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Made in gb
Regular Dakkanaut




Yaktan wrote:
I would say it really depends on the rest of your list and what your meta is like. Since any of the coldstar builds are pretty good at what they do, and are fairly interchangeable in terms of points, you can probably use them to fill in at the end of your list depending on what you need more. If you have plenty of anti-infantry, fusions are good, if you have solid anti-tank and need infantry clearing, burst/mp/ats are good.

I do not do farsight, but my stealth/breacher list probably has similar goals of close in fighting and board control, and I went with a fusion coldstar since my firewarriors, breachers, etc tend to offer good amounts of infantry killing, and for a long time my meta was thick with imperial knights (one tournament all of my games were vs. knights. It was exhausing even though I tended to push them around). One think I do find with him is that 18 inches is long enough range for him to hide behind my ghostkeels or mass breachers much of the time, so he survives pretty well.


Okay I see. Thanks very much for the response and your thoughts. I think I’m going to have to play test both variants and see which one I need the most. I’m planning 6 Crisis suits with 2xCIB & ATS, 2 Ghostkeels with burst cannons over fusion, and 6x5 Breachers. The 3x Enforcers will have 3x CIB & ATS too. I think I’ll have enough anti horde shooting with all that so maybe 2x Fusion and one with missiles to hop around on objectives...

This message was edited 1 time. Last update was at 2020/02/26 23:55:45


 
   
Made in gb
Regular Dakkanaut



Cymru

 BoomWolf wrote:
If you are trying to be any level of competitive, avoid them.
Their loadouts are good for a story, but not in game.


What people have been saying for over a year - and its still only conditionally true.

They have poor weapon choices which are reflected in some tasty points discounts. You do not pay full Commander points for those Commanders so you have to re-evaluate their weapons loads with that in mind.

I played them in a couple of RTTs and absolutely smashed all comers with them. If you can get your head around all their rules and keep your screening good they are very good at stopping your opponent from whatever it was they were trying to do. That is really the theme of their special rules - being hard to play against rather than being awesomely hard-hitting. That is of course on top of being Character spam so they are unafraid of shooting so long as you can keep something else closer.

With The Greater Good they now have much improved Sept rules (basically no need for markerlights) and stratagems.

If your competitive level is smaller events and especially RTTs go for it. They will do great for you.

If your competitive level is major and super-major events - especially with the ITC rulespack which still hurts them pretty hard - maybe not.
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

Hi guys! I’m playing my first tau game this Tuesday for a escalation league. I was going to bring a bare bones battalion and a riptide, but I don’t want to be “that guy”, not sure if this list is any better, but we’ll see.

Spoiler:

++ Battalion Detachment +5CP (T'au Empire) [28 PL, 500pts] ++

+ No Force Org Slot +

T'au Empire Sept Choice: Farsight Enclaves

+ HQ +

Commander in XV8 Crisis Battlesuit [7 PL, 132pts]: Advanced targeting system, 3x Cyclic ion blaster, Puretide engram neurochip, Warlord

Commander in XV85 Enforcer Battlesuit [7 PL, 136pts]: Advanced targeting system, 3x Cyclic ion blaster

+ Troops +

Strike Team [4 PL, 52pts]
. Fire Warrior Shas'ui: Markerlight, Pulse rifle
. 6x Fire Warrior w/ Pulse Rifle

Strike Team [4 PL, 45pts]
. Fire Warrior Shas'ui: Markerlight, Pulse rifle
. 5x Fire Warrior w/ Pulse Rifle

Strike Team [4 PL, 45pts]
. Fire Warrior Shas'ui: Markerlight, Pulse rifle
. 5x Fire Warrior w/ Pulse Rifle

+ Fast Attack +

Tactical Drones [2 PL, 90pts]
. 9x MV4 Shield Drone

++ Total: [28 PL, 500pts] ++

Created with BattleScribe

This message was edited 1 time. Last update was at 2020/03/01 22:07:21


 
   
Made in gb
Pulsating Possessed Chaos Marine






 killerpenguin wrote:
Hi guys! I’m playing my first tau game this Tuesday for a escalation league. I was going to bring a bare bones battalion and a riptide, but I don’t want to be “that guy”, not sure if this list is any better, but we’ll see.

Spoiler:

++ Battalion Detachment +5CP (T'au Empire) [28 PL, 500pts] ++

+ No Force Org Slot +

T'au Empire Sept Choice: Farsight Enclaves

+ HQ +

Commander in XV8 Crisis Battlesuit [7 PL, 132pts]: Advanced targeting system, 3x Cyclic ion blaster, Puretide engram neurochip, Warlord

Commander in XV85 Enforcer Battlesuit [7 PL, 136pts]: Advanced targeting system, 3x Cyclic ion blaster

+ Troops +

Strike Team [4 PL, 52pts]
. Fire Warrior Shas'ui: Markerlight, Pulse rifle
. 6x Fire Warrior w/ Pulse Rifle

Strike Team [4 PL, 45pts]
. Fire Warrior Shas'ui: Markerlight, Pulse rifle
. 5x Fire Warrior w/ Pulse Rifle

Strike Team [4 PL, 45pts]
. Fire Warrior Shas'ui: Markerlight, Pulse rifle
. 5x Fire Warrior w/ Pulse Rifle

+ Fast Attack +

Tactical Drones [2 PL, 90pts]
. 9x MV4 Shield Drone

++ Total: [28 PL, 500pts] ++

Created with BattleScribe


Looks solid for a small points game, you need to split your drones up into small units to force overkill and avoid people using tricks like vox scream. Give 2 to each commander and have a unit of 5.
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

 small_gods wrote:
 killerpenguin wrote:
Hi guys! I’m playing my first tau game this Tuesday for a escalation league. I was going to bring a bare bones battalion and a riptide, but I don’t want to be “that guy”, not sure if this list is any better, but we’ll see.

Spoiler:

++ Battalion Detachment +5CP (T'au Empire) [28 PL, 500pts] ++

+ No Force Org Slot +

T'au Empire Sept Choice: Farsight Enclaves

+ HQ +

Commander in XV8 Crisis Battlesuit [7 PL, 132pts]: Advanced targeting system, 3x Cyclic ion blaster, Puretide engram neurochip, Warlord

Commander in XV85 Enforcer Battlesuit [7 PL, 136pts]: Advanced targeting system, 3x Cyclic ion blaster

+ Troops +

Strike Team [4 PL, 52pts]
. Fire Warrior Shas'ui: Markerlight, Pulse rifle
. 6x Fire Warrior w/ Pulse Rifle

Strike Team [4 PL, 45pts]
. Fire Warrior Shas'ui: Markerlight, Pulse rifle
. 5x Fire Warrior w/ Pulse Rifle

Strike Team [4 PL, 45pts]
. Fire Warrior Shas'ui: Markerlight, Pulse rifle
. 5x Fire Warrior w/ Pulse Rifle

+ Fast Attack +

Tactical Drones [2 PL, 90pts]
. 9x MV4 Shield Drone

++ Total: [28 PL, 500pts] ++

Created with BattleScribe


Looks solid for a small points game, you need to split your drones up into small units to force overkill and avoid people using tricks like vox scream. Give 2 to each commander and have a unit of 5.


Thank you for your input! I didn’t think of that. I only thought it would be harder to get first blood.
   
Made in gb
Longtime Dakkanaut




Would also suggest making the enforcer the warlord.

As that way they need to target but the crisis and enforcer comanders instead of punishing one for slay the warlord and removing the puretide chip.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

So is the FSE 6 commander with Crisis Suit Bomb going to be the new meta list or just an alternate of the Triptide/Commander/ Shield Drones.


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Made in us
Longtime Dakkanaut




Missilesides and Iontides are going to get a lot of attention. Expect to see multiple permutations.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

Sterling191 wrote:
Missilesides and Iontides are going to get a lot of attention. Expect to see multiple permutations.


Yeah that was the 3rd list. The thing about the broadsides though, is they are slow and cant fly. So as soon as you are tagged in combat, game over.

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Made in us
Longtime Dakkanaut




 Dynas wrote:

Yeah that was the 3rd list. The thing about the broadsides though, is they are slow and cant fly. So as soon as you are tagged in combat, game over.


A liability, but one that's largely mitigated by the hellacious amount of hurt they can put out. The fact that there are multiple extremely good options now is not remotely a bad thing.
   
Made in gb
Regular Dakkanaut



Cymru

 Dynas wrote:
So is the FSE 6 commander with Crisis Suit Bomb going to be the new meta list or just an alternate of the Triptide/Commander/ Shield Drones.



I don't personally think the Crisis Bomb part of that will make the grade. Sad but the truth is they tend to die too easily and they are too expensive to be a throwaway. A cheaper Crisis Scalpel might be good but the big bomb units need to *devastate* the opponent on arrival to be worthwhile and I just think too many top tier lists will weather the storm better than that.

The 6 commander part is very solid target denial combined with firepower and probably hyper-mobility assuming several Coldstar Commanders. It is too early to say exactly what will best complement those commanders in each tournament format - I do think it will be a slightly different build across different tournament formats due to the different scoring.
   
Made in fr
Been Around the Block




I'm pretty confused about this 6 FSE commander talk... Has this been expanded/clarified/discussed anywhere? (didn't find a YMDC or FAQ)

T'au Empire Codex wrote:If you are playing a matched play game, then in a Battle-forged army, you can include no more than one Commander in each Detachment.


The Greater Good wrote:If you are playing a matched play game with a Battle-forged army, you can include no more than two FARSIGHT ENCLAVES COMMANDER units in each Detachment.


I don't see how the rule as written supersedes Ro3 (I assume we're talking in Ro3 context - else I have no issue), it just goes around the 1 commander by detachment rule in the codex.

The same way you "can" take 6 riptides in a Vanguard but actually can't because of Ro3.

The only uses I see are:
- 2 commanders in just one detachment (eg lone Brigade or a det you want to field with alongside the Eight)
- 3 commanders with playing 2 detachments (eg 2xBatallion - and same the Eight thing)
- Shuffle your commanders in FSE if that's where you want them (eg your 3 commanders in 2xFSE Bats and your Fireblades in a Sa'cea det)

I honestly don't think the intent is to allow to circumvent Ro3, though I'd be happy to be proven wrong.


   
Made in fi
Locked in the Tower of Amareo





3 crisis suit commanders, 3 cold star commanders. Not sure but think that's what 6 commander refers. Before due to tau specific restriction you could have max 1 with keyword commander and with 3 detachments limited you could have max 3 of any combinaton(and there's whole bunch of crisis suit commanders to pick).

With this 2 commander per detachment you can get thus total of 6. There's even lot more you could take without tau restrictions. Like 4 crisis suit commanders(=12) and cold star(=3) for 15 + special characters. But tau specific one restricts it to 3 or 6 with FCE.

Commander is keyword. Not datasheet. Each of the various crisis suit commanders are own datasheets and ergo you could normally take 3 of each. Much like IG there's number of variant leman russes so even with rule of 3 you can have 3 squadrons of leman russ, 3 leman russ conquerors, 3 leman russ commander etc.

This message was edited 1 time. Last update was at 2020/03/03 11:28:37


2024 painted/bought: 109/109 
   
Made in fr
Been Around the Block




Ah, yeah, there we go, thanks for the explanation.

I brainfarted the keyword thing and forgot the different suits had different datasheets.
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

Do you guys think the 6 commanders in Farsight enclaves is gonna get FAQ'd? Its just that i collected 'nids when 8th ed dropped, and i bought, 7 flyrants. Dont want to do the same mistake again..
   
Made in fi
Locked in the Tower of Amareo





The FAQ is about to come very soon so we'll know but that seems too specific to not be intentional and isnt' FCE known for the suits?

But wouldn't buy tons of commanders if you don't have already. With GW that's best option.

2024 painted/bought: 109/109 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

I would wait. Its quite possible that it does get nerfed. Always best to wait until the 2 week FAQ comes out after any book.

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Made in ca
Fireknife Shas'el






I can't see them removing the FSE extra commander per detachment rule, given how deliberately it was done.




   
Made in us
Longtime Dakkanaut




The 1 commander rule was put in place because no one ran regular suits, just commanders. This was done before the rule of 3. Since then people have started using regular suits / bodyguards in their lists. On top of the bonus that can be given using those new prototype weapons systems I could see them sticking to the 2 commanders per detachment right now just to see how it plays out. I think you will still see a single large squad of burst cannon suits with the prototype swap out as well as an influx of more commanders. Considering its farsight enclave only the more interesting thing will be do we see people switch from tau or borkan to farsight or not. This 1 change has given tau players a new option that's mighty interesting compared to the 2 default options before and should at least lead to different types of lists on the tables now.
   
Made in fi
Locked in the Tower of Amareo





Yep. I think by the very least it should be tried. It's particularly nice for the internal balance if it encourages other septs than just t'au. So I hope it doesn't get changed.

However seeing how often gw changes things in the book's faq investing money(or converting existing models...like sister players who converted the starter set canoness to be legal as per codex only to have the codex option replaced with the originally illegal configuration making all those converted models suddenly illegal...) on this(unless you really, really, REALLY want to use it in tournament right away).

Better safe than sorry just in case! I don't expect it to get removed but then again I didn't expect canoness codex wargear option get removed either!

2024 painted/bought: 109/109 
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

 Dynas wrote:
I would wait. Its quite possible that it does get nerfed. Always best to wait until the 2 week FAQ comes out after any book.


Is there a date for this FAQ?
   
Made in fi
Locked in the Tower of Amareo





GW claims 2 weeks after release but it's not hard&fast. Though about that. Think it's about 2 weeks now? So likely next monday(think these generally come on monday though not putting head on stake!)

This message was edited 1 time. Last update was at 2020/03/04 13:25:43


2024 painted/bought: 109/109 
   
Made in gb
Longtime Dakkanaut




tneva82 wrote:
GW claims 2 weeks after release but it's not hard&fast. Though about that. Think it's about 2 weeks now? So likely next monday(think these generally come on monday though not putting head on stake!)

Believe it should have bee last monday but was usurped by the Marine errata fairly sure that's the second time Tau FAQ has been usurped and ended up being way late.

A suspicious person would suggest it's deliberately set up this way.
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

This has probably come up a thousand times, but now after psychic awakening are breaches better than strike teams? I was going to collect a 6x commanders in a enclaves list, but I’m taking your advice and wait for the faq before I pull the trigger. Should a go for breachers or strike teams in this type of list?

This message was edited 2 times. Last update was at 2020/03/05 07:33:00


 
   
Made in gb
Pulsating Possessed Chaos Marine






 killerpenguin wrote:
This has probably come up a thousand times, but now after psychic awakening are breaches better than strike teams? I was going to collect a 6x commanders in a enclaves list, but I’m taking your advice and wait for the faq before I pull the trigger. Should a go for breachers or strike teams in this type of list?


I think 1 or 2 units of breachers maxed out is now pretty good in FSE I wouldn't go for all breachers. Depending on your preference you could go for kroot (a cheaper more resilient/point screen) or a strike team for some extra firepower. If you're running 6 commanders and a couple of riptides then I'd go 40 kroot and 20 breachers.
   
Made in us
Mutilatin' Mad Dok





Norway, Tønsberg

Have you guys tried playing with 6 commanders?
   
Made in us
Longtime Dakkanaut




FAQ is up. No more super drones, cant take multiple of the same Prototype System, units cant carry multiple PSs, and they nerfed FSE Kauyon.

Oh and Shadowsun is still pointless if you're not playing Tau sept.

https://www.warhammer-community.com/wp-content/uploads/2020/03/588e817f.pdf?fbclid=IwAR0zOHtiHtC0nEDHq5vHkN2ouHOcBAWOluaS6adSFWdUaCAPxQjadxF9o1w

This message was edited 1 time. Last update was at 2020/03/11 14:27:51


 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

Page 38 – T’au Empire Stratagems,
Modulated Weaponry
Change the first sentence to read:
‘Use this Stratagem in your Shooting phase, when a
Riptide, Ghostkeel or Vehicle model (other than a
Titanic model) from your army is chosen to shoot with.’


They took away the ability on the Y'hvara, back to the shelf.

Looks like we got the Seigler trip tride commander drone spam list or FSE Crisis Bomb as really the only 2 viable comp builds. Maybe broadside/ missile spam with custom regiments.

Seeing that Kauyon FSE was nerfed to codex style instead of the other way around is a bit disappointing as well.

Agreed on Shadowsun, pointless without Tau sept.

Upgunned not carrying over to other burst weapons is a bummer as well. I mean space marines get theres for all BOLT weapons, kind of annoying, but then again , not a favored children.

This message was edited 1 time. Last update was at 2020/03/11 15:22:34


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DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in gb
Longtime Dakkanaut




Maybe being dumb here but where is the change to the FSE kauyon ability?

The Y'varha and a number of other units just need some straight up points drops or better rules not a strategum work around though.
   
Made in us
Longtime Dakkanaut




Ice_can wrote:
Maybe being dumb here but where is the change to the FSE kauyon ability?.


It was rewritten to be a reroll all hits in PA5 for Enclave Comanders. The FAQ turns it back to the Codex version of reroll failed hits.
   
 
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