T'au Codex Review: 10th Edition Warhammer 40k
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- Опубликовано: 6 сен 2024
- Welcome, fellow commanders, to an in-depth exploration of the latest addition to the Warhammer 40,000 universe - the brand-new T'au Codex! In this video, we delve into the heart of the Tau Empire's strategies, units, and tactics, providing you with everything you need to know to dominate the battlefield.
Join us as we dissect the intricate details of the Tau Codex, uncovering the strengths and weaknesses of each unit and exploring the synergies that can be exploited to achieve victory. From the mighty XV8 Crisis Battlesuits to the swift and deadly Piranhas, we leave no stone unturned in our quest to understand the true power of the Tau.
But it's not just about the units - we also delve into the new rules and abilities introduced in this codex, offering insights into how they can be leveraged to outmanoeuvre and outgun your opponents. Whether you're a seasoned veteran of the Tau Empire or a newcomer eager to learn more about their strategies, this video has something for everyone.
So, gather your forces, prime your pulse rifles, and prepare to lead the Tau Empire to glory on the battlefield. The Greater Good awaits, and with the knowledge contained in this video, victory is within your grasp. Don't miss out on this essential guide to the new Tau Codex - watch now and prepare to dominate the 41st Millennium!
Also a massive thank you to Games Workshop for sending us a copy of the new T'au codex and allowing us to bring you this preview content.
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What T'au codex Questions do you have? and what are you most excited for?
I’m considering playing with a tau player. A total of 2000pts shared so i can take 1200 he 800 or in reverse if you know what I mean, the question is should I as a necrons player run more points with the tau codex coming or should he?
When you listed the drones I noticed the grav inhibitor, recon and pulse accelerator are missing 😳? Did they get removed or are they just not on they particular page?
@@moodyminis9896 they are specific to certain units. But still in the book
@VanguardTactics oh good was worried for a moment 😅. Thanks for the fast reply.
in the Ret Cad detachment, what do you think the strongest combinations of commanders/farsight + crisis suit loadouts + enhancements will be? Theres lots of different synergies between the commanders and the new datasheet rules and a lot of decisions that go along with that (For example, if you put Farsight with Starscythe flamers they get +1 to wound, but then you can't benefit from farsights free strat because the only battle tactic is sustained hits. Perhaps you can be flexible with which unit Farsight attaches to depending on what your opponent brings?).
Would you ever consider suits without commanders, or are the smaller 3-man squads too weak without the commanders to take down their targets?
In a detachment like Ret Cad, where your strats and rules only affect battle suits, how much of your list should be non-battlesuit units? Do units like pathfinders, hammerheads, piranhas, or breachers+devilfish have any place in that detachment, at least as scoring or objective pieces?
Thanks in advance, absolutely love your content and as a new player I look forward to every video!
As someone who has always wanted to get into Tau, and is using this as my opportunity to, I'm kinda glad they got rid of all the options for crisis suits. One of the bigger aspects preventing me from diving in was the fact it was kinda expected to 3d print all your weapons. I really like that you just use what comes in the box now.
No no, the loss of CIB spam HURTS crisis teams
THAT SHOULDN'T HAVE EVEN BEEN AN OPTION IN THE FIRST PLACE!
49:06 the pathfinders shouldn't need a marker drone, they have markerlights on every single model
came to comment this - It is very literally an auto include
They dont need it they have every rule that marker drone gives
but isn t the drone also allow you do be a observer with a advance ? isn t that a + ?
@@ysbrann3059 Gun drone gives the squad assault (makes it eligible to observe) while also adding an extra gun to the squad, much better if you already have the markerlight keyword
I love what they did for Kauyon, now it's truly the stealth detachment it was always supposed to be.
the redeploy is soooo good! I missed it from last edition and glad its back.
I agree with you. I hope that rules can be changed (even very much or completely) instead of removing a unit or model (if there is space in the codex), in the future.
My general takeaways from the codex have mellowed out a little. generally speaking the detachment rules are fine to great, with mont'ka jumping out as the strongest (kind of assuming it'll get faq'd to have assault and lethal hits swap places in the text) while retaliation cadre is probably going to be the most fun for those of us who like high risk/high reward. the kroot detachment is also fine, while kauyon kind of looks like it got scrapped for parts, what with stimm injectors and strike & fade moving to different detachments. I still despise For The Greater Good and I'm sad to see it still there, unchanged (it takes the piss out of markerlights, it makes us the only army that gets penalized for split firing and it acts as an artificial limiter to prevent certain units from natively having BS2+ (commanders) or BS3+ (every vehicle except for tetras and piranhas)
The real letdown for me is in the datasheets. Without turning this into an essay: splitting the crisis suit datasheet into 3 separate loadout just highlights the inherent flaw in working with power levels since you can't charge people for wargear so now you have to charge them for their most efficient loadout. Cyclics probably had to go, if not for their absence in the crisis team model kit, then for them being a crutch in the index that made all other loadouts completely irrelevant. That said, giving each datasheet a fixed loadout not just for weapons but also for support systems is something I vehemently disagree with. Crisis suits are *the* flagship unit for customization, to the point that every new tau player is immediately told to magnetize their crisis suits and now they're even more rigid than the skyray. Forcing only crisis suits to have to mix and match drones on top of that just feels spiteful.
The second disappointment is with the datasheets that haven't changed: the riptide *should* be a bully battlesuit that should cost around 240-250 points and strike fear in the hearts of units that enter its line of sight, but instead it continues to be a 165 point tanky unit. Likewise it never made sense to me why a small ion weapon on a crisis suit should have the same strength values as those on a riptide or even a hammerhead. Had the hammerhead's ion cannon been strength 9/10 instead of 7/8, you would probably see it a lot more on the tabletop as a unit to take on both elite infantry and small to medium sized vehicles.
Lastly the new kroot units look a lot of fun, but there is a real lack of high strength/AP weaponry in the army. It's pretty hard to imagine how a kroot army would deal with, for example, a land raider, questoris knight or even a rhino. The best way so far seems to be to either rely on rampager charges inflicting heaps of damage or borrowing tau units like the skyray to make up for the gap.
When the early 10th edition results came in it showed that tau had among the lowest winrates of all factions, something that only changed once we became able to field 2500 points in a 2000 point list (in my case, I had 9.5k worth of tau in 9th edition and saw it drop to 7.1k with the 10th edition points changes). I had been hoping that the codex would have been the prime opportunity for GW to address this: beef up some of our units so the points drops could be reverted. What the codex shows is that we're likely to continue being a hordified faction, possibly until 11th edition.
Also on a more lighthearted note: I do have to give GW props to find new and exciting ways to make tau even worse in combat. We were always bad, but now we're a hair's breadth away from 'if an enemy unit is engagement range with this unit, destroy this unit.'
Kauyon for sure, love the ability to redeploy and fase units on and off the field :)
retaliation and kroot detachments are my favorite option because they dont have a timer to start or expire
Yeah, Mont'ka and Kayuon just dont make sense, they tried to make them lore friendly because one is the killing blow so you wanna get in and hit hard, the other you wanna be patient and wait for the perfect moment to strike, big problems:
Mont'ka doesn't support the gameplay it suggests since whats the point of getting into suicidal range immediatedly if those are our benefits, our infatry is f*cked and so are MOST of our other toys;
Kayuon encourages castling up. Because thats very fun for everyone involved (spoiler: it aint).
@@michelecastellotti9172montka is the best detachment…. The amount of stuff you can do with it when it comes to stratagems and the enhancements and lethal hits is way way way better than you think, everyone will be playing that at higher levels and the retaliation cadre will also see play but not as much
@@michelecastellotti9172 You whine a lot for someone with an amazing codex
Retaliation cadre is easily my favorite, gundam blasting with +1s and +1ap in some aggressive plays. I don’t like the strats besides the two auto play(gambit and 3”ds). Would they maybe make some changes to make pure tide a useful enhancement? Like they obviously made this book before the recent dataslate q&a so those battle tactics absence is felt. Mont’ka has 4 and cadre has 1 or 2.
Which one would be better in casual and which one in competitive? I exclude kroot becuz we only got 3 detachments for the real army
I got into Tau because of cool looking mech suits, so Retaliation Cadre all the way.
Deadly Demise should be an Ork strategem as well or something like that. I would have tons of fun with that lol
the blow up your own suit was a very early wargear option for tau, it let you se tup the pilot as infantry model with a pulse pistol too when used (think was back in 5th)
I love the kroot, and would be inclined to do a all kroot army but how do you destroy high toughness units like knights?
It kinda seems like with their thing of being skirmish fighters, utilizing the EMP nades, or using lone spears with blast nades then slamming them with rampagers would be a decent solution
I think we still need sunforce or hammershark
You can still bring the Anti Tank Tau has access to
Big thing about pinpoint counter offensive it does work raw with vespid 😂
I’m just getting back into warhammer after at 22ish year break. I chose T’au to get me back in.
Hey me too after 10 years, what are you buying to start?
@@k6115907 I bought the kroot hunting pack because it was the only way to get the codex that day. Got a broadsider and crisis battle suits
You forgot to mention the battle shock test opponents have to take for the last stratagem in ret cadre. If someone’s trying to take an objective off me by charging into my unit it could be a huge strat if it all goes to plan.
I think the book looks like a lot of fun. I really love the high mobility MSU builds. What happened to the live battle report from yesterday? I was keen to watch that after work.
Quality control 😬 They decided their first Tau codex game needed to better show off what Tau could do, so they dropped that one and have more planned.
In the interests of getting an outside perspective: how do VT feel about the split fire penalty for For the Greater Good? I know most Tau players despise it beyond the normal for a faction weakness, and particularly so for its negative impact on larger units that would naturally want to split fire to utilise their disparate weapon profiles.
The answer to this problem is to not guide the unit that you want to split fire. Sure, you won't get +1 BS, but you won't get -1 BS either. Hitting on 4+ is not as good as hitting on 3+ but is much better than hitting on 5+.
Tau player here, and I honestly love it. If I wanna split fire I still can, I just don't guide the unit. Guding the unit represents a full commitment against one single target, so it makes complete sense thematically and it's a good decision-making point which makes for fun gameplay.
Cool so our army rule let's our vehicles have the same BS as ohhh idk... litteraly every other vehicle I'm the game
@@starsidescav9487 Well, no. Read it again and stop with the hyperbole.
Ive been playing tau since they released. Ive never been so disappointed with a codex release.
Posted this too early in the video sorry 😄
Glossed over the Kroot a little I feel as I've been looking into the rules for them as a whole army of them interests me and it's very rules heavy and the stacking needs thinking about:
So the "Crits on 5" is actually on a leader that gives their unit Sustain Hits 1 so a Flesh Shaper on a 20 man carnivore squad is potentially making 40 attack rolls that add a hit on 5+.
The "adds assault to the unit" also adds 3" to the movement and is on the Trail Shaper that has the ability to move units D6 in response to enemy units moving within 9" so has a lot of movement tied into it already potentially allowing a 20 man carnivore squad to keep at that 12" to be able to become lone operatives despite having been in range for the rapid fire the turn before and so on.
My intended tactic is to use the Lone-Spear to bring a unit below starting strength and giving reroll hits on them from their ability, allowing the carnivores that moved 10+D6" this turn to be in 12" of the unit to let loose 40+ shots getting sustained hits on 5+ with +1 to the hit roll, and being able to reroll the misses.
As a T'au player I'm looking forward to the new book. I don't mind the changes to the battlesuits and have just put together a third unit so that I have one of each to run with the 2 commanders and farsight. Time will tell if they're good or not but a new book is always exciting plus it can't be worse than dark angels 😅
Farsight is an auto include imho in mont’ka, in retaliation you can and you can’t it doesn’t hurt either way!
Crisis Suits can take up to 2 drones per model, no single model can take a duplicate drone choice but the unit could have 3 gun drones if you wanted
What do you guys think about the removal of named characters? Would you have preferred a re-sculpt or at least a new character to replace them? I don't know how the wording has changed but using co-ordinate to engage might not give the observer unit sustained hits 2 since they weren't technically guided. Never give a marker drone to pathfinders they should already have the markerlight keyword.
The Observer and Guided Unit now gets Sustained Hits 2 against the Spotted target during Kauyon. Coordinate to Engage changes nothing about that, it just give you +1 to BS, and ignoring cover if the Observer has the Markerlight keyword.
@@fendelphi did they change the wording of the Kauyon ability? because before since the observer unit didn't become guided they couldn't get the sustained 2 even with co-ordinate to engage.
@@555tork Yes, the Kauyon wording changed. It roughly says that during Kauyon, if a unit shoots at their Spotted target(which is part of the Obeserver+Guided dynamic), they get Sustained Hits 2. Otherwise they have Sustained Hits 1.
@@fendelphididn't realize they'd changed the wording, pretty good improvement to the effect, though GW might change it later in the balance dataslate.
‘Lack of variety’ my man lets call a spade a spade, everyone in the competition scene was just using CiB. It hurts, let that pain. Wash over you and you know- lets grow and move on. There’s lots to be excited about but we can only get there if we’re willing to be excited about it and ready to give these a try with the same enthusiasm as what we had without the other stuff we’re used too
I love the sound of the new Codex. I think I'd be most tempted by the Groot detachment as I'm a big fan of infantry heavy lists as a Black Templars ⚫❌ player. I don't actually play T'ai so I don't have a specific question about the rules, but I would ask what you might recommend as a good first 1,000 points combined arms force that might be able to benefit from each of the detachments for a new player to learn with? Or a good core to build off of.
I'll aim for a quick and rough Montka 1k pts list:
Coldstar with 4 fusions (2 shield drones)
Sunforges, 1 marker drone, 2 gun and 3 shield
Pathfinders with 3 Ions, 1-2 gun and 0-1 shield drones
1x3 stealthsuits, gun and marker drones
2x breachers, guardian drone and gun drone
2x devilfish, pulse carbines and 2 seekers
Riptide with Ion, plasma and 2 missile drones
10 Kroot carnivores
We're expecting a new combat patrol that fits into that, btw.
@@mattlinden-jones1265 thank you sir 🫡 I love the look of it.
@@mattlinden-jones1265 thanks for that. It looks really approachable and balanced. I like the mixed arms approach and Combat Patrols are great.
Mont’ka is my favourite cause I don’t have enough suits for retaliation cadre.
Just got the codex today now I understand why they kept referring to the point values when it comes out at digital because this is way off on most of the things. The riptide is 80 points more expensive just one everyone say now it's useful because they made it cheaper. I'm really hoping when they come out on the app that the point value will be closer to what they were before.
Great review, thanks for the content fellas. Is it me or was there Tau vs Admech batrep that is no longer available, I was watching it, had to pause and when I came back, she gone🤷🏼♂️
Same thing happened to me. Was keen to see Steve shoot some admech off the table
Always like the more modern feel of the Tau, using drones and marker lights to amplify military operations. I just could never get into their Greater Good thing.
Strange, you seem to like Kreig, they funktion pretty much the same way.
What does battle tactics mean? Is that a 40k specific thing or a concept? I can't google it for some reason 😅
What about getting a shield for the three different types of Crisis Battlesuits?
Goong to havw to see how i can give them a farsight enclaves feel
When a model with a shield drone takes a wound I removed the shield drone first
I’m a bit confused, none of the units have the greater good keyword. The faction ability says “Tau Empire” and Kroot data sheets have tau empire on it
Everything seems interesting and good, really happy 👍👍
What units seem shit is what I want to know now 😅
If your a Tau player and love Mont’ka it is awesome codex. Played against Space marines this week. Utterly smashed them. Had the handshake of shame by end of round two 😂
So is it actually that strong is it just because space marines suck right now, or a skill issue?
@@Syst3m04 Space marines never suck. Always remember they are the Subscription service faction of the hobby. GW will never make the cash cow be bad. 😂
Death Blow and Mont’ka is just very fun.
Oh and Grenade racks are fun.
@@SouthWestBadger I mean they are legit bad now, not like 30% win rate bad but they are one if the worst factions, but as a general rule I agree.
Riptides still feel like a missed opportunity here. So lack lustre for their size on the table.
I disagree. 2+ sv and 4+ invul with 14 wounds, ignores all modifiers to hit roll, can fall-back and shoot, and it is on a fast and mobile(flying) chasis.
Not bad at its current 165 pts.
riptide is very very good right now with that point :v
Do we know if any of the legends units have been removed at all? Or is there any cool synergy with legends units for example xv9 or even knarloc riders or greater knarlocs??
Anything in regards too legends won't be removed it is in a PDF on the Warhammer Community, but they won't be updated or included in the codex so not usable in Matched play for the most part
lol, id just rock up with my models with weapon proxies and tell the admin staff to deal with it
Great analysis!
thanks so much do you like our new format?
@@VanguardTactics this is a very nice format! Favorite so far.
Thematically, I like Kau'yon. But it seems like the community says it is bad, which makes me feel like it needs some turn 1-3 evasive ability
From what I have seen, you are supposed to use your more "defensive" stratagems and infiltrator/stealth/lone op units in the first 2 turns to pick off transports, slow down the opponent's advance and score some points early on while trying to deny points to your opponent.
Then they hit hard with reinforcements on turn 3(or turn 2), clearing up large chunks and take board control.
Will I be able to run farsight and ethereal together now?
Darkstrider + pathfinders gets through unity, devastation :p Doubles up on its usefulness since pathfinders guide 2 units a turn.
If I only want to run a few kroot units in a suit heavy list, which kroot units would work best?
Here’s two for the algorithm ✌︎('ω')✌︎
Just use your gun drone unit as a breacher or strike team unit
God I dont even use them, but the crisis suit demolishing was so unnecessary, fuckin cyclic even being on there for standard units in the first place felt like a typo, trimming them down to 3 squad size would've been plenty
I disagree with the drones. Don't put them on the battle field as it can confuse the enemy on line of sight. I think a good way to have drones marked is to put a paper down or a marker that's not a model.
I agree, drones just makes things worse now. It’s sadly just a wait of plastic
You do need tokens for the ghostkeels stealth drones, the stealthsuit homing beacons and the support turret if you're going to bother. But that's it.
I don't even want to bother with building them
I always keep drones on my character sheets next to battlefield, not on the board
I painted them, so I’m using them!
I think You have to review the comment to the out-of-phase rule, with torchstar gambit you cannot activate the grenade upgrade again since if a rule is activated out of phase it does not count for the purposes of activating other rules...
Sorry I don't write English very well but I think you understand what I want to explain.
what you're trying to say is that because the move is not made in the movement phase it does not activate the Grenade Racks ability. did I get that right?
@@555tork yes, in the balance document they clarify out-of-phase interactions when activating stratagems or abilities
The FnF in the detachment says it's a normal move and the grenade enhancement triggers on normal moves without naming the phase.
@@mattlinden-jones1265 You do not have to name the phrase, it is activated when making a normal movement, but when doing it outside the normal turn secuence it does not interact with the enhancement of the grenades, since that is how it is explained in the out-of-phase skills rule of the clarification of rules commentary.
Maybe need Faq but in out-of-phase rules of rules commentary its clear for me.
@@mattlinden-jones1265the 10th edition rules commentary states that "when using out-of-phase rules to perform an action as if it were one of your phases, you cannot use any other rules that are normally triggered in that phase."
They destroyed the customizability of the Tau. Stop sugar coating it. Shelving them.
The absolute state of GW that you have to go “oh this book we have that came out like a few days ago might not have accurate points”. Why the hell are they even doing print media any more if they can’t even keep up with their own stumbling changes?
Here’s one for the algorithm ✌︎('ω')✌︎
We appreciate you
10th ed has been a DISASTER for my gaming group. Most of our 13 player group has given up on 40k all together. When we do dust off the models, we use 1page rules. Battletech Tabletop has been great as well!