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Made in us
Slippery Scout Biker






Talos 4: Dustball of the Imperium

It is finished! Finally.

If anyone has any suggestions, see any mistakes, or finds anything off, let me know. I'd kinda rather fix it myself than have someone just add it in. Then I can strike out the irrelevant stuff instead of having to read the whole article to find the change.

Any opinions, viewpoints or suggestions are welcomed. I hope you enjoy reading my review/guide.

3000 pts Silverwing (Dark Angels)
3000 pts Fire Drakes (Blood Angels)
3000 pts Moonstar Sept Tau
1000 pts Storm Bringers Eldar
1000 pts 33 Steel Talon Imperial Guard
600 pts Tyranids

"For the Greater Emperor! Wait... That doesn't seem right..."
(Spent too much time as a Tau...) 
   
Made in ca
Fresh-Faced New User




super post,I am a biginer with TAU and I have so many questions and your post helped a lot.
A few things you might help with.
first, I keep seeing the term FLAT OUT, could you explain exactly what that means.
second, I read somewhere about a tactic with devilfish, let me explain.
I have my devilfish on the stand, hovering in the air, could I unload my troops wich in turn will be able to shoot with line of site under the devilfish and then put a lower stand on my devilfish to lower it closer to the ground protecting my troops from my opponent.

thans again
   
Made in us
Slippery Scout Biker






Talos 4: Dustball of the Imperium

Sorry about any delay. I check this every now and again, but got lazy for a while there.

Okay, Flat Out is something skimmers and Fast Vehicles (check rule books, I might be wrong about skimmers) can do. Consider it a run for vehicles. You can choose not to fire any of your weapons, and instead move a farther distance.

If I recall correctly, but with it being a new edition and all, I don't think normal Skimmers can preform a Flat Out action. Only fast vehicle. Just check the rule book for the Flat Out rule and see which vehicle types can preform the move. But if it says 6-12 inches, that's talking about an extra 6-12 inches of movement after your movement phase movement. They kinda worded it in a confusing manner in this edition.

If you have not moved your devilfish, you could actually land it, but any movement (including changing flight stands) has to be done in the movement phase, not the shooting phase. Unless the skimmer is moving in the shooting phase (I believe that is when you preform a Flat Out move), then you could change the stand. However, as a fellow player, I would frown upon such action, as it is kinda against the spirit of the rules and fair play. If it was on a stand at the start of the game, unless the stand breaks or your vehicle becomes immobilized (or some other strange reason comes up to make changing the stand out for a different/better one), I would continue play with the same stand for the whole game.

Personally, I don't play with the stand on my vehicles. I leave the landing gears down and just set them level on their landing gears. I was breaking too many flight pegs trying to hold up the weight of the devilfish in combat situation (A.K.A. someone bumping it or getting hit just right to break the peg).

Everything is real line of sight. How I tend to play this is, if I can shoot you, you can shoot me. If you shot at me last turn, I can shoot back at you this turn (unless you moved like a crisis suit or jet pack infantry). Anything else, even if not covered by the rules or is permitted/not mentioned otherwise in the rule book would be going against the spirit of the game and the intent of the rules.

Play for fun, not to win. If you win along the way, great. If you win and didn't have fun, consider again why you play the game...

3000 pts Silverwing (Dark Angels)
3000 pts Fire Drakes (Blood Angels)
3000 pts Moonstar Sept Tau
1000 pts Storm Bringers Eldar
1000 pts 33 Steel Talon Imperial Guard
600 pts Tyranids

"For the Greater Emperor! Wait... That doesn't seem right..."
(Spent too much time as a Tau...) 
   
Made in gb
Focused Fire Warrior






Reading through now, some suggestions as i find them
1. Ethereal suicide, models in vehicles dont auto pass the morale check, they simpyl dont take it and so dont gain preferred enemy. Use in combination with shadownsun if you want to try this tactic.

2. Fire warrior markerlights, you dont need to buy many ui marker and target locks before you are aproaching the cost of a squad of pathfinders, assuming you want a devilfish anyway. Also the marker is not relentless.

3. crisis names, their are some pretty standard build names for these, renaming something is only going to cause confusion.

4. stealth suits, its normally a nono to post individual point costs of stuff. May be worth noting that stealth fields also effect any ic that attach to this unit. The drawback being majority t3.

5.Drone squads, might be worth mentioning that tl bs2 is actually better than normal bs3.

6.pathfinders, i think the pathfinder dfish has two advantages over a normal one, obviously the deepstrike bonus but also im fairly certain the scout move works for jinx purposes. (might be wrong on that one)

7. sniper drones, worth mentioning its one of the few places you can get a bs4 markelight.

8.hammerhead add back in the dpod comments.

9.Farsight, If you are running a maxed out farsight bodyguard its often worth running a second hq with vectored thrusters to confer hit and run to the unit.

10.shadowsun possibly worth sticking her in a quad gun to make the msot of her bs at range.

Otherwise nice article, Thanks for writing it up.
   
Made in us
Slippery Scout Biker






Talos 4: Dustball of the Imperium

In response to Spears: (Don't know WHY did haven't responded to you yet. It wasn't saying your post was a new one till I manually clicked and went, I don't recall reading his comment!)

1. Yeah... I read that up. I though I fixed it though on here? I'll look later and find out if it's been changed.

2. I find having firewarriors with a single marker light (an 80 point 6 man squad) helps markerlights being able to be spread around, instead of concentrated all onto one target. And although in 6th edition (with Disruption pods), a devilfish can be a fairly nice attack tank, I don't feel it's worth being forced to take them. Unless you want to take a devilfish, I'll stick to four squads of 80 point fire warriors with a single marker light. That way, I can marker several vehicles if need be (or targets) for the skyray to launch missiles at. (I tend to marker, launch the missile. Marker, launch the missile. So having marker lights in several squads tends to help.) I think I also fixed the drone statement... as they take the unit type of the unit they join... If it's still in there, it's a mistake and I'll try and fix it when I find it.

3. I don't know any common named builds. I guess you could say I "Don't get out much" and I've rarely if ever seen someone field crisis suit builds as I do. So, I kinda game them names I know of, along with saying what they have.

4. Good point...but sometimes you need to mention points here and there I feel. I'm not giving the whole codex, but saying "for 3 points, this is a great option" I didn't feel was a problem. Was there a specific spot you saw where I went overboard that might need fixing? (I'll have to re-read what I wrote for the stealth suits... I probably called them 30 points a pop in the article. Didn't I?)

5. I guess I should mention that... but I always find that the pulse rifles are better than carbines. At least for the moment. Better range and twice the shots at 15 inches... gun drones really lost any real power they might have had once you could move and shoot with rapid fire weapons. Though, I'm not saying they aren't useful either...

6. Scout lets you redeply now I think instead of moving anymore. I might be wrong, and I'll need to check the rule book on this one. I just feel pathfinders would be more useful if they didn't have to take a devilfish as part of the squad...

7. Yeah. I should mention that. But most people don't take them for the markerlight, but it is still handy to have, especially at BS 4. I'll add it in if someone else hasn't beaten me to it...

8. I though I did... I'll have to check it out. I probably just fixed the D-pod description entry and not the vehicle specific entries... (Happens in a long article like this. Especially when GW decides to change the erratas completely. Not that I'm complaining about getting better stuff and getting my target locks back...)

9. That does sound a bit more worth it... but doesn't hit and run work at the lowest I score in the squad? That's still a dismally small chance against most people, though a chance is better than nothing I would guess.And Tau assaulting... who'd have thought that!

10. Emplacements... didn't even think about covering those. But, yeah. That's a good idea. I was just trying to cover things from the codex for this. Otherwise, it might be well noted that having a fortress of redemption with forests in front of it and stealth suit teams (or better yet sniper teams) on the roof and everything else in front (kroot in woods) or inside... I'm sure that would be one very nice Tau turtle effect. Things on top getting a +2 cover save, and things inside having AV 14... for all intents and purposes. And kroot guarding the doors...

If you have any other points, suggestions or comments, feel free to respond. Seriously. I made this as a general guide on how I feel, but it doesn't hurt to place some suggestions or point somethings that I goofed up on. It's a large article. Things are bound to be wrong (especially as things update).

3000 pts Silverwing (Dark Angels)
3000 pts Fire Drakes (Blood Angels)
3000 pts Moonstar Sept Tau
1000 pts Storm Bringers Eldar
1000 pts 33 Steel Talon Imperial Guard
600 pts Tyranids

"For the Greater Emperor! Wait... That doesn't seem right..."
(Spent too much time as a Tau...) 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Actually I think it's a very good overview of the codex in the context of 6th Ed.

I'll be referring a few local Tau players to this

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Semper Fi! 2nd Bn 8th Marines Weapons Co (2003-2008)
 
   
 
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