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Made in us
Longtime Dakkanaut




Pretty much the only thing in your inventory that I don't think is workable in the current environment are the Sniper Drones, mostly due to cost efficiency. They're too expensive and not good enough at the job. Everything else can still do the business in a "seriously casual" environment. Full disclosure though, it's gonna be an uphill slog.


If you can snag the old (current) Start Collecting box, it's easily the best way to get further into Tau. Crisis suits that can be built straight up or converted to Commanders, Fire Warriors that you can likewise josh over to Pathfinders, plus an Ethereal (who I frequently use as the basis for my Fireblade and Marksman conversions, but YMMV), all for about a 40% cost savings over picking things up individually.

This message was edited 1 time. Last update was at 2021/08/16 12:01:59


 
   
Made in gb
Lord of the Fleet






London

Sterling191 wrote:
Pretty much the only thing in your inventory that I don't think is workable in the current environment are the Sniper Drones, mostly due to cost efficiency. They're too expensive and not good enough at the job. Everything else can still do the business in a "seriously casual" environment. Full disclosure though, it's gonna be an uphill slog.


If you can snag the old (current) Start Collecting box, it's easily the best way to get further into Tau. Crisis suits that can be built straight up or converted to Commanders, Fire Warriors that you can likewise josh over to Pathfinders, plus an Ethereal (who I frequently use as the basis for my Fireblade and Marksman conversions, but YMMV), all for about a 40% cost savings over picking things up individually.


That's pretty much what I did, got the SC box a long time ago, then the bargain bundle I had included another one. Already made a Fireblade from one of the Ethereals. I agree that the Sniper Drones are subpar. If they were BS4 then I'd definitely take a couple but perhaps I should drop them.

While on the topic of extra Fire Warriors, is it worth considering Pulse Carbines at all? Seems to me that Rifles are the main choice but is there any real argument for taking the Carbines instead>
   
Made in us
Longtime Dakkanaut




 Valkyrie wrote:

While on the topic of extra Fire Warriors, is it worth considering Pulse Carbines at all? Seems to me that Rifles are the main choice but is there any real argument for taking the Carbines instead>


IMO carbines don't really have a place outside of really edge case builds with Vior'La, but even then I don't think they'd do better than Breachers. You're either going Rifles with a Fireblade for a hail of bullets, or Blasters for close in mulching (and subsequent dying).
   
Made in gb
Lord of the Fleet






London

Sterling191 wrote:
 Valkyrie wrote:

While on the topic of extra Fire Warriors, is it worth considering Pulse Carbines at all? Seems to me that Rifles are the main choice but is there any real argument for taking the Carbines instead>


IMO carbines don't really have a place outside of really edge case builds with Vior'La, but even then I don't think they'd do better than Breachers. You're either going Rifles with a Fireblade for a hail of bullets, or Blasters for close in mulching (and subsequent dying).


Fair enough. I've also been looking at getting a squad of 5 Pathfinders w. 3x Rail Rifles. You've still got 2 Markerlights to try and get the reroll 1's, and the Rail Rifles could be good at cleaning up tougher units, or getting the last wound off a vehicle to degrade it. Anyone else tried this?
   
Made in us
Trustworthy Shas'vre





Cobleskill

 Valkyrie wrote:
Fair enough. I've also been looking at getting a squad of 5 Pathfinders w. 3x Rail Rifles. You've still got 2 Markerlights to try and get the reroll 1's, and the Rail Rifles could be good at cleaning up tougher units, or getting the last wound off a vehicle to degrade it. Anyone else tried this?


I'm likely going to do something similar on Fri.
If you are going to go for a toolbox build, see if you can free up 10 points for a Pulse Accelerator Drone.

This message was edited 2 times. Last update was at 2021/08/18 00:28:32


'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in de
Hungry Ghoul



Germany

Could anyone with a 40k app subscription do me a favour and double check the pointcosts for drones that accompany firewarriors?

I think they got them wrong - where can I send bug reports to GW?

Edit: just to clear that up, I am a subscriber - but I'm not sure, if I just missed an official points change or something like that

This message was edited 1 time. Last update was at 2021/09/08 05:13:46


 
   
Made in au
Hissing Hybrid Metamorph






Hey Tau players. Was considering cracking my old Tau out again and was wondering how they fair in the current meta. Want to do a 500pt patrol list to start off as nothing is painted lol. Any suggestions?

Was curious about things like: which Septs do alright, any units to take/avoid, etc.

Thanks very much
   
Made in nl
Longtime Dakkanaut





 Tiberius501 wrote:
Hey Tau players. Was considering cracking my old Tau out again and was wondering how they fair in the current meta. Want to do a 500pt patrol list to start off as nothing is painted lol. Any suggestions?

Was curious about things like: which Septs do alright, any units to take/avoid, etc.

Thanks very much
Farsight Enclave (Psychic Awakening, Greater good book) for stratagem to get a BS 3+ crisis unit.

Big unit of Crisis (BS 3+ strat, Reactive Countermeasures for 1 model with ignore AP -1.-2 , 2+ sv 4+ invul (shield gen + iridium armor), lots of missile pods with extra -1 ap support system)
Riptide with the prototype ion accelerator.
some markerlights
some Remora Stealth Drones if you want FW.

Aside from simply being behind on the power curve because its an 8th edition book and 9th is a definitive power jump the big question you need to solve as Tau is how to claim and hold objectives in the mid field and somehow survive for a turn as well as what secondaries you can reliably score.

And make sure to check the relevant faq's because a bunch of stuff has been changed via errata's to update it with 9th
   
Made in au
Hissing Hybrid Metamorph






Okay thanks. Interesting to see Farsight Enclaves being top dogs right now. The 3+ strat almost seems like it’s how all suits should be right now tbh.

Not overly keen on the sound of 9th being a power jump, 8th was already a mess with mass murder and trying to out do each other with toughness and damage.
   
Made in nl
Longtime Dakkanaut





 Tiberius501 wrote:
Okay thanks. Interesting to see Farsight Enclaves being top dogs right now. The 3+ strat almost seems like it’s how all suits should be right now tbh.

Not overly keen on the sound of 9th being a power jump, 8th was already a mess with mass murder and trying to out do each other with toughness and damage.
For casual play its 'ok'. For competitive 9th edition is a complete mess with massive differences even between the few 9th edition codexes. Admech is head and shoulders above everyone, DE run roughshod over everyone that isn't Admech.
   
Made in gb
Longtime Dakkanaut





Is it worth it to give Crisis Suits shield generators?
I'm thinking of a big unit with dual missile pods and the stabiliser jets relic.
   
Made in us
Trustworthy Shas'vre





Cobleskill

For low level games, I have fallen in love with the Dual Flamers & ATT Crisis Bodyguard with +1 BS\WS Strat. Sure the BS is wasted on the flamers, but the ATT also works in CC, against the model or two that survives overwatch.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in gb
Longtime Dakkanaut





Any reason you are running the Crisis Bodyguards over the regular Crisis suits?
Just for the extra attack?
   
Made in us
Trustworthy Shas'vre





Cobleskill

 dan2026 wrote:
Any reason you are running the Crisis Bodyguards over the regular Crisis suits?
Just for the extra attack?

pretty much, yeah.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in au
Hissing Hybrid Metamorph






I wonder when we’ll start getting some leaks for our upcoming book. Really curious how they’re going to go about Tau in 9th.
   
Made in us
Longtime Dakkanaut




 Tiberius501 wrote:
I wonder when we’ll start getting some leaks for our upcoming book. Really curious how they’re going to go about Tau in 9th.


Codex is currently slated for early 2022. It's gonna be at least another month and a half before anything starts dribbling out.
   
Made in au
Hissing Hybrid Metamorph






I really wish they just released all the books at the start of a new edition -_-
   
Made in us
Focused Fire Warrior





West Virginia

 Tiberius501 wrote:
I really wish they just released all the books at the start of a new edition -_-


At the very least they should do what they did with 8th and release an Index for everyone at the beginning of each edition. It isn't perfect, but it is better than waiting 2+ years into an edition before you get your codex.
   
Made in us
Regular Dakkanaut





What do you think are the odd that they’ll limit Plasma Rifles to 1 per suit in the new codex?
   
Made in nl
Longtime Dakkanaut





 zend wrote:
What do you think are the odd that they’ll limit Plasma Rifles to 1 per suit in the new codex?
low and irrelevant unless they also make plasma rifles actually worth taking.
   
Made in us
Focused Fire Warrior





West Virginia

https://www.warhammer-community.com/2021/11/25/troops-are-better-than-ever-how-the-next-three-codexes-improve-your-units/

Pulse Rifles and Pulse Carbines both get an extra 6" of range in the new codex. Pulse Rifles also get -1 AP.
   
Made in ca
Gargantuan Gargant






Makes me wonder if that has implications for changes to Plasma Rifles or Rail Rifles in terms of rules.
   
Made in us
Been Around the Block



UK

I have a Tidewall Rampart (gunrig, drone port and shield wall with platform) and find it seems to work well putting strike / pathfinder squad into that and rolling it up the board (keeping the gunrig back with a Marksman or a Cadre Fireblade near objective)

It allows the units to move up and fire as if stationary and can make some weak units more resilient. (it also allows you to move your units off the tidewall unit and shoot at enemy that are engaged with the tidewall, which I wish tau had more options to shoot at units that are engaged).

If the enemy tries to take on the tidewall head on, tt can be good to use units in reserve and drop them (even vespid) to take back field objectives.

If you don’t have tidewall (which is likely) then I had a little success using kroot hounds (but same applies to kroot units in general)

There are two methods that can be used with kroot hounds;
1 Rush up board and charge enemy units.
2 Support other units to prevent them getting charged (which may allow you to keep an objective an extra turn).

The kroot hounds are very cheap and very weak and are a fodder unit with not much purpose, they are not used much and people don’t really expect them or know what to do with them.

Its a delaying tactic as they will not typically last in melee but it stops the opposing units from doing what ever they were planning.

I find that players are especially not used to tau charging them (can you remember the last time you were charged by tau?) and can throw them off for a turn or two, as it is so unexpected and can interrupt any game plan or strategy that they have (and in this sense kroot hounds are golden).
They are so weak that unless you have a full squad it is very easy to wipe them off the board but they have a few way to protect them.

They have no ranged attack to they should almost always move and advance (unless they are in the position where you want them).

Importantly they have the Voracious Predators ability that allows you to re-roll failed charge rolls when targeting a unit that has suffered any unsaved wounds this turn. This is easy to do if you are protecting other units but should be easy enough to do if you are targeting a unit for a charge, in hopes to hold it up a bit.

1 - If you are planning to charge them up the board then try to use cover to protect them from shooting etc. and you may either want a couple of small squads to absorb shooting attacks or a larger squad.

There are a couple of stats that can help the kroot get up the board safely.
Hidden Hunters (1CP) gives kroot the benefit of cover from shooting attacks (subtracting 1 from the hit roll and adding 1 to the saving throw).

Hunting Hounds (1CP) once the kroot hound unit successfully completes a charge, Kroot units within 12” can re-roll charges (either into the same or other enemy units, which is a great way to hod them up a bit).


2 - If you plan to use them to support other units then you can use the move and advance to easily react to the opponents moves and get these guys into a useful position for them to die.

Amusing Predators (1CP) gives kroot heroic intervention with 6” move, which is a cheap useful way to intercept a charge from an enemy melee unit and with 6” move, a small squad of kroot hounds may be able to protect a couple of units from being charged into melee.
   
Made in ca
Poisonous Kroot Headhunter





Always happy to see someone else give the Kroot some much needed recognition.

Hounds are a weird little unit for sure, but anything that is 6 points a model with a 12" move certainly deserves a closer look. Great for grabbing Engage on all Fronts, or any other board based objective.

I think you hit the nail on the head with them quite well. They are great support units, and I'll often run small units of them into tanks to tie them up for a turn.

In my most recent game, I used some Kroot to shield my Breachers from harm and they really got to open up into the enemy a lot more than normal.

Sadly Hidden Hunters has to be used at the start of the shooting phase rather than when being targeted, so it can feel like a waste if the unit is just ignored, but then again, that is kind of what you want isn't it?

Even in my all Kroot army, I've only used Hunting Hounds once, it's so niche, but really cool when it comes down and you're re-rolling charges on 5+ units.

Too add to this, another surprisingly decent unit that doesn't get a lot of love and can work well for the Tau in getting up the board and into melee are the Krootox. A unit of three is only 84 points, and while their save is virtually non-existent, you are looking at T5 W4 per model, so it's not like they just fall over. They have (essentially) a missile pod as their weapon so they hit decent at range. They Auto Advance 6". The big thing though is their Raging Beasts stratagem. For 1 CP, they gain +2A and -2 AP. This means if you get all three in, you're doing 12 attacks at WS 3+, S6 AP-2 D2. Pretty solid for any army, let alone Tau. (Now personally I do give the edge to the Knarloc Riders in close combat as they are only 30pts and don't have to spend a CP to be good in melee, but they are sadly Legendary.)

This message was edited 1 time. Last update was at 2021/11/30 16:15:02


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Made in us
Heroic Senior Officer





Western Kentucky

Does the gunrig have a way to up its BS? Seems pretty terrible for two shots at bs 5+, even if its got markerlight support. Ive got the tidewall rampart box and have been trying to figure out how to make it work, even for just some fun games.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in gb
Been Around the Block



UK

yes the gunring and droneport can use the models BS that are embarked, hence the Marksman (cheap BS 3+ unit) or Cadre Fireblade (BS 2+), you can stick battle suits on them but tis a bit redundent.

Embarked units count has not having moved, even if the platform did. So the marksman can also shoot the markerlight (infantry with a heavy weapon) with no penalty. (so some battle suits make sense to put on there), This is why I also like pathfinders, as they can make good use of the heavy weapons on them.

(It is some times better to have the gunrig (125 pts) or droneport (75 pts) with a Cadre Fireblade (45 pts) on them and think of them as BS 2+ gunrig (170 pts) or droneport (120 pts) with a transport capacity of 9 (instead of 10, which still bugs me its not 12 like the devil fish so you cant take a full squad of strike team ... fingers crossed for the new codex).
   
Made in us
Heroic Senior Officer





Western Kentucky

Whats the rule that allows the gunrig to use the embarked model's BS? From what I can tell having an embarked model just allows it to pick a target that isnt closest to it. I checked battlescribe, the gw app, and the codex, none of them mention using an embarked models BS. Am I missing a general rule elsewhere?

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in nl
Longtime Dakkanaut





The embarked model BS is only a rule for the Droneport, not for the Gunrig.
   
Made in us
Focused Fire Warrior





West Virginia

More T'au previews:

https://www.warhammer-community.com/2021/12/21/punish-close-combat-forces-who-think-theyre-safe-with-codex-tau-empires-new-battlesuit-rules/

Jump, Shoot, Jump returns as a stratagem for battlesuits.

Flamers will go to 12" D6+2 auto hits.

Burst cannons get six shots.

Some support systems get updates, as well.

Biggest news is probably that all battlesuits can shoot into combat without penalty.

This message was edited 1 time. Last update was at 2021/12/22 16:10:42


 
   
Made in ca
Poisonous Kroot Headhunter





You ready to roll 162 dice for an all burst cannon unit?

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