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Made in us
Hardened Veteran Guardsman





Texas

I recently started my very first filthy xen- I mean non Imperium Army. My Tau consist of the SC box as well as a Devilfish and another squad of (used and preassembled) Fire Warriors. I already have a five man Strike Team from the ox. Would it be worth it to make the other five Breachers or would it be better to have another five man squad of Strike?

"We have lost the element of surprise, and they do not fear us. Perhaps they will appreciate our devotion to the Emperor and our ruthless efficiency." 
   
Made in us
Drone without a Controller





You will get mixed response here.

However, I feel it is worth having 1 squad of 10 laying around as you will typically be fighting marines, that will be deepstiking. Keep them some what hidden and pop out to 5" a d 6s ap 3 them to death.

When I run a storm surge I have a squad running as close as possible to him and shoot whatever gets to close.
   
Made in us
Trustworthy Shas'vre





Cobleskill

I can tell you that it is extremely amusing to see breachers team in CC with a melee monster only to see said monster whiff all of its initial attacks on their 5++.

'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 br
Fireknife Shas'el




Lisbon, Portugal

After the FAQ Draft telling us that a Jinking Transport makes people inside fire snap shots, Breachers lost pratically all their value to me. The SS-shield idea is interesting, though...

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: 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




 Vector Strike wrote:
After the FAQ Draft telling us that a Jinking Transport makes people inside fire snap shots, Breachers lost pratically all their value to me.
Agreed completely. Breachers need to be in Devilfish to be worth a damn, and Devilfish have to jink to live. Without that cover save, you're investing tons of points in overcosted boxes that probably won't get your dudes where they need to be. Prior to the FAQ, I ran a list that took advantage of the Ghostkeel Wing's stealth bubble for 2+ save jinking D-fish (after d-pod's bonus), and that worked quite well. I'd say they were definitely worth their points. You can protect your dudes decently with the hull of the Devilfish, but snap-firing is no bueno. You're not going to get anywhere near the damage output you need to justify the ~150pt investment. You might be able to get away with using them in the formation that allows your D-fish to be fast in the first turn, but you're still probably much better off doing something else with your points.
   
 
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