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Brisbane


 soomemafia wrote:
 Totalwar1402 wrote:
The blood angels death company dreads that do hits than generate extra hits.
They're good because they shredded my 4th edition Nid army in CC.
Grey knights with strength 6 power weapons.

 Totalwar1402 wrote:
However you're ignoring just how powerful some assault armies actually are: such as blood angels and grey knights.


And.... What? Have you actually played against BA/GK ever? Because it truly sounds like you haven't.
Yes, but the DC dread will have to wait single whole turn in which you can withdraw out of assault range and wipe it out with all the heavy weaponry and spammed S7.

And you can't justify the BA being good by saving that they once Beatles Tyranids D


If the title wasn't a good enough indication, then what you quoted should be. He's trolling.

This message was edited 2 times. Last update was at 2014/03/26 11:10:37


 
   
Made in fi
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AllSeeingSkink wrote:
I do always find this argument odd: "Tau aren't overpowered, they just have blah and blah and blah that make them more powerful than other armies". I don't have a lot of experience against Tau because they aren't common in my local meta... but saying they aren't overpowered they just have overpowered options doesn't really make sense.

It's like saying a Corvette is no faster than a Prius.... if you jam the Corvette's throttle so it can't open all the way.


This.


Automatically Appended Next Post:
 Dunklezahn wrote:

Without markerlight support even Riptides lose a lot of their teeth, they aren't weak by any means but with 1/6 shots fails to even fire, 1/3 chance to wound themselves, mediocre BS and not ignoring cover they don't actually do that much damage. It's a 1/3 chance to hit and an average scatter distance that means more often than not you won't even hit the area of the board you put the blasts hole over.


Somehow you seem to be missing the fact that Tau do have markerlights.
Every single faction in this game has it's flaws. Tau just doesn't have to care about it. They can ignore every single of their weaknesses. Thus the OP-ism.

"Medicore BS and not ignoring cover"? Seriously? They improve their BS and they do ignore cover.

This message was edited 1 time. Last update was at 2014/03/26 11:16:25


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 soomemafia wrote:


Somehow you seem to be missing the fact that Tau do have markerlights.


Which is why you kill the Markerlights first instead of pouring all fire into the biggest target. When facing marines it's proper to take out the big scary Vindicators first because they cause all their damage on their own. When facing Tau you must think smaller, like the soft blue fish guys in their thin armors. Even if you don't wipe out every squad you'll cause break tests and some will run away. No Markerlight hits, no buffs for the Riptide.
   
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 Dunklezahn wrote:
AllSeeingSkink wrote:
I do always find this argument odd: "Tau aren't overpowered, they just have blah and blah and blah that make them more powerful than other armies". I don't have a lot of experience against Tau because they aren't common in my local meta... but saying they aren't overpowered they just have overpowered options doesn't really make sense.

It's like saying a Corvette is no faster than a Prius.... if you jam the Corvette's throttle so it can't open all the way.


then allow me to explain the difference as I see it, it's best explained with the old saying:

All Apples are Fruit but not all Fruit are Apples.

In this case Riptides, Buffmanders and Broadsides are the the Apples and the Tau codex as a whole is the Fruit.

"Tau are OP" as a statement implies the entire codex is OP and that all Fruit are Apples.

It also leads to silly situations where 6 squads of Firewarriors with 3 Squads of Vespid lead by an Ethereal are OP because "Tau are OP". It's lazy, inaccurate shorthand that assumes all Tau players are using cookie cutter tourney lists.
So basically the difference is that just because you can make an overpowered army from the codex you feel that doesn't make the codex overpowered.

You didn't really need the fruit analogy, you could have just said that (I know I know, I used a car analogy, sorry, but my analogy was just a sentence tacked on at the end, lol).

Personally, IMO, if you want to self neuter than that's fine, but overpowered options that lead to winning or losing a game make an overpowered army.

The best you could convince me of is saying that the Tau codex is unbalanced, and that imbalance is on the side of mid to overpowered (compared to, say, the 'nid codex, which is unbalanced on the side of mid to underpowered).

But like I said, I don't know a lot about Tau as they aren't common in my meta so I haven't even bothered reading their current codex. I was just commenting on the odd statement that keeps coming up "Tau aren't overpowered they just have more powerful options over and above other armies", lol.
   
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 soomemafia wrote:


Somehow you seem to be missing the fact that Tau do have markerlights.
Every single faction in this game has it's flaws. Tau just doesn't have to care about it. They can ignore every single of their weaknesses. Thus the OP-ism.


 Dunklezahn wrote:

Without markerlight support...


I did say, pathfinders are comically easy to kill, can't really move and fire and have a 30"(?) range, where are these untouchable markerlights you think they have out of interest?

 soomemafia wrote:

"Medicore BS and not ignoring cover"? Seriously? They improve their BS and they do ignore cover.


No, markerlight hits can allow them to do this, kill/avoid the markerlights and they in fact cannot do either of those things. If you are allowing the Tau player to place markerlights where he pleases without retaliation the whole game then it's no wonder you find them an unassailable foe.

I noticed you avoided commenting the Apples and Fruit point. That's one ignore and one failure to read my post, I'm happy to continue having the conversation but please show me the courtesy I show you when replying.




The Fruit analogy was just how I was taught that kind of reasoning at school, it stuck with me

The thing is I can make many, many Tau armies that are not overpowered, thus the statement "Tau are OP" cannot be correct. My theoretical Fire Warrior/Vespid army is "Tau" but not OP. You cannot assume everyone is making the cookie cutter tourney lists. I'll defend anyone's right to say Riptides or Wave Serpents or whatever are OP, not keen as I am of the term, but to say an entire race is OP, it's simply not accurate.

If you play in a scene where people are going to make the most powerful force available for their army you could perhaps say it but we'd have to have that specific piece of information first and even then it would only be applicable for your area.

Edit: Skink Replied so I added rather than making a new post.

This message was edited 2 times. Last update was at 2014/03/26 11:48:24


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OP options are what make a codex OP. This is the standard convention. Every broken codex in the history of GW has had non-broken choices. Nit picking in this manner by boiling it down to specific units is a meaningless convention. That being said, I'm not sure how close to the top mono-Tau even are anymore. It seems like you are trying to seem smarter than the rest of the room or find a way to look down your nose at those of us concerned about game balance. Not helpful.

Also, given the state of assault in 6th ed, I'd say that Tau are more efficacious than marines across the board, since they don't waste points on assault tech that doesn't help. I know I'd trade tac marines for sniper Kroot any day of the week.

This message was edited 2 times. Last update was at 2014/03/26 13:09:46


 
   
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Martel732 wrote:
OP options are what make a codex OP. This is the standard convention. Every broken codex in the history of GW has had non-broken choices. Nit picking in this manner by boiling it down to specific units is a meaningless convention. That being said, I'm not sure how close to the top mono-Tau even are anymore. It seems like you are trying to seem smarter than the rest of the room or find a way to look down your nose at those of us concerned about game balance. Not helpful.


And you assume malice and superiority where there is none. I'm not looking down my nose at anyone, simply stating the fact that assuming everyone plays the same Tau list is wrong and that not all fruit are apples. I go out of my way to state how certain units are stronger and when used as the core create a stronger force, that alone does far more for addressing balance than echoing the cry that "Tau are OP!" will *ever* do.
Please refrain from trying to attack me in order to invalidate my opinion, it's A) Not permitted by site rules B) not helpful to the discussion

Fire Warriors are Tau units, Vespid are Tau units, Krootox are Tau units, "Tau" are not OP. Riptides are too good, Buffmanders are too, for brevity, Broadsides are too good. That is not nitpicking, it's addressing the issue with the level of distinction necessary to make sense of the problem at hand rather than making broad, sweeping, kneejerk statements that have no use in describing the situation.

If I make a pizza and it has mushrooms on it I don't hate the taste of pizza, I hate mushrooms. One of those statements is an accurate assessment of the situation, one of them is not.

This message was edited 1 time. Last update was at 2014/03/26 14:00:33


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Try: http://40kwyrmtalk.blogspot.co.uk/
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If you are allowing the Tau player to place markerlights where he pleases without retaliation the whole game then it's no wonder you find them an unassailable foe.

I play IG . Could you tell me how to remove marker light tau units fast enough and what should I do if am going second .
   
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Martel732 wrote:

5th was not CC. CC had the same problem as 6th: no consolidation into a new combat. So the same kinds of things happened: One squad gets contacted, and the army prepares to shoot the victors.


5th was CC when you played 4th edition armies against each other under 5th edition ruleset. When new, shooty 5th edition Codices like IG and SW began to rule the roost, the meta changed. But for example, Orks easily steamrolled 4th edition armies in assault early in 5th.

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Makumba wrote:

I play IG . Could you tell me how to remove marker light tau units fast enough and what should I do if am going second .


That's a tactics conversation it's probably best served by a separate thread in the Tactics sub-forum rather than sidetracking this thread, sure you'd be able to get plenty of idea's from the IG playerbase to help though.

The average IG force in my experience usually comes armed with more than enough firepower to silence a few markerlights and without those markerlights Tau firepower drops off pretty badly outside of a few specialist lists like the Farsightbomb/star that get by just fine without.

This message was edited 1 time. Last update was at 2014/03/26 14:26:49


Like that post?
Try: http://40kwyrmtalk.blogspot.co.uk/
It's more of the same. 
   
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England: Newcastle

Still not getting what makes a riptide good.

You can get more shots from fire warriors and crisis suits with plasma weapons. Better anti tank in a hammerhead and its nova reactor is a liability with a 1 in 3 chance of losing a wound. The str 7 ap2 large blast is good; but then IG can get this in command squads for 35pts A hammerhead with an ion cannon manages a similar trick for an AP2 large blast and its cheaper.

Its tough, but its inv save is low and it can never claim a cover save.Most CC units will kill it for all it being a monstrous creature in the same sense a tomb spider is a monstrous creature.

When using it, the thing has never came across as a stellar unit except as an impromteu AA gun.


Automatically Appended Next Post:
Makumba wrote:
If you are allowing the Tau player to place markerlights where he pleases without retaliation the whole game then it's no wonder you find them an unassailable foe.

I play IG . Could you tell me how to remove marker light tau units fast enough and what should I do if am going second .


Shell them. At ld7 or 8 you are likely to pin them or make them runaway.

This message was edited 1 time. Last update was at 2014/03/26 14:28:03



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 Totalwar1402 wrote:
Still not getting what makes a riptide good.

You can get more shots from fire warriors and crisis suits with plasma weapons. Better anti tank in a hammerhead and its nova reactor is a liability with a 1 in 3 chance of losing a wound. The str 7 ap2 large blast is good; but then IG can get this in command squads for 35pts A hammerhead with an ion cannon manages a similar trick for an AP2 large blast and its cheaper.

Its tough, but its inv save is low and it can never claim a cover save.Most CC units will kill it for all it being a monstrous creature in the same sense a tomb spider is a monstrous creature.

When using it, the thing has never came across as a stellar unit except as an impromteu AA gun.


Markerlights. A team of 8 pathfinders will on average score enough hits to turn it into a BS5 cover ignoring large blast. It will still fail to fire once per game thanks to Get's Hot, but with the right support it's nasty. Take that marklight support away however and it's still plenty tough for it's points but the damage isn't anything to write home about for more cost than a Leman Russ.

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Backfire wrote:
Martel732 wrote:

5th was not CC. CC had the same problem as 6th: no consolidation into a new combat. So the same kinds of things happened: One squad gets contacted, and the army prepares to shoot the victors.


5th was CC when you played 4th edition armies against each other under 5th edition ruleset. When new, shooty 5th edition Codices like IG and SW began to rule the roost, the meta changed. But for example, Orks easily steamrolled 4th edition armies in assault early in 5th.


That means that 5th edition was a shooting meta once the 5th edition codices were rolled out. Not a CC meta. You just showed that 4th edition was CC.


Automatically Appended Next Post:
 Dunklezahn wrote:
Martel732 wrote:
OP options are what make a codex OP. This is the standard convention. Every broken codex in the history of GW has had non-broken choices. Nit picking in this manner by boiling it down to specific units is a meaningless convention. That being said, I'm not sure how close to the top mono-Tau even are anymore. It seems like you are trying to seem smarter than the rest of the room or find a way to look down your nose at those of us concerned about game balance. Not helpful.


And you assume malice and superiority where there is none. I'm not looking down my nose at anyone, simply stating the fact that assuming everyone plays the same Tau list is wrong and that not all fruit are apples. I go out of my way to state how certain units are stronger and when used as the core create a stronger force, that alone does far more for addressing balance than echoing the cry that "Tau are OP!" will *ever* do.
Please refrain from trying to attack me in order to invalidate my opinion, it's A) Not permitted by site rules B) not helpful to the discussion

Fire Warriors are Tau units, Vespid are Tau units, Krootox are Tau units, "Tau" are not OP. Riptides are too good, Buffmanders are too, for brevity, Broadsides are too good. That is not nitpicking, it's addressing the issue with the level of distinction necessary to make sense of the problem at hand rather than making broad, sweeping, kneejerk statements that have no use in describing the situation.

If I make a pizza and it has mushrooms on it I don't hate the taste of pizza, I hate mushrooms. One of those statements is an accurate assessment of the situation, one of them is not.


Fair enough, but I've never seen a Vespid fielded. Ever. As far as I'm concerned, Codex: Tau IS Codex: Riptide, because that's what anyone who wants to do well is going to take.

This message was edited 1 time. Last update was at 2014/03/26 14:39:34


 
   
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Makumba wrote:
If you are allowing the Tau player to place markerlights where he pleases without retaliation the whole game then it's no wonder you find them an unassailable foe.

I play IG . Could you tell me how to remove marker light tau units fast enough and what should I do if am going second .

Step one: Buy a Colossus Siege Mortar, Hell Hound, Lemon Russ Eradicator, any unit capable of giving the Fire on my Target! Order
Step two: profit.

I have never had pathfinders at all past turn one against a guard player. They all die first turn without fail. Guard have so many insane ignores cover options it is crazy. The only reason I would say Tau are better at that is because if your opponent does not prioritize pathfinders, which they should, they can give AP2 weapons ignores cover, which Guard can not. That and the Buffmander which can give one gun the rule for a minimum cost of 100 points.

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Step one: Buy a Colossus Siege Mortar,

FW is not accepted here.

And hellhounds won't help me against eldar or marines. to take one I would have to drop a lemman russ , but then I don't know what to do with the left overs. I could take a naked vet squad , but that is just free first blood.


Fair enough, but I've never seen a Vespid fielded. Ever. As far as I'm concerned, Codex: Tau IS Codex: Riptide, because that's what anyone who wants to do well is going to take.

This. Last big tournament I went to had 22 people using tau as primary , ally or formation . Not a single of those armies had vespids or krotox , but all had riptides and broadsides . And before someone says that is tournaments , we play the exact same list outside of tournaments here. No one has the cash to have normal list , a bad list , a FW list and an escalation list.

This message was edited 1 time. Last update was at 2014/03/26 14:58:35


 
   
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It is in the 5th ed codex under heavy support options as an alternative to a Basilisk...

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 OzTeG8ndPwRfl wrote:
I started to play Tau the second their codex came out, leaving my 750 points of Space Marines Raptors Chapter in a bin for the rest of eternity. I fell in love with the Tau as they had mechs, and as a Battletech fan from the age of 6 (My older cousing regularly played, and let me play the computer games and card game with him) that was all I needed to fall in love, as the dreadnoughts of the Space Marines were simply not doing it for me.
From the day I started playing Tau they were hit or miss against most armies. I never really seemed to have a solid advantage of any kind against any army, and the codex offered few unit combinations that could stand up to what would become known in 4th and 5th edition as death star units. I never placed in a tournament until I was 19 years old and took second once with my Tau in all of 4th edition. And once lost a third of my army in a single turn to a Cannoness that kept consolidating into new assaults every victory. Then 5th came out.
I was devastated in 5th edition, and convinced that GW hated Tau as Space Marines became more and more ridiculous to deal with and my few feeble tanks could not stand up to the might of Imperial armor. I slowly learned the worth of broadsides, buying three of them, but as they were only T4 they usually got blasted off the table fast. When Nids and orcs received their codex’s I thought it was the end for my Tau.
With only 2 blast templates in their entire codex the Tau 4th ed codex was drastically outmatched by hordes, and if I prepared for hordes I was destroyed by armor. My army developed a mechanized feel and started to consist of fewer and fewer crisis suits, the reason I chose the army in the first place. Winning became a pipe dream as it became clear playing Tau was playing on hard mode. Despite this I did win first in a single tournament and second in two more, mostly due to tactics, and the incompetence or lack of tactical skill of my opponents as opposed to the worth of my units. I started to rely on manipulating the rules to win, surrounding transports with drones before wrecking it to kill the units inside, ramming, and tank shocking like crazy to make use of my only anti horde weapons, flamers, more effectively. When the Space Wolf dex dropped I almost quit the hobby. Not only did I lose every game, but I never survived past turn 3. 3 local players started Space Wolves armies, and they won every game they played. I started a guard army just to be able to put up a fight, but even then I barely managed to tie games, and never came close to winning a tournament. Than after a long 4 years 6th happened.
I was delighted in the new rules seeing myself become more and more powerful with every game. I started shredding enemy vehicles with incredible efficiency. I picked up 6 more broadsides as my S10 AP1 weapons where now the best anti tank weapons in the game. But slowly the tanks started to disappear and horde armies took their place. I had nothing that could compete, I started flooding the table with Firewarriors hoping to do something, anything to win one game, but no matter what I did they always made it to melee, and I always lost.
When we got our new codex I was delighted, my crisis suits were useful again, and new units like the riptide and missilesides gave me a fighting chance again. We even got new blast templates in the Ion Head and Ion Accelerator, but something horrible started to happen. My once noble and diverse force started to dwindle to two units Riptides and Broadsides, and the rest of my army became obsolete. After investing much money into these units I finally won a tournament beating out Chaos Space marines allied to Daemons, Dark Eldar, and Eldar for first. But the victories weren’t easy, at 2000 points I barely won every game, but the one against Dark Eldar, losing both riptides to melee assaults by Daemons in one game and contesting my way to victory with only a handful of Firewarriors left on the board, and being decimated by Shadow Weaver tanks and Wave serpents in my most challenging game, pulling a victory out of nowhere in the final second using a pair of piranha that counted as scoring to nab an objective worth three points as my last act.
I was convinced after this game that 6th edition was more about how willing you were to use Wave Serpents and FMC’s than anything, as my huge investment of currency in the newest, and most effective models had only won me slight victories. That was until I played a 500 point tournament in which I practically won by de fault for bringing a Riptide. It was then I realized what power the new unit possessed, and how little fun they were to face.
It was at this moment I decided to no longer use Riptides, or Broadsides. I miss having the distinction of playing the game on hard mode, but I have to say it was fun to win a few games, Do I think Tau are overpowered? Yes, in some ways they are the Grey Knights of 6th, and in others they are one trick ponies. To win against all the shenanigans in 6th a Tau player must either exercise tactical brilliance, or bring an army that is so boring to play you hardly understand why you enjoy the game anymore. My new army is noncompetitive and I know I cannot defeat Serpent spam, or take on flying Daemons, but I never had fun playing those lists anyway, I remember how it felt to lose to them before I had the Riptides, before I went broke buying Broadsides, I wanted to quit. And I refuse to do that to my fellow gamers. So no I will not win tournaments at all costs anymore, I will try to outthink, and maybe just outplay these sorts of players, and probably lose doing it. But hey at least, or rather hopefully I will start to have some fun again, because frankly I miss the days when the worst army in the game could beat the best if its owner knew what he was doing and executed his plan perfectly.

Spoiler:

Error 404: Interesting signature not found

 
   
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 Iron_Captain wrote:
 OzTeG8ndPwRfl wrote:
I started to play Tau the second their codex came out, leaving my 750 points of Space Marines Raptors Chapter in a bin for the rest of eternity. I fell in love with the Tau as they had mechs, and as a Battletech fan from the age of 6 (My older cousing regularly played, and let me play the computer games and card game with him) that was all I needed to fall in love, as the dreadnoughts of the Space Marines were simply not doing it for me.
From the day I started playing Tau they were hit or miss against most armies. I never really seemed to have a solid advantage of any kind against any army, and the codex offered few unit combinations that could stand up to what would become known in 4th and 5th edition as death star units. I never placed in a tournament until I was 19 years old and took second once with my Tau in all of 4th edition. And once lost a third of my army in a single turn to a Cannoness that kept consolidating into new assaults every victory. Then 5th came out.
I was devastated in 5th edition, and convinced that GW hated Tau as Space Marines became more and more ridiculous to deal with and my few feeble tanks could not stand up to the might of Imperial armor. I slowly learned the worth of broadsides, buying three of them, but as they were only T4 they usually got blasted off the table fast. When Nids and orcs received their codex’s I thought it was the end for my Tau.
With only 2 blast templates in their entire codex the Tau 4th ed codex was drastically outmatched by hordes, and if I prepared for hordes I was destroyed by armor. My army developed a mechanized feel and started to consist of fewer and fewer crisis suits, the reason I chose the army in the first place. Winning became a pipe dream as it became clear playing Tau was playing on hard mode. Despite this I did win first in a single tournament and second in two more, mostly due to tactics, and the incompetence or lack of tactical skill of my opponents as opposed to the worth of my units. I started to rely on manipulating the rules to win, surrounding transports with drones before wrecking it to kill the units inside, ramming, and tank shocking like crazy to make use of my only anti horde weapons, flamers, more effectively. When the Space Wolf dex dropped I almost quit the hobby. Not only did I lose every game, but I never survived past turn 3. 3 local players started Space Wolves armies, and they won every game they played. I started a guard army just to be able to put up a fight, but even then I barely managed to tie games, and never came close to winning a tournament. Than after a long 4 years 6th happened.
I was delighted in the new rules seeing myself become more and more powerful with every game. I started shredding enemy vehicles with incredible efficiency. I picked up 6 more broadsides as my S10 AP1 weapons where now the best anti tank weapons in the game. But slowly the tanks started to disappear and horde armies took their place. I had nothing that could compete, I started flooding the table with Firewarriors hoping to do something, anything to win one game, but no matter what I did they always made it to melee, and I always lost.
When we got our new codex I was delighted, my crisis suits were useful again, and new units like the riptide and missilesides gave me a fighting chance again. We even got new blast templates in the Ion Head and Ion Accelerator, but something horrible started to happen. My once noble and diverse force started to dwindle to two units Riptides and Broadsides, and the rest of my army became obsolete. After investing much money into these units I finally won a tournament beating out Chaos Space marines allied to Daemons, Dark Eldar, and Eldar for first. But the victories weren’t easy, at 2000 points I barely won every game, but the one against Dark Eldar, losing both riptides to melee assaults by Daemons in one game and contesting my way to victory with only a handful of Firewarriors left on the board, and being decimated by Shadow Weaver tanks and Wave serpents in my most challenging game, pulling a victory out of nowhere in the final second using a pair of piranha that counted as scoring to nab an objective worth three points as my last act.
I was convinced after this game that 6th edition was more about how willing you were to use Wave Serpents and FMC’s than anything, as my huge investment of currency in the newest, and most effective models had only won me slight victories. That was until I played a 500 point tournament in which I practically won by de fault for bringing a Riptide. It was then I realized what power the new unit possessed, and how little fun they were to face.
It was at this moment I decided to no longer use Riptides, or Broadsides. I miss having the distinction of playing the game on hard mode, but I have to say it was fun to win a few games, Do I think Tau are overpowered? Yes, in some ways they are the Grey Knights of 6th, and in others they are one trick ponies. To win against all the shenanigans in 6th a Tau player must either exercise tactical brilliance, or bring an army that is so boring to play you hardly understand why you enjoy the game anymore. My new army is noncompetitive and I know I cannot defeat Serpent spam, or take on flying Daemons, but I never had fun playing those lists anyway, I remember how it felt to lose to them before I had the Riptides, before I went broke buying Broadsides, I wanted to quit. And I refuse to do that to my fellow gamers. So no I will not win tournaments at all costs anymore, I will try to outthink, and maybe just outplay these sorts of players, and probably lose doing it. But hey at least, or rather hopefully I will start to have some fun again, because frankly I miss the days when the worst army in the game could beat the best if its owner knew what he was doing and executed his plan perfectly.

Spoiler:


Do you sense its power?!

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Still not getting what makes a riptide good.

skyfire and interceptor on same model . being +2sv and having an inv save . Being jump infantry . A crissis suit takes a helldrake to the face , then gets flamed and a unit of them will be half dead. the Side laughs at ap 3 weapons.

The str 7 ap2 large blast is good; but then IG can get this in command squads for 35pts

with lower T, no save , no inv , no drones , no bufffmander attached and this being the HQ slot , being hunted for slay the warlord , more then one of the 2 to 4 riptides.


Shell them. At ld7 or 8 you are likely to pin them or make them runaway.

The tau I play against are stubborn . With either etheral, buffmander and eldar HQ or etheral buffmander and farsight HQ. I could of course try to take 3 mortars , hope that the tau player won't go first and then have a chance to pin one of his marker light units . But I still have to play against tau with just one unit of markerlights , unless they are ally.
   
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An overcharged ion accelerator is just an AP2 battlecannon that's heavy instead of or. and gets hot. just thought I'd put that out there.

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Martel732 wrote:

Fair enough, but I've never seen a Vespid fielded. Ever. As far as I'm concerned, Codex: Tau IS Codex: Riptide, because that's what anyone who wants to do well is going to take.


Makumba wrote:

This. Last big tournament I went to had 22 people using tau as primary , ally or formation . Not a single of those armies had vespids or krotox , but all had riptides and broadsides . And before someone says that is tournaments , we play the exact same list outside of tournaments here. No one has the cash to have normal list , a bad list , a FW list and an escalation list.


That's fine, that's your meta love it or hate it, but that is not the whole game, they are still in the Tau codex whether you personally see them fielded or not.
Here on Dakka you are part of a global community and must accept there are people playing the game differently to you, in environs where Codex Tau means Firewarriors and Stealth suits and Drone Snipers and Hammerheads and even Vespids. Calling the whole codex flatly and broadly OP simply will not cut it as a descriptive. *You* have chosen to associate "Tau Army" with Riptides and Broadsides and O'Vessa-stars but the codex is full of so much more and you cannot discount that simply because your meta doesn't use them.

Like that post?
Try: http://40kwyrmtalk.blogspot.co.uk/
It's more of the same. 
   
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I'd say the overall meta doesn't use them, either. But mono Tau have already dropped out of the competitive scene to a great degree, so I'm not really concerned either way.

This message was edited 1 time. Last update was at 2014/03/26 15:35:48


 
   
Made in us
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New Jersey

Makumba wrote:
Still not getting what makes a riptide good.

skyfire and interceptor on same model . being +2sv and having an inv save . Being jump infantry . A crissis suit takes a helldrake to the face , then gets flamed and a unit of them will be half dead. the Side laughs at ap 3 weapons.

The str 7 ap2 large blast is good; but then IG can get this in command squads for 35pts

with lower T, no save , no inv , no drones , no bufffmander attached and this being the HQ slot , being hunted for slay the warlord , more then one of the 2 to 4 riptides.


Shell them. At ld7 or 8 you are likely to pin them or make them runaway.

The tau I play against are stubborn . With either etheral, buffmander and eldar HQ or etheral buffmander and farsight HQ. I could of course try to take 3 mortars , hope that the tau player won't go first and then have a chance to pin one of his marker light units . But I still have to play against tau with just one unit of markerlights , unless they are ally.


The guard I play against are blob armies consisted of 30 man blobs with commissars and krack grenades. They also have 20 man blobs with Lascannon behind an Aegis Line supported, by a company command squad with a Lascannon, and several Colossus Artillery tanks. I never have the dakka to kill his troops, deal with the Siege Mortars, and erase the lascannon. That and he frequently supports them by those plasma cannon Leman Russ, and Manticore. Every battle I have with him is a struggle. He often wipes me. I sometimes beat him. We have both found that Lasgun fire can be the easiest way of dropping my Riptides... The sheer weight of dice is often too much to handle.

Tau Vior'la Sept: 6250 pts  
   
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So you play tailored anti tau lists with FW units, that would lose all their troops to any chaos lists . I can't use FW units and we don't tailor our lists.
   
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It's always interesting to get the complete story when people have these kinds of problems. Quit setting up games with people ahead of time where they know what you are going to be playing. That's step 1.
   
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Yendor

Makumba wrote:
So you play tailored anti tau lists with FW units, that would lose all their troops to any chaos lists . I can't use FW units and we don't tailor our lists.

The Colossus is a codex artillery piece. Its right there in your codex on page 53. I think you must be confused because Games Workshop does not make the model for it and Forgeworld does. But the fact remains that the Colossus is not a Forgeworld unit because the COLOSSUS DOES NOT USE FORGEWORLD RULES

Its also absolutely bizarre how you are asserting that the list IG list is "tailored against tau". Looking at what he listed its practically tailored against Chaos Marines at least. Maybe he'd have trouble with Demons, but the list looks excellent for battling everything from Space Marines to Tyranids and apparently Tau as well.

OzTeg8ndPwRfl wrote:
Blobs with Commissars, Las Cannons, and Krak Grenades
Aegis Defense Line
Colossus
Manticore
Leman Russ Executioner


If anything, I would say this type of build for Guard is best suited to taking out Space Marines, whether they be Chaos, or Loyalist. The Colossus ignores cover and punches through 3+ saves, Hordes of Infantry huddled behind an Aegis is a Hallmark of 6th Edition Imperial Guard, Horde Armies to mitigate the Heldrake's Damage output, and a 4+ cover save against most things from the Aegis Line. The Executioner tank shreds heavy infantry, and can do well vs monster's as well. And a Power Blob w/ Krak Grenades and supported by a Lord Commissar can still out grind most close combat units (especially after shooting and overwatch), although it is no match for a deathstar obviously.

I understand that fighting against Tau can be frustrated, but geeze. look over what you are writing about. He was describing a pretty clearly all comer's Imperial Guard List, and describing how that list fought against his Tau- and he is not using any forge world rules at all.

This message was edited 2 times. Last update was at 2014/03/26 16:02:31


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
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Tau are frusterating, They get extra movement, they can fire two weapons. Interceptor on EVERYTHING

5000pts 6000pts 3000pts
 
   
Made in za
Fixture of Dakka




Temple Prime

Makumba wrote:
So you play tailored anti tau lists with FW units, that would lose all their troops to any chaos lists . I can't use FW units and we don't tailor our lists.


What he mentioned:

Colossus tanks (Codex)

Company command squads (Codex)

Platoons (Codex)

Executioners (Codex)

Manticore (Codex)

Commissars, only one of the most iconic aspects of the Imperial Guard, no biggie (Codex).

All of these aren't too out of place in a standard guard TAC list, nor is the combination mentioned by him.

About the only thing he said that doesn't make sense is lasguns being good at killing 6 wound, T6, 2+ save models that often have FNP and vastly outrange lasguns.

You literally have no idea what you're talking about.

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New Jersey

They have 5 wounds, and if 40 guard fire with first rank fire second rank fire at one riptide, that amounts to 120 dice. 60 hit, 10 wound. on average. And this does not include their lascannon... it is just stupid devastating. He hides his tanks behind the guard which are in turn behind the defense line, so I can't get close enough to use melta, and I am glancing him on 5's and they get a 4+ cover save... it is hard to beat. Especially considering those 30 man guard blobs are intended to take down monstrous creatures like my riptides, and my broadsides get wiped by the plasma tanks so fast it makes me sad. Guard are one of the better matches for Tau in this edition from what I have seen. Guard and Daemons... I hate Daemons... Invulnerable saves on everything and they always get to melee... Takes a lot of work to beat them.


Automatically Appended Next Post:
And a 220 point model better have T6, a 2+ 5++, and FNP... that is a lot of points to drop on a single guy with BS3 and WS2.

This message was edited 1 time. Last update was at 2014/03/26 16:46:20


Tau Vior'la Sept: 6250 pts  
   
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I still say MCs should not have 2+ armor saves. They should be capped at 3+.
   
 
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