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Made in ca
Regular Dakkanaut




 Gamgee wrote:
 wyomingfox wrote:
So comparing a match-up of a Taunar with Pulse Ordnance and Dual Tri-Axis Ion Cannons (Plus 4 SS and 4 BC) vs a Revenant with Dual Pulsars and Cloudburst Missiles, the Taunar will do 24 unsaved damage per turn on average (27 if within range of burst cannons & Smart missiles) where as the Revenant will do 34 unsaved damage on average.

Now comparing their power points of 55 for the Taunar vs 60 for Revenant, this seems fair. However if you played match play, the Revenant is 1200 points vs the Taunar at 1202, yet the Revenant has 2 more wounds, +1 toughness, does more damage, and has 16" more movement.

Because your a god damned dirty Tau player. We all are. No justice for us. No balance and there never will be.


I feel like you guys are missing a huge thing here. A revenant has no Invulnerable save if it didn't move. Such as if the tau player went first, it also only gets a 5++ if it wants to shoot since max move is 32 but needs 33 for a 4++.

You also seem to be missing the insane amount of anti horde the taunar brings which a revenant literally has none of. If a taunar was designed to one on one fight a revenant then it shouldn't have 4 burst cammpms and 4 smart missile systems putting out 4 shots each.

This message was edited 2 times. Last update was at 2017/06/24 05:44:43


 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

Titanicus wrote:


I feel like you guys are missing a huge thing here. A revenant has no Invulnerable save if it didn't move. Such as if the tau player went first, it also only gets a 5++ if it wants to shoot since max move is 32 but needs 33 for a 4++.

You also seem to be missing the insane amount of anti horde the taunar brings which a revenant literally has none of. If a taunar was designed to one on one fight a revenant then it shouldn't have 4 burst cammpms and 4 smart missile systems putting out 4 shots each.


Perhaps. But the Ta'unar was developed to deal with titans. It's weapons aren't real good for that.
For hordes, we already have a lot of tools. For big stuff? The somewhat lackluster rail cannon.

As soon as FW gives Titanic to the AX-1-0, it'll become our go-to titan destroyer. 2 of them are cheaper than 1 ta'unar and fire 4 shots of that weapon

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion & X-Wing: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in gb
[DCM]
Fireknife Shas'el





Leicester

So I got my first game of 8th yesterday, ended up using the multiplayer mission with a couple of mates, so may not be entirely representative, but here are my first impressions:

Marker lights are a lot less important in this edition; re-rolling 1s is nice, but cover is a lot less prevalent and only -1, so ignoring it isn't as critical. If you don't bring seekers one result is useless and to get +1BS takes probably two pathfinder squads firing at a single target, which just feels OTT. I had two 5-man squads of pathfinders and actually ended up using their carbines a lot of the time, as they can move and shoot and I needed the firepower to whittle down Rhinos etc.

Kroot were...meh. Tried some scouting forward to try and tie up backfield units, which they did, but they really seem to be lacing in the attack phase. +1 strength is nice, but with no AP doesn't do a whole lot. Feels like these guys could use an extra attack or a re-roll or something.

Battlesuits were fine, being able to split fire is nice and the loss of JSJ wasn't bad once I'd mentally adjusted to using the fallback move instead. Gives a similar level of mobility but it's just...different. Having a couple of shield drones floating round in the middle was golden, taking las cannon blasts from multiple different squads, these are going to be a must have.

Firewarriors, nothing to report really, didn't feel any different.

Commanders are actually quite competent in melee, which surprised both me and my opponent; S5, 4 attacks on a 3+ was nice. Not a hand to hand monster, but didn't feel like I was getting walked all over either.

Vespids. Oh my giddy stars, Vespids are GOOD! Nasty guns, reasonable armour and that 14" move, with the ability to advance and fire too. These guys remind me of Ork deffkoptas; cheap, fast and dangerous they're great for getting up in your opponent's face on first turn or bouncing across the board as a rapid response team later on.

The one thing that only struck me as I was playing was how much they gutted the war gear; no disruption pods, no signature war gear, no EMP grenades, on and on. It really felt like they've taken a lot of the fun toys away, which left Tau feeling rather plain. Functional and utilitarian (which maybe suits their fluff), but lacking the pazzaz they've had for the last few years.


DS:80+S+GM+B+I+Pw40k08D+A++WD355R+T(M)DM+
 Zed wrote:
*All statements reflect my opinion at this moment. if some sort of pretty new model gets released (or if I change my mind at random) I reserve the right to jump on any bandwagon at will.
 
   
Made in gb
Ship's Officer



London

Not a good sign from FW then. It sounds like, as ever, their rules are all over the place. Players will cherry-pick the stuff that's too good and leave the trash on the shelf. Bit of a shame for those of us whose resin stuff has just moved into the latter category.

Who wins between titans? The one that gets first turn. I expect my falchion would definitely do upsetting amounts of damage if it fired first too. Its main gun does something like 32 damage to a Titan, before it fires its 8 lascannon. Maybe I should buy a void shield generator for it to sit next to. Maybe I should stick it in a cabinet, because models like that just don't work well in 40k.
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

Hey Guys!

So the Barracuda is one of my favourite Tau models and I had a lot of fun painting it.
Now I REALLY want to use it, since I only had the chance to play it once in 7th ed. ;-)

As we all know, Tau took a big hit and I cannot afford to use "bad" units anymore to be able to stand up to my opponent.
(Mostly Nids, Marines and Necrons).

What do you think of the Barracuda? Is it a viable option?

The all burstcannon loadout comes at approximately ~250 Points. This is very expensive for some long range burstcannons and 2 MPs...
Not viable in my opinion. ALL of its weapons are heavy,except the MP, so it gets -1 to hit all the time.

The Ion loadout comes at approximately ~300 Points.
2 CIBs, 1 Ion Cannon and 2 MPs offers some serious S7 shots, but at the cost of 3 fully equiped CIB Crisis + 6 Drones. (= 6 CIBs + ATS).
The Barracuda is a lot tougher (5+ Invuln) of course and super fast, but has to be deployed on the battlefield.
Also, only the Ion Canon is heavy, so the other weapons hit on 3s. You miss out on 6 Drones with their 24 S5 Shots, but honestly - those are canon fodder anyways ;-)
Wounds wise, if you take in the drones, the crisis actually have more wounds. But if your enemy is smart the drones are gone before they shoot at your suits.
Imho: The Barracuda takes the spot. Its fast, its tough, it hurts. It hits more reliably and can't be charged by ground units.
You could also take 2 Cudas for the points of 3 HYMP XV88, and I think I would all day if I had 2 :-P

The most damage loadout would be CIBs + Railgun for approximately ~350 Points.
Points wise, the Riptide is the contender for the spot here and it still seems the Barracuda wins.
This is a "jack of all trades" loadout, since the CIBs and the Railgun have different preferred targets.
   
Made in gb
Regular Dakkanaut




 Jadenim wrote:

Vespids. Oh my giddy stars, Vespids are GOOD! Nasty guns, reasonable armour and that 14" move, with the ability to advance and fire too. These guys remind me of Ork deffkoptas; cheap, fast and dangerous they're great for getting up in your opponent's face on first turn or bouncing across the board as a rapid response team later on.

I had a similar experience although I wasted my Vespids for 2 turns shooting at a truck doing little. Once the Orks got into close combat I just fell back out of close combat 14” which caused me to claim an object and fired at the Orks doing a lot of damage.

It can be hard to use but the bomber can be deadly. In my first game it wiped out one entire Ork squad with a bomb, 5+ mortal wounds then a failed leadership test caused the rest to die. Then the bombers weapons killed another half a squad in the same turn.

This message was edited 1 time. Last update was at 2017/06/24 11:42:53


 
   
Made in gb
Willing Inquisitorial Excruciator






Hows the Remora Drones faring? I got a peek at their datasheet, it seems like with how wounding works now the t5 and 4+ save isn't particularly sturdy now flying is only a -1 to hit. Seems like they might get shot down before doing much even with the seekers and burst cannons.

- 1250 points
Empire of the Blazing Sun (Combined Theaters)- 1950 points
FUBAR Starship Troopers- Would you like to know more?
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in gb
Regular Dakkanaut




 doc1234 wrote:
Hows the Remora Drones faring? I got a peek at their datasheet, it seems like with how wounding works now the t5 and 4+ save isn't particularly sturdy now flying is only a -1 to hit. Seems like they might get shot down before doing much even with the seekers and burst cannons.

It seems odd a Stealth drone has lost stealth.
   
Made in fi
Focused Fire Warrior




Helsinki

Pottsey wrote:
 doc1234 wrote:
Hows the Remora Drones faring? I got a peek at their datasheet, it seems like with how wounding works now the t5 and 4+ save isn't particularly sturdy now flying is only a -1 to hit. Seems like they might get shot down before doing much even with the seekers and burst cannons.

It seems odd a Stealth drone has lost stealth.


It seems like its shrouded abilities were changed to give it "deep strike", which is a pretty bad trade of considering the range of it's guns and high movement.

They also lost their marker lights and their firepower went from six twin linked shots to eight shots, so hardly an improvement.

My armies:
vior'la sept 12k
Erik Morkai's great company 6k
dark mechanicus, the dearth of hope, 8k
rothwyr morwan's company 1,5k
Adeptus custodes 2k
AoS, The forgotten order, SE, 3k 
   
Made in de
Fresh-Faced New User




If the Remoras had the Networked Markerlight thing... Like this they are pretty expensive for 2 BCs.
   
Made in il
Warplord Titan Princeps of Tzeentch






Well, the entire index is a mess as far as I see on the tau part.

Many things mismatch with the GW index, mismatch with other entries on the forgewrold index itself, outright bizzard, broken (as in, can't even be used RAW) and/or poorly made.

It looks like an hour rush job. I could honestly compile a better list that that within a day had I been paid for it.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Longtime Dakkanaut





 BoomWolf wrote:
Well, the entire index is a mess as far as I see on the tau part.

Many things mismatch with the GW index, mismatch with other entries on the forgewrold index itself, outright bizzard, broken (as in, can't even be used RAW) and/or poorly made.

It looks like an hour rush job. I could honestly compile a better list that that within a day had I been paid for it.


I agree, and it's not unique to Tau. A TON of things are broken and illogical in the current Forgeworld. People are complaining about problems with every race.

I really hope TOs see that and ban Forgeworld.


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in il
Warplord Titan Princeps of Tzeentch






So your solution is to punish the guys who own forgeworld models even more than they currently are?

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Longtime Dakkanaut




 BoomWolf wrote:
Well, the entire index is a mess as far as I see on the tau part.

Many things mismatch with the GW index, mismatch with other entries on the forgewrold index itself, outright bizzard, broken (as in, can't even be used RAW) and/or poorly made.

It looks like an hour rush job. I could honestly compile a better list that that within a day had I been paid for it.
Unfortunately, I agree with everything you said. Now that all the fundamental books are released, it's plain to see that there are potentially game-breaking inconsistencies across the board, and the Tau index and Forgeworld entries are particularly bad in that respect. We've got some solid entries in our books, but there are plenty of units that are simply totally out of whack. Riptides are flat unusable, and the rest of our suits are not a whole lot better. The Ta'unar seems to be over costed but not heinously so. Regarding the previous discussion, it seems more that the Revenant is dramatically undercosted, and the Ta'unar is maybe 100-150pts too expensive. Many of the forgeworld units are sources of massed fire and thus compete directly with Gun Drones: a competition they lose miserably. Most of others have mediocre big weapons that don't warrant their huge costs. It's a little depressing how ineffective our Forgeworld choices are.

This message was edited 1 time. Last update was at 2017/06/25 00:25:01


 
   
Made in gb
Willing Inquisitorial Excruciator






Even the Tetra isn't looking too hot to me either. Their markerlights generate 3 tokens each hit. The only bonuses on the table that aren't situational are at 1 and 5, so using them to stack 3 or 6 on a target seems a bit....meh? Granted having an almost (?) guaranteed full stack of lights if you know there's going to be something big on the board to focus on is one thing, but for their price I think even pathfinders work out better as you can still spread those around to multiple targets for single tokens.

- 1250 points
Empire of the Blazing Sun (Combined Theaters)- 1950 points
FUBAR Starship Troopers- Would you like to know more?
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Tunneling Trygon





NJ

Guys the sky isn't falling. I promise.
   
Made in us
Warplord Titan Princeps of Tzeentch






 doc1234 wrote:
Even the Tetra isn't looking too hot to me either. Their markerlights generate 3 tokens each hit. The only bonuses on the table that aren't situational are at 1 and 5, so using them to stack 3 or 6 on a target seems a bit....meh? Granted having an almost (?) guaranteed full stack of lights if you know there's going to be something big on the board to focus on is one thing, but for their price I think even pathfinders work out better as you can still spread those around to multiple targets for single tokens.


Almost guaranteed? You are hitting on 5s if you decide to use thier speed.
They are wonky and extremely unreliable, I'd much rather have 3 regular shots over the triple mark shot.

I can't imagine why one should take Tetras and not pathfinders, and considering I've got Tetras and no pathfinders, that's rather sad.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

the sensor tower seems better than tetras, except its immobile xD
for half the points you get the same markerlight.
Since you never want to move your tetras anyways, this seems the way to go (of you dont stick to pathfinders or markerdrones)
   
Made in cz
Towering Hierophant Bio-Titan



UK

 doc1234 wrote:
Even the Tetra isn't looking too hot to me either. Their markerlights generate 3 tokens each hit. The only bonuses on the table that aren't situational are at 1 and 5, so using them to stack 3 or 6 on a target seems a bit....meh? Granted having an almost (?) guaranteed full stack of lights if you know there's going to be something big on the board to focus on is one thing, but for their price I think even pathfinders work out better as you can still spread those around to multiple targets for single tokens.
I agree, they aren't great. Previously very very mobile & multi twin-linked shots gave you great odds of at least a few tokens.

I'll stick with a Mark'O squad (it's not dead!)

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

BoomWolf wrote:
I can't imagine why one should take Tetras and not pathfinders, and considering I've got Tetras and no pathfinders, that's rather sad.


Same here

Aeri wrote:the sensor tower seems better than tetras, except its immobile xD
for half the points you get the same markerlight.
Since you never want to move your tetras anyways, this seems the way to go (of you dont stick to pathfinders or markerdrones)


It seems to be a good option. However, you cannot make a squadron of it - so each one eats up a Fortification slot...
Let's see: at BS4+, you'll need 2 for a statistical hit. 54p for 2 of them turrets. 54p/3 hits = 18p per markerlight. Pathfinders are 16p per ML hit
2 turrets = 54p, T6 W6 Sv 4+ (AFAIK, cannot get cover or it's very hard to... but it's not a building!); requires 2 fortification slots
6 pathfinders = 48p, T3 W6 Sv 5+ (can get in cover and tidewalls); requires 1 fast attack slot

So, the towers are tougher, but less economical in detachments (a problem in tourneys). For casual play they might be a nice option!

Razerous wrote:I'll stick with a Mark'O squad (it's not dead!)


From BS2+ to BS4+ re-rolling 1s (when there's already a ML token) isn't the same thing :(

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion & X-Wing: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Longtime Dakkanaut




Here are some thoughts on the FW options. Most of them are not positive, unfortunately. :(

R'Myr: A waste of points. He has 2 plasma rifles. Whee. Use a normal Commander for 20pts less.

R'Alai: He's an interesting choice due to his range and durability. T6 with a 3++ is no joke. He's fairly light on the offensive side, though. I think I'd still opt for the "standard" quad CIB or fusion Commander.

XV81: Obligatory S5 weapons on your Commander are no bueno, even if they're SMS.

XV84: As above but with markers. BS2+ weapon slots are not to be wasted on marker lights these days.

Hazard suits: Overcosted trash...still. Disappointing.

Y'Vahra: Really good! You'll have to be a little crafty to keep it from being a 400pt suicide unit, but both of its weapons are brutally powerful.

R'Varna: I'm willing to give it a shot. It's fairly durable and packs a punch from range. Taking a wound to reroll your 6d3 shots(!) basically buys you an extra couple shots per turn, and given the weapons' power, that could make a huge difference. The EM shockwave seems a bit underwhelming, but it'll help prevent the R'Varna from getting swarmed.

Ta'unar: As discussed above, it's a little overcosted but not horribly so. I'm looking at pulse ordnance and tri-axis cannons as the way to go, but the fusion eradicators seem pretty cool, too. If you can make sure there are juicy fusion-worthy targets in range every turn, that'd be a good option.

Tetras: Junk. Pathfinders are a much better option.

Piranha TX-42: Dual rail rifles is a potentially interesting option, but at 114pts, it's a little steeply priced. Fusion Commanders are better, but if it's mobility you want, they may work.

Heavy Gun Drones: Not awful. You're paying 2pts for an extra wound on your drones. They might actually be a good way to fill heavy support choices on the cheap.

Heavy Bombardment Hammerhead: 44pts more expensive at baseline...why? It'd be mediocre without the price hike. I mean, it's a tougher HYMP Broadside. Not impressed.

Fire Support Hammerhead: 54pts more expensive at baseline...why? GW is just determined to prevent people from using these models.

Remoras: Terrible. Lots of points for S5 shots! Yay!

Barracuda: As discussed above, it's okay but too expensive with any weapon configuration.

Tiger Shark Fighter-Bomber: Transporting drones is fairly useless, in my opinion, so the skyspear missiles are a great upgrade. At 515pts when decked out with railguns, it seems like a worthwhile option.

Tiger Shark AX-1-0: While the rail cannon is a mediocre option on the Ta'unar, it gets way better when you can take multiple of them. At 583pts, it's a solid option for killing big targets. I'd say it compares well with fusion Commander drops. Adding seekers is a nice touch for taking down tough stuff, since anything worth dedicating 2 rail cannon shots to probably has 5 markers on it.

Orca: If we really needed to transport things, it'd be fantastic. Maybe it'd be cool to load up with Breachers? Flamer suits? I dunno, I don't see much of a use for it.

Manta: Eh, whatever. I haven't bothered to read too much into its effectiveness because I'll never, ever use it. Nor will most people. It looks pretty weak for the cost, and again, transporting Tau is not really very useful.

Sensor Tower: It's mentioned above as an okay-ish marker source. Being a fortification is very limiting. Maybe taking one for the rerolls of 1s could be useful.

Sentry Turret: Missile pods are the only reliable choice here which makes them 68pts apiece. I'm not terribly impressed.


   
Made in de
Fresh-Faced New User




I disagree with the Barracuda transporting drones not to be worthwhile. It can take 14 Drones. But it does not say which. If you can drop a drone Controller somehow you can easily bring 28 BC into the backline of something which would seriously hurt.

For normal Gundrones this sucks a little as you cant bring a cadre along but I like it. The Skyspears are great add of firepower and I will try the model. Basically anything that is tough loses in cases of firepower to gundrones. we all know that but the Barracuda might live for more than one round in the open.

The Hazards with Burstcannons and ATS are nearly as effective as a Commander and with 5 Markers actually better for less points though yeha all weapons except the burst cannons are actually complete trash and for a Wound/Pts value you get from it they are worse than the commander. But they are playble and better then Crisis in my opinion.

The Part on the Hammerheads... I really don't get the base costs they are normal Hammerheads nothing more. Twin Plasma might actually be good if the base cost was still 117.
   
Made in us
Longtime Dakkanaut




You raise a good point regarding transporting Heavy Gun Drones. That could be pretty useful, especially considering that they're somewhat more durable than their more pedestrian counterparts. Maybe dropping a Commander with a DC near them or having some Stealth Suits roll up to assist them would be the way to go?

The Hammerheads are a shame, because both would be at least worth playing around with if they had the same base cost as the index version.
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

MilkmanAl wrote:
Hazard suits: Overcosted trash...still. Disappointing.

Piranha TX-42: Dual rail rifles is a potentially interesting option, but at 114pts, it's a little steeply priced. Fusion Commanders are better, but if it's mobility you want, they may work.

Heavy Gun Drones: Not awful. You're paying 2pts for an extra wound on your drones. They might actually be a good way to fill heavy support choices on the cheap.

Sentry Turret: Missile pods are the only reliable choice here which makes them 68pts apiece. I'm not terribly impressed.


I agree with most of your assessments, but with these ones I disagre a bit.

- Hazard suits
Can take 4 drones per unit. A unit of 2 XV9s (1 ATS, 1 dc) with 4 drones and equipped with DBBC are just plain better than a unit of 3 XV8s with 3 BCs each and 2 drones; they cost the same (1p difference):


Maybe spamming 1 model with 4 drones could be an interesting proposition. I concur the other 3 weapon choices are bad, but the DBBC looks fine.
Finally, they are way cooler models

- TX-42
Rail Rifle option is close to 2x5 Pathfinders with 3 Rail Rifles in a Devilfish or in 2 Shieldlines (342 x 321 x 334)
3x TX-42 will have W21 at T6 Sv3+ at 16", while the pathies are W10 T3 Sv5+, but with either encasing W12 T7 Sv3+ at 8" (total W22) or W20 T6 Sv4+ at 6" (total W30).

TX-42 are forced to fire at the same target (so max 3 targets), while Pathfinders can either have 12 S5 shots (and 2 drones around) to help or return mortal wounds...
As shieldines are too slow, pathies in them have a different job of those in the Devilfish - I believe the latter are competing with the TX-42.

So, it's 3 W7 models at 16" vs 10 W1 models + 1 W12 model at 12" (degrading); the pathies have 9" on their disembarking turn.
I think the TX-42 has the edge here, for having 16" speed everytime can get them where they can use the rail rifle better (characters and multi-wound models with no invuls, fiddly vehicles on the backline).

- Heavy Gun Drones
They're really bad. As their base cost doesn't include the burst cannons, you have to buy them. They're 12 ppw, while a normal gun drone is 8.
The minimal unit size of the HGD is 2, at 76p. The same point cost brings out 9.5 Gun Drones. 9 Gun Drones fire 4.5x more shots than HGD, have (total) W9 instead of W6 and are better at protecting models against multi-wound weapons. I see absolutely no reason to field HGD at all.

- Sentry Turret
They're a bit similar to the HGD, but have T6 and don't compete for Heavy Support slots. They lost deep strike, however now can be buffed by a Drone Controller!
Their job now is to hold objectives in your backfield. They got the old CDS (5+ on overwatch)


The PR version is competitive with the BC for anything T4+ Sv2+ (T6 4+ is a relevant exception), but when under 12" it's better against T3+ Sv4+ and up. FB and MP are too costly in my view.

4 PR turrets are 168p. 3 crisis with 2x PR each are 192p. They'll fire 2/4 less shots and won't do much more if a DC is nearby the turrets

However, 168p are 21 Firewarriors...

This message was edited 1 time. Last update was at 2017/06/25 20:15:27


AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion & X-Wing: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in ca
Jinking Ravenwing Land Speeder Pilot






Canada

Phew Tau are stinky in this edition...GW did a total gut job to this army, and it really shows. But hey, at least we can spam 100 drones or 100 kroot hounds!

6000 pts
2000 pts
2500 pts
3000 pts

"We're on an express elevator to hell - goin' down!"

"Depends on the service being refused. It should be fine to refuse to make a porn star a dildo shaped cake that they wanted to use in a wedding themed porn..." 
   
Made in gb
Regular Dakkanaut




 Retrogamer0001 wrote:
Phew Tau are stinky in this edition...GW did a total gut job to this army, and it really shows. But hey, at least we can spam 100 drones or 100 kroot hounds!

While I agree some of the units are massively overpriced Tau still have some powerful builds. Fusion is absolutely deadly when used well. Over the course of my last game 2 Monster creatures charge my commander in close combat. Drones absorbed the wounds then I fall back and fired everything I had doing 10+ wounds, -4 AP per turn almost every turn. I killed 2 MC’s, 1 Nid warrior squad and a bunch of gaunts this way.

Stealth teams with -1 to hit also performed excellent. Didn’t lose a single one due stealth and drones absorbing wounds. Burst cannons + fusion proved deadly both against big things and large mob squads. Fly + Drone absorption is so far working excellent for me.

EDIT@ Vespid are also great being highly mobile and deadly with -2 AP.

This message was edited 3 times. Last update was at 2017/06/25 21:48:08


 
   
Made in us
Longtime Dakkanaut




Somehow, I missed the extra gun costs on the HGD. Man, that's awful.

Plasma turrets might not be terrible, but given that they're immobile, I feel like you probably wouldn't get to take advantage of their rapid fire very often. Missile pods are cripplingly expensive this edition. I really hope they get revised some, but they might be the only fully usable option.

Maybe the TX-42s are fairly decent. They're quite durable for the cost. I want rail rifles to be good, but they're kind of weird tweener weapons. They'll be great for eliminating tough infantry and light vehicles, but they lack punch against medium and heavy targets. S6 is kind of a kick in the pants against the latter, but it'll be great against bikes and the like. With the S5 and fusion spam I've got drawn up, Terminator equivalents are a weak-ish point. That is, I can't deal with "massed" 2+ saves all that well. Maybe some 42s with rail rifles are a plausible solution?

   
Made in ca
Longtime Dakkanaut





 Retrogamer0001 wrote:
Phew Tau are stinky in this edition...GW did a total gut job to this army, and it really shows. But hey, at least we can spam 100 drones or 100 kroot hounds!

You said it. Adding up all the battle reports for this week compared to last week (I am adding up every batrep of Tau I can get my hands on) the tau have risen from an 86% loss rate to a 87% loss rate. I wonder if the same thing will happen again. The things we have that are "good" really can't compare to anything that's even so-so in another codex let alone their best stuff. Tau need a complete rebalance almost across the board.

The armies we seem to be having the most trouble with are Dark Eldar, Tyranids, and Necrons. Orks are seen as kind of weak in 8th too and everyone gives them outpouring of support. Tau are absolutely TERRIBLE in 8th and everyone tells us this is what we deserve. No justice and there never will be.

Tau have one of the worst codices in GW history now.

Spoiler:

This message was edited 2 times. Last update was at 2017/06/25 22:26:45


 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

MilkmanAl wrote:
Somehow, I missed the extra gun costs on the HGD. Man, that's awful.

Plasma turrets might not be terrible, but given that they're immobile, I feel like you probably wouldn't get to take advantage of their rapid fire very often. Missile pods are cripplingly expensive this edition. I really hope they get revised some, but they might be the only fully usable option.

Maybe the TX-42s are fairly decent. They're quite durable for the cost. I want rail rifles to be good, but they're kind of weird tweener weapons. They'll be great for eliminating tough infantry and light vehicles, but they lack punch against medium and heavy targets. S6 is kind of a kick in the pants against the latter, but it'll be great against bikes and the like. With the S5 and fusion spam I've got drawn up, Terminator equivalents are a weak-ish point. That is, I can't deal with "massed" 2+ saves all that well. Maybe some 42s with rail rifles are a plausible solution?



I believe the best solutions to 2+ are either AP-4 weapons or overcharged CIBs

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion & X-Wing: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in ca
Longtime Dakkanaut





This codex is so bad I wanted to give them the benefit of the doubt that they were not going to be so emotional in destroying the Tau. Did we have a strong codex last edition? Yes? Do we deserve to be hate targeted by the designers and balances this edition? No we don't. Necrons, Space Marines, Chaos Deamons, and Eldar are all good indexes in this edition despite all being far stronger than Tau in 7th.

The more I think about this I think this is purely an emotional discriminatory attack by those in power. From a rational perspective I simply can't see them justifying any of this.

I have quit 40k all together and AoS. No more of my Tau, DE, or Deathwatch armies. No work being done on my AoS projects either. I can't trust GW and those in balance that they won't just yank the rug out from under me and stick a knife in everything I have at any second in an internet filled hate reaction.

This move has put me off the entire hobby and I'm about to quit it entirely and hang up everything and dive into some other hobby instead.

There is only one thing making me not pack it up and in. GW the new one listens to feedback. I am hoping that they are sincere about ongoing balancing to existing units and that we see a timely balancing pass done on the Tau in a month or two.

If it wasn't for that small insignificant hope I wouldn't even be wasting my time where I am clearly not wanted.
   
 
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