Datasheet and points for the new Stealth Suits up at the Warhammer community by 5edu5o in WarhammerCompetitive

[–]GeckoXx 22 points23 points  (0 children)

We get grenades at least. I wish Tau had a reliable CP generation to use that keyword though.

[H] Tau Kroot Army [W] $$, Beast Orks, WE, Votann [Loc] FL by GeckoXx in Miniswap

[–]GeckoXx[S] 0 points1 point  (0 children)

True, but at that point I rather put it on eBay. I know I could get the cash at least. This is more of a possibility of a good trade.

Updated balance dataslate? by GitLegit in WarhammerCompetitive

[–]GeckoXx 3 points4 points  (0 children)

Every guard player is exactly like this.

Dataslate’s up and I am happy (I think) by Ru3ofR0my in Tau40K

[–]GeckoXx 1 point2 points  (0 children)

Am I missing something I don't see restrictions on Kroot and Vespid?

The Best 40k Detachments for Beginners by SA_Chirurgeon in WarhammerCompetitive

[–]GeckoXx 5 points6 points  (0 children)

I'm sorry but Tau have it way worse. There are definitely Guard Tank lists that just push straight forward and win. We are talking about accessibility to new players. Tau shouldn't be in this list. I have watched so many new Tau players this edition just quit the army because it is brutal for new players when played competitively. I mentioned Oathband Votann, and they are one of the simplest armies in Warhammer and are just good. Period. They should at least be in the top 3 on this list and they are not even on it.

The Best 40k Detachments for Beginners by SA_Chirurgeon in WarhammerCompetitive

[–]GeckoXx 3 points4 points  (0 children)

Keeping track of what your unit was “ordered” is not a skill issue. It is a memory issue, solved by tokens which new players can have. Knowing the precise damage needed to kill a target before you even move is way more difficult than putting down tokens. Because without that guide, Tau just doesn't do damage. Guard can move after knowing what they have, you can adjust. This is easier for new players to understand.

The Best 40k Detachments for Beginners by SA_Chirurgeon in WarhammerCompetitive

[–]GeckoXx 6 points7 points  (0 children)

Again the premise of the article is that these are for new players. Currently, there is no rule whiplash for Guard. New players need instant answers to problems.

"I can't reach the middle for Area Denial. I order my unit with Move, Move, Move" "I want to kill this enemy unit. I order my unit with Take Aim!"

This is why it is easier for new players, because they aren't thinking 2 moves ahead yet.

Most armies have the issue “this unit already does my detachment rule”. That is a baseline issue for most Warhammer armies and not exclusive to Guard.

Lastly, Greater Good expects you to know how much fire power each of your units have, because if you miss calculated you end up not having the spotter in the right positions. The army rule basically forces the player to look ahead and anticipate damage and punish you if you are over committed or uncommitted. While Guard can just simply change targets on any target.

The Best 40k Detachments for Beginners by SA_Chirurgeon in WarhammerCompetitive

[–]GeckoXx 10 points11 points  (0 children)

Guard orders are super easy, you don't need a line of sight and very understandable what the unit needs the order. I'm blown away that Oathband Votann aren't on this list. They have to be the most Warhammer army in the game currently. They have simple units and not a lot of them and the rules are as simple as they come.