Switch Theme:

Tau 8th Edition Tactics  [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 us
Shas'o Commanding the Hunter Kadre




Olympia, WA

I take 37 FW. always take one full unit and then the rest can be 5 man.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Longtime Dakkanaut




Personally I'm probably on the lower end but my list is also a little bit unconventional but even then I'd say 15 is the absolute minimum 20-25 plus a unit or two of kroot. Tau really do need to make double battalion.
   
Made in gb
Trigger-Happy Baal Predator Pilot




Leeds UK

 Jancoran wrote:
 carldooley wrote:

I'm pretty sure he was referring to the number of hardpoints on the coldstar, not the number of coldstars that you could take in your force.
Which can, by the way, take 4 fusion blasters


Oooooh. My bad. Musta been having a brain fart.


Yes it's hardpoints on a single coldstar I am referring to, sorry for the confusion. Just getting back into T'au and the current faq/errata I have includes and errata for page 93... Replace the bullet point that allows you to swap hobc and MP with two items. I know it's 4 in the codex but doesn't the errata take precedence?
   
Made in us
Trustworthy Shas'vre





Cobleskill

Jamie Shred wrote:
 Jancoran wrote:
 carldooley wrote:

I'm pretty sure he was referring to the number of hardpoints on the coldstar, not the number of coldstars that you could take in your force.
Which can, by the way, take 4 fusion blasters


Oooooh. My bad. Musta been having a brain fart.


Yes it's hardpoints on a single coldstar I am referring to, sorry for the confusion. Just getting back into T'au and the current faq/errata I have includes and errata for page 93... Replace the bullet point that allows you to swap hobc and MP with two items. I know it's 4 in the codex but doesn't the errata take precedence?


it's 4 with the errata too. It just removes the ambiguity of leaving one of the weapons and replacing the other with 2 choices.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in us
Longtime Dakkanaut





Yeah basically if you want that sweet burst cannon you have to take a missile pod too

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in us
Trustworthy Shas'vre



california

Here is a question. On a Coldstar, we all know they are suicide units, so is it worth putting a shield generator on them or should we just kit them out with fusion blaster x4?
   
Made in us
Longtime Dakkanaut





Only 6 wounds that’s 2-3 failed saves from a half decent character so id say no. If gou want a suicide commander to lve use manta strike and set it up with drones

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in us
Trustworthy Shas'vre



california

gendoikari87 wrote:
Only 6 wounds that’s 2-3 failed saves from a half decent character so id say no. If gou want a suicide commander to lve use manta strike and set it up with drones


Ok, only reason I asked is most competitive net lists I’ve seen either run Coldstar with 4 fusion blaster, rushing him 40” up the board to destroy gak, or 3 fusion blaster and a shield generator. Really no other loadout
   
Made in us
Longtime Dakkanaut





4 fusion is the way to go, a shield gen won’t save you and will only minimally tank hits and your loosing damage output. If your gonna Assassin go full Assassin

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in us
Focused Fire Warrior





West Virginia

I had been running 24 Fire Warriors in four six man squads in a 1500 point list. I am currently painting ten more for my 2000 point list. Adding the two extra five man squads will give me the double battalion.
   
Made in gb
Assassin with Black Lotus Poison





Bristol

gendoikari87 wrote:
4 fusion is the way to go, a shield gen won’t save you and will only minimally tank hits and your loosing damage output. If your gonna Assassin go full Assassin


50% chance of no damage from a lascannon hit to the face isn't really minimal tanking, though once you factor in drone support it becomes a much less attractive option.

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in gb
Longtime Dakkanaut




Pain4Pleasure wrote:
gendoikari87 wrote:
Only 6 wounds that’s 2-3 failed saves from a half decent character so id say no. If gou want a suicide commander to lve use manta strike and set it up with drones


Ok, only reason I asked is most competitive net lists I’ve seen either run Coldstar with 4 fusion blaster, rushing him 40” up the board to destroy gak, or 3 fusion blaster and a shield generator. Really no other loadout

The 4 fusion is esentially sacrificing a commander for whatever you kill, but he tends to go for that maximum damage to ensure it's a ok trade.
2 and a shield generator or 4 and the relic jetpack are usually played a bit more conservatively they do less 1 for 1 trades, and less spike damage, but IMHO contribute more over the game, being able to linebreaker etc last turn with 40 icnh move can be a killer last VP.
   
Made in us
Longtime Dakkanaut





Ice_can wrote:
Pain4Pleasure wrote:
gendoikari87 wrote:
Only 6 wounds that’s 2-3 failed saves from a half decent character so id say no. If gou want a suicide commander to lve use manta strike and set it up with drones


Ok, only reason I asked is most competitive net lists I’ve seen either run Coldstar with 4 fusion blaster, rushing him 40” up the board to destroy gak, or 3 fusion blaster and a shield generator. Really no other loadout

The 4 fusion is esentially sacrificing a commander for whatever you kill, but he tends to go for that maximum damage to ensure it's a ok trade.
2 and a shield generator or 4 and the relic jetpack are usually played a bit more conservatively they do less 1 for 1 trades, and less spike damage, but IMHO contribute more over the game, being able to linebreaker etc last turn with 40 icnh move can be a killer last VP.
i tend to hold mine back a turn for cnc node then blast targets of opportunity

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in gb
Longtime Dakkanaut




gendoikari87 wrote:
Ice_can wrote:
Pain4Pleasure wrote:
gendoikari87 wrote:
Only 6 wounds that’s 2-3 failed saves from a half decent character so id say no. If gou want a suicide commander to lve use manta strike and set it up with drones


Ok, only reason I asked is most competitive net lists I’ve seen either run Coldstar with 4 fusion blaster, rushing him 40” up the board to destroy gak, or 3 fusion blaster and a shield generator. Really no other loadout

The 4 fusion is esentially sacrificing a commander for whatever you kill, but he tends to go for that maximum damage to ensure it's a ok trade.
2 and a shield generator or 4 and the relic jetpack are usually played a bit more conservatively they do less 1 for 1 trades, and less spike damage, but IMHO contribute more over the game, being able to linebreaker etc last turn with 40 icnh move can be a killer last VP.
i tend to hold mine back a turn for cnc node then blast targets of opportunity

It more I've tended to see 2 main playstyles with commanders it's either agressive 1 for 1 style or more Conservative screened by stealths or ghostkeels, not going all out for that melta range, but tending to see turn 4+ regularly.
   
Made in us
Trustworthy Shas'vre



california

Ice_can wrote:
gendoikari87 wrote:
Ice_can wrote:
Pain4Pleasure wrote:
gendoikari87 wrote:
Only 6 wounds that’s 2-3 failed saves from a half decent character so id say no. If gou want a suicide commander to lve use manta strike and set it up with drones


Ok, only reason I asked is most competitive net lists I’ve seen either run Coldstar with 4 fusion blaster, rushing him 40” up the board to destroy gak, or 3 fusion blaster and a shield generator. Really no other loadout

The 4 fusion is esentially sacrificing a commander for whatever you kill, but he tends to go for that maximum damage to ensure it's a ok trade.
2 and a shield generator or 4 and the relic jetpack are usually played a bit more conservatively they do less 1 for 1 trades, and less spike damage, but IMHO contribute more over the game, being able to linebreaker etc last turn with 40 icnh move can be a killer last VP.
i tend to hold mine back a turn for cnc node then blast targets of opportunity

It more I've tended to see 2 main playstyles with commanders it's either agressive 1 for 1 style or more Conservative screened by stealths or ghostkeels, not going all out for that melta range, but tending to see turn 4+ regularly.

For cnc node I like taking an xv8 in iridium armor with a drone controller, counter defense system, and 2 burst cannons and sit him with my missilesides
   
Made in ca
Fireknife Shas'el






Pain4Pleasure wrote:
Here is a question. On a Coldstar, we all know they are suicide units, so is it worth putting a shield generator on them or should we just kit them out with fusion blaster x4?


If you're Tau Sept, Vectored Thrusters to duck behind terrain. This depends entirely on having LOS blocking terrain.

If you have a Sunshark or other Tau Flyer, it can screen for him because he's still a character model. They're the only things that can keep up with a Coldstar.

   
Made in us
Trustworthy Shas'vre



california

I’m failing to see the utility behind the enforcer suit. Anyone? Again sorry for the million questions, I just wanna do the best for the greater good
   
Made in ca
Fireknife Shas'el






Pain4Pleasure wrote:
I’m failing to see the utility behind the enforcer suit. Anyone? Again sorry for the million questions, I just wanna do the best for the greater good


It has more wounds than an XV8 and can take CiBs.

   
Made in us
Trustworthy Shas'vre



california

1mm a good size magnet for tau weapon options?
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Doesnt take a very large magnet and damaging the model can be a thing. 1mm might be a tad small though.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Trustworthy Shas'vre





Cobleskill

Pain4Pleasure wrote:
1mm a good size magnet for tau weapon options?


personally, I use 1 or 1.5mm x 3mm rare earth magnets. The only time that I have found them to be insufficient was when I magnetized a riptide's heavy burst cannon and ion accelerator, which was fixed by doubling up on them.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in nl
Longtime Dakkanaut





1mm is way to small, speaking from experience.
I've magnetised a bunch of Crisis suits and Riptides using 3mm round magnets (1mm thick). Like Carldooley doubling up on the big Riptide weapons.

Works perfect.
   
Made in us
Longtime Dakkanaut





So with viable transports are dominuses... dominii..... the big tech priests, viable cc units now?

Edit: ugh wrong thread

This message was edited 1 time. Last update was at 2019/05/23 13:56:06


011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in us
Trustworthy Shas'vre



california

Thoughts on the heavy support and fast attack riptide forgeworld units? The flamer one is interesting. On average better save when near enemy lines. The heavy support one has immense range, but I’m not sure how good 3d3 is. Thoughts?
   
Made in us
Longtime Dakkanaut





Pain4Pleasure wrote:
Thoughts on the heavy support and fast attack riptide forgeworld units? The flamer one is interesting. On average better save when near enemy lines. The heavy support one has immense range, but I’m not sure how good 3d3 is. Thoughts?


the heavy support one would be useful if it was the fast attack one.... that's about it for the heavy support one, it's pretty much garbage, it's guns are garbage and it's EMP blast would be useful if it was set up to be a close combat or short range version, but it's not.

the fast attack one as a Bork'an suit is terrific, the flamer is terrifying and the ion cannon tears gak up.

not sure either outclass the original XV104 however.

011000100111010101110100001000000110100 100100000011101000110010101101100011011 000010000001111001011011110111010100100 000011101110110010100100000011101110110 010101110010011001010010000001100111011 011110110010001110011001000000110111101 101110011000110110010100100000011000010 110111001100100001000000111011101100101 001000000111001101101000011000010110110 001101100001000000110001001100101001000 000110011101101111011001000111001100100 000011000010110011101100001011010010110 1110  
   
Made in us
Trustworthy Shas'vre



california

gendoikari87 wrote:
Pain4Pleasure wrote:
Thoughts on the heavy support and fast attack riptide forgeworld units? The flamer one is interesting. On average better save when near enemy lines. The heavy support one has immense range, but I’m not sure how good 3d3 is. Thoughts?


the heavy support one would be useful if it was the fast attack one.... that's about it for the heavy support one, it's pretty much garbage, it's guns are garbage and it's EMP blast would be useful if it was set up to be a close combat or short range version, but it's not.

the fast attack one as a Bork'an suit is terrific, the flamer is terrifying and the ion cannon tears gak up.

not sure either outclass the original XV104 however.

I agree with the heavy support opinion. But the flamer tide I feel has its own place. You can be up close and do some serious damage, especially tie it together with a unit of 3-5 crisis suit flamers and you’re looking at a 4-6 model flamer screen your opponent has to chew through while the rest of your army sits back. Make em tougher and combine a unit of drones with themf
   
Made in us
Longtime Dakkanaut




Pain4Pleasure wrote:
gendoikari87 wrote:
Pain4Pleasure wrote:
Thoughts on the heavy support and fast attack riptide forgeworld units? The flamer one is interesting. On average better save when near enemy lines. The heavy support one has immense range, but I’m not sure how good 3d3 is. Thoughts?


the heavy support one would be useful if it was the fast attack one.... that's about it for the heavy support one, it's pretty much garbage, it's guns are garbage and it's EMP blast would be useful if it was set up to be a close combat or short range version, but it's not.

the fast attack one as a Bork'an suit is terrific, the flamer is terrifying and the ion cannon tears gak up.

not sure either outclass the original XV104 however.

I agree with the heavy support opinion. But the flamer tide I feel has its own place. You can be up close and do some serious damage, especially tie it together with a unit of 3-5 crisis suit flamers and you’re looking at a 4-6 model flamer screen your opponent has to chew through while the rest of your army sits back. Make em tougher and combine a unit of drones with themf

I run a Y'varha hence my comment about my list being a little unconventional, it's really hard to justify based on pure performance, just anothrr riptide is better for the points and doesn't require running 3 sept lists.

However I like my Y'varha hence why I'm using it and it also has a very psychological effect against player's, but I have to play a much more aggressive style with my riptides etc to make it less of an obvious choice to shoot the Y'varha off the table turn 1.
   
Made in us
Trustworthy Shas'vre



california

Ice_can wrote:
Pain4Pleasure wrote:
gendoikari87 wrote:
Pain4Pleasure wrote:
Thoughts on the heavy support and fast attack riptide forgeworld units? The flamer one is interesting. On average better save when near enemy lines. The heavy support one has immense range, but I’m not sure how good 3d3 is. Thoughts?


the heavy support one would be useful if it was the fast attack one.... that's about it for the heavy support one, it's pretty much garbage, it's guns are garbage and it's EMP blast would be useful if it was set up to be a close combat or short range version, but it's not.

the fast attack one as a Bork'an suit is terrific, the flamer is terrifying and the ion cannon tears gak up.

not sure either outclass the original XV104 however.

I agree with the heavy support opinion. But the flamer tide I feel has its own place. You can be up close and do some serious damage, especially tie it together with a unit of 3-5 crisis suit flamers and you’re looking at a 4-6 model flamer screen your opponent has to chew through while the rest of your army sits back. Make em tougher and combine a unit of drones with themf

I run a Y'varha hence my comment about my list being a little unconventional, it's really hard to justify based on pure performance, just anothrr riptide is better for the points and doesn't require running 3 sept lists.

However I like my Y'varha hence why I'm using it and it also has a very psychological effect against player's, but I have to play a much more aggressive style with my riptides etc to make it less of an obvious choice to shoot the Y'varha off the table turn 1.

That’s why I ended up purchasing 2 units of stealth suits, another strt collecting, a commander and 3 more broadsides lol. I want both forgeworld Riptide’s simply because they are gorgeous, but I’ll buy them a little later for that occasional fun game
   
Made in fi
Water-Caste Negotiator





Hey guys, I have a little brainstorming excercise for you. What would be the strongest Tau list for highlander format? Troops and dedicated transport can go up to 3 for same dataslate, everything else is one per dataslate and max 3 of any single battlefield role. 1750 points.

I feel Tau would be really good in this setting. So far I've been thinking unit of 3 broadsides with maximum drones, riptide, drones from FA slot, shadowsun. Probably Longstrike and extra hammerhead on top and that's some sick firepower already. Lord of War choices are banned too, which means of course less knights.

I'm trying to paint my Custodes for this upcoming event, but I thought it would be handy to have a back up list as Tau which is mostly painted. Any ideas? Anyone got any highlander experience?

-Heresy grows from idleness- 
   
Made in us
Been Around the Block




Yeah, a broadside bomb seems rather workable. Getting enough markerlights might be a little tricky, though if you have a fireblade, darkstrider, a marksman, a squad of pathfinders, and a skyray, it should be doable. Maybe bring markerlights/marker drones with your firewarriors?

On coldstars, fusion is not the only way to run them. There was a high-performing list recently that ran 2-3 coldstars with the stock guns, plus a burst cannon and ATS. It made sense to me when you realize they probably were worried about hordes, and a team of broadsides will delete tanks just fine.
   
 
Forum Index » 40K General Discussion
Go to: