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Made in us
Longtime Dakkanaut




Amaurosis, might I suggest you edit your post and put the actual lists under spoiler tags? Right now your post is just a giant wall of txt and isn't going to get much support. It's kinda large and hard to read.

Having said that....

List 1 -

you can't give a prototype weapon system and a relic to the same model (your warlord). Prototype weapons take the place of a relic in the army.

Also with the firewarrior strike teams, Pulse carbines are not good. Either go Pulse rifles or take breachers, they will do more work. Myself I take 2 x 5 man breacher teams in devil fish. I dont give them any extra drones or anything. The idea is devil fish moves up for objective grabbing. If the fish dies the breachers get out and hold the objective, and the gun drones from the fish also help hold it.

Also keep in mind gun drones can only target the closest enemy unit and have bad balsitic skills. I take them when I want drones that "are a part of a vehicle" so when the vehicle dies the drones pop out to continue to hold objectives/ screen units, stuff like that. Otherwise marker drones / shield drones are better if your taking them.

Finally the broadsides, take a single squad of 3 and give them their prototype Rail guns. They work wonderful this way. As single units? I am not sold on their effectiveness.


List 2 -

It's a list, I can't say much about it. I will say I would rather personally have 3 missile pods at ap-2 then 2 at ap-3.


Consider this- your taking a LOT of Burst cannons and assault weapons in both lists. You hit on the missile pod upgrade through custom Sept in the 2nd list, but maybe take the custom Sept choices up-gunned if your going to use so many Burst cannon stealth suits? Up-gunned and hybridnized weapondry would give all those stealth suits 22" ap-1 Burst cannon, allowing them to stay further away from your opponent. Add in some crisis teams with 2 Burst and ats, your talking about some nice firepower here getting all those str 5 ap-2 attacks.

Or alternatively you could go farsight enclave with a team of crisis suits with double plasma guns and ats. A large squad (say 6) with farsight deep striking in with the veteran squad upgrade gives you the following....

Suits hitting on 3's, firing 24 str 6 ap-4 1dmg shots. At 12" your opponent counts as having 1 additional marker light (so free reroll 1's). Farsight comes in with them and uses command and control node for 1cp. This gives them reroll wounds. Now they hit on 3's rerolling 1's, at str 6 (so against most infantry wounding on 3's or most tanks wounding on 5's) rerolling wounds. Your high ap puts them almost garunteed to their invulnerable save if they have one (lots of tanks dont... byebye redemptor dread or predator tank!) And if you get stuck in cc each guy hits on 4's, wounding again most infantry on 3's, rerolling 1's to wound from farsight enclave, at ap-1 so they CAN fight basic enemy infantry well enough. I wouldn't throw them at a bladeguard vet squad though lol. Finally they can fall back if tagged and have farsight use Mon'Ka to be able to shoot after falling back and do it all again. You can use shield drones to protect them for a bit as well. Finally you can use stealth suit special beacon to deep strike them in close to your enemy if you want.

Point is there are a lot of tau tricks, but figuring out which one you want to go after is the important part. Tau really need to focus on 1 or 2 tricks in their lists. If you try to do too much your going to have problems.

Oh and yeah they still will probably lose against a serious competitive list. But you can really do some seriously funny tricks with them.

   
Made in de
Fresh-Faced New User




Azuza001 wrote:
Amaurosis, might I suggest you edit your post and put the actual lists under spoiler tags? Right now your post is just a giant wall of txt and isn't going to get much support. It's kinda large and hard to read.



Good advivce! Done. ^^


Azuza001 wrote:


you can't give a prototype weapon system and a relic to the same model (your warlord). Prototype weapons take the place of a relic in the army.



Too bad, it is the 2nd time battlescribe plays tricks on me (Tau does not seem to get the same attention as other armies there, too). Thank you for hinting that out.


Azuza001 wrote:


Myself I take 2 x 5 man breacher teams in devil fish. I dont give them any extra drones or anything. The idea is devil fish moves up for objective grabbing. If the fish dies the breachers get out and hold the objective, and the gun drones from the fish also help hold it.



Ok, this makes sense now! Will be my other option from now on to considerate, too.



So, here is my new list:

Spoiler:
+++ Tau 2000 Farsight Enclave (Warhammer 40,000 9th Edition) [106 PL, 7CP, 1,999pts] +++

++ Battalion Detachment 0CP (T'au Empire) [106 PL, 7CP, 1,999pts] ++

Sept Choice: Farsight Enclaves

+ Stratagems +

Emergency Dispensation (2 Relics) [-3CP]

Veteran Cadre (4+ models) [-2CP]


+ HQ +

Commander in XV86 Coldstar Battlesuit [8 PL, 175pts]: 1. Precision of the Hunter, 3x Fusion blaster, Shield generator, Warlord

Commander in XV86 Coldstar Battlesuit [8 PL, 175pts]: 3x Fusion blaster, Shield generator


+ Troops +

Breacher Team [3 PL, 70pts]: MV36 Guardian Drone
. 4x Fire Warrior: 4x Photon grenades, 4x Pulse blaster
. Fire Warrior Shas'ui: Pulse blaster
. MV4 Shield Drone

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 rifle
. 4x Fire Warrior w/ Pulse Pistol + Pulse Rifle: 4x Photon grenades, 4x Pulse pistol, 4x Pulse rifle

Strike Team [4 PL, 72pts]
. Fire Warrior Shas'ui: Pulse pistol, Pulse rifle
. 7x Fire Warrior w/ Pulse Pistol + Pulse Rifle: 7x Photon grenades, 7x Pulse pistol, 7x Pulse rifle


+ Elites +

XV25 Stealth Battlesuits [11 PL, 185pts]
. 2x MV4 Shield Drone: 2x Shield generator
. Stealth Shas'ui w/ Burst Cannon: Advanced targeting system
. Stealth Shas'ui w/ Burst Cannon: Advanced targeting system
. Stealth Shas'ui w/ Burst Cannon: Advanced targeting system
. Stealth Shas'ui w/ Burst Cannon: Advanced targeting system
. Stealth Shas'vre: Advanced targeting system, Burst cannon

XV25 Stealth Battlesuits [11 PL, 185pts]
. 2x MV4 Shield Drone: 2x Shield generator
. Stealth Shas'ui w/ Burst Cannon: Advanced targeting system
. Stealth Shas'ui w/ Burst Cannon: Advanced targeting system
. Stealth Shas'ui w/ Burst Cannon: Advanced targeting system
. Stealth Shas'ui w/ Burst Cannon: Advanced targeting system
. Stealth Shas'vre: Advanced targeting system, Burst cannon

XV8 Crisis Bodyguards [19 PL, 354pts]: Cross-linked stabiliser jets
. Crisis Bodyguard: 3x Plasma rifle
. Crisis Bodyguard: 3x Plasma rifle
. Crisis Bodyguard: 3x Plasma rifle
. Crisis Bodyguard: 3x Plasma rifle
. Crisis Bodyguard: 3x Plasma rifle
. Crisis Bodyguard: 3x Plasma rifle
. 2x MV4 Shield Drone: 2x Shield generator

XV95 Ghostkeel Battlesuit [9 PL, 175pts]: 2x Fusion blaster, Fusion collider, Fusion obliterator, 2x MV5 Stealth Drone, Shield generator


+ Fast Attack +

Tetras [4 PL, 80pts]
. 2x Tetra Scout Speeder: 2x High intensity markerlight, 4x Pulse rifle

TX4 Piranhas [4 PL, 63pts]
. TX4 Piranha: 2x MV1 Gun Drone, Burst cannon


+ Heavy Support +

XV88 Broadside Battlesuits [16 PL, 285pts]: Magna rail rifle
. Broadside Shas'ui: 2x Smart missile system, Heavy rail rifle, Velocity tracker
. Broadside Shas'ui: 2x Smart missile system, Heavy rail rifle, Velocity tracker
. Broadside Shas'vre: 2x Smart missile system, Heavy rail rifle, Velocity tracker
. 2x MV4 Shield Drone: 2x Shield generator


+ Dedicated Transport +

TY7 Devilfish [5 PL, 90pts]
. 2x MV1 Gun Drone

Created with BattleScribe (https://battlescribe.net)



genereal thoughts/ summary:

- crisis bodyguard team has BS3+ and rerolls 1 to hit/to wound with 36 shots S6 AP-3 D1, when deepstriking within 12"

- broadsides now have the magna rail rifles and hit those fliers on 3+ , who might try to close up on them fast.

- copied concept of devilfish with 2 breacher teams to "drop" on objective turn 2

- both Stealth Battlesuit teams (with or without Ghostkeel nearby.. = strategem to be removed?!) infiltrate on objective before battle starts

- Ghostkeel either infiltrate in back of opponent helping to destroy big targets or help capturing objective

- piranha might take place of one Stealth team to get on objective instead, leaving the Stealth Team other options instead of infiltrating on objective

- commanders do hard work in the back of opponent

- small strike team holds home objective

- larger strike team helps covering center (alternatively exchange it for 2nd piranha ??)

- not too many cp, but well, there is no way like the hard way!







But I will add another question to my former list of question (although Azuza001 answered some of them already) and quote myself due to my lazyness:

1. What warlord trait are you preferring? Somehow none of them really convinces me.

2. Why are all those "reroll 1 to hit": Through Boldness Victory warlord trait, Cross-linked stabilzer jets, Aggressive Footing Farsight Abilty (kind of). Tau has at least two strategems which give markerlight counters along with all the drones etc, handing out counters as well. 1 counter = reroll "1 to hit", isn't it? So just bad codex design or any actual use?

(3. How sensible is it to add drones to a strike/ breacher team, if it is not maxed out yet? Or do you only these drones if team is maxed or if you want to get a marker drone? = answered)

4. How many Markerlight shots does a Tau list need (especially marker drones)?

5. Should I remove the drones from the commanders, as they cannot keep up with them anyway?

6. Where are shield drones best added?

(7. In case of above Crisis Bodyguards is it better to add third missle pod or improve AP by an additional -1 via Advanced targeting system to a total of -3? = answered)

8. Should the Stealth Battlesuits take the shield generator instead of the Advanced targeting system?

9. In case not taking the Farsight Enclave, are 2CP worth taking a 2nd commander via an additinal patrol detachment? He is our most reliable and fastest hitter after all...


Cheers,
Amaurosis

This message was edited 3 times. Last update was at 2021/05/01 11:44:18


 
   
Made in us
Longtime Dakkanaut




1. Warlord trait depends on what your giving the trait to. I go with Exemplar of Mont'Ka on my coldstar commander normally. This gives him the ability to go 40", get within 6" of his target, and hit on 2's rerolling 1's for free. Since he is within 6" he also gets reroll 1's to wound due to farsight enclave. But thats my crisis suit army, my 3rd edition army's warlord typically gets Through unity, Devistation.

2. Think of them as ways to get reroll hits of 1 when marker lights are not available or on a model yet. Most of the time they are not needed but they are there when you need them. Also, things like "through boldness, victory" reroll all hits. So if your target has -1 to hit on them and your warlord is a crisis suit with 3 missile pods and an ats on it, well, rerolling 1's and 2's without needing marker lights is kinda nice. Gives you a missile turret basically that doesn't need backup support to hit. Aggressive footing I love because again it means my forces don't require marker lights to function, they just need to be 'DANGER CLOSE ' as I put it to the enemy lol.

4. There is no right answer here. Again your list will determine it as you play. Myself I run very few marker lights in both of my tau forces (Farsight and Sa'Cea Sept) for different reasons. Farsite I focus on making my army require as few as possible so I have a Cadre Fireblade in a Drone Port with a Pathfinder Team and give the Drone port 4 marker drones. This gives me 4 marker drones that hit on 2's using the fireblades BS, the fireblade himself has a 2+ to hit marker light, and the pathfinders give another 5 bs4+ marker lights to support. That's normally it because of the list. The only thing that needs the +1bs really badly are the 3 broadsides so I focus on getting 1 enemy unit to 5 lights a turn. Between those accurate hitting lights and the strats we have access to, it works out just fine normally. My Sa'Cea force runs more due to just the way things work. Again, Drone port + Cadre + pathfinders but I also run 3 skyrays. They each have 2 marker lights on them and a 3+BS so that's an extra 6 lights. Add in Sa'Cea has an additional way to put marker lights on enemy units and, well that force doesn't have issues with marker lights.

5. No, just because they can't keep up doesn't make them useless. They can still block for other suits (like the broadsides) or be used to zone out your backfield from enemy deep striking. And no one likes wasting their shots trying to kill 2 drones just sitting there doing nothing but zoning out an area lol.

6. Shield drones are best added in groups of 2. More than that taken in a squad and you can run into moral issues (why drones have to take moral is beyond me). Also it makes them harder to kill. I typically take 6 shield drones, 2 with the broadsides, 2 with 2 different 5 man firewarrior strike teams. I deploy them so they are also helping to protect the broadsides. I will be honest, I don't like taking drones typically myself. Only 2 units that HAVE to have them are riptides and broadsides. But otherwise you can just rely on buying more models. I mean a shield Drone is 15pts. Thats 90pts I am paying for to protect a 270 pt unit of broadsides that cost 80pts a guy.... at some point the cost out ways the benefits.

8. That's up to you. I typically run my stealth suits bare, 3 squads of 3, and the ghost keel when I run them. I run them for utility not for damage output. So it comes down to what you want them for. If you want them to actually kill then take ats. If you want them more survivable, shield generators. And if you want them to screen out a unit, well the Shield generator isn't a bad option there either but like I said it becomes a personal choice thing.

9. I only typically run 2 commanders in farsight. But I would say generally again it depends on how you run your force. I typically take a 2nd patrol anyways though. Phiranas are great utility units (don't take them in squads, moral will kill you!) And vespids are money all day long (though the models are horrible, I got my hands on some 3rd party techno wings and made some breachers into stand in vespids, looks great and plays really well). So I need fast attack slots. I will say I suggest getting your hands on a Cadre Fireblade. Makes those Pulse rifles get 3 shots at half range, has a 2+bs, and has a marker light. For 45 pts? Yeah thats one HQ that I always have.


Hope all of that helps some!
   
Made in fi
Rough Rider with Boomstick





Helsinki, Finland

hey folks, i'm thinking about getting back to tau, i'm intrested about tau sept, and I know it's probably not as competitive as farsight enclaves, but it suits better for my play-style. So i'm looking for advice, in case I missed anything, my previous games were in 8th edition. List in spoiler;

Spoiler:

Tau sept battalion
-hq- commander shadowsun 135 (warlord)
-hq- cadre fireblade 45
-hq- ethereal (hover drone) 60
-troop- strike team (10, markerlight) 95
-troop- strike team (10) 90
-troop- strike team (10) 90
-elite- riptide (2x sms, relic: amplified ion accelerator, drone controller) 295
-elite- stealth team (3, burst cannons) 78
-elite- stealth team (3, burst cannons) 78
-elite- crisis team (9, 3x burst cannons each, relic: gatling burst cannons) 441
-fast- tactical drones (12, 6x marker, 6x gun) 120
-fast- tactical drones (12, 6x marker, 6x gun) 120
-heavy- hammerhead (ion cannon, 2x sms) 175
-heavy- hammerhead (ion cannon, 2x sms) 175
Total 1997 / 12cp (-1 for extra relic)


So, my plan is quite simple, the hammerheads secure backfield objectives and shoot, stealth teams infiltrate in midfield objectives, and the rest of the army cluster together. The shadowsun declares kayon twice, and that's essentially 2 rounds of hard hitting firepower.

Back in the 8 edition, I was able to shoot off dominus knight or mortarion in one round, fun times

https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in us
Longtime Dakkanaut




My only suggestion would be to drop the strike teams down to 5 man teams instead of 10 men. So 6x 5 man teams vs 3x10. Also take the drones and buy them as upgrades for units rather as large blocks like that. It will make the drones cheaper, less likely to run to moral, and harder for your opponent to deal with thanks to them being small 2 Drone squads instead of big blobs.
   
Made in us
Deathwing Terminator with Assault Cannon





Yeah, you have your drones points wrong. If taken as a separate unit they cost 20pts per drone, not 10pts. Disperse them with your units as upgrades and the cost then drops to 10pts.
   
Made in us
Deathwing Terminator with Assault Cannon





OK, I've managed to knock out 1850pts of Tau painted up in the last 6 weeks or so (Farsight), but I'm wondering what you suggest I finish it with from my remaining collection for a possible 2000pt game next week.

Current list..

Farsight
Coldstar commander, 3 fusion and shield generator (Fusion Blades, Aggressive Tactician)

5 Breachers, marker drone, guardian drone
5 Breachers
Devilfish
5 Breachers, marker drone, guardian drone
5 Breachers
Devilfish

3 Stealthsuits, ATS, 2 marker drones (could lose ATS)
Riptide, ion cannon, 2 fusion, drone controller, early warning override, 2 shielded missile drones
5 Crisis bodyguards w 10 shield drones attached
AFP, burst cannon, ATS, Iridium armour (reactive countermeasures)
CIB, MP, ATS
CIB, MP, ATS
MP, BC, ATS
2 fusion, drone controller

7 pathfinders, 1 rail rifle

Broadside, HYMP, SMSx2, seeker missile, ATS, 2 marker drones

(obviously I can mix drones up between squads if necessary, and change support systems....such as not having use for DC on fusion crisis suit if no marker drones are in the 10 that will be close by).

So with 150pts left, I have the following 3 options...

1. Ghostkheel, fusion collider, 2 fusion blaster, 2 stealth drones (would need to drop 2 drones from above, and probably drop both drone controller options for an EWO here too)
2. One more crisis bodyguard with MP, BC, ATS, plus 3 stealth suits, 2 marker drones (would drop rail rifle pathfinder to hit right points)
3. 2 Fusion armed piranhas, +10pts to spare (possible seeker missiles or add another drone somewhere).

I do have another commander on the way but I'm not at the point of taking another detachment just yet, especially with me spending 3CP pre-game on extra relic and veteran crisis suits. I'd also like to take the Ion prototype system, but want to play with the fusion blades I modeled right now, even though they're not great. If taking that third relic was just another CP instead of 2, I'd do both.

Obviously I'm expecting to get up close and personal, but I feel that farsight can at least do that pretty well. Just need to figure out what to add from my remaining models.
Also any insight into some changes above (knowing I don't have a plethora of other options to add).

edit: Also, any recommendation of how to distribute my drones? I do not have any gun drones at the moment (will add some if I get another start collecting box).

This message was edited 1 time. Last update was at 2021/05/23 22:39:33


 
   
Made in us
Longtime Dakkanaut




Personally I love phiranas, just don't take them in squads. Moral is an issue. But they can easily help you get engage on all fronts.

As for dispersing your drones don't take a big blob of 10, again moral will kill them quicker than you would expect. But with that list it's not like you have a lot of options on where to move them. I would say 2 onto the commander at least and 2 onto pathfinders so the squad is smaller on the crisis.
   
Made in ca
Stormin' Stompa






Ottawa, ON

I'm planning on taking a coldstar battlesuit with the vectored thrusters. I like the idea of maximum mobility. But the fool I am, I have just realized I can't give them cyclic ion cannons. That's a bummer.

So what would be the best loadout? I was thinking three plasma rifles, or maybe keep one of them as the high output burst cannon. Maybe put on a target lock so I can advance and shoot. Any thoughts?

Ask yourself: have you rated a gallery image today? 
   
Made in us
Trustworthy Shas'vre





Cobleskill

 Mr Nobody wrote:
I'm planning on taking a coldstar battlesuit with the vectored thrusters. I like the idea of maximum mobility. But the fool I am, I have just realized I can't give them cyclic ion cannons. That's a bummer.

So what would be the best loadout? I was thinking three plasma rifles, or maybe keep one of them as the high output burst cannon. Maybe put on a target lock so I can advance and shoot. Any thoughts?


assuming tau sept (for the vectored thrusters) I'd say 3 missile pods with ATS or 4 Missile Pods and the 'Exemplar of the Mont'ka' Warlord trait.

assuming you are running FSE, consider 2 AFPs, ATS and Target Lock. maximum mobility, good fire support and you never need to expose yourself to return fire.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!' 
   
Made in ca
Stormin' Stompa






Ottawa, ON

 carldooley wrote:
 Mr Nobody wrote:
I'm planning on taking a coldstar battlesuit with the vectored thrusters. I like the idea of maximum mobility. But the fool I am, I have just realized I can't give them cyclic ion cannons. That's a bummer.

So what would be the best loadout? I was thinking three plasma rifles, or maybe keep one of them as the high output burst cannon. Maybe put on a target lock so I can advance and shoot. Any thoughts?


assuming tau sept (for the vectored thrusters) I'd say 3 missile pods with ATS or 4 Missile Pods and the 'Exemplar of the Mont'ka' Warlord trait.

assuming you are running FSE, consider 2 AFPs, ATS and Target Lock. maximum mobility, good fire support and you never need to expose yourself to return fire.


Those both sound like great ideas. The missile pods are a little more tempting from a creative perspective and I have plenty of those lying around. Thanks for the advice!

Ask yourself: have you rated a gallery image today? 
   
Made in us
Deathwing Terminator with Assault Cannon





Had my first game with my FSE yesterday vs Ghaz and some orks. Really like the way this type of Tau feels. Made lots of mistakes (obviously, first game), but like the subtleties in playing this army. Will drop my pathfinders and 2 drones for sure and add a second stealth team. My current painted one was essential to stop opponent swamping my lines (sacrificed for the greater good obviously). Was surprised how well farsight did in combat, was a real muncher. Fusion Blades were a let down, but not ready to give up on them yet. So far, biggest disappointment has to be the missile broadside...but again, will play further and evaluate.
   
Made in us
Water-Caste Negotiator





West Virginia

With the FAQs out it now seems that Mont'ka allows you to fall back and still shoot. How much help will this really lend T'au at this point?
   
Made in us
Longtime Dakkanaut




 Mud Turkey 13 wrote:
With the FAQs out it now seems that Mont'ka allows you to fall back and still shoot. How much help will this really lend T'au at this point?


In practical terms, not much. The army is flat out incompatible with the way 9th plays, and a once (or twice if you take the man himself) per game localized fall back doesn't change that.
   
Made in us
Araqiel





Florida

 Mud Turkey 13 wrote:
With the FAQs out it now seems that Mont'ka allows you to fall back and still shoot. How much help will this really lend T'au at this point?


The problem I have found with Mont'ka is:

1) That you don't really want to fall back off an objective you're holding.
2) You really need to use it before you anticipate getting charged, but with the smaller board size and crazy assault abilities of other armies you often still can't avoid it.
3) Almost nothing in a Tau list can survive a charge from a tooled up melee unit and character. So after most melees you have nothing left to fall back with in order to use it as a reaction.

I play:
40K: Daemons, Thousand Sons
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Gremlins,Neverborn
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains 
   
Made in us
Deathwing Terminator with Assault Cannon





I had Ghazkull kill a ton of drones while leaving my crisis suits intact
   
Made in us
Deathwing Terminator with Assault Cannon





had a few games with my Tau now, and wouldn't mind some input from the rest of the community.


My list is currently FSE
farsight
fusion coldstar plus 2 shield drones
6 crisis bodyguards (mixed weaponry plus reactive countermeasures) plus 7 shield drones
4x5 breachers in 2 devilfish
riptide with relic ion
ghostkeel with collider plus 2 stealth drones (wish these were optional)
broadside with missiles plus 2 marker drones
2 stealth teams each with a marker drone

The only unit so far that isn't really carrying it's weight is the broadside. It relies on marker hits or 1 CP aerial targeting and even then it's not super accurate. Just wondering what else I should consider throwing into the list for that same 140pts...

I currently have:
2 piranhas with fusion (exactly 140pts)
3 more crisis suits (could do a flamer team with a few drones)
or I could pick up something else.
I do like the indirect nature of the SMS on the broadside and it's a cheap addition on that platform.

Thoughts?
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

I was running railguns and plasma rifles on my broadsides. Its not quite as efficient as all missiles, but i went relic magna railguns and with a unit of 3, I felt they were extremely resilient and made a worthy while we stands unit. I was also running target locks, so they can move and shoot without penalty.
   
Made in us
Deathwing Terminator with Assault Cannon





can't they move and shoot without penalty anyway since they are not infantry?

   
Made in us
Longtime Dakkanaut




 bullyboy wrote:
can't they move and shoot without penalty anyway since they are not infantry?



Correct. They're <Battlesuit> but not <Infantry>. The TL doesn't even remove the penalty for firing heavy weapons on the move for Infantry anymore. It purely allows for advance and shoot (which you don't want to do cause hitting on 5s sucks the big one).
   
Made in us
Chosen Baal Sec Youngblood



New York

Hey everyone, I had pleasure of talking Tau on the Art of War podcast! Here's the episode with me discussing the decision making process of crafting the list I went 7-1 with at ACO in the Drukhari meta and then how to play it on the tabletop! https://www.youtube.com/watch?v=OzjoRIO5pdE&t=600s

- Richard Siegler
   
Made in gb
Lord of the Fleet






London

So I've seen a bargain deal online for a brand new Stormsurge, and am on the fence wherever its worth going for it. The kit comes with a couple of upgrades which look pretty awesome, but will it make up its points in a game?

To me it seems like a huge gamble, and is it even worth the 3CP tax just to take it in the first place?

   
Made in us
Longtime Dakkanaut




Can't really speak to their efficacy (not a model I'm as familiar with as some others in the arsenal), but they're now only 1CP thanks to the latest FAQ (you get 2cp back on a Superheavy if it's the same faction as your warlord).
   
Made in de
Sneaky Sniper Drone



Germany

Sterling191 wrote:
Can't really speak to their efficacy (not a model I'm as familiar with as some others in the arsenal), but they're now only 1CP thanks to the latest FAQ (you get 2cp back on a Superheavy if it's the same faction as your warlord).


where did you find that? I can't find the change in the errata (and I really want to use the stormsurge)...
   
Made in gb
Ship's Officer





Bristol (UK)

It's in the most recent Chapter Approved.
   
Made in us
Trustworthy Shas'vre





Cobleskill

To anyone running fish of fury, have you gamed the pathfinders staying in the devilfish with the firewarriors? I mean, a devilfish has a transport capacity of 12 models, so 5 pathfinders and 7 firewarriors makes a happy load.

also, I was unable to find the FAQ entry that said that we weren't able to choose range profiles for weapons in overwatch. Am I looking in the wrong place, or can we do that again?

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!' 
   
Made in gb
Ship's Officer





Bristol (UK)

Has that ever been a thing? If you couldn't choose a ranged profile you'd be unable to fire any weapon with multiple profiles.
   
Made in us
Trustworthy Shas'vre





Cobleskill

 kirotheavenger wrote:
Has that ever been a thing? If you couldn't choose a ranged profile you'd be unable to fire any weapon with multiple profiles.


there was something saying how you were restricted to the maximum range of Breachers' blasters regardless of how close the assaulters were. Made sense, but we couldn't choose a more favorable weapon profile if they were in range of one of the others (ex, no using the S6AP-2 if the assaulters is charging from within 5").

This message was edited 1 time. Last update was at 2021/08/12 00:35:24


'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!' 
   
Made in gb
Ship's Officer





Bristol (UK)

There's certainly nothing about that in the FAQ at the moment, so choose which weapon profile you want to use as normal.
   
Made in gb
Lord of the Fleet






London

I've decided to take the plunge into Tau after getting some absolute bargains online, just wondering if I have anything close to a semi-competitive list:

Click the link in my sig to see the army progress.

Ethereal
Cadre Fireblade
Crisis Commander

20x Fire Warriors

2x Firesight Marksmen

6x Crisis Suits (magnetised)
Ghostkeel

1x Broadside (magnetised)
6x Sniper Drones

Devilfish
2x Remoras

Stormsurge

I get that I definitely need some Pathfinders and some more Fire Warriors, but a couple of tactics I'm considering is a return to the old Crisis-bomb. Drop a Commander with the 6x Crisis suits (3x twin-Flamer, 3x twin-Fusion), and pop CnC. If I were to place the Remoras up front they provide a handy shield to deter assaults (due to being Aircraft).


   
 
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