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T'au is officially the next codex. What will be their Sept Tactics?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Focused Fire Warrior





West Virginia

We know there will be five Septs and the Farsight Enclaves. What type of tactics are you expecting for the fish-people?
   
Made in us
Powerful Phoenix Lord





Being a standard shooty army, I'd expect a lot of repetition from previous ones.

GW hasn't learned their lesson so I'd expect a "-1 to hit over 12" ---- which'll dominate the T'au scene. Maybe one like the Catachan, re-rolling number of shots, etc.
   
Made in us
Decrepit Dakkanaut




Hopefully a Hatred equivalent makes it as that would be bloody hilarious.

CaptainStabby wrote:
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 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Focused Fire Warrior





West Virginia

I would hope they do a trait like the Salamanders with the free re-rolls which could help a lot with the whole T'au should be great shooters yet have a 4+ BS for almost all units(obviously this could change) issue.

I almost expect there to be the -1 to hit thing since T'au do use stealth technology, but I really think the negatives to hit are bad for the game overall.

I also hope there is something that will help with T'au's ability to move and shoot. I really don't like how static the index made them. I feel like they should have a much more mobile option.
   
Made in us
Steadfast Ultramarine Sergeant






I expect there to be one similar to the Ultramarines which i guess would only benefit fire warriors. Probably gonna be farsights lol
   
Made in us
Stealthy Kroot Stalker





Woe betide the poor Sept that ends up stuck with "Ignores Cover".

Well, they might commiserate with the Sept that gets "Rerolling 1's to hit in shooting if shooter remained stationary."

Depending on what they do with points for the Special Characters, there's a good chance the T'au Empire Codex will be dominated by the T'au Sept, given how many characters are T'au. You want Longstrike AND a Sept benefit? T'au Sept for Hammerheads it is.



What I'd hope to see:

Farsight Enclaves: Something to reflect their more prevalent Bonding in previous codices, perhaps making the Morale test automatically passed on rolls of 5 or 6. Also something to "Shorten [their] reach!" that gives the Enclaves incentives to be up front and personal with their enemy - the risk of melee needs to be manageable and aggressive playstyles rewarded. Reroll 1's to wound when shooting at under half range, perhaps?

T'au Empire: Please, something that is generically, universally, broadly useful in a way that just about any unit can make okay use of it. I tend to look towards the Salamander's Chapter Tactics for this, though that does benefit fewer-shot weapons than mass quantities of dakka...

A cutting-edge-tech-focused sept could give a FNP roll of some kind for all Gets Hot equivalent wounds, including Riptides perhaps.

An auxiliary-friendly/-focused sept could provide strong incentives to bring T'au Empire's allies (Kroot and Vespids, at least), which would be nice for T'au players who like a more diverse army despite making the mistake of playing Xenos.

A spec ops sept without special characters would be a great place to put the -1 if outside of 12" range. It would still be way too powerful on T'au, if they do indeed rebalance the rest of the point costs.

A "hold the line" sept that specializes in... well, you know. 6+ army-wide FNP that stacks with other sources, plus a boost to morale, seem appropriate here.
   
Made in us
Willing Inquisitorial Excruciator




I'm hoping one of the Septs will have a Deny the Witch stratagem like Black Templar or World Eaters.
   
Made in ca
Regular Dakkanaut





Sept Floppy fish.
All Sept models are immune to ranged weapons, all enemy melee attacks auto hit have the universal profile of str 6 ap 4.

Sept beer batter
All sept beer batter models gain a +1 to all saves, if a save is failed on the roll of a one, all unsaved/unassigned wounds become mortal wounds.

Sept Pew pew
all sept pew pew weapons gain indirect fire, rolling a one to hit causes a wound to the active model.

Sept gloop glop
all sept gloop glop models gain a -1 to hit if they are being targeted by a model within 12 of the model. Sept gloop glop models suffer a -1 to movement and lose jump pack.

Sept near sighted
All sept near sighted models suffer a -2 to hit models 12 inches away. Within 6 inches all weapons gain auto hitting.

This message was edited 2 times. Last update was at 2018/02/24 07:16:55


In war there is poetry; in death, release. 
   
Made in nl
Longtime Dakkanaut




Sept Behemoth: Reroll charge rolls
Sept Alaitoc: -1 to hit outside 12"
Sept Cadia: Reroll ones when not moving
Sept Iron Hands: 6+++ FNP
and so on
   
Made in pt
Fireknife Shas'el




Lisbon, Portugal

pismakron wrote:
Sept Behemoth: Reroll charge rolls
Sept Alaitoc: -1 to hit outside 12"
Sept Cadia: Reroll ones when not moving
Sept Iron Hands: 6+++ FNP
and so on


That's what 8e became, isn't it?

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Made in us
Loyal Necron Lychguard





I can't be assed to go back and check but I'm pretty sure every codex has introduced multiple unique faction traits. You guys are way too pessimistic...

This message was edited 2 times. Last update was at 2018/02/24 09:24:02


 
   
Made in it
Longtime Dakkanaut





The only given one is the 6+++.
   
Made in us
Drone without a Controller




Okinawa

Aside from the fairly generic 6+ fnp and -1 to hit, some of the more interesting and T'au like traits I've come across are an overwatch modifier (hitting on 5+) or an additional support system slot for battlesuits. Maybe they'll also hand out something to interact with the fly keyword or a salamanders like reroll trait. Reroll 1's as well as ignore cover seem pretty redundant with the markerlight table...
   
Made in au
Stalwart Tribune





Farsight enclaves will maybe have +1 S and +1 Ld across the board but you can't bring ethereals (I might be spelling that incorrectly) without losing battleforged status. A stratagem that can be used multiple times a battle round and does what an ethereal does would probably be included.

This message was edited 1 time. Last update was at 2018/02/24 11:47:21


 
   
Made in au
Repentia Mistress





-1 to hits probably a given.
Same goes for rerolls to hit/wound.
I wouldnt be surprised to see an ultramarine clone of fall back and still be able to shoot.
Overwatch bonus as well; more than one additional unit being able to fire overwatch. Unlimited overwatch for all units in 12" of fishes getting charged.
   
Made in se
Ferocious Black Templar Castellan






Sweden

I'm fully expecting Tau to be functionally immune to my CC again for the third edition in a row. Hope is the first step on the road to disappointment.

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Made in fi
Locked in the Tower of Amareo





 Giantwalkingchair wrote:
-1 to hits probably a given..


I remember this being toted before tyranids were released. What was last army that had -1 trait? It's entirely possible GW realized how bad idea that is so no more codexes with it.

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Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

tneva82 wrote:
 Giantwalkingchair wrote:
-1 to hits probably a given..


I remember this being toted before tyranids were released. What was last army that had -1 trait? It's entirely possible GW realized how bad idea that is so no more codexes with it.

There haven't been too many books released since Tyranids that actually had traits AFAIK.
The books released since Tyranids has been Daemons, Custodes, and Thousand Sons--none of which lent themselves to traits.

With that said, I don't expect to see a Tau army with it simply because we didn't see a Guard army with it. Both armies are intended to hang outside of 12 inches so it would effectively be 'always on'.

I'm expecting things like "Always in cover", "Reroll Hit rolls of 1 when remaining stationary"(with a caveat that it makes the Markerlight 1 hit become "All hits" instead like the Cadian trait does for an Order that gives the same effect), one that boosts up range on Heavy and Rapid Fire weapons, one that gives boosts when disembarking from Devilfish, and one that allows for weapons to be fired within 1" of an enemy.


Automatically Appended Next Post:
meleti wrote:
I'm hoping one of the Septs will have a Deny the Witch stratagem like Black Templar or World Eaters.

I'm expecting this to be a generic Stratagem or a faction-wide ability that is less "Deny the Witch" and more a FNP save versus Psychic abilities.

This message was edited 1 time. Last update was at 2018/02/24 13:22:22


 
   
Made in gb
Mekboy on Kustom Deth Kopta






I don't think the 6+++ is a given. Not every faction got this tactic to date.

I think we'll see the -1 to hit and a tactic similar to the Ultramarines chapter tactic. Apart from that I'm not too sure. Maybe one that functions like the Iyanden craftworld tactic?
   
Made in us
Focused Fire Warrior




NY

I'd like to see Sa'cea do an urban warfare role such as

Warlord: In the movement phase select a visible target within 18". Friendly Sept units within 6" ignore cover bonus to saves against that target until the beginning of your movement phase. (pretty much a recon drone that isn't so snipable and limited in friends)

Relic: Units within 6" of the bearer may shoot normally even if it fell back this turn. (darkstrider engram?)

Tactic: reroll wound rolls of 1 in the shooting phase when targeting units within 9" of the shooter.

Stratagem: Select a <sept> unit that is receiving a bonus to its save from cover, until the start of your next movement phase increase the bonus from cover by 1.
   
Made in us
Monster-Slaying Daemonhunter





In general, I'd expect them to have similar ones to the Imperial Guard.

Probably one like Cadia and one like Vostroya.

Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in de
Waaagh! Warbiker




Somewhere near Hamburg

 Giantwalkingchair wrote:
-1 to hits probably a given.


Actually, I dont think so.

Just imagine how op ghostkeels with -3 to hit at 12+ inch would be. Or even stealth suits with -2 to hit.

Poor orks....

Astra Milit..*blam* Astra Milliwhat, heretic? 
   
Made in gb
Longtime Dakkanaut




Mmh all the -3 to hit but it's kinda mute because of the fly key word meaning many armies can already get a +1 against suits anyway.
   
Made in us
Nasty Nob






god I would love to see the tears if orks got a universal ignore BS modifyers rule.

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Made in gb
Longtime Dakkanaut




If they are BS 6+ at best for the whole army anyway maybe if you have units with BS5+, 4+ or 3+ that would be reaper levels of cheese.
   
Made in se
Dakka Veteran





As long as they don't get a "-1 to hit" and/or "+1 to hit when overwatching" Sept Tactics I'm content.


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Made in ca
Fireknife Shas'el






 davou wrote:
god I would love to see the tears if orks got a universal ignore BS modifyers rule.


I'm not an ork player, and I think this would be fine, though I'd prefer it were just orks, not grots. Grots actually aim.

   
Made in us
Blood-Drenched Death Company Marine




 davou wrote:
god I would love to see the tears if orks got a universal ignore BS modifyers rule.


I wouldn't worry. I'm sure the Ork players with find something else to cry about. You guys are nothing if not persistent.
   
Made in us
Sagitarius with a Big F'in Gun





One Sept will be "-1 to hit over 12"

the others will be.... who cares? just take the "-1 over 12."


I've used the +1 option for admech and felt like a cheap choice. Probably won't use it again. No theme to it, no downside. Just 16.6% more wounds for the whole army.
   
Made in de
Longtime Dakkanaut




A lot of the traits we've seen for other armies aren't great fits for Tau, for a couple reasons. Obviously CC-oriented traits don't make a whole lot of sense, even for Farsight Enclaves. Many of the shooting traits we've seen overlap with markerlights -- maybe they'll get totally reworked, but as-is markerlights provide re-rolls, ignore penalties for moving/advancing and shooting, and ignore cover.

But it's pretty hard to predict what they're going to get because GW doesn't seem to try very hard to come up with sets of traits that are internally balanced or thematic.

That said, there are a couple that they've handed out to multiple factions which would work pretty well for Tau. Obviously the Raven Guard trait is desirable, though GW may want stacking hit mods to be an Eldar thing. Both AdMech and Guard got a 5+ Overwatch trait, and better Overwatch is already a Tau thing. Several subfactions have something like "treat rapid-fire weapons as assault weapons when advancing", maybe also with +1 Ld.
   
 
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