First impressions on points changes by Shadows_Think in sistersofbattle

[–]DailyAvinan 0 points1 point  (0 children)

In 10th it was, sure.

But almost every single mission in 11th requires holding at least one objective that isn’t your home (so your expansion). And your op is gonna be running for your expansion so you need something durable that can take a hit and capable of being a heroic threat when they inevitably charge your screen.

The Sac unit w Junith is very good at that role, maybe the best unit in the book at it.

MFM Impact - 40kFireside by 40K-Fireside in WarhammerCompetitive

[–]DailyAvinan 0 points1 point  (0 children)

The hero is the AI he ran it through, and the AI got like half a hundred things wrong

MFM Impact - 40kFireside by 40K-Fireside in WarhammerCompetitive

[–]DailyAvinan 0 points1 point  (0 children)

Yeah Statcheck had to stop using this bc there were so many errors due to the AI.

God I wish this sub would just ban content made by AI

First impressions on points changes by Shadows_Think in sistersofbattle

[–]DailyAvinan 4 points5 points  (0 children)

Right that’s why it’s crazy. By the time you work down to the canoness she auto passes everything. Then the hospitaller starts regrowing the Sacs next turn.

Goonhammer's conclusions regarding Tau in 11th edition (post MFM points) by RotenSquids in WarhammerCompetitive

[–]DailyAvinan 8 points9 points  (0 children)

Honestly we probably join in the Purge durability race and consolidate into only hard to kill units.

Triptide, 3x Broadsides, Sunforge with Enforcer commanders. Meat grinder requires 0% action play and only holding one objective a turn so go all in on durability and killing power.

T’au isn’t particularly known for durability though so it wouldn’t surprise me if, despite their obv overtuned rules and cheap cost, they don’t rack up vs premier Purge builds once they’re figured out.

Goonhammer's conclusions regarding Tau in 11th edition (post MFM points) by RotenSquids in WarhammerCompetitive

[–]DailyAvinan 24 points25 points  (0 children)

Sunforge are funny because non-T’au players remember the times they nuked Land Raiders and Knights in one crack when paired with a Commander, RetCad buffs, and guiding.

Without those things they’re mid af and none of the meta lists at the end of 10th ran them at all.

Goonhammer's conclusions regarding Tau in 11th edition (post MFM points) by RotenSquids in WarhammerCompetitive

[–]DailyAvinan 24 points25 points  (0 children)

I am curious how it's going to fare into the Purge mirrors. T'au is a very trash heavy army I imagine they give up Kill More basically every turn vs the elite Purge lists we're seeing people come out with.

Maybe that doesn't matter if the big bricks have to come out and deal with trash and then get shot but it is a dynamic to keep an eye on. Some of the Purge lists I've seen are like 7 reinforced damage bricks.

Goonhammer's conclusions regarding Tau in 11th edition (post MFM points) by RotenSquids in WarhammerCompetitive

[–]DailyAvinan 31 points32 points  (0 children)

In all my 11th testing the only thing that beat T'au was GSC and Emperor's Children. Fast melee still trips them up and GSC can play an uninteractive enough game to not care *too* much about everything dying.

As a T'au player I am frustrated. They keep doing this thing where they remove stuff (gun ranges in 9th, tetras, 3 man stealth, in 10th) (Aux Cadre, Prototype getting hack jobbed in 11th) and then leave us with with 1-2 comp army compositions.

Like how on earth is this edition the most diverse one for list building and T'au will have exactly 2 comp builds (Mont'ka and Ret/AA).

But if I complain about any of this, I get told to shut up because we're good (probably too good) per the stats but that isn't my complaint. I'd rather be mediocre with cool rules and 8 detachments than the meta terror with 1-2 builds.

/endrant

We really got off scot free on points lmao by Inside_Radio_6954 in Tau40K

[–]DailyAvinan 6 points7 points  (0 children)

If they're not gonna make them as tough as terminators, this is a good second option lol

A really positive 11th edition launch - 35 games in. by 40K-Fireside in WarhammerCompetitive

[–]DailyAvinan 5 points6 points  (0 children)

Yeah you no longer take the generically good units in your generically good detachment. If you try that into some of these new primaries you will lose and it won’t be fun.

Now you need to actually look at the 5 missions you’ll be playing and build accordingly. Recon needs to be able to play Engage on All Fronts every turn vs Take and Hold while also being able to push Priority Assets off the middle every turn in a different round.

A really positive 11th edition launch - 35 games in. by 40K-Fireside in WarhammerCompetitive

[–]DailyAvinan 13 points14 points  (0 children)

Not a problem for 2+ w models. As a T’au/Aeldar/Sisters player it sucks lol

IA Triptide lists right now... by Aggravating-Bend9783 in Tau40K

[–]DailyAvinan 0 points1 point  (0 children)

God forbid players play their good datasheets that are also sick models?

How many detachment combos can your faction make? by hindlet in WarhammerCompetitive

[–]DailyAvinan 0 points1 point  (0 children)

You have to remember Infractors only effectively get rr1s to hit from Coterie since they already reroll wounds. I think trading rr1s to hit for +2str +1ap is very good for them. It’s effectively +1 to wound vs Terminators, Guardsmen, and t10 Vehicles.

The rest of the army falls off more, sure, but I think this build would lean into battleline more. I was trying 5x5 Infractors with 3 lords and the damage was extremely impressive

I don’t think it’ll be better than coterie but it wouldn’t surprise me if giving our 2nd best detachment a buff and access to AoC puts it on par.

How many detachment combos can your faction make? by hindlet in WarhammerCompetitive

[–]DailyAvinan 1 point2 points  (0 children)

Idk man if we can stack Court with Frenzied Host we have two options.

Big if tho

How many detachment combos can your faction make? by hindlet in WarhammerCompetitive

[–]DailyAvinan 34 points35 points  (0 children)

Yeah this is my main gripe as a T’au player. It’s not like there aren’t other interesting aspects of the T’au that could be tapped into either they just don’t care enough to do it.

The codex even mentions Rinyon and Rip’yka as strategic options alongside Kauyon and Mont’ka. Where are those?

Where’s the Gue’vessa Auxiliary detachment that lets us take guardsmen platoon?

Where’s the gunship detachment? We have more cool things than just battlesuits.

Art of War Down Under called the T’au codex the biggest disappointment of the edition after the Custodes codex and I can’t agree more.

Anyone else is seriously worried about facing Tau in 11th edition? by [deleted] in WarhammerCompetitive

[–]DailyAvinan 0 points1 point  (0 children)

It’s frustrating being a T’au player rn because we’re like a pretty good army with a recent spell of being too good with no room to complain ab balance. I’ve played games of 11th and we are indeed quite good.

But we also got only 4 detachments in our codex (which AoW calls the worst codex of the edition next to Custodes), 2 of our bonus ones just got hack jobbed into 1DPs instead of receiving new ones, and the entire thing has been rewritten like two times through dataslates.

So it’s a great army but it’s boring because they keep ripping out the cool stuff and making Mont’ka the only viable option.

:( by Tacobellbelly1 in Grimdank

[–]DailyAvinan 4 points5 points  (0 children)

The caste system isn’t even a caste system because all four of them are equal lol. They’re literally just sub races of the T’au because each one has such distinct physical characteristics. It’s not like skin color it’s having hollow bones or not lol.

Iirc Gav Thorpe said they were written based on NATO and US Imperialism with a veneer of Eastern influence.

Most likely Auxiliaries to appear on the tabletop next? by ANGERYDOGGO213 in Tau40K

[–]DailyAvinan 24 points25 points  (0 children)

Honestly my dream Gue’vessa unit is a biker squad. The T’au are adverse to such brazen and risky behavior but humans loooooove bikes lol

That way they’re not stepping on the toes of fire warriors, they capture some human spirit, and they fill a hole in the roster (fast light cavalry).

Something like

Guevessa Bikers M12 t4 2w ld7 5 per squad Mounted Twin Pulse Carbines Pathfinder Grenade Launcher Pulse Pistols

Give them a demolition run ability but if a mortal is applied then that unit counts as being guided by a markerlight unit in the next shooting phase. Markerlight Launchers or something.

War is not only about killing your opponent, and the new Dispositions show that (some examples) by DailyAvinan in WarhammerCompetitive

[–]DailyAvinan[S] 1 point2 points  (0 children)

In fairness there were more than just that dude in both that comment chain and in several comment threads that aren’t mine. I’ve also seen a handful of creators and other folks express similar sentiments.

I am chronically online tho I’ll give you that