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Made in us
Been Around the Block





 Haechi wrote:
Are we allowed to use the Riptide's Nova Charge more than once per turn?


In your Movement phase you can choose to use a Riptide Shas'vre's Nova Reactor. If you do, the Riptide Shas'vre suffers a mortal wound. Choose one of the following effects to last until the beginning of your next turn.

So if you choose an ability and it goes until the beginning of your next turn. So if you fire a nova charged gun and then get charged the over watch is also nova.

If you mean taking multiple wounds for multiple abilities RAR would seem to indicate yes.... however I don't believe that is RAI. There is a way to interpreting this both ways. Considering you only have one nova reactor for me it indicates just a singular use per turn, and to be honest it's probably how it is intended. Now the WAAC version of me says try and spam it until someone fixes the wording.

Shoot them.
Shoot them some more.
Then ask the survivors to join the Greater Good.  
   
Made in fr
Regular Dakkanaut




Los Angeles

Yeah, that's the thing... If you can use it twice per turn then you go Shield AND Gun every turn. I need to know if I'm allowed to haha, it's so good it makes the Riptide worth it all of the sudden.
   
Made in us
Longtime Dakkanaut




Eh...almost worth it. Riptides suck because they're crazy expensive for the offensive output, not because they aren't durable. Drones can provide all the staying power you'll ever need, but 350pts for a couple lascannons is crap. Taking 2 wounds per turn is going to crank down your BS in a hurry, too. Not convinced.
   
Made in fr
Regular Dakkanaut




Los Angeles

In my last tournament, I got called a lot for playing defensive in my corner of the table.

So for this next one I'm building a fully offensive and mobile force. I don't think it's gonna win anything, but it looks fun to play.

Restrictions were no triple entries beside troops.




QG 1 : Commander Shadowsun (167) – 2 Fusion Blasters (0), 2 MV52 Shield Drones (2x11) [189] – Seigneur de Guerre.
QG 2 : Commander (76) avec 4 Fusion Blasters (4x21), 2 Shield Drones (2x8) [176]
QG 3 : Commander (76) avec 4 Fusion Blasters (4x21), 2 Shield Drones (2x8) [176]

Elite 1 : XV95 Ghostkeel Battlesuit (82) – Fusion Collider (44), 2 Fusion Blasters (2x21), Target Lock (12), Multi-Tracker (10), 2 MV5 Stealth Drones (2x10) [210]
Elite 2 : XV95 Ghostkeel Battlesuit (82) – Fusion Collider (44), 2 Fusion Blasters (2x21), Target Lock (12), Multi-Tracker (10), 2 MV5 Stealth Drones (2x10) [210]
Elite 3 : XV25 Stealth Battlesuits : 5 Stealth Shas’ui et 1 Stealth Shas’vre (6x20), avec 4 Burst Cannon (4x10), 2 Fusion Blasters (2x21), 6 Multi-Trackers (6x2), 2 Shield Drones (2x8) [230]
Elite 4 : XV25 Stealth Battlesuits : 5 Stealth Shas’ui et 1 Stealth Shas’vre (6x20), avec 4 Burst Cannon (4x10), 2 Fusion Blasters (2x21), 6 Multi-Trackers (6x2), 2 Shield Drones (2x8) [230]

Attaque Rapide 1 : Pathfinder Team : 9x Pathfinders et 1 Pathfinder Shas’ui (10x5) avec 10 Markerlights (10x3), 10 Pulse Carbines (0), 10 Photon Grenades (0), 1 Pulse Pistol (0) [80]
Attaque Rapide 2 : Pathfinder Team : 9x Pathfinders et 1 Pathfinder Shas’ui (10x5) avec 10 Markerlights (10x3), 10 Pulse Carbines (0), 10 Photon Grenades (0), 1 Pulse Pistol (0) [80]
Attaque Rapide 3 : Kroot Hounds : 6x Hounds (6x4) [24]
Attaque Rapide 4 : Kroot Hounds : 5x Hounds (5x4) [20]
Attaque Rapide 5 : Vespid Stingwings : 8x Vespid Stingwings et 1 Strain Leader (9x15) avec 9 Neutron Blasters (0) [135]

Troupe 1 : Breacher Team : 9x Fire Warriors et 1 Fire Warrior Shas’ui (9x8) avec 10 Pulse Blaster (0), 10 Photon Grenades (0), 1 Pulse Pistol (0) [80]
Troupe 2 : Breacher Team : 9x Fire Warriors et 1 Fire Warrior Shas’ui (9x8) avec 10 Pulse Blaster (0), 10 Photon Grenades (0), 1 Pulse Pistol (0) [80]
Troupe 3 : Breacher Team : 9x Fire Warriors et 1 Fire Warrior Shas’ui (9x8) avec 10 Pulse Blaster (0), 10 Photon Grenades (0), 1 Pulse Pistol (0) [80]

   
Made in gb
Shas'la with Pulse Carbine




Eastern Fringe

Nice looking list although I'm not convinced 20 pathfinders is necessary.

The first rule of unarmed combat is: don’t be unarmed. 
   
Made in us
Water-Caste Negotiator





How do you plan on getting those Breachers into position? Breachers wanna be within 5" to be at maximum effectiveness, and need to be within 10" to be worth taking over Strike Teams.
At only T3 with a 4+ save they're gonna get shredded walking up the board, especially against anyone who knows how powerful they can be up close. You're gonna need some form of delivery system to get them close enough to be effective (read as: Devilfish).

Mobile Assault Cadre: 9,500 points (3,200 points fully painted)

Genestealer Cult 1228 points


849 points/ 15 SWC 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

breachers are quitegood at repelling aggressive assault troops so they may just be his way of keeping his priority targets safe and forcing tough priority decisions on the enemy.

One thing I would definitely suggest is actual Kroot. I went to a tournament yesterday and faced an army with 11 Command Suits and the only reason he was able to win was that I kind of forgot to create the halo around the Stormsurge for the initial turn with them. That Kroot Vanguard move pushes the enemy OUT of 18" and by doing that, de-fangs them when they try to drop in and overwhelm your important stuff, while leaving the enemy well within the range of your weapons.

In this case he was using the Cyclic cannons and Fusion suits festooned with Drones. I took out every last Drone he had very quickly and started in on the command suits next but ultimately, I allowed him too close to me in round one and that was the critical error of the game, right at the start when i forgot it. As it was he lost three Command suits the first volley from me, which illustrates the effect two rounds of fire from the stormsurge could have produced. Instead I had zero rounds with him. Pretty big difference.

So the actual Kroot can protect you from Deep Strike threats in a cheap way and provide a lot more time for your more essential units to do their magic.

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 fr
Regular Dakkanaut




Los Angeles

 GI_Redshirt wrote:
How do you plan on getting those Breachers into position? Breachers wanna be within 5" to be at maximum effectiveness, and need to be within 10" to be worth taking over Strike Teams.
At only T3 with a 4+ save they're gonna get shredded walking up the board, especially against anyone who knows how powerful they can be up close.


Exactly, that's the whole point. Everytime I field Strike teams, my opponents completely ignore them and focus down my precious Pathfinders or something else. And they ignore them for one simple reason : they do f**k all. They become a tax for specific batallions. So one day I tried Breachers ON FOOT. And two things happen : First of all, they did NOT suck. 20 bolter shots at 15" is already great for a mobile troop and cheap unit that moves up the board. And even better, once they get close, they really bring out the damage. Then the second thing happen: all of the sudden, my opponent could NOT ignore my tax troop units. And the life expectancy of my Pathfinders went through the roof.

Basically, I decided to ignore the overpriced, poorly performing transport, and the long range shooting strike teams because I WANT 30 wounds worth of tax point to get shot at instead of my important non-tax stuff. And it works. Soooo well. And if by any chance they don't die while crossing the map and getting objectives for me, they will actually bring pain to the enemy, instead of long range, inaccurate, without armor penetration sneeze shots.

They're the best tanking units I've ever tried for T'au !

@Hollow : I love Pathfinders. They've been so useful for me. Having 20 is not just because I "need" 20, it's also because they tend to die a lot. And I definitely need some of them. I field 20 so I still have 10 at the start of my first turn when playing second.
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

Hey guys, I need some help with my force.

I didn't have much time to build an army for 8th so far and I feel a bit clueless.

I have:

1 Commander (2 Fusion, magnetized)
1 Ethereal
1 Fireblade
1 Longstrike

6 Crisis (3 F/F, 3 F/P, magnetized)
1 Riptide (magnetized)
1 Ghostkeel (magnetized)
6 Stealthsuits

60 Firewarriors
20 Kroot

10 Pathfinders
1 Barracuda (magnetized)
8 or 10 Marker Drones
Many Gun Drones :-D

3 Railsides



Any advice on list building?

I was thinking about getting 2 devilfish to get away of the gunline tactics. I have no breachers, but enough carbine FWs.
Would appreciate any suggestions on what list you would bring with these models and what you would get next.

   
Made in fr
Regular Dakkanaut




Los Angeles

I find the devilfishes absolutely not worth it.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Aeri wrote:
Hey guys, I need some help with my force.

I didn't have much time to build an army for 8th so far and I feel a bit clueless.

I have:

1 Commander (2 Fusion, magnetized)
1 Ethereal
1 Fireblade
1 Longstrike

6 Crisis (3 F/F, 3 F/P, magnetized)
1 Riptide (magnetized)
1 Ghostkeel (magnetized)
6 Stealthsuits

60 Firewarriors
20 Kroot

10 Pathfinders
1 Barracuda (magnetized)
8 or 10 Marker Drones
Many Gun Drones :-D

3 Railsides



Any advice on list building?

I was thinking about getting 2 devilfish to get away of the gunline tactics. I have no breachers, but enough carbine FWs.
Would appreciate any suggestions on what list you would bring with these models and what you would get next.


Im a pretty big fan of Firewarriors when accompanied by the Fireblade and the Ethereal, thats for sure. I use about 27 Fire Warriors in my list and they do surprising amounts of damage.

The Riptide is probably not on the HIGHLY competitive side now, but it is still good. I think its so expensive that its the easy thing to drop if points get tight.

Stealthsuits are so much better than they used to be. also a big fan.

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
Towering Hierophant Bio-Titan



UK

 Jancoran wrote:
The Riptide is probably not on the HIGHLY competitive side now, but it is still good. I think its so expensive that its the easy thing to drop if points get tight.
Looking at how they've changed the Leman Russ, I feel you are only set for good things.

If you like the Riptide now, I will put money down (to the value of a Curly Wurly?) that you'll Love the new Riptide.

Fingers crossed.

 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 us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Razerous wrote:
 Jancoran wrote:
The Riptide is probably not on the HIGHLY competitive side now, but it is still good. I think its so expensive that its the easy thing to drop if points get tight.
Looking at how they've changed the Leman Russ, I feel you are only set for good things.

If you like the Riptide now, I will put money down (to the value of a Curly Wurly?) that you'll Love the new Riptide.

Fingers crossed.


I hope so. I have two really nicely painted Riptides and I'd love to field them more.

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
Fluttering Firewyrm of Tzeentch




England

Hey all, been given a Ghostkeel for a birthday present.. looking forward to making and painting it. Is there any way that people would recommend playing it i.e. units that compliment it?
   
Made in us
Been Around the Block




 ke3f wrote:
Hey all, been given a Ghostkeel for a birthday present.. looking forward to making and painting it. Is there any way that people would recommend playing it i.e. units that compliment it?


It's a nice turn 1 harassment unit. It's a little tanky but it's not going to soak up an entire army's worth of firepower. If you want to you could give it a buddy keel. Or add a unit or two of stealth suits. Steal suits are very good. Use these front line units to put early pressure on your opponent and to start clearing chaff and transports, then hit them with the big support guns from other units in mid field and your deployment zone.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 ke3f wrote:
Hey all, been given a Ghostkeel for a birthday present.. looking forward to making and painting it. Is there any way that people would recommend playing it i.e. units that compliment it?


Stealthsuits and the General herself shadowsun.

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

These days I'm thinking the Fusion Collider/Twin Fusion is probably the best loadout for a Ghostkeel. If it can get close it will annihilate any enemy vehicle it can shoot, especially with markerlight support. With markerlights you don't even need wargear to be able to move and shoot at full BS.

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 us
Longtime Dakkanaut




Except that there's not a whole lot of reason to take what amounts to 4 fusions on a Ghostkeel when you could do the same on a Commander for fewer points and hit on 2s instead of 4s and not require marker lights. Yeah, the Keel is more durable, but it's also a hell of a lot less effective offensively.
   
Made in gb
Shas'la with Pulse Carbine




Eastern Fringe

A quad-fusion commander with a couple of gun drones comes in at 176 points. Where-as the Ghost comes in at 188 with it's shield drones. (I haven't included any other gear) You say the Ghost is more durable in such a throw away fashion but we're talking +1 T +4 Wounds with the -1/2 to hit which makes it significantly more durable. It also has a place within a well rounded force allowing for command points to be banked and it's a kick ass model. So many reasons to get a Ghost.

This message was edited 1 time. Last update was at 2017/09/29 20:35:10


The first rule of unarmed combat is: don’t be unarmed. 
   
Made in ca
Jinking Ravenwing Land Speeder Pilot






Canada

Ghostkeel is a nice model, but in terms of real money, the Commander is also significantly cheaper. Cheaper on points, cheaper on cash, more effective in-game...I'm going Commander.

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
Shas'la with Pulse Carbine




Eastern Fringe

I love my commanders. Although I generally would never field more than 2.

The first rule of unarmed combat is: don’t be unarmed. 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

I don't think I'd recommend to a new collector to go all in on Commanders. GW seems to pretty regularly adjust points in the new codexes to 'fix' obvious must-take stuff. (Conscripts come to mind). I'm pretty sure that GW doesn't want Commanders to be the go-to suit unit, and I wouldn't expect that to necessarily be the case when we eventually get a codex.

Obviously I don't actually know anything, but in general I don't recommend going all-out to spam units from an index. If you already own the figs? Sure, why not. If you have a lot of money to spend and don't really care about the cost? Again, sure. Otherwise...

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in ca
Jinking Ravenwing Land Speeder Pilot






Canada

Restraint is definitely advisable with the Commander situation. I currently have three of them, and that's more than enough. Others have as many as nine, which is insane. I've heard rumors that Commanders will be losing the 4th option for weapons, but that's all speculation at this point.

I will say that if GW want more of a variety in the units that Tau players use, then they need to adjust the points values on our horribly overpriced suits like the Riptide (which I know is coming), the SS, and Broadsides. Believe it or not, many players would rather have a variety in their competitive units, but GW has to give us the tools first.

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 fr
Regular Dakkanaut




Los Angeles

I have both the fusion commander and ghostkeel for the simple reason that most tournaments in France have a one of each entry max requirement. Two at best.
   
Made in us
Longtime Dakkanaut




 Hollow wrote:
A quad-fusion commander with a couple of gun drones comes in at 176 points. Where-as the Ghost comes in at 188 with it's shield drones. (I haven't included any other gear) You say the Ghost is more durable in such a throw away fashion but we're talking +1 T +4 Wounds with the -1/2 to hit which makes it significantly more durable. It also has a place within a well rounded force allowing for command points to be banked and it's a kick ass model. So many reasons to get a Ghost.
I agree that the Ghostkeel is quite a lot more durable, no doubt. If you can somehow keep its stealth drones alive, it'll live for quite awhile. Unfortunately, it needs 2 rounds of shooting to do what a Commander can do in one, and the Commander can drop in on it's target without issue. I think Ghostkeels are decent - even good - units, but they don't measure up to Commanders. That said, I'm with everyone preaching caution on Commander overload. I anticipate they'll get adjusted and/or limited substantially while the rest of our units get buffed. I'm looking forward to seeing what our codex does to fix our tattered index.
   
Made in gb
Shas'la with Pulse Carbine




Eastern Fringe

I'm looking forward to the codex and as other have mentioned, if you are new player avoid going all out on commanders. For them... winter is coming.

The first rule of unarmed combat is: don’t be unarmed. 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Three weapons per commander would at least make it a CHOICE between them and other options, you know what I mean? I played against 11, as I mentioned and while there was a definite path to victory against them for me, it was really difficult to deal with and I forgot a critical thing to stop them from getting their rampage off. What can ya do? But they are super good and three slots instead of 4 would make quite a difference.

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
Shas'la with Pulse Carbine




Eastern Fringe

You played against 11?

The first rule of unarmed combat is: don’t be unarmed. 
   
Made in ca
Jinking Ravenwing Land Speeder Pilot






Canada

 Hollow wrote:
You played against 11?


See, this is where a big problem with the community comes into play, because people should be actively refusing games with people like this. It's the same situation with hundreds of Conscripts, ten Demon Princes, etc. Playing games outside of a tournament with these "builds" just proliferates that kind of cheese.

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 fr
Regular Dakkanaut




Los Angeles

I need help with the wording for Shadowsun's drone.
"She is accompanied by up to 3 Command Drones: 1 MV62 Command-Link Drone and up to 2 MV52 Shield Drones."

What is mandatory? Can she have zero drones? Can she have only on shield drone? Can she have 2 shield drones but no Command Link drone?
   
 
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