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Made in us
Mekboy Hammerin' Somethin'






So with the doubling of the Tau Firepower, I am actually thinking about busting them out.

Basically fire warriors can fire on the move, keeping out of assault range, or double tap from a loving distance.
12 fire warriors pouring 24 shots into a Marine TAC squad now yields 8 wounds, ~11 wounds with a single marker light, ~13 with two marker lights

Crisis Suits now get a huge boost in power with the improved plasma guns.
3 Fire knifes now pour out 6 plasma and 6 missiles on the move, 9 plasma and 6 missiles while standing still.
Moving results in 5 wounds, half being plasma. One marker light raises this to 6-7 wounds, half being plasma, and two marker lights increase it to 8 wounds
Staying Still results 6 wounds, half being plasma. One marker light raises this to 7-8 wounds, 5 being plasma, and two marker lights increase it to 10 wounds 6 being plasma.

This is a huge improvement in both of these mainstay units, So much so, I think the possiblility of killing off units of 10 marines is no longer the work of 3 Crisis Teams, but rather a fireknife team and two full fire warrior Teams or two fireknife teams. Also with Glancing leading to dead tanks, Firewarriors can take out rhinos and razor backs more reliably and Fireknife teams can regularly dismantle even the fronts of chimeras...

This might even make bodyguards worth taking because how awesome Crisis Suits have become...

This message was edited 1 time. Last update was at 2012/06/27 05:47:58


Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Longtime Dakkanaut




St. George, UT

Its not all good.

Firewarriors and kroot are the only things that can claim objectives and now have to do it from outside the D-fish. They still suffer from LD issues. Better rapid fire and overwatch will be good, but we have nothing that can stand up to dueling. ICs are going to have a field day against us. If hammerheads and d-fish only get 3 Hull points, they will get glanced to death fairly easy because of side 12 and 11 armor.

However, what I really like is that Hammerheads can once again move their full 12" and shoot all the guns at full BS (with appropriate upgrades). SMS systems once again are a very good upgrade.

Kroot hounds will never see the table again, because overwatch fire will be more important than a few I4 attacks and to that end overwatch will prevent kroot from ever charging anything. They truly are nothing but speed bumps now. The Kroot ox gun is interesting, it got a pretty good boost because of its range.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in us
Regular Dakkanaut





With assault being 2D6, Crisis suits are going to be highly mobile.


BFG

 IHateNids wrote:
One does not simply out-shoot Tau...
 
   
Made in us
Drone without a Controller




The Eastern Fringe

As I haven't been able to get my hands on a rulebook, I have no idea how we'll look in 6th.


One thing I am excited about however is allies... I seem to be the only one who is :p

On the fluffy side of things, I finally get a legal way to field some Gue'vesa auxiliaries! Yay! Planning to kitbash some Crisis Suits with Sentinels. Going for the Inquisitor Karamazov look.
And on the cheesy tournament side, I get to stick an Eldar farseer somewhere in my firing line and give my poor old BS 3 Tau re-rolls to hit!
   
Made in gb
Regular Dakkanaut




QuietOrkmi wrote:So with the doubling of the Tau Firepower, I am actually thinking about busting them out.

I thought that all turned out to be rumours that are not true. There is no double dap at long range.

Battlesuits could always pour out 6 plasma and 6 missiles on the move as they always count as not moving. Although as before rapid fire is limited to 12”. I just do not see how Tau have gained much.
EDIT: How are you getting "9 plasma and 6 missiles while standing still" battlesuits always count as standing still so thats 6plasma always. Never 9.

This message was edited 2 times. Last update was at 2012/06/27 10:07:13


 
   
Made in us
Drone without a Controller




The Eastern Fringe

Pottsey wrote:
Although as before rapid fire is limited to 12”. I just do not see how Tau have gained much.


I thought Rapid Fire is half range? 15'' in case of pulse rifle.
   
Made in gb
Regular Dakkanaut




XV8 Crisis Suit wrote:
Pottsey wrote:
Although as before rapid fire is limited to 12”. I just do not see how Tau have gained much.


I thought Rapid Fire is half range? 15'' in case of pulse rifle.

Not really sure one person with the rule book said half range another with the rulebook said 12”. We also seem to have lost all our nightfight stuff.
   
Made in us
Regular Dakkanaut





Rapid fire is always 12" in 5th edition. And you could only fire 1 shot at max range currently. 2 if within 12" Page 28 BRB.

The 9 Plasma thing came from Rumors of Relentless grants an extra shot. So 2 Shots at max w/o moving +1 from relentless = 3, times 3 because of three suits equals 9 shots.
We'll find out if thats true or not when the new rulebook comes out.



BFG

 IHateNids wrote:
One does not simply out-shoot Tau...
 
   
Made in gb
Painting Within the Lines




The rapid fire is one of the rumours everyone is less sure on. Wait the three days before you invest.
   
Made in ca
Dakka Veteran




Rapid fire will be half range, and if you don't move you can RF at full range.
   
Made in us
Longtime Dakkanaut




St. George, UT

BronzeJon wrote:Rapid fire will be half range, and if you don't move you can RF at full range.


Time to revisit the Kroot gun. LOL. 48" rapid fire.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in us
Stealthy Kroot Stalker






U.S.

It's a bit of a waste, but one can use markerlights for snap shots to up the BS to respectable levels.

Only really useful on vehicles or Broadsides w/o A.S.S. though.
   
Made in fi
Longtime Dakkanaut




KrimsunBaron wrote:The rapid fire is one of the rumours everyone is less sure on. Wait the three days before you invest.


Supposedly, this is direct quote from rulebook:

"A model armed with a Rapid Fire weapons can fire two shots at a target up to half the weapon's maximum range away. Alternatively, it can instead fire one shot at a target over half the weapon's range away, up to the weapon's maximum range."

So no two shots to max. range, but no movement limitation either, and it really IS half range, which means 15" rapid fire for Fire Warriors and 24" for Kroot Gun. Man, Krootox might actually be worth taking now.

Mr Vetock, give back my Multi-tracker! 
   
Made in us
Drone without a Controller




The Eastern Fringe

Backfire wrote:
KrimsunBaron wrote:The rapid fire is one of the rumours everyone is less sure on. Wait the three days before you invest.


Supposedly, this is direct quote from rulebook:

"A model armed with a Rapid Fire weapons can fire two shots at a target up to half the weapon's maximum range away. Alternatively, it can instead fire one shot at a target over half the weapon's range away, up to the weapon's maximum range."

So no two shots to max. range, but no movement limitation either, and it really IS half range, which means 15" rapid fire for Fire Warriors and 24" for Kroot Gun. Man, Krootox might actually be worth taking now.


Please don't get my hopes up. :c
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

acekevin8412 wrote:It's a bit of a waste, but one can use markerlights for snap shots to up the BS to respectable levels.


Unfortunately, nope. Markerlights as currently written expire at the end of your turn if not used, so you won't be able to activate them on the enemy's turn (When they charge and you resolve the snapfire). Hopefully they might errata it to expire at the start of your next turn instead, but I'm not overly optimistic about markerlights getting a buff.

Plus, I wouldn't worry too much about ICs wrecking face. If a squad hits your suits in CC, the squad pretty much becomes a write-off at that point, even with the nerf to power wepaons (Broadsides are doing a bit better, but not by much). Plus, now that you can (supposedly) regroup at 25% or better squad size, Crisis suits without drone entourages no longer have to worry about bonding knives.

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in gb
Regular Dakkanaut




BronzeJon wrote:Rapid fire will be half range, and if you don't move you can RF at full range.

Lots of people with the rulebook have said that is not true. You can only rapid fire at half range.


Automatically Appended Next Post:
darkPrince010 wrote:
acekevin8412 wrote:It's a bit of a waste, but one can use markerlights for snap shots to up the BS to respectable levels.


Unfortunately, nope. Markerlights as currently written expire at the end of your turn if not used, so you won't be able to activate them on the enemy's turn (When they charge and you resolve the snapfire). Hopefully they might errata it to expire at the start of your next turn instead, but I'm not overly optimistic about markerlights getting a buff.

Plus, I wouldn't worry too much about ICs wrecking face. If a squad hits your suits in CC, the squad pretty much becomes a write-off at that point, even with the nerf to power wepaons (Broadsides are doing a bit better, but not by much). Plus, now that you can (supposedly) regroup at 25% or better squad size, Crisis suits without drone entourages no longer have to worry about bonding knives.

Network markerlights might work but you still have the problem of hitting at BS1 with the markers. As for IC I guess the +2 armor save upgrade with x2 shield drones with 2+save just got a lot better. For broadsides I like that I no longer need to take A.S.S and instead can use Target Array and snap fire. Even if Target Array does not give BS2 I can see that combo working better.

This message was edited 2 times. Last update was at 2012/06/28 08:25:49


 
   
Made in gb
Infiltrating Broodlord




The Faye

I can confirm that Rapid fire weapons only get 2 shots at half range.

We love what we love. Reason does not enter into it. In many ways, unwise love is the truest love. Anyone can love a thing because. That's as easy as putting a penny in your pocket. But to love something despite. To know the flaws and love them too. That is rare and pure and perfect.

Chaos Knights: 2000 PTS
Thousand Sons: 2000 PTS - In Progress
Tyranids: 2000 PTS
Adeptus Mechanicus: 2000 PTS
Adeptus Custodes: 2000 PTS - In Progress 
   
Made in gb
Agile Revenant Titan





Scotland

I think that the Allies rule has significantly boosted both the effectiveness and firepower of the Tau army when used alongside the Eldar.

Farseers now offer Tau units increased reliability in the shape of guide (assuming that GW FAQ Eldar powers to work on Battle Brothers), reducing the need for the BS4 upgrade on most units and also provides them with access to both Scatter Walkers (which will be invaluable this edition) and Wave Serpents, Which are arguably still the most cost-effective transports in the game.

I think Tau will become a much more viable army in 6th.

Iranna.

 
   
Made in us
Stealthy Kroot Stalker






U.S.

Pottsey wrote:
BronzeJon wrote:Rapid fire will be half range, and if you don't move you can RF at full range.

Lots of people with the rulebook have said that is not true. You can only rapid fire at half range.


Automatically Appended Next Post:
darkPrince010 wrote:
acekevin8412 wrote:It's a bit of a waste, but one can use markerlights for snap shots to up the BS to respectable levels.


Unfortunately, nope. Markerlights as currently written expire at the end of your turn if not used, so you won't be able to activate them on the enemy's turn (When they charge and you resolve the snapfire). Hopefully they might errata it to expire at the start of your next turn instead, but I'm not overly optimistic about markerlights getting a buff.


I meant snap firing heavy weapons on the move, not overwatch prior to an assault. I made sure to recheck the markerlight rules and am aware they expire after you're shooting phase is over.
This only really affects vehicles without multi-trackers and Broadsides w/o A.S.S. to give them slow and purposeful though.
   
Made in us
Fireknife Shas'el






Good news! Target Locks do nothing now. Wait...

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in tr
Repentia Mistress





Glasgow, UK

what do you guys think of the other faq mods? I'm really happy about stealths finally getting the stealth usr! Though the target lock neutering means no fusion from now on..


Automatically Appended Next Post:
a couple of other comments from the other thread were that kroot hounds are now nerfed as kroot will never be used as an assault unit due to getting shot before they strike - also sniper teams might be viable with their 3+ cover.

This message was edited 1 time. Last update was at 2012/06/30 19:42:18


 
   
Made in gb
Regular Dakkanaut




troy_tempest wrote:what do you guys think of the other faq mods? I'm really happy about stealths finally getting the stealth usr! Though the target lock neutering means no fusion from now on..


Automatically Appended Next Post:
a couple of other comments from the other thread were that kroot hounds are now nerfed as kroot will never be used as an assault unit due to getting shot before they strike - also sniper teams might be viable with their 3+ cover.

I see 3 problems. Stealth generators no longer work for extra drone’s in stealth units and now Stealth units can be shot at from over 36” range making them less durable. Plus the smart missiles system rules are in the FAQ in two places and contradict each other.
   
Made in tr
Repentia Mistress





Glasgow, UK

The problem I always had with stealth field was that it was pretty useless in the context of 18' burst cannon. Cover going to 5+ coupled with the individuals claiming cover rather than the unit is a major buff for tau vs hordes - my ig opponent will be most annoyed!
   
Made in fk
Longtime Dakkanaut





Wishing I was back at the South Atlantic, closer to ice than the sun

troy_tempest wrote:what do you guys think of the other faq mods? I'm really happy about stealths finally getting the stealth usr! Though the target lock neutering means no fusion from now on..


Automatically Appended Next Post:
a couple of other comments from the other thread were that kroot hounds are now nerfed as kroot will never be used as an assault unit due to getting shot before they strike - also sniper teams might be viable with their 3+ cover.


Twas me on the sniper teams, and with the loss of Target Lock I think I am very wrong. They will be competing with solo 88s and so will not be taken.

OT though with the Look out Sir being allocated to any model within 6", if an IC kills enough models within coherency, does he automatically leave the unit? If not, will his may leave the unit be overridden by the must move into coherency in the next move?

Cheers

Andrew

PS GW still processing my order.

I don't care what the flag says, I'm SCOTTISH!!!

Best definition of the word Battleship?
Mr Nobody wrote:
Does a canoe with a machine gun count?
 
   
Made in dk
Fresh-Faced New User




Pottsey wrote:
I see 3 problems. Stealth generators no longer work for extra drone’s in stealth units and now Stealth units can be shot at from over 36” range making them less durable. Plus the smart missiles system rules are in the FAQ in two places and contradict each other.


I may be wrong, but why do you guys think that the drones don't benefit from the stealth field generators.
From first sentence of both stealth and shrouded special rule: (A unit that contain at least one model with this special rule...)
   
Made in us
Daemonic Dreadnought






Tau should do well in the new 3rd deployment option where their deployment zone is 24" deep.

Morale tests are far less brutal. Regroup at 25%, less with an ic, and within 6".

Overwatch is good news, especially on units with flamers.

Fire warriors have a 36" threat range for a single tap, 21" for a double tap.

Not being able to charge after an outflank hurts other outflankers more than it hurts kroot.

Last but not least if Tau want a real counter assault unit they can get it from allies.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Plastictrees






Salem, MA

Disruption pods are now useless, right? Or rather, all skimmers get the jink for free anyway.

Blacksun filters now just negate night fight, which is a rule in all the basic missions.

It seems easier for missiles to glance light vehicles like rhinos to death with hull points.

The assault range of DE and Orks from open-topped transports is reduced, which can help Tau. They now get an average of 19", max of 24", instead of 23.5 average, 27 max (with waagh for orks).

Allies could be really good for an army with basically no assault capability. I'm thinking about painting up all those Black Reach slugga boyz I have lying around and running a couple of big freebooter mobs.


"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Stealthy Kroot Stalker






U.S.

Photon Grenades now give stealth....cool?
   
Made in fi
Longtime Dakkanaut




Flavius Infernus wrote:Disruption pods are now useless, right? Or rather, all skimmers get the jink for free anyway.


IIRC obscured save for vehicles is still 4+. So Disruption pods remain useful.

Target locks for suits no longer work. This is pretty big nerf to Broadsides. For whatever reason, Target locks for Vehicles and Infantry still work (??). Amount of sense that makes is relatively small.

All suits can now make their assault move after Deep strike. Suits have Acute Sense...which they can't use. Except Stealth suits, which is nice for them. Stealth suits now have 4+ cover save for default, 2+ if in cover. They are probably marginally more useful now.

Mr Vetock, give back my Multi-tracker! 
   
Made in us
Stealthy Kroot Stalker






U.S.

^Yes vehicle obscured is still 4+. However, it then goes to say that any wargear derived cover save is always 5+.
   
 
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