Switch Theme:

Tau Codex Review - heavy support added 23/4/13  [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
Tower of Power






Cannock

I am will posting the reviews of the Tau codex here from my blog www.imperiusdominatus.com. So far I have only done the HQ and this will be a living post. I will add in the title when a new section of the codex has been added.

Original post can be found here: http://www.imperiusdominatus.com/2013/04/tau-codex-review-hq.html

I've managed to get my grubby mits on the Tau codex and thought I would break into the review starting with the HQ units. Before going into the review I'll give you a word of warning that I am not a Tau fan in the slightest and have zero interest in them. I'll try and call it down the middle though and be as fair as I can.

HQ

Ethereal

The Ethereal is a cheap multi wound HQ who doesn't have an armour save. Don't let that be a mega issue as the Ethereal can hide it out in decent size units of Fire Warriors.

The Ethereal's real gig is to buff your army; all units within 12" can use the Ethereal's leadership (LD10) for pinning, morale and regroup tests. Note that if you're playing victory point games the Ethereal will count as 2 victory points if killed; this can be 3 victory points if the Ethereal is your warlord.

Another cool rule is the Ethereal can invoke the elements or something and at the start of the Ethereal's movement phase can dish out stubborn, fire an extra shot with pulse rifles when firing within half maximum range, feel no pain (6+) and allow units to fire snap shots after running. All models except vehicles within 12" will benefit from these buffs.

The Ethereal gets options of two equalizers and an honour blade, as both are for combat and Tau want to avoid combat plus the Ethereal has no armour save, then I wouldn't bother with these.

Other options are to take drones, blacksun filter (gives night vision) and homing beacon. The drones would be useful for look out, sir with shield drones and maybe give the Ethereal a little fire power. Blacksun filter is useful for when joining certain units and the homing beacon handy if you plan on deep striking any Battlesuits.

Rating: 9/10

The Ethereal is a great little HQ and hands out buffs like a dirty old man giving candy to kids. He's a little fragile so needs to be looked after, so throw him in a large unit of Fire Warriors or something or even a vehicle - abilities didn't say they don't work from inside a vehicle.

Cadre Fireblade

The Fireblade is a Fire Warrior with multiple wounds crossed with an Ethereal. Costs pretty low in points as well.

This guy brings a markerlight to the party along with the split fire special rule.

In addition if the Fireblade and every model in his unit remain stationary, their pulse rifles and carbines can fire an additional shot - dakka dakka.

Rating: 8.0/10

Like the Ethereal, the Fireblade is a cool little fella and likes to hand out buffs for cheapo points. While not as great as the Ethereal, the Fireblade is still handy if you're after a budget HQ choice.

Commander

I think the Commander remains pretty much the same profile wise, may have had a points drop - I guess some Tau players can confirm?

The Commander gets the options of taking a four items from the ranged/support systems, items from signature systems and two drones. Out of these options I would consider shield drones for that all important invulnerable save and look out, sir, for ranged the old missile pod and plasma combo still works along with multi tracker and target lock. The Iridium Battlesuit I can see being an very popular upgrade for a 2+ armour save and +1 toughness. The multi-spectrum sensor suite is nice for ignore cover for the unit providing the Commander doesn't shoot.

* Note, all Crisis Battlesuits come with night vision and multi tracker as standard.

Rating: 7/10

The same old Commander that Tau players know and love. If you're going a Battlesuit heavy mecha army then this guy is going to be useful for allowing Crisis Bodyguards. Unfortunately the Commander doesn't offer any more benefits besides the army wide rule of supporting fire.

Crisis Bodyguard Team

Short and sweet for these guys; normal Crisis Battlesuits who can be taken in a HQ slot providing you use a Commander. You can only take two of these dudes though.

The Bodyguard's have a nice rule called sworn protector which lets I.Cs attached to them auto pass look out, sir rolls - don't want the Commander taking some fire power then let a Battlesuit catch some bullets.

Each model can take three ranged weapons/support system, again expect the plasma rifle and missile pod combo. Bodyguards also can take signature systems and drones; guns drones may pump up the unit's fire power or perhaps shield drones due to the low unit size.

Rating: 6.5/10

Still the old Battlesuits which Tau players love. The new funky rule of auto pass look out, sir rolls is nice. Shame they cannot have networked marker light and take marker drones.

Overall Summary

The Ethereal is probably the best Tau non character HQ available and comes in at a very cheap point cost - only 50 points! The Ethereal hands out buffs like there's no tomorrow, the down side is this will attract the opponent's attention and the Ethereal isn't exactly bouncing bullets off himself.

Fireblade is a funky fella, might be handy if using a Fire Warrior heavy army or maybe got with Pathfinders to allow some split fire of marker lights?

The Battlesuit HQ units are ok, nothing to really write home about, though the auto look out, sir pass is nice on the Bodyguard unit.

Troops

Fire Warriors

I believe the Fire Warriors have gone down in points in the new codex and you can pick up a unit of six for 54 points.

Standard wargear is the pulse rifle and photon grenades. The pulse rifle is the same, though photon grenades are handy for Tau as photon grenades are defensive grenades - so the unit will get stealth if any enemy shooting attacks are coming from within 8" but more importantly enemy units do not get the bonus attack for charging, excellent for Tau whose weakness is close combat.

Fire Warriors can switch the pulse rifle to a pulse carbine, basically 18" with pinning. The pinning is handy but the short range is a bit of an issue for an army who want to be as far back as possible, though if a unit is pinned then they cannot assault you!

A single Fire Warrior can be upgraded to a Shas'ui, who can take a markerlight and target lock along with a couple of drones. The markerlight and target lock is a good deal for the points, but keep in mind the Shas'ui is still BS3, but you could use another markerlight to pump up the ballistic skill, though all you're doing is expending one markerlight to put on another.

The unit can take EMP grenades, these are haywire grenades. Throwing one of these at a close by tank along with some rapid fire death with ignore cover from markerlight (if the tank has popped smoke) means you're going to glance transport vehicles to death. It's these transport vehicles which will be bringing enemy troops up in your grill. EMP grenades are also the bane of walkers, so handy if someone drops a walker close by and hopes to tie up your Fire Warriors.

Unit can also take the bonding knife ritual rule (unit counts as having heroic morale), which if you're taking the max size units (12) then this maybe worth looking at.

Rating: 7.5/10

Summary

The Fire Warriors have got better thanks to points reduction and the included defensive grenades.

The pulse carbines may come in use on a few units, though the rifles are more suited for Tau's shooting style. Give them EMP grenades so if any vehicle comes close they can take it out - Land Raiders delivering Terminators or basic transports will think twice when coming your way. Just remember to keep your Fire Warriors within 6" to make use of the supporting fire rule, then you have the added bonus of defensive grenades!

The Shas'ui is useful for the +1 leadership. The target lock and markerlight deal are ok, but BS3 isn't awesome for a single shot.

Kroot

Like the Fire Warriors, the Kroot have dropped in points - you can pick up a unit of 10 Kroot for 60 points. The Kroot also got a 6+ armour save, it's pretty pants, but before Kroot had no armour save so it is better than a kick in the balls.

Kroot come chock full of special rules; acute senses, infiltrate, move through cover and stealth (forests). The Krootox Rider has the bulky rule.

The unit can take up to three Krootox Riders for 25 points a pop, personally I wouldn't bother with these as they are T3 and only have 2 wounds and when you factor in the 6+ armour save you're not getting an awesome deal besides the bigger gun, which is S7 48" rapid fire. I would save the points and get more Kroot - you can get an extra 4 Kroot for a single Krootox Rider.

Kroot Hounds are an option Kroot can take, they only cost 5 points. They are also beasts as well. As much as I like beast units, I do not think I would take the Kroot Hounds because they want to be moving 12" while normal Kroot only move 6". Also the Hounds are pretty much the same as a normal Kroot except no armour save and +1 attack.

You can take a Kroot Shaper for 15 points; the Shaper has W3 and A3 along with the LD8. Can also take a pulse rifle or carbine.

All Kroot can take sniper rounds for a cheapo 1 point per model. Basically you get a 24" sniper rifle which has the same range as the normal kroot rifle.

Rating: 6.5/10

Summary

The Kroot are slightly better than before thanks to the cheaper points cost and the armour save, though these changes are only minor and really nothing to write home about.

Kroot still have a place in the Tau army as the all important bubble wrap - a basic unit of 20 will cost 120 points. Considering the Tau are static then the Kroot probably will be as well so it maybe worth giving them the sniper rounds, after all same range and AP as the normal gun except the sniper will wound everything on a 4+ (other gun is only S4) and has precision shot and also rending. Add in a markerlight and use the scour ability (gives ignores cover rule and costs 2 markerlight counters) and enemy units will be getting blown apart by rending wounds.

Devilfish

The Devilfish remains unchanged from the previous codex and costs the same points.

For 10 points you can switch both Gun Drones for a twin-linked smart missile system, which for 10 points I do not think you can go wrong as the smart missile system is S5 AP5 and has ignores cover and homing, basically doesn't need LOS.

For just under 10 points you can take up to two seeker missiles. For the point cost seeker missile isn't too bad, especially if you have a lot of markerlights as the seeker gains the ignores cover rule if used via a markerlight and doesn't need LOS.

The Devilfish can take items from the vehicle support systems; blacksun filter (gives night vision) is ok for 1 point; sensor spines gives move through cover and is pretty cheap, though to make a better use of sensor spines you will probably need disruption pod which gives +1 to cover saves, basically gives the Devilfish stealth; it does cost 15 points though, but if you're using ruins that's a 3+ cover save and no need to worry about getting immobilised if you have sensor spines. An interesting option is the point defence relay system which allows the Devilfish to overwatch with S5 weapons or less, Drones are included by the way.

Rating: 6.5/10

Summary

The Devilfish is still perhaps a little too expensive, basically it's a skimmer Chimera with av11 on the side.

The Devilfish can get pretty expensive if you start loading it up with vehicle upgrades and additional weapons, though if you pop it in a ruin you're going to get a 3+ cover save thanks to disruption pod and can chip away at enemy vehicle hull points as it doesn't need LOS if using smart missile or if seekers are fired via markerlights.

A viable tactic is to use Devilfish along with Kroot and Fire Warriors; have the Devilfish between the Kroot and Fire Warriors and use the Devilfish to move backwards and forwards to block and unblock the Fire Warrior's LOS (Devilfish can move flat out). The Fire Warriors then won't have LOS drawn to them and the Devilfish will get a 4+ cover from the Kroot if it is using disruption pods, the Kroot should give 25% cover, though someone who owns these models will be able to confirm.

Overall Summary

The Tau have some reasonable costing troops and while the codex only offers two choices those choices are not bad.

Fire Warriors are more than likely going to see more use than Kroot as they offer very good ranged fire power and are extremely defensive to assaults thanks to defensive grenades and supporting fire. The addition of EMP grenades lets them threaten vehicles who come too close.

Kroot I can see having two uses; Kroot Blob as bubble wrap to protect Tau forces, and also outflank and pester camping units - handy for line breaker, especially if you're using forests as Kroot get stealth in forests so just go to ground to get a super duper cover save.

Devilfish is still pretty expensive for what you get. I know av12 on the front and av11 on the side isn't bad, but it still feels over costed for what you get. The options you can give it can make it come costly, talking about 126 points for dual seekers, smart missile, sensor spines and disruption pod, but it can be annoying to the opponent. I guess it is the Tau's only transport vehicle and what they have is what they have.

Fast Attack

Pathfinders

The Pathfinder has taken a slight points decrease in the new codex, though has also taken a hit in armour save and is now 5+ armour save instead of the previous 4+. It's swings and roundabouts though as the Pathfinders gain photon grenades and supporting fire. Keep in mind you'll be wanting to keep these guys in cover anyway, so you're probably going to be getting a 4+ cover save if based in a ruin. Only issue would be cover denying weaponry i.e flamer which would burn straight through their armour.

The Pathfinders have different drones available to them compared to other units. They get recon drone, grav-inhibitor drone and pulse accelerator drone.

The recon drone brings a burst cannon to the party along with a homing beacon and positional relay (if bearer is within 6" of a table edge, an outflanking unit may choose to move onto the board using that table edge, even if it is the opponent's table edge).

The grav inhibitor drone does -D3" assault distance. Down side to this is you pick an enemy unit within 12" to be subject to the -D3", so this unit just may not assault and it also depends on distance and how many enemy units are around to effect.

The pulse accelerator drone gives an extra 6" range to pulse weapons in the unit - handy as Pathfinders have pulse carbines, this will give them a total range of 24"

For 15 points up to three Pathfinders can switch their markerlight for an ion rifle or rail rifle. Both can offer anti tank options, though the ion rifle would be better for smashing light infantry with the over charged S8 AP4 blast.

Usual upgrades of EMP grenades, squad leader, blacksun filter, drones and bonding knife ritual are available. Blacksun filter will be useful for getting those markerlights on in the early turn - take away cover from units. The squad leader can add some markerlight drones for extra light them up fun.

Pathfinders can take a Devilfish if they wish, big change from previous as they HAD to take a Devilfish previously.

Rating: 6.5/10

Summary

The Pathfinders are more defensive than previously thanks to the addition of supporting fire rule and photon grenades. However their 5+ save means their survivability has dropped, they can survive in cover, but common flamers are now a threat.

Pathfinders still aid Tau with mass markerlights, though the unit will be high up on the target priority list and isn't hard to kill. Also consider that the standard unit costs 11 points and only has four Pathfinders, to make the most out of the markerlights additional models will be have to added to the unit, something about the 100 points cost would be ok and give a reasonable number of markerlights.

Due to their poor ballistic skill the drones for the squad leader are probably not worth it, the squad leader doesn't get an option of drone controller either.

Vespid Stingwings

The Stingwings have changed a fair amount in the new codex; they have increased by 2 points a model, though got a 4+ armour save instead of 5+ - have they swapped armour with Pathfinders?

Not only did the Stingwings' armour get better their gun did as well; it increased from 12" to 18" range - this gives a total threat radius of 30". The neutron blaster is pretty deadly as it is S5 AP3 and the Stingwings hit on a 4+, looks like they are hunting small units of power armour or low wound monstrous creatures.

Stingwings lost the skilled rider rule but what they lost the gained so much back for. They now get stealth in ruins and move through cover, which ignores dangerous terrain anyway and gives the extra D6 for when moving through terrain.

You may want to take a Strain Leader as the Stingwings are only LD6 while the Leader is LD9.

Rating: 6/10

Summary

Better than previously, though the longer range AP3 guns will have the Stingwings high on the target priority list. The stealth (ruins) is nice, but if you're not using many ruins then it's not going to help.

I can see Stingwings being useful for supporting Battlesuits. Stingwings bring the AP3 fire to kill infantry while Battlesuits can deal with transport vehicles with missile pods and plasma rifles and even the improved fusion gun.

Drone Squadron

Drones have increased by 2 points per model in the codex update, though have gained T4 and also the supporting fire special rule.

You have options for gun drone (twin-linked pulse carbines), marker drone (markerlight) and shield drone.

That's about it for Drones.

Rating: 4/10

Summary

Unless I am missing something I really do not see what is the business about Drones. Ok they got better thanks to supporting fire and the extra toughness, but they still need a 5+ to hit so I cannot see them doing much damage.

Maybe throw them in if you have some points spare and hang them back for supporting fire for a tasty Fire Warrior unit who has the Cadre Fireblade and Ethereal mixed in? Could also throw in a Commander with drone controller for some BS5 markerlights and irdium armour to asborb enemy fire power. To do this you're talking at least 100 points and enemy units can re-position so the Drones will be taking wounds. Is it worth it? You tell me.

Oh, keep note that Drones are a none scoring and denial unit.


Piranha

The Piranha has taken a massive 20 points decrease and now is only 5 points more than a Rhino, that's not bad if you ask me. Armour remains the same - 11-10-10 HP2.

You can run Piranhas up to squadron sizes of five, that's a lot of fast skimmers coming your way.

Piranha can have two seeker missiles and switch the burst cannon for a fusion blaster, this costs 10 points (5 points more than the old codex) but you're not getting a 18" range melta. It will also be adding extra dakka thanks to the change of the Drones' weapons.

Can also take vehicle battle systems; blacksun filter, disruption pods and sensor spines maybe useful. The disruption pod is expensive and keep in mind you need to be within 9" to get the most out of the fusion blaster, so unless you're in terrain (where the pod and spines combo together) you may not get the most out of it.

Rating: 7.5/10

Summary

Still wicked for the zoom up and melt your face off trick and is even better now the vehicle is cheaper and the fusion blaster has an 18" range.

The disruption pod nerf means the Piranha has lost some survivability, however this effects all Tau vehicles.

Sun Shark Bomber

The Sun Shark Bomber is one of the two new fliers in the Tau codex. It costs 160 points and you basically get a 3 hull point Piranha in flyer form.

The Bomber comes with a pulse bomb generator (S5 AP5 large blast), you can use this in the movement turn as per bombing run rules for fliers. Note the flyer can only do a bombing run if it is zooming, though it only scatters D6", which is a nice bonus. After the bombing run roll a 2+ and another bomb is generated, if you roll a 1 no more bombs can be generated and no more bombing runs.

In addition is also has a missile pod, networked markerlight and two seeker missiles.

It has some funky Interceptor Drones who come with twin-linked ion rifle, these drones have skyfire and interceptor and a funky rule called afterburners which lets the Drones turbo boost. Oh Drones can also disembark from the Bomber even if it has moved at at any point during the move.

You can pay 5 points and make the missile pod twin-linked; well worth it.

It is worth adding decoy launchers on the Bomber, these give 4+ inv against glancing and penetrating hits from weapons with the interceptor rule. As aegis lines are common this upgrade will be very useful.

The automated repair system I think is another handy item; roll a D6 and on a 6+ an immobilised result or weapon destroyed no longer counts. It's got slim chances, but if your flyer has locked velocity then it might be worth considering.

Rating: 6.5/10

Summary

Not a too bad flyer, though the bomb is one use and the remaining weapons are reasonable for anti armour and flyer, however other units with access to these weapons and skyfire can fill the same role for other points cost.

Also thanks to the low side armour S4 guns can rapid fire it and knock off hull points, though keep in mind a unit of 10 Tactical Marines will only hit about 3 times with 20 boltgun shots.

Razorshark Strike Fighter

The Razorshark is the cheaper points costing brother of the Sun Shark bomber and shares the same vehicle chassis.

The Razorshark is dedicated anti flyer, it has a quad ion turret which can fire 4 S7 shots or over charge with a S8 AP4 large blast gets hot. In addition it has a burst cannon, though this can be switched for a missile pod which can spit out more S7 death - in total this flyer can knock out 6 x S7 shots if you take the missile pod.

In addition the Razorshark also has two seeker missiles.

Like the Sun Shark, the Razorshark can take vehicle wargear. As mentioned above the decoy launchers and automated repair system.

Rating: 8.5/10

Summary

The Razorshark is an excellent bit of anti flyer kit, and I think is probably going to be a staple in the all comers Tau army. I will go as far and say this maybe one of the best fliers in the game at the newly points cost for fliers.

Like the Sun Shark it has weak armour and ground forces could tackle it through weight of fire power, though this will take a lot of shots to do as mentioned above. The Razorshark should be more concerned about enemy fliers and ground based anti air.

Overall Summary

Like the previous three codices, the Tau codex brings the fast attack choc full of tasty units. While some are better than others, all choices aren't too bad, except for the Drones.

Both fliers offer decent anti air support. The Razorshark is the best of the two as the Sun Shark you have to pay extra for the bombing run, which can bomb out (see what I did there?) but that's low risk. If the bomb does run out you've only got that some seekers, though the seekers can be used with the networked markerlight, however the Sun Shark only has a single networked markerlight.

Old favourites like the Pathfinders and Piranhas are still reasonable and in the Piranhas case strong. Pathfinders maybe weaker but the novelty of markerlights of the Tau army provide many buffs for the army as a whole and Pathfinders still have a place.

Piranha has got better thanks to points reduction and better fusion blaster. These will team well with fliers and fast moving units.

Drones may see a rise in popularity as you could stick them with a Commander and have some BS5 markerlights. It's a good tactic, however repositioning of enemy units means Drones could take fire first instead of the Commander, who could bounce off enemy fire with the irdium armour. Is it worth adding a Commander worth at least 100 points to make some Drones shoot better?

Vespid are cooler now, but expensive and warrant a death notice even more thanks to their 30" threat radius with those 18" AP3 guns. I think you may see them more than previously, though time will tell.

Heavy Support

Broadside Team

The Broadside profile is the same from the previous codex, though now costs 65 points - that's a 5 points reduction. Also gained night vision (blacksun filter) and supporting fire rule.

Unfortunately it is now all rosy for the Broadside as it's super railgun has been nerfed down to S8 and is now 60" ranged compared to the previous 72". Another big hit to the Broadside is it no longer has the option of taking advanced stabilisation platform (gave slow and purposeful), which means the Broadside can no longer move and shoot the heavy weapons it has available.

You can switch the railgun for high yield missile pods, these are basically a heavy 4 missile pod. Broadsides can also switch the twin-linked smart missile system for twin-linked plasma rifle; handy if you're going all missile route and want those S6 shots to compliment the barrage of S7 missiles.

Models can also take a seeker missile too.

A squad leadercan be added and any model in the unit can can take one support system; consider a target lock for some split fire action or maybe a drone controller if you fancy throwing in some gun drones or shield drones for some protection or even missile drones for more dakka. Maybe a velocity tracker for a little bit of skyfire, though this only works on the model if I remember correctly - still a barrage of S7 missiles is nasty.

Bonding knife ritual special rule maybe handy as Broadsides will still linger at the back of the board with those railguns. Leadership 9 isn't bad for the squad leader, though rest of the squad is LD8.

Rating: 8/10

Summary

The Broadsides have been seriously nerfed in the railgun department along with not moving and shooting, though they gained things back such as night vision, supporting fire and the addition of high yield missile pods. They also dropped 5 points per model as well. I expect to see Broadside units now packing the high yield missile pods instead of railguns and maybe a few seekers if points are spare.

Hammerhead Gunship

The Hammerhead has over all taken some points changes for the better. In the old codex the Hammerhead was 90 points base, though if you add a railgun you're talking 140 points. Now the Hammerhead costs 125 points, but you do not get the large blast shooty option, this costs an extra 5 points which bring the Hammerhead in Railhead form to 10 points cheaper than previous. If you want the ion cannon then you're paying more, bad luck.

The Hammerhead comes with two Drones who can be switched for twin-linked burst cannons or twin-linked smart missile system for free. Considering the burst cannon now fires 4 shots and the smart missile system ignores cover, these make some very favourable exchanges.

Out of the vehicle systems the blacksun filter, disruption pod and sensor spines will be useful; camp in terrain getting 25% cover and if in a ruin you can get a 3+ cover thanks to the pod, don't worry about moving either thanks to the spines.

** Note - at this point is is worth mentioned Longstrike. I will go into Longstrike in more detail when covering special characters. Just so you know I haven't forgotten like

Rating: 8/10

Summary

The Hammerhead is a solid anti tank platform in Railhead form and costs cheaper than the previous codex. If you want an ion cannon setup (which is great for anti troop) then you're paying a little more over the odds.

Sky Ray Missile Defence Gunship

The Sky Ray has taken a drop of 10 points in this new codex edition. Added to the Sky Ray is a velocity tracker which gives the Sky Ray skyfire! It has however lost target lock (split fire) and landing gear (stops it counting as a skimmer)

The Sky Ray has six seeker missiles, two networked markerlights and two gun drones - previously the gun drones were 20 points additional cost. The gun drones can be swapped for a twin-linked burst cannon or twin-linked smart missile system. I would say the smart missile system is the best as it has ignores cover and doesn't need LOS to shoot either.

Can take vehicle battle systems; blacksun filter, disruption pod & sensor spines are all useful.

Rating: 6.5/10

Summary

You're probably thinking I am crazy giving the Sky Ray that low rating, but here me out; the Sky Ray does indeed have skyfire and has a health BS4, but once those six seeker missiles are gone you have a S5 weapon on a av13 125 point costing platform. If I am correct the Sky Ray will need to hold position in order to fire multiple markerlights and seekers because if it moves then it is only allowed to fire one weapon and snap fire the rest - so fire markerlight at normal ballistic skill, snap fire the other and then use markerlight to call a seeker.

Don't get me wrong, the Sky Ray is cool, but it's a one trick pony and it's only role is hunting monsters and vehicles and once it is out of missiles it does not offer a lot. I am sure though it will make it's points back, just depends if you want something with limited fire or not. Personally I would like something firing all the time.

Sniper Drone Teams

The Sniper Drones have changed massively in this codex; the unit has taken a 32 point decrease and now can be scoring units (previously couldn't be), though this only counts in big guns never tire. In addition the marksman is also BS5 compared to BS4 and is equipped with a markerlight. Unit also gained stealth.

Keep in mind that the unit is majority toughness 4 as well.

It's not all good stuff though, the unit has lost the rail rifle (S6 AP3 pinning) and has been given practically a 48" sniper rifle, though rending and precision shot is nice. The unit has also lost target lock and you could take three units who would count as a single heavy support choice.

You can add additional marksmen for 13 points a pop and more drones for a few points more.

Rating: 7/10

A solid unit and much improved over the previous codex. I can't see Sniper Drones being common as the Hammerhead is a solid choice along with Broadsides and Sky Ray.

Considering the unit only costs just under 60 points and fires three sniper shots which hit on a 2+, I'd probably keep them cheap.

Overall Summary

The Tau codex offers some all round solid heavy support choices, all which are reasonable choices in a Tau army.

I can see the Broadsides, Sky Ray and Hammerhead all being tied for most popular place. I think the Sky Ray maybe a flash in the pan as people get a boner about skyfire, though it's single shot weapons means it has limited firing time on the table top.

Railgun Broadsides will fade away, you will still see them, but mass S8 is required to take out vehicles and you can do that for cheaper with mass S7 missiles. In either case you cannot move and shoot with either of the weapons so makes no odds besides the AP1 on the railgun and longer range.

Hammerhead is a nice bit of kit and I can see will be used supporting Broadsides. I expect to see Hammerheads with the submuntion rounds for anti troop purposes and probably be used for double FOC so you can get two Hammerheads and two units of Broadsides - this way you have Broadsides for smacking transports silly and Hammerheads taking on the tougher stuff, though you should have fusion blasters for this.

This message was edited 6 times. Last update was at 2013/04/23 12:18:47


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

You can't have the Fireblade take missile pod drones. Read the FAQ.

No missile spam for you!

This message was edited 1 time. Last update was at 2013/04/10 12:24:06


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Dakka Veteran





So it's possible for Fire Warriors to shoot 4 shots when stationary and at half range? MOAR DAKKA
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Barrywise wrote:
So it's possible for Fire Warriors to shoot 4 shots when stationary and at half range? MOAR DAKKA


Yep. If you have a fireblade and an Ethereal close by, you can churn out an obscene number of shots.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in gb
Lone Wolf Sentinel Pilot





Nottinghamshire, UK

Barrywise wrote:
So it's possible for Fire Warriors to shoot 4 shots when stationary and at half range? MOAR DAKKA


This is what I like about Fireblades...they can still fire 2 shots even at maximum range providing their unit stays still. To be quite honest, Tau are the fifth army I've played and it's the first time I've felt so spoiled for choice regarding HQs.

I have a question: does anyone think it's worth attaching drones to a unit of FW containing a Fireblade? I like marker drones but the BS2 puts me off, so I was considering giving them a couple of shield drones. Anyone got any thoughts on that?

Driven away from WH40K by rules bloat and the expense of keeping up, now interested in smaller model count games and anything with nifty mechanics. 
   
Made in gb
Tower of Power






Cannock

CthuluIsSpy wrote:You can't have the Fireblade take missile pod drones. Read the FAQ.

No missile spam for you!


Stupid FAQ on day release. Thanks for the info btw editted the post.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Couple things:

1) Only markerlights will bump the Bodyguards BS. Targetting Array went away this edition and the Multi-tracker is for multiple weapons.

2) You don't need to stay still for the sensor suite. You have to not shoot but can move normally.

3) Shield drones are honestly a horribly idea this edition. For them to work they need to be closest to your opponent but they don't have the controlling units armor anymore and so a smart opponent will kill them with volume and then pick off suits with heavy weapons. Better to spend the same points on marker lights or gun drones.

4) You completely neglect to mention the drone controller and some of the Commander options for making markerlights/gun drones BS5.

5) Bodyguards can take marker drones. In fact a good idea for a Commander and 2 Bodyguards is for all of them to take marker drones, the commander to take a drone controller, and all three suits to take target locks. This lets the command unit hit one squad while their BS5 markerlights mark another unit for your army.

I agree with the Fireblade and Etheral reviews but think your selling the Commander and friends way short.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Regular Dakkanaut




 Fezman wrote:
Barrywise wrote:
So it's possible for Fire Warriors to shoot 4 shots when stationary and at half range? MOAR DAKKA


This is what I like about Fireblades...they can still fire 2 shots even at maximum range providing their unit stays still. To be quite honest, Tau are the fifth army I've played and it's the first time I've felt so spoiled for choice regarding HQs.

I have a question: does anyone think it's worth attaching drones to a unit of FW containing a Fireblade? I like marker drones but the BS2 puts me off, so I was considering giving them a couple of shield drones. Anyone got any thoughts on that?


If you are going to do drones on a FW squad I would do marker drones. Reason one is that if you are buffing your FW shooting with markerlights, then the drones will also get the buff and have a better chance of putting more lights on the target for followup shooting. This also lets you spread markerlights through different squads, limiting the huge liability of having Pathfinders be taken out early.

Reason two is that if a squad gets charged and you make good use of the supporting fire rule, getting a couple of markerlight hits on overwatch allows you to boost the hit chance of successive overwatches by subsequent units.

Yakface did a battle report where he did this very thing. He called it "rolling markerlights" and it seemed like it would certainly be worth a try.

This message was edited 1 time. Last update was at 2013/04/10 14:32:50


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

tidalwake wrote:
 Fezman wrote:
Barrywise wrote:
So it's possible for Fire Warriors to shoot 4 shots when stationary and at half range? MOAR DAKKA


This is what I like about Fireblades...they can still fire 2 shots even at maximum range providing their unit stays still. To be quite honest, Tau are the fifth army I've played and it's the first time I've felt so spoiled for choice regarding HQs.

I have a question: does anyone think it's worth attaching drones to a unit of FW containing a Fireblade? I like marker drones but the BS2 puts me off, so I was considering giving them a couple of shield drones. Anyone got any thoughts on that?


If you are going to do drones on a FW squad I would do marker drones. Reason one is that if you are buffing your FW shooting with markerlights, then the drones will also get the buff and have a better chance of putting more lights on the target for followup shooting. This also lets you spread markerlights through different squads, limiting the huge liability of having Pathfinders be taken out early.

Reason two is that if a squad gets charged and you make good use of the supporting fire rule, getting a couple of markerlight hits on overwatch allows you to boost the hit chance of successive overwatches by subsequent units.

Yakface did a battle report where he did this very thing. He called it "rolling markerlights" and it seemed like it would certainly be worth a try.


*rippling markerlights.

And its an effective strategy.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Regular Dakkanaut




 CthuluIsSpy wrote:
*rippling markerlights.



Yeah, that word. Sorry about that...

This message was edited 1 time. Last update was at 2013/04/10 15:10:09


 
   
Made in gb
Tower of Power






Cannock

 Hulksmash wrote:
Couple things:

1) Only markerlights will bump the Bodyguards BS. Targetting Array went away this edition and the Multi-tracker is for multiple weapons.

2) You don't need to stay still for the sensor suite. You have to not shoot but can move normally.

3) Shield drones are honestly a horribly idea this edition. For them to work they need to be closest to your opponent but they don't have the controlling units armor anymore and so a smart opponent will kill them with volume and then pick off suits with heavy weapons. Better to spend the same points on marker lights or gun drones.

4) You completely neglect to mention the drone controller and some of the Commander options for making markerlights/gun drones BS5.

5) Bodyguards can take marker drones. In fact a good idea for a Commander and 2 Bodyguards is for all of them to take marker drones, the commander to take a drone controller, and all three suits to take target locks. This lets the command unit hit one squad while their BS5 markerlights mark another unit for your army.

I agree with the Fireblade and Etheral reviews but think your selling the Commander and friends way short.


Thanks for letting me know about the Bodyguard's multi tracker and sensor suite. I didn't realise the multi tracker came included, that's nice.

I understand your point about the drones, but I still think they are useful to have.

I was too busy looking for the network drone controller as marking and firing would be ace, though it is not an option for the Commander and his mates. The markerlight setup you said is a nice option, I guess it depends how many ranged weapons you take.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Lone Wolf Sentinel Pilot






Philadelphia

 mercer wrote:
 Hulksmash wrote:
Couple things:

1) Only markerlights will bump the Bodyguards BS. Targetting Array went away this edition and the Multi-tracker is for multiple weapons.

2) You don't need to stay still for the sensor suite. You have to not shoot but can move normally.

3) Shield drones are honestly a horribly idea this edition. For them to work they need to be closest to your opponent but they don't have the controlling units armor anymore and so a smart opponent will kill them with volume and then pick off suits with heavy weapons. Better to spend the same points on marker lights or gun drones.

4) You completely neglect to mention the drone controller and some of the Commander options for making markerlights/gun drones BS5.

5) Bodyguards can take marker drones. In fact a good idea for a Commander and 2 Bodyguards is for all of them to take marker drones, the commander to take a drone controller, and all three suits to take target locks. This lets the command unit hit one squad while their BS5 markerlights mark another unit for your army.

I agree with the Fireblade and Etheral reviews but think your selling the Commander and friends way short.


Thanks for letting me know about the Bodyguard's multi tracker and sensor suite. I didn't realise the multi tracker came included, that's nice.

I understand your point about the drones, but I still think they are useful to have.

I was too busy looking for the network drone controller as marking and firing would be ace, though it is not an option for the Commander and his mates. The markerlight setup you said is a nice option, I guess it depends how many ranged weapons you take.


Why isn't it an option? It's under the support systems "Drone Controller". Pretty cut and dry.

 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

No offense but the Tau are a book you need to understand what things do before reviewing. Something are straight forward like character abilities. But what the support systems and signature systems let you do changes everything and if your not familiar with them or what they do then you're going to give a pretty poor review.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in au
Trustworthy Shas'vre






Agreed Hulksmash... putting Ethereals at 9/10 but Commander at 7/10 I think shows some misunderstanding.

1) Ethereals are pretty good, but they have their downsides. Notably, no armour save, worth an extra victory point, and is on foot. He's good, especially at 50pts, and I think possibly better than the Fireblade, but not ridiculously good.

2) Commanders and bodyguards on the other hand are really good. Commanders went *up* in points considerably (because there is no Shas'el) but bodyguards went down by 3(11) points. Bodyguard can now take Signature systems for fun and to boost the shooting of the commander; they also don't need to accompany the commander and can be used as a 2-man crisis team if you fill your elites slots with Riptides; and they can now be taken with Shadowsun. Crisis got better all round due to cheaper drones, supporting fire. The Iridium battlesuit in particular is good not just because of the 2+ save; it's mainly about T5. You can use an Iridium battlesuit model to protect your commander from pretty much anything except Railguns. Considering that elites slot now has a lot more competition, I expect that most people will continue to field a commander simply to put battlesuits on the board.
   
Made in gb
Tower of Power






Cannock

PraetorDave wrote:

Why isn't it an option? It's under the support systems "Drone Controller". Pretty cut and dry.


Drone controller isn't the same as networked markerlights. The network markerlights let the unit who fired the markerlights use them. Drone controller just lets the drones fire at the units ballistic skill. I was hoping you could get networked markerlights for the Commander/Bodyguard unit along side drone controllers, fire at BS5/BS3 and then use the markerlights to take away cover amongst other things. Though this isn't possible as I couldn't see the option of network markerlights for the Commander, I think it's just an option for one of the flyers and the Skyray from what I have seen so far.

Hulksmash wrote:No offense but the Tau are a book you need to understand what things do before reviewing. Something are straight forward like character abilities. But what the support systems and signature systems let you do changes everything and if your not familiar with them or what they do then you're going to give a pretty poor review.


No offence taken, but seriously? The markerlight trick you mentioned every Tau unit can do, no surprises there so it's not like a missed something when everyunit with a markerlight can do this. I looked at the signature systems and there's some pretty tasty ones, though the only one I felt which is pretty awesome is the one I mentioned. The puretide thing is ok, but really only tank hunters and monster hunter is useful. Is it worth 15 points? Maybe. The re-roll to hit shooting one is ok, but I figured with so many markerlights about it may not be needed. The ignore cover one just seemed the best to me.

Just because you have a different opinion on something compared to mine doesn't mean I do not understand it. Also it's a new book, not like I am going to pick everything up and be familiar with stuff - the book has only been out a few days, jeez give me a chance will ya. When I review the other parts I will try and do a more suitable job.



Automatically Appended Next Post:
Trasvi wrote:
Agreed Hulksmash... putting Ethereals at 9/10 but Commander at 7/10 I think shows some misunderstanding.

1) Ethereals are pretty good, but they have their downsides. Notably, no armour save, worth an extra victory point, and is on foot. He's good, especially at 50pts, and I think possibly better than the Fireblade, but not ridiculously good.

2) Commanders and bodyguards on the other hand are really good. Commanders went *up* in points considerably (because there is no Shas'el) but bodyguards went down by 3(11) points. Bodyguard can now take Signature systems for fun and to boost the shooting of the commander; they also don't need to accompany the commander and can be used as a 2-man crisis team if you fill your elites slots with Riptides; and they can now be taken with Shadowsun. Crisis got better all round due to cheaper drones, supporting fire. The Iridium battlesuit in particular is good not just because of the 2+ save; it's mainly about T5. You can use an Iridium battlesuit model to protect your commander from pretty much anything except Railguns. Considering that elites slot now has a lot more competition, I expect that most people will continue to field a commander simply to put battlesuits on the board.


I mentioned about the no armour save for Ethereals.

I did say I didn't know about the Commanders points and did say a Tau player could point that out because I didn't know the previous costs.

I also mentioned that the Bodyguard can take signature systems.

I cannot comment if they no longer need to accompany the Commander as I never played Tau with the old codex only against them. As you can see in the codex they are just another unit I didn't mention it as I thought it was standard, basically they are a two man Command Squad.

The other things I will add in, thanks.

This message was edited 6 times. Last update was at 2013/04/11 12:02:46


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Tower of Power






Cannock

Added troops.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

 mercer wrote:

Fire Warriors

I believe the Fire Warriors have gone down in points in the new codex and you can pick up a unit of six for 54 points.

Standard wargear is the pulse rifle and photon grenades. The pulse rifle is the same, though photon grenades are handy for Tau as photon grenades are defensive grenades - so the unit will get stealth if any enemy shooting attacks are coming from within 8" but more importantly enemy units do not get the bonus attack for charging, excellent for Tau whose weakness is close combat.

That is so wrong its not even funny, stock photon grenades were a huge kick in the nuts for firewarriors, instead of being all killed off in the first round, they have to wait to the second round to die, which is a HUGE setback.

I would go as far to say that it is as bad as the space pope in the last book, I would rather pay the extra point in the last book and be without photons than be stuck with garbage that will hand an opponent the game.

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
Been Around the Block




 Krellnus wrote:

That is so wrong its not even funny, stock photon grenades were a huge kick in the nuts for firewarriors, instead of being all killed off in the first round, they have to wait to the second round to die, which is a HUGE setback.

I would go as far to say that it is as bad as the space pope in the last book, I would rather pay the extra point in the last book and be without photons than be stuck with garbage that will hand an opponent the game.


Just because the troops have photon grenades I don't see why you actually have to use them. If the Fire Warriors know they are better off being dead so the squad behind them can shoot at the enemy, let them take the charge and not use their grenades.
   
Made in us
Member of the Malleus



Boston, MA

So....key point here, it appears to me that Kroot sniper rounds do not replace the regular Kroot shot. Which makes Kroot AWESOME.

Also, 10-20 sniper shots just solves certain problems (like tervigons) in ways that few other things can, especially when you consider you can make them BS 5.

Going to the Feast of Blades Invitational! Check out my blog.

http://prometheusatwar.com/

 
   
Made in il
Warplord Titan Princeps of Tzeentch






 Krellnus wrote:
 mercer wrote:

Fire Warriors

I believe the Fire Warriors have gone down in points in the new codex and you can pick up a unit of six for 54 points.

Standard wargear is the pulse rifle and photon grenades. The pulse rifle is the same, though photon grenades are handy for Tau as photon grenades are defensive grenades - so the unit will get stealth if any enemy shooting attacks are coming from within 8" but more importantly enemy units do not get the bonus attack for charging, excellent for Tau whose weakness is close combat.

That is so wrong its not even funny, stock photon grenades were a huge kick in the nuts for firewarriors, instead of being all killed off in the first round, they have to wait to the second round to die, which is a HUGE setback.

I would go as far to say that it is as bad as the space pope in the last book, I would rather pay the extra point in the last book and be without photons than be stuck with garbage that will hand an opponent the game.



Yes, because god forbid to try to actually WIN combat is a bad idea?
Once the enemy gets no bonus attacks for charges, you will still be just as overkilled by true assault units, but you WILL push back other low-tier units.
Heck, I've been winning assaults here and there under the old codex, under the new codex it will just be more common.


People seem to have some sort of a "any tau in assault against anything is dead" concept stuck in their head and that's simply -not true-, the firewarrior is not as weak as a guard, even with his low combat stats he at least got a half-decent armor, crisis suits are really not to be taken lightly (especially not commanders, I've had old codex shas'os take down chaos lords and bash their way through marine squads), broadsides will do fine just because they are hard to remove, etc, etc.

Sure, you wont win by charging in day and night, but you should be able to take weak charges, so the enemy will at least need to send an assault UNIT at you, and not beat you with random survivors.

Besides, how can you complain that adding a free OPTION is a bad thing? some people are never pleased.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Fixture of Dakka





Steelcity

Cadre fireblade is just a bad choice, no way he's 8.0 out of 10. You're paying a lot of points just to get a maximum of 12 extra S5 shots a turn IF you stay completely stationary which is usually a poor idea given the Ethereals ability to snap shot after running or the fact that armies that don't move tend to die. Yes, he's okay at firing a quad gun but so is anything with a target lock. Split fire rule isn't very good in 6th (It's not the same as long fangs) and 1 marker light isn't all that amazing given his use firing a quad gun. I just see no reason to use him over a Commander or Ethereal. Better off just using Dark strider for the awesome -1T ability and screwing over charging units.




Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500,  
   
Made in us
Member of the Malleus



Boston, MA

I don't really see what a fireblade does that an Ethereal doesn't. I mean, there's a few niche things you might want him for -- I can't see you needing him specifically for the markerlight -- like running a quadgun (he actually seems almost tailred for that, with his split fire) but in almost every other situation the ehtereal is better.

Going to the Feast of Blades Invitational! Check out my blog.

http://prometheusatwar.com/

 
   
Made in us
Douglas Bader






Sir_Prometheus wrote:
I don't really see what a fireblade does that an Ethereal doesn't.


Shooting at range. The Ethereal only works at half range, the Fireblade gives you the bonus shots at full range.


Automatically Appended Next Post:
 BoomWolf wrote:
Yes, because god forbid to try to actually WIN combat is a bad idea?


It IS a bad idea. Tau want to die as efficiently as possible and avoid being locked in combat in their own shooting phase, and the small chance of winning against low-tier units is much less important than the bigger chance of delaying the inevitable just long enough to hurt you.

Besides, how can you complain that adding a free OPTION is a bad thing? some people are never pleased.


Because it isn't free. There's no option to turn off the grenades, you're stuck with the huge penalty they bring whether you want it or not.

This message was edited 1 time. Last update was at 2013/04/17 21:58:19


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
Member of the Malleus



Boston, MA

 Peregrine wrote:
Sir_Prometheus wrote:
I don't really see what a fireblade does that an Ethereal doesn't.


Shooting at range. The Ethereal only works at half range, the Fireblade gives you the bonus shots at full range.


Yeah, I know that, and you can even stack the two.....but? You can't move when you do that, and I'd rather be mobile and get 3 shots with an effective 21" threat range (cuz you can move, first) than 2 with a 30" threat. You're spending 60 pts to get at most 12 extra shots, seems to me I'd rather buy 6 (almost 7, now) more guys, unless you're looking to just occupy an HQ slot in the cheapest way possible. Plus and ethereal does all this other wizbang stuff, it affects more units, and it's 10 pts cheaper.


Automatically Appended Next Post:
 Peregrine wrote:

It IS a bad idea. Tau want to die as efficiently as possible and avoid being locked in combat in their own shooting phase,


For the record, I don't really love this whole "plan to die and run away" plan either. It's not really all that uncommon a circumstance that against hordes you kill tons and tons of them, and when the last few guys get to you, the Tau manage to beat them off. A near full unit of FW can kill 2 or 3 genestealers, or whatever, and that's what gets into combat with them surprisingly often. I'm happy to have the stealers do a little less dmg in the process.

This message was edited 2 times. Last update was at 2013/04/17 22:06:00


Going to the Feast of Blades Invitational! Check out my blog.

http://prometheusatwar.com/

 
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

Sir_Prometheus wrote:
 Peregrine wrote:

It IS a bad idea. Tau want to die as efficiently as possible and avoid being locked in combat in their own shooting phase,


For the record, I don't really love this whole "plan to die and run away" plan either. It's not really all that uncommon a circumstance that against hordes you kill tons and tons of them, and when the last few guys get to you, the Tau manage to beat them off. A near full unit of FW can kill 2 or 3 genestealers, or whatever, and that's what gets into combat with them surprisingly often. I'm happy to have the stealers do a little less dmg in the process.

Love it or hate it, the whole "plan to die and run away" thing is often necessary for Tau armies to win, in fact, if I know a unit will get assaulted I will even move it closer to my enemy so his charge + consolidate is a precious few inches shorter, often times granting me that extra turn of shooting I need.

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 fi
Courageous Space Marine Captain






It is annoying that they gave Ethereal the extra shot power. It is too similar to what Fireblade does, and it indeed makes him kinda redundant. Still, I like Fireblade conceptually, so I'm taking one.

   
Made in us
Terminator with Assault Cannon





 Crimson wrote:
It is annoying that they gave Ethereal the extra shot power. It is too similar to what Fireblade does, and it indeed makes him kinda redundant. Still, I like Fireblade conceptually, so I'm taking one.


I'm not so sure. The Ethereal has substantial weaknesses and differences. The Fireblade is optimal for a unit that's hanging out behind an Aegis Defense Line firing pulse rifles (and perhaps a gun emplacement), while the Ethereal is well-suited for units moving forward and engaging the enemy up close. There are a lot of builds where taking an Ethereal doesn't make sense but taking a Fireblade does-- just as there are a lot of builds where taking a Fireblade doesn't make sense but taking an Ethereal does. In particular, I suspect Fireblades will be very popular for small allied detachments.
   
Made in us
Member of the Malleus



Boston, MA

 Krellnus wrote:
Sir_Prometheus wrote:
 Peregrine wrote:

It IS a bad idea. Tau want to die as efficiently as possible and avoid being locked in combat in their own shooting phase,


For the record, I don't really love this whole "plan to die and run away" plan either. It's not really all that uncommon a circumstance that against hordes you kill tons and tons of them, and when the last few guys get to you, the Tau manage to beat them off. A near full unit of FW can kill 2 or 3 genestealers, or whatever, and that's what gets into combat with them surprisingly often. I'm happy to have the stealers do a little less dmg in the process.

Love it or hate it, the whole "plan to die and run away" thing is often necessary for Tau armies to win, in fact, if I know a unit will get assaulted I will even move it closer to my enemy so his charge + consolidate is a precious few inches shorter, often times granting me that extra turn of shooting I need.


Maybe it's necessary for you. You can plan to win by losing, but I'll plan to win by killing them before they get to me -- I'm alright with thumping a few stragglers.

Going to the Feast of Blades Invitational! Check out my blog.

http://prometheusatwar.com/

 
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

Sir_Prometheus wrote:
 Krellnus wrote:
Sir_Prometheus wrote:
 Peregrine wrote:

It IS a bad idea. Tau want to die as efficiently as possible and avoid being locked in combat in their own shooting phase,


For the record, I don't really love this whole "plan to die and run away" plan either. It's not really all that uncommon a circumstance that against hordes you kill tons and tons of them, and when the last few guys get to you, the Tau manage to beat them off. A near full unit of FW can kill 2 or 3 genestealers, or whatever, and that's what gets into combat with them surprisingly often. I'm happy to have the stealers do a little less dmg in the process.

Love it or hate it, the whole "plan to die and run away" thing is often necessary for Tau armies to win, in fact, if I know a unit will get assaulted I will even move it closer to my enemy so his charge + consolidate is a precious few inches shorter, often times granting me that extra turn of shooting I need.


Maybe it's necessary for you. You can plan to win by losing, but I'll plan to win by killing them before they get to me -- I'm alright with thumping a few stragglers.

That's not a guarentee, there is no way you can have that outcome 100% of the time, especially where 5/6 missions require you to haul ass if you even want to get more than one objective, you are quite at risk of assault units, especially fast moving ones such as terminators in a LRC or DE beast packs.

This message was edited 1 time. Last update was at 2013/04/18 04:28:05


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
Member of the Malleus



Boston, MA

If you get assaulted by LR borne terminators, the photon grenades aren't going to matter much, are they?

Going to the Feast of Blades Invitational! Check out my blog.

http://prometheusatwar.com/

 
   
 
Forum Index » 40K General Discussion
Go to: