Every T'au Empire Unit - Strengths and Weaknesses for the Tau in Warhammer 40K

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  • Опубліковано 20 лип 2024
  • Let's talk through the units of the Tau Codex in Warhammer 40K 9th edition...
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    0:00 Intro
    1:08 Troops
    5:22 Transport
    6:24 Elites
    15:47 Fast Attack
    21:17 Flyers
    22:54 Heavy Support
    27:57 Lord of War
    30:23 HQ Choices
    41:40 Forge World
  • Ігри

КОМЕНТАРІ • 161

  • @auspextactics
    @auspextactics  Рік тому +76

    CORRECTIONS:
    - Crisis Bodyguards are 40pts now, same as the Battlesuits, hadn't spotted they'd not gone up equivalently. Still likely to be played less due to fewer hardpoints, but makes them a lot more viable given their alternative options
    - Enforcer Commanders have a -1 damage in addition to the base 2+ armour and extra wound over the Crisis one, should have put that in their advantages, it does make them significantly tankier!
    - Shadowsun does have a flechette blaster and missile pod that I didn't mention, though I must admit they're fairly underwhelming compared to the fusion blasters.

    • @ApexGaming
      @ApexGaming Рік тому +2

      also longstrike can give the +1 to core as well, aka battlesuits

    • @andreashuber5594
      @andreashuber5594 Рік тому

      Piranhas are actually T6, they are pretty hardy for their points

    • @StDemi1
      @StDemi1 Рік тому

      Manta also has the prohibitively expensive down side

    • @Subjekt3
      @Subjekt3 Рік тому

      wasnt there a named kroot hq besides the shaper?

  • @richmcgee434
    @richmcgee434 Рік тому +214

    I love the way he doesn't even mention that hammerheads can take ion cannons. Not that anyone does, but it's technically an option.

    • @jonnybean3882
      @jonnybean3882 Рік тому +7

      😂 for real man

    • @richmcgee434
      @richmcgee434 Рік тому +14

      @@jonnybean3882 Most armies would be pretty interested in what amounts to a super-plasma profile, but with the hammerhead it's not even worth talking about. :)

    • @XXGeneralzerohourXX
      @XXGeneralzerohourXX Рік тому +24

      Ironically a Tau just topped a tourney with 3 ion hammer heads XD

    • @richmcgee434
      @richmcgee434 Рік тому +6

      @@XXGeneralzerohourXX Funny. It's not actually a bad gun at all (my orks would kill for that profile even with a 5+ BS behind the trigger) but it just doesn't have the shock value the railgun does.

    • @Dusxio
      @Dusxio Рік тому +6

      I tend to take two, one of each. The Ion Cannon's multishot is useful for getting around some defensive rules.

  • @richmcgee434
    @richmcgee434 Рік тому +72

    FWIW one of the locals has had some success using the Tidewall Shieldline (the long bit, not the optional defense platform part) to transport his Breachers instead of a Devilfish. 4" slower (until the Devilfish brackets) and no guns at all, but the overall durability is similar thanks to the 5++ save and it's 15 points cheaper, and unlike the Devilfish the Breachers inside can blaze away to their heart's content even if it's engaged in melee. It's also got a really weird, annoying footprint on the table and since you can measure range from any point on it the point-blank shooting threat for the breachers becomes this huge lozenge-shaped bubble that can take you off guard.
    Not sure if Waha's got the dataslate right, but if it is the Shieldline itself doesn't explode or leave behind a big annoying piece of terrain, only the defense platform part has that. That could be a benefit or drawback depending on how you look at it and where it dies, but overall it's probably a plus if it it just quietly vanishes when killed.
    The way he uses it it's still probably not as good as a Devilfish overall, but it's a lot better than a 3/10. Maybe 5/10, or even 6/10.
    Keeps talking about trying the same stunt with Pathfinders who've maxed their railgun allotment (making them a lot more durable and harder to tie up, but almost doubling their cost) but I haven't seen him do it. It would cost him his drones (no room) and pregame move, though. Turns them into a kind of poor man's devastator squad. Hypothetically you could embark Vespids in it too, but the massive tradeoff in mobility for improved durability keeping those ion blasters firing longer doesn't seem like it'd be worth it to me. Probably some madman out there that's made it work in casual, though.

    • @auspextactics
      @auspextactics  Рік тому +14

      Thanks for the insights as always, I'd not considered the pathfinders on the shield line - sounds like a fun one to actually make use of their damage without instantly getting killed! :)

    • @richmcgee434
      @richmcgee434 Рік тому +7

      @@auspextactics Pathfinders would be a lot like stuffing ork lootas in a trukk or wagon - you're doing it more for the durability than the mobility, although that doesn't hurt. With breachers it's more like the trukk full of burnas, you benefit from both the speed and staying alive longer.
      Shieldlines are (initially) slower than devilfish but you can't shoot out of a 'fish, and you're kind of screwed if it gets meleed where jumping a shieldline and failing to kill it gets you a face full of unhindered shots on the tau turn. And 8" with fly is still better than hoofing it at 6" on the ground, although the shieldlines can't advance.
      Been surprised to see how well he does with his "flying fort" full of breachers, it's so non-traditional. I think he started using them only because "I bought the damn model and I'm going to use it" and then found out he was on to something.

    • @richmcgee434
      @richmcgee434 Рік тому

      @@auspextactics Biggest problem with keeping pathfinders in a Tau fortification is that with markerlights being an action these days, they'll lose out on them. You also obviously lose the pre-game move and there's no room for their drones, so they lose those too - even if you took the defense platform I don't think you can legally split the pathfinders over both transports despite them being a single unit. Might be wrong though. So there's a real question whether three good guns (likely railguns) and maybe a grenade launcher are worth losing out on the markerlights and drones. The guys with pulse carbines will also lose out on being able to fully use their assault 2 trait as well, since the shieldline can only do normal moves, not advances. Probably why they guy doing the breacher trick hasn't actually tried pathfinders.

    • @MGShadow1989
      @MGShadow1989 Рік тому +1

      My favourite thing to do with Breachers is to have them in a Devilfish along with a Fireblade to buff them, run it up the board towards an objective and slap whatever is on it with 20 S6 shots, S7 if custom sept - it's a bit of a high risk high reward move but it's incredibly satisfying how hard they hit.
      The Devilfish also surprised me with how hard it can hit the first time I used it since Tau's current codex - 8 shot BC and option to have smart missiles on it is surprisingly potent.
      This Shieldline idea is very tempting though, definitely something to try if I get another Breacher team.

    • @richmcgee434
      @richmcgee434 Рік тому

      @@MGShadow1989 It seems okay, and compared to a devilfish it seems to keep the breachers alive for about one more round of fire at the cost of taking an extra turn to get to optimum range - but if your 'fish gets bracketed before you move it's suddenly no faster, and might even be slower if it really got smacked around. The shieldline having that 5++ save has also foiled a fair number of attempts to kill it with assaults featuring power fists/klaws and thunder hammers, and getting shot right in the face on the tau turn seems demoralizing.
      Gotta say, after looking at the gunrig fort I'm not sure it's all that bad either. The guns on it are real close to being as good as a hammerhead's railgun unless the ignores ++ thing is in play, it's almost as durable (T6 16W 4+ save versus T7 14W 3+ save) and there's a custom sept trait that makes it even closer, it doesn't ever degrade from damage, and it costs 20 points less at base. You have to load it with something to move at all or shoot decently, but stuffing it with breachers or strikes would also give it a bunch of extra light firepower that will live to shoot a bit longer. If you just want the transport the shieldline is better (that 5++ save is a big deal and makes up a lot for starting with 10W) but if you looking for a sort-of-hammerhead that doesn't eat a heavy slot and can haul an infantry unit around at 8" with fly, it might be worth the ~200 points the combination would cost. Bit less firepower since you'll miss out on the secondary guns on the HH, those big guns will be thumping away at BS4+ with Heavy2 S12 AP-4 d3+3 plus d3 MW per hit until all sixteen wounds are gone, and your cargo troops will be gunning themselves a little longer. T6 4+ save isn't durable normally, but with that huge wound total on a platform that doesn't degrade it's better than it looks.
      You could also go cheap and man the thing with a lone Kroot shaper or something similar, but I'm not sure I see the point. Might as well use the full transport cap.
      OTOH, GW doesn't even list the gunrig on their store any more, even keyword searching only turns up a sold out $255 monster set with mats and all three tau forts in one box. So maybe gone for good and they just haven't admitted it. Must have been gone for a while, even ebay and the like have very few listed. Loads of cheap-ish shieldlines and droneports though. Although even I can't see an excuse to use a droneport. :)

  • @makeitrain280
    @makeitrain280 Рік тому +38

    I hope one day gw will add in more options for auxiliary species for tau and maybe add in some of the other named characters for farsight enclave. They may not be competitive units but I’d just like to see more options added for them

  • @Tommomomomo
    @Tommomomomo Рік тому +10

    On the Cadre Fireblade, it’s worth noting that pathfinders have the “fire warrior” key word, so from my experience he’s normally best used giving rerolls of 1’s to pathfinder overcharged ion weapons

  • @MM-js4nf
    @MM-js4nf Рік тому +24

    I just started putting together a big tau force after my first attempt as a much worse painter 6-7 years ago. Awesome to see this come out now.

  • @chriswilson208
    @chriswilson208 Рік тому +14

    I think you’ve been hard on the Piranhas here with a 6/10.
    Given that they are a very durable light skimmer with T6 and W7. When taken as squads of 2s in a Incursion force or 3s in a Strike force they are annoyingly difficult to be removed.
    In addition they can take 2 Seeker Missiles each, on a platform that would then cost only 70 points each. Can be helpful with a first turn Alpha strike and my experience of them is that they are very undervalued.
    Personally I would push them closer to a 7.5/10 (they are definitely a solid choice in the right builds) or even an 8/10. Yes their output isn’t the best, but that’s not their function in the army - with other damage dealing units these are just a nuisance.
    Cheers!

  • @daveshans
    @daveshans Рік тому +22

    34:35 Shadowsun has 4 weapons. 2 Fusion Blasters, a 2 shot Missile Pod, and a 5 shot flechette launcher (str3 AP0). She has a Pulse Pistol too but you'd never shoot it instead of the other 4 guns. The flechette launcher has finished off more vehicles than any of her other guns for me

    • @auspextactics
      @auspextactics  Рік тому +4

      Thanks, must admit I'd forgotten about them, it does give her a little more anti infantry threat at relatively close range. Thanks for the heads up, will add to the correction comment above.

  • @adept5500
    @adept5500 Рік тому +6

    These “every unit” video really are great and helpful.

  • @usf22raptr1
    @usf22raptr1 Рік тому +14

    A Cadre Fireblade buffing a Pathfinder team (who are Fire Warrior Team keyworded) is actually a very strong synergy and makes both better than the sum of their parts.
    Also, not sure if anyone pointed it out elsewhere, but the Enforcer also gets -1 DMG, so can be particularly tanky with the Be'gel Hunter's plate (and go more hilariously tanky with A Ghost Walks Among Us to be -1 to hit).

    • @schneecoraxx8689
      @schneecoraxx8689 Рік тому

      PATHFINDERS ARE A FIREWARRIOR TEAM?!?!?!?!?!?! I didnt even know this...thank you :)

  • @immortalgamer3960
    @immortalgamer3960 Рік тому +6

    As a die hard Kroot player, there are a few other things about them the consider. First off, if you've got the CP to spare, the Sniper Relic on the Shaper is actually really good. RF2 S5 AP2 D2, Ignores look out sir and 6's do mortals. Yeah it only hits on 4's but Shapers do give themselves re-roll 1's because it's keyword Kroot, not keyword Core.
    The Krootox are really unassuming, but actually kinda a secret powerhouse. Maybe that's overstating it a bit, they are never fantastic, but they are always very solid and can do whatever you need. Babysit a backfield objective? They shoot okay enough. Enemy too close? 12 WS 3+ S6 AP-2 D2 attacks on the charge (or 15 on the strat intervention) is a respectable damage output. Mostly though, the are insanely durable for their points cost. Even with no real save, T5 W4 is nothing to sneeze at, it takes A LOT of small arms fire to bring them down, and any anti-tank is going to be directed at larger threats. (And if a Shaper's around, obviously these guys punch considerably harder.)
    Two other good uses for the hounds if taken in units that are a bit larger since they can easily connect turn one. 1) They chew through light infantry no problem, so sticking them on something you really need dead is great. Recently I used a unit of 10 to quite effectively gobble up a full unit of Drukhari Scourges before they got to do anything. 2) They tie up tanks real good. 4 is a little too few to do this, but charge them into a tank and not only does it remove that tank form the game for at least a turn, but it it falls back, then they need to dedicate more fire to killing the hounds. I like to use 6-8 hounds for this so they don't die to some lucky overwatch.
    I haven't gotten to play with the Farstalkers yet, (though I will be next weekend). I feel like they kinda compete with the hounds for just tying to make something light dead turn one and the hounds are cheaper at it, even in a unit of 10 (and like you said also with the Carnivores for everything they do). That being said, I'm wondering if some character killing shenanigan's might be possible in combination with the Shaper sniper rifle, though even with all the re-rolls you'd get, I don't think the addition of one (or a couple if you went real deep) sniper rifles would make or break that. (Also if that was your only goal, Farsight Marksmen would be better obviously, would need to be a duel purpose kinda thing). Additional random tiny benefit to them that will rarely come up, they all have pistols where normal Carnivores don't, so they get a little extra damage buff in combat. Plus the ritual blade for the squad leader, oh, and slightly better Ld .

  • @Rerisham
    @Rerisham Рік тому +6

    Absolutely love this timing. I'm just getting into W40k right now and my local warhammer store's been helping me with a 1k point army of T'au, even though I've got about 2.5k at home already lol.
    There's so so so so many things I love about the T'au. Really hoping that we get non-auxilary options for melee (non finecast Farsight??) and something to do in the psychic phase. Thanks for the video Auspex!

  • @MrGBH
    @MrGBH Рік тому +7

    I remember when a Firesight Marksmen could take 9 Sniper Drones with him. Combined with a nearby Ethereal screaming for more Plasma shots, you could get 27 Sniper rounds at up to 24" range, who could move-shoot-move, hit on 2s and ignore cover.
    But then Geedubs decided to implement a "Only use units exactly as they come out of the box" policy, and a lot of the fun of the game was lost.

  • @brodymader687
    @brodymader687 Рік тому +11

    The machine, the legend, Auspex TActics!

  • @stripeybag6977
    @stripeybag6977 Рік тому +9

    Still waiting on the Eight to get a datasheet again. Or could someone using the old one do the numbers/cost for it after the codex?

  • @TauEnjoyer
    @TauEnjoyer Рік тому +5

    I really hope 10th brings new models for the Firesight Marksman and hopefully buff em.. I've always love the overall design of this unit and I really wish I could bring it to the table

    • @MrFairbanksak1
      @MrFairbanksak1 Рік тому

      Yeah. My Marksman models were pretty bad. They were warped af, and I wasn't aware that you could warm resin up in hot water and then try to bend them straight, so I just had to glue that goofy stuff together as-is.

  • @NobleChile
    @NobleChile Рік тому +4

    I like my pathfinders hiding on home objective and spending one cp a turn to essentially pop out, drop a bunch of markerlight, then retreat. Against more melee armies they can drop shots

  • @snakeeyes5158
    @snakeeyes5158 Рік тому +7

    I'm fairly new to 40k and have 2 pathfinders teams in 1k point list, and honestly the rail rifles alone can kill larger enemy units with ease, which makes them more like a 8/10 in my opinion, and having markerlights is very nice for letting them do a lot of damage.

    • @MrFairbanksak1
      @MrFairbanksak1 Рік тому +2

      Seems like the markerlight would be great for helping out the other T'au units, who suffer with their measly ballistic skill of 4+.

  • @Flow764
    @Flow764 Рік тому +1

    Very concise and easily understandable even for someone new to the game like me. Thanks for the video.

  • @michelecastellotti9172
    @michelecastellotti9172 Рік тому +2

    I dunno, the Xv9s with fusion cascades seem to be kinda treathening, considering you could potentially get 6 S8 ap-4 D6 shots, to a minimum of 2, which is either as much as one suit gets with 2 of them or what 2 of them get with 3 (in this case, for less points), the only downside is the range, but you can abuse it by either going custom sept and choosing "Calm under pressure" which buffs their strenght at S9 and go after tanks and knights turn one after dropping their asses from a manta with manta strike or go bor'kan and add 4 inches to their range to harass heavy infantry and light vehicles out of existance while the crisis and tanks demolish everything else.
    They are less underwhelming than the other forge world units.

  • @thatoneoctopus7494
    @thatoneoctopus7494 Рік тому +20

    I feel like "universally underwhelming" can be applied to all faction's forgeworld units

    • @michelecastellotti9172
      @michelecastellotti9172 Рік тому

      Yes

    • @ren40k22
      @ren40k22 Рік тому +2

      The custodes FW units would like to have a word with you. They're arguably the best stodes units.

    • @michelecastellotti9172
      @michelecastellotti9172 Рік тому +3

      @@ren40k22 custodes domt count on the account of being custodes

  • @fernandozavaletabustos205
    @fernandozavaletabustos205 Рік тому

    Another great video as always!

  • @sanakhtthefatetwister9116
    @sanakhtthefatetwister9116 Рік тому +4

    Crisis Bodyguards are 40pts per model like the Crisis Battlesuits. Prior to the nerf they were more expensive than Crisis Battlesuits, but since the nerfs both of the units cost 40pts per model.

    • @auspextactics
      @auspextactics  Рік тому

      Thanks, I'd not spotted they didn't go up in tandem, sorry about the error - will post a pinned comment above!

    • @richmcgee434
      @richmcgee434 Рік тому +1

      That makes them being slot-free with a commander quite a bit better too. You could easily fill all your slots and still have points left for some more suits.

  • @DracoTheBlack
    @DracoTheBlack Рік тому +5

    Having all of our characters locked to Tau Sept really is such garbage.

  • @dreadclown9977
    @dreadclown9977 Рік тому +2

    How do you find all the errata and points changes? Im just getting back into the hobby and Id think the codex alterations would be front and center

  • @cinnamoncult
    @cinnamoncult Рік тому +8

    Here's to hoping for more T'au updates and some new models (gue'vesa plsssss, we all want it).
    Kroot overall need new models, farsight enclaves need new upgrade sprew, and Commander farsight himself needs a new model entirely.

  • @mumblez7712
    @mumblez7712 Рік тому +6

    Don't sleep on the Enforcer Commanders -1 to inc dmg, saves my ass in melee quite a bit

    • @richmcgee434
      @richmcgee434 Рік тому

      Combo that with the custom sept trait that ignores AP -1 and -2 the round you're charged. Getting kind of tanky at that point, and you can opt to fall back to let it trigger again.

  • @gwildm4298
    @gwildm4298 Рік тому +3

    Also Mr. Tactics I think you are doing some units a disservice when just observing them in isolation. The Septs are quite transformative in their respective perks. The defensive buffs in Borkan make Stealth Suits quite durable, or in Dalyth a 1+ Save for free in addition to being hard to hit. Broadsides are sorta niche, but in Sacea you pretty much want 9 of these, followed up by smaller Infantry. It changes the lists and gameplan considerably, and definetly should be considered when rating units.

    • @sabinamalecova5551
      @sabinamalecova5551 Рік тому

      The point of making tier lists is... to judge units' power for competitive play. No one is saying you cant have fun with the weaker units and weaker septs. But they simply are weaker. Look at post-nerf top tournament Tau lists and you will clearly see he knows what he is talking about. Ive found Oliver Smith - Tau scoring 1st place in the Iowaaagh Open tournament, his army is made of 3x coldstar commander, 2x hammerhead, 2x sun shark, tonns of crisis suits and some kroot hounds for objectives and screening and kroot infantry to fill the detachment - so basically all the units which are evaluated very high in this list. Second Tau list I've seen is from Adam Lane, scoring 1st place at the Da Winter Waaagh, once again he went farsight to have 3 commanders, again suits, kroots, kroot hounds, sun sharks and lot of crisis suits... the only difference is no hammerheads and instead 2x riptides which perform similar role

  • @bradcarlson7564
    @bradcarlson7564 Рік тому

    Great job, keep up the good work

  • @josephplatt7622
    @josephplatt7622 Рік тому

    I was literally about to get a Piranha and finish painting my T'au this morning. Truly, the Auspex is always watching.

  • @lockemyastan6276
    @lockemyastan6276 Рік тому +6

    I was thinking of starting a mass infantry T'au army for my next art project, so this helped out a lot with my options. Thanks!

    • @wrennthewizard144
      @wrennthewizard144 Рік тому +2

      Consider Dalyth as sept then, their infantry buff is nuts

    • @derekbutts2660
      @derekbutts2660 Рік тому +1

      It's fun just too bad armor of Contempt destroyed them

    • @lockemyastan6276
      @lockemyastan6276 Рік тому

      @@derekbutts2660 I like to think of Armour of Contempt as a necessary evil, that way it hurts a lot less whenever I play AdMech and have all my Galvanic Rifles neutered.

    • @derekbutts2660
      @derekbutts2660 Рік тому

      @@lockemyastan6276 they had other tools they should have tried. When 6
      75% of armies get it it's makes ap -1 useless and honestly adds more complexity for no reason. If it was just a base marine buff it might be different. I'd have honestly just given all marines tough 5 and be done with.

    • @lockemyastan6276
      @lockemyastan6276 Рік тому

      @@derekbutts2660 Personally, I would have just given Marines the Armour Of Contempt stratagem as baseline, and replaced it with the passive AoC we have now. That way you still have a defensive stratagem while also buffing the faction a little.

  • @CalAndAly
    @CalAndAly Рік тому +1

    1st! Wow Auspex posting in the middle of the night for us in the states! The grind is real!

  • @memnarch129
    @memnarch129 Рік тому +3

    Yeah the FW stuff NEVER got updated with things like more shots or better weapons etc. Like Crisis Bursts are 6 shots each where as the Hazards are still the old 4. If they where the 6 per, with 4 of them getting 24 shots per Hazard, THEN they would be nice.
    But yeah the FW stuff just needs a update to bring everything inline with the codex models, especially the Supremacy that is inferior in every way to to Surge for over double the points.

  • @wensier1413
    @wensier1413 Рік тому +5

    Hey Auspex could u do this kind of reviev about Grey Knights or Craftworld Eldars? Great job tho m8! 🔥

    • @auspextactics
      @auspextactics  Рік тому +3

      I've done both of those pretty recently actually!

  • @joeblogg2957
    @joeblogg2957 Рік тому +4

    Mr Tactics theres a typo in the title, it says "Waeknesses"

  • @nomassgoer8350
    @nomassgoer8350 Рік тому +3

    The one thing that I would add about the kroot hounds (and krootox) is that they can be taken in a no force organization slot if you take carnivores. And same with bodyguards if you have a commander.

    • @richmcgee434
      @richmcgee434 Рік тому

      Yeah, makes the kroot add-ons a lot more attractive to take. They're not worth a slot generally, but as freebies they're good-to-great.

    • @auspextactics
      @auspextactics  Рік тому

      I think I did mention it in the audio for them, yeah it is a nice advantage :)

    • @richmcgee434
      @richmcgee434 Рік тому

      @@auspextactics I think you mentioned it with the hounds but I missed it on the oxen if you said it there. Helpful to have both.
      Kind of wonder if the "take a unit, get other things slotless" mechanic with the kroot (and a few other things, but kroot are maybe the biggest example) is going to be a precursor of how the "platoon" keyword winds up working for guard. Maybe take a command squad and get X other "platoon" choices all in the same slot or something?

    • @auspextactics
      @auspextactics  Рік тому +1

      @@richmcgee434 seems very plausible, maybe take three infantry squads and a command squad and get all these selections free or similar maybe?

    • @richmcgee434
      @richmcgee434 Рік тому

      @@auspextactics Could be. Interesting to speculate about, anyway. Hopefully it turns out to be fairly flexible, there seem to be a lot of things with the keyword, at least in the early playtest leaks.
      Find out soon enough, I imagine.

  • @NobleChile
    @NobleChile Рік тому +1

    Interesting things on tac drone units, they dont take +1 to CA from being underhalf strength, cause drone rules say they are ignored for the units starting strength, so their starting strength is 0

  • @orionshadowveil
    @orionshadowveil Рік тому +2

    If the Drone controller targets a squad of tactical drones, they no longer have to target the closest target.

  • @tssteelx
    @tssteelx Рік тому +2

    I would like broadsides rail guns to be a little better too. But missles spam is good too. I also miss the having the Gue'vesa as I model a bunch of them, I'm even think of getting some new gaurd to expand the units, just kroot don't look like they belong. Its like seeing the us marines with a squad in all metallic tshirts.
    The rail gun platform is better then the devil head in my opinion, it gives cover and has a rail gun strength 10 too, no ignores mortals, no idea why. Also doesn't draw the it looks like a tank i must destroy it fire.I believe its cheaper too
    Also gw really hates drones, they should just either get rid of them or make them usable.

  • @bartholomewkaedwyn4825
    @bartholomewkaedwyn4825 Рік тому

    Finally thank you you are amazing

  • @DamienJones77
    @DamienJones77 Рік тому +1

    The Ghostkeel really isn't super competitative, but hell, does it look fraggin' cool.

    • @epsilondelta2967
      @epsilondelta2967 Рік тому +2

      I love my ghostkeel. The issue is most players use it as a riptide, charging it up the table. Throw it behind cover near your opponents board edge, target squishy units then run. Force your opponent to hunt it down or it will continue to systematically assassinate his units. The psychological warfare is the real strength of the ghostkeel

    • @DamienJones77
      @DamienJones77 Рік тому

      @@epsilondelta2967 I like the sound of that, I'll try and work in next time I play!

  • @crodolog4134
    @crodolog4134 Рік тому +1

    I miss the double shoot from voirla on infantry it made them so much better

  • @schmitz1126
    @schmitz1126 Рік тому

    Does Matched play rule of no reserves on turn one take precedence over the homing beacon or does homing beacon override that?

  • @TopazTiger2000
    @TopazTiger2000 Рік тому +1

    And I just got home, after buying a new Tau army!! Wow!!

  • @ErgonomicChair
    @ErgonomicChair 7 місяців тому

    What's funny is... breachers are literally more damaging and killing than Crisis Suits right now haha.

  • @Speeds_Gaming_Corner
    @Speeds_Gaming_Corner Рік тому +1

    As a tau player I actually put breachers at a 5/10. For their cost you get kroot carnivores and a free kroot hounds. Their range is too short for how frail they are, and their stronger weapon at close range is a borderline detriment for how you have to position them for them to not die die 1 activation of units

    • @richmcgee434
      @richmcgee434 Рік тому

      This is a very non-traditional suggestion based on a trick one of our locals has had good luck with, but try shoving a breacher team in a tidewall shieldline fortification and see how that works. The usual devilfish is faster (until it's bracketed, anyway) and has its own firepower to contribute, but the 'wall is 15 points cheaper at base, very nearly as tough thanks to its 5++ save and it lets the breachers fire while staying embarked, and even if the fort is engaged in melee. You'll still have to get out to contest objectives or take actions (beyond driving the 'wall around at 8" fly) but your breachers generally survive to get an extra shot at the cost of getting into optimal range about a turn later.
      The thing also has a weird footprint (very long and narrow) on the table that can sometimes let it fit places a devilfish can't, move block pretty efficiently when it needs to, and since the guys inside all measure range from a single point anywhere on the fort you're guaranteed to have the whole unit firing at the best range you can manage, which sometimes isn't the case with a squad spread out on foot.
      You could also splurge and take the second half of the unit (the round defense platform bit) to double your transport capacity and haul a second unit, but the round bit lacks the ++ save, might explode when destroyed, and stays on the table as chunk of difficult terrain that you can't end your move on - the latter of which might or might not be beneficial. Probably better off just buying a droneport if you're trying to screw around with the terrain layout by blowing up in inconvenient places.
      It's kind of tau version of the "trukk full of burna boyz" trick orks use, and honestly I think it might work a bit better.

    • @davidjones4772
      @davidjones4772 Рік тому

      Depends how you use them. They need a devilfish. Having an obsec unit that can go 21/27 inches can be huge on the objective game.

  • @akumaking1
    @akumaking1 Рік тому +7

    Will the Farsight Enclaves ever get their own balanced codex?

    • @TrangleC
      @TrangleC Рік тому +3

      After Harlequins being rolled back into the Aeldari codex, I doubt we will see many more separate Sub-Faction codices and correct me if I'm wrong, since I don't play Tau or know much about their sub-factions, but wouldn't such a Farsight Enclaves codex just contain the same codex choices and units as the regular Tau codex, just with a few different Warlord Ability choices and the such?
      Harlequins actually have different units and different models from regular Craftworld Eldar and they still don't get their own codex anymore.
      Of course, you could say that with a few exceptions, all the Space Marine Chapter codices basically contain the same units too, but that is just Space Marine exceptionalism for you. You can't expect the same treatment for some comparably obscure Xeno faction.

    • @slimboarder.o7
      @slimboarder.o7 Рік тому

      ​@@TrangleC well there was the eight but they are no more

    • @icklemoo
      @icklemoo Рік тому

      probably at best will get a whitedwarf rules update for them later on .. I think it was said GW are wanting to push minority rules into that going forward as its cheaper than dlc books .. which people have ragged on for ages

  • @sling0121
    @sling0121 Рік тому +3

    I haven't watched the video yet but I'm guessing every units strength is shooting and there weakness is melee?

    • @richmcgee434
      @richmcgee434 Рік тому

      Kroot say otherwise. And really, the range and quality and preferred targets of the shooting do differentiate things a fair bit. :)

  • @lamMeTV
    @lamMeTV Рік тому

    I would love to see a video like this for League of Votann

    • @auspextactics
      @auspextactics  Рік тому

      You might like this one then haha ua-cam.com/video/QF79WcAOLJ0/v-deo.html&ab_channel=AuspexTactics

  • @gwildm4298
    @gwildm4298 Рік тому +6

    "Not too bad damage on close range" on the ghostkeel is a wild take given with the right loadout it can max out at 40 damage per shooting phase.

    • @MM-js4nf
      @MM-js4nf Рік тому

      What's that loadout? I just got one in the combat patrol.

    • @erikohlsson9360
      @erikohlsson9360 Рік тому +1

      All fusion gives it five fusion shots. Which is really fun in Kayuon late game when they do extra hits as well. But then it dies because you have to move in close to utilize this and it is paper in melee. (Which means it can max out at 80 damage actually.)

    • @gwildm4298
      @gwildm4298 Рік тому

      @@MM-js4nf Fusion Collider and Fusion Blasters. Should be part of the spruce

    • @gwildm4298
      @gwildm4298 Рік тому

      @@erikohlsson9360 yeah but that's an insane highroll - the most important is the 40 max turn 1 where you can get into the enemy deployment zone, and when in danger you can spend 1 cp for strike and fade to move again.

    • @chrysophaes9284
      @chrysophaes9284 Рік тому

      On average though it is rather 11 Damage with Fusion Obliterator + FB or 13-ish with Ion Raker + FB, meaning 1 dead Dreadnought at 120 points or 3 dead Marines at 60 points for a 160+ points unit that will quite likely be taken out of the game as soon as it is the opponents turn. Not saying there isn't any space for Ghostkeels in the army (in my 2000 pt list there is one included) but there are better options for sure atm.

  • @sarico7827
    @sarico7827 Рік тому

    Yeah I'm kinda meh about AoC in general but that's not gonna be here forever. I just hope Kroot and vespoid get more love. Overall I enjoy tau and sometimes still take large fire warriors army list for fun. I have 20 kroot had them for a long time. I am gonna get the kill team Kroot and maybe take the just to have for now different looking kroot.

  • @TheAHuman
    @TheAHuman 7 місяців тому

    Strengths of everything but Farsight and Kroot: shooting
    Weaknesses: melee
    Strengths of Farsight and Kroot: melee
    Weakness: shooting

  • @seven121794
    @seven121794 Рік тому +1

    What about the manta?

  • @ElonTusks
    @ElonTusks Рік тому

    So fast the title couldn’t even keep up

  • @antoinewautier4805
    @antoinewautier4805 Рік тому

    There is something I would like to understand, what is really the point of the Homing Beacon of the Stealth ?
    Because it say that it allow a unit that used the Manta Strike ability to come during the Reinforcements Step even during first turn.
    But the Manta Strike ability already allow that no ?
    I mean, in the Core Rules, for the Strategic Reserves, it says that if a unit have a special rule that allow to start the battle in a location othen than the battlefield, it use it's own rules and not those of the Strategic Reserves.
    And the Manta Strike ability say that the unit can come during the Reinforcement Step of any Movement phase, so the first one too no ?
    Or is there something I didn't understand ?

    • @TheGeneralSkye
      @TheGeneralSkye Рік тому

      The main advantage of it is being able to deepstrike on turn one when normally you would have to wait until turn two. This would allow you to take advantage of the relevant strategems and firepower earlier while also allowing you the option to deepstrike normally if the location of your stealth team is not optimal.
      Previously the marker was a model that would allow you to deepstrike to be wholely within 6" of it and bypass the 9" away aspect of manta strike, but no more.

    • @antoinewautier4805
      @antoinewautier4805 Рік тому

      @@TheGeneralSkye But, like I said, the Core Rules say that the rules like Manta Strike don't follow the normal rules for Strategic Reserves, so they can deepstrike Turn One in that case even without the Stealth ? Or is there a precision that I didn't saw / understand

    • @chrishawkes-king6305
      @chrishawkes-king6305 Рік тому

      @@antoinewautier4805 The GT rulebook and anything after basically the core book, all specific both Strategic reserves & reinforcements - can only come in After Turn 1- this includes Manta Strikes and just about every other drop in rule - Homing Beacons specify they can come in on Turn 1 and are one of the few things that over-ride this rule
      Of course if you're playing a friendly game and not using the latest rule sets, then yeah - you can probably drop on turn one and make homing beacons irrelevant, but then you're not really playing the proper rules either at that point

    • @antoinewautier4805
      @antoinewautier4805 Рік тому

      @@chrishawkes-king6305 Oh ok I see. As a new player it's hard to keep track of all that.
      So that means that it's only like that for the GT mission pack ? Or for all type of mission pack ?

    • @TheGeneralSkye
      @TheGeneralSkye Рік тому

      ​@@antoinewautier4805 Technically speaking, this ability is not actually a "deep strike" or "manta strike" rather it allows you to place the models that are currently in manta hold within 3" of the stealth team and 9" away from enemy units in the reinforcements step.
      All that to say, this works in all the mission packs so far as it is technically not a deepstrike and thus does not follow the rules regarding deployment of reinforcements.

  • @natefxpro2973
    @natefxpro2973 Рік тому

    I know tau is known for pew pew pew but just imagine crisis suits with melee blades.... ooof nice

  • @ieat10kittens94
    @ieat10kittens94 Рік тому +1

    Thx, i really wanted to know the tau empires Waeknesses

  • @clawnight3103
    @clawnight3103 Рік тому

    Do it for tyranids please

  • @davydenko19919
    @davydenko19919 Рік тому

    breachers 20 shots 10 hits even with rerolls thats hard good enough to take out anything

  • @commanderminh7402
    @commanderminh7402 Рік тому

    Wow now they are meta again.

  • @holokom3330
    @holokom3330 Рік тому +1

    Okay, with tau out of the way i hope you soon get around to do Craftworld
    Eldar ? :D (pls rate them seperately with psychic/ Without psychic) :D

    • @auspextactics
      @auspextactics  Рік тому +1

      Already made here if it helps! ua-cam.com/video/N2U0eRapCUc/v-deo.html&ab_channel=AuspexTactics
      No independent psychic ratings, but anything with volume fire is going to get so much better with doom and jinx on the go :D

  • @shawnspears2168
    @shawnspears2168 Рік тому

    I might have missed the comment but I don't see that crisis bodyguards get one less hard point. What am I reading wrong?

  • @tronicmighty7464
    @tronicmighty7464 Рік тому

    Lol I feel like riptide does better than stormsurges…cause it have a +2 invulnerability save and better weapon.

  • @Djones0125
    @Djones0125 Рік тому

    I play Ultramarines and play against a Tau player and I'm 0 for 7 against him. Granted, I've been catching him in little cheats here and there. Such as him not including to add the points of his shield and marker drones in his units, shooting me with overwatch when I'm charging through a building at him, and just claiming some of his weapons (without the description saying so) can hit me anywhere on the field.

    • @artusyeddou5792
      @artusyeddou5792 Рік тому

      Dude both of you clearly dont know hox to play the game

    • @Djones0125
      @Djones0125 Рік тому

      @@artusyeddou5792 that's an odd thing to say.

    • @sabinamalecova5551
      @sabinamalecova5551 Рік тому

      How can you not include the points? Are you not using battlescribe?

    • @Djones0125
      @Djones0125 Рік тому

      @@sabinamalecova5551 I think he just used he's codex, I used the 40k app.
      I can't tell you how many videos, articles, and peers I've turned to in order to learn how to play this game and I'm fairly confident in my general knowledge of playing ultramarines,

  • @Mr_Waffle.
    @Mr_Waffle. Рік тому +1

    I should really stop watching these videos, they make me want to start a new army every time......

  • @Dome445
    @Dome445 Рік тому

    why dont you talk about the manta?

  • @michael3088
    @michael3088 Рік тому

    no Manta?

  • @TrangleC
    @TrangleC Рік тому +3

    The big problem with Tau is that they make it necessary to get serious about terrain. In our gaming club, we have too little terrain and what we have is usually relics from 4th Edition that are pretty small and don't block a lot of TLOS.
    So playing against Tau is always a pain in the ass, not because Tau would be overpowered, but simply because you need a proper amount of terrain to not give them a undue advantage.
    It is tricky to communicate that to Tau players, I found though. Usually they seem to be of the opinion that "too much" terrain is unfairly disadvantaging them and thus it is just tough luck for anyone playing against them with too little terrain. "Lots of terrain is unfair to me, no terrain is unfair to you. If one of us is going to be disadvantaged, it might as well be you instead of me." is the basic gist of most Tau player's position on this, I found, read between the lines, if you will.
    I don't agree though. I think having lots of terrain does not unduly advantage assault focused armies. Tau can use terrain to their advantage too, after all and they have enough mobility to find shooting angles between the terrain.
    It seems to me Tau players who complain about too much terrain are not really complaining about being burdened with a unfair disadvantage, they are truly complaining about not being given a unfair advantage.
    I think if you want it fair, you should always err on the side of having too much terrain, rather than too little. It is the fairest and most even choice because everybody can use terrain to their advantage while not everyone can use a lack of terrain to their advantage. In my opinion, it definitely makes for better games because it reduces the impact of who gets the first turn and reduces the likelihood of lame, boring games where the whole game is won or lost with the very first dice roll.
    My problem, with a gaming club that doesn't offer enough terrain, is that I have to bring my own when I want fair games and when I do that, I get arguments from Tau and other players who act as if it were me trying to pull something unfair on them.

    • @MGShadow1989
      @MGShadow1989 Рік тому +2

      If the Tau players you engage with think that way about terrain, they are incorrectly thinking of Tau as an army of snipers.
      Strike teams have a range of 36" - I've encountered a lot of players who don't respect the 18" rapid fire bubble, (24" if factoring in their movement) and the point blank stratagem.
      Breachers are among my favourite units and I play very aggressively with them - in a Devilfish alongside a Fireblade, run them up to an objective and slap whatever is on it with 20 S6 shots, 7 if playing custom sept.
      Flamers on crisis teams is one of my default weapons on them, in part as a counter to getting charged but also helps when I can't get marker support for them.
      There are quite a lot of Tau's arsenal that is close range assault, sort of daring the enemy into melee.
      Thinking Tau are long range limits their capabilities.

    • @mumblez7712
      @mumblez7712 Рік тому

      Yeh 9th ed Tau is a mid-range army with some long range support.
      18" is where a lot of your fire-power wants to be

    • @MGShadow1989
      @MGShadow1989 Рік тому

      @@mumblez7712 - I think they've always had that close-mid range punch, but I think 9th edition just allows them to utilise it more like Crisis suits moving 10", Markerlights being an action and Pathfinders being able to move then do it, then shoot, and probably a few other bits and pieces that don't come to mind right now.
      They're also a lot more enjoyable to play with and play against when they're playing more aggressively.

  • @ElGravyVids
    @ElGravyVids Рік тому

    Typo on weaknesses in the title mate 😅

  • @KurisuFenrisWolf
    @KurisuFenrisWolf Рік тому

    When you say both T'au and Tau in the title ....

  • @Damnedlegion40k
    @Damnedlegion40k Рік тому

    Add a comment...

  • @RevenantLink
    @RevenantLink Рік тому

    idgaf if they arent the best :( i love my stealth suits and pathfinders

  • @warclericwill4
    @warclericwill4 Рік тому

    Wow 36 seconds ago I’m super early

  • @shawnspears2168
    @shawnspears2168 Рік тому

    I saw it man. Sorry, I'm a bonehead

  • @Hector-do7gn
    @Hector-do7gn Рік тому

    Pathfinders can,t shoot and move :D lol read the strategem please

    • @Snaek1
      @Snaek1 Рік тому

      I think he's referring to move, shoot markerlights, move.

    • @auspextactics
      @auspextactics  Рік тому +1

      Yeah, technically 'fire markerlights' then move again, misspoke slightly there!

  • @stangerr0267
    @stangerr0267 Рік тому +1

    You skipped The Taunar, R'Varna, and Y'Vahra.

  • @johnbentley6900
    @johnbentley6900 Рік тому

    I do have a question for you Auspex, why didn't you bring up the T'au Supremacy armor or the Manta when you were talking about lords of war? Were they not out when this video was made?