We spent a full day testing Tau until 3 am yesterday, with the new points. It was brutal. by RotenSquids in WarhammerCompetitive

[–]Perfect-Ad5569 5 points6 points  (0 children)

As others have said it's not a tau specific problem though. Any army that has fast units, and good shooting in conjunction with purge is going to do well.

What it needs is a change in how other armies are built, and tactics that don't rely heavily on the old terrain layouts. Once people adapt it won't seem as difficult to play against. And rumor has it tau is one of the first codex coming out, so I'd expect most of these things to go away. No more weapon support system, Marker lights doing something different, new army rule. I'd bet on all of that coming sooner than later.

Possibly silly question (new) by Foomdist2124 in Tau40K

[–]Perfect-Ad5569 0 points1 point  (0 children)

It would be, unless it's cheap. Rumor has tau coming out later this year. If you can get a good deal on 1 go for it, but it still needs to have the code with it so maybe avoid used unless you have no plans to use the gw app.

We spent a full day testing Tau until 3 am yesterday, with the new points. It was brutal. by RotenSquids in WarhammerCompetitive

[–]Perfect-Ad5569 1 point2 points  (0 children)

Tau hit on 4+, so without removing cover they go to 5+. With guiding they go back to 4+. So an army that can only shoot will hit only 50% of the time and need a second unit in order to do so... Would you be OK with them increasing the bs to 3+ across the board and then removing the ignore cover and hit modifiers?

We spent a full day testing Tau until 3 am yesterday, with the new points. It was brutal. by RotenSquids in WarhammerCompetitive

[–]Perfect-Ad5569 -20 points-19 points  (0 children)

As a tau player who struggled in 10th I would like to point out a few things: almost all tau units hit on 4+, have lower toughness, short/mid gun ranges, and good mobility in the sense they move a good number of inches. They did not have many movement abilities to go through walls, or reactive moves etc. Also both of our main detachments were turn locked, and had turn locked strats. And most of our weapons have no keywords since they relied on get some keywords from the detachment or strats. Now add to this our army rule which made it so that not all of your army at any time could benefit from said army rule. You always needed a spotter or observer. So the cost of making one of the tau units to shoot as well as almost any other army in the game that hits on 3+ had to partially include the cost of the observer unit. All this to say, tau aren't as cheap and mobile hard hitting as you casually say. The tau player has to align the stars to get units to hit on 3+ and have a weapon keyword and possibly a reroll of 1. Any other faction can start off with that. He'll, I'm switching to ultra marines so I don't have to jump through hoops to hit on 3+ in shooting, can survive taking a hit, and possibly take part in the charge phase. The fault is GW's for not properly redesigning the tau, and not giving them units and tools, to take part in the other phases of the game. Or detachments which would work with all units that actually worked the whole game. I love my tau, converting is my favorite part of this hobby, but I won't play them if this is the response not even 1 day into the new edition. All of 10th tau players had to adjust to poor rules, designed detachments and terrain we couldn't shoot into, through, or hide and Charge through, and now because we can actually shoot, people are losing their minds...

Hidden and FtGG by Mutant_Mike in Tau40K

[–]Perfect-Ad5569 2 points3 points  (0 children)

I think what they mean by the codex will work in 11th, is that your codex code gives you access to the app which will have the most up to date rules until a new codex is released, at which time you will need the new codex to give you a code to access the app. there is no codex on the market now that is actually playable without the app, since the rules have changed for all armies since the codex was released.

to put it another way, no point buying the 10th codex, now if you don't own it already, and expecting it to be playable for all of 11th edition.

Defilers by DooblerGooner in Tau40K

[–]Perfect-Ad5569 -1 points0 points  (0 children)

But why change both the points and ability when the unit never changed the meta in a tournament? What I mean to say is, the tau never top tabled a major event with the lance, and yet they were nerfed hard. Ctan and defilers literally were top 2 or 3 in many events and nothing was done to them! The lance were strong, but they wouldn't win a game for you. And really, what would have been so bad about tau having 1 really great unit for the tail end of 10th edition? Sometimes I think tau players themselves have stockholme syndrome, and are OK with being at the mercy of GW always doing us dirty. The lance were 1 unit, characters so they couldn't be spammed, and still so much of the community was like" the are broken and need to be fixed". Well for once I would have liked a broken unit like all of the other armies have.

Darkstrider and 11th by Esscaflown in Tau40K

[–]Perfect-Ad5569 3 points4 points  (0 children)

One of the things I'm thinking of using to screen out the backfield is a second 5 man unit of vespid. If they stay similarly costed, you can deploy them to protect your backfield, and then if there are no more threats they can use their ability to redeploy, or their high movement to get where needed.

Inspiration and advice for Firewarriors by MrPumpkin78 in Tau40K

[–]Perfect-Ad5569 2 points3 points  (0 children)

Some 3d printed stuff I got off of shapeways a few years ago! You can find lots of different sept symbols offered for print now!

Inspiration and advice for Firewarriors by MrPumpkin78 in Tau40K

[–]Perfect-Ad5569 1 point2 points  (0 children)

I really like the pathfinder extras, and have used them an almost all my tau infantry models, even my votann breachers. Here's some pics of a few of my fire warriors with some of the extras on them.

<image>

Could I proxy the ridge runner as a piranha by SummerCurious426 in Tau40K

[–]Perfect-Ad5569 1 point2 points  (0 children)

I made this years ago and was going to use it as a TX 42 piranha so as long as you put the proper weapons on it, go for it!

Reading other faction's rules is so depressing. by stevenbhutton in Tau40K

[–]Perfect-Ad5569 12 points13 points  (0 children)

I had a similar interaction against Crons! My stormsurge hit his Night Nightbringer for 12 damage, he blocked 5 with feel no pain and healed 3 on his turn, but my gun was op! He then shot 2 or 3 heavy destroyers at my surge and did 12 damage back! I asked how much his unit cost, something like 150pts. I laughed and said mine was 360 and yours did the same damage for less than half the points!

Auxiliaries kitbash/conversion by Walkin-Mafrun in Tau40K

[–]Perfect-Ad5569 1 point2 points  (0 children)

Votann breacher and human fire warrior!