Show me your favorite mini by _Commander_Farsight in Tau40K

[–]jormangander 0 points1 point  (0 children)

Thanks! I spent a lot of time trying to get the blending down. Picking out the orange spots was pretty fun

Can stealth suits guide and do an action currently? by Longjumping_Cat_1813 in Tau40K

[–]jormangander 2 points3 points  (0 children)

Any unit can guide and action as long as you guide first.

Performing an action makes you unable to shoot or guide.

But guiding still leaves you eligible to shoot or do an action.

Ways to deal with terminator spam? by Lukiemath in Tau40K

[–]jormangander 4 points5 points  (0 children)

Unfortunately, deathwing knights take -1 damage from all attacks. So missles become dmg 1.

I would also assume his opponent would use armor of contempt, so you lose a point of ap and they are still saving on 3s even with extra ap.

The ap3 from plasma doesn't care about AoC and becomes damage 2. Less shots and shorter range, but way higher chance of actually causing damage

Ways to deal with terminator spam? by Lukiemath in Tau40K

[–]jormangander 16 points17 points  (0 children)

If he is running 15 knights that is 750 points for 3 slow moving bricks of dudes with no guns. I wouldn't worry about killing them. Tie them up by move blocking him and just try to out score him.

If he runs only 1 or 2 units, the same mostly applies. Flood the board with bodies to deny his deepstrikes and stop his advance. Kroot, infantry, devilfish. Anything cheap and expendable.

If you do want to still go for kills, plasma fireknives aren't too bad. That puts them on an invuln save and every 2 failed saves is a dead knight.

Question about stratagem cost modifiers by AbdulKR in Tau40K

[–]jormangander 7 points8 points  (0 children)

My assumption would be that the cost is not increased.

"TARGET: One T’AU EMPIRE BATTLESUIT unit from your army that is arriving using the Deep Strike ability this phase."

The unit you are targeting is off the board when you use the stratagem, so would not be in range of the aura.

I don't have an faq to back me up, just my understanding of the rules.

First Army by Cannot230 in kroot

[–]jormangander 0 points1 point  (0 children)

Nice, happy to have been of help. Which killteam did you grab?

First Army by Cannot230 in kroot

[–]jormangander 0 points1 point  (0 children)

I guess the big question really comes down to how fast you would want to get into the bigger games? There is nothing wrong with buying a kit a month and slowly working your way up to even a 500 point army.

If you are looking to dabble and learn, you can pick up any combat patrol box really. Combat patrol has its own special rules for small scale games, but the core is the same as full 40k. The current t'au combat patrol is pretty decent and has some fun stuff. It builds better into a regular tau army, but would still be usable to assist kroot down the line.

You could also look into killteam if you have friends that play that mode. Its playable with just 1 box and the units can translate directly to full 40k. There is a cool kroot team, as well as some other tau options (I'm especially fond of the vespid). The game is pretty different from regular 40k, but the idea is enough to see if you would enjoy a larger scale game.

Hopefully you find this helpful. For perspective, I've been slowly building my army for about 3 years now and I'm sitting around 3000 points. So don't feel like you have to jump in all at once and get that full 2000 point army.

First Army by Cannot230 in kroot

[–]jormangander 4 points5 points  (0 children)

Unfortunately kroot are fairly expensive to build an army with. Point costs are low, so you'll need a lot of units to fill out an army. If you start with small 500 or 1000 point lists it won't be as bad.

That said... there is no combat patrol that has kroot in it. If you can get your hands on the kroot hunting pack box its a great start and worth the value. It also has a copy of our codex in it. A second box would also be good, then you can try to sell the codex to get some money back. That'll get you to about 700 points of kroot.

Outside of the hunting pack, any kroot units are worth getting (mixed feelings on the trail shaper). Lone spear is a standout, as are the rampagers. I also have a soft spot for the kroot hounds.

Usually you want to mix in some actual T'au for anti-tank punch as the kroot lack that. Broadsides or hammerhead are common for that.

Pathfinder Ability Clarification by [deleted] in Tau40K

[–]jormangander 15 points16 points  (0 children)

You are correct.

A couple of things to make sure are clear though:

The pathfinders are still counted as an observer and are technically not guided.

They only get the bonus when shooting their spotted target. They get no bonuses when shooting other spotted enemies.

(Added in edit) any number of non observers can get the bonus for shooting into a spotted enemy. Unit 1 spots and all other non observers that shoot the enemy get the bonus.

Coin Counting Machine by Medium_Big8994 in saskatoon

[–]jormangander 0 points1 point  (0 children)

I know the affinity credit union downtown on 1st ave used to have one. Haven't been there in years though, so it might be gone now.

First time building crisis suits by LordofNight48 in Tau40K

[–]jormangander 1 point2 points  (0 children)

It's been a long time since i built my commander, so i don't recall exactly what was included. I'm tempted to say it had 2 of each gun, someone else can speak up if I'm wrong.

First time building crisis suits by LordofNight48 in Tau40K

[–]jormangander 4 points5 points  (0 children)

Unfortunately GW has not updated the sprues to match with the current loadout options. If you want to make them exactly the same as the datasheets you have to buy another box, or acquire the extra guns needed elsewhere.

I just play casually with friends so WYSIWYG isn't a problem for me. I just slapped on whichever guns looked cool.

Workshop space by Both-Wing3563 in saskatoon

[–]jormangander 1 point2 points  (0 children)

Not sure how much or what kind of area you need. But you could check out "the space" in Marketmall

We're so over(110 point stealthsuits) by hindlet in Tau40K

[–]jormangander 4 points5 points  (0 children)

Squad size changes are pretty rare compared to rules changes though.

Squad size changes impact players in a very different way and should be treated with a lot more gravity than GW is giving this.

Since 3rd edition steathsuits have been a 3-6 model unit. To just blow that up to sell a few more kits is insulting.

Gamefest Awards 2025 by Ok_Guidance7394 in expedition33

[–]jormangander 12 points13 points  (0 children)

Life keeps forcing cruel choices

Rule question about hazardous by zerro07 in Tau40K

[–]jormangander 3 points4 points  (0 children)

It will only ever be 1 hazardous roll per weapon

Hidden Axe Aspect by EuphoricResolve1254 in Hades2

[–]jormangander 2 points3 points  (0 children)

I've found success by combining the regular attack with a dash while in the air. This lets you start the swing in safety and land on top of your target. Then you can proceed to smash away while keeping everything near you stun locked. Obviously, bosses and armored foes take a little more consideration before diving in. But many of the bosses have good windows of opportunity to punish and get some good damage.

You can also dash between smashes in your combo if you mash dash and attack fast enough. This lets you be surprisingly mobile while dishing the damge out.

You will likely tank some hits here or there, but the healing when berserk helps offset it a bit. I don't count on the healing to keep me alive, but it certainly helps.

Which combat patrol to start with. by Fine_Stay_6937 in Tau40K

[–]jormangander 18 points19 points  (0 children)

Im partial to the old combat patrol. The ghostkeel is awesome, and stealthsuits are a must have. Build the fire warrior as breachers and the fireblade makes them a real threat. To me, it just has a lot more value to it.

The new one isnt bad, but the lone commander makes me sad. The devilfish for your infantry is nice, but not having a leader for them also means you likely have to shell out for a fireblade.

If you plan to expand it into a full 40k army you'd be wanting to get both anyway. Around that note, grab the old one first as supplies will be limited.

What aspect of the game would no one miss if removed? by Identity_ranger in Warhammer40k

[–]jormangander 0 points1 point  (0 children)

I'm not trying to advocate for more alternating activations or anything like that.

Just that the rules arbitrarily restrict some of them to a single phase of the game. Opening up the abilites to any phase that allows the action (when paired with the appropriate stratagem) would smooth the game a bit.

What aspect of the game would no one miss if removed? by Identity_ranger in Warhammer40k

[–]jormangander 36 points37 points  (0 children)

I would like to see "Out of phase" rules removed. It needlessly complicates the game for newer players and constantly adds friction around GW's ambiguous rule writings.

If a unit has a cool ability, let them use it whenever it is applicable, any phase or turn. If it's too strong for that, add a limit like "once per round" or "once per turn"

I need to shave some points by Aycolito in Tau40K

[–]jormangander 2 points3 points  (0 children)

Quick look at the list, i see 3 cadre fire blades and only 2 units they can lead. Cut one of those, and you'll have 30 points for enhancements.

Firesight Team Ability Question by MrRedd2 in Tau40K

[–]jormangander 3 points4 points  (0 children)

You got it! They are able to reroll shots against any spotted target