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I played tau in 5th edition and they were great, until they got to close combat, in which, if you didn't know, they sucked. I haven't got the 6th edition rulebook yet, it should be delivered now, and I was wondering if they have had an upgrade?

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Greenskinchris wrote:I played tau in 5th edition and they were great, until they got to close combat, in which, if you didn't know, they sucked. I haven't got the 6th edition rulebook yet, it should be delivered now, and I was wondering if they have had an upgrade?

A fair few improvements as Tau now have arguable the best or one of the best CC special characters in the game. On top of with overwatch it means if someone charges a battlesuit then the battlesuits get free shots at the chargers. Take a battlesuit with flamers and twin plasma and that’s D3 auto flamer hits and plasma twin linked rapid fire at BS 1 against anything that trys to CC us. We can now give 1 single unit hit and run and you use the highest initiative in a squad for fall back/rundown so drones double us to initiative 4.

I have a few ideas for a CC battlesuit squad.

This message was edited 1 time. Last update was at 2012/07/04 15:32:42


 
   
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So if we had a ridiculously high points battlesuit squad we could survive an ork mob? god I hope so...

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I need someone to confirm but I think Tau battlesuits get +1 A for two single hanged guns? Surely I am reading this wrong? the CC rules do not say close combat weapons but any model that has 2 singled handed weapons. We’ll all Tau battlesuit guns are singled handed weapons. So do all battlesuits gain 1+A now? Farsight has 6 A on charge? And bypass’s 2+armor?
   
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No. Just No. We are not entering into a discussion into Tau melee viability, talk about taking melee allies, fine, talk about Kroot melee applications, fine, but for the love of God dont try and make Tau a CC army.

If Proffessor Farnsworth starts seeing suicide Tau Crisis Suit Ninja Teams.. well




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It's a valid discussion, the codex does have a few that fight better in combat than a wet newspaper; Crisis suits being one of them. While not a dedicated melee unit per se, they weren't automatically destroyed if they happened to get into combat with something like a squad of Necron Warriors; in fact they probably would have won that fight . I doubt they get the bonus attacks though and besides Farsight they'd still much prefer just shooting instead. It's not like we're talking about Firewarriors...

I guess it's just impossible to avoid threads we don't like for some reason.

   
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danp164 wrote:No. Just No. We are not entering into a discussion into Tau melee viability, talk about taking melee allies, fine, talk about Kroot melee applications, fine, but for the love of God dont try and make Tau a CC army.

If Proffessor Farnsworth starts seeing suicide Tau Crisis Suit Ninja Teams.. well




And you dont want the Prof to leave Earth now... do you?

Suit yourself, I just found a working decent CC setup even if guns do not count as CC. Add in battlesuit squad hit and run and you stil get to rapid fire plasma or shoot other weapons. You alos seem to be missing we know have one of if not the best CC Special characters.

This message was edited 1 time. Last update was at 2012/07/04 17:14:36


 
   
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Pottsey wrote:
danp164 wrote:No. Just No. We are not entering into a discussion into Tau melee viability, talk about taking melee allies, fine, talk about Kroot melee applications, fine, but for the love of God dont try and make Tau a CC army.

If Proffessor Farnsworth starts seeing suicide Tau Crisis Suit Ninja Teams.. well




And you dont want the Prof to leave Earth now... do you?

Suit yourself, I just found a working decent CC setup even if guns do not count as CC. Add in battlesuit squad hit and run and you stil get to rapid fire plasma or shoot other weapons. You alos seem to be missing we know have one of if not the best CC Special characters.


You are over estimating the Tau CC ability and yes I know about Farsight. Truth is that even under these rules with his ignores armour saves, he only deals out about 2-3 wounds a turn. That puts him at slightly better than most SM squad upgrade characters and a few SM IC's. Most named SM named IC's will take him down, So will a Fareers council, DE wyches, ect., ect.,....

The Tau battlesuits are resilient but are to low of a model count unit to do any real damage.
The average Crisis suit gets 3 attacks on the charge and 2 each when charged or in subsequent phases.
They are mostly WS2(Some are 3). So looking at 4-5 to hit most of the time, they are I2-3 so will most likely lose a suit before getting to swing back.
The unit has a max model count of 3 suits and 6 drones(5 Suits-10 drones with 2 IC and their drones attached). Drones are WS2 and S3. If you build this maxed out unit that I just described, you have just spent 1/4 or your armies points on a unit that can be taken out by a SM squad with PW Sargent and a Chaplain.

With challenges, it is easy to neutralize Farsight if he is the only character in the unit. Farsights best use is for anti-Terminator duty and even then you want him to only assault small DW style squads.

Yeah, Tau excell at shooting are at best "meh" in cc because they were designed that way.

 
   
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Captain Avatar wrote:
Pottsey wrote:
danp164 wrote:No. Just No. We are not entering into a discussion into Tau melee viability, talk about taking melee allies, fine, talk about Kroot melee applications, fine, but for the love of God dont try and make Tau a CC army.

If Proffessor Farnsworth starts seeing suicide Tau Crisis Suit Ninja Teams.. well




And you dont want the Prof to leave Earth now... do you?

Suit yourself, I just found a working decent CC setup even if guns do not count as CC. Add in battlesuit squad hit and run and you stil get to rapid fire plasma or shoot other weapons. You alos seem to be missing we know have one of if not the best CC Special characters.


You are over estimating the Tau CC ability and yes I know about Farsight. Truth is that even under these rules with his ignores armour saves, he only deals out about 2-3 wounds a turn. That puts him at slightly better than most SM squad upgrade characters and a few SM IC's. Most named SM named IC's will take him down, So will a Fareers council, DE wyches, ect., ect.,....

The Tau battlesuits are resilient but are to low of a model count unit to do any real damage.
The average Crisis suit gets 3 attacks on the charge and 2 each when charged or in subsequent phases.
They are mostly WS2(Some are 3). So looking at 4-5 to hit most of the time, they are I2-3 so will most likely lose a suit before getting to swing back.
The unit has a max model count of 3 suits and 6 drones(5 Suits-10 drones with 2 IC and their drones attached). Drones are WS2 and S3. If you build this maxed out unit that I just described, you have just spent 1/4 or your armies points on a unit that can be taken out by a SM squad with PW Sargent and a Chaplain.

With challenges, it is easy to neutralize Farsight if he is the only character in the unit. Farsights best use is for anti-Terminator duty and even then you want him to only assault small DW style squads.

Yeah, Tau excell at shooting are at best "meh" in cc because they were designed that way.

Farsight might only do 2 or 3 wounds but that is more then you would expact a SM squad with PW Sargent and a Chaplain to do back at you. I don’t believe I am overestimating as it worked great in 5th edition and in way stronger now power weapons do not bypass 2+armor. So you are underestimating. First you equip all suits with twin plasma and singe flamers this alone will kill a large amount of the enemy. Then you charge in with 2+armor suit and 2+ drones near front to absorb power weapons leaving Farsight to mop up a few more enemy. Then around 17a back at WS3 St5 from the rest of the suits which should kill some more. Then our squad runs down with I5 assumeing we won.

If you equip one suit with detonator that in the unlikely event you lose and fall back your squad is not wiped out and you take more enemy with you. Without the detonator you still get to I5 for run down tests. Add in a suit with hit and run and the whole squad gets it so if combat still goes on during enemies turn you disengage with a I5 test leaving you to rapid fire plasma, flamer, charge or move.

If you make a mistake and something charges you that is a ton of twin linked rapid fire plasma overwatch shots and lots of D3 hits from flamers. It seems to me to be a very flexible squad that goes close rand for rapid fire plasma shooting then finishes off with CC.


“Most named SM named IC's will take him down, So will a Fareers council, DE wyches, ect., ect.,....”
No they wouldn’t. Twin plasma and flamers would thin the numbers a lot and there power weapons bounce off 2+ armor saves plus FNP.
EDIT: Plus with precision shot you can try and take out that PW Sargent or Chaplin via shooting not that you need to. But if you do that leaves normal SM that do not stand a chance.

This message was edited 3 times. Last update was at 2012/07/04 19:09:59


 
   
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With the assault range change, Tau now have a possibly better chance of staying out of combat for an extra turn.

Aside from Farsight getting the added "MS in combat" buff, I'd say Tau are relatively the same in combat as they were in 5th.

This message was edited 1 time. Last update was at 2012/07/04 20:09:37


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Pottsey wrote:
Farsight might only do 2 or 3 wounds but that is more then you would expact a SM squad with PW Sargent and a Chaplain to do back at you. I don’t believe I am overestimating as it worked great in 5th edition and in way stronger now power weapons do not bypass 2+armor. So you are underestimating. First you equip all suits with twin plasma and singe flamers this alone will kill a large amount of the enemy. Then you charge in with 2+armor suit and 2+ drones near front to absorb power weapons leaving Farsight to mop up a few more enemy. Then around 17a back at WS3 St5 from the rest of the suits which should kill some more. Then our squad runs down with I5 assumeing we won.

If you equip one suit with detonator that in the unlikely event you lose and fall back your squad is not wiped out and you take more enemy with you. Without the detonator you still get to I5 for run down tests. Add in a suit with hit and run and the whole squad gets it so if combat still goes on during enemies turn you disengage with a I5 test leaving you to rapid fire plasma, flamer, charge or move.

If you make a mistake and something charges you that is a ton of twin linked rapid fire plasma overwatch shots and lots of D3 hits from flamers. It seems to me to be a very flexible squad that goes close rand for rapid fire plasma shooting then finishes off with CC.


Captain Avatar wrote:“Most named SM named IC's will take him down, So will a Fareers council, DE wyches, ect., ect.,....”

No they wouldn’t. Twin plasma and flamers would thin the numbers a lot and there power weapons bounce off 2+ armor saves plus FNP.
EDIT: Plus with precision shot you can try and take out that PW Sargent or Chaplin via shooting not that you need to. But if you do that leaves normal SM that do not stand a chance.


Actually, The seer council would and for many points less. You are describing the typical Farsight bomb that uses about 1/3 of your total points available in a 1850 game(And that is using only 5 bodyguards and not counting all of the pricey extra wargear like Iridum armour, stim Inectors and Failsafe detonators). Figure the unit you are describing to come in at around 800+ points.

The seer council fully loaded runs about 450 points for 10 warlocks and a Farseer with fortune and Doom.

If the Eldar assault:

The Eldar player moves to avoid your 2+ tank suit.

About 7 of the warlocks will be using destructor on your unit. (Dont want to do the math but you lose a lot of drones and maybe a suit or two. Bow that the path is cleared they assault.

Your Plasma does next to nothing to their re-rollable 4+ invulnerable and less if in certain types of cover.

The whole Eldar unit Strikes at I5-6 with 30 WS 4-5 attacks that wound on 2+. That comes out to be about 18 wounds. You take your 3+ save and take 6 wounds(Most likely down 3 Suits),


If you do the assaulting:

They will destructor your 2+ save Iridum armour tanksuit into nothingness. (Remember the drones do not get the FNP if he also has the Stim inj.)

Next, your Iridium armour guy slows the entire unit down to D6 assault range. Good chance you wont make it into assault.

If you do, Then the seer council get to swing first with 20 WS 4-5 attacks that wound on a 2+. Thats about 11 wounds, you take 4 unsaved wounds(Most likely 2 suits).

I know that you get to swing back but by the time you do you have lost a lot of your swing. Also,my descriptions here did not even take into account the Eldar player dooming your squad.

And yes you would swing back, but as I said before, Re-rollable 4+ invul saves are tough to nock out.


This all also ingores the glaring flaw in the Farsight list which is the army sacrifices too much elswhere to be viable. You loose in either scoring units, heavy support or the ability to engage enough enemy targets(Are over whelmed). Also, S8 AP3 large blasts(IG Battlecannon) make short work of the Farsight bomb. the unit loses a couple of models and its effectiveness just evaporates.

This message was edited 2 times. Last update was at 2012/07/04 20:46:30


 
   
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Pottsey wrote:A fair few improvements as Tau now have arguable the best or one of the best CC special characters in the game.
C'mon, "Pottsey". With a name that killed Anson Williams's career, you gotta be trolling.

Farsight? One of the best? Better than any DP, any archon or succubus or lowly hekatrix, Lillith, Ghazghkull, a broodlord? SwarmLord? The leprechaun Obyron? Any phoenix lord? Any daemon herald? Skulltaker?

I haven't even started with power armor codexes. Marneus. Tiggy. There's some low-life from the BA book, "Meffy" something or other. Melvin? Okay, maybe he doesn't count. Alright we'll discount any of Mat Ward's creations. Oh, that means Marne & Tiggy are out, too. Oh, and none of those GK guys can hold a candle to Fasight.

Every SW unique IC can wipe his furry butt with Farsight.


I smell troll.

1+ attack for having *a* close combat weapon?

To contribute to the thread:
Greenskinchris wrote:I played tau in 5th edition and they were great, until they got to close combat, in which, if you didn't know, they sucked. I haven't got the 6th edition rulebook yet, it should be delivered now, and I was wondering if they have had an upgrade?

Nope. Nothing. Kroot are still relatively weak h2h on the grand scheme of 40k. Crisis Suits are still weak in h2h. Shooting got better, but as danp164 stated, there's just no reason to bring up 'tau melee viability'. Ally with anything else in power armor and you're in good shape.

This message was edited 1 time. Last update was at 2012/07/04 21:20:00


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Brothererekose wrote:
Nope. Nothing. Kroot are still relatively weak h2h on the grand scheme of 40k. Crisis Suits are still weak in h2h. Shooting got better, but as danp164 stated, there's just no reason to bring up 'tau melee viability'. Ally with anything else in power armor and you're in good shape.


While Tau are not melee viable, its unfair to say they got nothing

Overwatch and Sweeping Advance changes were pretty great


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
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Brothererekose wrote:
Pottsey wrote:A fair few improvements as Tau now have arguable the best or one of the best CC special characters in the game.
C'mon, "Pottsey". With a name that killed Anson Williams's career, you gotta be trolling.

Farsight? One of the best? Better than any DP, any archon or succubus or lowly hekatrix, Lillith, Ghazghkull, a broodlord? SwarmLord? The leprechaun Obyron? Any phoenix lord? Any daemon herald? Skulltaker?

I haven't even started with power armor codexes. Marneus. Tiggy. There's some low-life from the BA book, "Meffy" something or other. Melvin? Okay, maybe he doesn't count. Alright we'll discount any of Mat Ward's creations. Oh, that means Marne & Tiggy are out, too. Oh, and none of those GK guys can hold a candle to Fasight.

Every SW unique IC can wipe his furry butt with Farsight.


I smell troll.?

Just because you don’t agree with someone it doesn’t mean they are trolling. So please stop with the silly comments. I didn’t say he was the best, but one of the best due to the fact he can bypass 2+ armor, 2D6 armor pen, highly mobile, tons of firepower and all his other advantages like being able to give him Stealth or hit and run by mixing our suits. While many of the other special characters struggle with 2+ armor Farsight can walk cut though 2+ and have 2+ in his squad as well. That means special characters he couldn’t deal with before he can now take on and win. Not all of them but many. Say what you like but he has got much better and more deadly this edition. Even if you do not think he is one of the best surly you can agree he has got much better?



Brothererekose wrote:
Pottsey wrote:"1+ attack for having *a* close combat weapon?"

That is not what I said. The CC page says +1 for having two single handed weapons I thought a weapon in 1 hand is singled handed. So a weapon in each hands is two singled handed weapons



Automatically Appended Next Post:
Captain Avatar wrote:
Pottsey wrote:
Farsight might only do 2 or 3 wounds but that is more then you would expact a SM squad with PW Sargent and a Chaplain to do back at you. I don’t believe I am overestimating as it worked great in 5th edition and in way stronger now power weapons do not bypass 2+armor. So you are underestimating. First you equip all suits with twin plasma and singe flamers this alone will kill a large amount of the enemy. Then you charge in with 2+armor suit and 2+ drones near front to absorb power weapons leaving Farsight to mop up a few more enemy. Then around 17a back at WS3 St5 from the rest of the suits which should kill some more. Then our squad runs down with I5 assumeing we won.

If you equip one suit with detonator that in the unlikely event you lose and fall back your squad is not wiped out and you take more enemy with you. Without the detonator you still get to I5 for run down tests. Add in a suit with hit and run and the whole squad gets it so if combat still goes on during enemies turn you disengage with a I5 test leaving you to rapid fire plasma, flamer, charge or move.

If you make a mistake and something charges you that is a ton of twin linked rapid fire plasma overwatch shots and lots of D3 hits from flamers. It seems to me to be a very flexible squad that goes close rand for rapid fire plasma shooting then finishes off with CC.


Captain Avatar wrote:“Most named SM named IC's will take him down, So will a Fareers council, DE wyches, ect., ect.,....”

No they wouldn’t. Twin plasma and flamers would thin the numbers a lot and there power weapons bounce off 2+ armor saves plus FNP.
EDIT: Plus with precision shot you can try and take out that PW Sargent or Chaplin via shooting not that you need to. But if you do that leaves normal SM that do not stand a chance.


Actually, The seer council would and for many points less. You are describing the typical Farsight bomb that uses about 1/3 of your total points available in a 1850 game(And that is using only 5 bodyguards and not counting all of the pricey extra wargear like Iridum armour, stim Inectors and Failsafe detonators). Figure the unit you are describing to come in at around 800+ points.

The seer council fully loaded runs about 450 points for 10 warlocks and a Farseer with fortune and Doom.

If the Eldar assault:

The Eldar player moves to avoid your 2+ tank suit.

About 7 of the warlocks will be using destructor on your unit. (Dont want to do the math but you lose a lot of drones and maybe a suit or two. Bow that the path is cleared they assault.

Your Plasma does next to nothing to their re-rollable 4+ invulnerable and less if in certain types of cover.

The whole Eldar unit Strikes at I5-6 with 30 WS 4-5 attacks that wound on 2+. That comes out to be about 18 wounds. You take your 3+ save and take 6 wounds(Most likely down 3 Suits),


If you do the assaulting:

They will destructor your 2+ save Iridum armour tanksuit into nothingness. (Remember the drones do not get the FNP if he also has the Stim inj.)

Next, your Iridium armour guy slows the entire unit down to D6 assault range. Good chance you wont make it into assault.

If you do, Then the seer council get to swing first with 20 WS 4-5 attacks that wound on a 2+. Thats about 11 wounds, you take 4 unsaved wounds(Most likely 2 suits).

I know that you get to swing back but by the time you do you have lost a lot of your swing. Also,my descriptions here did not even take into account the Eldar player dooming your squad.

And yes you would swing back, but as I said before, Re-rollable 4+ invul saves are tough to nock out.


This all also ingores the glaring flaw in the Farsight list which is the army sacrifices too much elswhere to be viable. You loose in either scoring units, heavy support or the ability to engage enough enemy targets(Are over whelmed). Also, S8 AP3 large blasts(IG Battlecannon) make short work of the Farsight bomb. the unit loses a couple of models and its effectiveness just evaporates.


What if you factor in the 2+ saves and flamers we have?
You are overestimating the price more like 500points not 800 and if you go for the cheap option of twin link flamers with blacksun much cheaper.
I don’t know Elder that well but so far it’s worked on Necrons, Orks and Blood Angels. You soften everything up on the way in with shooting and choose what to assault due to your high mobility. You also didn’t seem to take into account flamers which will kill a ton of Elder. If you think the target can out assault you don’t assault, keep shooting and using cover. You don’t charge a fully kitted out seer council you wait till a few have been killed by shooting and you odds are in your side.

This message was edited 1 time. Last update was at 2012/07/04 21:54:54


 
   
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Talamare wrote:
Brothererekose wrote:Nope. Nothing. Kroot are still relatively weak h2h on the grand scheme of 40k. Crisis Suits are still weak in h2h. Shooting got better, but as danp164 stated, there's just no reason to bring up 'tau melee viability'. Ally with anything else in power armor and you're in good shape.

While Tau are not melee viable, its unfair to say they got nothing

Overwatch and Sweeping Advance changes were pretty great
I totally agree that the shooting situation improved with Focus Fire & OW, but seeing as the thread was about melee ... .

Nicely, I ask how has Sweeping Advance improved? It is the same.

Do you mean the ability to rally/regroup is a lot better? =25% Not needing 6" and not needing Bonding Knives? Okay, I'll give that *there* is a h2h improvement for tau. The survivor of a trio of suits can always rally, unless a b-side who started out with Drones.

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Brothererekose wrote:
Talamare wrote:
Brothererekose wrote:Nope. Nothing. Kroot are still relatively weak h2h on the grand scheme of 40k. Crisis Suits are still weak in h2h. Shooting got better, but as danp164 stated, there's just no reason to bring up 'tau melee viability'. Ally with anything else in power armor and you're in good shape.

While Tau are not melee viable, its unfair to say they got nothing

Overwatch and Sweeping Advance changes were pretty great
I totally agree that the shooting situation improved with Focus Fire & OW, but seeing as the thread was about melee ... .

Nicely, I ask how has Sweeping Advance improved? It is the same.

Do you mean the ability to rally/regroup is a lot better? =25% Not needing 6" and not needing Bonding Knives? Okay, I'll give that *there* is a h2h improvement for tau. The survivor of a trio of suits can always rally, unless a b-side who started out with Drones.


Sweeping Advance was changed from Majority initiative to Highest initiative

Meaning We now use i4 instead of i2 if we have a Drone alive


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
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Pottsey wrote:Just because you don’t agree with someone it doesn’t mean they are trolling. So please stop with the silly comments. I didn’t say he was the best, but one of the best

Very well, I'm turning off the anti-troll rhetoric and I shall debate politely. I do mean that.

But seriously, dude, you're so off-base. To quote your second post:
Pottsey wrote:You alos seem to be missing we know have one of if not the best CC Special characters
"One of, if not the" best? C'mon, man! I named 13 characters in the first line alone, and I didn't even get to spehhs muhreens.

Gimme the 4 hekatrixes with agonizers that are 2 points below Farsight's cost. They'll tromp him.

Equal number of wounds, btw.

MathHammering, with out charges, Pain Tokens or Combat Drugs:
Round 1
4 Girls swing 3 times each, get 6 hits. 3 wound. FS makes 1.5 Invulns; Let's be favorable and say he makes two, taking just one wound.
He swings. Hits > twice. Wounds < Twice. One girl dies (if she has a Pain Token for FNP, this improves her chances, but let's leave that out).
Round 2
Remaining 3 chicks swing again; 5 hits (balancing the odds from round 1). > 2.5 wounds. FS will likely take two wounds, balancing Round 1.
He lost combat, but passes Morale.
He'll bag another girl, while the two of them will deal his final wound.

One chick still standing. Again, all of that leaves out Pain Tokens and Combat Drugs, which make the wyches far nastier. And though FNP is less likely, it'll work versus AP3 (or AP2 if the *further* FAQ addresses the Dawn Blade).

Pottsey wrote:due to the fact he can bypass 2+ armor,
How does he by-pass 2+ ? The only two things in the Tau FAQ about him are that he is now a Jet-packer and he meets the HQ 1+. Since he has a power toy, sword, I guess, then his toy is AP3.

Pottsey wrote:2D6 armor pen, highly mobile,
Nice, but so many others handily tromp him otherwise.

And everything from here is not about h2h:
Pottsey wrote: tons of firepower and all his other advantages like being able to give him Stealth or hit and run by mixing our suits. While many of the other special characters struggle with 2+ armor Farsight can walk cut though 2+ and have 2+ in his squad as well. That means special characters he couldn’t deal with before he can now take on and win. Not all of them but many. Say what you like but he has got much better and more deadly this edition. Even if you do not think he is one of the best surly you can agree he has got much better?
I disagree and say, *no*, he is not any deadlier than before. He's the same.

Still able to get PFist ID'd. Power Armor dorks of *less* cost easily out balance him in h2h.

Farsight is on par with a PW Space Marine Captain. Check the stats and points costs. You'll see.

And who fields SM Captains?

Brothererekose wrote:
Pottsey wrote:"1+ attack for having *a* close combat weapon?"

That is not what I said. The CC page says +1 for having two single handed weapons I thought a weapon in 1 hand is singled handed. So a weapon in each hands is two singled handed weapons
Guns are not CCWs. Pistols are. This is a 40k concept since 4e.

So, appy-polylogies for 'troll' comment offenses.


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Talamare wrote:Sweeping Advance was changed from Majority initiative to Highest initiative

Meaning We now use i4 instead of i2 if we have a Drone alive
Oh, I get what you're saying. A drone's Init. Gotcha. Yep, 'tis better.

Still, with SM/Meq init, it's a 50% chance of getting nailed.

There's something sad about the mechanical frisbee rousing Battlesuits into hurrying up and running!

This message was edited 1 time. Last update was at 2012/07/04 22:40:07


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Farsight does ignore 2+, as his weapon entry does not say power weapon, it simply states that it ignores armour. However, I agree with you that he is still far from being considered as one of the best CC characters.
   
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Pottsey wrote:
danp164 wrote:No. Just No. We are not entering into a discussion into Tau melee viability, talk about taking melee allies, fine, talk about Kroot melee applications, fine, but for the love of God dont try and make Tau a CC army.

If Proffessor Farnsworth starts seeing suicide Tau Crisis Suit Ninja Teams.. well




And you dont want the Prof to leave Earth now... do you?

Suit yourself, I just found a working decent CC setup even if guns do not count as CC. Add in battlesuit squad hit and run and you stil get to rapid fire plasma or shoot other weapons. You alos seem to be missing we know have one of if not the best CC Special characters.


I Fear im not quite getting my point accross... lets try a more practical demonstration.

Meet Shas'el Bob a tau fire warrior

Everyone say "Hi Bob"

Bob has just been gifted a phased pulse rifle with a 30 inch range, its the most sought after gun in the galaxy.

Know for this next part were intoducing a special guess, Phil the Ork boy

Everyone say "Hi Phil"

Phil has a choppa, it has a range of about ooooh half a centimeter he is, as he describes himself, "Mega Choppy"

Now, one of these two belong in a melee fight, one of them belongs 30 miles behind his own lines with a sniper scope.

One day Bob meets a lunatic, he wears an impractical amount of armour and has a shiny sword, well call this guy Shas'o Custer, he likes charging enemy lines and storming enemy positions, the problem is, Custer is the Tau's "Special" little Character, that being theres only one of him, the average army being consisting of hundreds of indivduals, Custer, while being a mixed martial arts champion, wearing half a car and having a glowing sword, can still not make up for the utter melee incompetance of his troops.


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No reserves can charge on the turn they come in, neither can embarked models. In one fell swoop the biggest pain to Tau was removed as every commando, Sw scout and storm raven thingy went poof.

All our shooting is viable at max range.. on the move. Two thirds of the deployments now give us a generous amount of real estate to maneuver. Tau CC viability still isnt really there, but there stands a much better chance of not needing it.
   
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Tau got a lot better as shooting in general got better and assaults harder to pull off, especially the sneaky turn one variety.

But come on, even with a sacrificial space pope you don't really want to melee.
   
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lazarian wrote:No reserves can charge on the turn they come in, neither can embarked models. In one fell swoop the biggest pain to Tau was removed as every commando, Sw scout and storm raven thingy went poof.

All our shooting is viable at max range.. on the move. Two thirds of the deployments now give us a generous amount of real estate to maneuver. Tau CC viability still isnt really there, but there stands a much better chance of not needing it.


Sadly Assault Drop Pods still can


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
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Talamare wrote:
lazarian wrote:No reserves can charge on the turn they come in, neither can embarked models. In one fell swoop the biggest pain to Tau was removed as every commando, Sw scout and storm raven thingy went poof.

All our shooting is viable at max range.. on the move. Two thirds of the deployments now give us a generous amount of real estate to maneuver. Tau CC viability still isnt really there, but there stands a much better chance of not needing it.


Sadly Assault Drop Pods still can


Good thing there is no such thing in 40k. Who cares about Apoc.
   
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Kevlar wrote:
Talamare wrote:
lazarian wrote:No reserves can charge on the turn they come in, neither can embarked models. In one fell swoop the biggest pain to Tau was removed as every commando, Sw scout and storm raven thingy went poof.

All our shooting is viable at max range.. on the move. Two thirds of the deployments now give us a generous amount of real estate to maneuver. Tau CC viability still isnt really there, but there stands a much better chance of not needing it.


Sadly Assault Drop Pods still can


Good thing there is no such thing in 40k. Who cares about Apoc.


Seriously? WTF I have been cheated then!


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
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Pottsey wrote:
Greenskinchris wrote:I played tau in 5th edition and they were great, until they got to close combat, in which, if you didn't know, they sucked. I haven't got the 6th edition rulebook yet, it should be delivered now, and I was wondering if they have had an upgrade?

A fair few improvements as Tau now have arguable the best or one of the best CC special characters in the game. On top of with overwatch it means if someone charges a battlesuit then the battlesuits get free shots at the chargers. Take a battlesuit with flamers and twin plasma and that’s D3 auto flamer hits and plasma twin linked rapid fire at BS 1 against anything that trys to CC us. We can now give 1 single unit hit and run and you use the highest initiative in a squad for fall back/rundown so drones double us to initiative 4.

I have a few ideas for a CC battlesuit squad.

Didnt the rules say vehicles cant snapshot in overwatch?

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hotsauceman1 wrote:
Pottsey wrote:
Greenskinchris wrote:I played tau in 5th edition and they were great, until they got to close combat, in which, if you didn't know, they sucked. I haven't got the 6th edition rulebook yet, it should be delivered now, and I was wondering if they have had an upgrade?

A fair few improvements as Tau now have arguable the best or one of the best CC special characters in the game. On top of with overwatch it means if someone charges a battlesuit then the battlesuits get free shots at the chargers. Take a battlesuit with flamers and twin plasma and that’s D3 auto flamer hits and plasma twin linked rapid fire at BS 1 against anything that trys to CC us. We can now give 1 single unit hit and run and you use the highest initiative in a squad for fall back/rundown so drones double us to initiative 4.

I have a few ideas for a CC battlesuit squad.

Didnt the rules say vehicles cant snapshot in overwatch?


Yes they did, not sure what that has to do with the quoted post but...

We're TAU! Flechette Discharge! Its just as good as overwatching vehicles


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
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Well they aren't apoc, they are FW 40k rules. So if your area allows forgeworld rules (which really aren't all that bad), then you weren't cheated.

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lazarian wrote:No reserves can charge on the turn they come in,
Would Chaos Space Marines' Lesser and Greater daemons be the exception? Codex specific over riding the bold-face on RB page 125? But who runs CSM daemons? ... besides me?

lazarian wrote:neither can embarked models. In one fell swoop the biggest pain to Tau was removed as every commando, Sw scout and storm raven thingy went poof.
SRGs no longer getting assault on Outflank? Nice.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

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