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New Tau
Mar 30, 2013 19:44:07 GMT -5
Post by paradox on Mar 30, 2013 19:44:07 GMT -5
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New Tau
Mar 30, 2013 19:58:51 GMT -5
Post by Silent Bob on Mar 30, 2013 19:58:51 GMT -5
they are cool.
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New Tau
Apr 11, 2013 10:57:39 GMT -5
Post by paradox on Apr 11, 2013 10:57:39 GMT -5
So I suckered myself into buying the Tau codex this Tuesday. I want to play Tau. I'm going to try and give it a once-over this weekend. They look very swank in the current edition.
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New Tau
Apr 11, 2013 19:37:49 GMT -5
Post by GrumpyMonkey on Apr 11, 2013 19:37:49 GMT -5
Let me know, I would actually dip back in a little
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New Tau
Apr 11, 2013 22:20:12 GMT -5
Post by maverickman on Apr 11, 2013 22:20:12 GMT -5
Where'd your signature go?
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New Tau
Apr 12, 2013 10:30:26 GMT -5
Post by paradox on Apr 12, 2013 10:30:26 GMT -5
This will be an overview of the slot options in general.
HQ: There are a handful of Special Character HQs, along with the expected usuals, and at least one new one (to me).
Specials: Farsight. We know who he is. His bodyguard unit can have up 7 models.
Shadowsun. I think she came out in the last codex? Stealthsuit commander with fusion blasters.
Aun'Va. Floating wheelchair ethereal, also from the last dex, IIRC. Has special powers, as all ethereal do, and can do 2 per turn, unlike other ethereals.
Aun'Shi. We know who he is too.
Darkstrider. I think he's new in this dex. Pathfinder character. Black Ops sort of guy that reduces target's T vs shooting and real slippery in hit and run.
The specials are 100-165pts ea.
Generics of course have the crisis commander and ethereals.
Ethereals can use elemental powers once per turn at start of Movement. The ethereal and all friendly non-vehicles in 12" gain effect. -Water: Stubborn (Morale and Pinning check use unmodified Ld) -Fire: Pulse weapons get an extra shot against targets within 1/2 RNG. Does not include pulse bombs but does help Kroot firing pulse rounds (kroot have 2 different shot types). -Earth: Feel No Pain 6+. Basically an extra 6+ save that is not actually a save roll, so is additional to any save. -Air: Can Snapshot after running.
They also have a passive 12" aura that passes on their Ld10, but they are worth 1 extra VP if killed.
Can take Honor Blade(2 handed melee S+2 AP-) or 2 Equalizers(S User AP4 melee. Can take Blacksun Filter (night vision + ignore Blind), Homing Becon (no scatter on Deep Strike within 6") and drones. Cost 50pts
Commanders are pretty much the same. Can take up to 4 wargear from Ranged and Support Systems, and can take Signature Systems. can take up to two drones, and can have up to two bodyguards in a unit with them. The bodyguards can also have drones and up to 3 wargear. A commander with bodyguards always passes Look Out rolls.
Speaking of units, most every unit has two rules they either have or can take: Bonding Ritual and Supporting Fire. Bonding Ritual means the unit roll regroup checks on unmodified Ld. Supporting Fire means that if a friendly unit is charged, all models within 6" of the charge target can choose to fire Overwatch (snapshots) at the chargers. Obviously, this makes Tau dangerous to charge. 85pts for Commander, 32pts per bodyguard
Cadre Fireblade. Basically a Fire Warrior commander. He has the typical FW loadout + a markerlight (these are pretty integral to the Tau). He has Support Fire. He can Split Fire (Ld test to have 1 model shoot other target), and Volley Fire (dont move = Pulse rifles and carbines get 1 extra shot). He can take drones.
Troops
Fire Warriors - What youd expect. They have Support Fire and can take a Devilfish (80pts). -6 for 54pts. 6 more at 9/ea (108 full) -upgrade 1 to leader (counts as a character) 10pts --he can take drones --markerlight at 15pts -swap any number of rifles for carbines free -Can take EMP grenades at 2pts per -bond at 1pt per
Kroot - They are S3 T3 WS4 BS3 I3 10 for 60. 10 more at 6 per -up to 3 krootox riders at 25 per -up to 10 hounds at 5pts per -shaper is 15 -Swap krootguns for pulse rifles or carbines at 4pts per -krootgun sniper rounds at 1pt per model
Elite * All suits are Jet Pack Infantry. They can walk normal or use Jet Pack. If they use Jet pack, they can move over all models and terrain when moving, but take Dangerous check if they start or end in diffiuclt terrain. Obviously cant land on a model. They can Thrust in Assult phase if not ion melee. = move 2D6 inches even if you Ran or Shot or Deep Struck. They can Deep Strike. They are Relentless (can shoot Heavy, Salvo, or Ord weapons while moving, and can assault after shooting those)
Crisis team. 22pts per model, 1-3 per unit -take up to 3 items from ranged or support -upgrade 1 to leader for 10pts -anyone can take drones -bond at 1pt per
Stealth team. 3-6 at 30pts per -infiltrate -support fire -stealth + shrouded (basically +3 to cover saves, so start at 4+ in open) -anyone can take 1 support item -1 model out of every 3 can swap out for a fusion blaster -upgrade to leader 10pts --can take homing beacon and markerlight --can take drones -bond at 1pt per
Riptide -the big suit 180pts WS2 BS3 S6 T6 W5 I2 A3 Ld9 At start of move can choose to overcharge. If you do, roll D6. 1-2 = take a wound with no saves. 3+ = choose 1 overcharge effect. 2+ arm save 5++ invul save (overcharge = 3++) -Overcharge Thrust to move 4D6 instead on a Thrust move. -Overcharge for Ripple Fire (Shoot twin linked plasma or Smart missiles twice, if you have them) -Overcharge to use a Nova profile on a weapon -Has support fire
Comes with: Heavy Burst Cannon (36" S6 AP4 Heavy8) -Nova = 36" S6 AP4 Heavy12 Gets Hot Rending
Twin-linked Smart Missile System (30" S5 AP5 Heavy4 Homing (can shoot without LOS), ignore cover) -can swap this for TL plasma or fusion for free
-Can take 2 shielded missile drones (each counts as both shield and missile drone) -can take up to 2 support items
-can swap heavy burst cannon for ion accelerator +5pts (72" S7 AP2 Heavy3) (Overcharge: 72" S8 AP2 Heavy1 Gets Hot Large Blast) (Nova Charge: 72" S9 AP2 Ord1 Gets Hot Large Blast) --you can choose overcharge or nova charge when you overcharge.
Fast Attack
Pathfinders. 4 for 44pts. up to 6 more at 11 each -typical carbines + markerlights -up to 3 can swap out for railrifles or ion rifles 10/15 -EMP grenades at 2pts per -Can take drones in unit: --recon drone w/ burst cannon 28pts --antigrav drone 15pt. in enemy assault pick unit in 12". they get -D3" on assault moves --Pulse drone 15pts, ad 6" to range of pulse weapons -leader at 10pts --can take drones
Vespids. Jump infantry with T4 and 4+ armor 72pts for 4, 8 more at 18pts per -Fleet, hit and run, move through cover, and Stealth (ruins) Guns are 18" S5 AP3 Assault1 (now you know why they cost so much - they pop marines)
Drone Squads. 4 gun drone for 56pts. up to 8 more at 14 per -can upgrade any number to marker or shield drones free
Piranhas. 11/10/10 fast open skimmer BS3 2 HPs 40pts -take up to 4 more in unit at 40 per -burst cannon and 2 gundrones on each -take up to 2 seeker missile at 8 per (72" S8 AP3 Heavy1 One Use Only) -swap burst cannon for fusion blaster 10pts -can take 1 vehicle system
Sun Shark Bomber 11/10/10 flyer BS3 HP3 160pts Pulse bomb generators (2+ means you get another bomb after dropping one) (S5 AP5 Heavy1 Bomb Large Blast) one use only unless you make the regen roll -also has Missile pod and 2 seekers -can take vehicle upgrades -networked markerlight means it can use its own markerlight hits to fire seekers etc - has 2 interceptor drones with TL ion rifles. Can detach while at any point while moving, even if zooming --they can turbo boost and have Skyfire and Intercetor + support fire
Razorshark Fighter 11/10/10 flyer BS3 HP3 145 pts -burst cannon (can swap for missile pod) -quad ion turret (30" S7 AP4 Heavy4) (Overcharge S8 AP4 Heavy1 Large Blast Gets Hot) -2 seekers -can take vehicle upgrades
Heavy Support
Broadsides 1-3 per. 65pt ea -TL heavy railrifle (60" S8 AP1 Heavy1) -TL SMS -support fire -swap TL railrifle for a 2nd TL highyield missile pod (36" S7 AP4 Heavy4) -swap TL SMS for TL plasma rifles +5pts -one seeker for 8pts -leader for 10pts -anyone can take drones and one support system ea -bond at 1pt per
Hammerhead 13/12/10 BS4 HP3 skimmer tank 125pts One can Special character upgrade to Longstrike for BS5, Tank Hunter, Preferred Enemy IG for 45pts -railgun + 2 gundrones -submunitons +5pts -swap gundrones for TL burts cannon or TL SMS -up to 2 seekers 8 per -swap railgun for ion cannon
Sky Ray 13/12/10 skimmer tank BS4 HP3 115pts -6 seekers -2 gun drones (can swap as above) -2 network markerlights -velocity tracker
Sniper Drone Team. 65pts dude + 3 sniper drones -stealth -support fire -dudes have pistols and drone controller -up to 2 more dudes at 13 per -up to 6 more drones at 15 per Longshot pulse rifle (48" SX AP5 rapid fire Sniper (wounds on 4+))
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New Tau
Apr 12, 2013 10:30:41 GMT -5
Post by paradox on Apr 12, 2013 10:30:41 GMT -5
Ranged Weapons, can be single or twin-linked -Flamer -Burst cannon (18" S5 AP5 Assault4) -Fusion blaster -Missile pod -Plasma rifle -Airburst Frag (no twin linking, only 1 per detatchment) --(18" S4 AP5 Assault1 Barrage Ignore Cover Large Blast) -Cyclic Ion blaster (no twin linking, only one per detachment) --(Standard: 18" S7 AP4 Assault3) --(Overcharge: 18" S8 AP4 Heavy1 Blast Gets Hot)
Support Systems -Adv Targeting Sys --6s to hit are Precision shot (you get to allocate how you like) Characters precision on 5+ -Counterfire Defense Sys --Snapshots hit on 5+ -Early Warning Override --Interceptor (at end of enemy Move phase, can fire one weapon at models arriving from Reserve in RNG and LOS, but cant shoot same weapon in your next turn. Skyfire + Interceptor means use full BS for shot (I guess this means its a snapfire?)) -Positional Relay --while model is within 6" of a board edge, friendlies that are Outflanking can come on from that board edge -Target lock --can shoot diffrent target than unit -Vectored retro thursters --Gain Fleet (reroll run/charge) and Hit and Run (I test to leave combat in any assault and move 3D6 -Drone controller --your drones use your BS -Stim injector --Feel No Pain -Velocity tracker --Can Skyfire if choose (shoot fliers/skimmers at normal BS) -Shield gen --4++ (invulnerable) save
Signature Systems (1x per army each) -Neuroweb jammer --in enemy shooting phase, target unit in 12" gains Gets Hot on all ranged weapons. -Onager gauntlet --Ditch all attacks to make 1 S10 AP1 attack -Failsafe detonator --If this models dies, place large blast over it at S5 AP- -Repulsor field --In melee at I10 deal D6 S4 AP- hits on all units that successfully charged model or his unit -Comm and CTRL node --If this model does not shoot, all models in unit re roll to hit shooting. Combos with mult-spectrum. -Puretide neurochip --In move phase choose 1 rule for turn: Counter-attack (pass Ld to also get +1 attack vs chargers), Furious Charge (+1S on charge), Monster Hunter(reroll to wound vs monsters), Stubbon, Tank Hunter (reroll failed failed pens, including glancing hits) -Multi-spectrum sensor --If this model does not shoot, the unit gets Ignore Cover. Combos with C&C node. -Iridium Crisis suit --+1T and 2+ ARM save
Vehicle Systems -Blacksun filters --night vision -Decoy launchers --4++ save vs glance and pen from guns with Interceptor rule -Auto-repair --6+ at start of your turn = fix one immobalized or weapon destroyed. Does not restore Hull Points -Sensors --Move Through Cover -Flechette --all charging models in B2B take S4 AP- hit at I10 -Targeting relay --Can fire S5 or less weapons in Overwatch, inclduing any attached drones. -Adv Target sys --Precision shot -Disrupt pods --+1 cover saves, means 6+ cover even in open
Drones. All drones have support fire -Gun (twin linked carbines) -Marker (markerlight) -Missile (Missile pod) -Shield (4++)
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New Tau
Apr 12, 2013 11:20:59 GMT -5
Post by paradox on Apr 12, 2013 11:20:59 GMT -5
Markerlights These work kinda like how I remember them in some ways. Others are new.
Markerlights don't cause wounds. When a marker light hits a unit, put one counter next to it for each hit. These counters can be used for subsequent shots from any unit in the army that can shoot the target.
Generally, you cannot benefit from your own markerlight hits. The exception is if you have a networked markerlight..
When shooting a target with markerlight counters on it, choose one of the following:
- gain +1 BS per counter spent. Can be used for snapshot and Overwatch shots(!)
- ignore Cover. Cost 2 counters
-fire 1 seeker missile per counter. Does not need LOS, target of seeker must be same target of all other weapons on vehicle/model using the seeker, has BS5, ignores Cover, is in addition to any other weapons used
Markerlights are 36" Heavy1
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New Tau
Apr 12, 2013 13:28:43 GMT -5
Post by paradox on Apr 12, 2013 13:28:43 GMT -5
One combo that strikes me immediately is markerlight stacking. Here's how it seems to work: 1. Take a small unit of pathfinders. Say 6 for 66pts. 2. Take a full drone unit and convert them all to marker drones. 168pts for 12. 3. Activate the pathfinders and paint a unit. You really are looking for 2 hits. 4. Next use the drone unit. Spend 2 markers to up BS. Land about 12 markers. Use the ~12+ markers to blow target to kingdom come.
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New Tau
Apr 12, 2013 15:11:43 GMT -5
Post by paradox on Apr 12, 2013 15:11:43 GMT -5
Actually, strike that. Noticed drones are BS2. You'll want 3 initial markerlight hits. So you might want to bump the PFs to 8-man.
Another option is a sniper team with 3 spotter dudes. The spotter guys have markerlights and BS5. That's an easy way to drop 3 counters into a unit. 3 spotters and the min 3 drones is 81pts, so still not too shabby.
The ability to lay out a few initial markerlights to follow up with a mass of markerlights just makes for crazy accurate shooting. In the above case, the trick can put a handful of seeker missiles into a termie unit and force then to save on Invul only (AP2 + no cover vs seekers). Then shoot more stuff with whatever markers are left over.
Seems like a good way to accurately hit and punish hard targets.
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New Tau
Apr 13, 2013 17:54:23 GMT -5
Post by paradox on Apr 13, 2013 17:54:23 GMT -5
I also failed to mention that all battlesuits come equipped with Blacksun Filters (have night vision and ignore Blind) and Multi-Trackers (fire additional weapon in Shooting).
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New Tau
Apr 13, 2013 18:14:30 GMT -5
Post by paradox on Apr 13, 2013 18:14:30 GMT -5
So here's an initila swag at an 1850 Tau force, based on my love of stealthsuits and the above markerlight theory. It should have enough guns and mobility to handle swarms, but enough AP to pop marines and other 3+ troops with scary regularity.
HQ Commander (in crisis battlesuit) - 85 2x marker drones - 24 Iridium suit (+1T and 2+ ARM save) - 25 Plasma Rifle - 15 Missile Pod - 15 Shield Generator - 25 189
Elite Stealth Team x6 - 180 2x fusion blaster - 10 2x target locks (on fusion blaster models) - 10 Bonded - 6 206
Stealth Team x6 - 180 2x fusion blaster - 10 2x target locks (on fusion blaster models) - 10 Bonded - 6 206
Crisis Team x3 - 66 1. Flamer, TL Burst Cannon - 20 2. Cyclic Ion Blaster, TL Plasma Rifle - 30 3. Missile Pod, TL Fusion Blaster - 35 Bonded - 3 154
Troops Fire Warriors x12 - 108 Bonded - 12 Devilfish - 80 Disruption Pods - 15 215
Fire Warriors x12 - 108 Bonded - 12 Devilfish - 80 Disruption Pods - 15 215
Fast Attack Marker Drone Team x12 - 168 168
Pathfinder Team x10 - 110 Bonded -10 120
Heavy Support Hammerhead - 125 Submunitions - 5 TL SMS - 0 2x seeker missiles - 16 Disruption Pods - 15 161
Sky Ray - 115 Disruption Pods - 15 TL SMS - 0 130
Sniper Drone Team - 58 + 2x Marksmen - 26 84
1848 TOTAL
The idea is that the Sniper Team or PF team can maker a primary target for the drones. The drones then light that target up and the bulk of the shooting goes to eliminating the prime target.
Whichever does not target the prime can hit a secondary target. The lesser ML hits still helps a secondary unit to blast the secondary target hard.
This way, the force can handle 2 main threats with scary accurate shooting, and any ancillary shooting can pepper other targets. All units are fairly mobile, except the sniper team and pathfinders. These units will have to deploy and move carefully, but can give ground as needed.
It's a little different than the "Fish of Fury" lists I ran in 3rd/4th ed, but not too far off.
I also note that I'm 6pts shy of a drone controller on my HQ. I really wanted one in there, but I'm not sure where to cut.
I could drop 1 pathfinder, but that leaves me 6pts under.
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New Tau
Apr 13, 2013 20:32:50 GMT -5
Post by paradox on Apr 13, 2013 20:32:50 GMT -5
Yet another thing I overlooked. Pulse carbines are Assault2 now and still have Pinning.
Pathfinders come with carbines standard. Gun drones have TL carbines. This is something to think about, actuall. Assault2 TL at BS2 isn't too bad as a package.
Fire warriors can swap out their pulse rifles for carbines too. With 2 full units in 'fish, it might be worth considering. 18" range with 2 shots each is pretty good for scoot n shoot. Though IIRC rapid fire is now 1/2 range? Which makes teh rifles still shoot twice at 15", and still have 1 at 30".
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New Tau
Apr 15, 2013 18:29:23 GMT -5
Post by gabus on Apr 15, 2013 18:29:23 GMT -5
At the risk of interrupting your thought process. 5 out of the 6 missions are objective based. I would be concerned that you only have 2 scoring units in the firewarriors. You have hellacious shooting, yes, but you will find it difficult to hold/take objectives. The firewarriors are soft and squishy, vs an oponnent who can focus, and not get distracted, it wont take long to lose them.
Think seriously about finding a cheap third scoring unit to camp/go to ground on an objective in your home line, freeing up the fish to take the other objectives. Hiding in the fish isnt as good as you remember, you can glance the thing to death fairly easily, and you cant contest/hold an objective from inside the tank, you have to get out.
Even with marines (arguably more durable) I dont play 1850 without 3 scoring units at a minimum.
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New Tau
Apr 16, 2013 7:50:58 GMT -5
Post by paradox on Apr 16, 2013 7:50:58 GMT -5
LOL! No problem. These things probably work better as a conversation than a monologue.
The 2 scoring units does look like an issue. I did think about it, but I didn't want to sacrifice the mobility. The though was to move into range of objectives, shoot stuff near them, then move in and claim them late game. You make a great point about focusing on eliminating the scoring units though.
I could de-plane one or both units to grab more Fire Warriors.
Of course, having an actual force and time to play is also important to testing these things. I'm just more excited about looking at what they can do at this point.
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