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![[Post New]](/s/i/i.gif) 2015/11/03 22:04:55
Subject: For the greater good! Tau 7th edition tactica.
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Big Mek in Kustom Dragster with Soopa-Gun
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DirtyDeeds wrote:I play Tau and I have a mixed gunline/ mid field strategy that blends well together and I believe these formations and new rules will make me unbeatable in my meta. I'll have to scale back a bit if I want to keep my friends. :/ Well, to be fair its pretty hard if not impossible to completely avoid the gunline tactics. I bring Broadsides every game, they never move. But aside from the new Stormsurge i got, literally nothing else stayed put unless my firewarriors were already in optimal Rapid Fire range. Two units being completely stationary does not mean i do a Gunline tactic, but i still have elements of it. Heck, i play my orks insanely assaulty in the 7th ed book (total flip from 6th to me). Slugga choppas, MANz missiles, warbikers, walkers, etc. I still use Lobbas and Lootas. Am i a gunliner? Heck fething no lol. So yeah. pessimists gonna' Pessimate I guess. And yes: i made that word up just now. And It's awesome.
Ok, that made me laugh for real. Nice one lol
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This message was edited 1 time. Last update was at 2015/11/03 22:06:08
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2015/11/03 22:45:12
Subject: For the greater good! Tau 7th edition tactica.
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Shas'ui with Bonding Knife
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Col. Dash wrote:Ahh interesting. I dont need to run a monat afterall and can still run the full retaliation cadre with an infiltration cadre. The bonus BS only requires the units in it to DS, but not necessarily to DS with the rest of the formation, thus I can still start the broadsides on the board and DS with the rest getting the bonus. With all the markerlights from the pathfinders the broadsides wont need the BS anyway.
Since I will need a commander, I am thinking a XV-81(I think) with the integral networked marker light to start on the board to boost the broadsides in case of drop pods from my opponent.
Don't forget that you don't get turn two auto deep strike unless all of your formation is in reserves. If you leave some out, it also risks being shot at instead of the Infiltration Cadre, which you need one of to die to get the drop first turn. It still sounds like it is far better to leave all of them in reserves so you can deep strike them into better positions than simply deploying them.
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This message was edited 1 time. Last update was at 2015/11/03 22:46:16
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![[Post New]](/s/i/i.gif) 2015/11/03 23:33:02
Subject: For the greater good! Tau 7th edition tactica.
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Fireknife Shas'el
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Johnnytorrance wrote:
This entire codex screams turtle.
It encourages you to fight from a distance and shoot your opponent. even if they assault you, now you have a 12" supporting fire. why even bother putting terrain on the table? to benefit Tau? might as well just play on a flat board. It doesn't matter if they have B3 base because for very little you'll be getting units that hit on 3s and 2s.
Space marines got squadroned dreadnoughts? of course the best solution is to give riptides that as well.
40k is going to a bad place in 7th edition. sucks.
don't get me started on STR D missiles and a super heavy that will beat anythings face at only 600 points.
Turtle? A friend of mine plays a strike team-heavy mobile force that is based ENTIRELY around getting upfield and into rapid fire range as fast as possible.
He rarely uses markerlights, and doesn't even own a riptide. I don't think he's lost a game yet, and he's had the same army list since 6th dropped. If you think that a static gunline is the only way to play Tau, you're wrong and have no idea how to play Tau.
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![[Post New]](/s/i/i.gif) 2015/11/04 00:27:40
Subject: Re:For the greater good! Tau 7th edition tactica.
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Hellion Hitting and Running
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Tau has two things going for it, shooting and mobility. Why would you want to scrap one of those thing and play gunline? This codex seems even more mobility based. The best formations are the optimized stealth cadre and the retaliation cadre. One has a maximum range of 24" and the other one give deep strike and relentless to our broadsides which was our only non-mobile unit.
With tau you need to move up, focus down one area of your opponents army and then jump into that hole you just made.
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![[Post New]](/s/i/i.gif) 2015/11/04 00:33:16
Subject: Re:For the greater good! Tau 7th edition tactica.
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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lambsandlions wrote:Tau has two things going for it, shooting and mobility. Why would you want to scrap one of those thing and play gunline? This codex seems even more mobility based. The best formations are the optimized stealth cadre and the retaliation cadre. One has a maximum range of 24" and the other one give deep strike and relentless to our broadsides which was our only non-mobile unit.
With tau you need to move up, focus down one area of your opponents army and then jump into that hole you just made.
KACHING! Automatically Appended Next Post: McNinja wrote:
Turtle? A friend of mine plays a strike team-heavy mobile force that is based ENTIRELY around getting upfield and into rapid fire range as fast as possible.
He rarely uses markerlights, and doesn't even own a riptide. I don't think he's lost a game yet, and he's had the same army list since 6th dropped. If you think that a static gunline is the only way to play Tau, you're wrong and have no idea how to play Tau.
YAYA!
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This message was edited 1 time. Last update was at 2015/11/04 00:34:50
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/04 02:32:59
Subject: For the greater good! Tau 7th edition tactica.
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Big Mek in Kustom Dragster with Soopa-Gun
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Jancoran is happy lol In all seriousness, yes Tau can do gunlines and yes it technically works when your opponent doesnt know how to deal with it. I'd rather run circles around my enemies and pepper their hides with high rate of fire guns than sit at a distance and hope to god i dont face a droppod army, biker rush army, or an IG tankline (AV14 is damn near impossible without some REALLY good luck on tau's end to take out at table range) And i have literally ran circles around my opponents before. Crisis team with duo plasmas did a large circle around a couple of units and avoid charge every time by a couple inches. Thats hilarious when that happens lol Mobile Tau armies are much, much more versatile to the situation at hand, while gunlines gotta hope they dont face a counter. Find a counter, you lose unless the dice really hate your opponent.
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This message was edited 1 time. Last update was at 2015/11/04 02:34:10
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2015/11/04 02:37:45
Subject: For the greater good! Tau 7th edition tactica.
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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I think closer to the mark is, some enemies simply cant be ready for it. They are too slow. and when that happens... By all mens gunline. They asked for it in those cases.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/04 02:41:18
Subject: For the greater good! Tau 7th edition tactica.
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Tunneling Trygon
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Vineheart01 wrote:Jancoran is happy lol
In all seriousness, yes Tau can do gunlines and yes it technically works when your opponent doesnt know how to deal with it. I'd rather run circles around my enemies and pepper their hides with high rate of fire guns than sit at a distance and hope to god i dont face a droppod army, biker rush army, or an IG tankline (AV14 is damn near impossible without some REALLY good luck on tau's end to take out at table range)
And i have literally ran circles around my opponents before. Crisis team with duo plasmas did a large circle around a couple of units and avoid charge every time by a couple inches. Thats hilarious when that happens lol
Mobile Tau armies are much, much more versatile to the situation at hand, while gunlines gotta hope they dont face a counter. Find a counter, you lose unless the dice really hate your opponent.
Well, IG tank lines USED to be a problem. We have OSC now
The only real issue I see is packing enough AP 3 to knock out biker armies. Probably worth a riptide to get some shots at range since you can also ignore cover with it with good ol' buffmander. Actually considering some Railsides in my list because of this. Also because if they get the Skyfire warlord trait (as I currently plan to run buffmander with them to try out) that would be pretty dope.
Unrelated question - I see a lot of people running a bunch of EWO upgrades on models and units that don't have a velocity fracker. Why is this? That seems very inefficient
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![[Post New]](/s/i/i.gif) 2015/11/04 02:49:05
Subject: For the greater good! Tau 7th edition tactica.
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Big Mek in Kustom Dragster with Soopa-Gun
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Actually i pretty much exclusively roll on Command Traits for my warlord trait. 4 of 6 of them are damn powerful for Tau. A second LD10 bubble (if you have an ethereal that is) for almost entire army LD10. Moves through cover. No more danger tests on crisis/stealth suits! Reroll to hits of 1 in shooting. Yeah doesnt benefit Buffmander's unit but 12" bubble makes about half of your army benefit largely, especially those Gets Hot fethers. Rerolls to hits of 1 in melee isnt as powerful but its still very useful since if we get in that situation, its a godsent to have around lol. I find the Tau specific ones to be very, very situational at best. The ability to deny Look Out Sir is awesome but our warlord is always a buffmander so its never used. I'd like it on Shadowsun but she has her own trait and unfortunately we cant simply pick another. Also the OSR is only good against IG AV14 when they get up close. Weve always had answers up close for AV14 - Fusion spam. Admittedly OSR does a much better job even with bursts than a couple crisis could ever do with fusions on the face.
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This message was edited 1 time. Last update was at 2015/11/04 02:58:40
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2015/11/04 03:03:21
Subject: For the greater good! Tau 7th edition tactica.
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Dakka Veteran
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luke1705 wrote:
Well, IG tank lines USED to be a problem. We have OSC now
The only real issue I see is packing enough AP 3 to knock out biker armies. Probably worth a riptide to get some shots at range since you can also ignore cover with it with good ol' buffmander. Actually considering some Railsides in my list because of this. Also because if they get the Skyfire warlord trait (as I currently plan to run buffmander with them to try out) that would be pretty dope.
Unrelated question - I see a lot of people running a bunch of EWO upgrades on models and units that don't have a velocity fracker. Why is this? That seems very inefficient
I'm a Tau player who usually runs EWO and I've never used Velocity Trackers. EWO lets you do more than shoot down flyers. It'll wipe various deepstriking units and units that try to outflank as well which is generally what people are going to try to do to you to close the distance to your army quickly. As far as not needing velocity trackers, Missilesides get enough hits in on flyers coming on from reserves through twinlinked that they don't need velocity trackers. In the rare cases where a unit or two of broadsides were not able to kill the flyer, they've at least forced it to snapshoot which is usually good enough for me.
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![[Post New]](/s/i/i.gif) 2015/11/04 03:48:14
Subject: Re:For the greater good! Tau 7th edition tactica.
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Grim Dark Angels Interrogator-Chaplain
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I would think that Ravenwing would be a scary opponent for Tau. Granted, Tau have markerlights which can take away their rerollable jink saves, but they are damn fast and fairly tough, especially those command squads with their FnP. Plus, if they charge from within 6" of a Darkshroud, they are immune to overwatch. Ouch.
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![[Post New]](/s/i/i.gif) 2015/11/04 03:51:54
Subject: For the greater good! Tau 7th edition tactica.
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Trustworthy Shas'vre
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I haven't played gunline Tau since I could field 9 Broadside with Strength 10 railguns (and even then I gave them Stabilization Systems so they could move)
I do personally hate the Supporting Fire rule. I think it encourages clumping up and static play, which, as has been noted, is boring (for the Tau player too).
I would have rather our army wide special rule was something like Darkstrider's ability to Consolidate after Overwatch. That rule pays off if you push the Tau up the table and maneuver them independently of each other. Much more interesting for everyone and much more reflective of the way the Tau actually would fight.
However, some of these formation special rules and new units are actually encouraging us up table.
Infiltration Cadre - put those units up table early in the game to score marker hits. Who cares if they get overrun as that triggers your Retaliation cadre to deep strike in with a buttload of Crisis Suits, Riptides and Relentless Broadsides/
Optimized Stealth Cadre - weapon ranges of 18 to 24 inches and the need to keep within 6 inches of each other means you have to push in close.
Heavy Retribution Cadre - okay, you probably want to park the Stormsurges in the backfield, but that Ghostkeel unit needs to get pretty close to the enemy to make use of the formation special rule.
Allied Advance Cadre - Benefits for putting units well forward in forested terrain
Breachers - they want to be less than 6 inches form the enemy, what more do we need to say there?
Hunter Cadre - the bigger Supporting Fire bubble means units have room to maneuver while Ambushes and Feints allows for some rapid movement.
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Tau and Space Wolves since 5th Edition. |
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![[Post New]](/s/i/i.gif) 2015/11/04 07:00:33
Subject: For the greater good! Tau 7th edition tactica.
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Warplord Titan Princeps of Tzeentch
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I keep finding it funny how tau haters tend to focus on us being a boring gunline, when I literally hasn't seen a single tau gunline for the entirety of 7th edition and that every other inner-tau tactic discussion is just what us the best way to jump on people's positions with deepstrikers, rushes, outflank and infiltration.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2015/11/04 07:36:17
Subject: For the greater good! Tau 7th edition tactica.
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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luke1705 wrote:
Unrelated question - I see a lot of people running a bunch of EWO upgrades on models and units that don't have a velocity fracker. Why is this? That seems very inefficient
Because outflanking reserves can make mess of an entire Tau gunline or whatever is back there. The Haemonculous Coven for example can bring 5 Talos into your backfield. MIGHT wanna do something about that. And so on.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/04 09:08:14
Subject: For the greater good! Tau 7th edition tactica.
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Regular Dakkanaut
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luke1705 wrote: Vineheart01 wrote:Jancoran is happy lol
Unrelated question - I see a lot of people running a bunch of EWO upgrades on models and units that don't have a velocity fracker. Why is this? That seems very inefficient
EWO's are cheap and give you an out in many difficult situations.
NO1 thing they do is change a guaranteed First Blood against you into one for you vs. drop pod list (But this worked better with the old FBSC, you could always should a pod with 3 broadsides for almost guaranteed kill).
NO2 Protect you units against any form of deep strike, be it SkyHammer (And Tau is the only one with even a bit of an ''out'' against this, everyone else just has to sit there and take it.), other drop pods or some of the more exotic DS options like Falcons, WebWayed Firedragons/wraith guard and so on.
NO3 If your about to get charged and something deep strikes or arrives from reserve you get at least one more shot out of the unit (This is a lot better than it sounds).
Rule of thumb: Broadsides, Riptides, StormSurge always get EWO. Rest at your discretion.
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![[Post New]](/s/i/i.gif) 2015/11/04 12:38:45
Subject: For the greater good! Tau 7th edition tactica.
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Fireknife Shas'el
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It's a bummer you can't give the Ta'unar EWO
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![[Post New]](/s/i/i.gif) 2015/11/04 17:51:19
Subject: Re:For the greater good! Tau 7th edition tactica.
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Focused Fire Warrior
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Did they forget to put sky rays in the hunter contingent rules? Because I want my sky rays back!
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This message was edited 1 time. Last update was at 2015/11/04 17:51:45
FOR THE GREATER F-ING GOOD! |
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![[Post New]](/s/i/i.gif) 2015/11/04 18:37:43
Subject: For the greater good! Tau 7th edition tactica.
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Big Mek in Kustom Dragster with Soopa-Gun
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The only way to get skyrays in the formation is the Armoured Interdiction Cadre, which unfortunately is the worst possible to way get skyrays because each unit of skyrays you want you need 3 units of hammerheads.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2015/11/04 18:43:07
Subject: For the greater good! Tau 7th edition tactica.
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Water-Caste Negotiator
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^ With the coordinated fire Skyrays with Networked markerlights might be a little too powerful perhaps.
Which come to think of it - might make it worth bringing a sunshark bomber.
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![[Post New]](/s/i/i.gif) 2015/11/04 18:44:33
Subject: For the greater good! Tau 7th edition tactica.
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Longtime Dakkanaut
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Just take Darkstrider for -1 T shenanigans, 2x5 Breachers and however many Skyrays you want, it's not like they really need re-roll to hit when they have TL weapons and BS5 Seekers.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/11/04 19:12:39
Subject: For the greater good! Tau 7th edition tactica.
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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I like how they did the Formations. It forces you to make decisions.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/04 19:26:52
Subject: Re:For the greater good! Tau 7th edition tactica.
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Towering Hierophant Bio-Titan
UK
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How about allocating grounding test wounds to drones?
The Coldstar lands on its drone!
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2015/11/04 20:11:33
Subject: For the greater good! Tau 7th edition tactica.
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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hehehe.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/04 21:40:38
Subject: Re:For the greater good! Tau 7th edition tactica.
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Grim Dark Angels Interrogator-Chaplain
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I'm curious-are breacher squads any good at all? The problem I see is that their weapons have very short range (15" to even touch anything, 5" to be a significant threat). I would think a valid tactic would be to take a squad of ten with a Guardian drone in a Devilfish, run up the board in the 'fish, disembark right in front of some MEQ, and let them have some AP3 in the face! Then, if they survive the inevitable counterattack, they just pile back into the 'fish and do it again! The high strength of their guns could also make it possible to pop a Rhino/Chimera/Taurox so your battlesuits could start shooting whatever's inside. The guardian drone would help them survive the counterattack, and if you could park the 'fish in the right spot, it could block LOS for some dudes wanting a shot at your breachers. On paper it looks good, but is it really as good as it sounds?
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![[Post New]](/s/i/i.gif) 2015/11/04 21:44:55
Subject: For the greater good! Tau 7th edition tactica.
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Wise Ethereal with Bodyguard
Catskills in NYS
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Vineheart01 wrote:DirtyDeeds wrote:I play Tau and I have a mixed gunline/ mid field strategy that blends well together and I believe these formations and new rules will make me unbeatable in my meta. I'll have to scale back a bit if I want to keep my friends. :/
Well, to be fair its pretty hard if not impossible to completely avoid the gunline tactics. I bring Broadsides every game, they never move. But aside from the new Stormsurge i got, literally nothing else stayed put unless my firewarriors were already in optimal Rapid Fire range. Two units being completely stationary does not mean i do a Gunline tactic, but i still have elements of it.
Heck, i play my orks insanely assaulty in the 7th ed book (total flip from 6th to me). Slugga choppas, MANz missiles, warbikers, walkers, etc. I still use Lobbas and Lootas. Am i a gunliner? Heck fething no lol.
So yeah. pessimists gonna' Pessimate I guess. And yes: i made that word up just now. And It's awesome.
Ok, that made me laugh for real. Nice one lol
Mobile tau FTW! My army (with it's 6 Dfish) might not be the most competitive, but it sure is fun. Automatically Appended Next Post: ZergSmasher wrote:I'm curious-are breacher squads any good at all? The problem I see is that their weapons have very short range (15" to even touch anything, 5" to be a significant threat). I would think a valid tactic would be to take a squad of ten with a Guardian drone in a Devilfish, run up the board in the 'fish, disembark right in front of some MEQ, and let them have some AP3 in the face! Then, if they survive the inevitable counterattack, they just pile back into the 'fish and do it again! The high strength of their guns could also make it possible to pop a Rhino/Chimera/Taurox so your battlesuits could start shooting whatever's inside. The guardian drone would help them survive the counterattack, and if you could park the 'fish in the right spot, it could block LOS for some dudes wanting a shot at your breachers. On paper it looks good, but is it really as good as it sounds?
They are good if you can get them there. Getting them there is expensive, however. That's the real downside to me (that and the 4/- at the longest range. Quite fun, although I'm sticking with carbine warriors.
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This message was edited 1 time. Last update was at 2015/11/04 21:46:28
Homosexuality is the #1 cause of gay marriage.
kronk wrote:Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
sebster wrote:Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens BaronIveagh wrote:Basically they went from a carrot and stick to a smaller carrot and flanged mace. |
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![[Post New]](/s/i/i.gif) 2015/11/04 22:05:45
Subject: For the greater good! Tau 7th edition tactica.
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Big Mek in Kustom Dragster with Soopa-Gun
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Breachers require a devilfish in order to do anything. On foot, they wont ever get more than a couple of guys in that 5" range without getting charged first.
I like the idea of the gun, i think its too short though. Either a better range or give them at least competent melee skills (WS3, 2 attacks, still S3 AP-) so they can at least attempt to fend off the inevitable charge.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2015/11/04 22:07:30
Subject: For the greater good! Tau 7th edition tactica.
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Vineheart01 wrote:Breachers require a devilfish in order to do anything. On foot, they wont ever get more than a couple of guys in that 5" range without getting charged first.
I like the idea of the gun, i think its too short though. Either a better range or give them at least competent melee skills (WS3, 2 attacks, still S3 AP-) so they can at least attempt to fend off the inevitable charge.
Breachers are good line defense units from reserve or deployed in the case of enemies who can get there fast. I'd use them to defend the Storm Surge from Wraith Guard in Serpents and things like that.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/04 22:15:19
Subject: For the greater good! Tau 7th edition tactica.
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Big Mek in Kustom Dragster with Soopa-Gun
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meh either way im not a fan of them. i may proxy a squad of firewarriors eventually but probably not. my squads being color coded makes it easy to tell which is which
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2015/11/04 22:22:39
Subject: For the greater good! Tau 7th edition tactica.
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Vineheart01 wrote:meh either way im not a fan of them. i may proxy a squad of firewarriors eventually but probably not. my squads being color coded makes it easy to tell which is which
Im not saying to go buy 30 right now. Just explaining how i might use them.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/04 22:52:31
Subject: Re:For the greater good! Tau 7th edition tactica.
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Longtime Dakkanaut
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I have a feeling that Breachers might be a sleeper favorite. With the prevalence of MSU marine spam nonsense, they're going to have good targets all over the place. With the run/fire rules, they're reasonably mobile on foot and can exert a reasonable amount of board control since they're pretty powerful within that magic 5" range. If you think about it, they effectively have a 14" threat range - 6" move, 3" run on low average, and 5" shooting. That's obviously not incredible, but if you think of them like dedicated assault troops, that actually sounds pretty decent, right? At the worst, they'll force your opponent to divert some firepower from other things to make sure your Breachers don't get close enough to unload a bunch of S6 AP3 death on his units. I think standard FW are probably a better bet, but I'm more than willing to try Breachers out fairly extensively. At the moment, I plan to run a very aggressive, mostly medium-range list, and they should perform well in that environment.
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