. You're only allowed 1 Commander per Detachment, but you can turn the Crisis Team into a XV8 Commander and 2 Bodyguards if you like. Then you'd need another box of Fire Warriors, which is a lot cheaper than buying another Start Collecting.


Tau 8th Edition Tactics @ 2020/01/13 20:54:41


Post by: killerpenguin


 John Prins wrote:
 killerpenguin wrote:
Maybe I should just get another start collecting box? Or just a coldstar and a riptide box.


Well I recommend building up your minimum Battalion first whatever you do. 2 HQ + 3 Troops. You're only allowed 1 Commander per Detachment, but you can turn the Crisis Team into a XV8 Commander and 2 Bodyguards if you like. Then you'd need another box of Fire Warriors, which is a lot cheaper than buying another Start Collecting.


I’m building towards a 2000 pts army. I’ve decided to go for the starhunter cadre. It has a lot of units I need.

It has a Devilfish. How is the hammer head? Is it a good unit? I’m thinking of buying the bits for the rail gun from the hammerhead box. I know I need the rail gun itself for the conversion. do I need any other bits?


Tau 8th Edition Tactics @ 2020/01/14 09:25:16


Post by: John Prins


Yes and no. It depends if you want to equip the Hammerhead with Seeker missiles. Also, consider Longstrike (Tau Sept), as he buffs Hammerheads.


Tau 8th Edition Tactics @ 2020/01/14 12:59:40


Post by: Sterling191


Longstrike tooling up a posse of Hammerheads is a highly dangerous combination.


Tau 8th Edition Tactics @ 2020/01/14 19:10:19


Post by: Dynas


IN ITC what deployment types favor Tau? What are the worst ones? DO certain deployment types work better for Kauyon vs Montka?


Tau 8th Edition Tactics @ 2020/01/14 19:47:14


Post by: Xenomancers


 John Prins wrote:
Yes and no. It depends if you want to equip the Hammerhead with Seeker missiles. Also, consider Longstrike (Tau Sept), as he buffs Hammerheads.
I'd recommend seeker missiles on all hammerheads.


Tau 8th Edition Tactics @ 2020/01/14 20:20:05


Post by: John Prins


 Xenomancers wrote:
 John Prins wrote:
Yes and no. It depends if you want to equip the Hammerhead with Seeker missiles. Also, consider Longstrike (Tau Sept), as he buffs Hammerheads.
I'd recommend seeker missiles on all hammerheads.


Sigh. I always mix up Seekers with Smart Missiles. You'll get 1 seeker with a Devilfish, you won't get Smart Missiles to put in the drone docks.


Tau 8th Edition Tactics @ 2020/01/14 20:33:25


Post by: Xenomancers


 John Prins wrote:
 Xenomancers wrote:
 John Prins wrote:
Yes and no. It depends if you want to equip the Hammerhead with Seeker missiles. Also, consider Longstrike (Tau Sept), as he buffs Hammerheads.
I'd recommend seeker missiles on all hammerheads.


Sigh. I always mix up Seekers with Smart Missiles. You'll get 1 seeker with a Devilfish, you won't get Smart Missiles to put in the drone docks.
Ahh yeah I agree then. For hammer heads it is hard to justify the cost for smart missles without getting the -1 ap bonus from ATS. Though with Long-strike you are hitting on 2's most the time so it is still a wise investment IMO. IMO i would ALWAYS take SMS on longstrike himself. Those turn into pretty productive tank killers if you need to scrap a few wounds off a monster or a tank.

It is also unfortunate the devilfish can only hold 1 seeker. If it could hold 2 it might actually be viable with the new point drop.


Tau 8th Edition Tactics @ 2020/01/14 21:21:08


Post by: Jancoran


 Dynas wrote:
IN ITC what deployment types favor Tau? What are the worst ones? DO certain deployment types work better for Kauyon vs Montka?


The worst deployment is the pointy Hammer and Anvil ( the name escapes me just now). I think despite the Tau being able to start further back in places, the angles of that deployment zone disadvantage you as T'au against infiltrating type threats.


Tau 8th Edition Tactics @ 2020/01/15 14:26:48


Post by: Dynas


SO... Siegler shows as playing Adaptes Astartes for LVO. The hero we needed has betrayed us. :(

Edit: But Brian Pullen is true to Tau. Seems like he added some Stealth Suits since there points drop. I am assuming he is putting them forward to grab objectives or screen. He has a great video on his YouTube Channel about it. Only thing is he isn't running the coldstars to support them.

Should be interesting to see how it turns out.


Tau 8th Edition Tactics @ 2020/01/21 22:03:04


Post by: tneva82


Mind telling non tau player roughly what kind of tau list is good these days? And generally how much of what kind of AP modifier guns tau armies have? Faced tau today and what struct me was just how low AP modifiers they had. Only thing that had higher than -2 was some cc weapon(wut?) and not even much -2 I think...Some -1 including whopping 27 cyclic ion blasters but all in all it was weird facing army with that little armour save modifiers.

Is that how typical for tau? He had(going from memory) 2 fire warrior boosting characters, ethereal, cold star commander, 3 sniper drones, 6x5 fire warriors, 2x4 crisis suits, 2xriptide, bunch of shield and gun drones and quite a few marker lights.

And for comedic effect. When he rolled morale for one it was high enough it might matter. He started to measure downward from ruin saying "they might have LD9 depending on height of this ruin". For a moment I thought tau had some weird rule the higher they are the better LD they have (that would be funny special rule) But it was actually the ethereal under them he was measuring toward.


Tau 8th Edition Tactics @ 2020/01/22 03:32:04


Post by: Yaktan


The biggest meta list for Tau right now is burst cannon riptides, which get -2 ap with the usual setup. The other staple is dakka broadsides, which, again, get -2 ap. Cyclic Ion Blaster suits are an interesting drop-in and kill something unit, with reasonable efficiency, which as you note only get -1 ap. They can also be built for -2 ap, but so many of the meta things you want to kill have invuln saves within one point of their regular save, that it is probably sub-par to do it that way.

The other units that are common are commanders and firewarriors. (plus the ubiquitous shield drones, but those do not have guns, so are not relevant to this question) Firewarriors do not have ap, though with the standard warlord trait they can get a proc for -1 ap. Commanders have several builds that show up, depending on the meta people expect, etc. Sometimes people do a more skirmish-style of coldstars with burst cannon/missile pod, which again gets -1/-2 ap.

The main place better ap shows up is when people bring fusion coldstars, with 4x fusion blasters.

As for my own army, even though I am a bit off meta, it is much the same; My coldstar is my biggest high-ap threat. I do run Shadowsun and friends for more fusion blasters, but all together it is barely more than the one coldstar's output. The ghostkeels seem to do most of their damage with their Ion Rakers in my experience, which only have -1 ap (partially because for a long time my local meta was full of people who were in love with imperial knight--one tournament all my games were vs. knights). In addition, my mass of breachers who do well for me in large part due to their ap, even they top out at -2.

I just remembered, I do run a crisis suit squad with plasma, which is about our only -3 ap option; they are actually reasonably efficient at their job of dropping in and exerting some board presence. But most people are still down on crisis suits, though with their most recent drops the pure plasma squad seems worth considering.

If we get a really heavy marine meta, and with sisters and such, rail rifle broadsides seem like they almost might be able to come back, while they are cheaper than the missiles, their main problem against the wider field is invuln saves making their good ap worthless.

I just remembered another good ap unit in my army--rail rifle pathfinders. I only have one unit of them, plus two of the low ap ion rifle guys, so it does still lean towards weak ap. (but even with the weak ap, those ion rifle pathfinders do bonkers damage vs. heavy targets for their points, 3d3 S8 shots with D2 is no joke, especially not for only 50 points)


Tau 8th Edition Tactics @ 2020/01/22 04:46:06


Post by: tneva82


Interesting. Thanks for the reply. For those who haven't followed sister rules those can be surprisingly tough. Every sister army can take ability to ignore -1 and one order can go to -2. So first turn he got first go and despite all units on board having something to shoot got only 4 or 5 sisters. All in all we were both surprised by how much firepower sisters soaked and my 4++ bubble was actually useless.

If you face valorous heart it might be worth going second as your firepower is going to be bouncing off a lot from 2+/6++ ignore -2. Get better deployment and last turn for objectives. Though there's something to be said forcing sisters to burn 2cp of course. And keep in mind this survivability when considering how to split attacks. One crisis unit with 12 ion blasters split too much so left penitent engine with 1 wound and killed 1 retributor with bolter(2+ "invulnerable" was handy). Not that good result.


Tau 8th Edition Tactics @ 2020/01/22 19:36:21


Post by: Sterling191


Markerlight allocation and banner sniping is the key to taking out VH Sisters. Sacrificing a fusion toting Coldstar to take out the Imagifier is almost always going to be a choice you're going to want to consider.

Beyond that, removing cover via MLs and SMSs then drowning them in pulse fire will wear them down. T3/3+/1W only lasts for so long in the face of massed fire warriors.


Tau 8th Edition Tactics @ 2020/01/22 20:34:39


Post by: Dynas


Did the FW TX-42 Piranna get discontinued/legacy statused?


Tau 8th Edition Tactics @ 2020/01/23 01:56:53


Post by: captain collius


 Dynas wrote:
Did the FW TX-42 Piranna get discontinued/legacy statused?


Model is discontinued rules are still current




Tau 8th Edition Tactics @ 2020/01/24 09:33:17


Post by: tneva82


Sterling191 wrote:
Markerlight allocation and banner sniping is the key to taking out VH Sisters. Sacrificing a fusion toting Coldstar to take out the Imagifier is almost always going to be a choice you're going to want to consider.

Beyond that, removing cover via MLs and SMSs then drowning them in pulse fire will wear them down. T3/3+/1W only lasts for so long in the face of massed fire warriors.


I did win firepower duel on that area as well. Me having -1/-2 weapons with good ROF, them not and me having better save helped. But yes if you can get rid of imagifiers do it. That way at least riptide's burst cannon will do wonders. Mind you unless you kill 2 banners then banner can come back alive after shooting phase done once per game though...How good coldstar commander is in melee? As you might have to kill her second time(albeit not fully wouned) or banner is still alive. (also celestians nearby will be soaking some wounds). So basically cold star commander flies in, tries to torch. Some damage will be soaked by celestians(try to kill them with others first maybe). Then even if you kill character comes back with stratagem for 1-3W(depending on how many miracle dice sister sacrifices). At least naked cold star commander doesn't seem that awesome doing 0.59 vs sister so even with minimal resurection good odds of survival. Add to that 2-3 banners to clear...

I also had thought just now. With fireblade firewarriors get 3 shot at half range right? So you triple your firepower. Sisters double. This means sisters(who aren't h2h army generally) have incentive to come within 24" but stay away rapid fire range since tau benefits more.

If you have been relying on castle and shoot 'em'up you might want to see can you alter your in game strategy more into aggressive push forward. You should try to get within RF. Sisters will try to deny that but then you get board control. Could be an option. You don't have that much to worry about maximising overwatch anyway vs typical sister lists.


Tau 8th Edition Tactics @ 2020/01/26 06:15:23


Post by: davou


Trying to find an answer; does longstrikes rule xv02 mean he treats things with 0 markerlights as if they had 1?


Tau 8th Edition Tactics @ 2020/01/26 06:49:12


Post by: cole1114


It seems no tau army stayed undefeated. Hopefully PA gives the kinds of buffs they need to compete with possessed bombs.


Tau 8th Edition Tactics @ 2020/01/27 02:46:40


Post by: killerpenguin


What should I buy? T'au Empire Starclaimer Hunter Cadre Or start collecting? Or none of them? I already have one start collecting and a pathfinder box. Just started out. I’m starting a escalation league in not too long. Facing mostly marines.


Tau 8th Edition Tactics @ 2020/01/27 10:05:04


Post by: Jancoran


 killerpenguin wrote:
What should I buy? T'au Empire Starclaimer Hunter Cadre Or start collecting? Or none of them? I already have one start collecting and a pathfinder box. Just started out. I’m starting a escalation league in not too long. Facing mostly marines.


Gun them down with Riptides. I mean its such an obvious choice. Why fight it right?


Tau 8th Edition Tactics @ 2020/01/28 08:00:00


Post by: Nibbler


Quick question:
I started building a small Tau force.
(atm I own the starclaimer hunter cadre, cadre fireblade, ethereal on drone, Ghostkeel, an extra set of strike teams and an extra commander)

Are the piranhas viable at the moment? They seem to lack table time in many lists (they aren't played very often, as far as I've seen)...
I definitely like the models, but I need to rationalize my buying behaviour a bit and I need to choose between them and a stormsurge....



Tau 8th Edition Tactics @ 2020/01/28 12:19:00


Post by: captain collius


The piranha really ain't worth it. The pts for a burst cannon piranha is more than a triple burst cannon battlesuit. It's a cheap option but relatively there are many better options. Also cost to pts is not good


Tau 8th Edition Tactics @ 2020/01/28 12:55:31


Post by: tneva82


https://muchadoaboutwargames.blogspot.com/2019/12/episode-07-tau-builds-besides-triptides.html <- that has entry on piranha spam he was considering. Not sure how valid it is but seeing the question remembered this post from the guy.


Tau 8th Edition Tactics @ 2020/01/30 19:26:22


Post by: Dracarys


 Dynas wrote:
SO... Siegler shows as playing Adaptes Astartes for LVO. The hero we needed has betrayed us. :(

Edit: But Brian Pullen is true to Tau. Seems like he added some Stealth Suits since there points drop. I am assuming he is putting them forward to grab objectives or screen. He has a great video on his YouTube Channel about it. Only thing is he isn't running the coldstars to support them.

Should be interesting to see how it turns out.


Do you have a link to his channel? My google and youtube-fu is apparently quite weak and I wanted to see that while I put together my adepticon list.


Tau 8th Edition Tactics @ 2020/01/30 20:06:55


Post by: Dynas


Dracarys wrote:
 Dynas wrote:
SO... Siegler shows as playing Adaptes Astartes for LVO. The hero we needed has betrayed us. :(

Edit: But Brian Pullen is true to Tau. Seems like he added some Stealth Suits since there points drop. I am assuming he is putting them forward to grab objectives or screen. He has a great video on his YouTube Channel about it. Only thing is he isn't running the coldstars to support them.

Should be interesting to see how it turns out.


Do you have a link to his channel? My google and youtube-fu is apparently quite weak and I wanted to see that while I put together my adepticon list.


https://www.youtube.com/channel/UC-3TjY277uBsBl8VU8C4nqw


Tau 8th Edition Tactics @ 2020/02/03 00:37:23


Post by: killerpenguin


What do you guys think of this list? I’m really new and would love to get some pointers. Am I going to get rekt in the escalation league if I field this? Gonna play mostly against marines. I’ve not assembles much yet, still working on what to build, but time is running out! it starts in March. I have the start collecting kit, a kit of pathfinders and the starclaimer hunter cadre box. Please help

Spoiler:


++ Battalion Detachment +5CP (T'au Empire) [32 PL, 498pts, 8CP] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

T'au Empire Sept Choice: Bork'an Sept

+ HQ +

Cadre Fireblade [2 PL, 42pts]: Markerlight

Commander in XV8 Crisis Battlesuit [8 PL, 131pts]: 2. Through Unity, Devastation, Drone controller, Plasma accelerator rifle (replaces 1 plasma rifle), 3x Plasma rifle, Warlord, XV8-02 Crisis Iridium battlesuit
. 2x MV4 Shield Drone

+ Troops +

Strike Team [5 PL, 70pts]: MV36 Guardian Drone
. Fire Warrior Shas'ui: Pulse rifle
. 5x Fire Warrior w/ Pulse Rifle
. 2x MV7 Marker Drone

Strike Team [5 PL, 62pts]
. Fire Warrior Shas'ui: Pulse rifle
. 5x Fire Warrior w/ Pulse Rifle
. 2x MV7 Marker Drone

Strike Team [3 PL, 43pts]: MV36 Guardian Drone
. Fire Warrior Shas'ui: Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle

+ Elites +

XV25 Stealth Battlesuits [6 PL, 92pts]
. 2x MV4 Shield Drone
. Stealth Shas'ui w/ Burst Cannon: Burst cannon
. Stealth Shas'ui w/ Burst Cannon: Burst cannon
. Stealth Shas'ui w/ Fusion blaster: Fusion blaster

+ Fast Attack +

Pathfinder Team [3 PL, 58pts]: MV31 Pulse Accelerator Drone
. MV7 Marker Drone
. 5x Pathfinder: 5x Markerlight

++ Total: [32 PL, 8CP, 498pts] ++

Created with BattleScribe



Tau 8th Edition Tactics @ 2020/02/03 01:22:45


Post by: John Prins


 killerpenguin wrote:
What do you guys think of this list? I’m really new and would love to get some pointers. Am I going to get rekt in the escalation league if I field this? Gonna play mostly against marines. I’ve not assembles much yet, still working on what to build, but time is running out! it starts in March. I have the start collecting kit, a kit of pathfinders and the starclaimer hunter cadre box. Please help

Spoiler:


++ Battalion Detachment +5CP (T'au Empire) [32 PL, 498pts, 8CP] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

T'au Empire Sept Choice: Bork'an Sept

+ HQ +

Cadre Fireblade [2 PL, 42pts]: Markerlight

Commander in XV8 Crisis Battlesuit [8 PL, 131pts]: 2. Through Unity, Devastation, Drone controller, Plasma accelerator rifle (replaces 1 plasma rifle), 3x Plasma rifle, Warlord, XV8-02 Crisis Iridium battlesuit
. 2x MV4 Shield Drone

+ Troops +

Strike Team [5 PL, 70pts]: MV36 Guardian Drone
. Fire Warrior Shas'ui: Pulse rifle
. 5x Fire Warrior w/ Pulse Rifle
. 2x MV7 Marker Drone

Strike Team [5 PL, 62pts]
. Fire Warrior Shas'ui: Pulse rifle
. 5x Fire Warrior w/ Pulse Rifle
. 2x MV7 Marker Drone

Strike Team [3 PL, 43pts]: MV36 Guardian Drone
. Fire Warrior Shas'ui: Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle

+ Elites +

XV25 Stealth Battlesuits [6 PL, 92pts]
. 2x MV4 Shield Drone
. Stealth Shas'ui w/ Burst Cannon: Burst cannon
. Stealth Shas'ui w/ Burst Cannon: Burst cannon
. Stealth Shas'ui w/ Fusion blaster: Fusion blaster

+ Fast Attack +

Pathfinder Team [3 PL, 58pts]: MV31 Pulse Accelerator Drone
. MV7 Marker Drone
. 5x Pathfinder: 5x Markerlight

++ Total: [32 PL, 8CP, 498pts] ++

Created with BattleScribe



You probably have too many Markerlights for 500 points. For example, you could ditch the ML drones, give your Shas'ui Markerlights, and use the points saved to buy more Strike Team.

Also, your Crisis Commander is overloaded, he can have a total of 4 weapons/systems, he's got a Drone Controller and 4 weapons. He doesn't need the Drone Controller. If you want one, put it on the Stealth Team Shas/vre.


Tau 8th Edition Tactics @ 2020/02/03 11:59:26


Post by: killerpenguin


 John Prins wrote:
 killerpenguin wrote:
What do you guys think of this list? I’m really new and would love to get some pointers. Am I going to get rekt in the escalation league if I field this? Gonna play mostly against marines. I’ve not assembles much yet, still working on what to build, but time is running out! it starts in March. I have the start collecting kit, a kit of pathfinders and the starclaimer hunter cadre box. Please help

Spoiler:


++ Battalion Detachment +5CP (T'au Empire) [32 PL, 498pts, 8CP] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

T'au Empire Sept Choice: Bork'an Sept

+ HQ +

Cadre Fireblade [2 PL, 42pts]: Markerlight

Commander in XV8 Crisis Battlesuit [8 PL, 131pts]: 2. Through Unity, Devastation, Drone controller, Plasma accelerator rifle (replaces 1 plasma rifle), 3x Plasma rifle, Warlord, XV8-02 Crisis Iridium battlesuit
. 2x MV4 Shield Drone

+ Troops +

Strike Team [5 PL, 70pts]: MV36 Guardian Drone
. Fire Warrior Shas'ui: Pulse rifle
. 5x Fire Warrior w/ Pulse Rifle
. 2x MV7 Marker Drone

Strike Team [5 PL, 62pts]
. Fire Warrior Shas'ui: Pulse rifle
. 5x Fire Warrior w/ Pulse Rifle
. 2x MV7 Marker Drone

Strike Team [3 PL, 43pts]: MV36 Guardian Drone
. Fire Warrior Shas'ui: Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle

+ Elites +

XV25 Stealth Battlesuits [6 PL, 92pts]
. 2x MV4 Shield Drone
. Stealth Shas'ui w/ Burst Cannon: Burst cannon
. Stealth Shas'ui w/ Burst Cannon: Burst cannon
. Stealth Shas'ui w/ Fusion blaster: Fusion blaster

+ Fast Attack +

Pathfinder Team [3 PL, 58pts]: MV31 Pulse Accelerator Drone
. MV7 Marker Drone
. 5x Pathfinder: 5x Markerlight

++ Total: [32 PL, 8CP, 498pts] ++

Created with BattleScribe



You probably have too many Markerlights for 500 points. For example, you could ditch the ML drones, give your Shas'ui Markerlights, and use the points saved to buy more Strike Team.

Also, your Crisis Commander is overloaded, he can have a total of 4 weapons/systems, he's got a Drone Controller and 4 weapons. He doesn't need the Drone Controller. If you want one, put it on the Stealth Team Shas/vre.


Appreciate the feedback! That really makes sense. I reworked the list. I dropped the xv8 and brought a coldstar with fusions instead. Also dropped all the marker drones, 9 marker lights should be enough in a 500 pts list right? The plan is to keep the coldstar in DS and jump down on a high value target, maybe beside the stealth suit’s drones for some extra protection from the 4 drones.

Spoiler:



++ Battalion Detachment +5CP (T'au Empire) [29 PL, 500pts, 8CP] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

T'au Empire Sept Choice: Bork'an Sept

+ HQ +

Cadre Fireblade [2 PL, 42pts]: 2. Through Unity, Devastation, Markerlight, Warlord

Commander in XV86 Coldstar Battlesuit [9 PL, 158pts]: Advanced targeting system, 3x Fusion blaster
. 2x MV4 Shield Drone

+ Troops +

Strike Team [3 PL, 47pts]: MV36 Guardian Drone
. Fire Warrior Shas'ui: Markerlight, Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle

Strike Team [2 PL, 39pts]
. Fire Warrior Shas'ui: Markerlight, Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle

Strike Team [2 PL, 39pts]
. Fire Warrior Shas'ui: Markerlight, Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle

+ Elites +

XV25 Stealth Battlesuits [6 PL, 92pts]
. 2x MV4 Shield Drone
. Stealth Shas'ui w/ Burst Cannon: Burst cannon
. Stealth Shas'ui w/ Fusion blaster: Fusion blaster
. Stealth Shas'vre: Burst cannon

+ Fast Attack +

Pathfinder Team [5 PL, 83pts]: MV31 Pulse Accelerator Drone
. 4x Pathfinder: 4x Markerlight
. Pathfinder Shas'ui: Markerlight, Pulse pistol
. 2x Pathfinder w/ Rail Rifle: 2x Rail rifle

++ Total: [29 PL, 8CP, 500pts] ++

Created with BattleScribe



Tau 8th Edition Tactics @ 2020/02/03 15:42:54


Post by: Yaktan


The ATS is sort of pointless with the fusion blasters. Might as well go 4 fusion, or get a shield if you are worried about suriviablility. The AP4 of the fusion blasters is already overkill much of the time. How often will you see 2+ save stuff without invulns?


Tau 8th Edition Tactics @ 2020/02/03 16:03:54


Post by: John Prins


 killerpenguin wrote:

Spoiler:



++ Battalion Detachment +5CP (T'au Empire) [29 PL, 500pts, 8CP] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [5CP]

T'au Empire Sept Choice: Bork'an Sept

+ HQ +

Cadre Fireblade [2 PL, 42pts]: 2. Through Unity, Devastation, Markerlight, Warlord

Commander in XV86 Coldstar Battlesuit [9 PL, 158pts]: Advanced targeting system, 3x Fusion blaster
. 2x MV4 Shield Drone

+ Troops +

Strike Team [3 PL, 47pts]: MV36 Guardian Drone
. Fire Warrior Shas'ui: Markerlight, Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle

Strike Team [2 PL, 39pts]
. Fire Warrior Shas'ui: Markerlight, Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle

Strike Team [2 PL, 39pts]
. Fire Warrior Shas'ui: Markerlight, Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle

+ Elites +

XV25 Stealth Battlesuits [6 PL, 92pts]
. 2x MV4 Shield Drone
. Stealth Shas'ui w/ Burst Cannon: Burst cannon
. Stealth Shas'ui w/ Fusion blaster: Fusion blaster
. Stealth Shas'vre: Burst cannon

+ Fast Attack +

Pathfinder Team [5 PL, 83pts]: MV31 Pulse Accelerator Drone
. 4x Pathfinder: 4x Markerlight
. Pathfinder Shas'ui: Markerlight, Pulse pistol
. 2x Pathfinder w/ Rail Rifle: 2x Rail rifle

++ Total: [29 PL, 8CP, 500pts] ++

Created with BattleScribe



At 500 points that's an overkill loadout on the Coldstar. You don't need ATS on 3 Fusion Blasters and you won't see many vehicles at that point level. I'd say go for a regular Crisis Commander with ATS and 3x Missile Launchers. 6 BS2+ shots of 36" S7 AP-2 D1d3 should be plenty to take care of anything at 500pts and has enough volume to deal with infantry (read: Primaris Marines).


Tau 8th Edition Tactics @ 2020/02/03 16:18:01


Post by: Yaktan


That does work too. My MP/ATS commander is one of my all-stars. I even took him back before the missile pod point drops, and did not feel too bad. Now that he is only 123 points, he is top on the list to include. He provides really good all-round utility--enough shots with decent AP for infantry hunting, good enough strength and multi damage to have a good chance of taking quite a few wounds off vehicles, good ballistic skill for hard-to-hit targets, and good range with ok movement to be able to target what he needs to each turn.


Tau 8th Edition Tactics @ 2020/02/03 18:35:50


Post by: carldooley


If you are firm on taking the pathfinders, take a pulse accelerator drone, and keep it next to your fireblade. Also, use a relic and put Vectored maneuvering thrusters on your Coldstar.


Tau 8th Edition Tactics @ 2020/02/03 20:01:34


Post by: Dynas


https://www.warhammer-community.com/2020/02/03/the-greater-good-shadowsun-strikesgw-homepage-post-1/

Thoughts on the new Rules for Shadowsun?

I like that she gives 6+ FnP aura, but it stinks that its only friendly models and not units within 3".



Tau 8th Edition Tactics @ 2020/02/03 20:08:27


Post by: carldooley


 Dynas wrote:
https://www.warhammer-community.com/2020/02/03/the-greater-good-shadowsun-strikesgw-homepage-post-1/

Thoughts on the new Rules for Shadowsun?

I like that she gives 6+ FnP aura, but it stinks that its only friendly models and not units within 3".



That drone is probably going to ride herd on one of my stormsurges. Also, does she still have the Commander keyword? The article hints that she can be taken 'alongside' Farsight.


Tau 8th Edition Tactics @ 2020/02/03 20:23:27


Post by: Sterling191


To clarify, it looks far more likely that the drones impart the FNP, not Shadowsun herself.


Tau 8th Edition Tactics @ 2020/02/03 21:24:28


Post by: Dynas


 carldooley wrote:
 Dynas wrote:
https://www.warhammer-community.com/2020/02/03/the-greater-good-shadowsun-strikesgw-homepage-post-1/

Thoughts on the new Rules for Shadowsun?

I like that she gives 6+ FnP aura, but it stinks that its only friendly models and not units within 3".



That drone is probably going to ride herd on one of my stormsurges. Also, does she still have the Commander keyword? The article hints that she can be taken 'alongside' Farsight.


I doubt that. There is a rule that basically is like the Inquisition rules where you can have her in a detachament and not have it count toward the SEPT keyword, thus allowing to mix her in with Farsight Enclaves.


Tau 8th Edition Tactics @ 2020/02/03 21:28:41


Post by: Pandabeer


 Dynas wrote:
 carldooley wrote:
 Dynas wrote:
https://www.warhammer-community.com/2020/02/03/the-greater-good-shadowsun-strikesgw-homepage-post-1/

Thoughts on the new Rules for Shadowsun?

I like that she gives 6+ FnP aura, but it stinks that its only friendly models and not units within 3".



That drone is probably going to ride herd on one of my stormsurges. Also, does she still have the Commander keyword? The article hints that she can be taken 'alongside' Farsight.


I doubt that. There is a rule that basically is like the Inquisition rules where you can have her in a detachament and not have it count toward the SEPT keyword, thus allowing to mix her in with Farsight Enclaves.


That doesn't say a thing about the T'au Commander keyword rule. As in, they're only allowed 1 per detachment. Could well be that Shadowsun and Farsight both require their own detachment because they both have the Commander keyword, although new Shadowsun CAN be included in a Farsight Enclaves detachment that has no other models with the Commander keyword yet.


Tau 8th Edition Tactics @ 2020/02/03 21:46:19


Post by: carldooley


Pandabeer wrote:
 Dynas wrote:
 carldooley wrote:
 Dynas wrote:
https://www.warhammer-community.com/2020/02/03/the-greater-good-shadowsun-strikesgw-homepage-post-1/

Thoughts on the new Rules for Shadowsun?

I like that she gives 6+ FnP aura, but it stinks that its only friendly models and not units within 3".



That drone is probably going to ride herd on one of my stormsurges. Also, does she still have the Commander keyword? The article hints that she can be taken 'alongside' Farsight.


I doubt that. There is a rule that basically is like the Inquisition rules where you can have her in a detachament and not have it count toward the SEPT keyword, thus allowing to mix her in with Farsight Enclaves.


That doesn't say a thing about the T'au Commander keyword rule. As in, they're only allowed 1 per detachment. Could well be that Shadowsun and Farsight both require their own detachment because they both have the Commander keyword, although new Shadowsun CAN be included in a Farsight Enclaves detachment that has no other models with the Commander keyword yet.


IDK, they could give her the SUPREME COMMANDER keyword which would lead to arguments over whether it is a COMMANDER as well.


Tau 8th Edition Tactics @ 2020/02/03 22:00:36


Post by: Blood Hawk


One of the new strats was previewed on Facebook. https://m.facebook.com/warhammer40000uk/photos/a.1576243776029589/2541424692844821/?type=3&source=48

A lot of units will benefit from it.


Tau 8th Edition Tactics @ 2020/02/03 23:44:22


Post by: Gordoape


 Blood Hawk wrote:
One of the new strats was previewed on Facebook. https://m.facebook.com/warhammer40000uk/photos/a.1576243776029589/2541424692844821/?type=3&source=48

A lot of units will benefit from it.

I think people are wildly overreacting to this strat. It's nice to have, and would be amazing for Imperial Guard. But Tau don't have any particularly good units to use this on. Longstrike and Hammerheads are OK, and it's good there.

This seems good on Yvahras until you look at their points cost and range.

I actually think it's pretty niche and fairly costed at 1CP.


Tau 8th Edition Tactics @ 2020/02/04 01:30:10


Post by: Jancoran


Yaktan wrote:
The ATS is sort of pointless with the fusion blasters. Might as well go 4 fusion, or get a shield if you are worried about suriviablility. The AP4 of the fusion blasters is already overkill much of the time. How often will you see 2+ save stuff without invulns?


Marines in cover.


Automatically Appended Next Post:
Ion Riptides like mine I guess can dodge the mortal wound for getting a 3+ invul and maximizing firepower? So like you can do TWO Riptides basically. One with the Branched Nova Strat and then one that just doesn't have to.


Tau 8th Edition Tactics @ 2020/02/04 07:07:11


Post by: John Prins


 Jancoran wrote:
Yaktan wrote:
The ATS is sort of pointless with the fusion blasters. Might as well go 4 fusion, or get a shield if you are worried about suriviablility. The AP4 of the fusion blasters is already overkill much of the time. How often will you see 2+ save stuff without invulns?


Marines in cover.


That's what 3 Markerlights are for.

That new strat ...the Sunshark bomber would have 12 overcharged ion shots from its (docked) drones.


Tau 8th Edition Tactics @ 2020/02/04 10:25:35


Post by: Pandabeer


 Blood Hawk wrote:
One of the new strats was previewed on Facebook. https://m.facebook.com/warhammer40000uk/photos/a.1576243776029589/2541424692844821/?type=3&source=48

A lot of units will benefit from it.


First thing that comes to my mind is the Riptides' Ion Accelerator... Now it's basically a choice between taking a MW or spending a CP to bring it to Heavy 6. Anyway, Tau don't have that many models with Heavy Dn weapons so it's less good than you might think. In my admittedly rather small collection the only model that would benefit would be if I played my Ghostkeel as if it had a Fusion Collider. Still, it's nice to have.


Tau 8th Edition Tactics @ 2020/02/04 11:43:25


Post by: small_gods


For 1cp it's a great strat, nothing like trying to melt a knight and rolling a 1 on your ion accelerator.


Tau 8th Edition Tactics @ 2020/02/04 11:50:18


Post by: Babar_babar


Y'Vahra, is the best user of the strat, the flamer up to 18 autohits and the IDC up to 9 shots


Tau 8th Edition Tactics @ 2020/02/04 12:51:01


Post by: small_gods


Babar_babar wrote:
Y'Vahra, is the best user of the strat, the flamer up to 18 autohits and the IDC up to 9 shots


Y'Vahra is still 400 points plus and if you're in flamer range you are generally out of saviour protocol range. So you will melt something and then get shot off the table. Riptide and hammerheads don't have that problem.


Tau 8th Edition Tactics @ 2020/02/04 13:34:25


Post by: Babar_babar


Yep, I dont think is our best unit either, just the best user of the strat


Tau 8th Edition Tactics @ 2020/02/04 14:45:26


Post by: small_gods


Babar_babar wrote:
Yep, I dont think is our best unit either, just the best user of the strat


It's a shame for such a cool looking model. If it was similarly pointed as the stormsurge then it'd be a lot of fun.


Tau 8th Edition Tactics @ 2020/02/04 16:32:51


Post by: Dynas


I think Yhvara and Rhanara would benefit, im still taking heavy burst cannon riptides, 18 shots shreds primaris marines, and the threat of imperial fist has limited vehicles, no need for the ion.

New update.
https://www.warhammer-community.com/2020/02/04/the-greater-good-faction-focus-tau-empiregw-homepage-post-1/

I might start taking a ghostkheel. I really hope they give something to sniper drones, we are getting into hero hammer with all the marine character buffs and possessed bombs. Farseer enclave, etc...


Tau 8th Edition Tactics @ 2020/02/04 16:43:23


Post by: balmong7


We got the make your own sept rules previewed!

https://www.warhammer-community.com/2020/02/04/the-greater-good-faction-focus-tau-empiregw-homepage-post-1/

EDIT: somehow I got ninja'd. I really like the new ghostkeel upgrade. gives me more reason to take the model.


Tau 8th Edition Tactics @ 2020/02/04 17:14:16


Post by: Babar_babar


I like the new strat for the Crisis teams, a little love to the clasics and actually very cool not needing so much support for a crisibomb


Tau 8th Edition Tactics @ 2020/02/04 17:30:27


Post by: Sterling191


Now if only it and Drop Zone Clear werent 2cp each...


Tau 8th Edition Tactics @ 2020/02/04 17:53:33


Post by: Xenomancers


 small_gods wrote:
Babar_babar wrote:
Y'Vahra, is the best user of the strat, the flamer up to 18 autohits and the IDC up to 9 shots


Y'Vahra is still 400 points plus and if you're in flamer range you are generally out of saviour protocol range. So you will melt something and then get shot off the table. Riptide and hammerheads don't have that problem.

There are ways around this. You can infiltrate Drones with stealth teams right? Then you can can deep strike more drone in for turn 2. It sure is expensive but holy crap if this guy could get in range of 2 priority targets it could easily melt both.


Tau 8th Edition Tactics @ 2020/02/04 20:44:11


Post by: small_gods


 Xenomancers wrote:
 small_gods wrote:
Babar_babar wrote:
Y'Vahra, is the best user of the strat, the flamer up to 18 autohits and the IDC up to 9 shots


Y'Vahra is still 400 points plus and if you're in flamer range you are generally out of saviour protocol range. So you will melt something and then get shot off the table. Riptide and hammerheads don't have that problem.

There are ways around this. You can infiltrate Drones with stealth teams right? Then you can can deep strike more drone in for turn 2. It sure is expensive but holy crap if this guy could get in range of 2 priority targets it could easily melt both.


It's decent but it'll only melt 4 assault centurions or repulsor. It wouldn't kill a knight or anything massive. It's pretty good against agressors but otherwise it's unlikely to make it's points back. Maybe I'm wrong, I usually run 2 riptides and 3 broadsides and their staying power and kauyon is what wins me games.


Tau 8th Edition Tactics @ 2020/02/04 22:03:45


Post by: Dracarys


 small_gods wrote:
 Xenomancers wrote:
 small_gods wrote:
Babar_babar wrote:
Y'Vahra, is the best user of the strat, the flamer up to 18 autohits and the IDC up to 9 shots


Y'Vahra is still 400 points plus and if you're in flamer range you are generally out of saviour protocol range. So you will melt something and then get shot off the table. Riptide and hammerheads don't have that problem.

There are ways around this. You can infiltrate Drones with stealth teams right? Then you can can deep strike more drone in for turn 2. It sure is expensive but holy crap if this guy could get in range of 2 priority targets it could easily melt both.


It's decent but it'll only melt 4 assault centurions or repulsor. It wouldn't kill a knight or anything massive. It's pretty good against agressors but otherwise it's unlikely to make it's points back. Maybe I'm wrong, I usually run 2 riptides and 3 broadsides and their staying power and kauyon is what wins me games.


The Y'Vahra has around a 30% chance to kill a knight in one round of shooting if you use the new 1CP max shots stratagem, but it also needs to be Borkan to be effective. You can also reposition it using it's nova reactor skill if you want to, but one thing I've strongly considered using it for is just to murder centurions coming at you using the early warning support system or as a counterpunch against things hidden out of LOS since the flamer has a 14" range so even being forced outside of 12" by infiltrators doesn't limit it's ability to kill things. Especially effective against something like RG or a smash captain trying to get into your face early in the game.


Tau 8th Edition Tactics @ 2020/02/04 22:40:36


Post by: carldooley


The Strat can only be used in your shooting phase.


Tau 8th Edition Tactics @ 2020/02/04 23:50:21


Post by: Mud Turkey 13


The new strat for Crisis teams could be interesting. 198 points and 2CP could get you nine strength 8, AP -4, D6 damage shots hitting on 3s, re-rolling 1s, and ignoring cover with Fusion Blaster suits deepstriking near a castle. Not game breaking or anything, but that works out to be about 16 wounds on a toughness 7 vehicle or about 8 wounds on a knight.


Tau 8th Edition Tactics @ 2020/02/05 15:03:13


Post by: Aeri


I think 3cib suits are the real deal for that strat.
More shots, can't get hot due to +1 to hit and ignoeing cover sounds awesome!

I also hope we get a JSJ Sept Tenet in some form.