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Made in gb
Regular Dakkanaut





Twilight Pathways wrote:
TheBoy wrote:


I'm debating on a farsight bomb with 2 flamers and a shield gen. To just tie up and harass units. 12 D6 flamers wounding with a +1. Might try 3 flamers each shield drones give em the durability to tank several blows.


Crisis suits can have a sheild generator and 3 weapons


Yea I was thinking I still needed the weapon support for some reason. But dual flamer shield and battlesuit support system could be really annoying. It's not a killer unit but it can do some harassment.
   
Made in gb
Fluttering Firewyrm of Tzeentch




England

First game of 10th went ok. Played 1k against Orks and running two ghostkeels was a mistake. They were fun and annoying for him but didn't have very much output. Breechers did the business clearing full squads off objectives.

Playing 1k against Custodes soon. I've dropped a ghostkeel and stealth suits for another devilfish and breecher combo.

How would people run a squad of crisis suits against Custodes??
   
Made in us
Rogue Grot Kannon Gunna






TheBoy wrote:
It's not a killer unit but it can do some harassment.


"Harassment" is not a role in 40k, especially not for something as expensive as a Farsight bomb. You want to be removing enemy units from the table, not mildly inconveniencing them.


Automatically Appended Next Post:
 ke3f wrote:
What are people thinking about Ghostkeels?


Incredibly strong. Indirect fire and towering units are very powerful in 10th and lone operative says nope to both of them. Stick the Ghostkeel on your home objective and suddenly your opponent's usual plans for denying that objective go straight in the trash, and you even have enough firepower to force them to contest your objective with a real threat and not just an empty Rhino or whatever.

This message was edited 1 time. Last update was at 2023/07/08 21:01:01


Love the 40k universe but hate GW? https://www.onepagerules.com/ is your answer! 
   
Made in gb
Fluttering Firewyrm of Tzeentch




England

 ThePaintingOwl wrote:
Incredibly strong. Indirect fire and towering units are very powerful in 10th and lone operative says nope to both of them. Stick the Ghostkeel on your home objective and suddenly your opponent's usual plans for denying that objective go straight in the trash, and you even have enough firepower to force them to contest your objective with a real threat and not just an empty Rhino or whatever.


Would you run more than 1 ghostkeel in a 2k list?
   
Made in gb
Crazed Spirit of the Defiler




The TOs at a the Tacoma Open (GW tournament/TOs) have supposedly ruled for that tournament only that you can't shoot then be eligible to do a mission 'action'.

Likely hints at what be in the first FAQ regarding this and also For The Greater Good which uses broadly the same 'action' wording.
   
Made in it
Regular Dakkanaut





You can drop up to three riptides out of a hovering orca.

For 20 less points than 3 devilfish it can carry 12 more models. Move 8 inches further and has 3 more toughness.

Not to mention a free rapid ingress.
   
Made in gb
Longtime Dakkanaut




Pondering a crisis suit unit, will be three strong, no commander (this is for an escalation campaign, they will get the commander later)

the mission assigned is deep strike behind enemy lines after the enemy advances (secondary is be part of an advance v a static opponent), goal is the enemy home objective and rear area support units as targets

thinking for configuration is two with 3x ion blasters and a shield generator, then one with three flamers and battlesuit support system

idea is the unit gets guided to a primary target, for the ion blasters, the flamer one able to fire at a secondary enemy if required (e.g. grots or similar small, weak unit) without the -1BS mattering as its flamers. or firing at the primary if required.

flamer load out is sub-optimal but taken for the ability to split fire without penalty when guided and for being nasty v small cheap chaff units - likewise has the support system so if they get charged by chaff can at least fire with something after falling back.

this will be in 1k games so more of less 20% of the force

thoughts?
   
Made in us
Fixture of Dakka




NE Ohio, USA

TheBoy wrote:
You can drop up to three riptides out of a hovering orca.

For 20 less points than 3 devilfish it can carry 12 more models. Move 8 inches further and has 3 more toughness.

Not to mention a free rapid ingress.


Step 1 of course is getting an Orca....


Automatically Appended Next Post:
leopard wrote:
Pondering a crisis suit unit, will be three strong, no commander (this is for an escalation campaign, they will get the commander later)

the mission assigned is deep strike behind enemy lines after the enemy advances (secondary is be part of an advance v a static opponent), goal is the enemy home objective and rear area support units as targets

thinking for configuration is two with 3x ion blasters and a shield generator, then one with three flamers and battlesuit support system

idea is the unit gets guided to a primary target, for the ion blasters, the flamer one able to fire at a secondary enemy if required (e.g. grots or similar small, weak unit) without the -1BS mattering as its flamers. or firing at the primary if required.

flamer load out is sub-optimal but taken for the ability to split fire without penalty when guided and for being nasty v small cheap chaff units - likewise has the support system so if they get charged by chaff can at least fire with something after falling back.

this will be in 1k games so more of less 20% of the force

thoughts?


Yes, why fall back at all?
Crisis Suits are vehicles. Just stand there & unload those ion blasters (and the flamers) into whatever charged you. Don't forget to guide them.

This message was edited 1 time. Last update was at 2023/08/31 19:55:20


 
   
Made in gb
Longtime Dakkanaut




the stay in combat bit remains an option, however that assumes a desire to stay there and accept whatever the enemy tagged them with and not try to focus on their core mission.

though utterly obliterating the tagging unit has its merits.

especially at the "three suits only" stage
   
Made in us
Fixture of Dakka




NE Ohio, USA

leopard wrote:
the stay in combat bit remains an option, however that assumes a desire to stay there and accept whatever the enemy tagged them with and not try to focus on their core mission.

though utterly obliterating the tagging unit has its merits.

especially at the "three suits only" stage


If you've got anything left to worry about come your mv phase you won't be able to get far enough away (or likely kill enough with the flamer suit). Whatever it is will just re-charge you and finish the Jon.
Better to just kill as many of them as possible
   
Made in gb
Longtime Dakkanaut




ccs wrote:
leopard wrote:
the stay in combat bit remains an option, however that assumes a desire to stay there and accept whatever the enemy tagged them with and not try to focus on their core mission.

though utterly obliterating the tagging unit has its merits.

especially at the "three suits only" stage


If you've got anything left to worry about come your mv phase you won't be able to get far enough away (or likely kill enough with the flamer suit). Whatever it is will just re-charge you and finish the Jon.
Better to just kill as many of them as possible


very true, the main purpose of having the ability though is for example, tagged near but not near enough to an objective - leave, to within objective range then fire (potentially not at the unit that tagged)

its marginal though obviously, I'm hoping the three of them can do some useful work in the enemy rear - two have shield generators, I figure they don't all need them so its providing a bit of flexibility.

in general though you are spot on, better to zap something unless there is a specific reason to break off and relocate
   
Made in us
Fixture of Dakka




NE Ohio, USA

After two games I must say that I am quite pleased with how I've kitted out my two Crisis Suit squads. And two Crisis Commanders.

Commanders - very simple: Ion Blasters x4 & Shield Drones x2
One gets attached to Crisis team #1, the other operates solo.
The one working solo gets the Exemplar of Kyun (sp?) enhancement as he needs to put out as much firepower as he can since he doesn't travel with any friends. add in some Guidance....

Crisis Team #1: 3 suits
Each has:
*Burst Cannon x2 (because I mostly just like the look of it)
*Ion Blaster x1
*Shield Generator x1
*shield drones x2

Crisis Team #2: 3 suits
Each has:
*Missile Pod x3
*Shield Generator x1
*shield drones x2

Team #2 starts on the board.
Team 1 + Commander and the solo commander all deep strike in on turn 2

Saturday Team-1 & the solo layed waste to a brick of Black Legion termies + Abandon, 2 obblits, and a full unit of possessed +MoP
Team 2 & the rest of the force dealt with everything else/played clean up.

Monday (Labor Day here in the US):
Team-1 did the majority damage to Knight (Paladin?), destroying it. They then repeated the feat vs a Knight Castellan on turn 3.
Team 2, the solo, & the rest of the force dealt with everything else/played clean up/took objectives etc.

Of course the real unsung heroes in each of these games (and the 3 previous games) are the 10 Pathfinders who hang out quietly perching in some tall ruins providing Guidance....
Do not underestimate the amount a damage these guys can help facilitate via providing Guidance.




   
Made in gb
Longtime Dakkanaut




tried my three last night, the damage output was good, nerfed by "armour of contempt" somewhat but for their stats the damage was decent. (only overloaded once, that got armour of contempt to dilute it but the extra damage worked)

lacked a chaff unit for the flamers but they did ok

massed gun drones, figuring this is a dice game, roll a lot of dice

T5 4W 3+/4++ isn't all that robust though and the unit got wiped by a terminator squad with help from a predator, took a bit of fire though, and shield drones wouldn't have helped with the volume that came in, nor did the invulnerable saves as most of it was no more than AP-1

guidance was a massive help though, Move/Shoot/Move helped too keeping them out of charge reach

think then need the commander (when points permit) and likely going to the full block of 6+coldstar, expensive, but will put out a lot more shots and given how much damage mitigation and high saves there seems to be around I think thats worth it

not run the pathfinders yet, guiding using XV-25 for the wound rerolling '1' for the most part, I suspect pathfinders and the strat to allow them to guide themselves against the same target will be useful though

will also stick Exemplar on the unit leader to give them all the [sustained hits 2] for guided on the turn they drop, its a lot of points, but equally hopefully a lot of damage done

given I now have a second coldstar pondering that with a unit of three with all flamers.

pre-game work out who gets deep strike and who gets to walk based on what is being face, figure three with flamers will make a mess of say ork boys etc and specifically do not need guiding to do it
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Thinking of taking my friend's Tau to a tournament and would like some feedback on the following list that I've come up with:

Shadowsun
Fireblade (Enhacement: Unity)
Crisis Commander (Enhancement: Precision)
Longstrike

Breacher Squad
Strike Squad
Devilfish
Pathfinders (rails, grenade launcher)

Crisis Suits x6
each suit has Shield Gen, 2 shield drones, 2 fusion, 1 CIB

Ghostkeel with Fusion
Hammerhead with Railgun and SMS
Hammerhead with Railgun and SMS
Piranha
Riptide with HBC and SMS
Riptide with Ion and Plasma
Stealth Suits

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in gb
Longtime Dakkanaut




don't forget seeker missiles on anything that can carry them.

what sort of target are the Crisis Suits aiming for with that loadout?
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

leopard wrote:
what sort of target are the Crisis Suits aiming for with that loadout?


Well, The CIB can do hordes or Marines. However, rolling 3 Hazardous per model seems like an invitation for disaster (since 18 rolls would result in 1.5 dead friendlies per shooting phase).
So I felt like I could mitigate the danger to myself by taking some fusion, which would do work into either vehicles or Elites. And the CIB are decently into Elites also.

Do you have any ideas about a better way? Crisis suits have such an insane plethora of options, I'd love to hear other opinions!

I have also thought things through and read some more profiles, and I've updated the potential list!

Shadowsun
Fireblade (Enhacement: Exemplar)
Crisis Commander (Enhancement: Precision)

Breacher Squad
Strike Squad
Devilfish

Crisis Suits x6
each suit has Shield Gen, 2 shield drones, 1 fusion, 2 CIB

Ghostkeel with Fusion
Riptide with HBC and SMS
Riptide with Ion and Plasma
Sky Ray with SMS
Sky Ray with SMS
Sky Ray with SMS
Stealth Suits
Tetras x2
Tetras x2

This message was edited 1 time. Last update was at 2023/09/19 17:08:18


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in gb
Longtime Dakkanaut




have run crisis suits a few times, have a unit of three configured:

1: 3x flamer
2: 3x CIB
3: 3x CIB

drones to taste on top of that

Idea is they can be guided against a primary target for the +1BS on the CIB, while the flamer guy can deal with a secondary target with no penalty

performance has been "so-so"

CIB are normally on standard level, unless firing at a high value "this needs to die" type target (they finished off a wounded knight yesterday for example)

so far none have cooked themselves, they can take a single hazardous misfire each anyway and when the risk is worth it it gets used

main advantage though is no mixed weapon loadouts just makes the dice rolling easier


Automatically Appended Next Post:
Fusion seems remarkably weak currently, not strong enough to hurt armour, and not enough shots for anything else

This message was edited 1 time. Last update was at 2023/09/20 09:01:30


 
   
Made in au
Regular Dakkanaut




Just getting into Tau. I haven't played my first game with them yet, but I do have some confusion about Drones.

The Missile Drone is a good example. It has a ranged attack, but I think from the wording that the model the Drone belongs to is what officially has that weapon. So, like, a Broadside would be what draws line of sight, yeah? Not the Drone?

Near as I can tell, the Drone models are essentially tokens. They don't need LOS, you don't need to measure their movement... Can they ever be destroyed? Or do you simply remove them when the model they belong to dies?

Sorry for the newb question, but the 10th ed. Tau Index is about as clear as mud on the subject.

Thanks!
   
Made in gb
Longtime Dakkanaut




the drones are tokens, that missile drone simply gives the broadside another weapon attack profile, LoS from the broadside

they come off when the equipped model dies, they are essentially just a visual indication of a bit of wargear, some are useful - e.g. the stealth drones for the ghostkeel which can be removed as they are used

essentially drop them on the board, move them freely if they get in the way, never measure to/from them, LoS to/from them doesn't matter

hopefully when they get an actual book this will change
   
Made in au
Regular Dakkanaut




Okay, thanks.
   
 
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