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Tau 8th Edition Tactics @ 2020/07/13 20:08:55


Post by: Sterling191


Aeri wrote:

What do you guys think about the barracuda now? I think it's going to be a very strong unit


Eh, maybe? Its basically two hammerheads smooshed together at a points premium. Move and fire helps it significantly, but its just too fragile for its cost and doesnt put out enough firepower.

Which is a shame as I love the entire FW Air Caste line.


Tau 8th Edition Tactics @ 2020/07/13 20:15:04


Post by: Aeri


Don't forget it can leave airspace to reposition and focus on critical targets!


Tau 8th Edition Tactics @ 2020/07/13 20:32:11


Post by: Sterling191


Aeri wrote:
Don't forget it can leave airspace to reposition and focus on critical targets!


True, but with changes to the length of the game, only getting one or two shooting rounds with it isnt a point in its favor from my perspective.

Again, I want to like it, but the confluence of factors just doesnt sell it for me.


Tau 8th Edition Tactics @ 2020/07/13 23:04:02


Post by: ke3f


I think I'm going to dust my devilfish off for the start of 9th to gain more board control earlier in the game.They don't seem to have been hit too hard with the pts increase compared with some of our other stuff.


Tau 8th Edition Tactics @ 2020/07/14 07:16:03


Post by: Aeri


Devilfish might be critical in my opinion, as well as kroot.
I think about fielding 2 with darkstrider and either an ethereal or a fireblade.

Also Stealth Suits might be the big winners for our midfield dominance.

Regarding the cuda: you are right, sending it off the board too often might not be the best move. I will have to play with the load out of the main gun a little to see what is best for my force Ion canon might not be the safe pick it was in 7th edition.

On another note: my gaming group is extending our 2000 points limit to 2500 as we do not want to play smaller games.
We appreciate the point increase across the board as it became a major fine-tuning across the board. Will see how armies work with the adjusted points in 2500p games.


Tau 8th Edition Tactics @ 2020/07/14 15:04:11


Post by: Sterling191


The notion of fish of fury returning is appealing, but 9th is really shaping up to be an addition where you have to be able to kill vehicles. In that context, a T7 with no invuln and no drone support is just going to melt.

If they were priced like Rhinos or Chimeras, itd possibly be a different story, but at 100+ points a pop its just too costly for my taste.

Stealth Teams for infiltration coverage I do agree on. With Ghostkeels being prohibitively priced the capacity to foil forward deployment or deep strikes even for a single scoring turn is going to pay major dividends. While they took a cost hit, two barebones teams are collectively only a smidge more than a Ghostkeel and can screen out a good chunk of the table.


Tau 8th Edition Tactics @ 2020/07/14 15:07:03


Post by: IanVanCheese


Sterling191 wrote:
The notion of fish of fury returning is appealing, but 9th is really shaping up to be an addition where you have to be able to kill vehicles. In that context, a T7 with no invuln and no drone support is just going to melt.

If they were priced like Rhinos or Chimeras, itd possibly be a different story, but at 100+ points a pop its just too costly for my taste.


Vehicle saturation is an option. What are Piranha's looking like in cost? Spamming the hell out of them to move block and provide close fusion threats that need to be dealt with could work as a solid first wave to keep opponent pinned in while you move out and grab objectives (though fly changes hurt this tactic a lot)


Tau 8th Edition Tactics @ 2020/07/14 15:10:02


Post by: Sterling191


IanVanCheese wrote:


Vehicle saturation is an option. What are Piranha's looking like in cost? Spamming the hell out of them to move block and provide close fusion threats that need to be dealt with could work as a solid first wave to keep opponent pinned in while you move out and grab objectives (though fly changes hurt this tactic a lot)


The Piranha chassis went up by 11, and Fusions went up by 1. So total cost for a fusion bike is 70 points once the drones get factored in.


Tau 8th Edition Tactics @ 2020/07/14 15:40:14


Post by: IanVanCheese


Sterling191 wrote:
IanVanCheese wrote:


Vehicle saturation is an option. What are Piranha's looking like in cost? Spamming the hell out of them to move block and provide close fusion threats that need to be dealt with could work as a solid first wave to keep opponent pinned in while you move out and grab objectives (though fly changes hurt this tactic a lot)


The Piranha chassis went up by 11, and Fusions went up by 1. So total cost for a fusion bike is 70 points once the drones get factored in.


Hmm, I mean it's not terrible. The real issue is them getting tagged so easily now. But even tagged, they'd still screen out the enemy from moving around quite easily due to their size. But them maybe just spamming even more Devilfish would do that better?


Tau 8th Edition Tactics @ 2020/07/14 17:44:12


Post by: rbstr


I guess Piranhas might be able to clog up the board and try and contest objectives that are weakly held. They can probably survive getting tagged by the more basic troops out there and 12 S5 shots is a decent counterpunch they can still deliver in that case (FSE may be the choice for vehicle bullies like this)
I don't think they'r really going to pull off "vehicle saturation" since they're going to absolutely melt in ways that make a Devilfish look like a brick house. Plus a popped fish may have protected a tasty obsec center for a bit.

But they do win for being cheap? Most other competing stuff is "more-for-more". Stealth Suits clock in at 78 for a basic unit and are better at early-game objective grabs and screening via infiltrate (but highly vulnerable to being tagged), but you're probably putting more points into them than the minimum too.


Tau 8th Edition Tactics @ 2020/07/14 18:06:07


Post by: Sterling191


rbstr wrote:

But they do win for being cheap? Most other competing stuff is "more-for-more". Stealth Suits clock in at 78 for a basic unit and are better at early-game objective grabs and screening via infiltrate (but highly vulnerable to being tagged), but you're probably putting more points into them than the minimum too.


Honestly I think XV25s are going to be the winner here. Infiltrating during deployment is significantly more impactful than zooming up turn one, and if somebody tags a 3x burst cannon team its not for a moment a loss. Also, with the Infantry keyword XV25s are the only battlesuit that can fully benefit from cover.

They're just the right combo of price and ability for an expendable forward recon force, which amusingly enough is precisely their narrative role. Might even be worth giving a pair of Drones (that can separate and act independantly, plus protect zoomers like Coldstars as they sprint upfield).


Tau 8th Edition Tactics @ 2020/07/14 18:31:17


Post by: Ice_can


Not to mention being infantry suits xv25's can actually undertake actions for scoring purposes.


Tau 8th Edition Tactics @ 2020/07/15 15:35:21


Post by: carldooley


So, can we now include a Dal'yth Stormsurge for mobile, placeable cover?
Counts as being in cover if it doesn't move.
5+" tall


Tau 8th Edition Tactics @ 2020/07/15 15:51:35


Post by: BoomWolf


 carldooley wrote:
So, can we now include a Dal'yth Stormsurge for mobile, placeable cover?
Counts as being in cover if it doesn't move.
5+" tall


He counts as being in cover, not being one.
Also, no sept trait unless you bring a whole trio.


Tau 8th Edition Tactics @ 2020/07/15 16:06:57


Post by: Sterling191


Pretty sure at least one of the Tidewalls is over 5" tall.


Tau 8th Edition Tactics @ 2020/07/15 16:54:28


Post by: carldooley


 BoomWolf wrote:
no sept trait unless you bring a whole trio.

where does it say that?


Tau 8th Edition Tactics @ 2020/07/15 17:54:43


Post by: EightFoldPath


There is a box in the 9th rulebook that says:

"Auxillary Support, Super-heavy Auxiliary and Fortification Detachments never gain Detachment abilities."

Basically tidying it up so that every army has the same rules as some codexes were worded differently.


Tau 8th Edition Tactics @ 2020/07/15 19:34:24


Post by: ke3f


With shield drones going up to 15pts compared to gun/marker drones at 10pts how are people looking to mix their drones?

I've done a bit of calculating and if you kept the drones out of LOS and only use them for saviour protocols then gun drones are more efficient per point.
If they are being targeted by 0AP (single wound) shots the gun drones are still more efficient per point.
If they are being targeted by 1AP (single wound) shots the shield drones are now more efficient per point.
If they are being targeted by 2/3AP (single wound) shots the shield drones are a lot more efficient per point.

I'm thinking of running squads of mainly gun/marker drones with a couple of shield drones to be used against higher AP single wound shots.


Tau 8th Edition Tactics @ 2020/07/15 21:04:15


Post by: carldooley


 ke3f wrote:
With shield drones going up to 15pts compared to gun/marker drones at 10pts how are people looking to mix their drones?

I've done a bit of calculating and if you kept the drones out of LOS and only use them for saviour protocols then gun drones are more efficient per point.
If they are being targeted by 0AP (single wound) shots the gun drones are still more efficient per point.
If they are being targeted by 1AP (single wound) shots the shield drones are now more efficient per point.
If they are being targeted by 2/3AP (single wound) shots the shield drones are a lot more efficient per point.

I'm thinking of running squads of mainly gun/marker drones with a couple of shield drones to be used against higher AP single wound shots.


Marker Drones with a Drone Controller on my Riptide?


Tau 8th Edition Tactics @ 2020/07/15 21:04:29


Post by: rbstr


The math you're using is not immediately apparent there and I'm not convinced it's going the right direction. You're basing that on the drones themselves being shot at, or on the likelihood of a shot getting past the save of the battlesuit/infantry being protected? (I figure you'll let the AP0 D1 shot past Savior Protocols pretty often unless you're getting close to a bracket. It's facing a 2+ save on tides and sides and iridium crisis, after all.)

Lets go with something more simple - Your Commander got wounded 3 times and you SP 3 times. So on average:
You lose 3 gun drones or
You lose 2 shield drones, one makes its 5+++.

Conveniently that's 30points of drones either way (which is surely why they made shield drones 15 points).
Marker/gun drones basically just offer more points efficiency from their markers/guns!

Anyway, I'm probably going to take some marker/gun drones now.
I won't, however, be mixing shields into units with other drones. I want to get that marker/gun value out of those drones and so they're going to be exposed more often to fire. If your gundrone pokes out the whole squad can get lit up and that'd be a very inefficient loss of a shield drone.


Tau 8th Edition Tactics @ 2020/07/16 06:43:12


Post by: Aeri


Sounds like tactical descisions have to be made (both while building the lost and playing it). Bad times for us Tau players


Tau 8th Edition Tactics @ 2020/07/16 10:32:33


Post by: ke3f


rbstr wrote:
TLets go with something more simple - Your Commander got wounded 3 times and you SP 3 times. So on average:
You lose 3 gun drones or
You lose 2 shield drones, one makes its 5+++.

Yeah I messed the maths up on the SP. However as soon as you are dealing with multi wound dealing weapons the shield drones lose their efficiency where as the gun drones would be exactly the same. I still think that running a couple of shield drones per squad will be useful as Tau won't be able to be aggressive taking board control and objectives without exposing models.


Tau 8th Edition Tactics @ 2020/07/16 10:44:38


Post by: Ice_can


 ke3f wrote:
rbstr wrote:
TLets go with something more simple - Your Commander got wounded 3 times and you SP 3 times. So on average:
You lose 3 gun drones or
You lose 2 shield drones, one makes its 5+++.

Yeah I messed the maths up on the SP. However as soon as you are dealing with multi wound dealing weapons the shield drones lose their efficiency where as the gun drones would be exactly the same. I still think that running a couple of shield drones per squad will be useful as Tau won't be able to be aggressive taking board control and objectives without exposing models.

What do you mean shield drones loose their efficiency I thibk your using the wrong rules for shield drones.
They take the wound before save and on a 2+ move that to the drone as 1MW so it's still tanking a flat 1/3 of the hits it takes. Not sure its quite 15 points worth as you can often straight up fail that 5++.


Automatically Appended Next Post:
What's peoples thoughts on XV9 hazards suits, I keep looking at them as while they aren't as tanky as crisis suits the -2 to charges appeals as I suspect a lot of charging onto objectives to be a thing and taking -2 from a charge feels like it could be the thing helping you hold an objective for a turn.


Tau 8th Edition Tactics @ 2020/07/16 15:26:38


Post by: Sterling191


Ice_can wrote:

What's peoples thoughts on XV9 hazards suits, I keep looking at them as while they aren't as tanky as crisis suits the -2 to charges appeals as I suspect a lot of charging onto objectives to be a thing and taking -2 from a charge feels like it could be the thing helping you hold an objective for a turn.


They're...weird. But in a good way. My brain *really* likes the Pulse Submunition build (which with small blast and points shifts is only about 6 points more than it was in 8th), and the inbuilt support system rule is still gold. I'd want to get some playtime with them before making any decisions.


Tau 8th Edition Tactics @ 2020/07/16 17:02:58


Post by: ke3f


Ice_can wrote:
I think your using the wrong rules for shield drones.

Yeah you're right my brain has gone to mush.. I'm looking forward to picking up some 9th edition games and getting back up to speed with things.


Tau 8th Edition Tactics @ 2020/07/16 21:18:59


Post by: killerpenguin


Have you guys considered taking gun drones over shield drones after the point increase. 10 to 15 points is pretty hard to swallow for me, so I wanted to consider other options. After my calculations 100 BS3, S4, -1AP Shots kills 11 shield drones, the same amount killS 22 gun drones. 160pts dead vs 220pts. You are losing a 4+ invuln and a 5+ FNP, but there are benefits, Gun drones has quite a lot of firepower. With drone controller 4 shots, BS4, S5, AP-, isn’t bad if you have 30 of them. 120 S5 shots is going to hurt MEQ’s. Shorter games is also something we need to consider. We can’t afford to play the long game anymore to the same degree. Smaller map is good for gun drones at range 18”. Our overwatch is also free, so we might as well make use of it. Drone controllers are also more available since we done need target lock anymore. Any factors I’ve missed? What are you going to play in the new edition?


Tau 8th Edition Tactics @ 2020/07/16 23:00:40


Post by: Ice_can


I'm planning a slightly odd list not going to lie

Sticking with my shield drones, bit also trying to stick with a very big suit heavy list, I'm not 100% convinced it's the right execution, but the idea is go agressive with mobile heavy hitters Riptides backed up with commanders, Stealth teams Crisis Bodyguards and you'll likely call me a non beliverin the greater good but Kroot.


Tau 8th Edition Tactics @ 2020/07/16 23:34:05


Post by: Sazzlefrats


You know... if you are playing a triptide list, if you go first, you are pretty much assured of getting whatever objectives you want. Its very difficult for another army to march into your lines. I was playing a mech tau list, went 2nd... I never got a chance to move forward. except with my sunshark bombers, but they couldn't hold anything.


Tau 8th Edition Tactics @ 2020/07/16 23:48:35


Post by: Ice_can


 Sazzlefrats wrote:
You know... if you are playing a triptide list, if you go first, you are pretty much assured of getting whatever objectives you want. Its very difficult for another army to march into your lines. I was playing a mech tau list, went 2nd... I never got a chance to move forward. except with my sunshark bombers, but they couldn't hold anything.

Yeah that's the issue having, makijg an army that wins if it goes first and looses if it goes second.


Tau 8th Edition Tactics @ 2020/07/18 20:54:21


Post by: Sterling191


The more I think about it, the more I'm liking Sunsharks for 9th. 175 is not cheap, but its comparable to the Ghostkeels that I think most folks will be dropping from their lists, benefits massively from the changes to Heavy weapons, and also can do serious work with Blast (the overcharged profile of each of its 4 Ion Rifles is a d3 shot profile, so against 6+ model targets they wont even need to roll).

Oh and the always, always clutch bombing run for Mortals.

They're also going to synergize damn well with Farsight lists.


Tau 8th Edition Tactics @ 2020/07/18 21:56:02


Post by: Ice_can


Ment to ask has anyone seen 9th edition points for Dayek?

Having a Deepstriking infantry keyworded charictor feels like it could come in pretry clutch for us with the secondarys.


Tau 8th Edition Tactics @ 2020/07/19 01:18:36


Post by: Waking Dreamer


I was wondering, does anyone know how to include Farsight's The Eight in a detachment?

Last edition it was in an Aux. Super Heavy detachment that cost you 3CP for the 3 Signature Systems. Now, all Aux. Super Heavy detachments cost 3CP, so does The Eight still cost 3CP, or 6CP?

Or is it eligible for the new Supreme Command Detachment? As you already require Farsight to also be the Warlord in your army...


Tau 8th Edition Tactics @ 2020/07/19 01:35:16


Post by: Sterling191


Nothing is currently eligible for the Supreme Command detachment beyond Bobby, Morty and Magnus. The "Supreme Commander" keyword has not been added to any datasheets as of yet, and the SCD is explicit in what it can hold.

As a result, the only way to utilize The Eight is by following the rules laid out in PA: Greater Good, which is sadly via a Superheavy Aux (plus the other stated restrictions).

Which is, to my mind, hilariously dumb, and makes me even more convinced that we're not playing with the full 9th rules yet. But why GW is holding back things that would allow armies to function at the launch of the new edition is beyond me.


Tau 8th Edition Tactics @ 2020/07/19 01:50:39


Post by: Waking Dreamer


Sterling191 wrote:
Nothing is currently eligible for the Supreme Command detachment beyond Bobby, Morty and Magnus. The "Supreme Commander" keyword has not been added to any datasheets as of yet, and the SCD is explicit in what it can hold.

As a result, the only way to utilize The Eight is by following the rules laid out in PA: Greater Good, which is sadly via a Superheavy Aux (plus the other stated restrictions).

Which is, to my mind, hilariously dumb, and makes me even more convinced that we're not playing with the full 9th rules yet. But why GW is holding back things that would allow armies to function at the launch of the new edition is beyond me.


Oh wow, so currently it will cost 6CP to field The Eight (1250 points), and then another 3CP to field say a battalion since no CP refund because Farsight (the Warlord), is locked in the Superheavy Aux....??

Woah, so to start the battle with 3CP left...harsh.


Tau 8th Edition Tactics @ 2020/07/19 02:00:27


Post by: Sterling191


 Waking Dreamer wrote:

Oh wow, so currently it will cost 6CP to field The Eight (1250 points), and then another 3CP to field say a battalion since no CP refund because Farsight (the Warlord), is locked in the Superheavy Aux....??

Woah, so to start the battle with 3CP left...harsh.


Ayup. The Eight are squarely back in their de facto Open Play only status.


Tau 8th Edition Tactics @ 2020/07/19 18:32:36


Post by: necron99


I'm looking at dusting off my Tau for 9E having played mostly IG during 8E. My first is slated for 7/28 so I'll have a few days to get used to the new rule book, missions, etc. My opponent is playing Chaos Knights. Any suggestion for how to deal with them?


Tau 8th Edition Tactics @ 2020/07/19 20:23:01


Post by: Sterling191


 necron99 wrote:
I'm looking at dusting off my Tau for 9E having played mostly IG during 8E. My first is slated for 7/28 so I'll have a few days to get used to the new rule book, missions, etc. My opponent is playing Chaos Knights. Any suggestion for how to deal with them?


Knights (and Titanic units in general) have some real weaknesses in the new terrain rules. Use Obscuring to your advantage as much as possible to prevent your opponent from getting a bead on you. Furthermore, low count armies are going to have a serious handicap when it comes to contesting the objective focused nature of 9th. Play the board, play the mission.

Beyond that, most of what you know about fighting Knights from 8th still holds true. Bait out the Ion Shields, then light up everything else on the board.


Tau 8th Edition Tactics @ 2020/07/19 22:31:57


Post by: Aenar


Ice_can wrote:
Ment to ask has anyone seen 9th edition points for Dayek?

Having a Deepstriking infantry keyworded charictor feels like it could come in pretry clutch for us with the secondarys.

40+ IIRC, he was mentioned in one of the SS82 review videos but I don't remember the exact amount. He went up significantly, that I do remember for sure.


Tau 8th Edition Tactics @ 2020/07/20 06:55:06


Post by: Ice_can


Ouch that's alot more than I was expecting might still have some use but it's alot harder to justify when he's the same as 5 FW.


Tau 8th Edition Tactics @ 2020/07/21 10:03:25


Post by: ke3f


With the changes to terrain and moving with heavy I am thinking that JSJ with Riptides will be really effective. Does the 2D6 movement in the charge phase act like normal movement with a jetpack?


Tau 8th Edition Tactics @ 2020/07/21 11:55:52


Post by: Ice_can


 ke3f wrote:
With the changes to terrain and moving with heavy I am thinking that JSJ with Riptides will be really effective. Does the 2D6 movement in the charge phase act like normal movement with a jetpack?

Jetpack does nothing as a keyword FYI it's fly your looking for and to be honest I'm still not super convinced that what your proposing will actually work in practice unless your opponents list is very slow and you can afford to kite them.

In all honestt I see it being far more valuable for claiming objectives but that's still not the best as 1 non obsec model does not a great objective holder make.


Tau 8th Edition Tactics @ 2020/07/21 14:12:20


Post by: Sterling191


 ke3f wrote:
With the changes to terrain and moving with heavy I am thinking that JSJ with Riptides will be really effective. Does the 2D6 movement in the charge phase act like normal movement with a jetpack?


Keep in mind that all an opponent has to do is touch Obscuring terrain to be able to see through it. It's not for a moment a fire and fade cure-all if you're hiding behind it.


Tau 8th Edition Tactics @ 2020/07/22 06:28:11


Post by: Jancoran


 ke3f wrote:
With shield drones going up to 15pts compared to gun/marker drones at 10pts how are people looking to mix their drones?

I've done a bit of calculating and if you kept the drones out of LOS and only use them for saviour protocols then gun drones are more efficient per point.
If they are being targeted by 0AP (single wound) shots the gun drones are still more efficient per point.
If they are being targeted by 1AP (single wound) shots the shield drones are now more efficient per point.
If they are being targeted by 2/3AP (single wound) shots the shield drones are a lot more efficient per point.

I'm thinking of running squads of mainly gun/marker drones with a couple of shield drones to be used against higher AP single wound shots.


Dont forget that the new allocation rule wont make this work very well. Once you allocate to a model...you must KEEP allocating to that SAME model until it specifically dies. so it can get real tricky if the enemy decides to make you resolve say AP -3 first, then 0, then -4. So the allocation rules for wounds changed in a very SIGNIFICANT but subtle way.


Tau 8th Edition Tactics @ 2020/07/22 14:18:25


Post by: BoomWolf


Good thing drone usage is not allocation then.


Tau 8th Edition Tactics @ 2020/07/22 15:16:56


Post by: Sterling191


 BoomWolf wrote:
Good thing drone usage is not allocation then.


The above discussion isnt about Saviour Protocols, but rather mixing drones within a squad for points efficiency while taking direct fire.


Tau 8th Edition Tactics @ 2020/07/22 20:04:14


Post by: carldooley


So, can a charged unit fire Overwatch, THEN be targeted by the 'Fire Overwatch' stratagem to fire again? The supporting fire units cannot fire again, but the charged unit apparently can.


Tau 8th Edition Tactics @ 2020/07/22 20:46:08


Post by: Sterling191


 carldooley wrote:
So, can a charged unit fire Overwatch, THEN be targeted by the 'Fire Overwatch' stratagem to fire again? The supporting fire units cannot fire again, but the charged unit apparently can.


RAW as we know it so far (Assuming the charged unit has not expended their FtGG or otherwise become ineligible to fire overwatch)? Yes.

Expect it to be FAQed.


Tau 8th Edition Tactics @ 2020/07/22 21:08:38


Post by: ke3f


 Jancoran wrote:
Dont forget that the new allocation rule wont make this work very well. Once you allocate to a model...you must KEEP allocating to that SAME model until it specifically dies. so it can get real tricky if the enemy decides to make you resolve say AP -3 first, then 0, then -4. So the allocation rules for wounds changed in a very SIGNIFICANT but subtle way.

This is a good point, I hadn't considered it at all and the allocation applies to the model until the end of the phase so other units could target after with different AP... savage.


Tau 8th Edition Tactics @ 2020/07/22 21:12:10


Post by: Ice_can


Sterling191 wrote:
 carldooley wrote:
So, can a charged unit fire Overwatch, THEN be targeted by the 'Fire Overwatch' stratagem to fire again? The supporting fire units cannot fire again, but the charged unit apparently can.


RAW as we know it so far (Assuming the charged unit has not expended their FtGG or otherwise become ineligible to fire overwatch)? Yes.

Expect it to be FAQed.

I would realy advise people not to cheese this as we'll just end up with some GW band aid of No unit my fire overwatch more than once per round and it'll screw us harder than if we had just left it alone.


Tau 8th Edition Tactics @ 2020/07/23 07:25:28


Post by: tneva82


 carldooley wrote:
So, can we now include a Dal'yth Stormsurge for mobile, placeable cover?
Counts as being in cover if it doesn't move.
5+" tall


For further note 5"+ thing is for OBSCURING terrain trait. Does it have it? No? Not obscuring. 5"+ requirement is nowhere else. Nor does any 5"+ terrain automatically have obscuring trait and if terrain piece doesn't have 5"+ height part obscuring trait does nothing.


Tau 8th Edition Tactics @ 2020/07/24 20:29:18


Post by: Jancoran


 BoomWolf wrote:
Good thing drone usage is not allocation then.


Can be when there are mixed drones.


Automatically Appended Next Post:
 ke3f wrote:
 Jancoran wrote:
Dont forget that the new allocation rule wont make this work very well. Once you allocate to a model...you must KEEP allocating to that SAME model until it specifically dies. so it can get real tricky if the enemy decides to make you resolve say AP -3 first, then 0, then -4. So the allocation rules for wounds changed in a very SIGNIFICANT but subtle way.

This is a good point, I hadn't considered it at all and the allocation applies to the model until the end of the phase so other units could target after with different AP... savage.


Yeah its a small nuance that skilled players are going to take advantage of.


Tau 8th Edition Tactics @ 2020/07/27 04:08:44


Post by: necron99


So how do we handle the Shadowsun data sheet in the Greater Good book? None of her weapons are listed in the field manual. Seems cheesy to say high yield fusion blasters are free :(

What's the story with the book in general I guess. Can I still use it? The GT 2020 book just says you can't use specialist detachments but I don't see any. So could I grab a proto type weapon and use the strats?


Tau 8th Edition Tactics @ 2020/07/27 05:15:30


Post by: carldooley


 necron99 wrote:
So how do we handle the Shadowsun data sheet in the Greater Good book? None of her weapons are listed in the field manual. Seems cheesy to say high yield fusion blasters are free :(

What's the story with the book in general I guess. Can I still use it? The GT 2020 book just says you can't use specialist detachments but I don't see any. So could I grab a proto type weapon and use the strats?


wargear & weapons are included in named characters cost, but not drones, which you still need to pay for.


Tau 8th Edition Tactics @ 2020/07/27 13:47:40


Post by: Sterling191


 necron99 wrote:
So how do we handle the Shadowsun data sheet in the Greater Good book? None of her weapons are listed in the field manual. Seems cheesy to say high yield fusion blasters are free :(

What's the story with the book in general I guess. Can I still use it? The GT 2020 book just says you can't use specialist detachments but I don't see any. So could I grab a proto type weapon and use the strats?


Everything in PA greater good is available for use. I will also point out that the GT 2020 precludes specialist detachments from tournament play only. They are still perfectly legal for matched play. Its a change that doesnt affect us, so be magnanimus when other folks want to run their Vigilus toys.


Tau 8th Edition Tactics @ 2020/07/27 14:58:31


Post by: killerpenguin


What Are your general tactics for 9th Ed games? Stealth suits and devilfish for early objective holders with riptides as fire support? My problem is that we don’t have a lot of staying power in out units without the drones. In my experience, it’s risky to rush objectives with our squishy army.


Tau 8th Edition Tactics @ 2020/07/27 17:14:21


Post by: Sterling191


So in today's dose of "Dafuq you thinking GW???", The Eight can never benefit from the Farsight Enclaves sept tenets because they can only ever be taken in a Superheavy Aux detachment.

That's right kids, Farsight forgets he's part of his own Enclave.


Tau 8th Edition Tactics @ 2020/07/27 20:45:56


Post by: killerpenguin


Thoughts on using xv8 suits with missile pods and ats in Farsight Enclaves? If they’re veterans and I use the 5 marker light stratagem m, they’re pretty killy. SUPER expensive, but Killy.


Tau 8th Edition Tactics @ 2020/07/27 21:09:59


Post by: Ice_can


 killerpenguin wrote:
Thoughts on using xv8 suits with missile pods and ats in Farsight Enclaves? If they’re veterans and I use the 5 marker light stratagem m, they’re pretty killy. SUPER expensive, but Killy.

They unfortunately are also prime targets for getting killed and with shield drones going up finding the pointd for drones ontop of the riptides stealthsuits and troops you need becomes a stretch and unfortunately with the new vehical improvements and especially the new Primaris Predator+ I suspect shield drones are going to be having an even harder time of it and we'll need as mamy as possible.


Tau 8th Edition Tactics @ 2020/07/27 21:20:53


Post by: happy_inquisitor


Sterling191 wrote:
So in today's dose of "Dafuq you thinking GW???", The Eight can never benefit from the Farsight Enclaves sept tenets because they can only ever be taken in a Superheavy Aux detachment.

That's right kids, Farsight forgets he's part of his own Enclave.


Specific rules beat general.

It says on the datasheet for The Eight that they get the Sept Tenet - so they do get it despite the general case that Superheavy Aux would not. It is very clearly worded that all the models in The Eight get the Sept Tenet, seemed odd to have that there before but its useful now.

I still think the change from the old Character rule to the new Look Out Sir hurts them too much but maybe someone can still craft a semi-competitive list out of them.



Automatically Appended Next Post:
 Waking Dreamer wrote:


Oh wow, so currently it will cost 6CP to field The Eight (1250 points), and then another 3CP to field say a battalion since no CP refund because Farsight (the Warlord), is locked in the Superheavy Aux....??

Woah, so to start the battle with 3CP left...harsh.


FAQ today they lost the specific -3CP thing. So they cost the 3CP for fielding a superheavy auxiliary detachment and then you will need to pay CP for another detachment to go with them. Although having played The Eight in 8th edition I'd say that still leaves them with more CP over the game than they used to have.


Tau 8th Edition Tactics @ 2020/07/28 17:57:26


Post by: killerpenguin


Do you guys think the taunar points is a mistanke?


Tau 8th Edition Tactics @ 2020/08/04 18:13:11


Post by: Ice_can


 killerpenguin wrote:
Do you guys think the taunar points is a mistanke?

The answer has to be yes but frankly I feel more like CA2020 was either a rush job or GW has done another GW and Copy pasted the new points from the codex's without the corresponding rules to justify them.

I expect it to loose the Battlesuit keyword in the updated FW books which would make its points a tad less OP.

Unfortunately Taunar also seems to be the only lists that are seeing success rate in the events so far and even then they are being bettered by Marines, Custodes and GK consistently

Anyone got any bright ideas on how to make Tau work in 9th? Beside Taunar ?


Tau 8th Edition Tactics @ 2020/08/04 23:32:55


Post by: Sterling191


Ice_can wrote:

Anyone got any bright ideas on how to make Tau work in 9th? Beside Taunar ?


Start playing Crusade for the next six months and dont give a feth about matched play until GW unbreaks their gak. I really hate to put it like that, but the combination of the gutting of Fly, the Battlesuit keyword doing jack gak, moronic points costs and the smaller table size means that in a competitve setting the margin for success for Tau is just not there. Especially as the new Marine codex is going to drop momentarily and ratchet up the associated armies even more.



Tau 8th Edition Tactics @ 2020/08/09 15:45:05


Post by: Chenko_chenko


Sterling191 wrote:
Ice_can wrote:

Anyone got any bright ideas on how to make Tau work in 9th? Beside Taunar ?


Start playing Crusade for the next six months and dont give a feth about matched play until GW unbreaks their gak. I really hate to put it like that, but the combination of the gutting of Fly, the Battlesuit keyword doing jack gak, moronic points costs and the smaller table size means that in a competitve setting the margin for success for Tau is just not there. Especially as the new Marine codex is going to drop momentarily and ratchet up the associated armies even more.


Does feel like that.

The board size destroys any of the Tau advantage I can see. Feels like a Marine Meta in the casual setting, high BS, rerolls and extra shots falling from the sky and a seemingly default -3AP.

I don't want to be one of those 'I don't want to play against Faction X types' but I feel that way about SM atm.


Tau 8th Edition Tactics @ 2020/08/09 16:30:35


Post by: John Prins


Chenko_chenko wrote:

The board size destroys any of the Tau advantage I can see. Feels like a Marine Meta in the casual setting, high BS, rerolls and extra shots falling from the sky and a seemingly default -3AP.


I see a lot of mention of board size hurting Tau...even though board size is listed as "minimum board size". Is everyone sawing down their 4x6 tables to play minimum size games?


Tau 8th Edition Tactics @ 2020/08/09 16:32:28


Post by: tneva82


Unfortunatly while not sewing taping yes. People follow gw and tournaments like lemmings even when change is just for money(and aren't even hiding it. Itc flat out said it's to get more paying players to events).

Despite minimum by definition not be optimal


Tau 8th Edition Tactics @ 2020/08/09 19:22:57


Post by: Ice_can


tneva82 wrote:
Unfortunatly while not sewing taping yes. People follow gw and tournaments like lemmings even when change is just for money(and aren't even hiding it. Itc flat out said it's to get more paying players to events).

Despite minimum by definition not be optimal

You say like lemmings but events are on the new sizes so if your trying to practice for when you can attend an event not much point practicing on a different size.

Well the social distancing at events will be funny watching the impact on events, but also some personal space which is likely to be mandatory due to social distancing might just change people's opinions that it's worth having more expensive events if it menas you arn't grinding buts with the player behind you.

So far got a list that feels okay for while we are learning but against an optimised marine list I dont want to see how quickly it just evaporates.


Tau 8th Edition Tactics @ 2020/08/09 19:48:19


Post by: Chenko_chenko


Ice_can wrote:
tneva82 wrote:
Unfortunatly while not sewing taping yes. People follow gw and tournaments like lemmings even when change is just for money(and aren't even hiding it. Itc flat out said it's to get more paying players to events).

Despite minimum by definition not be optimal

You say like lemmings but events are on the new sizes so if your trying to practice for when you can attend an event not much point practicing on a different size.

Well the social distancing at events will be funny watching the impact on events, but also some personal space which is likely to be mandatory due to social distancing might just change people's opinions that it's worth having more expensive events if it menas you arn't grinding buts with the player behind you.

So far got a list that feels okay for while we are learning but against an optimised marine list I dont want to see how quickly it just evaporates.


Yeah, when a board is set up it'd be a bit awkward to go - 'hey can we play on the old sizes?' - and when asked why we'd go 'umm, so that my army works better'.


Tau 8th Edition Tactics @ 2020/08/10 16:13:09


Post by: Sterling191


PL updates are up for the Crusade oriented folks. Unfortunately, barring the morbidly overcosted Crisis units that came down to something resembling playability (bodyguard units made out pretty damn good all things considered), there isnt much good news. Several units that should have gone down (when looked at by the points spread formula that most armies appear to have been calculated by) by 1 or 2 didnt, and others that should have stayed the same went up.


Tau 8th Edition Tactics @ 2020/08/10 21:10:48


Post by: Ice_can


They also Errata'd some point's etc.
RIP Tau'nar.

Either someone thibks the Tau codex works in 9th or someone's been feeding GW some BS information to make Tau uncompetitive.


Tau 8th Edition Tactics @ 2020/08/11 08:51:03


Post by: Nibbler


I'm not sure, what to make of the changes...
Even though some of our stuff got cheaper, it doesn't seem consistent


Tau 8th Edition Tactics @ 2020/08/15 18:37:40


Post by: BoomWolf


A lot of things are inconsistent as a whole with the new prices

And honestly, with the upcoming SM codex apparently changing the entire game with the new statlines and weapons, it leaves one wondering just what was the point of even having CA2020 point changes, seeing how the entire meta is going to flip around like crazy.


Tau 8th Edition Tactics @ 2020/08/15 20:27:23


Post by: John Prins


Multi-melta: 2 barrels, 2 shots.
Fusion Blaster: 2 barrels....2 shots? Maybe?


Tau 8th Edition Tactics @ 2020/08/15 22:46:16


Post by: Sterling191


 John Prins wrote:
Multi-melta: 2 barrels, 2 shots.
Fusion Blaster: 2 barrels....2 shots? Maybe?


For Shadowsun's Focused Fusion, maaaaaaaybe. For generic Fusion? Nope.

I am somewhat holding out hope that the Dispersed / Focused become available to battlesuit units in the 9th Codex, but frankly Tau have got far larger structural issues than a few updated weapon profiles.


Tau 8th Edition Tactics @ 2020/08/16 02:01:42


Post by: John Prins


Sterling191 wrote:
 John Prins wrote:
Multi-melta: 2 barrels, 2 shots.
Fusion Blaster: 2 barrels....2 shots? Maybe?


For Shadowsun's Focused Fusion, maaaaaaaybe. For generic Fusion? Nope.

I am somewhat holding out hope that the Dispersed / Focused become available to battlesuit units in the 9th Codex, but frankly Tau have got far larger structural issues than a few updated weapon profiles.


Oh, I agree that Tau have lots of issues (like internal codex balance) and would love to see a return of Shas'o lieutenant commanders and Monats...but battlesuit weaponry is going to be REALLY lackluster in the face of 2 wound Space Marines.


Tau 8th Edition Tactics @ 2020/08/16 02:41:06


Post by: carldooley


 John Prins wrote:
Sterling191 wrote:
 John Prins wrote:
Multi-melta: 2 barrels, 2 shots.
Fusion Blaster: 2 barrels....2 shots? Maybe?


For Shadowsun's Focused Fusion, maaaaaaaybe. For generic Fusion? Nope.

I am somewhat holding out hope that the Dispersed / Focused become available to battlesuit units in the 9th Codex, but frankly Tau have got far larger structural issues than a few updated weapon profiles.


Oh, I agree that Tau have lots of issues (like internal codex balance) and would love to see a return of Shas'o lieutenant commanders and Monats...but battlesuit weaponry is going to be REALLY lackluster in the face of 2 wound Space Marines.


If all this stuff is for real, I fully agree with the need to update our rules. For a elite 'shooty' army, it certainly doesn't feel that way. OTOH, I'm glad that I still have all my Missile Pods.


Tau 8th Edition Tactics @ 2020/08/16 14:12:41


Post by: Sterling191


 carldooley wrote:

If all this stuff is for real, I fully agree with the need to update our rules. For a elite 'shooty' army, it certainly doesn't feel that way. OTOH, I'm glad that I still have all my Missile Pods.


To be entirely, 100% crystal clear: this is all wishlisting. There are no hints as to how (if at all) the army will be adjusted in the new Codex, nor how long we'll have to wait for that update.


Tau 8th Edition Tactics @ 2020/08/16 22:34:35


Post by: BoomWolf


Seeing how even our plasma has failed to update when imperial plasma did long long ago-I wouldn't bet on us getting any updates.

GW does not care about tau at all, in case it wasn't clear from how absurdly unimaginative and effortless our codex is.


Tau 8th Edition Tactics @ 2020/08/19 11:38:57


Post by: killerpenguin


What do you guys think of bringing a a riptide or two in FSE?


Tau 8th Edition Tactics @ 2020/08/19 11:54:35


Post by: Ice_can


 killerpenguin wrote:
What do you guys think of bringing a a riptide or two in FSE?

Why not? A Riptide is still a Riptide and unfortunately despite the NERF it's still one of our best units.
The issue is keeping them alive with shield drones now being over costed.


Tau 8th Edition Tactics @ 2020/08/19 13:02:08


Post by: Sterling191


Enclaves are a poor match for riptides due to the fly changes, but as stated even without their tenet powering them up they're still one of the best units in the Tau arsenal.


Tau 8th Edition Tactics @ 2020/08/19 19:27:32


Post by: killerpenguin


Sterling191 wrote:
Enclaves are a poor match for riptides due to the fly changes, but as stated even without their tenet powering them up they're still one of the best units in the Tau arsenal.


You can fall back and shoot if you use montka, since it’s stated as being a “movement” and montka ignores the move.from the latest Goonhammer tau article. And with Farsight you can do it twice pr game.

Just had game against sisters, didn’t have time to finish, pretty close. Ignore -2 and 6+ fnp and 3+ armour is a pain for tau.


Tau 8th Edition Tactics @ 2020/08/19 21:05:42


Post by: Sterling191


 killerpenguin wrote:
Sterling191 wrote:
Enclaves are a poor match for riptides due to the fly changes, but as stated even without their tenet powering them up they're still one of the best units in the Tau arsenal.


You can fall back and shoot if you use montka, since it’s stated as being a “movement” and montka ignores the move.from the latest Goonhammer tau article. And with Farsight you can do it twice pr game.

Just had game against sisters, didn’t have time to finish, pretty close. Ignore -2 and 6+ fnp and 3+ armour is a pain for tau.


Im aware of the Mont'Ka loophole. It will be FAQed.


Tau 8th Edition Tactics @ 2020/08/19 21:37:36


Post by: Ice_can


Sterling191 wrote:
 killerpenguin wrote:
Sterling191 wrote:
Enclaves are a poor match for riptides due to the fly changes, but as stated even without their tenet powering them up they're still one of the best units in the Tau arsenal.


You can fall back and shoot if you use montka, since it’s stated as being a “movement” and montka ignores the move.from the latest Goonhammer tau article. And with Farsight you can do it twice pr game.

Just had game against sisters, didn’t have time to finish, pretty close. Ignore -2 and 6+ fnp and 3+ armour is a pain for tau.


Im aware of the Mont'Ka loophole. It will be FAQed.

That aside the other small upside though not being in combat would be better is to remember that you still get your rerolls for being farsight if your shooting at units that close.
That said I still feel like we are being charged points that just don't relate to the rules we have currently.


Tau 8th Edition Tactics @ 2020/08/20 02:32:32


Post by: rbstr


I think I'd either take the HBC+ATS+CDS to provide FtGG support playing up with others and trying to keep the screening up.

Or the Ion Accelerator prototype to play in the backfield. Maybe with EWO to try and scare off eliminators and the like. Maybe drone controller and some marker drones to put up it's own markers without dropping CP on it.


Tau 8th Edition Tactics @ 2020/09/05 19:17:35


Post by: John Prins


So a pair of twitch channels are doing a 'paint a Start Collecting in 48 hrs' thing and I'm going to paint along by doing a box of Start Collecting Tau, as Farsight Enclaves (currently I do bog standard Tau Sept). I will be substituting a Cadre Fireblade for the Ethereal (because no Ethereals in FSE) but am in the planning/building phase and I'd like some advice. I'd like a reasonably self-contained Patrol for small games, but also am thinking about expanding it to the Batallion level because I have quite a bit of Tau on the shelf of shame I should paint but am right bored of grey armored tau. So on to the questions.

1.) Crisis Loadouts: I have some CIBs from Shapeways I haven't been using, so I'm thinking 2xCIB and ATS. This seems effective and futureproof, especially with the extra markerlight trait of FSE within 12" (so always re-roll 1's). Though I do wonder with the price bump on Shield Drones if just taking Shield Generators wouldn't be a good play. Also with the way saves are taken in 9th, is it worth taking Iridium Armor on one of them to soak up the small arms fire?

2.) Breachers rather than Strike Team, because I have a ton of Tau Sept Strike Team and FSE loves that close shooting. Should I bother with pistols? I know a dedicated CC unit will render them moot but those lone fast CC characters might not kill enough breachers to avoid getting pistol whipped a bit. For drones, Guardian Drone and Markerlight seem fairly obvious, but given FSE advantage maybe just a gun drone because I can't rack up a high number of markerlights anyways

3.) SC Tau has 5 Shield Drones, though I can easily scrounge up an extra shield drone to make it 6. Should I bother or go for something a bit more balanced, especially if I take Shield Generators on the Crisis? Or just stick with the all powerful lord-and-savior Shield Drones?


Tau 8th Edition Tactics @ 2020/09/05 19:29:29


Post by: Ice_can


Honestly right now the codex needs to be redesigned for 9th edition.

Magnets are really the only way for crisis suits, GW has put players on notice they are throwing the weapons stats in the bin, or might be in the case of xeno codex's.

Also ap -1and -2 is not a sweet spot as GW seemed to be introducing ignore AP abilities/traits strats, which Ap -3 or more seems to be okay for now.


Tau 8th Edition Tactics @ 2020/09/05 19:43:25


Post by: John Prins


Ice_can wrote:
Honestly right now the codex needs to be redesigned for 9th edition.


Yes, but it's likely to be as much as a year before that happens. I'm sure GW will buff flamers to 12" and Fusion will get the melta buff, but I doubt Ion weapons will stop being competitive - they'll probably get buffed too, unless they've decided to treat Ion like they did Rail weapons.

Magnets are really the only way for crisis suits,


I can do magnets, that's less of an issue as to what I should be using in the interim.


Tau 8th Edition Tactics @ 2020/09/05 22:08:43


Post by: Ice_can


Yeah the issue is we are stuck living in this odd ball situation where who knows what the weapon stats will be like in 2 months.

Personally for crisis suits I'm finding myself being a bit more experimental with either mass AFP, to just dump past Obscuring Terrain. Also hear some rumbling of top players being pro missle pods as they mean you can keep your suits at a safer range while still bringing damage on the opposition.


Tau 8th Edition Tactics @ 2020/09/05 22:27:27


Post by: John Prins


Ice_can wrote:
Yeah the issue is we are stuck living in this odd ball situation where who knows what the weapon stats will be like in 2 months.

Personally for crisis suits I'm finding myself being a bit more experimental with either mass AFP, to just dump past Obscuring Terrain. Also hear some rumbling of top players being pro missle pods as they mean you can keep your suits at a safer range while still bringing damage on the opposition.


Well I don't have much AFPs. and while the Missile Pod logic is sound enough (I have missile Crisis for Tau Sept), most of the benefits of FSE skews towards short range.


Tau 8th Edition Tactics @ 2020/09/06 00:51:23


Post by: rbstr


2x CIB ATS is a lot of firepower and a worthwhile loadout. They're going to need drones to eat firepower directed at them though.

Missile Pods are a fine FSE choice. You get the markerlight(s) from Aerial targeting or the Coordinated Engagement strat.

I'm actually fiddling with a cheap 3-suit Plasma Rifle squad as some gum in the works. You can pick burst canons or AFP instead, I like the Rifle since it doesn't just bounce off Marines in cover. they aren't killy by any means but with shield gen(s) and Iridium they make a speedbump.

On Breachers:
The pistols are free now. Why not take them?
I'd take a shield+guardian drone with them if you have the 5 points - it makes the teensy unit annoyingly hard to budget firepower against. I wouldn't take a marker, maybe a gun drone.
The stratagem to use their guns as Pistols can be extremely good if they survive getting charged as can the strat to shoot full-power at max range. Right now they're the way to go for mid-board objective troops regardless of sept.

Drones: Shield drones are still pretty good if you just want the ablative wounds. But others do look more interesting now. In FSE I probably wouldn't do markers but gun drones are a lot of shots per point.


Tau 8th Edition Tactics @ 2020/09/14 20:56:35


Post by: Ice_can


Everyone excited on taking flamers on the big winners in the new weapons stats lottery as they're much improved crisis suits.


Tau 8th Edition Tactics @ 2020/09/20 18:35:18


Post by: Tyel


Ice_can wrote:
Everyone excited on taking flamers on the big winners in the new weapons stats lottery as they're much improved crisis suits.


Its easy to mock - and I'm not sure its by any degree *good* - but 3 flamers for 45 points (or rather 9 for 135) isn't necessarily awful. With 12" range, 8" fly, and an advance costs you nothing, its potentially got more legs - and there are some units that won't want to assault into you (or at least risk being severely toasted if so).

Metawise it would seem good versus Orks and other unit-heavy board control armies. Marines potentially evolving into a T5 army diminishes it - but its not terrible versus anything T4 not rocking a 2+ save.


Tau 8th Edition Tactics @ 2020/10/06 07:15:31


Post by: killerpenguin


The y’vahra flamer is still 8” right?


Tau 8th Edition Tactics @ 2020/10/06 08:14:09


Post by: Ice_can


Tyel wrote:
Ice_can wrote:
Everyone excited on taking flamers on the big winners in the new weapons stats lottery as they're much improved crisis suits.


Its easy to mock - and I'm not sure its by any degree *good* - but 3 flamers for 45 points (or rather 9 for 135) isn't necessarily awful. With 12" range, 8" fly, and an advance costs you nothing, its potentially got more legs - and there are some units that won't want to assault into you (or at least risk being severely toasted if so).

Metawise it would seem good versus Orks and other unit-heavy board control armies. Marines potentially evolving into a T5 army diminishes it - but its not terrible versus anything T4 not rocking a 2+ save.


Except we have had AFP's which are blast so get flat 6 shots vrs hordes and have 18 inch range, they're not exactly enough to rock the meta but other than way more expensive options it had a small purpose. I'm not sure the flamer improvement especially when marines are the default meta, makes me look at it for more than a 3 man suicide unit and that's not really a winning plan with tau suits.


Tau 8th Edition Tactics @ 2020/10/06 08:30:05


Post by: BoomWolf


Yea, flamers are nice and all, until you realize they dont do nearly enough damage to marines.
And only marines matter for the forseeable future (and necrons technically, but how many necrons vs how many marines?)


Tau 8th Edition Tactics @ 2020/10/06 08:39:22


Post by: A Town Called Malus


The Pathfinder Ion Rifle now has 60" range when firing the overcharged profile.

GW is a fething joke


Tau 8th Edition Tactics @ 2020/10/08 23:57:56


Post by: Sazzlefrats


Didn't see on the FAQs that our flamers got the 12" range, just the relic version. Maybe this is an oversight?


Tau 8th Edition Tactics @ 2020/10/09 08:10:58


Post by: Ice_can


 Sazzlefrats wrote:
Didn't see on the FAQs that our flamers got the 12" range, just the relic version. Maybe this is an oversight?

It's on the very last page of 1 FAQ but not the other another amazing achievement by GW.

Weapon changes are https://www.warhammer-community.com/wp-content/uploads/2020/10/jCUP1yqh7G8loYvX.pdf
It's not marked in any colour its just a table of new weapon profiles as they slightly changed the wording of cyclic ion blaster overheat too.

Also probably going to be updated soon as I doubt 60 inche range ion rifles was intentional, good old GW proof reading before publication.


Tau 8th Edition Tactics @ 2020/10/09 08:21:12


Post by: A Town Called Malus


They've fixed it now. Still funny though


Tau 8th Edition Tactics @ 2020/10/12 17:45:25


Post by: Mud Turkey 13


Has anyone had enough 9th games in to have an opinion on what is working or not working for T'au right now?

I haven't played any 9th games yet, but from the battle reports I have watched it seems like fast movement and reactions are dominating the objective game so far this edition. Does anyone have any strategies to make that work for T'au currently?


Tau 8th Edition Tactics @ 2020/10/13 17:37:42


Post by: Ice_can


 Mud Turkey 13 wrote:
Has anyone had enough 9th games in to have an opinion on what is working or not working for T'au right now?

I haven't played any 9th games yet, but from the battle reports I have watched it seems like fast movement and reactions are dominating the objective game so far this edition. Does anyone have any strategies to make that work for T'au currently?

Fundamentally Tau and 9th havr a fundamental mechanics being disconnected issue.
9th want's you to have durable units thst can charge opponents off of objectives.
Tau as per current codex want to shoot and not get in CC.


Tau 8th Edition Tactics @ 2020/10/14 09:43:56


Post by: tneva82


 Mud Turkey 13 wrote:
Has anyone had enough 9th games in to have an opinion on what is working or not working for T'au right now?

I haven't played any 9th games yet, but from the battle reports I have watched it seems like fast movement and reactions are dominating the objective game so far this edition. Does anyone have any strategies to make that work for T'au currently?


Note this is 2nd hand info but on tabletop titan battle reports they note MSU is the way to go with tau. Lots of small units and play the mission. If more interested maybe watch couple battle reports? They have some with tau and in others they often answer questions by people who ask(after donation) questions. Many have asked how to make tau work in 9e. Those are bit harder to find unless you watch them all as these question&answer are spread thorough battle reports.


Tau 8th Edition Tactics @ 2020/10/18 13:24:40


Post by: Azuza001


So I had a game yesterday, pulled out my tau and worked on this list all week to get ready.

Spoiler:



++ Brigade Detachment 0CP (T'au Empire) [104 PL, 12CP, 1,884pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP

Sept Choice: Sa'cea Sept

+ HQ +

Cadre Fireblade [3 PL, 45pts]

Commander in XV8 Crisis Battlesuit [7 PL, 113pts]: 3. A Ghost Walks Among Us, Advanced targeting system, Airbursting fragmentation projector, Drone controller, Shield generator, Supernova launcher (replaces 1 airbursting fragmentation projector), Warlord

Ethereal [4 PL, 60pts]: Honour blade, Hover drone

+ Troops +

Breacher Team [2 PL, 45pts]
. 4x Fire Warrior: 4x Photon grenades, 4x Pulse blaster
. Fire Warrior Shas'ui: Pulse blaster

Breacher Team [2 PL, 45pts]
. 4x Fire Warrior: 4x Photon grenades, 4x Pulse blaster
. Fire Warrior Shas'ui: Pulse blaster

Breacher Team [2 PL, 45pts]
. 4x Fire Warrior: 4x Photon grenades, 4x Pulse blaster
. Fire Warrior Shas'ui: Pulse blaster

Strike Team [2 PL, 45pts]
. Fire Warrior Shas'ui: Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Pistol + Pulse Rifle: 4x Photon grenades, 4x Pulse pistol, 4x Pulse rifle

Strike Team [2 PL, 45pts]
. Fire Warrior Shas'ui: Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Pistol + Pulse Rifle: 4x Photon grenades, 4x Pulse pistol, 4x Pulse rifle

Strike Team [2 PL, 45pts]
. Fire Warrior Shas'ui: Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Pistol + Pulse Rifle: 4x Photon grenades, 4x Pulse pistol, 4x Pulse rifle

+ Elites +

Firesight Marksman [2 PL, 30pts]

Firesight Marksman [2 PL, 30pts]

Firesight Marksman [2 PL, 30pts]

+ Fast Attack +

Pathfinder Team [4 PL, 75pts]: MV31 Pulse Accelerator Drone
. 4x Pathfinder: 4x Markerlight, 4x Photon grenades, 4x Pulse carbine
. Pathfinder w/ Rail Rifle: Rail rifle

Pathfinder Team [4 PL, 75pts]: MV31 Pulse Accelerator Drone
. 4x Pathfinder: 4x Markerlight, 4x Photon grenades, 4x Pulse carbine
. Pathfinder w/ Rail Rifle: Rail rifle

TX4 Piranhas [4 PL, 70pts]
. TX4 Piranha: 2x MV1 Gun Drone, Fusion blaster

TX4 Piranhas [4 PL, 70pts]
. TX4 Piranha: 2x MV1 Gun Drone, Fusion blaster

+ Heavy Support +

TX7 Hammerhead Gunship [10 PL, 180pts]: Ion cannon
. 2x MV1 Gun Drone

TX7 Hammerhead Gunship [10 PL, 180pts]: Ion cannon
. 2x MV1 Gun Drone

TX78 Sky Ray Gunship [8 PL, 150pts]: 6x Seeker missile
. 2x MV1 Gun Drone

TX78 Sky Ray Gunship [8 PL, 150pts]: 6x Seeker missile
. 2x MV1 Gun Drone

TX78 Sky Ray Gunship [8 PL, 150pts]: 6x Seeker missile
. 2x MV1 Gun Drone

+ Dedicated Transport +

TY7 Devilfish [6 PL, 103pts]: Burst cannon
. 2x MV1 Gun Drone

TY7 Devilfish [6 PL, 103pts]: Burst cannon
. 2x MV1 Gun Drone

++ Fortification Network -1CP (T'au Empire) [6 PL, -1CP, 115pts] ++

+ Configuration +

Detachment CP [-1CP]

Sept Choice: Sa'cea Sept

+ Fortification +

Tidewall Droneport [6 PL, 115pts]
. 4x MV7 Marker Drone: 4x Markerlight

++ Total: [110 PL, 11CP, 1,999pts] ++


I played against admech, it was a cawl list with 3 of their tanks, 9 of their horsemen, 3 chicken walkers, 5 of their flyers with flamers, 5 cc priests, and a bunch of infantry squads. Sorry I dont remember more but.... I have pictures!

Spoiler:








And finally, this is a pic after t2






So I knew going in I was going to give up 2 obvious secondaries (kill more and bring it down). I took raise the banners high, bring it down, and engage on all fronts. His 3rd objective was raise the banners. Mission was raid from the chapter approved book.

I got 1st turn, and the alpha strike capabilities of this list was..... much higher than I expected. He lost most of his horses (7 of them), 2 of the 3 tanks, the 3rd tank was on 6 wounds left. He returned the favor killing the 2 phiranas, some drones, a devilfish, and 2 guys from 2 different breacher teams.

T2 i killed the final vehicle, killed 2 of the chicken walkers, killed the remaining horse guys, killed a few of the flamer guys, killed a squad of infantry, and charged my devilfish into some infanty holding up the flank they were trying to move down.

He fought back.... and failed horribly. He fired back, charged in, and dropped 2 more drones, killed 1 of the Breacher teams, dropped the other to 1 guy, and dropped the last devilfish to 1 wound.... he didn't even get kill more. He called it at that point. I was at 49pts at the start of t3, he was at 19....


I really liked this list, but I am afraid its too alpha strike based (not sure if I would have been so effective if I had gone 2nd) but it definitely held its own against an army I have typically had issues playing against. Any thoughts? I am enjoying not playing riptide/shield drones.


Tau 8th Edition Tactics @ 2020/10/20 17:41:55


Post by: Mud Turkey 13


Azuza001 wrote:
So I had a game yesterday, pulled out my tau and worked on this list all week to get ready.

Spoiler:



++ Brigade Detachment 0CP (T'au Empire) [104 PL, 12CP, 1,884pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP

Sept Choice: Sa'cea Sept

+ HQ +

Cadre Fireblade [3 PL, 45pts]

Commander in XV8 Crisis Battlesuit [7 PL, 113pts]: 3. A Ghost Walks Among Us, Advanced targeting system, Airbursting fragmentation projector, Drone controller, Shield generator, Supernova launcher (replaces 1 airbursting fragmentation projector), Warlord

Ethereal [4 PL, 60pts]: Honour blade, Hover drone

+ Troops +

Breacher Team [2 PL, 45pts]
. 4x Fire Warrior: 4x Photon grenades, 4x Pulse blaster
. Fire Warrior Shas'ui: Pulse blaster

Breacher Team [2 PL, 45pts]
. 4x Fire Warrior: 4x Photon grenades, 4x Pulse blaster
. Fire Warrior Shas'ui: Pulse blaster

Breacher Team [2 PL, 45pts]
. 4x Fire Warrior: 4x Photon grenades, 4x Pulse blaster
. Fire Warrior Shas'ui: Pulse blaster

Strike Team [2 PL, 45pts]
. Fire Warrior Shas'ui: Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Pistol + Pulse Rifle: 4x Photon grenades, 4x Pulse pistol, 4x Pulse rifle

Strike Team [2 PL, 45pts]
. Fire Warrior Shas'ui: Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Pistol + Pulse Rifle: 4x Photon grenades, 4x Pulse pistol, 4x Pulse rifle

Strike Team [2 PL, 45pts]
. Fire Warrior Shas'ui: Pulse pistol, Pulse rifle
. 4x Fire Warrior w/ Pulse Pistol + Pulse Rifle: 4x Photon grenades, 4x Pulse pistol, 4x Pulse rifle

+ Elites +

Firesight Marksman [2 PL, 30pts]

Firesight Marksman [2 PL, 30pts]

Firesight Marksman [2 PL, 30pts]

+ Fast Attack +

Pathfinder Team [4 PL, 75pts]: MV31 Pulse Accelerator Drone
. 4x Pathfinder: 4x Markerlight, 4x Photon grenades, 4x Pulse carbine
. Pathfinder w/ Rail Rifle: Rail rifle

Pathfinder Team [4 PL, 75pts]: MV31 Pulse Accelerator Drone
. 4x Pathfinder: 4x Markerlight, 4x Photon grenades, 4x Pulse carbine
. Pathfinder w/ Rail Rifle: Rail rifle

TX4 Piranhas [4 PL, 70pts]
. TX4 Piranha: 2x MV1 Gun Drone, Fusion blaster

TX4 Piranhas [4 PL, 70pts]
. TX4 Piranha: 2x MV1 Gun Drone, Fusion blaster

+ Heavy Support +

TX7 Hammerhead Gunship [10 PL, 180pts]: Ion cannon
. 2x MV1 Gun Drone

TX7 Hammerhead Gunship [10 PL, 180pts]: Ion cannon
. 2x MV1 Gun Drone

TX78 Sky Ray Gunship [8 PL, 150pts]: 6x Seeker missile
. 2x MV1 Gun Drone

TX78 Sky Ray Gunship [8 PL, 150pts]: 6x Seeker missile
. 2x MV1 Gun Drone

TX78 Sky Ray Gunship [8 PL, 150pts]: 6x Seeker missile
. 2x MV1 Gun Drone

+ Dedicated Transport +

TY7 Devilfish [6 PL, 103pts]: Burst cannon
. 2x MV1 Gun Drone

TY7 Devilfish [6 PL, 103pts]: Burst cannon
. 2x MV1 Gun Drone

++ Fortification Network -1CP (T'au Empire) [6 PL, -1CP, 115pts] ++

+ Configuration +

Detachment CP [-1CP]

Sept Choice: Sa'cea Sept

+ Fortification +

Tidewall Droneport [6 PL, 115pts]
. 4x MV7 Marker Drone: 4x Markerlight

++ Total: [110 PL, 11CP, 1,999pts] ++


I played against admech, it was a cawl list with 3 of their tanks, 9 of their horsemen, 3 chicken walkers, 5 of their flyers with flamers, 5 cc priests, and a bunch of infantry squads. Sorry I dont remember more but.... I have pictures!

Spoiler:








And finally, this is a pic after t2






So I knew going in I was going to give up 2 obvious secondaries (kill more and bring it down). I took raise the banners high, bring it down, and engage on all fronts. His 3rd objective was raise the banners. Mission was raid from the chapter approved book.

I got 1st turn, and the alpha strike capabilities of this list was..... much higher than I expected. He lost most of his horses (7 of them), 2 of the 3 tanks, the 3rd tank was on 6 wounds left. He returned the favor killing the 2 phiranas, some drones, a devilfish, and 2 guys from 2 different breacher teams.

T2 i killed the final vehicle, killed 2 of the chicken walkers, killed the remaining horse guys, killed a few of the flamer guys, killed a squad of infantry, and charged my devilfish into some infanty holding up the flank they were trying to move down.

He fought back.... and failed horribly. He fired back, charged in, and dropped 2 more drones, killed 1 of the Breacher teams, dropped the other to 1 guy, and dropped the last devilfish to 1 wound.... he didn't even get kill more. He called it at that point. I was at 49pts at the start of t3, he was at 19....


I really liked this list, but I am afraid its too alpha strike based (not sure if I would have been so effective if I had gone 2nd) but it definitely held its own against an army I have typically had issues playing against. Any thoughts? I am enjoying not playing riptide/shield drones.


How did your troops play? I am just interested to hear how people are using Strike Teams vs. Breacher Teams and what is and isn't working for each.


Tau 8th Edition Tactics @ 2020/10/22 15:31:05


Post by: Azuza001


Troops played fine. My strike teams never got targeted, they stayed 30" away from the enemy most of the game on one of my back field objectives. They had a pulse Drone to increase their range to 36" i might add.

Breachers did well too. They died (the life of a breacher) but they also didn't go up against anything too scary. I ran them in devilfish. T1 1 of the 5 man squads jumped out and moved up leaving each fish with 1 breacher team in them. The one that jumped out i used the strat to make them count as close range and they helped kill some horsemen. I then jumped the other squad out t2 on that side and they did a kind of line dance onto the midfield objective on that side (1 would hold it, the other would shoot, the holding one would get shot at, they switch jobs) and it worked fine. It ment that my opponent couldn't just multicharge the squads and lock them both down.

I think the reason I was able to hold the mid field with my troops (and my back line) was the devilfish and skyrays.the Hammerheads and Drone port covered much of my back field (plus a 2 man Drone squad hiding behind obscuring terrain to deny deep strike) ment i didn't worry about the back field getting "charged from ds". This let me move my breachers up to mid field objectives and park empty devilfish and skyrays that already fired their missiles infront of them as a screen stopping my opponent from being able to move past them effectively.

We do have an issue with our obspec not being very survivable. But we can definitely screen out our lines with cheap bodies to counter that. I do wish I had more breacher teams to throw at the mid field though. I ended the game with only 4 (1 in 1 squad 3 in another) which wasn't holding the objective by much...


Tau 8th Edition Tactics @ 2020/10/22 16:34:39


Post by: Mud Turkey 13


Azuza001 wrote:
Troops played fine. My strike teams never got targeted, they stayed 30" away from the enemy most of the game on one of my back field objectives. They had a pulse Drone to increase their range to 36" i might add.

Breachers did well too. They died (the life of a breacher) but they also didn't go up against anything too scary. I ran them in devilfish. T1 1 of the 5 man squads jumped out and moved up leaving each fish with 1 breacher team in them. The one that jumped out i used the strat to make them count as close range and they helped kill some horsemen. I then jumped the other squad out t2 on that side and they did a kind of line dance onto the midfield objective on that side (1 would hold it, the other would shoot, the holding one would get shot at, they switch jobs) and it worked fine. It ment that my opponent couldn't just multicharge the squads and lock them both down.

I think the reason I was able to hold the mid field with my troops (and my back line) was the devilfish and skyrays.the Hammerheads and Drone port covered much of my back field (plus a 2 man Drone squad hiding behind obscuring terrain to deny deep strike) ment i didn't worry about the back field getting "charged from ds". This let me move my breachers up to mid field objectives and park empty devilfish and skyrays that already fired their missiles infront of them as a screen stopping my opponent from being able to move past them effectively.

We do have an issue with our obspec not being very survivable. But we can definitely screen out our lines with cheap bodies to counter that. I do wish I had more breacher teams to throw at the mid field though. I ended the game with only 4 (1 in 1 squad 3 in another) which wasn't holding the objective by much...


Thanks for that write up! I have 34 Strike Team Fire Warriors built and painted. I own ten Breachers, but I have yet to assemble them. I am thinking that I may want them this edition.