Switch Theme:

Tau 8th Edition Tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Longtime Dakkanaut




If drone controllers stack I can see a way to still make use of my marker commander, but otherwise I'm gonna have to completely rethink what to do with my HQ.

Might be best to just wait for the codex?
   
Made in us
Lesser Daemon of Chaos




Phoenix, Arizona

 Coyote81 wrote:
Has anyone been able to wrap their heads around the cost choice on Ion rifles for Pathfinders? 7pts, it's a 30" range heavy D3 S8 weapon on overcharge. I don't can if I have roughly a 1/3 chance of killing myself. One markerlgiht greatly reduces that chance.

You could just spam tons and tons of these units. With ethereal buffs, potentially Kauyon as needed. And Darkstrider nearby as a topper.


At 7pts per model, it actually seems like a decent option. Chance of mortal wounds when overcharged makes the chance of killing yourself worth it. With the changes to Markerlights, both in cost and efficacy, I'm actually considering the special weapon options on Pathfinders for the first time since they were introduced.

Sometimes, the only truth people understand, comes from the barrel of a gun.
 
   
Made in gb
Sneaky Sniper Drone




 Vryce wrote:
 Coyote81 wrote:
Has anyone been able to wrap their heads around the cost choice on Ion rifles for Pathfinders? 7pts, it's a 30" range heavy D3 S8 weapon on overcharge. I don't can if I have roughly a 1/3 chance of killing myself. One markerlgiht greatly reduces that chance.

You could just spam tons and tons of these units. With ethereal buffs, potentially Kauyon as needed. And Darkstrider nearby as a topper.


At 7pts per model, it actually seems like a decent option. Chance of mortal wounds when overcharged makes the chance of killing yourself worth it. With the changes to Markerlights, both in cost and efficacy, I'm actually considering the special weapon options on Pathfinders for the first time since they were introduced.

Me too - though Rail Rifles all the way!

This message was edited 1 time. Last update was at 2017/06/02 13:02:14


 
   
Made in us
Lesser Daemon of Chaos




Phoenix, Arizona

I have also considered Rail Rifles, same chance of dealing mortal wounds without the risk of killing yourself, but it's triple the cost of the Ion Rifle. On a personal level, I do prefer the RR, and probably will have at least one squad of them, but they will become expensive to spam.

Sometimes, the only truth people understand, comes from the barrel of a gun.
 
   
Made in br
Deathwing Terminator with Assault Cannon




Lisbon, Portugal

Ion Rifles don't deal mortal wounds to the enemies - it deals a mortal wound to the BEARER on a to hit of 1!

40k Dark Angels and future 30k Thousand Sons

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 
   
Made in us
Lesser Daemon of Chaos




Phoenix, Arizona

You're right.

Reading comprehension FTL..

Sometimes, the only truth people understand, comes from the barrel of a gun.
 
   
Made in ca
Calm Celestian






changemod wrote:If drone controllers stack I can see a way to still make use of my marker commander, but otherwise I'm gonna have to completely rethink what to do with my HQ.


You can't equip multiples of the same support system on one suit. You can, however, load up three crisis suits this way.

That's presuming the DC effect stacks (and why shouldn't it? I think it should).

I've heard it said that she can melt you with her eyes. 
   
Made in us
Shas'la with Pulse Carbine




I played my first 8th ed game last nite. My Tau vs my friends Chaos Marines. He is no pushover, and I stomped him. Close combat has not been brought up to par with shooting. Tau have gotten ridiculously better.

What I found:
Tau suits are now much more expensive
The entire Army is crazy mobile
All our battlesuits gained 1 Toughness
All suits gained more wounds
Key wargear - advanced targeting system - effectively removes bonus to saves or gives weapons that extra -1 to AP.
Broadsides are insanely good
Stormsurges are godlike
Vehicles are so much better now.
Invulnerable saves are game breakers

We just played out a simple game using the narrative missions. Decided to just use the power level system. agreed on 75 PL. Today I calculated my list and came out to 1535pts.

My List:
Longstrike with SMS and Railgun
Ethereal on hover drone - 8" movement
3x5-man strike teams
1x3-man Crisis suit team each with 2 Missile Pods and advanced targeting systems
1 broadside with 2 HYMP and 2 SMS - S5 T5 W6 2+ sv - with advanced targeting system - He alone was just over 200pts
1 Ghostkeel with 2 fusion blasters, 1 fusion collider and stim injector
1 Stormsurge with Pulse blast cannon and Burst cannons as well as his regular missile loadout. Also had Shield gen, Stims and Velo tracker

Chaos had:
Kharn
Unit of berserkers
Landraider
Pred with auto cannon? and las sponsons
Rhino
Unit of 5 CSMarines
Unit of 5 Warp Talons
Mauler fiend
Heldrake

I wanted to try a bit of everything but stay battle forged. he went first. The heldrake went for Longstrike and a firewarrior squad beside him. Longstike is tough as hell and could not be killed in CC by the heldrake. The whole concept of him fighting a mechanical demon dragon was great! His railgun wasn't overly effective. His SMS did a lot of work though.
The ghostkeel's fusion was also not overly effective. I found it to be too random.
The Crisis suits were real stars. 12 shots from that squad at S7 -2 (due to the ATS) D3 dmg took out the maulerfiend.
The stormsurge wrecked the landraider while taking nothing but las cannon shots and shrugged them off with 4+ invuln and the new stims

What we found was that target prioritization was critical. Sure everyone can hurt everyone now. But its still not worth trying to kill targets your unit isn't designed for. The big example were his warp talons attacking my CS suits after they deepstuck in. CS suits are now T5 with 3 wounds. His warp talons and all assault units got hit so badly with the nerf stick. He had 11 attacks now. They used to have 21 with mark of khorn / 16 without it. And those lightning claws used to negate my saves now i get a 5+ save. He used to wound them on 4. Now he wounds them on 5+.
He should have softened them up with some shooting first.

8500
4500
AdMech /Knights / Assassins 3100 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





 GI_Redshirt wrote:
 Coyote81 wrote:
Has anyone been able to wrap their heads around the cost choice on Ion rifles for Pathfinders? 7pts, it's a 30" range heavy D3 S8 weapon on overcharge. I don't can if I have roughly a 1/3 chance of killing myself. One markerlgiht greatly reduces that chance.

You could just spam tons and tons of these units. With ethereal buffs, potentially Kauyon as needed. And Darkstrider nearby as a topper.


There are a couple reasons for the low price point on it, at least as I see it.

1. Outside of its strength and range, it really isn't an amazing weapon. Its only AP -1. Even if you are wounding infantry on 3+ (potentially 2+ if you Overcharge), all but the flimsiest units will get a save against this. It's also only D1, even on the Overcharge profile, meaning that it won't be great at killing multi wound models, especially vehicles and monsters who it will be wounding on 4+ at best and will laugh at the AP -1. It also lacks volume of fire. Rapid Fire 1 means 1-2 shots in normal mode, with D3 (average of 2) shots in Overcharge. We have plenty of other weapons, Ion weapons and Missiles mostly, that have the S7 AP -1 profile, but either have much greater volumes of fire or do D D3 or better. Is the weapon better than the Pulse Carbine? Of course, no one would say otherwise. But its far from this hidden gem of a weapon.

2. You lose the Markerlight in order to take it. No explanation is really needed here, Markerlights are valuable. Especially in 8th where everything can split fire and markerlights are cumulative. The age old argument against taking special weapons on Pathfinders, paying to lose a Markerlight from your army, still rings true. Granted it's not as bad now that everything can split fire so you can shoot that Ion Rifle at a different target, but you are still paying points to take a Markerlight out of your army.

3. You have to take it on a Pathfinder (Hopefully someday the Tau Empire realizes that Fire Warriors are perfectly capable of carrying weapons beyond Pulse Rifles and Carbines and we can see these weapons on guys who could really use them). T3 5+ W1 models are not something we as Tau want to be putting our special weapons on. Pathfinders are just too vulnerable to risk dropping points for a special weapon on, IMO. Even if it is fairly easy to reduce the risk of that mortal wound from Overcharge, the risk is still present and Pathfinders still aren't great at standing up to enemy fire. With the new AP system anything better than standard infantry weapons will knock them down like a bowling pin.

I do see the potential value of Pathfinder Special Weapon teams in 8th (3 guys with Ion or Rail and a Shas'Ui). I think, however, that if you're going to take a special weapon on a Pathfinder, you are much better off taking the Rail Rifle than the Ion. The Rail Rifle is just a better weapon, full stop. Yes you pay more for it, but the damage output is pretty worth it. Still committing the sin of spending points to lose Markerlights, but you'll have real damage output with those. The Ion Rifle, simply put, does a job that Tau don't need anymore help doing. It's role is filled in other places with better options, both in terms of damage output and in terms of the units carrying them. Is the Ion Rifle utterly useless and pointless? No, of course not. Especially in lower point games, it can be useful to have a cheap way of getting S7/S8 in your list. At higher points games where you have access to things like Crisis, Ghostkeels, Broadsides, etc.? You really have no need for it, and the Markerlight you give up will be much more valuable to your army.


Response to your points:

1.The cost of the weapon and bearer by themselves allow this weapon to become a high volume weapon. Being rapid fire 30" or Heavy D3 for a total of 12 pts (Which is 3 points more then the cost of the marker light, never forget you are paying for that markerlight in 8th edition) Having played high volume firewarrior in previous editions as a strategy, only having a -1 AP is nowhere near as bad as your making it out to be. Not like Pulse rifles ever negated space marine armor before, and these are better then those where in 7th.

2. See previous point about paying for markerlights, you aren't wasting points anymore because you don't start with the markerlight in your cost, it's a separate 3 pts, that you don't pay if you take an ion rifle.

3. Most enemy high volume weapons don't have the range that Tau Pathfinders have. This gives us an advantage, we basically get to alpha strike with them all the time. You don't hear AM guardsmen complaining about their 4pt models with 7pt plasmagun. They are cheering. Sometimes, the cost effectiveness (Especially with the need detachment charts allowing to take so many fast attack choices if we choose) wins the day. I'll take a 7pt ioncannon over a 22pt railrifle everyday.

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in us
Longtime Dakkanaut




I'm interested in your appraisal of the Stormsurge. I figured that it'd be tough to kill with the right upgrades, but do you think it holds up well enough to dedicated heavy weapons fire? Do you think including an ATS would be helpful? Were you able to get into useful range with the blastcannon without much trouble?

Similarly, I'm glad you mentioned the Ghostkeels' fusion. It seems like a decent weapon, but it's basically just 2 fusion blasters, on average. You can get that kind of performance elsewhere for cheaper. The CIR, though, seems like a nifty weapon in combo with an ATS. I'm not entirely convinced that you wouldn't be better off taking Crisis Suits with CIBs or missiles, though. Thoughts?
   
Made in br
Deathwing Terminator with Assault Cannon




Lisbon, Portugal

 Coyote81 wrote:
3. Most enemy high volume weapons don't have the range that Tau Pathfinders have.


Autocannons are 2d3 shots now

This message was edited 1 time. Last update was at 2017/06/02 15:11:35


40k Dark Angels and future 30k Thousand Sons

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 
   
Made in us
Shas'la with Pulse Carbine




MilkmanAl wrote:
I'm interested in your appraisal of the Stormsurge. I figured that it'd be tough to kill with the right upgrades, but do you think it holds up well enough to dedicated heavy weapons fire? Do you think including an ATS would be helpful? Were you able to get into useful range with the blastcannon without much trouble?

Similarly, I'm glad you mentioned the Ghostkeels' fusion. It seems like a decent weapon, but it's basically just 2 fusion blasters, on average. You can get that kind of performance elsewhere for cheaper. The CIR, though, seems like a nifty weapon in combo with an ATS. I'm not entirely convinced that you wouldn't be better off taking Crisis Suits with CIBs or missiles, though. Thoughts?


The way I kitted the stormsurge he was about 440. The velo tracker is now next to useless since most of our army has fly and doesn't take penalties when shooting fliers. I think it would have made more sense to give ti the ATS. That gives -1 AP to the cluster missiles, the SMS the BC's and even at 30' the Pulse Blast Cannon gets -1 rather than 0, at 20 its -3 rather than 2 and at 10 its -5 so those 2+ save models in cover still don't get a save.

People want that SS to die so they will go after it. 20 wounds is nothing to laugh at. And with a 4++ and FNP 6+ it doesn't die. like I said I was shrugging off 6 lascannon shots a turn. When he conceded, I was down to 15 wounds. he rolled the landraider up to it so that the berserkers and Kharn could jump out and assault it. 6" movement is fine. It was worth while to take.

Remember games will now be 2000pts on average. 400ish points for a SS is a good call. I also liked the Blast cannon because it's consistent in it's number of shots and DMG.

The ghostkeel needs another run this time with the Raker and BC's, FNP and ATS - S7 AP-2, Heavy 6 coupled with 8 S5 AP-1 shots, sounds good to me. Also 10wounds and his stealth and infiltrate shenanigans make him a valuable mid field horde or vehicle killer. Most tanks are T7. So hes got high volume of fire wounding on 4 or 5's against those units and is negating their 3+ save by 1 or 2.

8500
4500
AdMech /Knights / Assassins 3100 
   
Made in gb
Longtime Dakkanaut




 Captain Joystick wrote:
changemod wrote:If drone controllers stack I can see a way to still make use of my marker commander, but otherwise I'm gonna have to completely rethink what to do with my HQ.


You can't equip multiples of the same support system on one suit. You can, however, load up three crisis suits this way.

That's presuming the DC effect stacks (and why shouldn't it? I think it should).


That was my idea yeah, I have three still unbuilt crisis suits, so was considering giving my marker commander who already has two missile launchers on her shoulders three bodyguards with the same loadout.

Leaving one leftover slot on the commander, probably for an ATS. Gives me one redundant drone controller, then crowd markers around them. Maybe some snipers too.
   
Made in br
Deathwing Terminator with Assault Cannon




Lisbon, Portugal

Naaris wrote:
The velo tracker is now next to useless since most of our army has fly and doesn't take penalties when shooting fliers.


This is a bit of misconception. Nowhere in the Fly or Shooting Phase rules says that units with Fly keyword are harder to hit. Some aircraft have the additional rule Hard to Hit, imposing a -1 to hit modifier. Velocity Tracker negates that, but adds +1 to hit against other stuff with fly - other suits, jump packs, destroyers, etc.

40k Dark Angels and future 30k Thousand Sons

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 
   
Made in ca
Calm Celestian






MilkmanAl wrote:
Anyone have any army ideas yet?


I got started on one last night, just to get a feel for how much heavier my favourites are now, points wise.

I had a naked commander, two units of three crisis suits with two missile launchers and drone controllers with 12 marker drones each, one ghostkeel with CIR and fusions, longstrike and two hammerheads with rails and SMS. That was just under 1500 and obviously incomplete. I got to thinking about a proper loadout for the other crisis squad and was stuck on whether I should run them together with the commander for some mid-range action or if I should have them go for a flamer build, (two flamers and ATS of just three flamers? No idea.)

It's early stages, but I want to field those hammerheads I got for secret santa last year.

I've heard it said that she can melt you with her eyes. 
   
Made in us
Longtime Dakkanaut




I'm thinking a force of Longstrike-lead Hammerheads could be pretty effective. That +1 to hit is no joke, and Hammerheads seem to be costed reasonably by comparison to other similar units to begin with. Get a marker light on your target(s), and you'll be set for some destruction. I think I'd go with SMS on them, even though gun drones are pretty spiffy for the cost. The extra range and not needing LOS is still awesome. 207 pts doesn't strike me as a terrible deal for that.

Maybe even go whole-hog on Hammerheads with a Spearhead detachment, keeping them all in a tight enough formation to get the Longstrike bonus. Have a unit or two of Breachers around to wipe anything wanting to charge you and some Pathfinders for the few marker lights you need to wreak havoc, and you're all set. Instant army! 7 tanks and some little dudes.

This message was edited 1 time. Last update was at 2017/06/02 18:33:29


 
   
Made in us
Focused Fire Warrior




Sacratomato

I am looking at building up my Stealth Tau.

How are the Stealth suits and Ghostkeels?

How does Shadowsun fit in?

70% of all statistics are made up on the spot by 64% of the people that produce false statistics 54% of the time that they produce them. 
   
Made in us
Longtime Dakkanaut




Stealth suits honestly don't seem much better to me. They're certainly improved, but with Gun Drones getting so much cheaper, there's not a whole lot of need for fast S5. Ghostkeels are probably okay-ish. Shadowsun is a solid choice, with her extra command benefits. She's pretty expensive, though.
   
Made in ca
Calm Celestian






At 2 wounds, T4, and a 3+ save they aren't half bad, actually. Their stealth fields now represent a -1 on the enemy's hit roll, meaning you'll be taking less incoming fire and you'll still be able to manage a 2+ save in cover. Unlike gundrones they can chose to shoot at targets more vulnerable to their fire instead of the closest.

Ghostkeel also gets a -1 to hit it over a certain range, and the stealth drones confer another -1 to hit. This stacks with the ghostkeel's stealth but is worded so it won't stack with more and more drones.


I've heard it said that she can melt you with her eyes. 
   
Made in us
Focused Fire Warrior




Sacratomato

I have always wanted a large 3 to 4 man squad of Stealth Suits in a Tau Stealth suit army!

70% of all statistics are made up on the spot by 64% of the people that produce false statistics 54% of the time that they produce them. 
   
Made in us
Longtime Dakkanaut




Tau 8th Edition Tactics:

Buy shooty things
Sit at the back of the board
shoot enemy

Rinse, repeat, win, deny that your army is boring to play against.

If at first you don't succeed then Sky Diving isn't for you. 
   
Made in us
Locked in the Tower of Amareo




Just pretend you are playing against a computer AI like in a video game.
   
Made in us
Longtime Dakkanaut




I don't think Tau are going to be static this edition at all. Between precision Crisis drops and lots of drones running around spewing pulse shots everywhere and Fire Warriors being awesome, I think we've got a fairly mobility-focused army. I think that an early-game castle to benefit from essentially an army-wide Kauyon will be a common tactic, but there will be much kiting thereafter, JSJ or no. We've got some fast units and will do well to take advantage of them.
   
Made in us
Lesser Daemon of Chaos




Phoenix, Arizona

The problem with Stealth Suits, and it's the same problem they've always had, is their weapon. S5 is in no short supply in our army. In fact, other than Kroot, the only other weapon in our army that isn't S5, is the Airbursting Frag Projector. Their cover save was nice, and Infiltration could be useful in some cases, but massed S5 firepower was much cheaper elsewhere in the army. And sadly, that really hasn't changed. They're still the same price they always were, but they did manage to get +1W & +1T out of it, and the -1 to hit them is nice. So on that note, they are arguably better, but they're still toting around firepower that is easily replicated by Gun Drones. The option for FB's is still there, but you're almost doubling the cost of the suit to bring it, and it's still the same 1 per 3 restriction.

I honestly don't know what would make them more desirable, if you allow them access to the XV8 armory, you risk them overshadowing the XV8's. If you allow all of them to carry FB's, they would likely be too good - even now, with the increased cost of the FB.

Really, they're not any worse off than they were before, but there's nothing about them that is overly spectacular either. If you like the models, and like the idea of an all Stealth Army led by Shadowsun, they probably wouldn't be insta-loose (depending on your opponent, of course), but I wouldn't expect them to run the table. You'd definitely need some heavy hitters and I'm not sure even Ghostkeels would fit the bill. You'd need some form of Markerlight support, be it drones or a Pathfinder team or two, and something capable of punching hard, probably Broadsides.

It would be a cool army tho, I'll say that for sure.

Sometimes, the only truth people understand, comes from the barrel of a gun.
 
   
Made in us
Focused Fire Warrior




Sacratomato

I play Casual.

I have a little over $200 top spend on the new 8th book and some models.

I am torn between adding Tau Stealth suits (and maybe a bomber) and buying into some Harlequinn stuff.

70% of all statistics are made up on the spot by 64% of the people that produce false statistics 54% of the time that they produce them. 
   
Made in us
Dakka Veteran




Im going to be building an all stealth army too, for no other reason than I think it will be cool.
   
Made in us
Dark Angels Librarian with Book of Secrets






A Protoss colony world

Spoiler:
Naaris wrote:
I played my first 8th ed game last nite. My Tau vs my friends Chaos Marines. He is no pushover, and I stomped him. Close combat has not been brought up to par with shooting. Tau have gotten ridiculously better.

What I found:
Tau suits are now much more expensive
The entire Army is crazy mobile
All our battlesuits gained 1 Toughness
All suits gained more wounds
Key wargear - advanced targeting system - effectively removes bonus to saves or gives weapons that extra -1 to AP.
Broadsides are insanely good
Stormsurges are godlike
Vehicles are so much better now.
Invulnerable saves are game breakers

We just played out a simple game using the narrative missions. Decided to just use the power level system. agreed on 75 PL. Today I calculated my list and came out to 1535pts.

My List:
Longstrike with SMS and Railgun
Ethereal on hover drone - 8" movement
3x5-man strike teams
1x3-man Crisis suit team each with 2 Missile Pods and advanced targeting systems
1 broadside with 2 HYMP and 2 SMS - S5 T5 W6 2+ sv - with advanced targeting system - He alone was just over 200pts
1 Ghostkeel with 2 fusion blasters, 1 fusion collider and stim injector
1 Stormsurge with Pulse blast cannon and Burst cannons as well as his regular missile loadout. Also had Shield gen, Stims and Velo tracker

Chaos had:
Kharn
Unit of berserkers
Landraider
Pred with auto cannon? and las sponsons
Rhino
Unit of 5 CSMarines
Unit of 5 Warp Talons
Mauler fiend
Heldrake

I wanted to try a bit of everything but stay battle forged. he went first. The heldrake went for Longstrike and a firewarrior squad beside him. Longstike is tough as hell and could not be killed in CC by the heldrake. The whole concept of him fighting a mechanical demon dragon was great! His railgun wasn't overly effective. His SMS did a lot of work though.
The ghostkeel's fusion was also not overly effective. I found it to be too random.
The Crisis suits were real stars. 12 shots from that squad at S7 -2 (due to the ATS) D3 dmg took out the maulerfiend.
The stormsurge wrecked the landraider while taking nothing but las cannon shots and shrugged them off with 4+ invuln and the new stims

What we found was that target prioritization was critical. Sure everyone can hurt everyone now. But its still not worth trying to kill targets your unit isn't designed for. The big example were his warp talons attacking my CS suits after they deepstuck in. CS suits are now T5 with 3 wounds. His warp talons and all assault units got hit so badly with the nerf stick. He had 11 attacks now. They used to have 21 with mark of khorn / 16 without it. And those lightning claws used to negate my saves now i get a 5+ save. He used to wound them on 4. Now he wounds them on 5+.
He should have softened them up with some shooting first.

I think this is less of a "CC has been nerfed, shooting is still king" and more of a case of a very bad matchup. Plus the points will most likely be tweaked for some things. Also, how many points was his army, or did you calculate? I suspect that Power Levels alone are not going to be very telling, and most players will stick to points to come up with an even game.

That said, I do think Tau are still very strong despite the hit we took to our beloved Riptides (more like R.I.P.tides now ). Their ability to disengage without penalty is killer. It's also nice to see that some underappreciated units are making a big comeback, like Longstrike and other Hammerheads. I expect we won't see many Sky Rays anymore, though, with them needing 6's for their missiles to hit (unless you can get 2 markerlights on something). One thing I'm wondering about is Kroot; are they any good now? It looks like Vespids became good or at least playable, but what about our favorite galactic scavengers?

My armies (re-counted and updated on 6/7/18, including modeled wargear options):
Dark Angels: ~11200 | Space Marines (Blood Ravens and others): ~1100 | Space Wolves: ~2000
Inquisition: ~300 | Officio Assassinorum: ~500 | Talons of the Emperor: ~500
Tau Empire: ~6300 | Chaos Space Marines (various legions): ~8400 | Death Guard: ~2700 | Chaos Daemons (all types): ~2400
Check out my P&M Blogs: ZergSmasher's P&M Blog | Stormsurge blog | Imperial Knights blog | Total models painted in 2017: 65 | Total models painted in 2018: 80 | Current main painting project: Dark Angels Scouts
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
[DCM]
Probably Drunk




Colorado Springs

 Vector Strike wrote:
Ion Rifles don't deal mortal wounds to the enemies - it deals a mortal wound to the BEARER on a to hit of 1!


The way Saviour Protocols is written, could that wound be allocated to a drone?

No seriously, I'm probably drunk. 
   
Made in br
Deathwing Terminator with Assault Cannon




Lisbon, Portugal

SemperMortis wrote:Tau 8th Edition Tactics:

Buy shooty things
Sit at the back of the board
shoot enemy

Rinse, repeat, win, deny that your army is boring to play against.


Wow, you've described Astra Militarum!

ZergSmasher wrote:One thing I'm wondering about is Kroot; are they any good now? It looks like Vespids became good or at least playable, but what about our favorite galactic scavengers?


Kroot kept the same price, but lost the option for Sniper ammo and traded Infiltrate for Scout. They got a +1S in their mele weapon, and that's all.
For melee chaff, I think Kroot Hounds are more interesting

40k Dark Angels and future 30k Thousand Sons

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 
   
Made in us
Courageous Space Marine Captain






 Da-Rock wrote:
I have always wanted a large 3 to 4 man squad of Stealth Suits in a Tau Stealth suit army!


Im excited to do this too. i got a ton of metal ones and a few potato fusion ones.

on a side note i have to ask. Riptides: just how comparable are they to say other armies large tough as nails shooty things for the points?

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
 
Forum Index » 40K Tactics
Go to: