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 1750 Tau 6th ed WOOT

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AznJake
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PostSubject: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 9:46 am

OMG The tau is so cool! - their weapons kinda got better n cheaper! 7pts for a kroot sniper is just too much... Riptide is cool I dunno how great it will be on the table but will give it a go... I still think the heavy burst cannon can be as good or better than the Ion Accelerator tho! only prob there is a possibility if in a bad sucky turn u could potentially lose a number of wounds cause if you nova the burst cannon its going to be s7 12 shots rending, gets hot... so its like 3+ to nova then better hope you don't fail any saves when those shots get hot.. which it will.. The tau most alarming weakness is a no brainer it cant fight in cc if you get into combat they are dead like no chance in hell kind of dead... even the riptide will so die...

The dex is not op as ppl think tho...

GW envision for the tau really needs multiple units to work together to fight as one to be effective. Like non of the units have amazing LD most are 7 or 8 if you want to spend 10 pts just for that... but with an ethereal everyone around him 12" get his LD and also 1 bonus which he can give every turn. The pathfinders are a must but they can be geared to become serious problem to anti infantry units they can boost their shooting to 24", they got weapons that give blast templates, or ap1 rail shots, and a lot of utility that really make them true "pathfinders" There is no more +1 BS wargear anymore putting more reliance on markerlights which is a good thing... but you can spread them out better too... with more units having access to them.

Drones also kinda made a good comeback I think... The drone squads are now not stuck to gundrones you can mix them up making a markerlight drone unit. Bfr you discount the fact it is just BS2, Remember that they can actually jump in shoot and jump out. AND with drone controller you choose the highest bs in the unit for all. For my HQ his marker drones are BS5

So good codex i think. everything that makes Tau, Tau has become better, and does look more mature than its previous encarnation.
+ drones
+ funky tech gadgets seriously... check the codex esp the special wargear and some of the new weapon stats... its like waaaaaaa
+ Ion weapons got some love (ion is prob the most Tau weapon apart from the railgun)
+ Ethereal
+ non suit HQ
+ Multiple themed army lists
+ cheeper firewarriors! EVEN cheeper KROOT! lol
+ skyray!
+ Sucks more now in combat, Previously if you used kroot or even the suits as CC units you sorta had a sub par but ok cc support unit... u die now if you did the same thing, tau = cannot charge... unless ur farsight then, yes do charge!


My tau Is based on my BFG fleet. So think of it like a marine forward force. My commander does not trust anyone to be his bodyguard, so he opt for drones as company... Razz

Pathfinders are damn good especially since they can be so shooty now and their weapons can be extended to 24inch with an upgrade and 3 special weapons to boot.. not to mention you could potentially fail charge vs them... Imagine if you charge them and they are in cover you got to first roll difficult terrain, then D3 = minus that to your charge range so u roll 6 you minus potentially 3 inches lol

Gonna make a pathfinder army soon 3x10 pathfinder squads lead by darkstrider muahahahahahhahaha


Commander
- Drone Controller - Drones in his squad fire at his BS5
- Shield drones (2)
- Command and control node - reroll misses for the squad HQ cannot fire
- Multi spectrum Sensor suite - when his squad shoots they get ignore cover save HQ cannot fire * both systems can be used the same time
- Cyclic Ion Blaster - better stat line
167pts

Etheral - He will be with the firewarriors and keep my base strong with his auras an high LD for all the troops around him

ELITES

Riptide
- Ion Accelerator
- Stimulant Injector - FNP - I opt for this instead of the shield+missile pod drone cause its 50 pts for 2 drones no points to play around so i skip it.
220

Riptide
- Ion Accelerator
- Stimulant Injector
220


Troops

Kroot Carnivore Squad x10
- Sniper rounds x10
70pts

Kroot Carnivore Squad x10
- Sniper rounds x10
70pts

Kroot Carnivore Squad x10
- Sniper rounds x10
70pts

Firewarriors x12
- Bonding Knife Ritual 1pts(12)
120pts


FAST ATTACK
Drone Squadron - Attached to the HQ of course!
x8 Gun drones
x4 Marker Drones
168pts

Tetra Scout Vehicle
+ Sensor spines
55pts

Tetra Scout Vehicle
+ Sensor spines
55pts


HEAVY SUPPORT

XV88 BroadSide Team x3 - Think robotech
- High yield Missile pod (2)
- SMS
- Bonding knife ritual (3)
- Missile drones (2)
222pts

Sky Ray Missile Defence System
- SMS
115pts

Hammerhead Gunship
- Submunitions
- Twinlink Burst cannons
- Disruption Pod
145pts


Last edited by Paxter on Tue Apr 09, 2013 12:29 pm; edited 6 times in total
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 9:56 am

can't comment much coz mostly dunno what they do. lol
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 10:09 am

what u want to know?
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 10:13 am

Waah pax so many kroot? Ive been mulling it over but how do you propose we fight against droppods? I think that might be our biggest problem.
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 10:23 am

Dunno... Very Happy lol gotta play n find out. But should be interesting to see what happens... Generally most deepstrike players will send 1-2 maybe 3 down but rarely do they drop in a cluster which is my biggest fear usually they are spread out to take out some target... I guess its going to come down to how you position your units to react in your turn vs them.

I wanted 2x20 kroot but no points Sad
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 10:56 am

You could combine one squad of kroot together and join the ethereal to them. The kroot do get his LD10 buff and can get the bonuses from invoke the elements. Since fire warriors aren't mandatory anymore you could drop them and get 2x20 kroot or drop the tetras since not having targeting array to have BS4 markerlights anymore is kinda bad lol.

Consider changing the hammerhead's twinlinked burst cannon to twin linked sms because sms ignores cover and has longer range unlike the burst cannon.

Maybe you could find a way to add more markerlights in the list too.

Happy hunting Very Happy
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 10:59 am

Well at 750 points vinder dropped two pods against my dw two weeks ago. One with marines the other with sternguard. I guess we have a slight advantage as they wont land in cover and if they run to cover we have one turn of not getting shot at before they charge us. Gives us two rounds of shooting (one from overwatch). Thats 60 shots if my math is correct.
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 11:29 am

Cool ideas but.

I dunno how fond i am of putting an ethereal with dirty stinky kroots... kroots are great but they are not tau... also one of the ethereal buffs gives my firewarriors 3 shots at rapidfire.

On the hammerhead its more partly cause I dont have an sms drone for it (model wise), The tetras are there cause I have them (soon) also partly cause I lack enough pathfinders. there are 4 BS5 markerlights, 2 twinlink bs4 markerlights, and 8 BS3 markerlights from 4 separate units... I am very sure they will revise the tetra soon. New dex only been out for a few days. They need to revise the FW models as some of the upgrades no longer exist.
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 11:55 am

im thinking of making my two riptides anti air but then i lose out on FNP, Its only great if there are fliers tho... or if i go against jo Razz

Riptide-215
with Ion Accelerators, Plasma Rifles, Velocity Trackers (skyfire), Early Warning Overrides (interceptor)
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 12:12 pm

No Crisis Battlesuits meh?
Mine has a...

Commander with two missle drones.
Drone controller.
Shield Generator.
2 Bodyguards with T.L. Fusion blasters and 2 Plasma rifles.
2 Missledrones.

Shadowsun - 2 shield drones and comm. link drone.

Troops
2 units of 6 man firewarriors in a devilfish.

3 units of 10 man kroot unit with sniper upgrade.

Elite
6 Stealthsuits with 2 fusion blasters and 2 markerdrone.
Drone controller. (Attached to Shadowsun)

Fastattack
4 pathfinders Grav. inhibitor drone

Sunshark Bomber with decoy launchers and T.L. Misslepod.

Heavy Support.
2 Broadsides with T.L. Plasma rifles and Velocity trackers.
2 shield drones

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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 12:20 pm

looks good doc! But doc according to the latest FAQ only broadsides can take missile drones.

yea no crisis suits they are having a middle age crisis with their looks so they will stay home for now.

I am only taking the commander cause I really want to see if this drone army is viable on table... On paper it looks like the ultimate support unit with 4 marker lights and 16 pinning shots at his BS so we will gotta see how that works on table. But of course if you think about it the Crisis suits are better.




Last edited by Paxter on Tue Apr 09, 2013 12:28 pm; edited 1 time in total
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 12:25 pm

quick question to the forum what does interceptor do again?
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 4:28 pm

It should be allowed for players to pack as much AA as possible against Joe's Daemons, lol.

Interceptor allows you to shoot enemy units coming from reserve at the end of their movement phase, but forgo shooting during your turn. Which is really good for Tau because we want to destroy deep striking deathstars like the BA and DA that loves to deep strike in front of us.

Kroots benefit from Ethereal's extra shot too for their pulse rounds, not sniper rounds though. The slight problem would be that they do not have Support Fire, if someone charges something other than the kroots, they can't fire overwatch to help them out.

@Doc, missile drones don't benefit from drone controllers, it specifically states only gun drones, marker drones and sniper drones only.
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyTue Apr 09, 2013 8:20 pm

yeap. yeap.

But with that said having 6 missile drones even at bs2 isnt a laughing matter either lol. Since they can also take marker light tokens if you had spare ones... that gives your broadsides 12 S7 reroll shots BS3, 12 S7 at BS2 and 12 SMS... ROBOTECH!
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyWed Apr 10, 2013 3:44 am

why my name being used for benchmarking dy wan? -____-
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyWed Apr 10, 2013 4:38 am

Dr-DOOOM!!! wrote:
why my name being used for benchmarking dy wan? -____-

Five letters: 5FMCs. Very Happy

You can't say you didn't bring this on yourself man.
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyWed Apr 10, 2013 5:16 am

was kidding man. lol

i glanced through the codex. so many things can buy the skyfire upgrade.
riptide with his special shieldrones is sick. T6 madness.
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyWed Apr 10, 2013 5:51 am

I like the Riptide setup with Interceptor. It is a good ability to stop Flyers before they can do any harm
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyWed Apr 10, 2013 5:57 am

problem is that riptide can only take 2 support systems upgrade. No point having Interceptor if no skyfire rule. So 2 support systems are taken up just like that. they have other much cooler support systems for Riptide. Example the FnP.
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyWed Apr 10, 2013 9:43 am

true but with marines loving to drop pod, or flier masses u could shoot them out of the sky as soon as it enters, causing it to crash and burn before the boots even touch the ground... and the riptides weapon is 72" 2 of them can give a small chance of that happening.

but yea FNP is good then it T6 2+ sv 3+/5+ inv and then add fnp lol... dunno if the shield drones are worth it its 25pts each if you got 2 riptides u spend 100pts for 4 shield drones with MiL
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyWed Apr 10, 2013 9:47 am

Guys with codex always knows better Smile
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyWed Apr 10, 2013 9:49 am

well, if you use riptides for anti deepstrike/flyers than i think should be okay as long as the rest of your armies are geared towards other stuff. 20pts upgrade for skyfire is quite costly if u ask me. at least skyray has that skyfire system upgrade by default. Smile
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyWed Apr 10, 2013 9:58 am

true, wait are u doing this cause u dont want to get hit then grounded and let the kroot snipe you to oblivion? Razz

cheeky cheeky dr doom
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyWed Apr 10, 2013 9:59 am

About interceptor I never really experience it bfr..

how does it affect deepstrike terminators or drop pods?
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PostSubject: Re: 1750 Tau 6th ed WOOT   1750 Tau 6th ed WOOT EmptyWed Apr 10, 2013 10:02 am

if a unit arrives from reserves within your gun range at the end of their movement phase, you can choose to shoot them but forgo your shooting next turn. is good if the arriving unit is shooty as you have a shot to reduce the effectiveness of their shooting damage. if they are assault termies, no point as they can't charge on the turn they arrive anyway.
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