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In my opinion they should have just stuck to the regular codex's. all these special rules and abilities have made it so that you either have the supplement and are competitive or you don't and you aren't. The tau are nothing without that supplement. The eldar are still decently powerful thanks to their wave serpents but making 5 man squads of wraithguard/wraithblades as scoring troops took it too far. You dont even have to take 10 anymore like you used to...

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In my opinion they should have just stuck to the regular codex's. all these special rules and abilities have made it so that you either have the supplement and are competitive or you don't and you aren't. The tau are nothing without that supplement. The eldar are still decently powerful thanks to their wave serpents but making 5 man squads of wraithguard/wraithblades as scoring troops took it too far. You dont even have to take 10 anymore like you used to...


I just....no....

Tau are fine on their own. Taking the Farsight supplement has a number of issues. First, you have to take a 3-count Crisis team. While this isn't awful, it isn't that good, especially in a points tight army. Second, you lose out on the Tau Commander with Codex Tau signature systems. That model may be the best single character in the game. In order to get one, you must ally Tau with Tau, which cuts off some other awesome combinations (SM, Eldar, pure Tau). Basically, players should not and will not default to the Farsight supplement. It is good insofar as you can make the Justin Cook NOVA type build. Otherwise, codex Tau is better.

The Iyanden supplement is solid, but it isn't essential. I use it to make a Wraithknight a warlord, which is solid--not absurd. The Primaris power swap is list dependent, and the wargear options are solid at best. You can take scoring Wraithguard/blades in default codex Eldar by taking a Spiritseer, so it seems you are confused. The Iyandern supplement is certainly not an auto use.

Finally, the Black Legion opens up a few possibilities. It is nice to be able to take 2 Drakes and 2 Spawn, or a 3/1 combination. Otherwise, not really much there aside from some wargear. It doesn't solve the MEQ troops are bad problem either. Again, not an auto-take.

Overall, I'm not sure where you are getting your information from. Supplements are decent, as they add options. They aren't all that game-breaking though. The 4 Riptide list is the worst thing to come out of them, and I believe it did so well at NOVA because it was relatively unexpected. Grav should help even it out a bit. The only real downside to supplements is shelling out the extra $

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The list you posted is similar to the one that won Nova, not Alex who came seperate. While I agree the winning Tau list with O'vesa is powerful it isn't the best Tau list out there. Taking so many Riptides doesn't work because sometimes having so many against certain lists can be crippling (I've experienced it). I'd take two at most, that way you can fit other things into your list that will compliment other units.

You usually see Kroot in competitive lists because they are the cheapest troop choice, they can infiltrate and outflank. I usually take a single Fire Warrior squad to mix things up a little though.

I'm currently running a Tau/Tau(Farsight) list based on Alex's (2nd at Nova) list.

Tau
Buff Commander
Riptide
Fire Warriors
Kroot
Kroot - Hound
Kroot - Hound
Pathfinders
Broadsides - Missile Drones
Sky Ray
Sky Ray

Tau (Farsight)
Ethereal
Riptide
3 Crisis - Marker Drones
Sniper Drones

Hope this helps.

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 JGrand wrote:
In my opinion they should have just stuck to the regular codex's. all these special rules and abilities have made it so that you either have the supplement and are competitive or you don't and you aren't. The tau are nothing without that supplement. The eldar are still decently powerful thanks to their wave serpents but making 5 man squads of wraithguard/wraithblades as scoring troops took it too far. You dont even have to take 10 anymore like you used to...


I just....no....

Tau are fine on their own. Taking the Farsight supplement has a number of issues. First, you have to take a 3-count Crisis team. While this isn't awful, it isn't that good, especially in a points tight army. Second, you lose out on the Tau Commander with Codex Tau signature systems. That model may be the best single character in the game. In order to get one, you must ally Tau with Tau, which cuts off some other awesome combinations (SM, Eldar, pure Tau). Basically, players should not and will not default to the Farsight supplement. It is good insofar as you can make the Justin Cook NOVA type build. Otherwise, codex Tau is better.
The issue is that if you run a 3 crisis suits and a second HQ, such as an ethereal or a drone controller commander there is zero reason not to take the farsight suplement. For 3 extra points you get scoring crisis suits and access to new signature systems, one extra heavy and elite slot (both of which can be tight for a tau player) and more crisis suit troops. Honestly you are hard pressed to find reasons not to run farsight. My reason is 1) the supplement cost too much 2) I already win enough as it is (I only play friendly games). If I were to go to a tournament I would 100% run far-sight allies, not doing so is just stupid.

   
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Tau has the utmost underpriced "signature systems" and support systems. They really are extreme power multipliers. For a tiny amount of points I can give any XV8 (i wrote broadside by accident) hit and run or interceptor.

This message was edited 1 time. Last update was at 2013/10/02 03:48:32


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i wouldnt say the tau are nothing without that supplement. i dont even have the supplement yet because the hard copy doesnt exist yet and i am NOT buying an ipad just for a codex. I play just fine.

I would prefer to ally in other races so i can get some variety going on anyway.

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I remember reading that one poster here won "Killadelphia" with a pure tau list. Used two ethereals too. No Allied detachment either, for what it's worth.

Is it required to have Farsight as BB? EH, i don't think so. I'd also like to see more clarifications on the "Divergent Destiny" rules and "Signature System" rules that farsight brings with it. I actually sent in a FAQ question.

Gee Mr. Games-Workshop. It'd be swell if you included that in a FAQ update soon.
   
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The issue is that if you run a 3 crisis suits and a second HQ, such as an ethereal or a drone controller commander there is zero reason not to take the farsight suplement. For 3 extra points you get scoring crisis suits and access to new signature systems, one extra heavy and elite slot (both of which can be tight for a tau player) and more crisis suit troops. Honestly you are hard pressed to find reasons not to run farsight. My reason is 1) the supplement cost too much 2) I already win enough as it is (I only play friendly games). If I were to go to a tournament I would 100% run far-sight allies, not doing so is just stupid.


In order to access these additional slots, a player has to buy an extra HQ choice (again, the really indispensable HQ is the Codex: Tau Commander). Therefore, the Farsight HQ can often be a tax. Additionally, to get O'vesa (the Riptide HQ), one has to take O'Shova (who isn't all that great). Crisis suits aren't all that awesome either. A solo suit or two is a decent option, but there aren't necessary for a competitive list. The 3-count mandatory team is a bit of a tax. Most competitive Tau lists don't take Crisis suits for a reason. They aren't bad, but they aren't as efficient as Broadsides, Riptides, Skyrays, ect.

Additionally, you seem to ignore the idea of opportunity cost. A player can only ally once. Allying with Codex Farsight means no Eldar, Space Marines, Chaos, Necrons, or Space Wolves--all nice choices. I'd argue the simple addition of Tigirus and a Scout squad or a BikeSeer and 3x Jetbikes are better options for most Tau lists. Your assertion that a player who doesn't run Farsight allies with Tau is stupid is extremely misguided. Again, they are far from mandatory in competitive games.

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 JGrand wrote:
The issue is that if you run a 3 crisis suits and a second HQ, such as an ethereal or a drone controller commander there is zero reason not to take the farsight suplement. For 3 extra points you get scoring crisis suits and access to new signature systems, one extra heavy and elite slot (both of which can be tight for a tau player) and more crisis suit troops. Honestly you are hard pressed to find reasons not to run farsight. My reason is 1) the supplement cost too much 2) I already win enough as it is (I only play friendly games). If I were to go to a tournament I would 100% run far-sight allies, not doing so is just stupid.


In order to access these additional slots, a player has to buy an extra HQ choice (again, the really indispensable HQ is the Codex: Tau Commander). Therefore, the Farsight HQ can often be a tax. Additionally, to get O'vesa (the Riptide HQ), one has to take O'Shova (who isn't all that great). Crisis suits aren't all that awesome either. A solo suit or two is a decent option, but there aren't necessary for a competitive list. The 3-count mandatory team is a bit of a tax. Most competitive Tau lists don't take Crisis suits for a reason. They aren't bad, but they aren't as efficient as Broadsides, Riptides, Skyrays, ect.

Additionally, you seem to ignore the idea of opportunity cost. A player can only ally once. Allying with Codex Farsight means no Eldar, Space Marines, Chaos, Necrons, or Space Wolves--all nice choices. I'd argue the simple addition of Tigirus and a Scout squad or a BikeSeer and 3x Jetbikes are better options for most Tau lists. Your assertion that a player who doesn't run Farsight allies with Tau is stupid is extremely misguided. Again, they are far from mandatory in competitive games.


If you run it right the 3 man suit isn't a tax at all. One of my friends runs his 3 man team with double fusion blasters and target locks to great effect. i've played against that unit many times and seen others players go up against it and it is almost always clutch. The "taxes" are completely worth paying for and more often than not, the end up pay for themselves many times over with the amount of intangibles and force multipliers they bring to bear.

And yes as mentioned earlier, tau by far have the most undercosted force multipliers of any codex. Most compare to the eldar powers of old (guide, doom, fortune) that could be bought and not rolled for. Now to get anything like the tau have access to (ignore cover, twin linked, tank/monster hunter) one must pay for psykers with ml2 AT LEAST and then just hope to get lucky and roll the power you want. Tau get to pick and choose, never roll for tests, and can never be denied the buffs that were payed for.

Granted, SM got chapter tactics and some of them are awesome, just none so offensively devastating as what Tau has access to. Grav guns are awesome as well, but due to the nature of their rules, can be fickle in a TAC list. Moreover, when a Tau player sees an army full of grav toting bikes on the table, there's a good chance his riptides are going to be sporting 3+ invulns. Hard to really mow through that.

Eh, just my two bits. Guess I'm bitter about having to play tau all time. Just not really a fan of the new meta Riptides have ushered in.

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Farsight Enclave is far from auto-take. Relying on Tau alone can bring some issues. For example, you have to rely on markerlights to boost your BS, Pathfinders aren't that great as opposing Tau/Eldar can wipe them out with ease. Sky Rays eat up Heavy Slots. You can take a bunch in your Broadside squad, but that will only light up one squad and you'll probably then need target locks as to not kill the squad you just markered. I've noticed that without buffs the shooting of the Riptides really suffers. Codex Eldar give you access to two twin-linked units. It also provides you with durable, counterattack in the form of the WK and opens up the ability to take a couple of Serpents. Warp Spiders and Swooping Hawks are also quite good and add some mobility to Tau (also decent Scouring scoring). Tau+Farsight also doesn't have a good answer for either the Seer Council or Screamer Council deathstar. Eldar and SM can offer a decent shot at rolling up Misfortune. Tigirius is especially useful in that regard. SM can also give access to Pods, Centurions, TFC, Bikes, etc. Once again adding a different element to the Tau list.

I do like some of the combos and I think Justin Cook's list is pretty awesome. But in most cases I think Eldar or SM offer better choices as allies and better fill in some of the holes.

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Just not really a fan of the new meta Riptides have ushered in.


TBH its not the meta that riptides ALONE have ushered in, and they rarely make back their points without much dedicated assistance, but there is nothing in the game more broken than the fasight/shadowsun bomb. Add tigurius and an iridium bodyguard for rerolable 2+/3++ shenanigans(and misfortune). thats the list I'm transitioning to, mostly because I like the models, but also because I am to weak of will not to hop on the bandwagon.


This message was edited 1 time. Last update was at 2013/10/02 04:16:50


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 TheDraconicLord wrote:
Holy crap, you have been pumping out Smurfs like a man-possessed
 Kid_Kyoto wrote:

Morris, tragically sold his soul to the Chaos Gods of Flowers, Dancing, Laughter and Friendship. The Morris Heresy is on record as the shortest and least successful heresy in Imperial history.
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 Largeblastmarker wrote:


Just not really a fan of the new meta Riptides have ushered in.


TBH its not the meta that riptides ALONE have ushered in, and they rarely make back their points without much dedicated assistance, but there is nothing in the game more broken than the fasight/shadowsun bomb. Add tigurius and an iridium bodyguard for rerolable 2+/3++ shenanigans(and misfortune). thats the list I'm transitioning to, mostly because I like the models, but also because I am to weak of will not to hop on the bandwagon.



how do you get the re-rolls?

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tiggy is a psyker. rerolls his powers on divination and ml3. Soz if i wasn't being clear.

Oh yes, and now, cording to faq, xv8's may take 3 weapons, and dont have to twinlink. basicaly, I may deign to throw out 4 twinlinked plasma shots per suit, and have interceptor. plus other brutal shennanigans that can be looked at by leafing through the codex. Also I find puretide engram CC node, and all the other power multipliers piled onto one suit in you "bomb" will simply make you able to reroll everything. like everything. Also target lock can give you split fire, which is epic. vehicle to the left, TEQ to the right. all of them are dead.

also give the fnp buff to the iridium guy. he is t5 with 2+/5+fnp. nothing less than a demolisher shell people. and with JSJ good luck with that.

This message was edited 2 times. Last update was at 2013/10/02 04:40:48


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 TheDraconicLord wrote:
Holy crap, you have been pumping out Smurfs like a man-possessed
 Kid_Kyoto wrote:

Morris, tragically sold his soul to the Chaos Gods of Flowers, Dancing, Laughter and Friendship. The Morris Heresy is on record as the shortest and least successful heresy in Imperial history.
 Camkierhi wrote:
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AnonAmbientLight wrote:
I remember reading that one poster here won "Killadelphia" with a pure tau list. Used two ethereals too. No Allied detachment either, for what it's worth.

Is it required to have Farsight as BB? EH, i don't think so. I'd also like to see more clarifications on the "Divergent Destiny" rules and "Signature System" rules that farsight brings with it. I actually sent in a FAQ question.

Gee Mr. Games-Workshop. It'd be swell if you included that in a FAQ update soon.


Might you have the list that he used?

Also, can anyone explain Missile Drones? I don't understand their use and I see them in a lot of lists allied to Broadsides and stuff..


This message was edited 2 times. Last update was at 2013/10/02 05:46:09


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 Xerics wrote:
In my opinion they should have just stuck to the regular codex's. all these special rules and abilities have made it so that you either have the supplement and are competitive or you don't and you aren't. The tau are nothing without that supplement. The eldar are still decently powerful thanks to their wave serpents but making 5 man squads of wraithguard/wraithblades as scoring troops took it too far. You dont even have to take 10 anymore like you used to...


I can't agree. Tau are fine on their own. "nothing without that supplement" may go down in history as the largest overstatement ever typed.

I'm not trying to get on you about it, but come now: can't we discuss it without reaching for a big old box of Hyperbole?

On the squad size thing: I use full squads in my sisters lists even though its seen as suboptimal. I let the scoreboard decide whether Im right or wrong to do it. I'd do the same to Wraithguards because i know that once in the heart of the enemy, to give you must be able to take it.

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 syypher wrote:
AnonAmbientLight wrote:
I remember reading that one poster here won "Killadelphia" with a pure tau list. Used two ethereals too. No Allied detachment either, for what it's worth.

Is it required to have Farsight as BB? EH, i don't think so. I'd also like to see more clarifications on the "Divergent Destiny" rules and "Signature System" rules that farsight brings with it. I actually sent in a FAQ question.

Gee Mr. Games-Workshop. It'd be swell if you included that in a FAQ update soon.


Might you have the list that he used?

Also, can anyone explain Missile Drones? I don't understand their use and I see them in a lot of lists allied to Broadsides and stuff..





They have guns.

A squad of 3 Broadsides with HYMP and SMS has a lot of fire power. Add in six missile drones and some markerlight support, it goes from 'a lot of fire power' to ridiculous fire power.

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 JGrand wrote:
The issue is that if you run a 3 crisis suits and a second HQ, such as an ethereal or a drone controller commander there is zero reason not to take the farsight suplement. For 3 extra points you get scoring crisis suits and access to new signature systems, one extra heavy and elite slot (both of which can be tight for a tau player) and more crisis suit troops. Honestly you are hard pressed to find reasons not to run farsight. My reason is 1) the supplement cost too much 2) I already win enough as it is (I only play friendly games). If I were to go to a tournament I would 100% run far-sight allies, not doing so is just stupid.


In order to access these additional slots, a player has to buy an extra HQ choice (again, the really indispensable HQ is the Codex: Tau Commander). Therefore, the Farsight HQ can often be a tax. Additionally, to get O'vesa (the Riptide HQ), one has to take O'Shova (who isn't all that great). Crisis suits aren't all that awesome either. A solo suit or two is a decent option, but there aren't necessary for a competitive list. The 3-count mandatory team is a bit of a tax. Most competitive Tau lists don't take Crisis suits for a reason. They aren't bad, but they aren't as efficient as Broadsides, Riptides, Skyrays, ect.

Additionally, you seem to ignore the idea of opportunity cost. A player can only ally once. Allying with Codex Farsight means no Eldar, Space Marines, Chaos, Necrons, or Space Wolves--all nice choices. I'd argue the simple addition of Tigirus and a Scout squad or a BikeSeer and 3x Jetbikes are better options for most Tau lists. Your assertion that a player who doesn't run Farsight allies with Tau is stupid is extremely misguided. Again, they are far from mandatory in competitive games.
I think you missed my first sentence, it assumes you are already running the second HQ and crisis suits. If you meet this criteria you can get scoring crisis suits for 3 points, without changing your list. That is what I am saying it is stupid not to do, because 3 points to change elites to troops is insane. Adding any other ally you need to significantly change your list and play style. Adding farsight when you are already running the models is a no brainer. And I can't tell you how many lists I see that meet this criteria, and therefor should be allying with farsight. Also your comparison of crisis troops to broadsides, riptides, skyrays, ect is inaccurate because with farsight you are comparing crisis suits to firewarriors and kroot, nothing else.

I am not saying farsight is the best ally for tau, though tournament results might indicate that. I am saying you have to significantly change your list and the way you play to incorporate any other ally that farsight. Moreover, the idea of opportunity cost is moot when we already established the player would be playing pure tau if they were not playing tau/farsight.
   
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 syypher wrote:
Also, can anyone explain Missile Drones? I don't understand their use and I see them in a lot of lists allied to Broadsides and stuff..

It's slightly over 10 points for 2 S7AP4 shots at 36" range, what can't you love about that?
They are that cheap because GW thought it was okay to give them this fire power as long as they kept their BS low.
Guess what; Low BS has never been a problem for Tau.

 Kingsley wrote:
I think Riptide spam lists like the one mentioned earlier are unlikely to stick around for much longer now that Codex: Space Marines is out.

Grav weapons are extremely strong against Riptides, and many players will likely be running White Scars bike armies that have a great number of Grav weapons. As a result, I think Tau armies will be fielding fewer Riptides as a whole. To defeat Bikes, you IMO need to have a solid base of robust Troops. In particular, I believe that bike armies are weak against Fire Warriors, but they'll take down both Riptides and Kroot easily.

I think that also depends on how the FAQ is going to work.
If Grav works with a 'majority save' than Riptides will simply take their 4+/4++ drones and laugh at your Grav.
   
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I think you missed my first sentence, it assumes you are already running the second HQ and crisis suits. If you meet this criteria you can get scoring crisis suits for 3 points, without changing your list. That is what I am saying it is stupid not to do, because 3 points to change elites to troops is insane. Adding any other ally you need to significantly change your list and play style. Adding farsight when you are already running the models is a no brainer. And I can't tell you how many lists I see that meet this criteria, and therefor should be allying with farsight. Also your comparison of crisis troops to broadsides, riptides, skyrays, ect is inaccurate because with farsight you are comparing crisis suits to firewarriors and kroot, nothing else.


I still think your assertion is debatable. I don't see many competitive Tau lists that do take Crisis Suits. Tau are points tight. They are a great army, but by the time a player fits in a Commander, Broadsides, Skyrays, Riptides, and some troops, there aren't a ton of points left.

And yes, you do have to compare taking Crisis Suits to all the options in the codex, as you have limited points. If a player spends 156 points on three suits with 2x missile pod, that is 156 points that can't be used elsewhere. If we do play your game and compare those points directly to other troops, a Tau player can get 26 Kroot for the same price. This doesn't even include the mandatory second HQ.

I am not saying farsight is the best ally for tau, though tournament results might indicate that. I am saying you have to significantly change your list and the way you play to incorporate any other ally that farsight. Moreover, the idea of opportunity cost is moot when we already established the player would be playing pure tau if they were not playing tau/farsight.


I can speak from experience and tell you that tourney results do not indicate that.

You are wrong in stating that a player has to significantly change their list to take other allies. I frequently see Tau with a Bikeseer and 3x Guardian Jetbikes. 166 points of allies is less radical than taking the units that are required to make Farsight allies worthwhile. Tigirus and 5x Scouts is 220, and the is the same way.

Finally, there was never a time in which this thread was somehow limited to pure Tau. This is a thread about competitive Tau. Hence, we have to discuss the commonly seen (and potent) ally combinations out there.


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Kangodo wrote:
 syypher wrote:
Also, can anyone explain Missile Drones? I don't understand their use and I see them in a lot of lists allied to Broadsides and stuff..

It's slightly over 10 points for 2 S7AP4 shots at 36" range, what can't you love about that?
They are that cheap because GW thought it was okay to give them this fire power as long as they kept their BS low.
Guess what; Low BS has never been a problem for Tau.

 Kingsley wrote:
I think Riptide spam lists like the one mentioned earlier are unlikely to stick around for much longer now that Codex: Space Marines is out.

Grav weapons are extremely strong against Riptides, and many players will likely be running White Scars bike armies that have a great number of Grav weapons. As a result, I think Tau armies will be fielding fewer Riptides as a whole. To defeat Bikes, you IMO need to have a solid base of robust Troops. In particular, I believe that bike armies are weak against Fire Warriors, but they'll take down both Riptides and Kroot easily.

I think that also depends on how the FAQ is going to work.
If Grav works with a 'majority save' than Riptides will simply take their 4+/4++ drones and laugh at your Grav.


And your enemies will laugh when popping a drone causes your Riptide to run off the board.
   
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Fragile wrote:
Kangodo wrote:
 syypher wrote:
Also, can anyone explain Missile Drones? I don't understand their use and I see them in a lot of lists allied to Broadsides and stuff..

It's slightly over 10 points for 2 S7AP4 shots at 36" range, what can't you love about that?
They are that cheap because GW thought it was okay to give them this fire power as long as they kept their BS low.
Guess what; Low BS has never been a problem for Tau.

 Kingsley wrote:
I think Riptide spam lists like the one mentioned earlier are unlikely to stick around for much longer now that Codex: Space Marines is out.

Grav weapons are extremely strong against Riptides, and many players will likely be running White Scars bike armies that have a great number of Grav weapons. As a result, I think Tau armies will be fielding fewer Riptides as a whole. To defeat Bikes, you IMO need to have a solid base of robust Troops. In particular, I believe that bike armies are weak against Fire Warriors, but they'll take down both Riptides and Kroot easily.

I think that also depends on how the FAQ is going to work.
If Grav works with a 'majority save' than Riptides will simply take their 4+/4++ drones and laugh at your Grav.


And your enemies will laugh when popping a drone causes your Riptide to run off the board.


This is exactly why I have a hard time seeing them as "good" but so many people take them. I guess they just keep them slightly behind the riptide or broadsides so they don't take the hits first...I don't think the risk is worth it IMHO but I'm new to Tau and don't have any experience to back that up.

Also, they are BS2... I still don't get why they are worth it lol


This message was edited 1 time. Last update was at 2013/10/02 18:23:42


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Twin linked (in some scenarios), riduiculousely under costed, and free wounds. OH YEAH, and they give 4++. And they are still T6, which is fething amazing. And the 104 can get drone controller and bump up their BS.

This message was edited 3 times. Last update was at 2013/10/02 18:47:51


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Fragile wrote:
Kangodo wrote:
 syypher wrote:
Also, can anyone explain Missile Drones? I don't understand their use and I see them in a lot of lists allied to Broadsides and stuff..

It's slightly over 10 points for 2 S7AP4 shots at 36" range, what can't you love about that?
They are that cheap because GW thought it was okay to give them this fire power as long as they kept their BS low.
Guess what; Low BS has never been a problem for Tau.

 Kingsley wrote:
I think Riptide spam lists like the one mentioned earlier are unlikely to stick around for much longer now that Codex: Space Marines is out.

Grav weapons are extremely strong against Riptides, and many players will likely be running White Scars bike armies that have a great number of Grav weapons. As a result, I think Tau armies will be fielding fewer Riptides as a whole. To defeat Bikes, you IMO need to have a solid base of robust Troops. In particular, I believe that bike armies are weak against Fire Warriors, but they'll take down both Riptides and Kroot easily.

I think that also depends on how the FAQ is going to work.
If Grav works with a 'majority save' than Riptides will simply take their 4+/4++ drones and laugh at your Grav.


And your enemies will laugh when popping a drone causes your Riptide to run off the board.


What I would expect is to see a farseer with the Riptide... a -/++4 and all those nasty gav guns are wounding on +6s....
   
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Also, they are BS2... I still don't get why they are worth it lol


Because for 72 points you can have 12 S7 shots it doesn't matter that they are BS2 markerlights will make them BS4 or 5. That amount of firepower is amazing.

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Hmm.. okay I got it. Quantity over Quality and you can make them even better with the Marker Lights. Cool! Thanks guys!


Speaking of Marker lights. How do you normally distribute those out? I'm guessing Pathfinders? If so how do you normally take your Pathfinders? Min squads? Squads of 5 or 10?

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 LValx wrote:
Farsight Enclave is far from auto-take. Relying on Tau alone can bring some issues. For example, you have to rely on markerlights to boost your BS, Pathfinders aren't that great as opposing Tau/Eldar can wipe them out with ease. Sky Rays eat up Heavy Slots. You can take a bunch in your Broadside squad, but that will only light up one squad and you'll probably then need target locks as to not kill the squad you just markered.

I do like some of the combos and I think Justin Cook's list is pretty awesome. But in most cases I think Eldar or SM offer better choices as allies and better fill in some of the holes.


He got 2nd place only using the Skray markerlights. There were no pathfinders, drones, tetras, or bombers in his list.

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Uggggghhh I want the Skyrayyyy! But I think it's tail with all the missiles look a little ridiculous. hah

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 syypher wrote:
AnonAmbientLight wrote:
I remember reading that one poster here won "Killadelphia" with a pure tau list. Used two ethereals too. No Allied detachment either, for what it's worth.

Is it required to have Farsight as BB? EH, i don't think so. I'd also like to see more clarifications on the "Divergent Destiny" rules and "Signature System" rules that farsight brings with it. I actually sent in a FAQ question.

Gee Mr. Games-Workshop. It'd be swell if you included that in a FAQ update soon.


Might you have the list that he used?

Also, can anyone explain Missile Drones? I don't understand their use and I see them in a lot of lists allied to Broadsides and stuff..




I'm not 100% sure. I'll try to find that forum post if I can. His army was something like this.

2 Ethereals
120 Kroot
3 Riptides
3 skyrays
I think he had some devilfish but I don't know. It's bugging me now, I'll have to find it. Lol
   
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 Largeblastmarker wrote:
Twin linked (in some scenarios), riduiculousely under costed, and free wounds. OH YEAH, and they give 4++. And they are still T6, which is fething amazing. And the 104 can get drone controller and bump up their BS.


the only drones that benefit from a DC are gun drones, marker drones, Sniper drones

@sagangree:

Wouldn't it still roll to wound at a 2+, cause if you go by majority toughness your rolling agianst the Riptides t6, how ever the graviton rule states you roll agianst the targets save which would be the riptide.

This message was edited 1 time. Last update was at 2013/10/02 20:07:17


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 Ninjacommando wrote:


@sagangree:

Wouldn't it still roll to wound at a 2+, cause if you go by majority toughness your rolling agianst the Riptides t6, how ever the graviton rule states you roll agianst the targets save which would be the riptide.


When equal values exists you use the "better" value. So if you shoot the Riptide w/ farseer with bolters and grav guns, the way I see it, you would wound on 6+ for the bolters (one T6 and one T3 ~ tie goes to T6) and 6+ for the Grav Guns (one 2+ and one - ~ tie goes to the - )
   
 
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