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Did the lose of Target Lock break the Tau army?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Dakka Veteran





So this is my conclusion.

Taking away Target Lock just took marker lights off of Fire Warrior Seargeants. The main thing I was using was TL and Markerlights on my seargeants to hit tanks in cover. I'd then hit those tanks with Broadsides and usually hitting on 3's if the tank was in cover or 2's if the tank was not in cover. I'd use the remaining counters to take away cover saves if applicable.

Right now I don't see the point of Marker Lights on Firewarriors because stacking counters does not make sense. If you put 50 shots into one unit, it should be dead. I shouldn't be doing this to put 5 markers something my Fire Warriors can't kill.

I'm also not sure it's a good idea to even have a Marker Light with the new Precision Shot. Now my 30 inch gun can hit a character or a special weapon guy and single him out.

1850 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1000 and counting 
   
Made in us
Dakka Veteran






Target lock was nice, but not needed. Your better off trying to go with cheaper more MSU units now if you had giant squads before hand. There are so many buffs in 6ed for Tau its not necessary, you still get it on your vehicles if you like the idea of it. I can fit in 1500 points just about every slot on the FOC minus a HQ, FA and 1-2 Troops.

I have been dropping my broadsides down to just 2 models instead of three and using more hammerheads since they got significant buffs in the new rules.

As a caveat I also have been using tetras with the updated FW rules for my markerlights and that more than anything else has seen me through victories.




Automatically Appended Next Post:
To the question of warriors I wouldnt invest really anything in them aside from more bodies. I simply run 4+ barebone units of 6. By splitting them up its akin to target lock and leaves more on the table to target. My big survivable stuff will usually soak the shots well enough.

This message was edited 1 time. Last update was at 2012/07/17 14:19:00


 
   
Made in us
Grovelin' Grot




Colorado

My tau friend has been taking a Eldar ally list and totally destroying me because he re-rolls all to hit rolls due to psyker abilities.

That coupled with the new wound allocation should make it easier for you to keep your enemies at a distance. Tau are more viable in 6th than they were in 5th IMHO.

18000 , 5000 , 2000 , 1000 , 1000 , ???  
   
Made in us
Dakka Veteran





I think you need to check those psyker abilites. Most of them only work on Eldar.

What is the buff for the skimmers. I'll go read the skimmers again but I didn't see anything.

This message was edited 1 time. Last update was at 2012/07/17 14:24:40


1850 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1000 and counting 
   
Made in us
Lone Wolf Sentinel Pilot





Fort Benning, Georgia

No they are not broken. Tau have and always will be a solid gunline/maneuvering shooting army. In my experience they are still very much competitive and 6th edition in general was kind to them.

There is no one piece of equipment that makes or breaks a codex. Some help more than others but just because a certain build or strategy doesn't work anymore doesn't mean the codex is broken
   
Made in us
Longtime Dakkanaut




St. George, UT

If anything age is the one thing that is hindering the Tau the most. Uncompetetive unit/weapon pricing is just not doing any one any favors.

Split fire on broadsides was nice, but not game dominating. Especially now thats its much harder to stun lock a vehicle, there may not be as much of a reason to not concentrate all your fire on one target anyway.

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


 
   
Made in us
Fireknife Shas'el






I think the lose of target locks killed a few things. Rail rifles now lose the bonus of targeting seperate units. So sniper drones and rail rifle Pathfinders are kind extra useless now.

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 us
Dakka Veteran





AP 1 weapons get +2 on the table and if it's an open topped vechile you get a +3. At Str 10 you should be taking out vehicles easily.

1850 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1850+ 1000 and counting 
   
Made in us
Judgemental Grey Knight Justicar




USA

MJThurston wrote:I think you need to check those psyker abilites. Most of them only work on Eldar.

What is the buff for the skimmers. I'll go read the skimmers again but I didn't see anything.
The Eldar Codex abilities Guide and Fortune are Eldar only. Doom affects the targeted unit "all hits caused on that unit gain a reroll to wound until the start of the next Eldar turn", so anything shooting at that unit gains the benefit of Doom.

If the Farseer is using BRB psychic abilities, then he can use them on the Tau, as they are Battle Brothers and can be legally targeted as friendly units.

Check out my list building app for 40K and Fantasy:
http://www.dakkadakka.com/dakkaforum/posts/list/576793.page 
   
Made in ca
Regular Dakkanaut




IMO it did not break the army but it doesn't make sense why they removed it. Why remove it from 1 army and not others? (longfangs). Tau are by no means over powered so why remove their current abiltiies?
   
Made in us
Longtime Dakkanaut




St. George, UT

My guess is that they were supposed to get the split fire USR instead of the war gear option. However, the FAQs were so poorly done it was overlooked.

Why else would our tanks get to keep the Target Lock vehicle upgrade?

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


 
   
 
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