Switch Theme:

Tau 8th Edition Tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Longtime Dakkanaut




Razerous wrote:
How are you getting (full?) re-roll to hit & wound?


Kayon lets you re-roll hits if you don't move within 6" of the commander, then a commander can use command and control node stratagem on a unit of battlesuits to allow them to re-roll wounds at the cost of the commander not shooting.
   
Made in us
Longtime Dakkanaut




Kauyon plus C&CN
   
Made in gb
Towering Hierophant Bio-Titan



UK

Re-roll 1's, not a full re-roll to hit?

 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.  
   
Made in us
Esteemed Veteran Space Marine



Ottawa

Razerous wrote:
Re-roll 1's, not a full re-roll to hit?


Yea, when you declare Kauyon using the Master of War ability, you get to re-roll all failed hit rolls for friendly units within 6'' of the Commander. Then C&CN to re-roll all failed wound rolls.

This message was edited 1 time. Last update was at 2018/04/22 14:09:25


 
   
Made in us
Hellion Hitting and Running






 CREEEEEEEEED wrote:
 lambsandlions wrote:
Double Kauyon would be so powerful but not moving for two turns is a great way to get behind on points.

Why would you be running your broadsides around for objectives? Surely there are other units that have that job.

If I set up for a first turn Kauyon I want my broadsides, riptide and maybe even a unit or two of firewarriors in that 6" bubble. That is fine you don't have to move first turn. However, if I declare Kauyon turn 2, all those units will still be in Kauyon range. Kauyon reads:

Kauyon: Until the end of the turn, you can re-roll failed hit rolls for friendly <SEPT> units within 6" of the COMMANDER, but these units cannot move for any reason

This is not written "if these units do not move" or "units that did not move" it specifically says "but these units cannot move for any reason" so rules as written movement is not a choice for anyone in kauyon range. Meaning not just the broadsides but the riptide and the firewarriors and whatever else I tried to get value with turn 1 is stuck in place also turn 2.

Whats more on the point of double Kauyon, commander shadowsun outside of double kauyon is not very good. She takes up your commander slot and will have a hard time getting in range for her fusion blasters if she started in your back field. A coldstar commander might be better as you can declare kauyon turn 1, use him for C&C node and then move him out turn 2 to kill characters, monsters and tanks after your opponent has spread out a bit and some of their stuff has been killed. Suicide fusion blaster commanders are kinda stupid and I see a lot of players suiciding their commander.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 Fueli wrote:
 Jancoran wrote:
Ice_can wrote:
Drones being targetable independent units after deployment kinds kills taking them as add on's to units as your better off taking one larger unit than sprinkled in as upgrades.
Also means a spart opponents can quickly strip out the bonouses you get from drones. Ghostkeels are prime examples of this instead of spending the first half of the game a -2 to hit they are usually down to -1 before the first enemy shooting phase is over.


Drones can take wounds for drones, yes? Dont have the codex with me. Seems like you can protect them in that way. Maybe



They can't. Saviour Protocols only protect infantry and battlesuits. Drones are neither.


yup fair point. thanks. Didnt have the codex with me.

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 
   
Made in au
Sneaky Sniper Drone





Bundaberg

What are people's opinion on suicide Coldstars?

I used one against Admec last week and the two FB I put on it seemed to work well. Taking out their warlord on turn 2 (Though after doing it, I should of done it on turn 1). The Coldstar took out the warlord too easy. But I lost it on the next turn. I am still contemplating if this would be a good strategy in smaller games.

I have been building a list for a 1000 point tournament. My most recent ones have been based around 2 Coldstars, one suicidal with 2 FB. And the other one equipped with basics + Supernova Launcher, ATS.

What do you think? I will be versing Nids, Death Guard, Corn, Orks and Necrons in this upcoming event.

This message was edited 1 time. Last update was at 2018/04/23 00:10:58


If in Danger or in Doubt
Run in Circles
Scream and Shout

Ironklawmadgutsmek wrote:
ON A 2+ I GET TO HIT YOU OVER THE HEAD WITH THE RULEBOOK
 
   
Made in us
Longtime Dakkanaut




I'm sure there's a time and place for suicide Commanders - misplaced lynchpin characters, a weakened Titan, etc - but most if the time, you can get a better overall result by keeping your Commanders alive. Remember that they're some of the best shooting units in the game. Why would you throw them away on one turn of damage? In other words, leaving your commanders open to imminent death could be situationally useful, but if you go into the game planning to have them shoot once and then die, you're doing it wrong.
   
Made in au
Sneaky Sniper Drone





Bundaberg

MilkmanAl wrote:
I'm sure there's a time and place for suicide Commanders - misplaced lynchpin characters, a weakened Titan, etc - but most if the time, you can get a better overall result by keeping your Commanders alive. Remember that they're some of the best shooting units in the game. Why would you throw them away on one turn of damage? In other words, leaving your commanders open to imminent death could be situationally useful, but if you go into the game planning to have them shoot once and then die, you're doing it wrong.


That's what I thought. No one is going to give up that 2+ BS to one round of shooting.


If in Danger or in Doubt
Run in Circles
Scream and Shout

Ironklawmadgutsmek wrote:
ON A 2+ I GET TO HIT YOU OVER THE HEAD WITH THE RULEBOOK
 
   
Made in us
Sure Space Wolves Land Raider Pilot





So I've been running a pretty successful gun line I want to share to the group. 4 Strike Teams with 5 men each and 1 Riptide (HBC, 2x SMS, ATS, Target Lock) + 4 shield drones. Supported by a Commander (4 cyclic ion blasters) + 2 Shield Drones, Cadre, Ethereal, and Pulse Accelerator Drone. I also take a 10 man squad of Kroot and place them in front of the gun line. They scout out before turn 1 and provide a great screen also helps guarantee maximum damage output turn 1. All in about 778 points.

Bork'an Sept (6" longer range). Cadre (extra shot at half range). Warlord with through unity devastation (wound rolls of 6 improve AP by 1). Ethereal (reroll 1's or 6+ FNP). Pulse accelerator drone (6" longer range). Commander (Kauyon: reroll all failed hit rolls) (command and control node: riptide can reroll all failed wound rolls). 4 shield drones to protect riptide. 2 shield drones to protect commander.

The strike teams get 20 shots at 48" or 60 shots at 24". Rerolling all failed hit rolls and a 6+ FNP turn 1. Reroll 1's to hit turns 2+. +1 AP on rolls of 6.
Riptide 18 Shots at 42" + 8 at 36". Reroll failed hit rolls and failed wound rolls turn 1 and a 6+ FNP turn 1. Reroll 1's to hit turn 2+. +1 AP on rolls of 6.

The Commander sticks around turn 1 to buff but then starts pushing out after that.
   
Made in de
Automated Rubric Marine of Tzeentch



Netherlands

Don't think you can get 4 shield drones with a riptide, only the two shielded missile drones. Unless you mean an additional unit?

Also, your strike teams get to 42" of range, not 48".

I would replace the etherial with the darkstrider and combine some of the strike teams into one big unit of 12. His buff is too important not to have it for only 45 pts.

14000
15000
4000 
   
Made in gb
Longtime Dakkanaut




topaxygouroun i wrote:
Don't think you can get 4 shield drones with a riptide, only the two shielded missile drones. Unless you mean an additional unit?

Also, your strike teams get to 42" of range, not 48".

I would replace the etherial with the darkstrider and combine some of the strike teams into one big unit of 12. His buff is too important not to have it for only 45 pts.


Won’t be able to use Bor’kan if he takes Darkstrider though.

I think the extra range comes from the Pulse Accelerator Drone, though, he hasn’t listed a Pathfinder unit.

Should have plenty of points left over at 2k though to fit it all in.
   
Made in us
Longtime Dakkanaut




I think the extra range comes from the Pulse Accelerator Drone, though, he hasn’t listed a Pathfinder unit.
30" from pulse rifles, 6" from Borkan, and 6" from pulse accelerator makes 42". That's pretty awesome, but it isn't 48".
   
Made in gb
Longtime Dakkanaut




MilkmanAl wrote:
I think the extra range comes from the Pulse Accelerator Drone, though, he hasn’t listed a Pathfinder unit.
30" from pulse rifles, 6" from Borkan, and 6" from pulse accelerator makes 42". That's pretty awesome, but it isn't 48".


Oops, didn't do the maths, just made a comment waaaaay to quickly, my bad!
   
Made in fr
Automated Rubric Marine of Tzeentch



Netherlands

I'm afraid T'au sept tennet is so better than all the others it's not even funny. They have the two most important special characters (Longstrike and Darkstrider), they have the best tenet stratagem (for those who haven't seen VotlW in action, know that focused fire is a game changer). their tennet bonus is actually very good and they make perfect use of Counterfire Defense System. With good placement, some broadsides and a riptide around your striker team bubble will really make your army pretty un-chargable. Combine with a grav-inhibitor drone to do it again next turn.

Combine a 12 strong striker team with darkstrider, cadre and Through unity, devastation. In short range, that's 36 shots @ str 5, with +1 to wound and getting -1AP on a 5+. +2 to wound if you use Focused fire. That's +2 to wound on str 5 weapons, in case people don't get it. You are wounding land raiders on a 3+. And that's the cost of the striker team plus 90ish pts. With an added 2 markerlights with BS 2+, so standard reroll 1's in the least.

Math time: 5 markerlights on the unit described above. 36 shots at 3+ with reroll 1's --> 28 hits. 3+ to wound against vehicles and monsters, 2+ to wound against anything else.-> 18 wounds, 6 of them with ap-1 and no cover bonus. 23 wounds with 7 of them being ap-1 against smaller things., And that comes from a 170 pt thing.

Sa'Cea has some good points with railsides,and it kiiiinda justifies the railgun hammerheads but not really.

This message was edited 2 times. Last update was at 2018/04/24 14:17:56


14000
15000
4000 
   
Made in gb
Longtime Dakkanaut




topaxygouroun i wrote:
I'm afraid T'au sept tennet is so better than all the others it's not even funny. They have the two most important special characters (Longstrike and Darkstrider), they have the best tenet stratagem (for those who haven't seen VotlW in action, know that focused fire is a game changer). their tennet bonus is actually very good and they make perfect use of Counterfire Defense System. With good placement, some broadsides and a riptide around your striker team bubble will really make your army pretty un-chargable. Combine with a grav-inhibitor drone to do it again next turn.

Combine a 12 strong striker team with darkstrider, cadre and Through unity, devastation. In short range, that's 36 shots @ str 5, with +1 to wound and getting -1AP on a 5+. +2 to wound if you use Focused fire. That's +2 to wound on str 5 weapons, in case people don't get it. You are wounding land raiders on a 3+. And that's the cost of the striker team plus 90ish pts. With an added 2 markerlights with BS 2+, so standard reroll 1's in the least.

Math time: 5 markerlights on the unit described above. 36 shots at 3+ with reroll 1's --> 28 hits. 3+ to wound against vehicles and monsters, 2+ to wound against anything else.-> 18 wounds, 6 of them with ap-1 and no cover bonus. 23 wounds with 7 of them being ap-1 against smaller things., And that comes from a 170 pt thing.

Sa'Cea has some good points with railsides,and it kiiiinda justifies the railgun hammerheads but not really.


Most monsters and vehicles are T6+ though, so they’d only be wounding on 4s.

But yes, I agree that T’au seems to be the best sept, though I do like the idea of running a sa’cea list. I’d prob always run a sa’cea supreme command or vanguard alongside every t’au list though, simply as markerlight support.
   
Made in fr
Automated Rubric Marine of Tzeentch



Netherlands

Kdash wrote:
topaxygouroun i wrote:
I'm afraid T'au sept tennet is so better than all the others it's not even funny. They have the two most important special characters (Longstrike and Darkstrider), they have the best tenet stratagem (for those who haven't seen VotlW in action, know that focused fire is a game changer). their tennet bonus is actually very good and they make perfect use of Counterfire Defense System. With good placement, some broadsides and a riptide around your striker team bubble will really make your army pretty un-chargable. Combine with a grav-inhibitor drone to do it again next turn.

Combine a 12 strong striker team with darkstrider, cadre and Through unity, devastation. In short range, that's 36 shots @ str 5, with +1 to wound and getting -1AP on a 5+. +2 to wound if you use Focused fire. That's +2 to wound on str 5 weapons, in case people don't get it. You are wounding land raiders on a 3+. And that's the cost of the striker team plus 90ish pts. With an added 2 markerlights with BS 2+, so standard reroll 1's in the least.

Math time: 5 markerlights on the unit described above. 36 shots at 3+ with reroll 1's --> 28 hits. 3+ to wound against vehicles and monsters, 2+ to wound against anything else.-> 18 wounds, 6 of them with ap-1 and no cover bonus. 23 wounds with 7 of them being ap-1 against smaller things., And that comes from a 170 pt thing.

Sa'Cea has some good points with railsides,and it kiiiinda justifies the railgun hammerheads but not really.


Most monsters and vehicles are T6+ though, so they’d only be wounding on 4s.

But yes, I agree that T’au seems to be the best sept, though I do like the idea of running a sa’cea list. I’d prob always run a sa’cea supreme command or vanguard alongside every t’au list though, simply as markerlight support.


Darkstrider + focused fire. 3+ to wound against anything in the game, 2+ against T5 or less. Include 2 units of 12 for good measure. First of all, cadre can buff them both, secondly you have a plan B if the enemy realises the pain you put him through and starts shooting your striker teams down.

14000
15000
4000 
   
Made in us
Longtime Dakkanaut




I'm thinking T'au is probably the best sept overall due to Focused Fire (which meshes well with how easily we spam CP) and the character options, but I feel like Borkan can be more powerful if you arrange your army to cater to the sept. That said, a strong Tau army is going to comprise a mix of septs, so you'll have detachments designed around their respective sept anyway.

Being more or less unchargeable is pretty nice, but you're pretty near that anyway with FtGG. Unless something is charging you from across the board (which happens, admittedly), you're probably going to have more luck just clearing out everything that could reach you in the next turn, which with 3 S5 shots per 7 pt troop is definitely a viable option. To be clear, I think the Tau sept trait is really strong, but don't underestimate going for more offense. Better overwatch doesn't do much if there's nothing left to be charged by!
   
Made in fr
Automated Rubric Marine of Tzeentch



Netherlands

I mean imagine charging the striker teams (or even better, some kroot screen in front of them) and getting overwatched on a rerollable 5+ by two missilesides and a HBC riptide. The SMS alone is 24 shots, plus 16 from the missiles and 12/18 from the HBC. Add ATS and you got yourself a dead charger.

14000
15000
4000 
   
Made in gb
Ship's Officer



London

I think a Tau sept gunline would be pretty heartbreaking for a melee list to fight against. I'm thinking 6x12 fire warriors set up in lines 3 deep with darkstrider and a fireblade in there somewhere. Maybe anchor the ends with big stuff like riptides to stop anyone from surrounding a unit.

The idea of charging any of those guys is basically suicidal, except for the few units in the game that you can't overwatch. And the chances are that anyone who does make it in will have taken a grenade hit so be at -1 to hit and not kill all that many of your 7 point guys. Then you just fall back and hit them with your ludicrous amounts of shooting again.

A pulse accelerator drone does seem like a good idea. I'd consider having a devilfish for the fireblade, darkstrider and drone (with accompanying squad) to hide in at the start. A tidewall thingy would be a potential alternative option, though that's no use for the drone. This is just to stop people sniping out your characters on turn 1 - they would jump out as soon as things started to appear in rapid fire range.
   
Made in gb
Combat Jumping Rasyat




East of England

So are T'au entering a new golden age? The new beta rules plays right into their hands, and a lot of the top dog lists got some heavy nerfs. I've been flrting with getting into T'au for a while, I may make them my next project...
   
Made in gb
Ship's Officer



London

That very much remains to be seen. I think we'll know more once they've been to some proper tournaments.

I might submit a Tau list for the London GT, which is in a few weeks. I'm nervous about doing so, as I've had no real practice with them and my stuff isn't painted. But I do want to try them out in that environment and I'm not too fussed where I come in the standings, so I think I'll give it a go.
   
Made in gb
Longtime Dakkanaut




Mandragola wrote:
That very much remains to be seen. I think we'll know more once they've been to some proper tournaments.

I might submit a Tau list for the London GT, which is in a few weeks. I'm nervous about doing so, as I've had no real practice with them and my stuff isn't painted. But I do want to try them out in that environment and I'm not too fussed where I come in the standings, so I think I'll give it a go.


I nearly went that route myself before i decided to be a masocist and flipped to marines then thousand sons

I do think tau will do well vs most lists now
   
Made in us
Sure Space Wolves Land Raider Pilot





Someone give me their Darkstrider/strike team/Cadre/Riptide/ broadsides/ whatever T'au sept gunline example everyone is saying is the best
   
Made in gb
Longtime Dakkanaut




Not sure what the "best" is, but i was thinking 1 riptide a bigish unit of stealths and 2 ghostkeels to help screen, a few units of heavy gun drones, couple of commanders, 30-40 warriors, 20 kroot, couple of units of vespids, drones etc. All backed up by darkstrider and a sa cea vanguard for more markerlights. Not overtly op, but has a lot more shots than you realise, you're able to constantly use stratagems across the board and has plenty of good markerlight support. It also easily controls half the table in regards to blocking deep strikes and preventing (potentially) things like scouts from getting good positions
   
Made in us
Longtime Dakkanaut




 thefallenjackal wrote:
Someone give me their Darkstrider/strike team/Cadre/Riptide/ broadsides/ whatever T'au sept gunline example everyone is saying is the best
Here's the list I'm working with right now:

Viorla Battalion
Coldstar - 4 fusions - 174
Fireblade - 42
3x12 Fire Warriors - 252
2x3 Stealth Suits - 168
536


Sacea Battalion
Coldstar - 4 fusions - 174
Fireblade - 42
3 Firesight marksmen - 75
3x5 FW - marker - 114
3x5 pathfinders - 120
525

Tau Battalion
Coldstar - 4 fusions, JSJ - 174
Fireblade - warlord (TUD), PEN - 42
4x5 FW - 140
3 Broadsides - 2 HYMP, 2 SMS, ATS - 456
3x4 Shield Drones - 120
932
1993
17 CP

I'm considering rearranging some of the FW to have a big unit in the Tau battalion and figuring out how to work in Darkstrider.

The idea is that the Viorla Coldstar hangs out T1 to call Kauyon and use C&CN on the Broadsides to take out a key target and then have him use his 40" move to get wherever he's needed. Meanwhile, the Viorla FW charge up the board as fast as possible to support the Stealth Suits and use Hot Blooded on the largest unit. Meanwhile, much of the rest of the army huddles in a death ball around the Broadsides to keep them firing as long as possible. 17 CP should be plenty to use marker strats, Focus Fire, and Hot Blooded basically as much as you like with some ion bombardment thrown in.
   
Made in gb
Longtime Dakkanaut




The virola cold star can NOT use comand and control strat on Tau broadsides. It's Sept locked

This message was edited 1 time. Last update was at 2018/04/25 15:45:39


 
   
Made in us
Omnipotent Necron Overlord






MilkmanAl wrote:
I'm thinking T'au is probably the best sept overall due to Focused Fire (which meshes well with how easily we spam CP) and the character options, but I feel like Borkan can be more powerful if you arrange your army to cater to the sept. That said, a strong Tau army is going to comprise a mix of septs, so you'll have detachments designed around their respective sept anyway.

Being more or less unchargeable is pretty nice, but you're pretty near that anyway with FtGG. Unless something is charging you from across the board (which happens, admittedly), you're probably going to have more luck just clearing out everything that could reach you in the next turn, which with 3 S5 shots per 7 pt troop is definitely a viable option. To be clear, I think the Tau sept trait is really strong, but don't underestimate going for more offense. Better overwatch doesn't do much if there's nothing left to be charged by!

Tau sept is offensive. +1 to wound stratagem is the best offensive boost in the codex.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

Ice_can wrote:
The virola cold star can NOT use comand and control strat on Tau broadsides. It's Sept locked


This. If you want the benefit then all units must be from the same sept.

This message was edited 1 time. Last update was at 2018/04/25 19:25:14


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Longtime Dakkanaut




Oh, crap. That's actually a pretty minor issue since there's a Tau Commander available. It's just not as easy to get him positioned correctly after that first turn.
   
 
Forum Index » 40K General Discussion
Go to: