Это видео недоступно.
Сожалеем об этом.
T'au Empire Unit Tier List in Warhammer 40K 10th Edition - Strongest + Weakest Tau Datasheets
HTML-код
- Опубликовано: 15 авг 2024
- Let's talk through the forces of the Tau Empire, and see which battlesuits, fire warriors and tanks are making waves for the greater good...
-- Patreon Page --
/ auspex
-- SubscribeStar --
www.subscribes...
-- Buy Warhammer 40K miniatures here --
UK - Element Games: elementgames.co...
USA - Noble Knight Games: www.nobleknigh...
or Amazon also in the USA - amzn.to/303klKD
Australia - Gap Games - bit.ly/3N8VBtj
EU - Kutami - t.adcell.com/c...
-- Buy 3D Printers from Elegoo Here --
shareasale.com...
Discount Code for $10 off: MRT10OFF
-- Social Media --
Facebook: / auspex-tactics-1031297...
Discord: / discord
-- Subscribe to Auspex Tactics --
tinyurl.com/yc...
0:00 Intro
1:36 Tier 5
2:48 Tier 4
7:04 Tier 3
13:36 Tier 2
23:04 Tier 1
33:20 Outro
CORRECTION: Razorshark's +1 to hit is against non-fly units, thanks for pointing that out. I'd still rank it the same, though that's a bit more useful than I'd said (against a random enemy army at least)
Sorry, what happened to commander Longstride?
So glad crisis suits are still top tier but i am absolutly delighted that the ghoistkeel is getting time in the sun now
me too. I'm new to this army, but I love the big mechs. got a ghostkeel and broadside so far, just one squad of crisis suits so far though.
It almost feels like the tau combat patrol was made for 10th instead of 9th
Well no, because if you actually assemble it with the intention of playing Combat Patrol the game mode, it'll tell you to destroy the Fire Warriors by building a strike team not a breacher team, and it'll tell you to put a Cyclic Ion Raker on the Ghostkeel - while technically the "best" weapon for it, we don't need it but we are forced to play Fusion Collider on every single Ghostkeel we take because we have no other viable anti tank than seeker missiles.
@@Vinterloft I see where you're coming from, but I think ion raker is the best choice for the ghostkeel. It's not an anti-tank unit, it's a distraction/anti elite unit - the much higher range on the ion raker helps keep it out of harms way/unable to be shot, while still able to plink off a few high toughness infantry. If you want anti-tank, spend 60 fewer points on a broadside that'll get the job done much better.
That would be the case if the fire warriors were not dead weight. :)
Been having luck playing mecha heavy lists: 3 Ghostkeels, Broadsides, Ta'unar, Stormsurges with Shadowsun handing out rerolls. Ethereals are a fantastic CP generator! I play Tau cause I love their looks, when you see a Tau player in the wild, you know that guy is playing the faction they love, not the faction that wins lol
Yeah I love broadsides even if they can utterly impractical in certain situations and stealth suits are fun
Slight correction to the Razorshark. It's +1 to hit on units that can't fly. Still don't think it changes where it stands in the tier list. Love the videos
Lone Operative is huge. U had several matches with the Ghostkeel shooting every round not getting shot once. That creating huge ppp value.
A few points to add:
1. Longstrike makes the railgun worse because lethal hits nullifies the devastating wounds when it triggers and since you're about as likely to miss a wound as you are to crit on a railgun you are worsening it's damage output vs targets with invuls, in addition to 35pts not being worth the replacement.
2. The enforcer commander is only good vs ap-1, as the armor save of crisis suits is only 1 better than their invul, which you are always taking...
3. The etherial competes with shadowsun for CP generation, meaning they can't earn CP in the same turn.
4. Kroot hounds are too low, they are great secondary objective lackeys alongside the vespids
5. Farsight is a melee commander leading a ranged unit... You need to use a homing beacon to use his ability without losing any suits or CP, seems a big points sink when the coldstar and regular commander are better.
1. Yup, the additional Hammerhead is better off using the Ion Cannon. Weight of shots is better with Lethal anyway.
2. Also agree on this. On top of that, it is 135 pts for a model that only has slightly more firepower compared to a regular Crisis suit(non-commander), which cost 65 points. Also, with a speed of 8, it slows down the unit to keep coherency. Compared to the other commanders, it does not add additional utility, so what you are paying for is slightly more durability(in some situations) and a slower unit.
3. Not so sure about this. Ethereals generate CP in the Command step, while Shadowsun can "refund" CP when a Stratagem is used on a nearby unit.
4. Kroot Hounds have a large number of attacks per model, so could be used to engage enemy light elements, especially if near a Carnivore squad. They are quite vulnerable themselves though, and lacks strength and AP.
5. I agree. Farsight might make things like Fusion Blasters and Flamers more reliable, and he does have some synergy with the Tank Shock Stratagem, but it is very niche, and the restriction of Ethereals can be quite punishing, as it means less CP for Strike and Fade and the mentioned Tank Shock.
Some additional things to add:
Cyclic Ion Blasters(CIBs) are overrated, in my opinion. 18 range and 3 shots for 1 damage each is only "ok" against low armor, low toughness infantry(cases where you wound on 2+ rather than 3+). Against stuff like Marines, you need to Overcharge(which provides a respectable damage profile), and that means a Hazardous Test for each weapon fired in this way. And each failed test is 3 Mortal Wounds to the unit. So potentially 22 weapons fired(6 Crisis and 1 Commander) for a massive 66 shots Strength 8, AP2, Dam2, but you also take 22 Hazardous tests, which on average means 3-4 failed ones. That is 9-12 Mortal wounds, on average. That is potentially 2-3 Crisis Suits gone.
On top of that, you do need to get within 18" of a target to unleash this kind of firepower, which means a lot of chances for taking return fire on the enemy turn(or through Overwatch and other special abilities), get charged by melee etc..
In my opinion, Missile Pods are overall better. Less killing power vs massed low tier stuff, but overall good performance with only slight overkill(compared to Plasma Rifles), decent number of attacks(for criticals), longer range, and with no Hazardous attached.
@@fendelphi Only 1 CP can be generated per ROUND so if the ethereal triggers, Shadowsun's ability does nothing. It's meant to stop stratagem spam.
@@j4296 Ah, you are right. It is 1 base per command phase(yours and your opponent's), plus 1 additional per battle round through other means. So up to 3 per Battle round.
Still, both the Ethereal and Shadowsun are chance based, so if you want to maximize command point usage(like Strike and Fade or Photon Grenade), having a bit of overlap is not bad to increase the chance of that 3rd point.
@@fendelphi That's true but rememeber you can get 2 rolls per round using shadosun, and 1 running the ethereal, plus they are competing for the same command slots as fireblades that are just better in spite of the lesser chance of gaining CPs
@@j4296 Fireblades are definately better in something like Breachers. And 1 Fireblade can be good in a single Strike Team(for overwatch potential), but otherwise, Fireblades are not worth it on regular Strike Teams(now, if we could only attach them to Pathfinders...).
A Strike Team unit with an Ethereal is surprisingly durable. With 2 Shield drones, you can bump up its wound to 5, and with a 5+ Invulnerable Save and a 5+ Feel No Pain, you can tank a few wounds that way. On its own though, it wont get the 5+ FNP(requires a unit).
To me, 2 groups of Breachers(each with a Fireblade and Devilfish) and 1 Strike Team(with a Fireblade) for overwatch, is about the best you can do as core infantry goes for the Tau.
One Strike Team with an Ethereal in your backline/home objective can block/make it difficult for enemy deepstrikes, and is an inconvenient target to take out, compared to a lone Ethereal.
And I really think that Tau need those command points. Without them, their engagements become far more risky and the outcome more uncertain. They need to minimize the damage they take on the first 2 battle rounds, while surgically taking out enemies that are problematic.
Shadowsun on her own is not a reliable source of command points.
Just the other day I killed 16 guardsmen with a single broadside's rail rifle. Got an exploding 6 from Kauyon, and rolled 3 6s to wound, into good damage rolls. After doing effectively the same thing to the same friend's ravenwing black knights the week before. Not exactly repeatable, but it does make me appreciate the unit that much more!
Did something similar playing against a friend's SoB army, my Broadside popped their tank and it exploded, nearly killing two other units in the process. Good times.
Did you win those matches?
@@The80sWolf_ Won against the guard, lost against the space marines. I've never been any good at facing dark angels.
Deleted my initial reply as I had a look at the rules for mortal wounds and that applies to the unit 😅
I was trying to work out how a single broadside could kill 16 guardsmen when damage from attack dice doesn't spill but inflicting mortal wounds changes this 😊
Appreciate the comment as I have learned something very valuable this evening.
If you ask me Tau’s biggest weakness is that they’re stuck with Kauyon. If you noticed a lot of their best units are the aggressive units such as breachers and piranhas.
Yeah they nerfed every unit we had as if they would be getting kauyun all game, when you're lucky if you have any units left to actually take advantage of it.
@TwitchyMofo what about holding back the line and try to hit things with broadsides and piranhas?
@@ramirobarrera2845pirhanas this time around are INCREDIBLY annoying for the enemy. Not only they have a pre-phase move, but also will battleshock any unit within 12" of them after moving, meaning that they heavily punish whoever overextends, also hit very hard, if you learn how to position them your opponent will eat its nails every time these things move around.
However, they are made for thefish of fury strategy, sending them in to battleshock (hopefully) an enemy and then sending jn breachers to either wipe it out or soften it, since the next turn it cant do anything if it got battleshocked, which is great to take or clear objectives
@michelecastellotti9172 ok that is insane. Might have to move it up on my list to get after broadsides
I dont know what we tau players did to deserve videos this early, but thanks!
Building my first Army today with Tau Combat Patrol. This helps a lot as I know not, what everything does. It helps me prepare to swap some stuff out. Thanks for this.
Thankfully for my Y’Vahra, I only exclusively play with my family and we’ve never left 8th edition hahaha
Nice to see some different t'au units become relevant, but it's still disappointing to see fire warriors and kroot be unviable once again. And wow look at the fall of the Riptides, that's just not right for such a big auto-take generalist unit. Imagine if GW did that to the guard's leman russ-oh right that's exactly what they fucking did.
I actually love seeing the Riptide weak. It's the lowbrow overdone everyone-has-three basic B unit and to put it in the shade for an edition is going to do wonders for Tau reputation.
@@Vinterloft The Riptide is one of my favorite models in all of 40k aesthetically. It's always going to be a pet unit for me at least, something I try to sneak at least 1 of into every list I make just because I think it looks cool.
The Riptide is still a fairly powerful and durable unit. It is just that its Nova Charge ability has inconsistent performance(since it relies on enough of attacks hit and then at least 1 rolls a 6 to wound to be noticable). So you are paying for wargear that sometimes does nothing.
If it could recover the charge in some way(maybe through spending CP), then I think it would be a very nice inclusion.
With the Weapon Support System, it does not care if it is reduced to 4 or less wounds, or any other to hit debuffs, and its Ion Accelerator is quite powerful against a lot of targets, especially if the Observer is a Stealth Suit team.
@@fendelphithe riptide is awful compared to our other units. it does everything a ghostkeel/crisis suits/4 piranhas do but worse and it costs more.
6 8/-3/4 attacks for 235pts in an edition where everything is tougher? its only t9, its nova charge might as well not exist as 90% of the time it wont do anything, if it goes to 4 wounds its dead already, and its shielded missile drones got removed.
taking a riptide is nerfing yourself, not saying you shouldnt because you want to have fun and its still a cool model, but if youre playing competitively its an objectively bad choice
@@Snaek1 I am not saying that Riptide is a "strong pick", but now that you mention it, neither is Ghostkeel. That thing has even less damage output(having a weaker gun with less range and no Weapon Support System to negate to-hit debuffs, like enemy stealth and the like) and, unlike the Riptide, the Ghostkeel cant really hope to contest an objective, as it simply lacks close range durability(no Invulnerability Save).
As a sidenote, the Riptide has double the attacks in melee(compared to the Ghostkeel), which might come in handy around objectives.
At least with the Riptide, once Kauyon is active, and you activate the Nova, you might get some really solid hits into a valuable target. With the Ghostkeel, you have to constantly overcharge if you want decent damage, and even then, a lot of enemies will make their save anyway(as it is "only" -2 on Overcharge). The best it can hope to do, is being a nuisance so that the enemy goes chasing it around rather than focus on actual threats(it takes something like 3-4 turns of decent rolls to kill a single 10-model Marine squad).
Again, neither of these are what I consider "good" for the Tau. They are both overpriced for what they do, currently.
While the Ghostkeel might give you an edge against newer players(they try to hunt it down, rather than just ignoring it), the Riptide will help you more in scoring VPs when compared to it.
But in terms of efficiency, you have to look elsewhere.
I'm going to try a meme list in my next few 2000 point games. 3 Stormsurge, 2 3-man teams of Stealth Suits, Shadowsun, 2 Strike Teams, an Ethereal.
I think right now, Farsight should be in Tier 3. With only access to Kauyon at the moment, and considering that units can fire back at our vehicles in combat now, there are little reasons why you should be ending battlesuit movement within 9" of enemy units, unless you are banking on completely wiping them.
Secondly, I think the cadre fireblade is a must take with Breachers. Breachers hitting on 3's is so good, so getting that additional ranged attack adds so much more. Then add on the 'through unity devestation' enhancement, you could be looking at 33 shots of 2+ BS [Lethal Hits] [Sustained Hits 2] that ignore cover for under 200 points. In my opinion, breachers are our strongest datasheet right now.
Have seen what happens when you tank shock with farsight
The bigger thing is that you cannot advance and shoot with farsight, so to get within 9" you already had to be within 19" which means you were already only 1" away from firing most of your guns anyways.
@@murphy7801meh. Sure it's good, but it's the level of good I feel like most armies have access to. I dunno, maybe I'm just spoiled by my GSC
@@murphy7801 ~5 mortals isn't that special tbh, compared stuff other armies have easy access too.
That's not how Through Unity, Devastation works however. The Lethal hits is given to a different unit that the Fireblade's unit is spotting for, not the Breachers themselves.
Melta should have been a +1 to wound within half range instead of damage modifier imo.
Yeah meltas are in a wierd spot; they do so much damage that it's overkill against elite infantry, which they're really good at wounding, but they don't have enough strength to reliably hurt vehicles which is what the melta-rule seems geared towards.
Could've been Anti-vehicle dev. wounds, that would've been another option (maybe again just at half range). Makes them good vs vehicles but worse against elites/monsters.
@RJALEXANDER777 Personally, I'm not a big fan of dev wounds. Mortals remind of the days when AP was all or nothing. Anti-vehicle and dev wounds on all meltas seem like overkill.
something like the twin linked keyword would fit much better.
Anti vehicle 3+ or 4+ would help meltas quite a bit since they just wound their best targets on 5s all the time. Not great for them.
Putting breachers in Tier 1 is downright silly. They only work if you've essentially doubled their price with a transport, and even then you're better off damage wise with just taking a block of Crisis Battlesuits for 15 points cheaper. S6 AP-1 is fairly good but with a 10" range you've basically guarantied that if you can't wipe the unit you're shooting at the Breachers will be in half range for whatever is pointed back at them. They're more than likely to do nothing all game, especially if your opponent blows up the Devilfish early.
Solid point 3 man team of crisis is 18 wounds of t 5 with 27 str 7 -1 1damage 18 inch shots with 4 +invulnerables. Objective secured is literally the only issue but you can't use OC if your dead
The Ghostkeel makes me cry
Painting my tau combat patrol in the green scheme as the dayluth sept and purposely having no interest in fielding kroots just to make the ghostkeel like BT from Titanfall 2 was worth it and i wont hear anything of it
@@MrNuclearturtle NO I MASSIVELY RESPECT THAT COMMENT RESCINDED FOR THIS SCENARIO SPECIFICALLY
Happy or sad tears?
I had to play against the craziest Tau army ever. Full 3x 3 Piranhas, 3x2 tetras with a Taunar Supremacy, some Stealth Suits, Crisis, Coldstar Commander and Shadowsun.
I cant believe they gave Piranhas and Tetras T7 and 7W...
I bet 3x3 Piranhas was a discussing Alpha strike!! I've been telling ppl that would be insane. That's 18 Seeker Missiles off the rip lol
@@jmlitwiller yeah he got first turn... got my dreadknight with the taunar, and all his tetras were infiltrators and the piranhas were everwhere... they are pretty tanky, got pregame moves and have 14" movement. You cant even reliably kill them in melee with most things cause of the T7 xD
@@Obsidianen i kinda felt bad about it afterwards but i really wantet to test the piranhas and the tauna was on my list to bring to a tts warhammer game for a long time. was also suprised that a full paladin squad only managed to kill 1 piranha.
i'm so mad the riptide became so bad ;-;
I miss my nova core already
I love the look and barely even used the forge world models in their prime because I wanted to be nice.
Just in time for my lunch break, thanks Auspex
Finally Tau ❤
The army is pretty good, but it has two big problems that prevent it from being a staple atm:
- It has nothing to hold midboard objectives and is able to take a punch
- Very limited anti-tank (which is very strange for THE guns factions)
Would love a suit unit that has some more melee capability
Let's compare with our good friends, the Eldar. They are a nice, high mobility faction that can be shooty, so they make a less specialized Tau proxy. They have better stratagems, better army rules, better armored vehicles, faster movement... If you gave pointy ears to the Tau, and thus allowed Eldar to take any Tau unit with no disadvantages... would they use any of them? And note that with fate dice, many Tau units would get better.
It's an armor-based meta, and Tau has criris suites at T5 , 3+ Save, broadsides at T6, and even a Riptide at just 9, which matches.... a 150 pt fire prism?
Tau must have gotten playtested with Grey Knights, Death Guard and Votann. A completely different edition from the armies at the top tables.
The Tau weapon options seem strange. There's a massive middle of STR 5-9 weapons and then EXCLUSIVELY Rail weapons that ever even touch STR 10+ (and Seekers I guess, but those are predominantly one shot). It feels like Melta or Ion is missing the Anti-Vehicle 4+ to give a little diversity in options that can meaningfully punch into Armor.
@@Wabajck Give FSE a suit unit (general, not character) equiped with Iridium armor, an Onager Gauntlet and a shield.
Basically a Crisis version of Terminators. That would help a LOT.
Agree with the anti-tank, I play a friend who plays Guard on a regular basis and I just can't punch through his tanks' armor reliably and have yet to beat him even once. The railguns on Hammerheads are way too unreliable now that they don't ignore invuls anymore. The Skyray did good work for me, but against tank heavy lists+massive amounts of indirect fire, T'au vehicles just don't survive the punchback. Broadsides are good though, but they are soooo immobile and while relative tough for their points, they too have difficulties to survive the punchback.
I think Crisis Suits are in a really weird place regarding their weapons, they basically have three guns that all work against elite infantry or light vehicles but struggle to hurt tanks. Cyclic spam with with Kauyon and ideally being guided by a unit with "Through Unity, Devastation" for lethal hits kinda works, but the likelyhood of doing it once and loosing more Crisis Suits than you can afford too is a bit of a bummer.
I believe Anti-Vehicle 4+ on Fusion Blasters would be reasonable, you still need to get close and if limited to maybe 1 per Crisis Suit, I also don't think it would be too oppressive. Meltas in general are in a weird place right now as they overkill almost anything they are actually good at damaging. And it's even worse for Sisters for whom meltas used to be the only reliable anti-tank.
Been waiting for this video to drop! Thank you for the help in making my 10th edition lists! Keep up the great content!
Crisis Suits while a good generalist unit have the downsides of vehicles with the durability of an infantry unit. they are only T5 with a 3+ save at base, but since they are not infantry they can't fly over terrain anymore which along with the loss of assault on all of their weapons really hampers their ability to move around the battlefield if you don't give them a coldstar, which is especially confusing when they have an ability to allow them to auto-advance 6" but then do nothing after without the commander. and while I remember why does the standard ethereal have a better leadership than Aun'va and Aun'shi and none of them have FtGG.
I agree. They generally are very good, and still the staple damage dealer, but losing assault is challenging.
I still looking for a "farsight bomb" or another strategy to try and dive them in on turn two or 3 to start hitting hard.
@@mrj5552 rapid ingress makes farsight bomb reasonably easy since you can arrive in your opponents turn then move and shoot in yours.
Not that the Coldstar is a bad thing to take, but I get the bad feels of it being an autoinclude with every Crisis unit if you want that mobility. The inclusion of the Coldstar is like night and day.
Kroot hounds are great imo for screening and doing actions. Especially doing actions. I think they deserve tier 2 at least. I always bring 3 squads of 4 in every list. They never live, but they always screen amazingly and score me many points on secondaries.
I have been playing Tau since 4th , but running a Kroot army with riders, carni's and only having steal suits and fire warriors to back them up. As a Kroot guy, i think this codex was made keeping people like me in mind, who wanted to field a full Kroot army. Keep in mind , i often beat or came close to defeating Orcs as thats what my friends played. Never tried against anything else.
I think the new Kroot units, are supposed to make them competitive with some armour units.
Genuinely wondering what they were thinking when they designed the tactical drones. They're over-costed, under-gunned, inaccurate, squishy, can't hold objectives and don't benefit from the army rule.
What is the point in taking them at all over just grabbing another squad of fire warriors or taking another firesight marksman?
The entire writ large point was to punish you for taking them. They don't want drone swarms to be an intrinsic part of T'au as they were for the past 2 editions (and arguably you'd always be fielding more than a few in 7th). They don't want to see drones on the board so they made a way for that to occur. But they had to keep the drone squad because it's been around forever.
Whoever wrote tau in this edition had to have hated drones if not tau. It is literally the most garbage option in all of 40k. Think they added it in just to say we could still uses all the drone models we have.
the only point to them is to deep strike and do secondary objectives, you are literally paying for the deep strike rule.
I've had the opportunity to play my T'au twice so far in 10th. I've yet to find an army list (*at 1k) that survives until turn 3... Last game I had stealth suits up front for speed bumps, ghostkeels on the flanks for objective control, broadsides, and pathfinders... End of turn 2 the necrons were already in my lines, 15" up from where my initial infiltrators were.
Also, the pathfinder 2x FTGG has actually hurt me three times in 2 games. I'm getting to a point I'd rather 4+ on anything rather than killing the unit with the first guided unit (or even the pathfinders!) and end up with worse shooting because of it...
It's so dumb that fricking spore mines can do actions but drones can't.
drones can do actions that is the only reason to take them.
Gimme firewarriors with riot shields. Low damage but high toughness
If I were going to fix Tau, I'd start by letting the Enforcer Suit attach to Broadsides, letting the Ethereal and/or Fireblade attach to Pathfinders, and bumping all the burst cannons by 2 shots.
Not to mention bumping all Fusion weapons up by 2 STR, or 3 in the case of the blaster.
@@Vinterloft Well, no. The entire point of the change was to make it so no one weapon was a general purpose weapon that killed everything. That's why Plasma and Fusion strengths remained relatively unchanged while Krak Missiles and Lascannons got large bumps in strength... they wanted to differentiate the weapons more, make Melta and Plasma weapons anti-heavy-infantry and make Missiles and Lascannons anti-vehicle. We're just so used to Melta weapons being anti-vehicle that we're having trouble adjusting to the new paradigm.
@@cassiecaradoc2070 Fusion is anti-vehicle. If the lowest toughness tank is T10 then the Fusion Blaster needs to be S11. Don't @ me.
Things to know. since then, lots of tau units have been reduced in price, e.g. farstalker bands now only cost 70 points
yeah crisis suits 180-260 stealths 60-120 strike teams 80 pathfinders 90 devilfish 75 hammerhead 130 longstrike 140 extra
The tigershark does not function. when it comes in from reserves it is not fully within 6" due to its base so it cannot shoot until t3 unless you rapid ingress if you go second
This, it's basically useless for half the game.
The Razorshark gets +1 to hit against units WITHOUT Fly. It actually performs pretty well at removing backline infantry and elites, because it's ion Cannon is 8 shots twin linked. It is also T10 which makes it one of the tougher units to fight in T'au. I think it's going to be a sleeper one of include.
Been thinking the same thing recently. Maybe a list with two of those and a tiger shark
I think it would work, but its point cost better be worth it. It overall can work great with another one, but i dunno yet.
My poor Tau what have they done to you my boyyyyyy
Just a quick correction for the Kroot Shaper for anyone else slightly mad on the bird boys. His "Ritualistic Feeding" isnt once per game, its activated every successful charge until the end of the turn. It doubles his attacks and if the unit he's leading wipes that enemy unit in the fight phase his automatic 6+ FNP goes to a 4+ FNP. I know its not amazing but for Kroot fans its quite fun and flavorful.
Does not change the fact that you are paying 50 points for the model, compared to the 35 of a Krootox or 40 points for 4 hounds, both options providing more damage overall. Kroot Carnivore already gets to 5+ FNP if they wipe a unit.
Getting +3 attacks to the Shaper on the charge does not mean much on strength 5, 0 AP, 1 damage profile.
On the charge, the Shaper is worth roughly 3 Kroot Carnivore models, but the Shaper cost what is around 6-7 models worth of Kroot.
Maybe it will be better with Mont'ka. We will see.
Even though the R'varna is worse than the Riptide, I'll still choose it for its looks alone. Coolest Tau mech model with the Ghostkeel right behind it.
Totally agree, I only play at home so I just use it a a normal riptide.
Doesn't lethal hits break the devastating wounds of a hammerhead? Longstrike is therefore only useful on ionheads.
The fact that Tau hit on a base 4+ is criminal…. For a shooting army. That is so wrong
I feel like Tau have lost their identity in 10th. Having half their way of war be literally DLC a year after launch, comparably weak shooting that doesn’t kick off until 3rd turn, and they way they absolutely massacred drones.
I remember how weak they were at the start of 9th and I could deal with it if it was just that. but this is different. This is not a fun army to play.
Kinda insane that the defensive fortification unit has no objective control.
I know right? You'd think the *defensive building* would contest a point
I think you're undervaluing the barracuda here... It is instantly better than Tiger Sharks for the sole reason that it can shoot on the turn it comes in. 16 burst cannon shots, 4 missile pod shots, 4 seeker missiles and its railgun on an aircraft chassis mean it's a great observer unit if you need an angle, that you can then use the strat on to let him shoot as if guided without punishing split fire. Or you can go with a fully anti-infantry configuration and have it be the guided unit instead. Aided by tetras or a stealth team it so far has always contributed significantly in the games I played, more often than not killing 220+ points of enemy models just on the turn it arrives.
Conversely the stormsurge might be a bit overvalued. At the original price point of 405 it was fine, but now at 465 it's too close to 25% of your army, making it a very juicy target for your opponent (especially Marines for their Oath of Moment, but Eldar dev wounds too). I'd drop it to tier 3
There's also a correction to the razorshark: it gets +1 to hit vs units that DON'T have fly, meaning Guided it will hit on 2's and wound meq on 2's. Possibly making it our *best* unit for picking up 5-10 man meq squads. solid tier 2 unit imo.
Crisis and Enforcer commanders should be lower just because commanders are now much less efficient on their own and the fact Crisis Suits datasheets were designed to be led by Coldstars, there is never a reason to pick a crisis or enforcer commander over a coldstar, and their points cost would be better spent elsewhere if you were planning on running them solo. I'd drop them to tier 3, maybe even 4.
Lastly I think Broadsides don't belong in tier 1. Yes their output is nice, but their mobility is low (especially for tau), meaning they'll have a harder time getting an angle. Defensively all they have going for them is a 4+++ vs mortals, anti-vehicle stuff just shreds them.
I'm inclined to agree with the rest of your assessment though!
Why would the tigershark not be able to shoot on the turn it comes in? and looking at the points i don't think the baracuda really comes up to 2/3rds of what the tiger shark can do. The AX-1-0 get's anti titanic 3+ which triggers it's devastating wounds on the railgun and works on it's 6 seeker missiles. if your opponent has titans it repays itself on it's first round of shooting, by demolishing whatever you point it at, especially if you have some tetras (only 80pts, but they're forgeworld so rather expensive dollars wise) to observe for it, giving reroll hit rolls. the single shot on it's railgun hitting on 3+ at best does hurt, but with the tetras you'll hit 8/9ths of you shots.
for 315 pts i think the ax-1-0 tigershark is a great take when knights are so good in the meta, the regular tigershark is great too, and probably better against lighter vehicles.
@@thomasfenton8054 the dev commentary explains that if a model's base is too big to fit wholly within 6" of a board edge, it can still come in but it has to touch one of the board edges, and for the rest of the turn can't move in any way and can't shoot. A Tiger Shark's base is about 6.2" so it can never be wholly within 6"of one board edge.
As a result you have to leave your tiger shark open to one turn of shooting, which in your best case scenario would be in BR2 using rapid ingress (but is still followed by your opponent's shooting phase). IF a tiger shark gets to shoot, it can very well make its points back, but it needs to survive long enough to get there first.
This is why I would recommend a barracuda instead. It's cheaper, has a smaller base that lets it easily set up out of overwatch range and still have visible targets and most of its weapons in range and guided they can do a lot of work.
@@Reqqles I just did some math and you can fit the tigershark in the corner of the map to be wholly within 6" of any battle field edge, and because it doesn't specify only one battlefield edge it fits and can shoot the same turn it arrives, up to 2 in turn 2 and up to four in following turns. if you want to see it you can input the following into desmos, x=152.4, y=152.4, & (x-80)^2 + (y-80)^2 = 80^2, the first two show the 6 inch border from the X and Y axis and the third is the 160mm diameter base of the tigershark.
@thomasfenton8054 yea people considered that but no dice: you need to be wholly within 6 of any 1 edge. Even in the corner that is not the case
edit to add: there was a 10th edition tourney not too long ago where a player brought 2 tiger sharks and ran into this exact issue. Since the wording for strat reserves refer to 'any battlefield edge', judges ruled it to mean any *one* battlefield edge.
I wish it worked differently because I own a tiger shark myself and would love to play it outside of a casual setting, but right now it's just not viable
I feel like the tanks are better to build around than crisis suits, having played against both types of lists. Ran against 3 Sky Rays, 3 Hammerheads, and Longstrike, and they were able to take out all my anti-tank weaponry before I could do much more than inconvenience the tanks. Had to spend the rest of the game chipping off wounds with small arms fire, whereas with crisis suits being T5 just about every weapon can deal a good amount of damage to them.
Kroot hounds imo are at least tier 2. I have been using them a lot and they are actually amazing for their secondary game. I have won a lot of games off the back of kroot hounds scout 9 move 12 and their low profile preventing them from getting overwatch.
30 point commitment to score a 5-10 point swing on secondaries turn 1? Cheapest efficient move blockers in our index? Amazing strategic reserves capabilities because of how small their footprint is making them almost impossible to screen? On top of that I have had a dozen opponents at this point straight up ignore them because "its OC 0, it can't take my objective anyways" just for me to next turn flip something like behind enemy lines, engage on all fronts, investigate signals, or deploy teleport homers.
The fact that their ONLY weakness is that they can't hold objectives is big enough to keep them out of Tier 1 for me, but that's literally the only weakness they have.
Think people sleep on krootox a bit. 105 pts for 12 2+ melee attacks at 6/-1/2
I love the Krootox and have been running them since the earliest days of 3rd edition and they've been solid performers. Found htem highly underrated and ran them in nearly all my tournament lists when running Tau (same went for the Sky ray too, which is now a real beast in this edition).
That being said, the AP nerf of this edition really hurt their damage potential. The loss of AP-2 to Ap-1 on the fists weakens them quite a lot. And their gun might be better when shooting on the move now, but it also dropped from Ap-1 to Ap0.
It's not going to stop me running them, but I've felt a noticeable drop in their damage output so far.
2+, if a Kroot Carnivore squad is nearby, so it is not "truly" 105 pts for those stats, but yes, it can deliver a decent punch.
Personally, I think Kroot Hounds might be a bit more flexible. 12 models for 90 points, high mobility to get "where it is needed", 3 attacks each(so up to 36), +1 to wound if near a Kroot Carnivore squad. Can flush out light infantry, take care of secondaries or add weight to an assault.
Of course, you could take a bit of both.
Aun'va being a blocking unit seems so canonical because now that he's dead it's basically just a hologram that enemies shoot they can keep it rolling until its like "oh yeah, he probably should have gone by now" then just run a quick escape animation
doing the math, guided pathfinders are more point efficient without darkstrider, regardless of how tough the target is. The only situation in which he's worth taking, is if we're talking about pathfinders that aren't being guided, but at that point why are you bothering wasting more points on them
Wow, I decided that this was the year I would buy either a riptide or stormsurge. Been wanting both for a while, sure am glad I got the surge looking at this list.
Almost everything in my entire army is now Tier 1.
Heck yeah.
yeah it's as if they made the combat patrol useful lol
Yes but the faction is low tier 😢
I’m still pissed jump shoot jump was made into a stratagem. That was the whole point of crisis suits back in the day. Extremely tactical play.
i think the razorshark and the barracuda (and funnily enough even the tigershark) can be quite good, even if brought down by being non-hover flyers, they bring a lot of volume for the price and are actually super efficient against e.g. necron warrior blobs and similar.
I was massively disappointed by the AX-1-0. ONE shot on the Double Magna Rail Cannon?!?
Now, the same model is going to be an upgraded Tiger Shark. I like having multiple Railgun 'shots' available for that price - in addition to the other weapons that the platform has.
@@carldooley9344 i did some math today, the regular tigershark with double burst is a model capable of wiping the dreaded fnp cryptotjrall 20 man warrior blob if buffed
@@TheMartinator99 sorry, I'm not cutting the rail cannons off my Tigershark to replace with the barrels from a Riptide's Heavy Burst Cannon. You are welcome to do so though!
@@carldooley9344 yeah my original comment was about the regular one anyway
I haven't heard anyone mention the fact that firesight is a character and can therefore be given through unity devastation enhancement, making him an excellent spotter granting lethal hits. For me he is an auto include. Also although I agree with the ethereal being put in tier 2 there is some merit in taking a couple of lone ethereals to screen out your backfield, farm cp, complete secondaries and act as spotters with marker drones. I took 3 in a battle against tyranids and they were quite useful doing those things.
The issue is that TUD only works when the hero is leading a unit, and the Firesight can't lead a unit. Check the PDF
named heros cant take enhancements (i thought you meant commander farsight my bad!)
there is no such thing as named heroes. epic heros cant take enhancments. fire sight is not an epic hero
@@singularkakapo my mistake
Fun fact, lone Ethereals cant use For the Greater Good(Observer/guided mechanic), as they do not have the ability themselves(probably an oversight).
"Through Unity, Devastation" requires the Observer to lead a unit, unfortunately(also probably an oversight). Also, even if it did, 90 pts just to apply lethal seems a bit steep, especially due to the lack of high Attacks/high AP weaponry on the Tau to truly make it worthwhile.
The closest you get is something like the Missile Drone equipped suits(2 attacks AP-2 per drone) and Overcharged CIBs(3 attacks AP-2), but they have other issues(low base accuracy at 5+, and multiple Harzardous tests, respectively). I guess the Overcharged Ion Cannon(d6+3 attacks, AP-2) along with all the Accelerated Burst Cannons from the Hammerhead could also work, but that is one of the reasons you get Longstrike in combination with it anyway.
Stormsurge might also do the trick, but Lethal is hardly needed on that thing.
People are playing ghostkeel wrong IMO. Sitting them in the back all game means that you will never use their secondary weapons. I go fusion collider and move them up the board. Once the enemy gets within 12" then the stealth drones negate the first damage onto them. Then on my turn whatever was within 12" will now be within melta range and get wiped.
I agree that the collider is a sleeper pick but it is only 2 shots so being close could still be a problem for it, using tank shock to finish a weakened unit on the other hand seems like a good use for ghostkeels or crisis suits.
Remora should be tier-5. No one is going to take them for the points they cost right now.
They took all the buffs and fun that 9th gave to the Kroot and took it right away lol… almost like GW just wanted to unload a ton of unsold Kroot
Going to have to strongly disagree with Strike Teams being as low as they are. A squad led by a Fireblade sitting on objectives is a mean firebase for your opponents to contend with that can fire during your opponent's turn. In all my games of 10th; the Strike Teams have run away with how useful they have been. Cleaning up infantry and elite heavy infantry with ease.
Firesight Team are great!
perfect for constant observing for another unit, benefit if its a guided. but its a must to put the 'presicion of the patient hunter'.
add 1 to the hit roll and then 1 to the wound roll from third battle round. its a must
90 points does not really seem worth it to me. At only -1 AP, most worthwhile targets will make a lot of their saves, and you need to wait until turn 3 before it becomes a somewhat dangerous unit, and then mostly if it itself is the Guided unit, not the Observer.
I guess it depends on which faction you are fighting.
Played against a triple Tiger Shark list and people are SLEEPING on them. Late game with double sustain hits, full re-rolls from Tetras, these things SHRED. Into armies that have big melee bricks as well that... literally can't engage them. It's a rough time.
I ran Tau just last week and I think I had some other costs for Supremacy Armor? Using the app.
tbh I think Kroot Hounds are actually really good. They won't win games on their own but 30pts for a fast moving screen with a scout move is nothing to ignore even if it has OC 0.
I got a Ghostkeel and a Broadside yesterday. Just started my Tau, and didn't want to buy the full 2k at once, as I always do that and than never end up painting them for ages. I figured if I got fewer minis to start, meet seem less daunting. I still ended up with quite a bit of stuff though, probably half my army.
Got most of my Ork army made(still need Meganobz) and I got the army planned out after getting a lot of sets. Realized how much money was wasted in the process.
@@dietben9309 it's an incredibly expensive hobby. I think that's why so many of us adults are hooked... it's not something we could afford as kids, but always wanted an army.
I'd be lucky if I got one box of minis a year when I was a child.
I'm not sure you're thinking about jump shoot jump correctly anymore. It's hot garbage in 10th. You have to measure the distance diagonally up to the top of the terrain piece, then get the base over that piece of terrain, then have the models come back down. A unit of 6 crisis suits don't have the movement to jump around forward and backwards.
The only way to play that now is side to side. Certainly a nerf to crisis suits with the new movement
That's not what jump shoot jump means. It just means being able to move after shooting.
We don't need Cyclic Ion Raker. It's technically the best Ghostkeel weapon on paper, but we are forced to bring Fusion Collider for our lack of AT weaponry.
I take it Infernal Brush didn't paint the box art for Shadowsun? He did most of the new Tau, and it's his idea to do the battle damage instead of highlights. I see Shadowsun doesn't have the battle damage though, so it just doesn't have any kind of edge highlights at all it seems? I'll certainly be painting mine with the battle damage, so she matches the rest of the army.
One of the things that persuaded me to start a Tau army was the white scheme with the battle damage. After learning it from the box art painter, I'm confident I can get them look very clean.
Yeah! For the greater good!!
I have a big issue with several characters/leaders in the Tau army list.
Ethereals can be put in either Breachers or Strike Teams to moderately increase survivability, but they are still not great at absorbing punishment due to the low toughness and model count of said units. If Ethereals are left without a unit, they are easy to snipe, as they do not have Lone Operative.
They are kind of important to have, but there are no good unit for them to be in.
Commander Farsight brings too little to the table. He can work with a close range focused Crisis group, but if you have him, you have no Ethereals, meaning less CP for Strike and Fade as well as Tank Shock Stratagems. Also, his profile does not seem updated to his new model(no Coldstar profile). Finally, he is technically less durable than a regular Crisis Commander(2 Shield drones for 7 total, compared to Farsight's 6). Extremely specialized and niche pick.
Kroot Shaper brings nothing of value. You would get more value by saving the points and simply use it on more Kroots or some of the other Kroot Auxillaries.
Darkstrider helps the damage output of a Pathfinder unit, but I find that the points would overall be better saved and spent towards an additional unit of Pathfinders. More shots = More chance of sustained hits. Also twice as many potential Observers. Maybe if Darkstrider was 60 points.
Enforcer Commander. For the Price of 2 Crisis suits, you get 1 commander. Sure, it is fairly durable and provides a bit of safeguard against enemy AP, but compare that to getting what is essentially 2 extra Crisis models in terms of price(and what adds in terms of extra weapons and wounds). The other 2 Commanders at least adds some tactical benefits(more reliable shooting and more mobility, respectively).
Lack of non-epic characters for Pathfinder(fireblade would have been awesome) and Stealth Suit teams.
As for non-characters Stuff(small grievances).
Ghostkheel is 170 pts for a unit that wont kill big stuff effectively, and will not hold objectives easily. It can plink away at 2-wound and 3-wound models without much fear of retaliation, but it wont wipe out enemy units by itself either or provide additional support to your allies. Kind of need to be guided, as it lacks any Heavy tag, and does not have access to the Weapon Support Systems(ignore negative modifiers to hit). Overall, you get more firepower from a 145 pts Hammerhead Gunship, which with its multiple S6, AP-1 Burst Cannons, Ion Cannon shots and Seeker Missiles can take down a variety of targets. And if you have Longstrike in tow, even more so.
Against less experienced players, I guess the Ghostkheel can be a great distraction, able to pull enemy elements out of formation as they try to chase it down.
Tidewall units are a bit too expensive for what they bring, but not by much.
Hey all, brand new player here, still assembling and painting my army. Where are the point values of units found? I have the 10th edition Tau index, but I don' t see point values on any of the unit descriptions. Thanks!
It is situational, but if a shaper lead kroot unit destroys an enemy unit, the FNP becomes 4+ instead of 5.
Mad that Tetras are so strong and so resin-y. Not going to get them, but...
the drones are basically just point fillers after you got the bulk of your army figured out, always have been always will be >.
Huh. So my Coldstars, Stealth suits, Ghostkeels, Piranhas and Broadsides may have a chance?
I think the combo longstrike + one hammerhead ion cannon could be quite strong since the ion cannon would benefit a lot from longstrike's rule.
I agree. Have Longstrike with a Railgun+Smart missiles with the Hammerhead on Ioncannon+Accelerated Burst Cannons.
Longstrike can keep a bit further back, stationary, with the Railgun and Seekers focusing on vehicles, with Smart Missiles in support(total of 8 shots, range 30, strength 5 twinlinked).
Meanwhile the Hammerhead can close in on a target(it only needs to be within 12" of Lonstrike in the command phase) and either focus down an elite or heavy unit(overcharge as needed).
You could even do some tricks like have a spotter for both of them, then have Longstrike set a "secondary target" as their Spotted target(+1 BS, ignore cover if Observer has Markerlight) and then use its Smart Missiles and Seekers against it(hitting on 3+, or 2+ if vehicle or monster).
The Railgun will target something else, taking a -1 to BS(so 4+ now), but if you stayed Stationary(or simply shooting at a vehicle or monster), you are back to 3+ and you still get to reroll 1 hit(or wound) per phase.
I will even go so far as to say it would be worth it to have a second Hammerhead, and have a character spot for it with "Through Unity, Devastation", so that you get a lot of Lethal shots with decent damage down range.
With Shadowsun following them around, that is some very consistent firepower.
Yesss thanks for this video
Manta is actually a really good model point for point if you played a 3 or 4k battle.
Wow, dude. I just started a Tau army, and everything I bought is in your tier one. Made some good choices it seems for once, Lol. I don't have Tetras or Piranhas yet, but have everything else in tier one.
Are both of the fish-named units from FW? they both look really cool.
Piranhas are not FW
9th Ed. Piranhas fifth tier, 10th Ed. Piranhas 1st tier. Me... I just think their neat!!
Hot take: Strike Team + Ethereal might be better than Breachers + Cadre Fireblade + Devilfish in Kauyon when you're essentially playing to round 3.
I feel like you need the devilfish as an ablative shell. There's no way just a 5+++will save our fire warriors from two turns of abuse. Then even if the strike team did survive that long, they're gonna struggle to clear whatever enemy unit made it to the objective two turns ago.
And if you plan on getting and holding objectives early, good luck surviving the inevitable charges and enemy breacher equivalents. I think breachers allow a much cagier approach, which is necessary in Kauyon
I just don't get how people can be overcharging CIB. You have to rol three dice for each weapon, so that's nine dice for a squad of three suits. You're bound to get a couple of one's on that roll and do 3 mortal wounds to yourself, with no chance to repair or mitigate the self-damage.
I've found Crisis suits get killed easily enough without killing myself that drastically first.
You only roll 1 Hazard Test for each Weapon now. And its at the end of your shooting.
I haven't played since 5th but want to start painting again and was thinking tau just because I always did marines and want to paint something I looks cool and different. Incase I wanted to start playing again casually could someone point out any major issues with the below list
2 x ghostkeel
2 x breachers in devilfish (with seekers)
cadre fireblade with one squad
1 ethereal
Shadowsun
2 x 3 stealthsuits maxed out
1 crisis commander (coldstar)
6 x crisis (ion blasters?)
3 x 2 piranha with seekers and fusions
Want a stealthy themed list think that comes to around 1800 so have some wiggle room.i do like the idea of pathfinders or firesight teams
Breacherfish combos are too expensive to be worth it in tournament lists, but just fine in casual games. Other then that, the rest of the list is great, all units that are very useful rn. Firesight teams are great for spotting/screening out deep strikes. Pathfinders are a little expensive for what they do (again, just fine in casual games) and tetras might suit you better (any unit they observe for gets full hit rerolls).
@@quingo1139 thanks I did think tetras will need to see when fw has them back in stock. And if I only occasionally play casually no fw at tournaments won't cause an issue
@chrisbaker91 personally I'd use a recaster or 3d printed proxy for the tetras, they'll always be in stock and will be way, way cheaper than forgeworld
I want to make something clear, because I see a lot of people thought the rule in the wrong way. When you take the enhancement "Through unity devastation" if your unit is an observer unit their guided unit gets LETHAL HITS. If u use then the strat "Coordinated engagement" that unit will not get LETHAL HITS, because the strat gives you the same type of buffs that FTGG give to the guided unit, but it doesn't make that unit guided. That unit is still an observer unit but it gets the +1 to BS and, if they have the markerlight keyword, IGNORE COVER on their attacks. The strat cannot give the enhancement buff to the unit with the enhancement itself
On the other side I think a lot of people underestimate the riptide. In this edition, at least for now, you have to play the kauyon detachment, which forces you to play safe in every game. I can talk from experience when I say that tau are almost better when going second, because you have to wait in your deployment zone for the opponent to attack till the beginning of the 3rd round. Using units with lone operative e obscuring terrain is your strategy to secure that most of your list is safe by the time the kauyon activates. Then you can counterattack. The riptide and also the hammerhead are both amazing in this strategy. Hiding them is not that difficult, and thanks to 72" range on their main weapon and 10" base move with fly you can easily redeploy them from their building and shoot without the need of going outside your deployment zone. You can use FTGG to buff them, cause that rule don't have a range limit, just LOS requirement. Maybe you can say that the opponent will not move units in your LOS, but if they do they are probably hiding instead of attacking, so they are still playing your game by giving you an easy time in the first two turns and letting more of your units get the kauyon buff. The riptide is one of the most durable units tau have at the moment. If played correctly it can survive till the end of the game and unless it dies it doesn't care about damage because thanks to its rules it will always have both mobility and firepower at full potential till its last remaining wound, and the risk on overcharging the ion accelerator is minimum. It doesn't work well against vehicles and monsters, but hammerhead and broadsides are there to already fill that role
I suggest every tau player to bring one riptide in a 2000p or higher list and try using it for this strategy, because at least for me it always pays off
Kinda think you ranked farsight a little high. Just sees like you have to be too close to active his main ability.
I still want to make a kroot army
Question a out the ghostkeel. I heard another channel say that the drone ability to negate damage would be able to be used each turn rather than once per game per drone because it doesnt say you lose the drones in the process. Is that true? Because if so that makes them beyond busted.
It states twice per battle on the datasheet. Did block a vulcano lance shot for me though 😅
Hi, kinda new to this hobby and interested in this faction. Although I am wondering how many points the firesight team is for It didnt say.
Now its 75/60 points. i recommend you battle scribe to look on lists of armies
I thiiiiiink Shadowsun affects Kroot too
Can the sun shark come in turn 1 with rapid ingress? 2:58
No. Reserves can only enter the battlefield from turn 2 onwards. Rapid ingress does not ignore that restriction, but could be useful to bring something in during your opponent's turn 2 if going second.
I know a bit of a weird place to ask, but what are the current norms for deep striking? Afaik, the rulebook doesn't restrict you from deep striking turn 1 or in your opponent's deployment zone. How are y'all playing deep strike?
The core rules don't say you can't turn 1, but both the matched play and tyrannic war crusade rules say no reserves turn 1 unless a specific mission says otherwise. Seems they've just attached that rule to the format instead of the core rules.
I've heard that limitations on Deep Strike is laid out in the mission packs
I don't think Vespids are that good, sadly none of the Tau auxiliaries are. They cost the same as an eldar aspect warrior unit like swooping hawks and I don't think anyone is claiming that aspect warriors are a broken part of eldar
Tell me you've never had to deal with swooping hawks without telling me you've never had to deal with swooping hawks. But either way, the Vespids serve a very specific purpose. Rapid mission control. "I need a unit here for points, Vespids go!"
You take them for their movement abilities so you can just hop on unattended objectives or score secondaries. Their gun is relatively short ranged at 18", but there's nothing to hate about AP -2 DMG 2 shooting.
Sorry, what about Longstride?
25:00 Vehicles can shoot OUT of melee? Where does it say this? I've played 2 games of 10th so far, and nowhere did I see anything that says this.
Its in Big Guns Never Tire. I was surprised too, but I had to re-read it a few times to actually figure that out.
Heya, do we need to have 2 decks of chapter approved mission cards to play a game (1 deck of secondary cards a person?)
Keen to play 10th ed
each player needs one deck of secondary objectives but each pack of mission cards should come with two anyway.
@@555tork Thank you mate
Could you do genestealer cult next?
LETS GO VESPID!
10th edition really has been a huge kick in the dick to Tau. It's almost unfun to play right now, with only Kauyon, Farsight is still a joke being almost the same as a termi Chaplin considering who he is in lore, but even less usefull. The drone change is awful, and IMO was done to make SM man babies happy because they hated savior protocols. And I get it, we don't have a codex yet, but at least make it look like they cared about this faction. Never thought I would say I miss 9th edition, but this is getting close.
Can ghostkeel take drones? In the 40K app when I build an army it doesn’t give the option for drones.
It has it's 2 stealth drones that change the damage of an attack to 0 twice per game
Pathfinders, Hammerhead, Longstrike and Farsight in Tier 3 for sure, Aun Va is tier 1 with Lone Op and maybe the Firesight team with Lone Op tier 1 too with Breachers, Stealth Suits, Devilfish, Piranha and Cadre FB tier 2
Really dont get the broadside love. They're only 35 points less than a hammerhead, theyre less reliable thanks to the heads floating hit/wound re roll, theyre slower, dont fly, are less durable thanks to lower toughness and wounds. Just dont really get it at all.
Also the stormsurge and tuna are too high. I'd honestly put them in tier 4. Loads of points for loads of guns that have different ideal targets meaning you're fitting anti tank at infantry, anti infantry at tanks, or you split fire and take -1 bs on one of the sets of weapons. They're beyond awful, especially after the points increase.
Hell yea !
Why would you join the Tau Empire if you don't get 'for the greater good', poor Vespid