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Ice_can wrote: Everyone excited on taking flamers on the big winners in the new weapons stats lottery as they're much improved crisis suits.
Its easy to mock - and I'm not sure its by any degree *good* - but 3 flamers for 45 points (or rather 9 for 135) isn't necessarily awful. With 12" range, 8" fly, and an advance costs you nothing, its potentially got more legs - and there are some units that won't want to assault into you (or at least risk being severely toasted if so).
Metawise it would seem good versus Orks and other unit-heavy board control armies. Marines potentially evolving into a T5 army diminishes it - but its not terrible versus anything T4 not rocking a 2+ save.
Ice_can wrote: Everyone excited on taking flamers on the big winners in the new weapons stats lottery as they're much improved crisis suits.
Its easy to mock - and I'm not sure its by any degree *good* - but 3 flamers for 45 points (or rather 9 for 135) isn't necessarily awful. With 12" range, 8" fly, and an advance costs you nothing, its potentially got more legs - and there are some units that won't want to assault into you (or at least risk being severely toasted if so).
Metawise it would seem good versus Orks and other unit-heavy board control armies. Marines potentially evolving into a T5 army diminishes it - but its not terrible versus anything T4 not rocking a 2+ save.
Except we have had AFP's which are blast so get flat 6 shots vrs hordes and have 18 inch range, they're not exactly enough to rock the meta but other than way more expensive options it had a small purpose. I'm not sure the flamer improvement especially when marines are the default meta, makes me look at it for more than a 3 man suicide unit and that's not really a winning plan with tau suits.
Yea, flamers are nice and all, until you realize they dont do nearly enough damage to marines.
And only marines matter for the forseeable future (and necrons technically, but how many necrons vs how many marines?)
can neither confirm nor deny I lost track of what I've got right now.
Has anyone had enough 9th games in to have an opinion on what is working or not working for T'au right now?
I haven't played any 9th games yet, but from the battle reports I have watched it seems like fast movement and reactions are dominating the objective game so far this edition. Does anyone have any strategies to make that work for T'au currently?
Mud Turkey 13 wrote: Has anyone had enough 9th games in to have an opinion on what is working or not working for T'au right now?
I haven't played any 9th games yet, but from the battle reports I have watched it seems like fast movement and reactions are dominating the objective game so far this edition. Does anyone have any strategies to make that work for T'au currently?
Fundamentally Tau and 9th havr a fundamental mechanics being disconnected issue.
9th want's you to have durable units thst can charge opponents off of objectives.
Tau as per current codex want to shoot and not get in CC.
Mud Turkey 13 wrote: Has anyone had enough 9th games in to have an opinion on what is working or not working for T'au right now?
I haven't played any 9th games yet, but from the battle reports I have watched it seems like fast movement and reactions are dominating the objective game so far this edition. Does anyone have any strategies to make that work for T'au currently?
Note this is 2nd hand info but on tabletop titan battle reports they note MSU is the way to go with tau. Lots of small units and play the mission. If more interested maybe watch couple battle reports? They have some with tau and in others they often answer questions by people who ask(after donation) questions. Many have asked how to make tau work in 9e. Those are bit harder to find unless you watch them all as these question&answer are spread thorough battle reports.
I played against admech, it was a cawl list with 3 of their tanks, 9 of their horsemen, 3 chicken walkers, 5 of their flyers with flamers, 5 cc priests, and a bunch of infantry squads. Sorry I dont remember more but.... I have pictures!
Spoiler:
And finally, this is a pic after t2
So I knew going in I was going to give up 2 obvious secondaries (kill more and bring it down). I took raise the banners high, bring it down, and engage on all fronts. His 3rd objective was raise the banners. Mission was raid from the chapter approved book.
I got 1st turn, and the alpha strike capabilities of this list was..... much higher than I expected. He lost most of his horses (7 of them), 2 of the 3 tanks, the 3rd tank was on 6 wounds left. He returned the favor killing the 2 phiranas, some drones, a devilfish, and 2 guys from 2 different breacher teams.
T2 i killed the final vehicle, killed 2 of the chicken walkers, killed the remaining horse guys, killed a few of the flamer guys, killed a squad of infantry, and charged my devilfish into some infanty holding up the flank they were trying to move down.
He fought back.... and failed horribly. He fired back, charged in, and dropped 2 more drones, killed 1 of the Breacher teams, dropped the other to 1 guy, and dropped the last devilfish to 1 wound.... he didn't even get kill more. He called it at that point. I was at 49pts at the start of t3, he was at 19....
I really liked this list, but I am afraid its too alpha strike based (not sure if I would have been so effective if I had gone 2nd) but it definitely held its own against an army I have typically had issues playing against. Any thoughts? I am enjoying not playing riptide/shield drones.
I played against admech, it was a cawl list with 3 of their tanks, 9 of their horsemen, 3 chicken walkers, 5 of their flyers with flamers, 5 cc priests, and a bunch of infantry squads. Sorry I dont remember more but.... I have pictures!
Spoiler:
And finally, this is a pic after t2
So I knew going in I was going to give up 2 obvious secondaries (kill more and bring it down). I took raise the banners high, bring it down, and engage on all fronts. His 3rd objective was raise the banners. Mission was raid from the chapter approved book.
I got 1st turn, and the alpha strike capabilities of this list was..... much higher than I expected. He lost most of his horses (7 of them), 2 of the 3 tanks, the 3rd tank was on 6 wounds left. He returned the favor killing the 2 phiranas, some drones, a devilfish, and 2 guys from 2 different breacher teams.
T2 i killed the final vehicle, killed 2 of the chicken walkers, killed the remaining horse guys, killed a few of the flamer guys, killed a squad of infantry, and charged my devilfish into some infanty holding up the flank they were trying to move down.
He fought back.... and failed horribly. He fired back, charged in, and dropped 2 more drones, killed 1 of the Breacher teams, dropped the other to 1 guy, and dropped the last devilfish to 1 wound.... he didn't even get kill more. He called it at that point. I was at 49pts at the start of t3, he was at 19....
I really liked this list, but I am afraid its too alpha strike based (not sure if I would have been so effective if I had gone 2nd) but it definitely held its own against an army I have typically had issues playing against. Any thoughts? I am enjoying not playing riptide/shield drones.
How did your troops play? I am just interested to hear how people are using Strike Teams vs. Breacher Teams and what is and isn't working for each.
Troops played fine. My strike teams never got targeted, they stayed 30" away from the enemy most of the game on one of my back field objectives. They had a pulse Drone to increase their range to 36" i might add.
Breachers did well too. They died (the life of a breacher) but they also didn't go up against anything too scary. I ran them in devilfish. T1 1 of the 5 man squads jumped out and moved up leaving each fish with 1 breacher team in them. The one that jumped out i used the strat to make them count as close range and they helped kill some horsemen. I then jumped the other squad out t2 on that side and they did a kind of line dance onto the midfield objective on that side (1 would hold it, the other would shoot, the holding one would get shot at, they switch jobs) and it worked fine. It ment that my opponent couldn't just multicharge the squads and lock them both down.
I think the reason I was able to hold the mid field with my troops (and my back line) was the devilfish and skyrays.the Hammerheads and Drone port covered much of my back field (plus a 2 man Drone squad hiding behind obscuring terrain to deny deep strike) ment i didn't worry about the back field getting "charged from ds". This let me move my breachers up to mid field objectives and park empty devilfish and skyrays that already fired their missiles infront of them as a screen stopping my opponent from being able to move past them effectively.
We do have an issue with our obspec not being very survivable. But we can definitely screen out our lines with cheap bodies to counter that. I do wish I had more breacher teams to throw at the mid field though. I ended the game with only 4 (1 in 1 squad 3 in another) which wasn't holding the objective by much...
Azuza001 wrote: Troops played fine. My strike teams never got targeted, they stayed 30" away from the enemy most of the game on one of my back field objectives. They had a pulse Drone to increase their range to 36" i might add.
Breachers did well too. They died (the life of a breacher) but they also didn't go up against anything too scary. I ran them in devilfish. T1 1 of the 5 man squads jumped out and moved up leaving each fish with 1 breacher team in them. The one that jumped out i used the strat to make them count as close range and they helped kill some horsemen. I then jumped the other squad out t2 on that side and they did a kind of line dance onto the midfield objective on that side (1 would hold it, the other would shoot, the holding one would get shot at, they switch jobs) and it worked fine. It ment that my opponent couldn't just multicharge the squads and lock them both down.
I think the reason I was able to hold the mid field with my troops (and my back line) was the devilfish and skyrays.the Hammerheads and Drone port covered much of my back field (plus a 2 man Drone squad hiding behind obscuring terrain to deny deep strike) ment i didn't worry about the back field getting "charged from ds". This let me move my breachers up to mid field objectives and park empty devilfish and skyrays that already fired their missiles infront of them as a screen stopping my opponent from being able to move past them effectively.
We do have an issue with our obspec not being very survivable. But we can definitely screen out our lines with cheap bodies to counter that. I do wish I had more breacher teams to throw at the mid field though. I ended the game with only 4 (1 in 1 squad 3 in another) which wasn't holding the objective by much...
Thanks for that write up! I have 34 Strike Team Fire Warriors built and painted. I own ten Breachers, but I have yet to assemble them. I am thinking that I may want them this edition.
Y’vahra lost damage the 3 flamer in imperial armour. It’s damage 1, 2 if you nova charge. Saw a stream of a guy flipping through the book. Remains at 300points.
It’s still BS 4, was hoping for maybe tau could get BS 3 with a new codex, but now im not so sure.
killerpenguin wrote: Y’vahra lost damage the 3 flamer in imperial armour. It’s damage 1, 2 if you nova charge. Saw a stream of a guy flipping through the book. Remains at 300points.
It’s still BS 4, was hoping for maybe tau could get BS 3 with a new codex, but now im not so sure.
Sadly it's esentially been nerfed to keep Gravis and Outriders special, They have done the same with a number of other factions weapons that were looking good at dealing with the new T5 W3 3+Sv 6+FNPBS.
R'vanna got better, Tettra now has a Heavy 3 markerlight so better.
Fundamentals of Tau still don't work for 9th missions though.