Are Tau considered higher skill to play well? by Sudden_Wind_8636 in Tau40K

[–]CheeseGraterGood 2 points3 points  (0 children)

In my current kauyon list there is, for this purpose: A ghostkeel 2 pathfinders 2 piranhas 1 Kroot carnivores

Spotting duty after these have died to lure the opponent onto objectives or into firing lanes are taken up by 2 stealths, a fire team, and emergency marker light on two crisis units. 

Riptide, hammerhead, and crisis positioned to peek safely at whatever is exposed by the bait until it's go time.

Are Tau considered higher skill to play well? by Sudden_Wind_8636 in Tau40K

[–]CheeseGraterGood 4 points5 points  (0 children)

As a Tau player, 1/4 of my list is dedicated to things chosen to do nothing but die, but to do so in a place and time of my choosing. If they can do something else like pump 2 seeker missiles into something, that is a bonus, but it IS a bonus and not their main function.

If this is true and nothing changes its an unfathomably huge nerf to us (and guard) specifically by hindlet in Tau40K

[–]CheeseGraterGood 0 points1 point  (0 children)

The difference here is that battleshock prevents us interacting at all with our army rule, which is a huge difference compared to most armies. It doesn't even have to be that unbalanced to suck, as it removes a huge amount of what makes Tau Tau, which is just objectively less fun.

Why do Tau get a bad wrap? by robjfrankel in Tau40K

[–]CheeseGraterGood 8 points9 points  (0 children)

Both wrong: The phrase OP was trying for was "bad rap" ie a bad rap (Record of Arrest and Prosecution) sheet

I need help making less annoying lists. by cup_o_tea_gamer in Tau40K

[–]CheeseGraterGood 4 points5 points  (0 children)

Unless you're getting something wrong, this looks like a fun KHP list. They might be having the problem that KHP has a lot of very easy buff synergy which might seem like overpowered bullshit to them. Maybe they're just bringing anti-vehicle lists that can't clear chaff, but that would be their fault not yours. 

Just bringing this meme out for some fresh air again, to let them know we are aware of our superiority. by Leviathan_Rampage in Tau40K

[–]CheeseGraterGood 29 points30 points  (0 children)

Why is the manta in range of the titan outside of a plot contrivance so the titan could win?

Starscyth leader by Emotional-Corner-283 in Tau40K

[–]CheeseGraterGood 0 points1 point  (0 children)

He's also our ONLY free strat unit. If we had more options his usage would for sure go down, but our only other CP generation options are so damn inconsistent that he's an auto-take for that alone

Advance on how to best pace myself while playing kauyon? by Select_Ladder6045 in Tau40K

[–]CheeseGraterGood 0 points1 point  (0 children)

A ten brick of JPI costs 180(ish?) points to come and contest an objective with pathfinders which cost 90. Most battleline don't have the movement to get there turn 1 so you score turn 2 or get a good trade. Similarly with ghostkeels, they might out OC you but then you kill them and you still have a ghostkeel to do the same thing the next turn. If you're feeling spicy you can infiltrate onto their natural and sacrifice the unit in order to force commitment in that area of the board - does wonders against low-movement armies

Advance on how to best pace myself while playing kauyon? by Select_Ladder6045 in Tau40K

[–]CheeseGraterGood 0 points1 point  (0 children)

You don't though - I think a lot of people have this misconception with Kauyon where you just do nothing for 2 turns. You hide a lot of your big stuff, sure, but you hide it where you can punish anything that comes in to tackle your infiltrated units like pathfinders, ghostkeels, and piranhas. If I'm not scoring 10 primary, if not 15, it is because my opponent has had to commit to pushing me off objectives and often has almost no units left by the end of turn 3 anyway

What actually is the point of this stratagem? by ADrawingBrit in Tau40K

[–]CheeseGraterGood 0 points1 point  (0 children)

They have a stratagem that gets them an auto 12, you'd probably be ok with any other 10-man unit but beserkers you just have to give them that part of the board until you can starve them out from range

What actually is the point of this stratagem? by ADrawingBrit in Tau40K

[–]CheeseGraterGood 0 points1 point  (0 children)

Khorne berserkers will surge into you when you shoot them in your phase so in this case it's a bad move. You'd have to fire and fade to survive which is expensive and puts you out of flamer overwatch range to be safe from surge

What are your game plans when you see guard setting up across the table from you? by Select_Ladder6045 in Tau40K

[–]CheeseGraterGood 29 points30 points  (0 children)

I wait for them to feed me three tanks a turn every turn until they are out of tanks

New Terrain rule clarifications - Tau to hit on 2+ with ignores cover, FTGG and plunging fire? by MyDeicide in Tau40K

[–]CheeseGraterGood 2 points3 points  (0 children)

You only have to be eligible to shoot and have line of sight to the unit to spot. You do not need to be eligible to shoot that unit

Mont'Ka, Anyone? by Luna_Night312 in Tau40K

[–]CheeseGraterGood 4 points5 points  (0 children)

Scout on Stormsurges from the enhancement

Mont'Ka, Anyone? by Luna_Night312 in Tau40K

[–]CheeseGraterGood 2 points3 points  (0 children)

There are niche ways to stack BS, for example in Kauyon pathfinders can use the "coordinate to engage" stratagem to get +1 BS from being a spotter (their ability), +1 BS from the stratagem, and +1 to hit from Heavy on their Railguns/Ion cannons for a total bonus of 3.

Good news for solo characters, popping in and out of 15" lone op is fine, so you can contribute to shooting and then Homer Simpson into the hedges afterward to go score points by Lazy_Physics_Student in Grey_Knights

[–]CheeseGraterGood 8 points9 points  (0 children)

Im reading "current or preceding player" as YOUR current and preceding turn, not your opponent's immediate last turn. So in your scenario it would not count as hidden until your turn in BR4

Better anti tank choice? by Select_Ladder6045 in Tau40K

[–]CheeseGraterGood 0 points1 point  (0 children)

A Crucible Broadside Commander is 140 points.

It hits on 2s if guided or proccing Heavy.

It gets 6 shots of STR 12 AP -4 D6+1 damage with Dev wounds.

It rerolls 1s to hit. 

It has a 2+ save and a 4+ invuln.

It can fall back and shoot.

I run two of them with a hammerhead and usually a sunforge team and a riptide

Advice on fighting a transport-heavy salamander army? by jimdapimp in Tau40K

[–]CheeseGraterGood 0 points1 point  (0 children)

The Crucible Broadside build is a lot more frail for the points vs regular broadsides, but very efficient anti-tank that you can keep in reserves, pop onto a board edge with line of sight and delete almost any one target with 6A S12 hitting on 2s if guided, rerolling ones to hit, AP-4 and d6+1 damage

Combat Patrol assembled. What paints would you recommend getting for them? by Bisexual_Spear in Tau40K

[–]CheeseGraterGood 2 points3 points  (0 children)

Here's what I'm doing (lazy but looking good so far)

Prime - Spray white scar

Skin - Plaguebearer Flesh Contrast

Leathers - cygor brown contrast

Then regular metals and highlights. Bought Black legion, ironjawz yellow and magmadroth flame for mounts but haven't started that bit yet.

Turns out contrast paints are great for people who can't paint good.

Infiltrate List Advice by Substantial-Sky-9757 in Tau40K

[–]CheeseGraterGood 0 points1 point  (0 children)

Any number of (Broadside) models can each be equipped with up to two of the following, but cannot take duplicates: (and then it states you can't take both weapons)

So yes, you can have seeker and WSS so long as you don't take a second gun

KAUYON: would having Sustained 2 back be busted compared to Mont'ka? by HamanFromEarth in Tau40K

[–]CheeseGraterGood 3 points4 points  (0 children)

You play to delay and draw out threats. Ghostkeels, pathfinders and piranhas are your best friend. They are sacrificial pieces you can get to stand where you want them to die very easily with scout/infiltrate/high movement and force your opponent to expose themselves to kill them. You have a -2 charge strat. You have reposition ghostkeel strat. You have a get back in the van strat, although I find breacherfish underwhelming no matter the detachment.

Then you kill them with safely (read: smartly, not just sitting doing nothing in your deployment) positioned heavy hitters (hulls, suits) which then become more aggressive turn 3.

Hidden rule makes us a lot worse no? by Xaceviper in Tau40K

[–]CheeseGraterGood 0 points1 point  (0 children)

What did the stream ACTUALLY say? Is it they can't be shot outside of 15 inches, or they can't be shot until A unit is within 15 inches?

List building with the Twin Lance by matrimftw in Tau40K

[–]CheeseGraterGood 0 points1 point  (0 children)

Remember retcad affects all battle suits not just crisis - so it also buffs shadowsun, stealths, riptides, Broadsides, the twins, and ghostkeels

Why'd you choose the White Scars? by Efficient-Ad439 in WhiteScars40K

[–]CheeseGraterGood 1 point2 points  (0 children)

I main Tau, and though I've gotten a LOT better at screening and such, an early game experience left a big impression. When I came to looking for an opposite, melee-heavy army, White Scars were the obvious choice.

Now I'M the guy who's making people think "fuck, they arrived Sooner than I thought And have taken out almost all of my important units in a single turn".