However, the unit will account for more than half of your army’s total points in most games it can be brought to. The 2nd big FAQ changed a few things for the Tigershark. Also makes Commanders even more dangerous in melee. 8th Edition Tactics are here. The Burst Cannon/Markerlight Heavy Gun Drones are marginally more efficient, but still stupidly overpriced for what they do compared to regular drones. Arm guns are an even easier argument. The Missiles are alright but the possibility for getting fewer hits, their lower strength and the minimum range really hurt them, especially since things want to be close to your Ta'unar. Reminder that the way the Core rulebook is written, technically modified save rolls of one are now possible thanks to GW incompetence. Note: While Aun'shi is great at murdering single wound units and still quite capable of killing heavily-armoured two wound units such as Terminators in a pinch, he is not a good duellist, as his attacks only have D1. Please note that you cannot give any of these to Kroot units. With the new Psychic Awakening buffs, this got some extra flexibility. They can also deep strike and can move without taking any shooting penalties with 36" burst cannons. Noteworthily, basic overwatch, like in 8th edition, can be performed multiple times, but using this special rule makes you unable to fire more this turn. 3x Pathfinder w/ Rail Rifle: 3x Rail rifle, ++ Battalion Detachment +5CP (T'au Empire) [16 PL, 308pts] ++. I hope i got all the new points right. It is not hyper offensive, though still quire strong, but more importantly you don't have to build your entire army around using one properly for one round of ludacrisly powerful shooting (and then usually absorbing the entire enemies army shooting). I had scored more points than him at that point in the battle, and it was clear in an instant that he wasn't going to be able to cross the field turn 4 or 5, and if he did, he'd be walking into a Tau … Playing FSE means to always be on the offensive, potentially blindside an opponent expecting a static gunline. Protip: Take the team above and a team of dual Fusion cascades with shield generators. They can't be spammed, but they usually run about 140 points, making their loss not as terrible as you would think. *However* if they get charged and need to fall back, this stratagem is great for putting some distance between you and the enemy. 40k List. Crisis/Commander suit weapons are Assault, letting them Advance and still shoot. With a Pulse Accelerator drone that range goes out to 42", rapid-firing at 21"! You won't be moving much, and that's ok, because that is where your true beauty shines. Good on Coldstar commanders, but Vior'la's Sept Tenet can already let them do this without giving up a Warlord Trait for it, but then your also losing out on other sept traits. Although why you would want to give a relic to a Kroot Shaper is beyond me. Then you teach the fools what "Danger Close" means by rerolling all wound rolls on S5-S6. Add to this the uplinked ML strat and your Sa'cea battalion with 2x Cadres are going to put 5 MLs on whatever you need them too every. Likewise, none of them displace actual relics, so you can put a relic plus one of them on the same unit. 2000-Point Tau Competitive List 40k List Quick note: I know Crisis Teams and Riptides aren't the most competitive options right now, but there is an element of working with what I have right now in them, … Your list should be a Superheavy Aux, Battallion and if you can squeeze one in, one more detachment that gives CP. Welcome to Top Warhammer 40K Lists, where we take a look at three lists for a given faction and break down what makes them tick and how they fared.Every entry will be pulled from a … Whenever you are buying Crisis suits, you should be buying this box. In other words, the Three Golden Uh-Oh’s of playing T’au. Overall they are the best anti-armour weapon on the unit, even outstripping the effectiveness of the Blastcannon and Driver simply due to their mortal wound output. Pop Raging Beasts on them for a bird-gorilla rampage of 8 S6 AP -1 D2 attacks on an opponent who would normally expect to not have any problems from us in melee other than overwatch or Farsight & Friends. Holy Aun'va that's frightening. Thematically, Vior'la are some of the most aggressive and reckless warriors in the Empire. You can shoot overwatch with any unit within 6" of the charged unit. Note that this Stratagem cannot be used with Homing Beacons or the Positional Relay Stratagem as these lead to the unit performing a "low-altitude drop" instead of a "Manta strike". Use spare Fire Warrior parts to turn any un-needed Ethereals into Cadre Fire Blades. You can also deep strike another squad of gun drones to add additional dakka. Another two deal with high toughness/armour: O'vesa, Brightsword. On the tabletop, they play as a highly aggressive mobile attack force not unlike Eldar, subverting the ranged stereotype of the Tau with plenty of close range shooting tricks and even some melee tools. A good tactic is to use a Coldstar and declare Mont'ka to get it in range. 20 of these things and suddenly you have a 34 wound suit whose first 20 wounds can only be taken one at a time. Expect to burn through CP like no tomorrow. Only the 5th Markerlight would've been nice here. Note: While certainly powerful, Y'vahra are unfortunately a bit of a death star unit. Give them ATS, and you give that downpour of fire a sexy AP-1 for just 18 points more. Kroot Konga Line: Yeah, you can still do this. Deep strike them in and burn anything that looks at you funny. When playing with the rule of 3 in a 2k game. Minimaxed mono-Tau … The Eight are a very cinematic choice and can be effective when played to their strengths and properly supported. It can come in handy if a major target is down to one wound and you really. A ok choice if you want a commander with a weapon that ignores cover and fine with him only to having fewer customization slots than usual. The ethereal takes the +1 Ld and turns your entire army into Ld 10, and with the free re-roll your Firesight Marksmen will have an 89% chance to hit. Like Bork'an this is best suited to a gunline. To optimise shooting be sure to place command and control node on the battlesuit unit that is shooting plus multi-spectrum sensor suite to remove cover. If going up against a deep strike heavy opponent, consider taking a Stormsurge with a Blastcannon, and Early Warning Override, in order to. Reroll Y'vahra's plasma flamer hit count die to melt those pesky tanks in one go. Its one of the cheapest battalions that 8th ed has to offer and is not a push over. Broadside Shas'vre: 2x Plasma rifle, Heavy rail rifle, ++ Battalion Detachment +5CP (T'au Empire) [48 PL, 888pts] ++, Commander in XV86 Coldstar Battlesuit [8 PL, 161pts]: 3x Fusion blaster, Shield generator, . On the tabletop, they play like the classic gunline, blasting anything they see to pieces, and anything that tries to get close will very soon find that charging basically is a second shooting phase for you. An assault-heavy army will hate you even more than they already do, while against another gunline you may as well not have a tenet. My Predicted Tier List for 9th Edition. Like the similar Vostroyan doctrine, this is helpful in keeping your units at the half range out of enemy charges more than it is sending shots far downfield (although they can do that, too). This is one of the most impactful single-unit changes across the entire range, as despite a wide variety of experimental builds being tried, 8th Edition Tau … Another viewpoint: It really depends on the army you are facing. three points (3.0) on a four-point scale and demonstrate a sincere aptitude for and pursuit of a car in aviation, aerospace technology or research. Super-Heavy Auxiliary Detachment- 0 Command Points Stormsurge: Pulse Driver, 4 D Missiles, Cluster Rockets, 2x SMS, 2x Airburst, Shields, ATS, Target Lock- 498 Total: 2000 I'm leaning towards list … Can be used to fire over things. Units of 5 are also perfect for filling troop choices: 5 man is 35 points (or 38 with a markerlight on the Sergeant), which is cheaper than a Guard infantry squad. Synergy is your friend. Ever since GW introduce Power Level to 40k, players have been a tad reluctant to dive fully into using it. That's what Broadsides are for. Do what you gotta do to field 3 commanders. A better tactic would be to surrounded the Y'Vahra with shield drones and use them to tank wounds for it. Keep in mind that Hammerheads still have BS3+, and the Seekers cost basically nothing anyway so just take it and be happy if one of those D1d6 shots gets through. The note about close combat above also applies to the Coldstar, but more so, because the Coldstar can simply scoot into charge range of the enemy. Even if your opponent does the smart thing and targets the drones first they'll have to chew through a bunch of T4 4++ models which isn't as easy at it seems. You can even mount Fusion Blasters on the Crisis suits for particularly nasty targets. Gun drones cannot be affected by Pulse Accelerator drones, suffer more from morale losses (taking tests after a single loss, compared with the 3 of Fire Warriors), Drones can only shoot at the closest target, and Pathfinders have 1 worse armour save. Also partners (cannot bodyguard) the Y'vahra battlesuit well and clears out the hordes which may attempt to shield precious units from the Y'vahra's weaponry. Still, that's more than enough to scare most troop choices shitless. Re-rolling 1s is an increase in accuracy of about 16.67% - BS4+ goes from 50% to 58.3%, while Overwatch goes from 16.67% to 19.44%. No way to protect your vulnerable drones from LoS ignoring and/or ranged fire. Use 1/2CP to make the suit squad Veterans, giving them a starting WS and BS of 4+ and 3+ respectively. And when a Ghostkeel loads up on fusion weapons and can no longer defend itself from the small guys, the Stealth suits help it with their burst cannons, maybe gun drones and even fusion guns of their own. Markerlight support is a must, and Tetra's are truly the best possible option to make it's Destroyer Missiles viable. All of the new updates and codices/psychic awakening have attempted to improve the space chickens, though they will typically find few roles other than meat shields. Coldstar with drone controller seems like a niche and useful combo. Sadly, it will only do 2d6/12 shots vs 10+ model units against which those 3 dmg are wasted. Potential dmg went down on the HBC to only 33.3% of its former stats (shots: before 12, now 8 / dmg: before 2, now 1). So, the other reason I’m finally giving in and doing this is that unlike some of the points in 8th where the game was stable … Congrats! Chances are your Seeker Missiles and Heavy weapons can't shoot at it anyway and most Characters you can target like that aren't sitting in cover either. The first markerlight is the most important one for Commanders, what you’ll probably be taking a lot of if your force is Enclaves heavy. thinkBIGacademics. Notable that line of sight for the embarked unit can be drawn from the tall tower of this unit. Triple flamer crisis suits are hilarious with this. Equip the Crisis suits with whatever is most effective against the target you expect to use them on (Burst Cannons for Hordes/GEQs, Cyclic Ion Blasters for MEQs and Fusion Blasters for TEQs and Vehicles), but make sure to leave one hardpoint free for a Drone Controller. The cruelest reality of this unit is that it looks ugly as sin, find shapeways options to make it look like it's not taking a dump on the battlefield. Note that it says after the enemy charged, and that you roll a D6 for every model in the unit within 3" of your model. Destroyer and Seeker missiles fired at the target use the firer's Ballistic Skill (and re-rolling 1's, as above), instead of hitting only on a 6. Will be running Viorla sept for casual games and tau sept for competitive games. This stratagem can allow you to keep your generic re-roll stratagem for another use in the phase (for example, re-roll to hit for a railgun or a fusion blaster). If you prefer to keep them close to their missile bubblewrap, consider taking heavy Rail rifle broadsides, two with shield generators/velocity trackers and the Shas'Vre taking a drone controller. Bork'an Sept: Our 30" guns buff out to 36" due to the Sept tenet. Don't forget to add shield generators for extra lulz. Oi, did dose blue gits loot our Waaagh! A shield generator is relatively cheap and gives the unit a 50/50 chance of ignoring any rogue heavy weapon hits, such as a lascannon's. You may get frustrated trying to master your shooting, and -1 to hit like on Alaitoc and Raven Guard will make your game a painful, frustrating slog. Though sept is not just tenets, it also has unique units, relics, and strategems, and Tau sept gets jackpot in all three. The new codex basically turned Tau into Imperial Guard armed with Eldar-grade equipment - it's practically suicide to charge a Tau gunline. Instead, the best way to buff him via Warlord Trait is to strap a Warlord to his ass with the trait that provides -1AP to nearby friendlies against target enemies when they roll a 6+ to wound because it will stack with. Stealth Shas'ui w/ Burst Cannon: Burst cannon, Pathfinder Team [4 PL, 90pts]: MV31 Pulse Accelerator Drone, . This weapon goes to 36" RF1, thanks to. Frankly, a flat 10 or 12 damage is warranted for a weapon that hurls human-sized projectiles at 5 kilometers per second (depending on atmospheric conditions). Note that the “rapid fire (x)” gets converted to “assault (x)”, so you will be settling for one shot after the advance move. You can have up to five drones in that unit: two tactical, two in any combination of grav/PAC, and one recon. Note that units lose their ability to fire Overwatch again this turn if they use this rule. you can bring 6 "Farsight Enclaves Commander" split over different types. In the grim darkness of the far future, the T'au'va burns bright. Can be a great late game objective grabber if you position it right. Farsight Enclaves synergises pretty well with it too. With 9th edition coming out I'd like to get up to 1000 points over the next … Note that Mont'ka not only removes the to hit penalty for advancing and shooting an Assault weapon, it also allows Rapid Fire and Heavy weapons to Advance and fire without penalty, which is normally not allowed. Now a unit of 3 with dual Twin Hazard burst cannons costs 195, while unloading 48 shots at the enemy. Menu. Secondary wargear for battlesuit type units, not usually worth replacing a weapon for, but can be when taken in addition to them. It is fully capable of exterminating entire squads of infantry, execute monstrous creatures and light vehicles, and shave wounds off of larger monsters and heavy vehicles. 18 slaughtered infantry or a good handful of wounds vs bigger targets. Not worth it at all. Good in most situations against any opponent competently plays the game as most of your high volume weapons don't have AP. Its pretty much a guaranteed take in most lists with few exceptions. If you can get another Commander with Fusion Blades in range, so much the better. Now obviously you don't have to advance every turn, and pulse rifles maintain a lot of flexibility with Vior'la, but if you want to take the movement phase away from a very mobile opponent like assault-heavy blood angels, consider pulse carbines. Strength 5 guns everywhere means your troops have an easier time wounding most MEQ things and T8 tanks/monsters. With Breacher Teams or Rail Rifle Pathfinders, this can devastate a lot of units. By all accounts in the tournament meta, they are one of, if not the, worst army to play with. Tau Sept units with this have 55% - better than BS 4+, which is the standard for our army. We know that the 9th edition missions focus much more heavily on capturing and holding objectives; the Ghostkeel offers T’au players a head start on this primary method of scoring points. Furthermore, Battlesuit gameplay changed A LOT from 7E to 8E, and this guys didn't. Ghostkeels can't bring regular drones; Stealth suits bring two, and their Shas'vre can get a target locked markerlight. Keep them mobile, shielded, and away from characters (with a cordon of anti-drop guards if a deep-striking sorcerer seems likely). Surrounded your Nar with Fire Warriors and Drones, have Shadowsun camp nearby, pop Command and Control every turn and soak in the salt. The high-energy fusion blaster is the type you know and love, best suited for busting tanks; the dispersed mode has slightly shorter range and strength and only does d3 damage, but the extra shot it fires makes it a bit more useful for taking on multiple MEQs at once (it retains the melta effect too). Good for re-rolling rail and fusion weaponry damage. With the 2018 update the points cost of this unit dropped by a whopping 750+ points, making it viable in even 2000 point games. Ion cannon and HBC are now swiftstrike versions. Take Flamer suits to ruin anyone's dreams of a charge. Also note that units that use a recon drone or homing beacon to perform a “low altitude drop” technically receive this benefit. All in all, the Y'vahra is in a nice place at 300 points. Where marines get Thunder Hammers, you have to use a relic to get two S8 armour-ignoring attacks. And lots of overwatch. KE'LSHAN Sept has no rules, but it has got at least one person in it. Vor'la sept tenet grants a similar effect, but doesn't work on Heavy weapons. Games Workshop has updated the Power Levels for 9th Edition! Without an invulnerable save he doesn't have very good survivability. You'll lose Drone support in exchange for better suits, but the trade off might be worth it especially if you go with the Double Burst Cannons. Strongly recommended to keep at least one so when you inevitably roll snake-eyes with your Ion weapons/Hammerhead it's not the end of the world. Using Kroot and/or Shield Drones as screens against Smite will help a lot but won't protect you from Warpgate shenanigans or similar. He's got a relic-tier S6 AP-4 D2 plasma rifle good for killing TEQ, but he's still the least shooty commander you'll see because that's his only gun. Works wonders with Longstrike though. Quick note: I know Crisis Teams and Riptides aren't the most competitive options right now, but there is an element of working with what I have right now in them, and a bit of local base tailoring (A CIB suicide team has worked well at mulching local GEQ-type stuff), ++ Battalion Detachment +5CP (T'au Empire) [44 PL, 804pts] ++, Cadre Fireblade [2 PL, 42pts]: Markerlight, Commander in XV86 Coldstar Battlesuit [8 PL, 161pts]: Dynamic mirror field, 3x Fusion blaster, Shield generator, Warlord, XV104 Riptide Battlesuit [14 PL, 262pts]: 2x Fusion blaster, Heavy burst cannon, XV88 Broadside Battlesuits [7 PL, 117pts], . Being able to advance, plus the 3” the carbine has over the rifle’s rapid-fire range, allows your breachers to threaten a wider range with two shots each and making hit and run tactics more viable. Stack Kauyon and Command and Control node to wipe your opponent's vehicles off the map turn one. In the grim darkness of the far future, there's the quick and there's the dead. Two focus mainly on heavier infantry (MEQ and TEQ): Ob'lotai, Arra'kon. Note that Cadre Fireblades don't work on these guys - The FAQ specifically says Longshot Pulse Rifles are not a Pulse Rifle for the purposes of volley Fire. This is especially useful with the recent changes to our flamer profile, going up from 8 to 12 inches as the base range and reaching 16 inches with this tenet. Forget they exist, if you need character killing, use a Fusion Coldstar instead, will actually hit and certainly kill its target. Presumably, the only reason it's a separate stratagem is in case you roll double ones on a 2d6 weapon and would like to spend two CP instead of one. If they get engaged in close combat you can say goodbye to any use they have. Generic melee weapons are for other armies. Making sure each detachment shares the same will allow your units to benefit from any special rules based on that keyword. Since it's also "open topped" the Marksmen himself will be able to add a Markerlight shot as well. Some of these affect all models in the unit, so all 10 of your Crisis Suits can gain bonuses. You have no psychic powers, few defenses against them, and no cost-effective way of eliminating the.
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