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Made in us
Flashy Flashgitz




North Carolina

I like double plasma missile pod myself.
   
Made in gb
Longtime Dakkanaut





So looking at the new rules Crisis Suits can now take three weapons AND a support system.
   
Made in us
Ancient Venerable Dark Angels Dreadnought





I had mine mostly mixed before anyway, but they all only have 2 weapon systems. debating adding a 3rd cheap one for 5pts.
Current loadout was..
1 dual fusion
2 cyclic/missile pod
2 burst cannon/missile pod
1 Frag launcher/burst cannon

so obviously I may want to add some plasma in there, probably on the 2 cyclic platforms. I also have 3 unbuilt suits I can play with too
   
Made in gr
Storm Trooper with Maglight





How does that loadout sound for a Mont'Ka doctrine Bor'kan Coldstar Commander:

High-Output Burst Cannon
Burst Cannon
Shield Generator
Onager Gauntlet

Seeker of Perfection
Overdrive Power System

means:

6 shots with S 5, AP -2, +1 to wound rerolling 1s, Mortals on 6s
10 shots with S 5, AP -3, + 1 to wound rerolling 1s, Mortals on 6s, with the option of ignoring invlns (thanks to the strat)

I figure that with Bor'Kan's traits, you'll want to prioritize high fire volume over high S and/or D.

This message was edited 1 time. Last update was at 2022/02/01 17:35:52


 
   
Made in us
Longtime Dakkanaut




The Fist(tm) is a Relic so you've still got a hardpoint slot to allocate.
   
Made in gr
Storm Trooper with Maglight





Cool. Fusion Blaster (as he'll be prancing near the enemy anyways) it is.
   
Made in us
Longtime Dakkanaut




If you really want to lean into the memery, consider the Prototype burst cannon option for the non-HO. 8 shots and natively punching through FNPs or wound caps is not to be sneezed at, but might be more optimally paired with Precision of the Hunter for reliable output against tougher targets.
   
Made in us
Longtime Dakkanaut





It feels really good having 12 Crisis Suits fully magnetized right now. I'm so indecisive, and it feels like they'll be a core to any 9th list (pardon the pun) but loadouts will change constantly with the meta.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in gb
Longtime Dakkanaut





 Dendarien wrote:
I like double plasma missile pod myself.

I'm thinking 2 Missile, 1 Plasma.
But there are so many options I have no idea really.
   
Made in nl
Longtime Dakkanaut





to much -1D in the game for me to feel good about double missile pod. Especially when its 10 pts more expensive then double Plasma.
   
Made in us
Flashy Flashgitz




North Carolina

I tried triple plasma, but the extra 15 points per suit for one more gun just felt kind of bad.

I'm going to try a 6 suit unit with 2x plasma, 1 missile pod, a bunch of shield generators, and 1 Iridium suit with the stimm injector.
   
Made in gb
Been Around the Block



UK

Has anyone looked at the custom septs and how exactly it works when selecting traits (any limitations on there)?

Also i was thinking i quite like the new darkstrider but i have the old one already.
If i got the new one, can i use the old darkstrider as a Pathfinder Shasui?

This message was edited 1 time. Last update was at 2022/02/02 21:23:42


 
   
Made in nl
Longtime Dakkanaut





if you take a custom sept based on the base septs you get the tenant, Warlord trait and stratagem.

For this reason I actually really like the idea of a custom Farsight Sept.

You get the ML within 12", re-roll a wound and you get Drop Zone Clear (+ WLT but I don't like it that much) but since your not actually FSE you can still take Ethereals (but not 2 commanders or Farsight)

For the truly custom septs you pick any of the traits from those listed and then a 2nd trait from an adjacent sector, as shown in the picture.
So if you take a trait from Sector D, you can take a 2nd trait from Sector A or E.

This message was edited 1 time. Last update was at 2022/02/02 23:34:09


 
   
Made in us
Trustworthy Shas'vre





Cobleskill

So, who is going to start a T'au 9.5 ed Tactica thread?

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



UK

The Pathfinders can start the Markerlights action at the end of movement phase
The movement phase includes Normal Move, Advances, Fall Back, Remains Stationary and re-enforcements
(Normal Move, Remains Stationary and re-enforcements are all OK for pathfinders to apply Markerlights action).

The actions wont fail due to Normal Move, Advances, Falls Back as these steps have already passed before the action is started (re-enforcements is not even mentioned).

The rules on declaring the actions do state:
“You can declare a unit from your army to perform an action provided there are no enemy units within Engagement Range of it and it did not Advance or Fall Back this turn.”
The Advances step can be covered by montka to count as Remains Stationary in the first 3 turns.

The Fall Back step may still be an issue preventing the Pathfinders from even declaring the Markerlights action

I was hoping the codex would clarify that, but from what I have seen it does not, so I am now thinking that Pathfinders cannot Fall Back then declare the Markerlights action.
   
Made in us
Been Around the Block




 Dendarien wrote:
I tried triple plasma, but the extra 15 points per suit for one more gun just felt kind of bad.

I'm going to try a 6 suit unit with 2x plasma, 1 missile pod, a bunch of shield generators, and 1 Iridium suit with the stimm injector.


I also am going to run a squad of plasma, plasma, missile suits. Partially because they do look like a decent choice, but mostly because I have a squad I built in 8th edition that I want to run.

I have also been thinking about what other loadouts I like, and the more I run the math, the more I like a trio with two flamers each. (Have a squad built with two flamers each, but not painted yet.) The trick I am having is deciding what to run as the third weapon. Six flamers in Mont'ka is very nice for toasting all sorts of infantry; so I am a little leery of bringing burst cannons, even though they would compliment the flamers in target selection since the flamers by themselves will overkill anything lighter than a full squad of marines. Missile pods are an idea, to give range for target selection as well as looking better as shoulder mounts... (which are the reasons my plasma suits have missile pods already...)
   
Made in nl
Longtime Dakkanaut





Airbursts.

They complement the flamers if you need more shots and allow you to threaten units outside of LoS if the flamers can handle the primary target.

And they also look good on shoulder mounts (imo)
   
Made in au
Ork-Hunting Inquisitorial Xenokiller





Crisis suits is why I collected Tau and its great they seem good again (they have that Exo suit feel, 80's cartoon). I think they will get a points hike, but my first list I want to try has around 20 (I have like 20 crisis & 20 crisis bodyguard all magnetised to play with so why not ).

My fav combo's (for my battle plans) are:

• Crisis Bodyguard unit, all have: Missile pod, Cyclic iron, Airburst projector, Shield (65 each)
Are near one of my commanders for re-roll ones for the cyclic.

• Normal Crisis: Missile pod, Plasma rifle, Airburst projector, Shield (55 each)
Have the versatility to do what I need.

I have other units of them equipped differently depends on the role I want but I think these combos are my fav. At the current point cost, 1 Airburst projector per suit is mandatory for me (every crisis has an Airburst except the commanders, hit out of Los is so good that why not, gives all of them options).

This message was edited 2 times. Last update was at 2022/02/04 13:00:12


14k Generic Space Marine Chapters
20k Deathwatch
10k Sisters of Battle
3k Inquisition
4k Grey Knights
5k Imperial Guard
4k Harlequins
8k Tau



 
   
Made in us
Been Around the Block



UK

can i sit the fireblade or marksman in the tau fortification (open topped transport) and have them perform an action like markerlight (meaning they can move the fortificaiton, count aas remains staionary and not fail the markerlight action)?
   
Made in nl
Dakka Veteran





Netherlands

We have seen quite some interesting leaks so far. What I am wondering about is our big flyers, the barracuda and the tiger sharks. Which of those do we expect to be viable and what loadout looks good?

   
Made in us
Longtime Dakkanaut




bedivere wrote:
can i sit the fireblade or marksman in the tau fortification (open topped transport) and have them perform an action like markerlight (meaning they can move the fortificaiton, count aas remains staionary and not fail the markerlight action)?


You cannot do actions while embarked. The Tidewalls have a specific datasheet ability that allows embarked units to perform the "Move the Gubbins" action, but nothing else.

 Singleton Mosby wrote:
We have seen quite some interesting leaks so far. What I am wondering about is our big flyers, the barracuda and the tiger sharks. Which of those do we expect to be viable and what loadout looks good?


Barring radical points changes and wargear FAQs (which after seeing none of in the Dataslate FAQs this week are unlikely in the short term) none of them.

This message was edited 1 time. Last update was at 2022/02/05 14:51:14


 
   
Made in us
Been Around the Block



UK

Sterling191 wrote:
bedivere wrote:
can i sit the fireblade or marksman in the tau fortification (open topped transport) and have them perform an action like markerlight (meaning they can move the fortificaiton, count aas remains staionary and not fail the markerlight action)?


You cannot do actions while embarked. The Tidewalls have a specific datasheet ability that allows embarked units to perform the "Move the Gubbins" action, but nothing else.


I have been informed (by someone who has the codex presently) that the tau fortificaitons do have actions.

I dont have a codex (yet) but though that seemd a bit OP maybe, unless there was a limitation on the action/s performed (assuing you could not fill it with units each doing different stuff).
So was just asking if the fortificaitons allow markerlights (or if there are limitations on actions).

So the action is just to make the thing move now? (whcih was not an action before), seems a bit pointless

This message was edited 1 time. Last update was at 2022/02/05 18:03:54


 
   
Made in us
Grisly Ghost Ark Driver






To move the fortification requires action by an embarked unit at the end of the movement phase it can move 8 with fly.

   
Made in hk
Longtime Dakkanaut





So, the wording for Mont'ka reads "Each time a model in this unit makes a ranged attack that targets the closest eligible unit within the range shown below, improve the armour penetration characteristic of that attack by 1 and reroll a wound roll of 1."

So .. .my question is... does Mont'ka apply when a Tau unit overwatch (Assuming we are in Mont'ka turn 1,2 or 3)? So, overwatch is a ranged attack right?
   
Made in us
Shas'la with Pulse Carbine





So . Someone in a T'au Facebook group I am in is reading the rules... Generously. But amusingly.

He notes all drones have manta strike, manta strike doesn't contain the same language as deathwatch where everyone on the unit has to have it to apply. He is postulating any unit that has drones as an add on, such as broadsides, could manta strike in, Raw. Thematically, a railgun broadside with a drone beneath each foot surfing down.

I enjoy, but don't agree with the thought (could be a fun Break Point narrative game) but wanted to let the DakkaDakka members discuss as I don't have the dex in hand yet
   
Made in us
Ancient Venerable Dark Angels Dreadnought





Quick question for you guys/gals out there.
This is my current 5 man crisis suit team (not bodyguard)

iridium suit, AFP, BC, shield, counterfire
2 suits, CIB, MP, target lock
2 suits, MP, BC, target lock.
Plus accompanying drones.

So my bullet magnet has all his stations filled, but the other 4 suits still have one weapon slot remaining. I'm for sure putting plasma rifles on the CIB/MP suits, but not sure if I should put plasmas on the other 2, or maybe a flamer each. Leaning strongly toward plasma. Maybe even a second burst cannon. Thoughts?

Also, what are you guys doing with Coldstars? Seems like they are not as good as they used to be. I'm thinking maybe Ghost walks among us WT for 20" move, with Internal Grenade Racks. My current dude had 3 fusions and a shield, but that's not looking like a good choice anymore. Maybe just go 2 fusion, shield, and Positional relay?

This message was edited 1 time. Last update was at 2022/02/06 16:47:35


 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 pumaman1 wrote:
So . Someone in a T'au Facebook group I am in is reading the rules... Generously. But amusingly.

He notes all drones have manta strike, manta strike doesn't contain the same language as deathwatch where everyone on the unit has to have it to apply. He is postulating any unit that has drones as an add on, such as broadsides, could manta strike in, Raw. Thematically, a railgun broadside with a drone beneath each foot surfing down.

I enjoy, but don't agree with the thought (could be a fun Break Point narrative game) but wanted to let the DakkaDakka members discuss as I don't have the dex in hand yet




RAW I think he may be correct. This interpretation may also apply to drones docked on vehicles, allowing for deepstriking Devilfish, Skyrays and Hammerheads, depending on how you interpret "does not count as a model on the battlefield for any rules purposes" with regards to affecting their manta strike ability. This will get FAQ'd in short order.

Whilst a deep striking Broadside is a funny thing to picture, I'm not sure it has a huge impact on the game as the targets your XV88s are typically going to be hunting will find hiding tricky on many tables. They've got 30" range on their secondary weapons and no benefit for getting within any range bracket so range isn't a huge issue when it comes to maximising firepower.

This message was edited 4 times. Last update was at 2022/02/06 18:14:31


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

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Trustworthy Shas'vre





Cobleskill

 pumaman1 wrote:
So . Someone in a T'au Facebook group I am in is reading the rules... Generously. But amusingly.

He notes all drones have manta strike, manta strike doesn't contain the same language as deathwatch where everyone on the unit has to have it to apply. He is postulating any unit that has drones as an add on, such as broadsides, could manta strike in, Raw. Thematically, a railgun broadside with a drone beneath each foot surfing down.

I enjoy, but don't agree with the thought (could be a fun Break Point narrative game) but wanted to let the DakkaDakka members discuss as I don't have the dex in hand yet


Looks legit. But if that is the correct interpretation, expect an errata post haste.
Edit: ninja'd

This message was edited 1 time. Last update was at 2022/02/06 17:55:54


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




 A Town Called Malus wrote:

Whilst a deep striking Broadside is a funny thing to picture, I'm not sure it has a huge impact on the game as the targets your XV88s are typically going to be hunting will find hiding tricky on many tables. They've got 30" range on their secondary weapons and no benefit for getting within any range bracket so range isn't a huge issue when it comes to maximising firepower.


Farsight Broadsides Drop Zone Clearing (the strat works for any Battlesuit unit dropping out of Manta Strike) for full hit and wound rerolls for the budget price of 2 CP is gonna make a dent in just about anything.

This message was edited 3 times. Last update was at 2022/02/06 20:37:26


 
   
Made in us
Grisly Ghost Ark Driver






 pumaman1 wrote:
So . Someone in a T'au Facebook group I am in is reading the rules... Generously. But amusingly.

He notes all drones have manta strike, manta strike doesn't contain the same language as deathwatch where everyone on the unit has to have it to apply. He is postulating any unit that has drones as an add on, such as broadsides, could manta strike in, Raw. Thematically, a railgun broadside with a drone beneath each foot surfing down.

I enjoy, but don't agree with the thought (could be a fun Break Point narrative game) but wanted to let the DakkaDakka members discuss as I don't have the dex in hand yet


It never ceases to amaze me when people try to bend the rules. Broadsides are one of the best units in the codex, but getting shooting angles is hard I think they can deep strike because they have drones? Everything in the codex has drones, silly!

This message was edited 1 time. Last update was at 2022/02/06 21:09:35


   
 
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