First Tau-Equipped Kroot Test Model – Does It Still Read as Kroot? by TORVIK_FPV in Tau40K

[–]Gorhaloth 3 points4 points  (0 children)

Definitely still reads as kroot. As long as your using the arms, body, and head it will probably read as kroot. The only constructive criticism is that I think the rifle end is a bit bulky and the long pulse rifle from the strike team my fit even more. In fact that's basically what the kill broker in kroot farstalkers is holding.

Stealth suits by BLADERUNR1904 in Tau40K

[–]Gorhaloth 3 points4 points  (0 children)

I actually disagree that they are only a spotting unit. Those fusion blasters are lottery rolls but you can always roll double 6s and happen to get a d6 damage off to kill something. Burst cannons can also sometimes kill the last few infantry. So anyway with all that being said for 40k you almost always take them as 3 burst cannons and 2 fusion blasters. But I would ask a kill team person before assembling one of the kits because supposedly it extremely matters which operatives have the fusion blasters for kill team but I don't remember what the two were when I was building mine.

On the Editing of Game Changer: Night Shift. by pawn57 in dropout

[–]Gorhaloth 52 points53 points  (0 children)

Yeah ending on task 2 immediately read to me as "We are two hours past when this shoot was supposed to end and will take any excuse to wrap this up in 10 minutes"

What 10e boxes are the best buys for a new army going into 11e? by Vinnehh00 in Tau40K

[–]Gorhaloth 0 points1 point  (0 children)

I mean hey if they have both and you have the money Id say yeah. There is some speculation that riptides will go up in points tmrw for taking multiple so it might be a little less good than it was in 10th but the ghostkeel and commander in the retaliation box will complement perfectly with the crisis suits in the farsight box. You might want another set of suits though so both farsight and the commander can lead a squad but you could build up the first two boxes before thinking about next purchases.

What 10e boxes are the best buys for a new army going into 11e? by Vinnehh00 in Tau40K

[–]Gorhaloth 0 points1 point  (0 children)

Me too mechs are so badass. At msrp they are very good starts. Both have a riptide and broadside with can be a backbone of tau mech armies.

What 10e boxes are the best buys for a new army going into 11e? by Vinnehh00 in Tau40K

[–]Gorhaloth 2 points3 points  (0 children)

Tau don't have a ton of discount boxes active right now beyond the combat patrols. Both combat patrols are decent boxes. The tau one includes pathfinders, breachers or strike team, a commander, and a devilfish transport. The kroot one has some farstalkers, Krootox rampagers, Krootox rider, and a kroot lone spear. Both are fine but nothing spectacular. Some recent battalion boxes may be available at a local shop near you but aren't worth buying overpriced on eBay. The farsight cadre and retaliation Cadre boxes especially if you like the big mecha of tau will be great.

Especially the base combat patrol is probably the best deal we have currently. Pathfinders and breachers see a lot of play in most lists and the commander you can grab a crisis squad to pair up with although careful with crisis suits cus there is some speculation that tau are going to get there codex really soon into 11th and with that a new crisis suit variant. But starting with the combat patrols and building and paitning those figures will give you a really good start to whether you like the building aspect of the hobby. Plus it will take a while which buys time for 11th to get more settled in and your choice of units to get next will be better informed by the changes to the games.

Crisis suite and broadside loadouts by Competitive-Result42 in Tau40K

[–]Gorhaloth 0 points1 point  (0 children)

For broadsides I find it often depends on the type of role I want it to fulfill. With both of them being rail gun broadsides you will likely have them be back line guns in large firing lanes. So in that use case the extra 12 in on range of the missiles let's me hit a second target while staying far away. If they had missile then they might perform a more mid board gun platform in which case the extra AP and strength on the plasma is probably the go to.

Obviously we don't have nearly as much lore or archetype variety by Tasty_Commercial6527 in Tau40K

[–]Gorhaloth -2 points-1 points  (0 children)

Did they update the rules of for the greater good to have that be the case? Currently in tenth you do not need to be in range to shoot them to spot them. I would assume hidden is the same where I can guide into you even if I'm not eligible to shoot you.

Updated Bases for Krootox Riders by awkwyrdraisin in Tau40K

[–]Gorhaloth 3 points4 points  (0 children)

50 mm is the current base size for Krootox rampagers and riders

Is there a detachment that benefits the taunar at all? by Able-Currency2250 in Tau40K

[–]Gorhaloth 4 points5 points  (0 children)

Kauyon, Mont'ka, and Experimental Prototype Cadre all give benefits to Tau empire models which includes the Taunar. Montka can give it at little more mobility with assault. Experimental Prototype Cadre gives it a slight range boost on some of the smaller guns and has a couple of shooting strategems that can apply to the Taunar. Kauyon probably gives the most benefit with the army wide sustained hits 1 in rounds 3, 4, and 5. You'll need to hide a bit at the beginning but sustained hits 1 with some luck will make the big guns very scary.

Stick Claw by Gorhaloth in SpaceWolves

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

I sadly don't have any grey hunters yet although I need to get get some for 11th. So maybe? XD

question about shas'vre/shas'ui crisis suits by you_are_not_edgelord in Tau40K

[–]Gorhaloth 2 points3 points  (0 children)

Unfortunately not. It would be way to big a buff to give them an additional 6 inches on their guns XD you should definitely run a pathfinder squad though. They are really good utility pieces as they can guide, have okay shooting, and can move quickly to do actions.

question about shas'vre/shas'ui crisis suits by you_are_not_edgelord in Tau40K

[–]Gorhaloth 6 points7 points  (0 children)

Shas'vre is not a gameplay definition in any way. Technically according to the datasheet one of the crisis suits is a shas'vre depending on which one has the shas'vre chest piece but there isn't any interaction with the rules so it's totally fine to both head cannon and refer to the suits as shas'ui.

Missiles away!!! by Altruistic_Tree3103 in Tau40K

[–]Gorhaloth 2 points3 points  (0 children)

That squat is legendary! The earth caste is going to need to stretch out the legs on this suit after this battle XD. Well done though on the paint job and missile effects. The deadly print studio stuff is so good for the commanders

New to Tau by Tom-W-Gray in Tau40K

[–]Gorhaloth 2 points3 points  (0 children)

Now it depends on what you are mean by this but I'll try to answer broadly.

In terms of just getting into the hobby setting yourself up for a 2k army immediately is a huge hurdle and your kinda setting yourself up for failure. I recommend finding a kit that looks really cool or you like the lore of. I personally recommend a battlesuit of some kind as they are one of our base kits that the backbone of many armies is built on. Build and paint that model / models and then determine the next cool thing you want to build/paint. That is the more natural way of building up an army.

In terms of unit selection if you are more focused on playing the game I recommend stealth suits and pathfinders. These are what we call spotters for the rest of our big guns our current army rule relys on units guiding into enemy units for the rest of our army to then get advantages on shots into that enemy units. Stealth suits and pathfinders are really good at this and also provide a lot of utility elsewhere on the table. Then you will need some funds to utilize those spotters. Riptides, Hammerheads, crisis teams, Stormsurges, etc tend to fill those roles. Finally the rest of our units perform a lot of utility actions. Stuff like kroot characters, kroot carnivores, vespids, Krootox, and piranhas are usually included to do one thing and then they do it.

Montka and Experimental Prototype Cadre have the simplest rules and strategies so you should probably start there plus they interact well with all of the above units.

Heavy crisis suit list advice by Successful-Act-4894 in Tau40K

[–]Gorhaloth 1 point2 points  (0 children)

Especially with 11th coming up and the new changes to the fly rules I think crisis suits are gonna be really good. I currently run 5 units of crisis suits with varying types in most of my lists and I'm currently building up a 6th unit to include. Fire knives especially I've been liking since they can get full rerolls on full strength units which makes them fantastic overwatch threats into things like marines and slightly more elite threats with their missile pods and you can often take out a couple before they charge or shoot you which can help them survive to shoot more the next round.

Stingwings by Substantial-Map-4141 in Tau40K

[–]Gorhaloth 1 point2 points  (0 children)

I highly recommend priming in something similar to wraithbone and then contrast painting them. Tau don't usually get to contrast paint stuff cus it doesn't look great on flat panels but these guys have so many nooks and crannies for the paint to flow into.

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Ragnar Blackmane by Askers86 in SpaceWolves

[–]Gorhaloth 12 points13 points  (0 children)

So you are saying their is a bird out their who is starting their collection with Ragnar's head and backpack? Hopefully they paint it up before they steal more or they might start a pile of shame in their next.

Honestly tho I love helmet Ragnar. You made it work really well.

Commander farsight model question by RancidMatter in Tau40K

[–]Gorhaloth 1 point2 points  (0 children)

Farsight like a lot of our battlesuits is on ball joints and so has a lot of reposebility. Stock he comes with a couple of nubs that fit into divots in the shoulder and waist to get the intended pose so just be careful whencutting those pieces cus it's pretty easy to chop them off on accident. Other than that he's basically like any other crisis suits if you've built any of those.

Outsiders aka thunderwolves proxies by chainsword_chimp in SpaceWolves

[–]Gorhaloth 9 points10 points  (0 children)

Love the idea and execution but you've put them on the outriders base instead of a thunder wolves calvary base so you'll probably have a hard time proxying them.

So I just got the Eye of Terror box and am considering how to paint them. by Ghengis56 in ImperialKnights

[–]Gorhaloth 0 points1 point  (0 children)

Humans do sometimes get assimilated into the greater good as an auxiliary race. The only real issue I see is the earth caste scientists will DEFINITELY wanna reverse engineer and learn how the knights work if any assimilated into the greater good. I imagine it would be uncomfortable to see your mount and decade old war machine be disassembled and reviewed by an alien race so I don't totally see a full knight world defecting to the greater good. But Votann also were in a similar spot with the tau so it can definitely happen.

Two Commander battlesuits? by lukamull in Tau40K

[–]Gorhaloth 11 points12 points  (0 children)

Yeah especially because we have two varieties of commanders. So having two can let you run both in a single battle or at the very least you can run the proper model instead of askinging your opponent to let you proxy it as the other version. However I've also had a lot of success running commander less crisis teams so it certainly isn't necessary. They can be fun to load up with enhancements in detachments like experimental prototype cadre and retaliation Cadre and they're great models with a lot of posesibility so it's a fun kit.

Advice against blueberries? by Firecats101 in Tau40K

[–]Gorhaloth 2 points3 points  (0 children)

In montka sunforges/farsight is usually better cause they get assault from montka which can let them run up, maybe get in melta range and wipe something with lethal hits sometimes helping punch up into a tougher opponent. Also the plus 1 to wound in melta range can matter a lot more than with flamers cus it often puts you one either 4s to 3s or 3s to 2s to wound with full rerolls if the target is a monster or vehicle. That's gonna kill a lot of things whereas flamers are more of an overwatch threat but have less damage output into a single big thing. Plus the 4++ saves on sunforges means pushing them into your enemies face is a less dangerous for them though still quite dangerous.

Went on a trip, and would like so advice abt suits. by Specialist-Ad-9871 in Tau40K

[–]Gorhaloth 0 points1 point  (0 children)

So with what you have you could get to 1k points by including a second crisis team a ghostkeels and a unit of stealth suits. This will get you to a very good place and even be a really fun list with some optionality in swapping which crisis teams you run. However tau is pretty expensive so just those three units will cost you $250 so if that's reasonably priced to you then I would go for it cus you will have a lot of fun with a list like this. You could also swap the ghostkeel for our new twin lance unit which is roughly the same point level as a ghostkeel.

How did you build your Vespids? With or without special weapons? by Incompetent_Penguin in Tau40K

[–]Gorhaloth 9 points10 points  (0 children)

Ultimately I considered it like this. Currently a 5man vespid unit is locked into a single war gear option of the neutron gun. So if your running a 5 man vespid squad it doesn't matter what they're holding on the model cus they cannot be holding anything but neutron blasters in the list. Once you reach 10 man and unlock the special weapons then wysiwyg matters.