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Made in ca
Sneaky Sniper Drone




I am going to pick up my ordered tau battle force and commander tomorrow, my first army, and I just read that tau were very weak and needed a new codex. Now a new codex just came out and I was wondering if the updated codex has placed the tau in a strong possition? I don't plan on playing tournements really, just want to play with friends and maybe once in a while play at my local GW store. So I don't mind a challenging team, I just don't want to hear things like "a single terminator squad will wreck my entire tau force"

If its ant help I want to focus my army on crisis suits, and other mechs. Not for a strategy purpose but for my armies gundam-esk backstory.
   
Made in us
Aspirant Tech-Adept





Worry less and play more. Your Tau will be fine. A single terminator is not going to wreck your day.

   
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Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

Tau are quite viable. Do not worry about them not being competitive. If you get assaulted in CC, they will easily fall, however, Tau make up with exceptional ranged capabilities.

Good luck building your Tau army!

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Major




Fortress of Solitude

Tau are FAR from underpowered.

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Made in ca
Sneaky Sniper Drone




Ok good had a momentary panic. I agree with tau and find CC unnecessary so as long as I have a chance in combat I don't mind weak CC abilities. Plus that's why they have kroot right?
   
Made in us
Hellish Haemonculus






Boskydell, IL

Tau are totally viable.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in ca
Sneaky Sniper Drone




Ok maybe I should ask this to. Are tau a one trick pony? Or will I be able to have success with a variety of strategies?
   
Made in us
Fireknife Shas'el






Shaso_Keo wrote:
Ok maybe I should ask this to. Are tau a one trick pony? Or will I be able to have success with a variety of strategies?

There are several viable builds and units. The army relies a lot on knowing what units to shoot first and picking your targets right.nonce you learn how to play and how you play, your lists will get more focused.

For example, I suggest running your drones as marker drones (simple and easy conversions for that). Run a commander with drone controller, target lock, and two missile pods. Attach him to a unit of marker drones, drones light up a unit with markers while missiles fly at another target of your choice. It's a nice and easy method of getting reliable marker lights and should be plenty to support your units in a small points game.

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

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Made in il
Warplord Titan Princeps of Tzeentch






Saying tau are one trick ponies was very true.
Old codex.


Considering the new codex has made multiple unplayable units into good, or at least decent one, scaled down the OP unit (broadsides) into sane zone and gave a load of new battlesuit systems who cannot even be calculated into "what is more cost effective" as most of them are tactical abilities, rather then pure numberical changes-I would say that outside of turnies the odds of finding two identical lists is virtually none.
In fact you may very well see two tau armies face off, without having a single unit in common between the two.

And that's before you take into account that IA3 just got 2nd edition, giving every single forgeworld tau model brand new rules. and there are as many forgeworld ones as there are GWS ones, all with their unique uses, playstyles and advantages/disadvantages.

New tau stands proudly in tier 1 now, and is very versatile, even for competitive use.
Its often hard to say what are the best units for a given choice, and that's not because you lack options, but because there are 17 ways to achieve the same goal.

This message was edited 1 time. Last update was at 2013/05/23 04:24:51


can neither confirm nor deny I lost track of what I've got right now. 
   
Made in ca
Sneaky Sniper Drone




Thanks this post was very helpful, exalted. I am once again looking forward to building playing tau.
 BoomWolf wrote:
Saying tau are one trick ponies was very true.
Old codex.


Considering the new codex has made multiple unplayable units into good, or at least decent one, scaled down the OP unit (broadsides) into sane zone and gave a load of new battlesuit systems who cannot even be calculated into "what is more cost effective" as most of them are tactical abilities, rather then pure numberical changes-I would say that outside of turnies the odds of finding two identical lists is virtually none.
In fact you may very well see two tau armies face off, without having a single unit in common between the two.

And that's before you take into account that IA3 just got 2nd edition, giving every single forgeworld tau model brand new rules. and there are as many forgeworld ones as there are GWS ones, all with their unique uses, playstyles and advantages/disadvantages.

New tau stands proudly in tier 1 now, and is very versatile, even for competitive use.
Its often hard to say what are the best units for a given choice, and that's not because you lack options, but because there are 17 ways to achieve the same goal.
   
Made in au
Norn Queen






Shaso_Keo wrote:
Ok maybe I should ask this to. Are tau a one trick pony? Or will I be able to have success with a variety of strategies?


Tau do lack some strategies other armies have access to, notably assault and psychic powers.

They do make up for it with some increcibly good shooting and high mobility from their suits. Your tactics will definitely all focus around shooting as your damage output and mobility, but that doesn't mean you'll lack a variety of builds to play with. It's also something you'll grapple with with any army.

For example, if you went with Tyranids, you'd have almost the opposite experience. Lots and lots of psychic ability, lots and lots of assault ability, but shooting is primarily short ranged and simply there to weaken targets before an assault.

Basically, every army is going to have drawbacks. Pick the army you like, and play games, and be open minded about potential changes in strategy. Don't just find one army list, get annoyed when you lose (and you will lose, even great players lose) and give up.
   
Made in ca
Flailing Flagellant





Aurora, Ontario

Ally in some SM as battle brothers and take some termies and LR crusaders yourself if you want.

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Made in ca
Sneaky Sniper Drone




The fact that tau have no psychic powers is both appealing and a let down. I kind of like playing the shooty army with crazy robots and relying on careful planning but psychic powers would add variaty from game to game.. Eldar however (my very close 2nd army choice) can be battle brothers with tau therefore if I want to change things up I could always have an eldar ally force to get my psychic abilites...right?
   
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Mutating Changebringer





New Hampshire, USA

Well, since no one else has said it...

Welcome to the hobby!

As a first army I think you made a wise choice. Tau look cool, have fun units and stratagies and most importantly...

Are not Space Marines.

As they have a new codex, you have no reason to worry about viability.

Is this your first model game or just your first 40k army?

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Made in ca
Sneaky Sniper Drone




Thanks DeffDred!

Yes this is my first time modeling. Trying to get away from playing video games and do things with my hands. Always good to hear I made a good choice!
   
Made in za
Fixture of Dakka




Temple Prime

Shaso_Keo wrote:
The fact that tau have no psychic powers is both appealing and a let down. I kind of like playing the shooty army with crazy robots and relying on careful planning but psychic powers would add variaty from game to game.. Eldar however (my very close 2nd army choice) can be battle brothers with tau therefore if I want to change things up I could always have an eldar ally force to get my psychic abilites...right?

Getting a farseer with runes can not only give you a powerful Psyker, but also deny your enemies the chance to use theirs. Because rolling for a test on a 3d6 really, really sucks in an edition where you can't have invulnerable saves against perils. (Even LD10 psykers will at best, pass slightly more than half the time, anything under is in deep gak.)

This message was edited 1 time. Last update was at 2013/05/23 08:06:29


 Midnightdeathblade wrote:
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Made in pt
Longtime Dakkanaut





Portugal

 Kain wrote:
Shaso_Keo wrote:
The fact that tau have no psychic powers is both appealing and a let down. I kind of like playing the shooty army with crazy robots and relying on careful planning but psychic powers would add variaty from game to game.. Eldar however (my very close 2nd army choice) can be battle brothers with tau therefore if I want to change things up I could always have an eldar ally force to get my psychic abilites...right?

Getting a farseer with runes can not only give you a powerful Psyker, but also deny your enemies the chance to use theirs. Because rolling for a test on a 3d6 really, really sucks in an edition where you can't have invulnerable saves against perils. (Even LD10 psykers will at best, pass slightly more than half the time, anything under is in deep gak.)


Well, from the batreps in MiniWarGaming.com, the Farseer on a jetbike together with 3 crisis suits is brutal. Lots of plasma shots and missiles, all re-rolling to hit? Man, that Fortune is brutal. I'm very curious what will happen with the Eldar update.

Oh, and Shaso_Keo, welcome to the hobby!

This message was edited 1 time. Last update was at 2013/05/23 08:56:14


"Fear is freedom! Subjugation is liberation! Contradiction is truth! These are the truths of this world! Surrender to these truths, you pigs in human clothing!" - Satsuki Kiryuin, Kill la Kill 
   
Made in ca
Sneaky Sniper Drone




 Kain wrote:
Shaso_Keo wrote:
The fact that tau have no psychic powers is both appealing and a let down. I kind of like playing the shooty army with crazy robots and relying on careful planning but psychic powers would add variaty from game to game.. Eldar however (my very close 2nd army choice) can be battle brothers with tau therefore if I want to change things up I could always have an eldar ally force to get my psychic abilites...right?

Getting a farseer with runes can not only give you a powerful Psyker, but also deny your enemies the chance to use theirs. Because rolling for a test on a 3d6 really, really sucks in an edition where you can't have invulnerable saves against perils. (Even LD10 psykers will at best, pass slightly more than half the time, anything under is in deep gak.)


That's not a bad idea. I think I will be trying that!

Edit: thanks draconic I am excited to get started!

This message was edited 1 time. Last update was at 2013/05/23 14:14:02


 
   
Made in us
Bloodthirsty Chaos Knight






Shaso_Keo wrote:
"a single terminator squad will wreck my entire tau force"




Unless we're talking about some cheesed out Corbulo deathstar, a single terminator squad can't operate efficiently without support. Just start playing the game and learn from experience.

However, I've seen some people saying stuff about Eldar allies. I'd wait at least two weeks before you start looking into that; they're getting a new codex.

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Codex markerlights doesn't have many builds other than spam as many markerlights as possible.


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 Griddlelol wrote:
Codex markerlights doesn't have many builds other than spam as many markerlights as possible.


But once your markerlights are spammed, you can take whatever you want !

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 AtoMaki wrote:
 Griddlelol wrote:
Codex markerlights doesn't have many builds other than spam as many markerlights as possible.


But once your markerlights are spammed, you can take whatever you want !


markerlight spam?
   
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Pyromaniac Hellhound Pilot





Shaso_Keo wrote:
 AtoMaki wrote:
 Griddlelol wrote:
Codex markerlights doesn't have many builds other than spam as many markerlights as possible.


But once your markerlights are spammed, you can take whatever you want !


markerlight spam?


To take 20+ Markerlights, usually as 3x7+ Pathfinders or 1x10 Drone Squadron w/ all marker drones and "Mark'O" (Commander w/ drone controller) and 2x5+ Pathfinders. Once you've got these, your Tau army is super-viable, you can include whatever other stuff you want.

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Made in us
1st Lieutenant




Philadelphia, Pennsylvania, USA

Shaso_Keo wrote:
I am going to pick up my ordered tau battle force and commander tomorrow, my first army, and I just read that tau were very weak and needed a new codex. Now a new codex just came out and I was wondering if the updated codex has placed the tau in a strong possition? I don't plan on playing tournements really, just want to play with friends and maybe once in a while play at my local GW store. So I don't mind a challenging team, I just don't want to hear things like "a single terminator squad will wreck my entire tau force"

If its ant help I want to focus my army on crisis suits, and other mechs. Not for a strategy purpose but for my armies gundam-esk backstory.


Don't worry, Tau are a fairly strong army now. Not top tier, but a pretty solid mid tier.

And does it really really matter? If you enjoy looking at, playing, and the fluff of your army (Tau or otherwise) then how strong they are doesn't truly matter as long as you enjoy it. I lose games...quite often using my IG Infantry Build, but I love the models and my fluff so I enjoy the game. If you are one of the people who hates losing, that's different and I don't blame you.

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 washout77 wrote:
Shaso_Keo wrote:
I am going to pick up my ordered tau battle force and commander tomorrow, my first army, and I just read that tau were very weak and needed a new codex. Now a new codex just came out and I was wondering if the updated codex has placed the tau in a strong possition? I don't plan on playing tournements really, just want to play with friends and maybe once in a while play at my local GW store. So I don't mind a challenging team, I just don't want to hear things like "a single terminator squad will wreck my entire tau force"

If its ant help I want to focus my army on crisis suits, and other mechs. Not for a strategy purpose but for my armies gundam-esk backstory.


Don't worry, Tau are a fairly strong army now. Not top tier, but a pretty solid mid tier.

And does it really really matter? If you enjoy looking at, playing, and the fluff of your army (Tau or otherwise) then how strong they are doesn't truly matter as long as you enjoy it. I lose games...quite often using my IG Infantry Build, but I love the models and my fluff so I enjoy the game. If you are one of the people who hates losing, that's different and I don't blame you.


I don't mind losing it's being completely over-powered that would upset me. If i wanted to be the best i would go Necron but their fluff is boring, and for some reason their units are cool but I feel like would get bored playing them. It has been a month long toss up between Tau and Eldar because I like both their fluff...and aren't the over-populated SM or IG. I was happy when i learned that Tau and Eldar are BMs, (meaning i can use the armies together with out any penalty correct?) The key thing I like about the Tau is their Gundam(ish) Mech units, I think they are really neat to look at. The Eldar, judging by leaks i have found will also be sporting some mech-like units. Which is great because the Wraith knights look like a melee style unit. So that combo would be great for my army. (agree or disagree?)
   
Made in gb
Junior Officer with Laspistol





I've really not enjoyed any of the games I've played against tau. The old dex was lame because it was so underpowered that any sort of competitive list could steam roll them, which is no fun.

The new dex just doesn't feel like 40k. So: cover is made pointless, deep striking and reserves give a free shot without any downside (other than the minute points cost) and target priority was decided as soon as I saw pathfinders on the table. Oh and let's not forget that JSJ completely negates any sort of tactical thinking or risk analysis.
The new codex is good, not unbeatable or terrible. It's just not fun to play against. I turn down every single tau player in friendly games at the moment and I guess when the next tournament comes around I'll just have to suck it up.


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Made in gb
Longtime Dakkanaut







Tau are very viable right now.

Terminators die to every 1/6 wounds they take. Or 1/3 if its an ap2 weapon against an assault terminator. Or every 2/3 wounds if its ap2 against a shooting terminator.

In short, they die, harder than most things, but they certainly die. Rolling ones happens more than you think
   
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Resolute Ultramarine Honor Guard






Peoria IL

I love pairing markerlight drone squads with FW. Works very very well, especially on overwatch.

Tau are EXTREMELY viable. Might as well wonder if Necrons or Heldrakes are viable.

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