Support Fire - Is this really effective or is it random with needing 6's to hit?
Pretty damn good if you put your army up correctly, you can shoot first with markerlight pathfinders/drones and then improve the overwatch
BS of the rest of the overwatchers.
Exemplar of the Selfless Cause - Are people going to ground with every unit in one turn and then popping this trait or is it just something to do when needed? I think it's a pretty powerful trait if you use it during one turn.
I guess its good for Turn 2-3 when you rush your gunline up after a round or two of shooting to get linebreaker and capture objectives and yet hold your troops somewhat alive with
GTG.
Ethereals - Are they getting more play with their new powers?
They are almost...( note almost ) a auto-take due to their 12" leadership bubble and their set of "free buffs" ( no testing required ) that can be used depending on your situation. The extra
VP they give up is kinda a drag-down and your limited
HQ is kinda why you dont auto-take him in all lists, you should have him in troop heavy lists tho.
Cadre Fireblades - His power, matched with (can't find the name of the power/ability) but it allows one extra shot up to 1/2 the weapons range. This would give the unit 4 shots for firewarriors within 15 inches? With the pulse accelerator does this make the half range 18 inches?
Besides the mix with Ethereal with 4 shots from a single firewarrior squad, its not worth 2
HQ slots.
Crisis Team leaders - losing 1 additional item seems to really hurt them.
Crisis leaders can take signature systems tho, but Dual weapon + upgrade is quite good if supplied with markerlights, tho i personally run a team of
TL Missile pods and dual Fusions teams.
Broadsides - wow, are these being used at all? It seems to me that making their weapons Str8 AP1 make them very week. The missile version isn't any better. Lascannons are more effective vs armour. Yes the AP1 is nice but with armour 14 the best you can do is glance and who ever made the decision to make these weapons Str 8 needs to be stoned.
Despite being nerfed down to
str 8, there is several players that still swear by their Railsides, and missile sides wreck havoc you would have problems of believing, Railsides might only glance the damn AV14, but you could use a Commander with puretide to give em tankhunters.
Also, the only unit that can take missile drones, 12
TL str 7 shots, 12
str 7 shots and 12
TL str 5 shots from a single unit is quite effective despite them being AP4 and AP5, can also be given skyfire.
Stealth Teams - With 4 shots now do they really put a hurt on units?
2 firewarriors for like a 3rd of the points dish out the same amount of fire at 15" a team with a fusion might get a tank by infiltrate, but they are pretty meh i am afraid.
Riptide - Seems really tough with taking the shielded missile drones but is expensive. Is it a game changer?
Shielded missile drones are to Riptides such as Pyrovores are to Tyranids: a waste of points, not due to their lack of survival, or their lack of fire, but due to riptide not being fearless and a loss of a drone can make your 5-6W big robot run away.
Sniper Drone Teams - Seems nice that you can add another controller and some more guns.
BS5 snipers at 40" and they have rapid fire? sign me up!
Fliers - I have no experience with these but from what I have read they are more troop killers than dog fighters.
Ugly models, at best half decent, taking fast attacks you might rather want for markerlights... meh
Hammer/Sky Ray - Seem to both be very good at what they do.
Hammerhead got the only
str 10
ap 1 shot now, but the ion is pretty good, and sky ray is basically a anti-air platform, but limited ammo makes it situational at best.
Kroot - Adding the sniper round is nice. Stealth gives them a +1 cover bonus in forests so they still get the 4+ save. With ignore cover weapons these may not be as good as it seems.
Not a fan of kroot, but you can tongaline them around your army, and when they get charged you get a army-wide overwatch, fun times!
Vespid - Seems like a big jump from last codex. They can move through cover, get a 3+ cover save in ruins and have Str 5 AP3 weapons. They are a bit expensive.
Being a semi-cool model is the only redeeming factor with theese.
Drones - Leadership jump is nice. I have used them in the past to pin down units but they are never reliable.
They have gotten a bit more reliable, and they can
JSJ and the
TL carbines arent that bad, some use squads of markerlight drones with a drone controller commander to dish out BS5 markerlights.
Farsight - Looks just as good as before. I did not see a restriction on what he can have in his army, which makes him even better.
Only good melee model in the entire Tau army, and he can bring a army with him.... they dont call it the Farsight bomb for nothing
Shadowsun - Looks really good.
Farsights bitter girlfriend, bring the booty to the Tau and the anger to your enemies.
Aun'va - I've never thought he was very good and I'm sure he will not be used again. Anyone have any idea what tactic to use with him?
Double price, Double power, immune to
AP 1 saves
ap 2 on a 2+ and takes only 1
HQ slot, well he is pretty decent, also he gives a army wide reroll on failed leadership which can be appealing, its worth considering i guess.
LongStrike - Seems like a no brainer.
Imperial tanks have nightmares of this guy.
Darkstrider - Looks like a pretty good choice.
Put him in a pathfinder squad, add a repulser drone, your assault phase will get quite hilarious.
Aun'shi - When he first came out I killed a Deamon Prince with him. He may have to make a return. The only issue I have is that Tau have no HtH units (Kroot loosely) that are worth taking for him.
If you want melee, pick farsight instead, this guy is just a wannabe ninja turtle at best.