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Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

After typing up a response to another thread, my post just kinda snowballed into what could almost be considered a full blown article. I figured I would refine it a bit and put it in my own thread.

HQ-
Commander- Iridium armor turns this guy into 4 wounds of T5 2+ save goodness. Add in stim injectors and this guy will keep a crisis team on the table all by himself.
Ethereal- This little bugger solves 1 of tau's only 2 remaining weaknesses, poor leadership. This guy spits out a 12" aura of Ld10 and can hand out speacial rules to boot. He is worth a VP if killed so protect him.
Farsight- This guy can throw down a serious cheese fest in the form of the farsight bomb (it involves him increasing the bodyguards from unit size 2 to unit size 7). It is a powerful strategy, but not my preference.
Shadowsun- Same crazy fusion lady she has always been. fusion blasters now have 18" range for extra goodness. Add in that steath suits grant the character stealth + Shroud. Add in IC status. She is very toolboxy and only weighs in at 135ish or so points. Combine with farsight bomb to commit atrocities against fluff and milk your opponent's tears.
Aun'va- The space pope. He can project 2 ethereal powers and can block any attack if he rolls higher than the ap of the wound (effectively making his unit immune to AP 1 weapons) after failing the save. If placed behind an aegis line, he can deck out for a 2+ cover. Take note that Aun'va himself has 4 wounds and his bodyguards are 2 wound models as well. Take note of enemy units with S6 AP- firepower that can outmaneuver your aegis line. Flying Hive tyrants are a hard counter to space pope.
Darkstrider- He has some cool gimicks but can't fight with kroot, which is the only place he would be any good. He does combo with an icarus to instagib demon princes though (credit to savageconvoy). He has some cool gimicks but there are far better HQ's out there.
Aun-Shi- An ethereal that can kinda fight. You should take a regular ethereal, they are cheaper. If you absolutely must have a special character ethereal, pick this guy.
Cadre Fireblade- More expensive than an ethereal. But is BS 5, has a markerlight, and split fire. He gives any pulse rifle or pulse carbine an extra shot when fired whilst not moving. The ethereal and commander are better leaders for an actual Tau army, but this guy can shine in an allied detachment (where the ethereal is a vulnerability, and you may not want the suit commander).

Troops-
Firewarriors- They got cheaper and now come stock with defensive grenades. They were solid before and just got a little better. They make good objective campers for your Deployment zone.
Kroot- These buggers are kind of a mixed bag. They lost a point of Strength and an attack but gained ap 5 melee weapons (boo hiss). But they got cheaper and can buy sniper rounds. With the kroot hound giving acute senses to the squad and the fact that you can infiltrate and outflank with krootoxes, they make very powerful outflanking units and forward objective takers. They can also be used to bubble-wrap your more expensive units. They also come with a 6+ armor save that you will almost never roll, let alone pass.

Elites-
Crisis teams- Still the same versatile weapons platforms that they have always been. Mobile, moderately durable, but fold like the french under krak missile fire. The latest FAQ allows them to double up on two of the same weapon in a loadout. I my favorite unit has a Commander and squad of 3 all with Velocity trackers and 2x Missile pods.
Riptide- The new kid on the block. The ion accelerator is the way to go here. Forget the burst cannon. My reccomendation is to take a fusion blaster for the secondary, but the plasma rifle does synergise with the S7 AP2 shots he lays down on normal mode on the rifile. For support Systems I like early warning override and stim injectors. The threat of S8 AP2 large blast is enough to keep most deep strikers from getting too brave. Keep in mind that you are mostly paying for durability here. I've only lost the model once since I've started using him (damn Jaws of the World Wolf!) He can fight a little by virtue of being a MC, but keep in mind that he is only WS2 and will quickly loose to any credible CC threat. As an act of desperation you can use him to tarpit an enemy squad if you can't muster the firepower to deal with them.
Stealth suits- They make for good harassment units, but I feel that they are a little on the expensive side. That said they have extreme durability and make good anchor units for a farsight bomb list.

Fast Attack-
Pathfinders- These guys are still a staple of many tau lists. They took a little nerf dropping to 5+ armor saves but are now a little cheaper as well. Sqad size is now capped at 10 models. The gravy comes in that markerlights got WAY better. First, it is only 2 points to remove an enemy's cover. Second, you can boost BS on snap shots now, this allows some scary stuff if you score a few lucky hits with supporting fire. Additionally you can send the BS above 5. This is really only of use to the S8 AP2-3 pie plates the riptide and ionhead can throw down. Note that having a BS of 6 or higher gives you the ability to reroll the gets hot rolls when overcharging Ion weapons. I've always only bought these guys for the markerlights so I have yet to try out the new drones and toys they can take. At a glance though, they seem to be less efficient than other option elsewhere in the codex.
Piranhas- The good news, these guys got cheaper, and with the new rules for the carbines (assault 2) and burst cannon (4 shots), they are now the cheapest source of S5 AP5 fire in the codex. The bad news, all they are efficient for is S5 AP5 fire, you can get pulse weapon fire that scores from troops section for not much more. An Ok choice just not a good one.
Sunshark and Razorshark- The new tau flyers. Meh. They have reasonable firepower, but the AV 10 side armor is a deal breaker for me. They just aren't killy enough for their points. The tau codex has plenty of ground based solutions to air threats that are far more effective.
Vespids- They sucked before. Then they got buffed. And now they still suck. Moving on. Seriously, they are a little bit better but I think they needed a second shot to be competitive pathfinders. Tau suits with double plasma do their job and do it far more effectively.
Drone Squadrons- You get to mix and match your choice of gun-drones, marker drones, and shield drones. Unfortunately they cost 2pts more than their counterparts who are purchased as part of another squad and take up their own slot. If you want drones mix them in other squads or buy piranhas. People have been batting around the Idea of a Tau Commander with a target lock and drone controller attached to a unit of marker drones for some mobile and accurate markerlights. But such a unit is still seriously expensive and can only markerlight 1 target.

Heavy Support-
Hammerheads- With a dramatic price decrease these guys got rather good. The rail cannon with submunitions is the same as ever. The Ionhead got vastly improved as it is now capable of overcharging for a S8 AP3 pie plate of awesom. Smart Missile Systmes are now 30' range twin-linked, and Ignores cover. And free it would seem as well on the main battle tanks. The loss of vehicle based multi-trackers (shoot as though fast), mean that the SMS will be snap shooting most of the time.
Longstrike- You can stick this guy in a hammerhead to give it BS 5, Tankhunters, Night vision and some other goodies. I like him in the railhead.
Skyrays- Remember how these guys were universally reguarded as full of suck in the last codex. They got a lot better. They are cheaper, come with skyfire, and can dumbfire their missiles as well. (This means if you feel the need you can mag-dump the entire payload of 6 missiles on turn 1). The 2x networked markerlights also allow you to buff or even fire your own missiles. Also, skyfire BS4 Markerlights. These guys pull weight in my lists now.
Broadsides- A moment of silence please.... The railgun is now a heavy rail rifle, somehow when the earth caste was moving the gun from the shoulder mount to the hand mount they seem to have forgot that I might actually want to kill heavy tanks with these guys. The rail rifle is S8 AP1. This means that your days of killing Land raiders from cross map are done (Nova-Charged Riptide is now our best bet). Additionally shield drones no longer have the close protection rule, so hiding behind shiield drones is worse now that they have a 4+ save. Canny opponents will bolter down the drones, and then lay the lascannons on you. All the mourning and bitching aside, Broadsides have taken on a new role. The new High Yield Missile pod allows the broad side to lay down 4 S7 AP4 shots (twin-linked) per turn. This is a rather crazy amount of firepower that can also take a support system (velocity trackers are often touted, but I prefer the more mobile crisis platform for AA duty). Early warning override can allow a squad of these guys to drop prodigious amounts of interceptor fire (This is my go-to option). Counterfire defense systems will turn these guys into overwatch gods.
Sniper Teams- This guys got some solid buffs and can combo with an ethereal for some rather sickening firepower. Their only real downside is that they compete with hammerheads and skyrays for heavy support slots.

Dedicated Transports-
Devilfish- These guys are still pricy at 80pts before options. The loss of several vehicle based armory upgrades really hurt the tau's mech game. Multi-trackers are gone, Targetting arrays are gone (thankfully they kept the Skyray and hammerhead at BS4). The disruption pod is now a +1 to all cover saves, but at triple the cost (shroud for 5 pts was too good to last). On the upside disruption pods no longer have that pesky doesn't work within 12" that it used to so I feel the change was balanced. Unfortunately the warfish is kinda dead. I've tried to make a few mech lists, but where I used to happily pay 130pts a pop in the old dex, I got a fast (for shooting purposes), BS 4 monster with 7 shots and a 3+ rolling save. Now I pay 110ish points, I get 8 shots half at BS 3, half at BS 1 (cus i'm not fast) with a 4+ rolling save. I cringe every time i try to make a tau mech list.

That said tau vehicles in genereal are very durable, but I usually prefer kroot for my forward objective takers.

Weapons Changes- Some of these have been alluded to in unit descriptions.
Pulse Carbine- Now with Assault 2. Almost as good a pulse rifles. I still prefer the rifles myself, but they are now competitive. Still have Pinning.
Burst Cannon- 4 shots now. Straigh buff here.
Fusion Blasters- Now 18" range. A 9" double pen range is pretty sweet. Particularly considering that broadsides lost S10.
Smart Missile System- Twinlinked Now, 30" range, ignores line of sight, ignores cover. These guys got massively better, almost good enough to offset the blows to vehicle wargear.
Ion weapons- Now have a overcharge mode that gives +1S and launches a blast.
Heavy Rail Rifle- This guy went from S10 AP1 to S8 AP1 effectively killing the broadside as an anti-AV14 platform.

Wargear Updates-
Blacksun Filter- This baby is now stock on all suits and can be had for a song on most tanks. Now gives Nightvision and Immunity to Blind.
Multi-Tracker (Suit)- Now stock on all suits.
Multi-Tracker (Vehicle)- R.I.P. The loss of this wargear will deal a severe blow to the mechanized tau war effort.
Early Warning Override (Suit Only)- This guy gives interceptor to all of a suits weapons. Note that each interceptor weapon can be fired separately. Best used on broadsides with HYMP or riptides with Ion accelerator.
Velocity Tracker (Suit + Stock on Skyray)- This device gives skyfire to whoever takes it. You will pay a mint in points to get it though.
Counterfire Defense Systems- BS2 Over-watch is pretty cool. Spending points to make sure the enemy is dead before you even have to fire over-watch is even better.
Advanced Targeting System- Gives precision shots on 6's to non-characters, precision shots on 5's to characters. Good for High volume of fire squads intending to gut enemy units special weapons.
Target Lock (Now Suit only)- No longer available to vehicles. On suits it allows the bearer to fire at a different unit from the rest of his unit. No farsight bomb is complete without a few of these.
Vectored Retrothrusters (Suits Only)- No longer special Issue. Gives Hit and Run. Good for suits that play it close to the enemy. Keep in mind that Tau's low initiative means you should combine with drones (I4) or Farsight (I5).
Stim Injectors (Suits only)- No longer special issue. Gives FNP 5+ to the bearer. The riptide can take this but it costs a mint. Good uses are the aforementioned riptide and iridium armor commanders.
Drone Controllers (Suits only)- Changed a bit in role. Drone controllers are no longer required to take drones, but they allow all drones (except missile drones) in the same unit to use the bearers BS.

New Signature Systems-
Neuroweb System Jammer- Mainly of use to fill points at the end of the list (it is very cheap). Gives get's hot USR to all enemy weapons in a squad within 12". Fun toy but I wouldn't count on it. (I always seem to forget to use the damn thing).
Onager Gauntlet- Trade all attacks for a single S10 AP1 attack. (A pretty good desperation attack). The pint sized price tag on this guy makes it a solid bargain as well.
FAILsafe Detonater- Now with extra fail. This guy is now S5. Hardly worth the points.
Repulsor Impact Field- Gives a few s4 hits at the start of a combat. Barely worth it.
Command and Control Node- Bearer gives up shooting to twin-link his entire squad. Pretty good, but only really worth it if running a farsight bomb. (The increase in effectiveness from twin-linking is close to the same loss you suffer by not having 1/3-1/4 of your squad not shooting). Works wonders in a Farsight bomb where a single suit is only a small fraction of the team.
Multi-Spectrum Sensor Suite- Bearer gives up shooting to give ignores cover to his entire squad. Same comments as the command and Control node. Stacks with Command and control node.
Puretide Neural Engram Chip- This baby is pure gold. Give to your commander to have him choose from several USR's (Tank Hunters and Monster Hunters) These two USR's benefit the entire squad.
Iridium Battle Suit- Pretty much an auto-take for a commander. T5 give immunity to S8 instadeath. 2+ Armor allows your 4 wound commander to sit in front of your crisis team and laugh manically as weapons that used to make crisis teams search for their brown pants, bounce harmlessly off your shiny new armor.

If there is enough interest I may edit this and refine it some to turn it into a full blown article.

This message was edited 5 times. Last update was at 2013/06/29 22:51:00


Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Douglas Bader






 Thaylen wrote:
Skyrays- Remember how these guys were universally reguarded as full of suck in the last codex. They got a lot better. They are cheaper, come with skyfire, and can dumbfire their missiles as well. (This means if you feel the need you can mag-dump the entire payload of 6 missiles on turn 1). The 2x networked markerlights also allow you to buff or even fire your own missiles. Also, skyfire BS4 Markerlights. These guys pull weight in my lists now.


TBH the Sky Ray is pretty disappointing. The loss of vehicle multitrackers and 5th edition defensive weapons crippled it, now you can't even fire both markerlights if you move. The Sky Ray is now a static gun emplacement, the only thing it's good for is the six-missile alpha strike.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

 Peregrine wrote:
 Thaylen wrote:
Skyrays- Remember how these guys were universally reguarded as full of suck in the last codex. They got a lot better. They are cheaper, come with skyfire, and can dumbfire their missiles as well. (This means if you feel the need you can mag-dump the entire payload of 6 missiles on turn 1). The 2x networked markerlights also allow you to buff or even fire your own missiles. Also, skyfire BS4 Markerlights. These guys pull weight in my lists now.


TBH the Sky Ray is pretty disappointing. The loss of vehicle multitrackers and 5th edition defensive weapons crippled it, now you can't even fire both markerlights if you move. The Sky Ray is now a static gun emplacement, the only thing it's good for is the six-missile alpha strike.


It is no less mobile than the broadsides or pathfinders that they emulate. Stick them in cover. You have markerlight support and AA missiles. You get more survivability than pathfinders or broadsides. The skyfire markerlights means you can reliably support other AA assets, or even turn ground AT into AA in a pinch. I'm not saying they are auto-take, but they can add some good AA or turn 1 damage.

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in jp
Sinewy Scourge






USA

Don't discount the skyfire SMS either. Skyrays are a pretty effective tool that people may find suitable for their list.

"drinking liqueur from endangered rain forest flowers cold-distilled over multicolored diamonds while playing croquet on robot elephants using asian swim suit models as living wickets... well, some hobbies are simply more appealing than others." -Sourclams

AesSedai's guide to building a custom glass display case for your figures

Kabal of the Twisting Abyss--Blog Laenea, A Tendril of Hive Fleet Hydra--Blog

Always looking for games in/near Raleigh! 
   
Made in de
Shrieking Traitor Sentinel Pilot





I think your analysis of Darkstrider missed one glaring thing: he is clearly meant for Pathfinder teams. His special you-lose-one-toughness-when-my-unit-shoots-at-you means that if you put with with RR Pathfinders, they will insta-kill mlti-wound T4 models, with no armour saves.
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

I think you undervalue the Space Pope, put him behind an Aegis and send him to ground every turn, he is amazingly durable.

DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

maceria wrote:
I think your analysis of Darkstrider missed one glaring thing: he is clearly meant for Pathfinder teams. His special you-lose-one-toughness-when-my-unit-shoots-at-you means that if you put with with RR Pathfinders, they will insta-kill mlti-wound T4 models, with no armour saves.


While the tactic you mention is certainly valid, it is a rather inefficient points use. You can accomplish the same idea (ID T4 models with AP1), for a comparable points range by fielding crisis teams with double fusion blasters. You get the S8 AP1, plus the melta rule that wrecks large vehicles. Darkstrider+Min pathfinder team with 3 Rail Rifles costs 189 points, a 3-man crisis team with 2xFusion Blaster and Flamer costs 171 points. The crisis team uses less slots, less points, and gets more firepower with far greater mobility and durability.

Pathfinders are REALLY squishy and darkstrider does nearly nothing to improve that (most pathfinders die to shooting). Darkstrider also does nothing to help their primary mission, which is deploying markerlights.

Darkstrider's special rule would have really payed dividends if you could attach to kroot (Why not GW?) or broadsides (I kinda understand this not being allowed). Darkstrider struggles to find a place in a conventional tau list and is outclassed by the cheaper cadre fireblade in an allied detachment.


Automatically Appended Next Post:
 Krellnus wrote:
I think you undervalue the Space Pope, put him behind an Aegis and send him to ground every turn, he is amazingly durable.


An aegis line can help him (and aegis lines are good for tau in general). But unless he is right up on the aegis line, flyers and taller MC's will be able to just shoot right over the line. I played a game with nid allies vs a player using space pope, and the dakka tyrant was able to fly up, get Line of sight on Aun'va and blow his unit away on turn 1.

Admittedly the double twin-linked devourer Hive Tyrant is the perfect counter to Aun'va, but that variant of Hive tyrant is extremely prevalent in Tyranid lists.

His main issue is that he can't join units. If he could I'd recommend him in a heartbeat Even behind the Aegis he is only 4 wounds at T3. I'd much rather make an opponent try an mow through a kroot mob or firewarrior team if they decide to hunt my ethereal.

That said I will edit the main post to include this as a possible use for him.

This message was edited 1 time. Last update was at 2013/06/29 19:43:54


Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Fireknife Shas'el






Darkstrider does have plenty of good uses. I wouldn't put him with pathfinders, because the squishy unit becomes too shiny and too expensive really quick.

However I would stick him with Firewarriors behind an ADL so that I can get a ton of pulse rifle shots that wound marines on a 2+. Give him an Icarus Lascannon and he can snipe Deamon Princes.

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
Purposeful Hammerhead Pilot




Murrieta, CA

 Savageconvoy wrote:
Darkstrider does have plenty of good uses. I wouldn't put him with pathfinders, because the squishy unit becomes too shiny and too expensive really quick.

However I would stick him with Firewarriors behind an ADL so that I can get a ton of pulse rifle shots that wound marines on a 2+. Give him an Icarus Lascannon and he can snipe Deamon Princes.


Fair point with the Icarus. I would definitely consider this for an allied detachment.

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Douglas Bader






 Thaylen wrote:
Even behind the Aegis he is only 4 wounds at T3.


That's 4 wounds at T3, with a 2+ cover save (GTG) and usually at least a 5+ to cancel it. And this applies to the bodyguards and any attached ICs, so it's really at least 8 wounds.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

 Peregrine wrote:
 Thaylen wrote:
Even behind the Aegis he is only 4 wounds at T3.


That's 4 wounds at T3, with a 2+ cover save (GTG) and usually at least a 5+ to cancel it. And this applies to the bodyguards and any attached ICs, so it's really at least 8 wounds.


I'll give this may be closer to 6 effective wounds. I can't see what IC would actually be worth attaching to the space pope considering the plan is to just deck him out every turn.

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Douglas Bader






 Thaylen wrote:
I'll give this may be closer to 6 effective wounds.


Check the codex again. 4 for space pope himself, then two each on his two bodyguards. That's a total of 8, and more if you attach an IC.

I can't see what IC would actually be worth attaching to the space pope considering the plan is to just deck him out every turn.


It could be worth it if you're taking a second ethereal. Place them in this order from the most likely shooting direction: drones -> bodyguards -> standard ethereal -> space pope.

This message was edited 1 time. Last update was at 2013/06/29 22:16:30


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

 Peregrine wrote:

Check the codex again. 4 for space pope himself, then two each on his two bodyguards. That's a total of 8, and more if you attach an IC.


Noted. I missed the fact that he has 4 wounds and his bodyguards 2 each. S6 AP- is a weakness to be sure, but everything has hard counters. I will revise my assessment of him based on that fact.

Edit:

I've adjusted the OP to reflect Krellnus and Peregrine's input on Aun'va.

This message was edited 1 time. Last update was at 2013/06/29 22:52:23


Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in au
Dakka Veteran




Space pope behind an Aegis instantly dies to any Eldar. That's just too hard counter for my tastes.
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

How so? They have little to no ignores cover weapons and 1? Barrage weapon.

DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in us
Honored Helliarch on Hypex




Scatter laser spam, maybe? Even terminators fail saves eventually.
   
Made in au
Dakka Veteran




 Krellnus wrote:
How so? They have little to no ignores cover weapons and 1? Barrage weapon.


Serpent Shield. D6+1 AP- Str 7 Ignores Cover BS4 and twin linked, so you have to save on 5+ or suffer instant death, alongside 4 AP6 Str 6 attacks that you'll get a 2+ then 6+ to save to add insult to injury.

A single serpent is capable taking out the whole kit and caboodle in one round, and Eldar lists tend to bring more than one.

That's potentially 3 Victory points. First Blood, Slay the Warlord, +1 for Ethereal. As a Tau player, no thanks.

This message was edited 1 time. Last update was at 2013/06/30 01:09:16


 
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

Halfpast_Yellow wrote:
 Krellnus wrote:
How so? They have little to no ignores cover weapons and 1? Barrage weapon.


Serpent Shield. D6+1 AP- Str 7 Ignores Cover BS4 and twin linked, so you have to save on 5+ or suffer instant death, alongside 4 AP6 Str 6 attacks that you'll get a 2+ then 6+ to save to add insult to injury.

A single serpent is capable taking out the whole kit and caboodle in one round, and Eldar lists tend to bring more than one.

That's potentially 3 Victory points. First Blood, Slay the Warlord, +1 for Ethereal. As a Tau player, no thanks.

In return for leaving them open to an easy table? Yeah I'd take that anyday.

DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in au
Dakka Veteran




 Krellnus wrote:
Halfpast_Yellow wrote:
 Krellnus wrote:
How so? They have little to no ignores cover weapons and 1? Barrage weapon.


Serpent Shield. D6+1 AP- Str 7 Ignores Cover BS4 and twin linked, so you have to save on 5+ or suffer instant death, alongside 4 AP6 Str 6 attacks that you'll get a 2+ then 6+ to save to add insult to injury.

A single serpent is capable taking out the whole kit and caboodle in one round, and Eldar lists tend to bring more than one.

That's potentially 3 Victory points. First Blood, Slay the Warlord, +1 for Ethereal. As a Tau player, no thanks.

In return for leaving them open to an easy table? Yeah I'd take that anyday.


Hahaha, sure sure we're on the 40K boards, not the Fantasy boards.

At best Eldar can sit vehicles on the board edge given the shield has 60" range. HYMP has 36" range? Yeah. What else have you got?

   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

Space pope does have problems, that is why I prefer the vanilla ethereal.

Any other areas of concern or things I should adjust?

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

Perhaps add in FW stuff if you have access to the book, for those people who have access to FW anyway.

DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in us
Fireknife Shas'el






Wait... Are you suggesting that giving up a transport to take out a major support HQ and gain at least 2 victory points is a bad idea?

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
Douglas Bader






 Krellnus wrote:
Perhaps add in FW stuff if you have access to the book, for those people who have access to FW anyway.


You can find those here: http://www.dakkadakka.com/dakkaforum/posts/list/531229.page

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Hoary Long Fang with Lascannon






 Savageconvoy wrote:
Wait... Are you suggesting that giving up a transport to take out a major support HQ and gain at least 2 victory points is a bad idea?


Absolutely hysterical response. I don't play Tau or Eldar, but yeah, that's a pretty easy win for the Eldar player. Or in a FW environment, what's stopping a Rune Priested/Librarianed Earthshaker Carriage from doing the same thing? Or even just a lucky Manticore shot.

T3 right? That's a tempting "bombing run" for a buffed up DP to Vector Strike while leaving the board too... (assuming the right powers are active for that not to be a suicide mission)

This message was edited 1 time. Last update was at 2013/06/30 07:24:24


Ramblings: http://www.frontlinegaming.org/tag/anonymou5/

Batreps (WIP): http://www.youtube.com/channel/UCl20wU5SV0cVUtDaSqzMkiQ

Armies: Lokisons (The Rout), Sluts and Puppies: A Chaos Daemon Experience (Daemons), PDF of the Union of Surviving Slavic Regimes (Imperial Guard), The Dead Live! (Chaos Marines), Loke's Blokes (Orks), The Kabal of the Hidden Blade (DE) 
   
Made in us
Battlefortress Driver with Krusha Wheel






So since you guys are experienced with tau in 6th, spare a critique or advice on a list im putting together?

1x eretheal

1x commander, irridium, 2 bodyguards missles for guards, mabye the special weapons for the commander (are they decent?) with velocity trackers or whichever allows you to shoot at flying things.

1x hammerhead ion cannon

1x skyray

1x riptide ion, mabye stim injectors?

2x 6 man squads of pathfinders vanilla.

2x piranha fusion blasters

6x stealth team 2 fusion blasters

3x crisis suits, 2 fusion and flamers ( probably deep striking)

now aside from really reading what the wargear does, and learning the special rules a bit better, my tough choices are what to take for troops, and how much.

I was thinking something like:

2x 10 man fire warrior squads, vanilla keeping them near the ethereal

and 2 10 man kroot squads with 2 dogs each for outflanking/to boost my model count.

I havent actually added this up, shooting for a 2k list, it may be grossly over cost at this point. Is this a decent start to an all comers list. Not a fan of building to fight specific opponents or using allies, though I do love me some orks.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in ca
Smokin' Skorcha Driver




Canada

Darkstrider works well allowing a D-fish full of fire warriors to outflank and shred an opponent's backfield (this is how I use him), and then you have a scoring unit to boot. Photon grenades + cover + darkstrider's run away + D-fish drones on overwatch also make this squad a lot harder to take out with both shooting and assault.

tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
Made in us
Longtime Dakkanaut





Sky Rays are GREAT. Don't dismiss them. Very durable and useful marker platform. It allows you to not take the overpriced Skyfire upgrade and still shred flyers. It is also great at alphastriking MCs. The 6 missiles will do a number on most mech in the game. Once you've used that the 2 Markers and SMS will remain useful. I generally take 2 of them now due to the flexibility they provide. I love them.

This message was edited 1 time. Last update was at 2013/06/30 19:58:01


Bee beep boo baap 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

 DakkaHammer wrote:
Darkstrider works well allowing a D-fish full of fire warriors to outflank and shred an opponent's backfield (this is how I use him), and then you have a scoring unit to boot. Photon grenades + cover + darkstrider's run away + D-fish drones on overwatch also make this squad a lot harder to take out with both shooting and assault.


This formation you mention costs over 300pts. For the same price I could field 2x20 man kroot mobs with sniper rounds and some extra hounds. I can still outflank, have more shots, and more bodies.


Automatically Appended Next Post:
 LValx wrote:
Sky Rays are GREAT. Don't dismiss them. Very durable and useful marker platform. It allows you to not take the overpriced Skyfire upgrade and still shred flyers. It is also great at alphastriking MCs. The 6 missiles will do a number on most mech in the game. Once you've used that the 2 Markers and SMS will remain useful. I generally take 2 of them now due to the flexibility they provide. I love them.


I like these guys. They've become a staple in my lists, I'm not sure if I'd want 2 though. I currently run 1 Skyray and 1 Ionhead. (Used to run a longstrike railhead as well, but fusion/flamer suits seem to do the same job cheaper and better).

This message was edited 1 time. Last update was at 2013/06/30 22:53:59


Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Longtime Dakkanaut





I personally am not a big Hammerhead fan. I find that they have too few shots and i'm not a particularly big fan of blasts either. They compare favorably to units like Fire Prisms, but in general those units don't tickle my fancy. For me the HS slot is all about Sky Rays and HYMP Broadsides. I generally do a 2 to 1 ratio. That being said. I don't think that Hammerheads or Sniper Drones are bad ideas. Both have merits and uses, it all depends on the list and playstyle.

This message was edited 1 time. Last update was at 2013/06/30 22:56:55


Bee beep boo baap 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

 LValx wrote:
I personally am not a big Hammerhead fan. I find that they have too few shots and i'm not a particularly big fan of blasts either. They compare favorably to units like Fire Prisms, but in general those units don't tickle my fancy. For me the HS slot is all about Sky Rays and HYMP Broadsides. I generally do a 2 to 1 ratio. That being said. I don't think that Hammerheads or Sniper Drones are bad ideas. Both have merits and uses, it all depends on the list and playstyle.


Admittedly the S8 Ap3 isn't great by itself. It really starts to shine when you add markerlights to gain Ignores cover and/or BS6 (BS 6 gives the ability to reroll the gets hot die). Either enemy units spread out, limiting their ability to hug cover and increasing the loss distance effect of casualties, or they stay in a tight formation, and you score extra firepower from ignores cover/ignores armor blasts.

My biggest issue with HYMP broadsides is their range (combined with their lack of mobility, this creates force projection issues), and the fact that crisis teams can cover the same role for a cheaper price while achieving greater mobility (Iridium armor commander solves the durability issue).

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
 
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