Merellin wrote:Back when I started Tau was in 5'
th edition, Before they got their new codex, You know, Back when they where universally considerd the weakest army in
40k? And since then I simply stuck to them. They where nowhere near being over powerd back then so dont even try to claim they where.
I'm feelin' ya there - Daemons weren't much better since we had huge troubles popping all those transports, and then we got completely crap'ed on by Grey Knights to the point they could outright prevent you from even deploying a single model on the table!
Good things come to though who wait, as they say
Merellin wrote:Daemons seem a bit intresting, But how do you get them to the combat without being shot to bits? And are they fun to play? Does the randomness of all the tables you have to roll constantly for everything get annoying..?
The random tables really aren't as bad as most of the nay-sayers make them out to be;
1. Warpstorm Table can be semi-controlled with the use of Instruments, meaning you can pretty much prevent your own army from getting zapped by the "Gods throwing crap at you" results.
Plus, there's a Warlord Trait that gives you a re-roll, or else you can opt to bring Kairos who always that trait if you're hyper-paranoid about your army exploding 1st turn.
2. The Rewards Tables are pretty well organised and overall there's maybe 2 rather 'terd' results between all three tables. Lesser Rewards offer a super cheap way to put ap2 combat weapons onto characters, plus have some interesting options & a pair of shooty abilities.
Greater Gifts are what you buy to give your guys some defensive gear. 4/6 results make you harder to kill and some of them are just brutal when they turn up on Greaters. (T6 critter w/4+
FnP - yes please!)
Exalted Gifts can be really, really mean on the big guys, while defaulting to a Hellforged Artifact is where awesome things like the Grimorie are found.
3. Psychic Powers. Between Heralds, Greaters & Princes, it's not too hard to build up some basic strategies based on certain psychic disciplines like Divination augments since you can have multiple powers on each character.
As for getting into combat? Daemons can basically run lists that are all but guaranteed to be charging before their opponent gets a second shooting phase... Plus we have a good balance of super cheap Troops & screening units like Hounds, Seekers & Furies to ensure our big guys & heavy hitters like 'Crushers & Plageudrones don't get overly molested before they get a change to strut their stuff.