Glad that the Tau are doing much better since the beginning of 9th. They’re my first army that I’ve built and I’ve been wanting to play them for a while
My first army was also Tau. I had a very small force around 7th (broke high school kid), and once I started working, saved and saved until I had 3k points of Tau, 99% painted….and then I sold it. Ah the good old days…
I’m confused Tau wasn’t discontinued. They don’t fit the flavor/lore of the game and are about as popular as Bretonnians and chaos dwarves we’re when they vanished
I know folks like to crap a bit on T'au but honestly we need factions with different playstyles for variation. I'd rather go that way with different playstyles explained within faction codexes and streamline the core rules. Let folks pick what looks cool to them and have an easier to pick up core game for 10th ed.
True it's very easy to say tau only shoots but a lot of armies are that focused on one phase like Khorne demons or thousand suns. What they really need more auxiliaries to allow these varied play styles T'au in Tau armies should be their shooty stuff still but other species can take over the melee. Maybe in kroot and kroot-riders were a bit more grindy. I'd love to see Kroot-riders get a keyword change to infantry, I don't see how giving someone a piggyback ride is the same as a chariot when it comes to terrain.
Ah Tau. The people/units named after various fish, despite not being fish. In a distant futured universe where realistically, no one should know anything about 21st century, earth fish. "Let's name this a Hammerhead". "The heck's a Hammerhead?" "Well you know how Terra had giant oceans that got sucked up 10,000 years ago? There was a Hammerhead in there". "Okay Bob. Whatever you say"
@@ToxicCoffeeTM And lets not ignore the fact the people having this convo have probably never been to holy Terra, that 1 single world out of a million, which is halfway across the galaxy.
It's worth mentioning you can actually take Shadowsun in any sept (even FSE!) due to her supreme commander keyword. Her WLT only works on T'au sept tho
@@petermccall1185 I'm pretty sure the rule specifies any character with a set keyword bypasses it. Since she doesn't have but has Tau Sept instead she can be slotted with any sept
I'm brand new to 40k and just played my first game as tau against orks, and I learned pretty fast that you do not want to get in melee if you have a choice.
Screen with Kroot and bring a Commander with Onager Gauntlets and/or thermoneutronic projector and your opponents will be a lot more hesitant to rush into melee.
@@jmlitwiller thanks for the advice, I will probably pick up kroot soon since everyone says they are pretty useful, and i could put the onager gauntlet on my current commander, and the projecter.
I use custom sept with Calm Under Pressure and Reinforced Armor. CUP is kinda insane, S5 flamers, S9 fusion blasters, S6 burst cannons and hilarious S7 pulse blasters are packing some serious punch. Reinforced Armor might not seem like much, but in my meta there are a lot of S5 and S6 weapons, so when they shoot my crisis bois they feel a lot safer.
Reinforced Armor is a great durability boost for both Battlesuits and Vehicles. I like to combine it with Play Their Part, which means when I park my Crisis Team on an objective, they're both hard to shift and the point hard to contest.
I love to use the Dominator Fragmentation launcher aganist vehicle squads, you kill one of them and hit then with the frag launcher and they suddenly have to check morale on a -5 and probably lose another extra model and check for attrition. This is just amazing aganist high wound units.
You could have probably also mentioned (besides the auxiliary buffs) that Dal'yth sept allows for 1+ save stealth suits and broadsides while out in the open vs. shooting.
I am currently painting my third unit of Kroot Carnivores. I have two units of 15 painted and this newest one is a block of 20. They have proved to be invaluable in my last 3 games.
Just want to say your videos are something I look forward to every day. It really helps get through the mundane days at work, thank you :) Also an army overview of Harlequins would be awesome 😎
An interesting thing about the strike and fade strat. It does not state you cannot charge after moving the second time. Meaning your melee commander could drop in shoot move then charge. It always catches people off guard
It's worth noting that Seeker of Perfection is a pretty fantastic Warlord Trait (Bork'an). Probably still want Precision of the Hunter for your first Crisis Commander, but the second one with Seeker of Perfection is just going to give you two peerless killing machines.
I hope we get an auxiliaries update in the near future the new kroot team looks fire and I Hope that the rest of the older range like the Rider and farsight get updated soon!
I've been running a fairly successful series of custom sept lists by using Defenders of The Cause and Enriched Reactors. Defenders gives the whole army a nice 5+ FNP against Mortals, meaning they will have at least some form of mitigation against psychic attacks. With Enriched you really need to run a plasma heavy list to make it count, with it giving out a mortal wound for each 6 to wound with plasma weapons. I usually run a lot of Crisis Suits and Broadsides with a Coldstar Commander. Give everything a shield gen or shield drone and your whole army can get a 4+ invulv for at least a few hits. Then throw the nova surge plasma rifle and whatever other weapons you need on the Commander with the Projection Unit and "A ghost walks among us". He's harder to hit and deal damage to, and he can us his advance to move 20" and still shoot while ignoring invulvs in the first 3 turns with Mont'ka. Even if you get him in a sticky situation he has the Coldstar feature to redeploy to the other side of the map if he wants once per battle. Makes for a really mobile, hard to shift force that lays down a fair share of mortal wounds on top of the AP -4 plasmas. Also, I think a really neat stratagem is Relentless Fullisade. If you're within 18" of a Firewarrior Strike Team, they can throw 40 shots of S5 AP-2 D1 at you. This is great for taking out heavy infantry and even some vehicles if you get lucky. This can be further buffed by having a Cadre Fireblade with the extra warlord trait stratagem to give him "Through Unity, Devastation" and maybe the extra relic to give him Ohr'tu's Lantern. He'll be adding +1 BS, extra hits on 6s to hit, and +1 AP on 6s to wound to those 40 shots. However, unless you're building around it, he can be a bit pricey.
Relentless Fullisade doesn't let your Fire Warriors shoot four shots below 18''. It Just means they shoot two shots even at targets more than 18'' away.
@@MonkAY962 RAW says "Instead of following the normal rules for Rapid Fire weapons, models in that unit shooting pulse rifles make double the number of attacks." So with a Rapidfire1 Pulse rifle, firing at half range would give you 2 shots. Using the stratagem doubles that to four. Yes, shooting outside of the 18" half range will cause it to be 2 shots per Pulse Rifle, which is still pretty nice. But, nothing in the rules indicates this stratagem would not also apply at half range or specifies that it only doubles the shots outside of 18". Unless there's a FAQ out about it that I haven't read.
@@Durandalphor Yes, instead of making Double the amount of attacks at half range, which would be following the normal rules for Rapid Fire weapons, they simply make double the amount of attacks at every distance.
@@MonkAY962 See this is the issue with GW's rules sometimes. Everyone I play with agrees with my interpretation the rules, but I see where yours is coming from. Yours reads that the stratagem means to invalidate any changes from having 1 attack and only use the stratagem's increase. Mine is actually more in line with your last sentence, it double the number of normal attacks at any distance. But, that unit has 2 attacks at half range. So if you're doubling the number of attacks you make, it would mean each guy gets 4. Making it 4 still fulfills "not using the normal rules" because the normal rules say you should be shooting twice at that range, and you're not. But, hey everyone's gotta figure out their interpretation of the rules for their local scene. *shrug*
Nice vid. I run Borkanators. Hopping Cold star, 3 Ghost w/ flares, 18 Stealth, Finders, 4 Piranha, 3 Broadsides. Not "competitive" but fun. If I get first turn, I usually take out a decent chunk of the opposition; if I go second, the Ghosts are surprisingly resilient. Plastering the middle of the table with Ghosts and Stealths is what this list is about.
as someone who never used kroot i must say Kroothounds are one of the bast units in the Tau army 12" movement 6 " pre movment reroll advance and assault movent and +1 on cover for only 25 points!!!! worth every little point
Thanks for this. Trying to get back into FSE and I just got the new codex. I really like the Breachers in devil fish and crisis suits and i would be interested to see a list breakdown on something like that :)
I want to see / have a reason to bring standard fire warrior teams, they are the iconic frontline unit and they are just so underwhelming. I dont think GW really understands jus how much losing the extra AP from Montka really ruined the internal balance of the codex, even Breachers are just mediocre at best into AoC armies, considering the cost of the team itself (85) and then the Devilfish (95) comes out to 180 that barely stays on the table for a turn of holding an objective. Both fire warrior teams need points reduction, and or Montka needs to give its AP back to give life into things like Stealth Teams / Ghostkeels / lower or no base AP weapons. Also make Remoras eligible to participate in engage on all fronts, cause the Secondary gameplay is L A C K I N G.
Completely agree, I'm glad the army was generally balanced after how powerful they were at launch. as I love the army but don't want them to be oppressive. But losing 2ap into AoC units made the primary troops and auxiliary units lose most of their functionality, oftentimes being functionally useless while still being easily pushed off points. Being able to utilise troops effectively made it felt like there were a lot of viable ways to play, wheras now you have to prioritise hard hitting elite units and heavy support in order to have them pay their cost. Give the troops and light units a little more punch, and i think there's a viable and interesting variety of units to play with, while still allowing good counterplay by your opponent to remove them. Just spamming suits and tanks isn't as interesting as a varied army.
There are some neat strats for Strike Team/Breacher Teams, with Strike teams you can use both Pulse onslaught and Relentless Fullisade to double the amount of shots (stacks within rapid fire range), increase AP by 1, and make 6s Auto wound. For Breachers there is the Breach and Clear strat where you can re roll wound rolls and ignore light cover, plus if you put Breachers in a Devil Fish with Mont'ka you get that pre-game move and by turn 1 your Breachers are already halfway across the board and firing upon the enemy with that one Devilfish Strat I forget the name of. Take a Cadre Fireblade with your Strike Team and they're Auto wounding on 6s, with 6s scoring an additional hit, and rerolling hit rolls of one. Id say there are plenty reasons to take Firewarriors, because I have both Breachers and Strike Team Firewarriors and they're able to wipe out entire units of my friend's Custodes Terminators and Custodes Guard, and he plays Dreadhost Custodes.
@@thatoneoctopus7494 sure, they both have strats but if youre revolving a units efficiency around strat usage, then the unit sucks. youre basically telling me these units are only good if and when you have CP to spend on them and when you spend ADDITIONAL CP and 50 points to have an aura bot fireblade around. Sorry fam, they just arent it atm, they are overcosted for what they do on the table esp so with the lack of survivability. Also side note, thats not how Relentless Fusilade works. its INSTEAD OF using the normal RF rules you just always make double shots at max range. not RF shots THEN add 1.
@@thatoneoctopus7494 The issue is those tau NEED the strategems to do the same damage as the better units, and this "season" has cut down cp like a mutherfucker. I agree with you, but the external factors must be understood in how they influence things in other arenas. I would use my fire warriors exactly the way you described, but they would then eat up all my cp on turn 1 in a competitive game (so glad I don't play competitive). I think you are exactly the kind of person I would enjoy playing a game with. Figuring out how to get the most out of your (should be) most plentiful unit is great. I put special and heavy weapons in all my 10 dude tac squads, and suffer for it constantly. But when they get the support they need, I get two good obsec units that can deal with different issues effectively.
@@thatoneoctopus7494 Relentless Fusillade does not stack within half range; the strategem specifically says it "replaces" the normal rules for rapid fire, which means you don't get the benefit of double shots moving to quadruple shots at close range. (I am a Tau player). If you think about it, that would an extremely OP strategem if it did that!
Its crazy how good tau were on release then they got the mechanicus treatment and now are middle of the pack. You have 2 good lists and everything else besides though are not worth the points. The only people playing tau in tournaments are the best Tau players in the world.
@@torakazu2269 id say that is the case with tau. They had a high win rate, then the nerfs happened and now they are middle of the pack when the same nerfs that went to mexhanicus were reverted.
@@torakazu2269 they are averaging around a 40% win rate against all but 3 factions competitively right now. Now thats not as bad as ad mech but its still pretty rough
At first glance T'au appear the more mobile army, while the Votann are slower but more durable. We'll see how it actually goes once the Votann are officially released, but I'm certainly interested to collect them alongside my current T'au.
Tau are going to struggle because markerlights are an action which means any units with them are getting a judgement token every turn. Marker drones might be dead when votann shows up unfortunately
Ah yes a new video about the Tau, right when i was thinking of playing them again. :D After seeing this video iam now ordering 3 more Crisis Suits and a Hammerhad for my Enclave boys. :D
you should definately be able to target the drones in a unit or the actual unit members. That way you can chip away at the drones or kill the units (and all the drones would be destroyed when all the unit members are killed). This would better describe how drones are merely auxillary unit assets rather than a proper part of the unit its self (and not a sort of shield that must be shot through to hit the unit itself)
Thanks for the video. Whats the "Boosted damage up close" for Farisght Enclaves you are talking about? They only get a markerligth if they are within 9'' dont they?
There is only 1 -charge stratagem right? The one Photon Grenades one (which is for infantry). Or my stratagem pack is missing cards :o. The Exemplar of Mont'ka wound reroll is also only if you targeting an enemy in 9-12 inches, not any range, which makes this a lot let powerful. Basically it only helps if you are about to get into melee (unless you can finish off the target).
there is another stratagem called repulsor impact field that is used when a battlesuit unit gets declared as a charge target, the Exemplar of the Mont'ka is written correctly on the section it's on screen.
@@555tork Ah right, not sure where my card went for that one then. The Montka thing is written correctly yeah, but he mentions that you can make it work for any range or something of that nature (I made this mistake as well, confusing it with a normal reroll from precision of the hunter).
Master of the killing blow with missile plasma plasma feels like such a waste to me. Much rather run it with flamers or burst cannons to make up for their lack of ap.
That are not going to happen in a loooong time. You have to make your paintjob work for you, are there any specific models you feel is dated? Or do you want new units?
By not taking Target Locks or Shield Generator, all of the Commanders can take up to 4 weapons, but they also can take tech pieces in 1+ of those slots, in place of guns. So, the actual loadout is 3x CIB, 1x Flamer, with the Prototype TNP as an upgrade that replaces the flamer.
I literally bought and assembled a stormsurge days before the points nerf. I don't know what to do. I love the model and want to use it, but I just don't know how to make it work. Borkon is good for it I guess... I'm just really mad about it tbh.
@@555tork what do you use to make a stormsurge obsec? Not a bad idea. I've been looking at getting 3 fireteam breacher units in devilfish with a stormsurge to back them up for borkon. Heavily utilizing the plus 4 inch range on the breacher teams and the super shot for the stormsurge to kill big problems. Get the fire teams on objectives and str 6 -2 ap shots at 12 inch range isn't bad.
I tried to reproduce the first competitive list in BS but I ended up with 1974pts. Am I forgetting something ? Maybe there is two packs of 4 hounds and not one ?
Am I reading the Sun Shark right? There's no reason you'd ever want to undock two interceptor drones until the plane has lost at least six wounds and degraded to a 5+ BS, and no reason to keep them docked if you get the chance to separate them when it's down to the last three wounds and a 6+ BS? Splitting them off early will just make their (quite good) guns more vulnerable (T4, W1, and no Hard to Hit rule) and limit the unit to staying in formation with their 20" move and the plane's Supersonic clashing awkwardly for bombing runs. Plus you can overcharge the drone guns while scoring overheat damage on the plane's big wound score, since the weapons count as equipped to the dock unit, using its BS as well. Or are the Russians lying to me? Mork knows I'm not paying GW for a codex until they learn to get them right before going to press.
The drones do have smaller foot prints though, especially with the 2inch engagement rule it helps a lot at times to undock and try to snip a character. But since it does cost 1cp to do so, most times it's hardly worth it, since the plane usually just dies out right when pushed up the board.
Core is such an unnecessary key word, after the brodsside nerf there is about 5 total data sheets that have core, to use an ethereal or a commander you have to have core so theres only 5 options available to be buffed and 2 of those are the basic firewarriors. Theres just not options other than crisis suits
3 of them are t3 infantry since its the 2 fire warrior types and then pathfinders. Then theres stealth suits which are more about durability than damage so its really just crisis suits worth buffing. Not to mention commander buffs only work on crisis anyway
Tldr: Commanders and Crisis teams are pretty bananas, Kroot are cheap objective units, Riptide is pretty decent. Most other things are either mediocre or bad. Edit: Forgot to mention that the bomber is pretty rad
@@johnadam4117 only thing is that broadsides kinda suck now unless you're playing T'au Sept. (Too static and losing CORE hurt it real bad). The riptide I rate better as it is still deceptively hard to kill.
@@jw7500 issue with riptide is the weapons suck. Your either paying for a durable unit that can't contest points and its shooting is sub par. Burst cannon is str 6 (broadside is 7 for missles). Breadsides still out perform the riptide in damage and if your using a riptide to hold points then it makes the difference because having it up the field to be distracting is fine but it not counting as more than 1 model and not having obsec its bad compared to crisis suits currently.
@@johnadam4117 for sure it's mediocre compared to Crisis teams, but those eat up points real quick so you generally don't take more than 2 units afaik. The Riptide is pretty good if you tun Sa'Cea to give it obsec. I don't like the current Broadside profile. Removing CORE utterly gutted them in my opinion. I am far more likely to squeeze another Mander in instead of looking at Broadsides, especially if I bring Enclaves.
Always nice to see my favourite faction of naive blueberries doing well in the meta. I hope that 40k stays this Balence but that we get a change to the core rules soon.
a little strange how all these GT winners are taking many detachments with warlord traits and relics. Are these GT winners from prior to Nephilim ? If not, I'm curious to see how many CP these lists are starting out with because it looks pretty close to zero.
You can start close to zero and still do very good, if the traits are good its like paying for a strat once that you have for as long as the character is alive. Also as you get 1 cp on each players turn and if you use them smart you get great value out of the few cp you get, so no reroll failed dice rolls!
Tau would go back to an A tier army if the cp changes were reverted. While points changes hurt its honestly not that bad. The cp loss took away our ability to spam stratagems (which are amazing for tau) and take multiple commanders and commander upgrades. Given 12 cp and still having both the points change and new data slate. Tau would be 49-52% win rate. PS love the vids keep up the great work.
Are you nuts? Free redeploy and if you take Kauyon you can redeploy 3 units. Not to mention you can put units that can't deepstrike into reserves without paying CP for it.
@@WarRabb1t And thats it. Ooo I get to fix a single mistake at the beginning of the fight. That makes the warlord trait useless as a warlord trait. If that was a stratagem, I would agree with you. But its not.
@@avatarpan I dont think you know how good redeploying is for FSE or even redeploying something big like a stormsurge from one end of the board to threat overload the other. Its not fixing a "mistake", its about forcing the opponent into a worse position before the game starts.
@@WarRabb1t I do understand. Warlord traits are supposed to help throughout the battle. Having a one and done trait makes it worthless as a trait. If it was a stratagem, it would be great. But as a warlord trait, you need to take something else to be useful.
Glad that the Tau are doing much better since the beginning of 9th. They’re my first army that I’ve built and I’ve been wanting to play them for a while
My first army was also Tau. I had a very small force around 7th (broke high school kid), and once I started working, saved and saved until I had 3k points of Tau, 99% painted….and then I sold it.
Ah the good old days…
Same there the first army I ever bought and I always thought they were difficult to play but I always like a challenge 🤣
I’m confused Tau wasn’t discontinued. They don’t fit the flavor/lore of the game and are about as popular as Bretonnians and chaos dwarves we’re when they vanished
@@plagueofjoe dude, blue coochie!!!!!
@@plagueofjoe ay? What are you on about?
I know folks like to crap a bit on T'au but honestly we need factions with different playstyles for variation. I'd rather go that way with different playstyles explained within faction codexes and streamline the core rules. Let folks pick what looks cool to them and have an easier to pick up core game for 10th ed.
True it's very easy to say tau only shoots but a lot of armies are that focused on one phase like Khorne demons or thousand suns. What they really need more auxiliaries to allow these varied play styles T'au in Tau armies should be their shooty stuff still but other species can take over the melee. Maybe in kroot and kroot-riders were a bit more grindy. I'd love to see Kroot-riders get a keyword change to infantry, I don't see how giving someone a piggyback ride is the same as a chariot when it comes to terrain.
@@dittmar104 Thousand Sons are quite proficient in all 3 combat phases
@@tzeentchlordoffates9268 that’s pretty much driven by the psychic phase as they hand out way more buffs then other armies
Ah Tau. The people/units named after various fish, despite not being fish. In a distant futured universe where realistically, no one should know anything about 21st century, earth fish.
"Let's name this a Hammerhead". "The heck's a Hammerhead?" "Well you know how Terra had giant oceans that got sucked up 10,000 years ago? There was a Hammerhead in there". "Okay Bob. Whatever you say"
Thats always been something that just confuses me lmao
@@ToxicCoffeeTM And lets not ignore the fact the people having this convo have probably never been to holy Terra, that 1 single world out of a million, which is halfway across the galaxy.
The names we see are the names the imperium gives them, not what they call it themselves. Not really logical, but that is rougly it.
Nah...the hammerhead have literaly the shape of a hammer, so i can see how they named it without knowing the fish....the manta tho😅
@@jarichmaegh6676 doesn't the water caste name the vehicles tho?
It's worth mentioning you can actually take Shadowsun in any sept (even FSE!) due to her supreme commander keyword. Her WLT only works on T'au sept tho
YOO?!
Are you sure she bypasses the rule about multiple subfactions?
@@petermccall1185 I'm pretty sure the rule specifies any character with a set keyword bypasses it. Since she doesn't have but has Tau Sept instead she can be slotted with any sept
Nowadays with nephilim you don't have to take a warlord trait on her anyways.
@@cipher4e that is absolutely NOT how that works.
I'm brand new to 40k and just played my first game as tau against orks, and I learned pretty fast that you do not want to get in melee if you have a choice.
Screen with Kroot and bring a Commander with Onager Gauntlets and/or thermoneutronic projector and your opponents will be a lot more hesitant to rush into melee.
@@jmlitwiller thanks for the advice, I will probably pick up kroot soon since everyone says they are pretty useful, and i could put the onager gauntlet on my current commander, and the projecter.
At least now you can shoot the bastards that charged you last turn instead of just dying
I use custom sept with Calm Under Pressure and Reinforced Armor. CUP is kinda insane, S5 flamers, S9 fusion blasters, S6 burst cannons and hilarious S7 pulse blasters are packing some serious punch. Reinforced Armor might not seem like much, but in my meta there are a lot of S5 and S6 weapons, so when they shoot my crisis bois they feel a lot safer.
Reinforced Armor is a great durability boost for both Battlesuits and Vehicles.
I like to combine it with Play Their Part, which means when I park my Crisis Team on an objective, they're both hard to shift and the point hard to contest.
@@Deuzen_FINUse that with a Ghostkeel with a flare launcher, and you have a pretty good combo on your hands.
I've been considering starting tau, this video is perfect timing
Keep up the amazing content :)
What did you decide?
I love to use the Dominator Fragmentation launcher aganist vehicle squads, you kill one of them and hit then with the frag launcher and they suddenly have to check morale on a -5 and probably lose another extra model and check for attrition. This is just amazing aganist high wound units.
Wow, I literally brought 500 points of tau last night. Good timing!
You could have probably also mentioned (besides the auxiliary buffs) that Dal'yth sept allows for 1+ save stealth suits and broadsides while out in the open vs. shooting.
They need to give Farsight Enclaves their 12 inch rule back
Love the Tau, especially Farsight Enclaves. That tourney list made me laugh due to the 3 Coldstars. That's awesome.
I am currently painting my third unit of Kroot Carnivores. I have two units of 15 painted and this newest one is a block of 20. They have proved to be invaluable in my last 3 games.
Just want to say your videos are something I look forward to every day. It really helps get through the mundane days at work, thank you :) Also an army overview of Harlequins would be awesome 😎
Still new to the game and tau is my first army. Auspex tactics has helped me enough that I've finally become a patreon member.
An interesting thing about the strike and fade strat. It does not state you cannot charge after moving the second time. Meaning your melee commander could drop in shoot move then charge. It always catches people off guard
It's worth noting that Seeker of Perfection is a pretty fantastic Warlord Trait (Bork'an). Probably still want Precision of the Hunter for your first Crisis Commander, but the second one with Seeker of Perfection is just going to give you two peerless killing machines.
I hope we get an auxiliaries update in the near future the new kroot team looks fire and I Hope that the rest of the older range like the Rider and farsight get updated soon!
I've been running a fairly successful series of custom sept lists by using Defenders of The Cause and Enriched Reactors. Defenders gives the whole army a nice 5+ FNP against Mortals, meaning they will have at least some form of mitigation against psychic attacks. With Enriched you really need to run a plasma heavy list to make it count, with it giving out a mortal wound for each 6 to wound with plasma weapons.
I usually run a lot of Crisis Suits and Broadsides with a Coldstar Commander. Give everything a shield gen or shield drone and your whole army can get a 4+ invulv for at least a few hits. Then throw the nova surge plasma rifle and whatever other weapons you need on the Commander with the Projection Unit and "A ghost walks among us". He's harder to hit and deal damage to, and he can us his advance to move 20" and still shoot while ignoring invulvs in the first 3 turns with Mont'ka. Even if you get him in a sticky situation he has the Coldstar feature to redeploy to the other side of the map if he wants once per battle. Makes for a really mobile, hard to shift force that lays down a fair share of mortal wounds on top of the AP -4 plasmas.
Also, I think a really neat stratagem is Relentless Fullisade. If you're within 18" of a Firewarrior Strike Team, they can throw 40 shots of S5 AP-2 D1 at you. This is great for taking out heavy infantry and even some vehicles if you get lucky. This can be further buffed by having a Cadre Fireblade with the extra warlord trait stratagem to give him "Through Unity, Devastation" and maybe the extra relic to give him Ohr'tu's Lantern. He'll be adding +1 BS, extra hits on 6s to hit, and +1 AP on 6s to wound to those 40 shots. However, unless you're building around it, he can be a bit pricey.
Relentless Fullisade doesn't let your Fire Warriors shoot four shots below 18''. It Just means they shoot two shots even at targets more than 18'' away.
@@MonkAY962 RAW says
"Instead of following the normal rules for Rapid Fire weapons, models in that unit shooting pulse rifles make double the number of attacks."
So with a Rapidfire1 Pulse rifle, firing at half range would give you 2 shots. Using the stratagem doubles that to four.
Yes, shooting outside of the 18" half range will cause it to be 2 shots per Pulse Rifle, which is still pretty nice.
But, nothing in the rules indicates this stratagem would not also apply at half range or specifies that it only doubles the shots outside of 18". Unless there's a FAQ out about it that I haven't read.
@@Durandalphor Yes, instead of making Double the amount of attacks at half range, which would be following the normal rules for Rapid Fire weapons, they simply make double the amount of attacks at every distance.
@@MonkAY962 See this is the issue with GW's rules sometimes. Everyone I play with agrees with my interpretation the rules, but I see where yours is coming from.
Yours reads that the stratagem means to invalidate any changes from having 1 attack and only use the stratagem's increase.
Mine is actually more in line with your last sentence, it double the number of normal attacks at any distance. But, that unit has 2 attacks at half range. So if you're doubling the number of attacks you make, it would mean each guy gets 4. Making it 4 still fulfills "not using the normal rules" because the normal rules say you should be shooting twice at that range, and you're not.
But, hey everyone's gotta figure out their interpretation of the rules for their local scene. *shrug*
Nice vid. I run Borkanators. Hopping Cold star, 3 Ghost w/ flares, 18 Stealth, Finders, 4 Piranha, 3 Broadsides. Not "competitive" but fun. If I get first turn, I usually take out a decent chunk of the opposition; if I go second, the Ghosts are surprisingly resilient. Plastering the middle of the table with Ghosts and Stealths is what this list is about.
as someone who never used kroot i must say Kroothounds are one of the bast units in the Tau army 12" movement 6 " pre movment reroll advance and assault movent and +1 on cover for only 25 points!!!! worth every little point
These videos are really helpful, would love a harlequins or full eldar one since nephillim dropped
Thanks for this. Trying to get back into FSE and I just got the new codex. I really like the Breachers in devil fish and crisis suits and i would be interested to see a list breakdown on something like that :)
I want to see / have a reason to bring standard fire warrior teams, they are the iconic frontline unit and they are just so underwhelming. I dont think GW really understands jus how much losing the extra AP from Montka really ruined the internal balance of the codex, even Breachers are just mediocre at best into AoC armies, considering the cost of the team itself (85) and then the Devilfish (95) comes out to 180 that barely stays on the table for a turn of holding an objective.
Both fire warrior teams need points reduction, and or Montka needs to give its AP back to give life into things like Stealth Teams / Ghostkeels / lower or no base AP weapons. Also make Remoras eligible to participate in engage on all fronts, cause the Secondary gameplay is L A C K I N G.
Completely agree, I'm glad the army was generally balanced after how powerful they were at launch. as I love the army but don't want them to be oppressive. But losing 2ap into AoC units made the primary troops and auxiliary units lose most of their functionality, oftentimes being functionally useless while still being easily pushed off points. Being able to utilise troops effectively made it felt like there were a lot of viable ways to play, wheras now you have to prioritise hard hitting elite units and heavy support in order to have them pay their cost.
Give the troops and light units a little more punch, and i think there's a viable and interesting variety of units to play with, while still allowing good counterplay by your opponent to remove them. Just spamming suits and tanks isn't as interesting as a varied army.
There are some neat strats for Strike Team/Breacher Teams, with Strike teams you can use both Pulse onslaught and Relentless Fullisade to double the amount of shots (stacks within rapid fire range), increase AP by 1, and make 6s Auto wound. For Breachers there is the Breach and Clear strat where you can re roll wound rolls and ignore light cover, plus if you put Breachers in a Devil Fish with Mont'ka you get that pre-game move and by turn 1 your Breachers are already halfway across the board and firing upon the enemy with that one Devilfish Strat I forget the name of. Take a Cadre Fireblade with your Strike Team and they're Auto wounding on 6s, with 6s scoring an additional hit, and rerolling hit rolls of one. Id say there are plenty reasons to take Firewarriors, because I have both Breachers and Strike Team Firewarriors and they're able to wipe out entire units of my friend's Custodes Terminators and Custodes Guard, and he plays Dreadhost Custodes.
@@thatoneoctopus7494 sure, they both have strats but if youre revolving a units efficiency around strat usage, then the unit sucks. youre basically telling me these units are only good if and when you have CP to spend on them and when you spend ADDITIONAL CP and 50 points to have an aura bot fireblade around. Sorry fam, they just arent it atm, they are overcosted for what they do on the table esp so with the lack of survivability.
Also side note, thats not how Relentless Fusilade works. its INSTEAD OF using the normal RF rules you just always make double shots at max range. not RF shots THEN add 1.
@@thatoneoctopus7494 The issue is those tau NEED the strategems to do the same damage as the better units, and this "season" has cut down cp like a mutherfucker.
I agree with you, but the external factors must be understood in how they influence things in other arenas. I would use my fire warriors exactly the way you described, but they would then eat up all my cp on turn 1 in a competitive game (so glad I don't play competitive).
I think you are exactly the kind of person I would enjoy playing a game with. Figuring out how to get the most out of your (should be) most plentiful unit is great. I put special and heavy weapons in all my 10 dude tac squads, and suffer for it constantly. But when they get the support they need, I get two good obsec units that can deal with different issues effectively.
@@thatoneoctopus7494 Relentless Fusillade does not stack within half range; the strategem specifically says it "replaces" the normal rules for rapid fire, which means you don't get the benefit of double shots moving to quadruple shots at close range. (I am a Tau player). If you think about it, that would an extremely OP strategem if it did that!
Its crazy how good tau were on release then they got the mechanicus treatment and now are middle of the pack. You have 2 good lists and everything else besides though are not worth the points. The only people playing tau in tournaments are the best Tau players in the world.
The mechanicus treatment would imply they're nerfed until they're literally garbage in the hands of 99% of players.
@@torakazu2269 id say that is the case with tau. They had a high win rate, then the nerfs happened and now they are middle of the pack when the same nerfs that went to mexhanicus were reverted.
@@torakazu2269 they are averaging around a 40% win rate against all but 3 factions competitively right now. Now thats not as bad as ad mech but its still pretty rough
I wonder how the Tau compare to the Leagues of Votann. Would be cool to see them either fight side by side or against each other in a game.
At first glance T'au appear the more mobile army, while the Votann are slower but more durable. We'll see how it actually goes once the Votann are officially released, but I'm certainly interested to collect them alongside my current T'au.
Tau are going to struggle because markerlights are an action which means any units with them are getting a judgement token every turn. Marker drones might be dead when votann shows up unfortunately
Ah yes a new video about the Tau, right when i was thinking of playing them again. :D After seeing this video iam now ordering 3 more Crisis Suits and a Hammerhad for my Enclave boys. :D
Im very new to this but what about the Ta'unar supremacy armor? Ive veen curious how it statcks up but haven't seen anything about it yet 🤔
you should definately be able to target the drones in a unit or the actual unit members. That way you can chip away at the drones or kill the units (and all the drones would be destroyed when all the unit members are killed). This would better describe how drones are merely auxillary unit assets rather than a proper part of the unit its self (and not a sort of shield that must be shot through to hit the unit itself)
I only have a unit of tau for kill team honestly the faction hate in the community is the main reason I don’t have more
ignore the hate and just play and enjoy their salty tears when they lose thats the most satisfieing thing
Yes, so go and be next 16364826 space marine player....
@@Horus-89 I swore I’d never be a loyalist marine
I haven't seen any documents nerfing the Onager Gauntlet so I believe it is still S12 AP-4 D3. Correct me if I'm wrong though!
Thanks for the video. Whats the "Boosted damage up close" for Farisght Enclaves you are talking about? They only get a markerligth if they are within 9'' dont they?
Thanks!
Honestly when it comes to internal balance being bad, when has our internal balance even just been mediocre?
Are there rules for the kx139 in the 9th edition, if not, is using the unit "allowed"?
There is only 1 -charge stratagem right? The one Photon Grenades one (which is for infantry). Or my stratagem pack is missing cards :o. The Exemplar of Mont'ka wound reroll is also only if you targeting an enemy in 9-12 inches, not any range, which makes this a lot let powerful. Basically it only helps if you are about to get into melee (unless you can finish off the target).
there is another stratagem called repulsor impact field that is used when a battlesuit unit gets declared as a charge target, the Exemplar of the Mont'ka is written correctly on the section it's on screen.
@@555tork Ah right, not sure where my card went for that one then.
The Montka thing is written correctly yeah, but he mentions that you can make it work for any range or something of that nature (I made this mistake as well, confusing it with a normal reroll from precision of the hunter).
I plan on doing an all-kroot army, so my options are rather limited. Still, thanks for the video!
For the Greater Good!
Master of the killing blow with missile plasma plasma feels like such a waste to me. Much rather run it with flamers or burst cannons to make up for their lack of ap.
not bringing up enforcer suits should be a crime
The T'au are a faction that could have been an adversarial race in Star Trek, but they had the poor luck to end up in Warhammer 40k, instead.
Looks like you guy put incorrect profile for the Onager gauntlet. The correct are Melee S:12 AP:-4 D:3
I love Tau but they really need some new models and continuation on bringing back Kroot and or a redu of older models!!!!!!!!!!!
That are not going to happen in a loooong time. You have to make your paintjob work for you, are there any specific models you feel is dated? Or do you want new units?
Devilfishes have obsec??? Can’t find that in the codex
How can that crisis commander in Oliver's list take 3 CIBs and the thermoneutronic projector??
By not taking Target Locks or Shield Generator, all of the Commanders can take up to 4 weapons, but they also can take tech pieces in 1+ of those slots, in place of guns. So, the actual loadout is 3x CIB, 1x Flamer, with the Prototype TNP as an upgrade that replaces the flamer.
Trying to get my friend to accept that Tau have strong units/rules. He started in 6th and doesn't feel the faction has the same feeling
I literally bought and assembled a stormsurge days before the points nerf. I don't know what to do. I love the model and want to use it, but I just don't know how to make it work. Borkon is good for it I guess... I'm just really mad about it tbh.
you could try using Sac'ea for dense cover >18" away let's it shoot in combat with no modifiers and you can make it ObSec.
@@555tork what do you use to make a stormsurge obsec? Not a bad idea.
I've been looking at getting 3 fireteam breacher units in devilfish with a stormsurge to back them up for borkon. Heavily utilizing the plus 4 inch range on the breacher teams and the super shot for the stormsurge to kill big problems. Get the fire teams on objectives and str 6 -2 ap shots at 12 inch range isn't bad.
Nevermind, found the obsec warlord trait
tau player gets +3 mental resistence from hearing "weaboo commie" 20 times a week
Really? Having less AP on ability that only affects 3/5 turns on a 46% winrate army in the Armor of Contempt meta is "more balanced"? Ok.
I tried to reproduce the first competitive list in BS but I ended up with 1974pts.
Am I forgetting something ?
Maybe there is two packs of 4 hounds and not one ?
I can't always do 2 patrol detachmants in BS, but they always overlap or do I have to make 2 rosters separately
Am I reading the Sun Shark right? There's no reason you'd ever want to undock two interceptor drones until the plane has lost at least six wounds and degraded to a 5+ BS, and no reason to keep them docked if you get the chance to separate them when it's down to the last three wounds and a 6+ BS? Splitting them off early will just make their (quite good) guns more vulnerable (T4, W1, and no Hard to Hit rule) and limit the unit to staying in formation with their 20" move and the plane's Supersonic clashing awkwardly for bombing runs. Plus you can overcharge the drone guns while scoring overheat damage on the plane's big wound score, since the weapons count as equipped to the dock unit, using its BS as well.
Or are the Russians lying to me? Mork knows I'm not paying GW for a codex until they learn to get them right before going to press.
The drones do have smaller foot prints though, especially with the 2inch engagement rule it helps a lot at times to undock and try to snip a character. But since it does cost 1cp to do so, most times it's hardly worth it, since the plane usually just dies out right when pushed up the board.
well the sunshark is used not for his CIbs but more for his Photonbombs who causes MWs the drones are just a bonus...
Core is such an unnecessary key word, after the brodsside nerf there is about 5 total data sheets that have core, to use an ethereal or a commander you have to have core so theres only 5 options available to be buffed and 2 of those are the basic firewarriors. Theres just not options other than crisis suits
3 of them are t3 infantry since its the 2 fire warrior types and then pathfinders. Then theres stealth suits which are more about durability than damage so its really just crisis suits worth buffing. Not to mention commander buffs only work on crisis anyway
Tldr: Commanders and Crisis teams are pretty bananas, Kroot are cheap objective units, Riptide is pretty decent.
Most other things are either mediocre or bad.
Edit: Forgot to mention that the bomber is pretty rad
2 broadsides give you more fire power than 1 riptide. Other than that everything else is correct
@@johnadam4117 only thing is that broadsides kinda suck now unless you're playing T'au Sept. (Too static and losing CORE hurt it real bad). The riptide I rate better as it is still deceptively hard to kill.
Regular strike and breacher teams are amazing against everything that is not AoC
@@jw7500 issue with riptide is the weapons suck. Your either paying for a durable unit that can't contest points and its shooting is sub par. Burst cannon is str 6 (broadside is 7 for missles). Breadsides still out perform the riptide in damage and if your using a riptide to hold points then it makes the difference because having it up the field to be distracting is fine but it not counting as more than 1 model and not having obsec its bad compared to crisis suits currently.
@@johnadam4117 for sure it's mediocre compared to Crisis teams, but those eat up points real quick so you generally don't take more than 2 units afaik. The Riptide is pretty good if you tun Sa'Cea to give it obsec. I don't like the current Broadside profile. Removing CORE utterly gutted them in my opinion.
I am far more likely to squeeze another Mander in instead of looking at Broadsides, especially if I bring Enclaves.
Hate to be that guy, but isn’t the Onager Gauntlet S12?
Always nice to see my favourite faction of naive blueberries doing well in the meta. I hope that 40k stays this Balence but that we get a change to the core rules soon.
a little strange how all these GT winners are taking many detachments with warlord traits and relics. Are these GT winners from prior to Nephilim ? If not, I'm curious to see how many CP these lists are starting out with because it looks pretty close to zero.
You can start close to zero and still do very good, if the traits are good its like paying for a strat once that you have for as long as the character is alive. Also as you get 1 cp on each players turn and if you use them smart you get great value out of the few cp you get, so no reroll failed dice rolls!
Tau would go back to an A tier army if the cp changes were reverted. While points changes hurt its honestly not that bad. The cp loss took away our ability to spam stratagems (which are amazing for tau) and take multiple commanders and commander upgrades. Given 12 cp and still having both the points change and new data slate. Tau would be 49-52% win rate. PS love the vids keep up the great work.
Personally i think Borkan is better than tau becuase of the survivability they get from -1 strength.
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I beg for more mechanicus
Fuck Crisis battlesuits, they're ridiculous especially when you got a group of 4 of them, 10 flamers between them and 7 drones.
Conceded, wretched xenos!
Competitive lists are so unbalanced it hurts looking at them.
Exemplar of Kauyon is the WORST warlord trait ever.
Are you nuts? Free redeploy and if you take Kauyon you can redeploy 3 units. Not to mention you can put units that can't deepstrike into reserves without paying CP for it.
@@WarRabb1t And thats it. Ooo I get to fix a single mistake at the beginning of the fight. That makes the warlord trait useless as a warlord trait. If that was a stratagem, I would agree with you. But its not.
@@avatarpan I dont think you know how good redeploying is for FSE or even redeploying something big like a stormsurge from one end of the board to threat overload the other. Its not fixing a "mistake", its about forcing the opponent into a worse position before the game starts.
@@WarRabb1t I do understand. Warlord traits are supposed to help throughout the battle. Having a one and done trait makes it worthless as a trait. If it was a stratagem, it would be great. But as a warlord trait, you need to take something else to be useful.
@@avatarpan at the very worst you can use it to make a deep strike enemy unit to be forced into being a lot further away then they'd like
They went from toxic to annoying.