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Made in gb
Longtime Dakkanaut




 Dynas wrote:
Are the Ghostkeel and Stealthsuits a good combo. Infiltrating deploying the stealthsuits first just outside opponent deployment so you can possibly get a closer than 9" charge. Then charging in to 3 point a model and lock up in fight phase to not get shot. Then following turn Using the Positional Relay stratagem to TP away.

Lov3d ghostkeels 7th edition rules in 8th their rules IMHO just dont justify their points cost. Their drones always get blitzed and then killing a -1 to hit isn't enough of a challenge for most armies.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Ice_can wrote:
 Dynas wrote:
Are the Ghostkeel and Stealthsuits a good combo. Infiltrating deploying the stealthsuits first just outside opponent deployment so you can possibly get a closer than 9" charge. Then charging in to 3 point a model and lock up in fight phase to not get shot. Then following turn Using the Positional Relay stratagem to TP away.

Lov3d ghostkeels 7th edition rules in 8th their rules IMHO just dont justify their points cost. Their drones always get blitzed and then killing a -1 to hit isn't enough of a challenge for most armies.


There is actually an exceptional reason to take them. I have gotten SO much mileage out of mine.

You find the building that the enemy is most likely to want to use and defend etc... Then you plant it FIRST right in front of it. RIGHT in front of it. Screw the stealthfield. I take the Shield Generator and the Target Lock, Collider and Fusion. So now the Ghostkeel is blocking movement and it is directly and immediately threatening the BEST core location for the enemy to rest.

The Ghostkeel is T6 and 3+/4++ and has 10 wounds you can heal up. It actually isn't weak and it takes some shooting to take it out. So it absorbs a lot of punishment for the rest of your force and it isn't expensive to let it do that.

Round 1, you can assassinate something important and then charge a WHOLE bunch of stuff if you go first with the goal simply being to survive it. It isn't important what you kill, it's important what cant kill the REST ofyour army. In other words it is the Tau distraction Carnifex.

I have loved using it this way. Its destructive capabilities are real, firing as many as 5 meltas and with a whole lot more toughness than the iffy Coldstar, albeit less accurate.

The important thing about it is to place it FIRST, with a clear path behind the main building or terrain piece the enemy would otherwise be using. Jump it and kill what you can then charge the shooting into silence, heal up on their turn and hold the line as best you can. It will die eventually but in many games it does not. It gets into melee, and the power fists bounce off the 4+ invul just enough. Then I heal on their turn. They pull away to try and get away or they let their shooting continue to be locked up. So then they are shooting it again.

Just an excellent distraction carnifex.

This message was edited 1 time. Last update was at 2019/09/24 17:07:52


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
Lone Wolf Sentinel Pilot






Texas

 Jancoran wrote:
Ice_can wrote:
 Dynas wrote:
Are the Ghostkeel and Stealthsuits a good combo. Infiltrating deploying the stealthsuits first just outside opponent deployment so you can possibly get a closer than 9" charge. Then charging in to 3 point a model and lock up in fight phase to not get shot. Then following turn Using the Positional Relay stratagem to TP away.

Lov3d ghostkeels 7th edition rules in 8th their rules IMHO just dont justify their points cost. Their drones always get blitzed and then killing a -1 to hit isn't enough of a challenge for most armies.


There is actually an exceptional reason to take them. I have gotten SO much mileage out of mine.

You find the building that the enemy is most likely to want to use and defend etc... Then you plant it FIRST right in front of it. RIGHT in front of it. Screw the stealthfield. I take the Shield Generator and the Target Lock, Collider and Fusion. So now the Ghostkeel is blocking movement and it is directly and immediately threatening the BEST core location for the enemy to rest.

The Ghostkeel is T6 and 3+/4++ and has 10 wounds you can heal up. It actually isn't weak and it takes some shooting to take it out. So it absorbs a lot of punishment for the rest of your force and it isn't expensive to let it do that.

Round 1, you can assassinate something important and then charge a WHOLE bunch of stuff if you go first with the goal simply being to survive it. It isn't important what you kill, it's important what cant kill the REST ofyour army. In other words it is the Tau distraction Carnifex.

I have loved using it this way. Its destructive capabilities are real, firing as many as 5 meltas and with a whole lot more toughness than the iffy Coldstar, albeit less accurate.

The important thing about it is to place it FIRST, with a clear path behind the main building or terrain piece the enemy would otherwise be using. Jump it and kill what you can then charge the shooting into silence, heal up on their turn and hold the line as best you can. It will die eventually but in many games it does not. It gets into melee, and the power fists bounce off the 4+ invul just enough. Then I heal on their turn. They pull away to try and get away or they let their shooting continue to be locked up. So then they are shooting it again.

Just an excellent distraction carnifex.


Sounds good this was sorta my plan. Place him first out of LoS if able (hide the stealth drones). DO you take any stealth suits with him?

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8000+
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Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 Dynas wrote:
 Jancoran wrote:
Ice_can wrote:
 Dynas wrote:
Are the Ghostkeel and Stealthsuits a good combo. Infiltrating deploying the stealthsuits first just outside opponent deployment so you can possibly get a closer than 9" charge. Then charging in to 3 point a model and lock up in fight phase to not get shot. Then following turn Using the Positional Relay stratagem to TP away.

Lov3d ghostkeels 7th edition rules in 8th their rules IMHO just dont justify their points cost. Their drones always get blitzed and then killing a -1 to hit isn't enough of a challenge for most armies.


There is actually an exceptional reason to take them. I have gotten SO much mileage out of mine.

You find the building that the enemy is most likely to want to use and defend etc... Then you plant it FIRST right in front of it. RIGHT in front of it. Screw the stealthfield. I take the Shield Generator and the Target Lock, Collider and Fusion. So now the Ghostkeel is blocking movement and it is directly and immediately threatening the BEST core location for the enemy to rest.

The Ghostkeel is T6 and 3+/4++ and has 10 wounds you can heal up. It actually isn't weak and it takes some shooting to take it out. So it absorbs a lot of punishment for the rest of your force and it isn't expensive to let it do that.

Round 1, you can assassinate something important and then charge a WHOLE bunch of stuff if you go first with the goal simply being to survive it. It isn't important what you kill, it's important what cant kill the REST ofyour army. In other words it is the Tau distraction Carnifex.

I have loved using it this way. Its destructive capabilities are real, firing as many as 5 meltas and with a whole lot more toughness than the iffy Coldstar, albeit less accurate.

The important thing about it is to place it FIRST, with a clear path behind the main building or terrain piece the enemy would otherwise be using. Jump it and kill what you can then charge the shooting into silence, heal up on their turn and hold the line as best you can. It will die eventually but in many games it does not. It gets into melee, and the power fists bounce off the 4+ invul just enough. Then I heal on their turn. They pull away to try and get away or they let their shooting continue to be locked up. So then they are shooting it again.

Just an excellent distraction carnifex.


Sounds good this was sorta my plan. Place him first out of LoS if able (hide the stealth drones). DO you take any stealth suits with him?


I didn't use any in 8E for him.

My list is unorthodox in some ways, though, and you totes could do stealthsuits. I personally want him to menace the enemy and give them every reason to second guess using that sweet sweet terrain location and force their hand on target priority if they decide to stick it out. I don't worry about hiding him. When you're that close to enemies, there is rarely anywhere to hide and you want him to be able to lock up his preferred target. The StealthSuits are a natural synergy, and it wouldn't be bad to have them. I don't use them currently but that is a function of how I play the REST of my list, not because I don't think they are cool. In fact, Stealtsuits are my favorite model in 40K and they are what got me INTO 40K! So yeah I kinda have a love affair with the original ones.

Try this though. It's really really off putting to the enemy and their plans. Gaining an advantage on deployment can be really huge in tournaments.

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 gb
Longtime Dakkanaut





How do people feel about a Commander with three Missile Pods and a ATS?

It seems like a decent amount of long range dakka.
   
Made in us
Fireknife Shas'el





The missile Commander has been quite useful and successful. He's definitely a legitimate option. Also it's the only variant that works on an enforcer equally well as a Coldstar.



This brings up the question what odd variants of loadouts have worked for you in the past?

8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams 
   
Made in gb
Longtime Dakkanaut





The more I think on him the more I wonder if the Coldstar Commander might be a bit of a trap.

The two uses I can see for him are either a suicide rush with Fusion or maybe Flamers. Or a super fast objective grabber.

With the first one I don't really like the idea of sacrificing a strong unit after just one shooting phase. It's a gamble that he kills more than his points worth before he gets instantly wiped off the board.
With the 2nd I just don't think he's tanky enough to hold any objective for long at all.
   
Made in us
Fresh-Faced New User




California

I built a list with the idea of having fast moving but sturdy units that could threaten both infantry blobs and Heavy units through overwhelming firepower without being susceptible to charges.

++ Vanguard Detachment +1CP (T'au Empire) [62 PL, 969pts, 1CP] ++

+ No Force Org Slot [1CP] +

Detachment CP [1CP]

T'au Empire Sept Choice: T'au Sept

+ HQ [11 PL, 197pts] +

Commander in XV8 Crisis Battlesuit [8 PL, 152pts]: 2. Through Unity, Devastation, Advanced targeting system [6pts], 3x Cyclic ion blaster [54pts], Warlord
. 2x MV4 Shield Drone [20pts]

Darkstrider [3 PL, 45pts]

+ Elites [51 PL, 772pts] +

XV25 Stealth Battlesuits [13 PL, 224pts]
. 2x MV4 Shield Drone [20pts]
. Stealth Shas'ui w/ Burst Cannon [34pts]: Advanced targeting system [6pts], Burst cannon [8pts]
. Stealth Shas'ui w/ Burst Cannon [34pts]: Advanced targeting system [6pts], Burst cannon [8pts]
. Stealth Shas'ui w/ Burst Cannon [34pts]: Advanced targeting system [6pts], Burst cannon [8pts]
. Stealth Shas'ui w/ Burst Cannon [34pts]: Advanced targeting system [6pts], Burst cannon [8pts]
. Stealth Shas'ui w/ Burst Cannon [34pts]: Advanced targeting system [6pts], Burst cannon [8pts]
. Stealth Shas'vre [34pts]: Advanced targeting system [6pts], Burst cannon [8pts]

XV9 Hazard Support Team [19 PL, 274pts]
. 4x MV4 Shield Drone [40pts]
. XV9 Hazard Battlesuit [5 PL, 78pts]: Advanced targeting system [6pts], 2x Double-barelled burst cannon [32pts]
. XV9 Hazard Battlesuit [5 PL, 78pts]: Advanced targeting system [6pts], 2x Double-barelled burst cannon [32pts]
. XV9 Hazard Battlesuit [5 PL, 78pts]: Advanced targeting system [6pts], 2x Double-barelled burst cannon [32pts]

XV9 Hazard Support Team [19 PL, 274pts]
. 4x MV4 Shield Drone [40pts]
. XV9 Hazard Battlesuit [5 PL, 78pts]: Advanced targeting system [6pts], 2x Double-barelled burst cannon [32pts]
. XV9 Hazard Battlesuit [5 PL, 78pts]: Advanced targeting system [6pts], 2x Double-barelled burst cannon [32pts]
. XV9 Hazard Battlesuit [5 PL, 78pts]: Advanced targeting system [6pts], 2x Double-barelled burst cannon [32pts]

++ Battalion Detachment +5CP (T'au Empire) [40 PL, 745pts, 8CP] ++

+ No Force Org Slot [8CP] +

Battle-forged CP [3CP]

Detachment CP [5CP]

T'au Empire Sept Choice: T'au Sept

+ HQ [10 PL, 185pts] +

Cadre Fireblade [2 PL, 42pts]: Markerlight [3pts]
. Puretide engram neurochip

Commander in XV8 Crisis Battlesuit [8 PL, 143pts]: Advanced targeting system [6pts], 3x Missile pod [45pts]
. 2x MV4 Shield Drone [20pts]

+ Troops [6 PL, 114pts] +

Strike Team [2 PL, 38pts]
. Fire Warrior Shas'ui [10pts]: Markerlight [3pts], Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle [28pts]

Strike Team [2 PL, 38pts]
. Fire Warrior Shas'ui [10pts]: Markerlight [3pts], Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle [28pts]

Strike Team [2 PL, 38pts]
. Fire Warrior Shas'ui [10pts]: Markerlight [3pts], Pulse rifle
. 4x Fire Warrior w/ Pulse Rifle [28pts]

+ Elites [14 PL, 278pts] +

XV104 Riptide Battlesuit [14 PL, 278pts]: 2x Smart missile system [30pts], Advanced targeting system [18pts], Heavy burst cannon [35pts], Velocity tracker [10pts]

+ Fast Attack [10 PL, 168pts] +

Pathfinder Team [6 PL, 88pts]: MV31 Pulse Accelerator Drone [8pts], MV33 Grav-inhibitor Drone [8pts]
. MB3 Recon Drone [12pts]
. 2x MV4 Shield Drone [20pts]
. 5x Pathfinder [40pts]: 5x Markerlight [15pts]

Tactical Drones [2 PL, 40pts]
. 4x MV4 Shield Drone [40pts]

Tactical Drones [2 PL, 40pts]
. 4x MV4 Shield Drone [40pts]

++ Supreme Command Detachment +1CP (T'au Empire) [15 PL, 286pts, 1CP] ++

+ No Force Org Slot [1CP] +

Detachment CP [1CP]

T'au Empire Sept Choice: T'au Sept

+ HQ [15 PL, 286pts] +

Cadre Fireblade [2 PL, 42pts]: Markerlight [3pts]

Cadre Fireblade [2 PL, 42pts]: Markerlight [3pts]

Commander in XV8 Crisis Battlesuit [8 PL, 152pts]: Advanced targeting system [6pts], 3x Cyclic ion blaster [54pts]
. 2x MV4 Shield Drone [20pts]

Ethereal [3 PL, 50pts]: Honour blade, Hover drone [1 PL, 5pts]

++ Total: [117 PL, 10CP, 2,000pts] ++

Hazard suits are basically hardier versions of Crisis Suits with 2 extra wounds and can pump out a higher volume of S5 shots and still take a support system (In this case ATS to make sure those 48 shots HURT). While not having the option to get a 2+ save can kinda hurt, they make up for it with their Photon Casters. I pair a set of them and their drones with a CIB Commander, essentially creating a mobile castle with 6 shield drones that protects my commander and requires balls of ceraite plasteel to charge (Tau sept means 5+ on overwatch of 48 shots), allowing both units to get in range and either

A. Work together to take down large infantry blobs
B. Hazard suits remove whatever screens are protecting an important or tough unit and allow me to shoot a markerlight at it before unloading Overcharged CIB at 2+ from my commander.
C. Get 5 MLs onto a big target, wound it with Commander, and then use Focused Fire to shoot 48 shots on a 4+ to wound.

Pathfinders and Darkstrider move up to secure an objective in cover and provide markerlight support. Stealth Suits join them to act as a screen and deterrent with 24 AP-1 shots, sharing Drones with the Pathfinders to make them tough to take down and benefiting from the Grav Drone to help deny enemy charges. The best part is that due to their dual keywords of Infantry and Battlesuit, they benefit from Darkstrider’s ability to add +1 to their wound rolls.

Riptide is there to round out the list with his S6 shots and toughness, staying with the FWs and Missilemander and providing a role to draw fire to him. He works with the Missilemander to harass tougher elite units like Terminators or Rubric Marines.

So, how does this list hold up?
   
Made in us
Lone Wolf Sentinel Pilot






Texas

When is the best time to use the Upload Marker like stratagem. Is it better to use it after your first marker light hits, or wait until you have fired all your marker lights and use it on the last guy to max out the lights?

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10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in us
Fireknife Shas'el





 Dynas wrote:
When is the best time to use the Upload Marker like stratagem. Is it better to use it after your first marker light hits, or wait until you have fired all your marker lights and use it on the last guy to max out the lights?


I like to use it after a second it either maxes you or you need up to 2 more lights either way you know.

Also how do people feel about Sa`cea Sept as a legit choice?

8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams 
   
Made in ca
Fireknife Shas'el






 dan2026 wrote:
The more I think on him the more I wonder if the Coldstar Commander might be a bit of a trap.

The two uses I can see for him are either a suicide rush with Fusion or maybe Flamers. Or a super fast objective grabber.

With the first one I don't really like the idea of sacrificing a strong unit after just one shooting phase. It's a gamble that he kills more than his points worth before he gets instantly wiped off the board.
With the 2nd I just don't think he's tanky enough to hold any objective for long at all.


It can also skip around the battlefield to add firepower where it's needed. With a 40" Advance and 4 big guns, most of which are Assault, it's still hitting on 3+ with tons of dakka. And he'll never be the closest unit to the enemy. You can also drop Manta Striking nuggets to cover his forward rushes/Manta Strikes.

   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

I do NOT like the Coldstar. I own and have played competitively every model in the range... and I mean every model, in actual tournaments.

One model does not grace my shelves and never has. Just one single model: The Cold Star. I disliked it as soon as I saw it. I understand what it is supposed to do. I know what it SOMETIMES does. I borrowed an army once that had two..
But it is just so damn iffy. I'd play a Stingwing before I'd use a Coldstar.

I'm not telling anyone not to use theirs. I'm just sympathizing whole heartedly with the idea that its a trap unit.




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
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Coldstar with 4 fusions provides some high Strength shooting in an army that has mostly S6/7 stuff (Riptides, Broadsides, Missile Pod Commanders), on a platform that can get almost anywhere on the table in one move. Just the ability to do that can cause your opponent to play differently because he/she knows that you could potentially move your Coldstar in and gank an important character or other unit. Even if you don't end up using the huge mobility, he still provides 4 S8 AP-4 Dd6 shots firing at any target that gets close to your gunline. I like to put the Vectored Maneuvering Thrusters on mine to allow him to shoot and scoot. At least then my opponent has to work a little to take him out after I assassinate something. Yeah, it's still a bit iffy and I've had games where he didn't accomplish anything due to poor dice rolls, but that can happen with just about any unit. I still like to bring my Coldstar.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in gb
Longtime Dakkanaut





I can see that. As a huge deterrent he provides value even without shooting anything.

Only 4 shots on the quad fusion loadout worries me though.

I am kinda liking the idea more and more of a quad flamer Coldstar. Make him Farsight Enclaves, then jet your big brass mecha balls 6" from a horde and blast 4d6 auto hitting shots rerolling ones to wound.

All for only 114 points.
   
Made in us
Fireknife Shas'el





I thought about running him with HoBC and 2 BC with a ATS. 16 s5 -1 shots

But my real concern with the 4 fusions is his weakness on the Necrons matchup..... OK...... My best friend plays crons and I have to see it a lot. So I've generally run him as 3 fusions and a shield generator. Seems to work well


Automatically Appended Next Post:
 dan2026 wrote:
I can see that. As a huge deterrent he provides value even without shooting anything.

Only 4 shots on the quad fusion loadout worries me though.

I am kinda liking the idea more and more of a quad flamer Coldstar. Make him Farsight Enclaves, then jet your big brass mecha balls 6" from a horde and blast 4d6 auto hitting shots rerolling ones to wound.

All for only 114 points.


Charge me I dare you?

This message was edited 1 time. Last update was at 2019/09/27 12:41:28


8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams 
   
Made in gb
Longtime Dakkanaut





 captain collius wrote:
I thought about running him with HoBC and 2 BC with a ATS. 16 s5 -1 shots

But my real concern with the 4 fusions is his weakness on the Necrons matchup..... OK...... My best friend plays crons and I have to see it a lot. So I've generally run him as 3 fusions and a shield generator. Seems to work well


Automatically Appended Next Post:
 dan2026 wrote:
I can see that. As a huge deterrent he provides value even without shooting anything.

Only 4 shots on the quad fusion loadout worries me though.

I am kinda liking the idea more and more of a quad flamer Coldstar. Make him Farsight Enclaves, then jet your big brass mecha balls 6" from a horde and blast 4d6 auto hitting shots rerolling ones to wound.

All for only 114 points.


Charge me I dare you?

If anyone is then mad enough to charge you they deserve another 4d6 shots to the face.
   
Made in us
Shadowy Grot Kommittee Memba






So, I've been slowly building a Tau force over a couple of years and I'm getting towards the final couple purchases. My goals are close range, mobile, and to have relatively few battlesuits. I'm using Farsight tactics for my main detachment.

What I have right now are:

-Fusion/Fusion Blades/Shield Generator Coldstar Commander
-4x guys who can be Fireblades/Firesights
-5x Strike Team w/drone turret
-20x Breachers
-20x Pathfinders (3 Rails, 3 Ions)
-2 Devilfish
-1 Riptide (Burst+Missiles)
-3 Stealth suits
-several drones, mostly built as Shield or Gun

This puts me around 1200 points. in the games I've played so far, I struggle the most with other transport-mounted lists where the big suicide strike doesn't deal significant damage to the actual threat inside the transport, but that's not a frequent problem in 8th (Really, this is just a problem with Drukhari and one person who plays a Khorne Bezerker Rhino Rush).

Usually I take a Sa'Cea vanguard plus a Farsight battalion. Just marker characters in the vanguard.

My options:

1) Get a Start Collecting Tau box and another Devilfish. Use the Ethereal as the second HQ in my farsight battalion, since all the other non-commander HQs do diddly gak for Breachers. Build 10x more breachers so now I have 3 fish full. Build 1 suit as a missile commander or quad ion commander for my Sa'Cea detachment, use the other two suits as crisis bodyguards or ebay one of the old suits on the cheap to make 3, run those as Ion or something.

2) Get another unit of stealth suits, a couple Piranha, and a Ghostkeel. leave it at two units of breachers and 1 5-man strike. Use the Piranha to make up some of the consistent S5 firepower I lose out on by going for breachers over fire warriors.

3) Ebay up a big crisis bomb to use Dropzone Clear and increase my single turn alpha strike.

What do you think would be best/most fun to play with? I'm leaning towards 1 or 2, Crisis suits have always kind of looked super cool but I dislike their suicide bomb nature and frontloading a ton of my points into deep strike.


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Longtime Dakkanaut





I'd go with 2.
I love Stealth Suits and Big Papa Stealth Suit

The ltiile ones are good for grabbing and holding early objectives. They are harder than they look to get rid of with their 2W 3+ save and minus 1 to hit. Even more so if they take a couple of Shield Drones with them.

Big daddy stealth suit is better played more agressive I think. It packs a fair punch but is also annoying to get rid of with its -2 to hit. Your opponent will have to divert a fair bit of resources to get rid of it which then takes the pressure of your other suits and infantry.
   
Made in nl
Longtime Dakkanaut





From the Faq.

Saviour Protocols
Change this ability to read:
‘When resolving an attack made against a <Sept>
Infantry or <Sept> Battlesuit unit whilst that unit
is within 3" of a friendly <Sept> Drones unit, if the
wound roll is successful, you can roll one D6; on a 2+
that Drones unit suffers 1 mortal wound and the attack
sequence ends.’

Does this actually change anything? Or is it just a wording clarification?
   
Made in ca
Arch Magos w/ 4 Meg of RAM






 Ordana wrote:
From the Faq.

Saviour Protocols
Change this ability to read:
‘When resolving an attack made against a <Sept>
Infantry or <Sept> Battlesuit unit whilst that unit
is within 3" of a friendly <Sept> Drones unit, if the
wound roll is successful, you can roll one D6; on a 2+
that Drones unit suffers 1 mortal wound and the attack
sequence ends.’

Does this actually change anything? Or is it just a wording clarification?


it means that any mortal wounds that would be applied on top the normal damage (snipers, Wrath of mars) are also negated by the saviour protocols since you stop the sequence before assigning damage. Its a slight buff.
Some people are saying that this kills shield drones because ending the attack sequence means the drones dont roll the FnP (while this is obviously not intended, discussion might spark in the coming days concerning that)
   
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VladimirHerzog wrote:
 Ordana wrote:
From the Faq.

Saviour Protocols
Change this ability to read:
‘When resolving an attack made against a <Sept>
Infantry or <Sept> Battlesuit unit whilst that unit
is within 3" of a friendly <Sept> Drones unit, if the
wound roll is successful, you can roll one D6; on a 2+
that Drones unit suffers 1 mortal wound and the attack
sequence ends.’

Does this actually change anything? Or is it just a wording clarification?


it means that any mortal wounds that would be applied on top the normal damage (snipers, Wrath of mars) are also negated by the saviour protocols since you stop the sequence before assigning damage. Its a slight buff.
Some people are saying that this kills shield drones because ending the attack sequence means the drones dont roll the FnP (while this is obviously not intended, discussion might spark in the coming days concerning that)


This is my interpretation as well. Though how does this differ from this?

Q: If an attack inflicts mortal wounds on a unit as a result of a
hit roll, and the attack sequence ends before it successfully wounds
the target (e.g. the Hellfire Shells Stratagem or an attack made
with a shokk attack gun with a Strength characteristic of 11+ that
fails to wound the target), can I allocate the mortal wounds to a
Drones unit with the Saviour Protocols ability?
A: No. As the attack sequence has ended before the target
has been wounded, there is no wound to allocate to the
Drones unit. Therefore the target suffers the mortal
wounds as normal.


Automatically Appended Next Post:
We did get a nerf to Automated repair system. Can still use it in either opponent or your turn, but only once instead of each.

This message was edited 2 times. Last update was at 2019/09/27 19:29:20


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Tau FAQ: Page 106 – XV104 Riptide Battlesuit, Nova ReactorChange the Boost text to read:‘You cannot use this ability to move within 1" of any enemy models.’

Does this mean the boost ability is gone? Because RAW this is the whole text now.
   
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 nordsturmking wrote:
Tau FAQ: Page 106 – XV104 Riptide Battlesuit, Nova ReactorChange the Boost text to read:‘You cannot use this ability to move within 1" of any enemy models.’

Does this mean the boost ability is gone? Because RAW this is the whole text now.


hahahaha. ah internet. never change

GW? You guys should probably change. Start by hiring an editor.
   
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Texas

 nordsturmking wrote:
Tau FAQ: Page 106 – XV104 Riptide Battlesuit, Nova ReactorChange the Boost text to read:‘You cannot use this ability to move within 1" of any enemy models.’

Does this mean the boost ability is gone? Because RAW this is the whole text now.


No. That is not RAW. It just means you cant move to within 1" of enemy models. Ie you can't make a "charge" move without actually charging in the charge phase (and thus ignoring OW.)

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I’m sorry to sound like a newb, but I need some help. I’ve played 40k since the rogue trader days, fell away for a bit and got back into the hobby years ago with Tau being one of the first armies to draw me back.

However I hadn’t played for quite sometime, but again I have renewed interest in 40k and with the addition of an airbrush I’m finally getting things done and painted....

Any how long story made longer, I’ve picked up the start collecting Tau box, the Tau apocalypse detachment, as well as an additional riptide and Ghostkeel.

I’m not a tourney player and I know Crisis Suits are not what they used to be but can I still put together a decent army and be rather suit heavy?

I still have at least two devil fish as well as Rail rifle Hammerheads.

I’d prefer to maybe stay Tau sept fully and was wonder what are your thoughts?

If I use the nine suits I have I was thinking about ordering some Cyclic Ion blasters off shapeways and I want to magnetize my suits as well.

I also have so,e stealth suits as well, but I haven’t picked up any new broadsides or path finders.

Any advise is appreciated, I’m looking to start at 1500 points first and slowly go up from there.

Thanks again for any and all help you’re willing to give.

This message was edited 1 time. Last update was at 2019/09/30 16:19:16


 
   
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Bristol

 Dynas wrote:
 nordsturmking wrote:
Tau FAQ: Page 106 – XV104 Riptide Battlesuit, Nova ReactorChange the Boost text to read:‘You cannot use this ability to move within 1" of any enemy models.’

Does this mean the boost ability is gone? Because RAW this is the whole text now.


No. That is not RAW. It just means you cant move to within 1" of enemy models. Ie you can't make a "charge" move without actually charging in the charge phase (and thus ignoring OW.)


No he's right. Without it specifying what text to change it replaces the entire text for Boost. All it needed was to add it to the end ("add the following text after the final sentence for Boost") but it did not actually say to do that, it said to change the text for boost in its entirety to 'You cannot use this ability to move within 1" of any enemy models.'

This is errata basics. There is zero excuse for such terrible technical writing.

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Quick question I hope you all can help with. I play exclusively Farsight (like keeping a theme) and was wondering what the most efficient way to maximise markerlights was. I currently run 2x5 pathfinders and a Fireblade but feel there must be a cheaper/better way to do it... I just can't seem to see it. Any advice would be greatly appreciated and thanks in advance.

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Olympia, WA

 lare2 wrote:
Quick question I hope you all can help with. I play exclusively Farsight (like keeping a theme) and was wondering what the most efficient way to maximise markerlights was. I currently run 2x5 pathfinders and a Fireblade but feel there must be a cheaper/better way to do it... I just can't seem to see it. Any advice would be greatly appreciated and thanks in advance.



Firesight Markmen and fireblades are good. I personally use the Drone Controller and the Markerdrones. Tougher, they have Savior Protocol and they dont get tied up. Theres a lot to like

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Texas

 A Town Called Malus wrote:
 Dynas wrote:
 nordsturmking wrote:
Tau FAQ: Page 106 – XV104 Riptide Battlesuit, Nova ReactorChange the Boost text to read:‘You cannot use this ability to move within 1" of any enemy models.’

Does this mean the boost ability is gone? Because RAW this is the whole text now.


No. That is not RAW. It just means you cant move to within 1" of enemy models. Ie you can't make a "charge" move without actually charging in the charge phase (and thus ignoring OW.)


No he's right. Without it specifying what text to change it replaces the entire text for Boost. All it needed was to add it to the end ("add the following text after the final sentence for Boost") but it did not actually say to do that, it said to change the text for boost in its entirety to 'You cannot use this ability to move within 1" of any enemy models.'

This is errata basics. There is zero excuse for such terrible technical writing.


Ah I see what your getting at. Yeah. Basically, the intent is to not allow crazy charge sheningans outside the charge phase. You can never move within 1" of an enemy model when using this ability.

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 Dynas wrote:
 A Town Called Malus wrote:
 Dynas wrote:
 nordsturmking wrote:
Tau FAQ: Page 106 – XV104 Riptide Battlesuit, Nova ReactorChange the Boost text to read:‘You cannot use this ability to move within 1" of any enemy models.’

Does this mean the boost ability is gone? Because RAW this is the whole text now.


No. That is not RAW. It just means you cant move to within 1" of enemy models. Ie you can't make a "charge" move without actually charging in the charge phase (and thus ignoring OW.)


No he's right. Without it specifying what text to change it replaces the entire text for Boost. All it needed was to add it to the end ("add the following text after the final sentence for Boost") but it did not actually say to do that, it said to change the text for boost in its entirety to 'You cannot use this ability to move within 1" of any enemy models.'

This is errata basics. There is zero excuse for such terrible technical writing.


Ah I see what your getting at. Yeah. Basically, the intent is to not allow crazy charge sheningans outside the charge phase. You can never move within 1" of an enemy model when using this ability.


Yes and i am pretty sure this is what they wanted to do. But they screwed up...
   
 
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