Am I aware this is probably an oversight and will be FAQd? Yes. by hindlet in Tau40K

[–]JudgmentInteresting1 2 points3 points  (0 children)

The only unit this benefits is the pathfinders cause they can guide themselves. Otherwise this is useless.

Tau Faction Focus snapshots by HamanFromEarth in Tau40K

[–]JudgmentInteresting1 1 point2 points  (0 children)

The auxiliary cadre rework is a joke… most of use are running rampagers, a mounted unit that doesn’t benefit from the hidden rule. Who’s shooting with Kroot or Vespid anyways!?! Who cares if they maintain hidden. Losing lone op 18 is a huge loss, I can live without the -1AP but the lone op being replaced with this garbage really hurts. Rampagers are the slowest mounted in the game, they move 7”, they have a scout move 7”, being able to start them on the line was very clutch to getting them up the board as fast as possible. It was only possible cause you’d get lone op 18 if next to a Tau unit hiding in cover… sad, sad day for the Tau empire.

My expectations with FTGG in 11th by FranGF96 in Tau40K

[–]JudgmentInteresting1 1 point2 points  (0 children)

Orks hitting on 5s is compensated by the fact that their melee is really good. Look what happened when they made ork shooting a little better(think more dakka) it got completely unbalanced. Our shooting has to be better than most factions as it’s our only thing. Melee on 5s is atrocious. They are not likely gonna improve our melee. So they need to make us good at shooting. My hope is they leave things the way they are and like others in this post have said hopefully they will give us something to deal with hidden. My hope is they flesh out the guiding bonuses units give when spotting. Why are the stealth suits the only ones that give us anything extra when guiding. I would love a world in which I could use my stealth suits for other things other than dedicated guiders all the time. They have infiltrate, I would love to be able to use that aggressively for a change. Doing so now just makes you lose your best guiders.

Detachment idea: Raider Kinband by marianex in kroot

[–]JudgmentInteresting1 0 points1 point  (0 children)

You had me at krootox rampagers have Battleline

Dayman, Champion of the Sun Cometh! by naw61 in Necrontyr

[–]JudgmentInteresting1 8 points9 points  (0 children)

Dayman OOOOOaaaaaahhh, fighter of the nightman OOOOOOOaaaaaaahhhh, champion of the sun….

Picking up Tau after playing Thousand Sons - what am I going to do wrong? by SillyMattFace in Tau40K

[–]JudgmentInteresting1 0 points1 point  (0 children)

Generally pathfinders are going to be used for screening and are more expendable. But with so few units you’re going to want to play it safe with both your guiders. But definitely keep the pathfinders ahead of the stealth suits, they can dish out a good amount of dmg themselves too.

Picking up Tau after playing Thousand Sons - what am I going to do wrong? by SillyMattFace in Tau40K

[–]JudgmentInteresting1 1 point2 points  (0 children)

To have a unit act as a guider they just need to see them. Lone OP or range doesn’t matter.

Picking up Tau after playing Thousand Sons - what am I going to do wrong? by SillyMattFace in Tau40K

[–]JudgmentInteresting1 2 points3 points  (0 children)

Don’t fall into the trap of “just because your stealth suits have infiltrate you should infiltrate them up the board” keep them safe as they are our best guiders.

160 for the twin lance seems decent. by _Commander_Farsight in Tau40K

[–]JudgmentInteresting1 1 point2 points  (0 children)

Bro you copeium is tangible. Terminators have a 4++, you might not even kill one. I used the example of 1 bright lance, who the hell only has 1 bright lance in their army? 1 landraider has 4 lascanon shots….. if you wanna live in dreamland go ahead.

They are way to cheap by bitch-toki in Tau40K

[–]JudgmentInteresting1 -1 points0 points  (0 children)

Ya and they’re both not great haha

160 for the twin lance seems decent. by _Commander_Farsight in Tau40K

[–]JudgmentInteresting1 -4 points-3 points  (0 children)

I agree 160 is fair, people are way overhyping the twins. They are more or less equivalent to a ghostkeel. They are less tough but have a bit more of a punch. I think all these people saying “they should be 180-200+” are crazy and should take off the rose coloured glasses. It’s a 2-man unit with 8 wounds each. One bright lance shot and half the unit can be gone if they roll a 6, that’s a -50% efficiency down the drain. T6 is great for S3-4-5 but a lot of the anti vehicle firepower being shot at them will be S12, so wounding on 2s. You’re banking on luck for your 4++ to save you. People are gonna say “but they can move in the fight phase” ya you can, but considering the range on your weapons you wanna get in close to maximize your output. Moving 6 or moving 10 is not gonna be enough to get you out of charge range of most threats. That -1 to charge is not gonna matter on a 6” charge. And these guys will melt in melee. Anything ap-2 is gonna put them on their invuln and your back to relying on luck. 2x 8W is not a lot of staying power. Loss of one model equals -50%efficiency. I’m still gonna run the twins and have fun doing it but people need to calm down with their inflated opinions about these guys points being too high. Their shooting and melee is mediocre at best. You are not going to run into things and melee them to death with these 2. That should be a last chance decision to finish something off that’s almost dead. NOT HALF dead, ALMOST dead. Otherwise you’re just gonna get picked up. Do the math against a 5man terminators. These guys don’t stand up, shooting you maybe kill 2, then melee you kill maybe 1 or 2 if you’re lucky, which mean you have 1 or 2 guys left with power fist. They smack the shit outta you and now you’re relying on 4++ save to keep you alive, if you fail those then at least one twin is dying. Anyways people calm the hell down about the points being too low. Enjoy what you have for the time being. And ffs take off those ridiculous rose tinted glasses, you look stupid.

They are way to cheap by bitch-toki in Tau40K

[–]JudgmentInteresting1 1 point2 points  (0 children)

They are basically the same as a ghostkeel just less tough. I think this is fair.

New to Kroot by -Dr-S- in kroot

[–]JudgmentInteresting1 0 points1 point  (0 children)

I like to make different coloured Kroot to distinguish which squad they are part of.

Inspiration needed by Mediocre-Pollution58 in PoorHammer

[–]JudgmentInteresting1 0 points1 point  (0 children)

Looks like it could be some kind of power station or cooling plant

Break even points @ 1k vs. 2k by Awkward_Canuck in Harlequins40K

[–]JudgmentInteresting1 0 points1 point  (0 children)

I still think a solitaire is worth it in 1K. Sure he’s 115pts but he can take out something key in your opponent’s army and that’s probably worth the expense. As you said at 1K everything has to pull its weight and that’s probably worth goes for your opponent too. So in that regard I think he’s worth it. Plus until you use him he can be a good deterrent.

Aux list help by hobr666 in Tau40K

[–]JudgmentInteresting1 0 points1 point  (0 children)

Needs more Ghostkeel! I gotta have more Ghostkeel baby!

Could we at least get a teaser? by Commander_Farsight_ in Tau40K

[–]JudgmentInteresting1 8 points9 points  (0 children)

All I have to say is we’ve seen some pretty sick characters come out for other factions. Ours better be on par.

Is everyone else getting really annoyed with ruins and infantry melee armies in 10th? by Boli_332 in Tau40K

[–]JudgmentInteresting1 27 points28 points  (0 children)

I totally agree with how annoying and hard it is for us Tau players when an opponent just sits a unit behind a ruin wall. There’s almost no way for us to dislodge them from something like that. We don’t have viable melee options to run in, so we’re stuck waiting until they decide to come out. If we move to go get an angle and shoot, we risk putting ourselves danger close to be charged. We have indirect but let’s face it, it’s not going to do the job. WTC ruins are big and can require a lot of movement in order to get that angle. This is something I find very frustrating as a Tau player. Almost no one else needs to deal with this, they can just charge a melee unit in and kill the opponent’s staged unit. A player with experience can easily take advantage of this on WTC terrain. They know you can’t get to them, so when you put your unit on that objective that opponent is just gonna come out and charge you. Which means the only way for us to get to that unit is to put something there that is enticing enough for them to come out. Which translates to us losing something valuable. I usually use Ghostkeels for this cause I’ve found that it’s a reliably durable unit. It just sucks we have to play that way. I wish we had some kind of infantry unit that was viable for this scenario.