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		<title><![CDATA[Latest posts for the thread "Tau Breachers: Worth it?"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Tau Breachers: Worth it?"]]></description>
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				<title>Tau Breachers: Worth it?</title>
				<description><![CDATA[ I recently started my very first filthy xen- I mean non Imperium Army. My Tau consist of the <span class="glossaryitem" onmouseover='gp(382);'>SC</span> 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?]]></description>
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				<pubDate><![CDATA[Tue, 11 Oct 2016 00:39:23]]> GMT</pubDate>
				<author><![CDATA[ Chef_of_Cadia]]></author>
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				<title>Tau Breachers: Worth it?</title>
				<description><![CDATA[ You will get mixed response here.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 them to death. <br /> <br /> When I run a storm surge I have a squad running as close as possible to him and shoot whatever gets to close.]]></description>
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				<pubDate><![CDATA[Tue, 11 Oct 2016 01:30:25]]> GMT</pubDate>
				<author><![CDATA[ skullzz]]></author>
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				<title>Tau Breachers: Worth it?</title>
				<description><![CDATA[ I can tell you that it is extremely amusing to see breachers team in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with a melee monster only to see said monster whiff all of its initial attacks on their 5++.]]></description>
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				<pubDate><![CDATA[Tue, 11 Oct 2016 02:56:03]]> GMT</pubDate>
				<author><![CDATA[ carldooley]]></author>
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				<title>Tau Breachers: Worth it?</title>
				<description><![CDATA[ After the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> Draft telling us that a Jinking Transport makes people inside fire snap shots, Breachers lost pratically all their value to me. The <span class="glossaryitem" onmouseover='gp(221);'>SS</span>-shield idea is interesting, though...]]></description>
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				<pubDate><![CDATA[Tue, 11 Oct 2016 10:04:58]]> GMT</pubDate>
				<author><![CDATA[ Vector Strike]]></author>
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				<title>Tau Breachers: Worth it?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/02e8b6ed3367ee77d93f0450ccc430ce.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/705058/8955132.page"><b>Vector Strike wrote:</b></a><br/>After the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> Draft telling us that a Jinking Transport makes people inside fire snap shots, Breachers lost pratically all their value to me. </div></blockquote> 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 <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>, 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.]]></description>
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				<pubDate><![CDATA[Tue, 11 Oct 2016 15:39:27]]> GMT</pubDate>
				<author><![CDATA[ MilkmanAl]]></author>
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