I go by lore and the less evil. My Space Marine chapter is Blood Angels, my Tau is Farsight Enclave and my Chaos is Red Corsairs; and subconsciously I might be a fan of the colour red.
@@shinkiro403 I think Blood Angel's lore is better and despite Salamander's being the good boys, I still think the sons of Sanguinius are incredibly noble. I have a small number of Marines that are painted as Lamenters but my chapter aren't competitive as it is so I don't want to tempt fate further. I also have a small force of painted (with custom bits ) Celestial Lions just because I like thier lore so much.
@@stripeybag6977 well, aside from me not being too keen lore-wise, they are still distinct chapters, if one refers to either they are likely not referring to their successors/precursors
I loved the lore for Bor'kan, sept of engineers. My own Sept were a part of the disastrous 4th sphere and hailed from Bor'kan. Now they have a mostly barren planet and lots of empty space to do all the weapon testing they want to their heart's desire.
I’m a big fan of custom septs, and one of my favorite combos is the wound reroll paired with battlesuits counting as multiple models for objectives. This works really well with the enforcer commander granting a crisis team obsec, and results in a formation that can comfortably take a hold an objective against most counterattacks
@@Speeds_Gaming_Corner They're T4 so means wounding on 5+ instead of 4+, basically S3/4/5 are effectively -1 to wound against them so you have to start chucking S6 or higher to kill them efficiently... which with -1 to hit and shield drones becomes very wasteful.
T'au Sept grants 1 reroll to hit or wound EACH time a unit is selected to shoot or fight , not a single a reroll, so every unit in the army with that tenet gets one.
I struggle to decide between Farsight, Bork'an, and a custom sept that has Bork'an's tanky tenet and +1 strength on assault weapons within 12" (Breachers getting to S7 seems a bit nutty) I'm drawn to Farsight because I don't like Ethereals anyway - I couldn't care less how good they are, I can't stand them. I'm also not overly fond of auxiliaries, but that is mostly to do with aesthetics - give Kroot armour similar to Pathfinders and that would be enough for me. I quite like the simplicity of Bork'an though, and the warlord trait bringing the two special burst cannons and AFPs up to -2 AP is surprisingly effective.
@@michelecastellotti9172 - In the Firewarrior kits you get the parts to make a Strike OR Breacher team, so I intend to use the spare shoulders on Kroot at some point; still need to strip a lot of my old models though.
@@MGShadow1989 same, i have a few spare fore warriors from a previous kitbash, but since i already have 2 strike teams and 2 breachers, i may just go with strike again. For the kroot i also want to add to them some armor, because it just make sense, and looks cool.
@@michelecastellotti9172 - I agree on another Strike team; as much as I like Breachers for how hard they slap things up close, getting them up close requires a Devilfish and having one for each team gets expensive. Strike teams can happily sit back with their range, even their rapid fire range is an impressive threat bubble.
@@MGShadow1989 yup, thats why i chose tau. They get punished hard for not playing to their strenght, wanna get closer to me for your melee? Alright, that would be a million shots in overwatch.
My favourite sept is the custom sept I made: Kles'Tak. Took the +1S in 12" and missiles ignore cover. Hail of missiles tends to take things out and can be very scary.
So I run a custom sept called Nashvar, I use the +1 str within 12” for assault weapons and I also use combat doctrines for sector B which, whenever a sept unit gets charged they ignore AP 1 & 2 weapons which is actually amazing and a little OP
@@dextervinant4874 so all of the crisis suits have assault weapons, I run a lot of flamers so them being strength 5 instead of 4 makes a huge difference, and ignoring ap1 and ap2 weapons when charged will give you a chance to survive the fight phase, synergies well if you like to play aggressive and get in your opponent’s face
About to build my first T'au combat patrol and I like the sound of your idea. Would you mind telling me how you go about doing this? I'm reasonably new to 40k, but I have the T'au codex and combat patrol ready to go!
I went Bork'an. The advanced tech etc. The ignore invul strat makes many guns just so much better. I've even used it on a burst Cannon to mow down hordes of Drukhari who rely on their invul etc. It also synergizes really well with Stealth Suits and Ghostkeel. Stealth Suits gain alot of durability with an effective 1+ save in cover AND the -1 str aginst S5 and S4 attacks... Very common weapons to see... The Ghostkeel being untargetable at huge range and anything S8 getting close enough, if it even happens, it likely to be shot apart very quickly.
The dalyth kroot meme team is actually pretty decent. I run about 1k pts of kroot and some backline support for them and it works really well at my game store
I dig Dal'yth for the cover bonus and also the ability to take a stupid number of units of the board - you can wall of mirrors a stealth suits, high altitude a coldstar, and outflank a CORE. If ever there was a Kauyon faction, that would be it. Stealth suits become tarpits. I want to try running a marksman/sniper drones unit where the marksman has Ohr-tu's lantern (the 6 markerlights relic). He would basically be an unassailable source of markerlights holding a rear objective and peppering characters with sniper shots. I just want to make him work! My wife put it perfectly when she said "you are incapable of picking the basic thing in any game."
Generally I like Bork'an; I've had a lot of luck with the extra range for fusion rifles and rapid fire. However, if I feel like mixing things up with the named characters I'll occasionally play T'au (Longstrike!) or Farsight (because who doesn't like swinging a giant blade of doom?). If I ever get more Kroot though, I'm definitely going to try out the Dal'yth Meme army . . . but I need a LOT more Kroot for that.
I've been enjoying a custom Fal'shia sept with Reinforced Armor (Bork'an strength reduction) and Play Their Part (Battlesuits count as multiple models on Objectives), Allowing Crisis Teams to easily take and hold objectives against larger squads by themselves, your Fire Warriors can either support them or work on other objectives (like RND). Combine with an Enforcer Commander's ability to give one team ObSec, and they can flip easily flip objectives even from other ObSec units. Plus it also works well with Fal'shia's fluff of being the home to most of the Empire's cutting edge technologies - makes sense they'd emphasize on improving the capabilities of Battlesuits, yes?
I've always wanted farsight enclaves mainly because i wanted to get the eight, i bought the codex and i'm happy to see i can field them with the extra commander rule and point wise
My army is from Fal'shia, their lore has them designated as a "Prototype Cadre", which means they specialise in field-testing prototypes from all over the Empire. In game terms, this means I tend to use different custom Sept combinations (haven't gotten to play too many games yet, so still trying out what is most fun for me). I'm also excited to try out the Dal'yth rules, since I use a lot of Stealthsuits (essentially meaning them always having a 1+ Sv).
I feel like it's such a shame that Sa'cea received an underwhelming 2nd trait, especially when FSE can, as written get the markerlight bonus when shooting in combat, not only buffing the non heavy weapons but also negating the penalty for shooting heavy weapons. In my opinion, the second half of Sa'cea's trait should have been the" big guns never tire" rule for all units AND vehicles and battlesuits don't suffer the -1 penalty, it plays more into their faction identity as urban combatants, and makes infantry horde lists an interesting option.
I like this theme; I'm imagining a swarm of Breachers, some close range battlesuits, maybe some Pathfinders and Skyray in support. Could be a fun set up for a very dense city environment, I'm thinking streets about as wide as a tank could squeeze through.
Really good video. I liked the increased emphasis on what they *want* to do, felt like an awesome breakdown and I was already understanding which Sept I would be choosing if I played Tau!
Great informative video. Bork'an is quite popular as well as the go-to Tau and Allied Farsight. An interesting custom sept option is the pre-game 6" move to creat an extremely aggressive army or a cagey one. All your units deploying in line of sight and sliding sideways behind terrain if you go 2nd could be combined with one unit being redeployed with exemplar of kauyon warlord trait. However it's hard to justify exemplar of mont'ka over precision of the Hunter and exemplar of mont'ka.
Farsight Enclaves. I've played them for quite a long time, and their new rules are pretty great. Being able to mostly eschew markerlights in favor of more firepower and mobility is pretty great.
I play Dal'yth sept and I think its the right balance of fun and power level. Not going to win any big tournaments with it, but both you and your opponent will have a fun game. Opponents love killing tons of Kroot, and at 6pts a piece, I don't mind either. lol
The secret power play with Dal’yth is stealth suits with 1+ armor saves in the open, combined with their drone controllers and 12 unit gun drone teams with improved ballistic skill that can put out 48 shots for 96 points
I play the Enclaves, as I always have and I always will. I've gotten amazing use out of Mont'ka and a combo of the Early Warning Override and free Markerlight. 4+ Overwatch for 0CP has done some work and I'm expecting it to do plenty more in the future.
You don't get Markerlight effects on Overwatch as the Early Warning Override states "Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6." Unmodified means you can't add the Markerlight modifier, you can still however get reroll 1's to hit from nearby Commanders. Also bear in mind that the EWO is for the BEARER so only the model who has it gets the 5+, all others would hit on 6+. Still you can get around this by either equiping them all with EWO or have one suit have it and give yourself a lot of flamers.
@@CocoHutzpah Core Rule Book "Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers." Unmodified literally means you cannot add modifiers. If it said "Hit rolls of 5+ score a successful hit" then you'd be in luck but UNMODIFIED literally means 0 modifiers.
@@CocoHutzpah Yup thats the silver lining of it, does still mean there are dedicated stratergems to disallowing Overwatch completely but I still have roasted 4/5 Space Marines on a charge when near a Commander. EWO on all suits isn't a bad option for low point games
Tau are better off not in melee, running farsight enclaves is the equivalent of running a shotgun in a video game. You dont really want to be in melee but you want to be close. Tau are not great in melee, Farsight himself is a good exception. Could be interesting though but its just such low strength that you really dont want to be.
@@mhicks31 the only reason id want it is to have both. Thats the synergy im referring too. But do we really think it make the kroot busted? Or just viable/good. Honestly i think if your list includes a shaper you should just be able to choose a mutation for your kroot. Like how the guard can decide who their tempestus are
@@Weckacore Kroot are already good. Having shapers select mutations goes back to the kroot mercenary list from chapter approved, and would require a significant re-write of the codex. Too late for that I'm afraid. The best we get is the strat to give FNP.
The most obvious combo for me with a large 6 Crisis unit is put a lot of saturation weapons and a unit of stealth suits with beacon so they can drop turn 1 and cause some havoc with 12D6+48shots of strength 4-5 and the extra AP from the philosophy. If you are also from Farsight, +1 to shoot and you can use the 3CP strat to reroll everything to hit and wound... and after causing havoc, you still have 24W T5 S3+/4++ with a ton of firepower and some autohit weapons if the opponent still wants to charge them
I've been having a great time in my current crusade with a stealth suit-heavy Sacea list, where I can basically guarantee that enemies will ALWAYS have -1 to hit me.
@@chrisg8321 Yeah, my friend who plays custodes and purposefully picked the Emissaries Imperatus just to fuck me specifically is laughing at me too. Thankfully I still beat his ass every game though :P He wants to play hardball? I'll play hardball, Broadside spam it is.
I mostly using +1S on 12" and 6"pre movement Infanterie units I play mit many Krisis flamer units breacher and vespids, it's always interesting to see people getting caught of guard when the Tau Armee actually charging them and ots such a nice feeling being the aggressor too
Serious question why would you ever take Kauyon? Giving up massive three buffs in the first two battlerounds and your army goes online at turn 3. Game is often decided in the first two rounds. Montka lets you yeet you devil fish for basically free into the enemy deployment zone. you can tag and gun down the enemy, so he cant get out if his zone. i dont get when you ever would take Kauyon...
As a tau main, kauyon is useful when you are going against a more aggressive team comp (blood angels, space wolves and probably nids) where you need to bunker down collecting points taking small objectives and thinning the enemy out until you can do a comeback. This strat isn't very good or fun if you playing casually but in tournament level you need to know your meta. Ex. I had a team consisting of borkan Sept with lots of stealth suits a storm surge and some long range units with a screen of cheap units upfront to stall. Stealth suits can deploy anywhere so you get objective early and if you combine stealths on borkan they are really hard to kill so you stall the game, then when kauyon triggers my manta strike units and storm surge go in the offensive one shooting things left and right. Again not fun but is more strategic this way
@@pops91 i literally get blasted from montka the first two rounds and Tau pushes so hard towards me that im pinned in my deploymemt zone. Its pure anti fun to me, so much fire power that blasts through any armor. So mobile, low cp cost. And If you get into melee and dont wipe, well have fun getting blasted
Kauyon allows for free x3 unit turn 1 deepstrike/outflank/redeploy so you can drop suit bombs in your opponent's backfield early game, and rush everyone up to take and hold objectives... Then when you get decimated, by mid to end of game, you get exploding 6-4' to hit to make up for the loss of firepower. Also, take xv9's with fusion cascades. 240pts, 24 wounds with free shield drones. If nothing else, it'll make your enemy waste their efforts trying to take them out while you do other things.
Kel'Shan is GREAT, and it counts as a custom sept, so you get a 100pt sniper commander with x2 marker drones + 5+ shrug mortal wounds and either 6+ plasma does mortal wounds or objective control where suits count as 3 models. Add a x2 commander FSE patrol, then Shadowsun for redeploy and melta support? Friggen yikes. Tons of fun.
Custom +1str on assault wepons and +1to hit in 12 with burst wepons and take loads of devil fish and sky rays for there accelerator bursts and a few piranhas for the same 16 shots at str7 -2 in 12 rerolling wounds of 1 in monk ta and with there pre game move and move 12
I made my own custom sept, Dam'ntis, which is a former imperial forgeworld. I use Bor'kan rules for them, which seems fitting if they're gonna employ former imperial engineers to power up the destructive force of their battlesuits there! Also I love tacking 4 inches extra onto breachers.
6 months later is this info still current? I just bought my army but haven't started assembling anything yet. I got the combat patrol, a crisis commander, a unit of 3 crisis suits, and a riptide.
I like the idea of using the custom sept combo of +1 strength to assault weapons within 12", and then the one that gives +1 to hit with burst weapons when within 12". Since many units can field these weapon types (Piranhas, Stealth Suits, Crisis Suits, etc) you could have pretty powerful and accurate burst weapons for your whole army.
When I had a tau army back in the day 2003-2010 I made them from D'yanoi but Codex Tau, and Codex Tau Empire do not assign any rules to your sept choice. I sold all my tau in 2010 I bought back into them in 2020 for Kill team and again chose D'Yanoi but picked a new colour scheme this time Sept has no rules associate for Kill team at present so yeah.
Hello, sorry for asking the question that may bother some of you but... can these units be combined in a squad? In other words, you can play with at least 3 of these figures in a game (as long as you are within the points of course). I know a little about the lore of other factions, but I don't know much about the Tau, I even thought that the entire faction had only one type of clan or that there was no subgroup.
I hate that all the names characters are in tau sept like I am using sa’cea sept and I have commander shadow sun for my general but the stupid problem is that she can’t help anyone that’s not in her sept which I think is stupid in my opinion
I feel like I’m missing something. Is there a legitimate reason power wise to take a named sept over an allied world which can grant you the same benefits plus an additional ability? He mentioned Allied Farsight loses the two commanders rule, but other than that, is there any other downside?
It's pretty funny that Farsight, the sept that will more than likely get a supplement at some point, is already the strongest. It reminds me of the sisters and their bloody roses.
I like Farsight-lite approach, but... regular Tau (Or FSE/Allied FSE). For same reason why Deathskulls and other "reroll one hit and/or wound + some other bonus" are usually top tier. Unless You bought Stormsurge.
Really annoying that they made an all shooting army this strong, and then gave them so many answers to counter melee/charges. Really a low point in 40k balance.
I go by lore and the less evil. My Space Marine chapter is Blood Angels, my Tau is Farsight Enclave and my Chaos is Red Corsairs; and subconsciously I might be a fan of the colour red.
On Space Marines, wouldn't Salamanders or Lamenters be more appropriate (besides the red-fetish :P)?
@@shinkiro403 I think Blood Angel's lore is better and despite Salamander's being the good boys, I still think the sons of Sanguinius are incredibly noble.
I have a small number of Marines that are painted as Lamenters but my chapter aren't competitive as it is so I don't want to tempt fate further.
I also have a small force of painted (with custom bits ) Celestial Lions just because I like thier lore so much.
@@nathanthom8176 understandable
Why does seemingly everyone either forgets or considers the two exclusive of each other, Lamenters are Blood Angel successors.
@@stripeybag6977 well, aside from me not being too keen lore-wise, they are still distinct chapters, if one refers to either they are likely not referring to their successors/precursors
I wanted to take the chance and congratulate Auspex on being recognized by GW and having a new terrain piece named after him!
I loved the lore for Bor'kan, sept of engineers.
My own Sept were a part of the disastrous 4th sphere and hailed from Bor'kan.
Now they have a mostly barren planet and lots of empty space to do all the weapon testing they want to their heart's desire.
I’m a big fan of custom septs, and one of my favorite combos is the wound reroll paired with battlesuits counting as multiple models for objectives. This works really well with the enforcer commander granting a crisis team obsec, and results in a formation that can comfortably take a hold an objective against most counterattacks
Bork'an stealth suits are actually really hard to kill considering they bring s5 weapons to s4 and s4 to s3
I'm not sure why s4 to s3 for stealth suits matters
@@Speeds_Gaming_Corner They're T4 so means wounding on 5+ instead of 4+, basically S3/4/5 are effectively -1 to wound against them so you have to start chucking S6 or higher to kill them efficiently... which with -1 to hit and shield drones becomes very wasteful.
@@TheRunningPigeon idk why I thought they were t5
All Bork’an battlesuits are tanky af
T'au Sept grants 1 reroll to hit or wound EACH time a unit is selected to shoot or fight , not a single a reroll, so every unit in the army with that tenet gets one.
I struggle to decide between Farsight, Bork'an, and a custom sept that has Bork'an's tanky tenet and +1 strength on assault weapons within 12" (Breachers getting to S7 seems a bit nutty)
I'm drawn to Farsight because I don't like Ethereals anyway - I couldn't care less how good they are, I can't stand them.
I'm also not overly fond of auxiliaries, but that is mostly to do with aesthetics - give Kroot armour similar to Pathfinders and that would be enough for me.
I quite like the simplicity of Bork'an though, and the warlord trait bringing the two special burst cannons and AFPs up to -2 AP is surprisingly effective.
You can always try to kitbash armor on kroots. I have found some models for Gue'vesa and totally intend to kitbash a gue'vesa xv25
@@michelecastellotti9172 - In the Firewarrior kits you get the parts to make a Strike OR Breacher team, so I intend to use the spare shoulders on Kroot at some point; still need to strip a lot of my old models though.
@@MGShadow1989 same, i have a few spare fore warriors from a previous kitbash, but since i already have 2 strike teams and 2 breachers, i may just go with strike again. For the kroot i also want to add to them some armor, because it just make sense, and looks cool.
@@michelecastellotti9172 - I agree on another Strike team; as much as I like Breachers for how hard they slap things up close, getting them up close requires a Devilfish and having one for each team gets expensive.
Strike teams can happily sit back with their range, even their rapid fire range is an impressive threat bubble.
@@MGShadow1989 yup, thats why i chose tau. They get punished hard for not playing to their strenght, wanna get closer to me for your melee? Alright, that would be a million shots in overwatch.
My favourite sept is the custom sept I made: Kles'Tak. Took the +1S in 12" and missiles ignore cover. Hail of missiles tends to take things out and can be very scary.
What is the paint scheme you used for Kles'tak?
@@dylanwilson5010 purple and white with gold trim
@@Kiligo2020 Thank you
@@dylanwilson5010 why were you wanting to know? Curiosity is getting me lol.
So I run a custom sept called Nashvar, I use the +1 str within 12” for assault weapons and I also use combat doctrines for sector B which, whenever a sept unit gets charged they ignore AP 1 & 2 weapons which is actually amazing and a little OP
Not a T’au expert so idk what really makes that good. What’s does that synergize with?
@@dextervinant4874 so all of the crisis suits have assault weapons, I run a lot of flamers so them being strength 5 instead of 4 makes a huge difference, and ignoring ap1 and ap2 weapons when charged will give you a chance to survive the fight phase, synergies well if you like to play aggressive and get in your opponent’s face
About to build my first T'au combat patrol and I like the sound of your idea. Would you mind telling me how you go about doing this? I'm reasonably new to 40k, but I have the T'au codex and combat patrol ready to go!
I really like farsighted allied world since they have the loophole of taking ethereals while also benefitting from Farsight's aggressive abiluties
I can't stand that this loophole exists; but I also just can't stand ethereals, I couldn't care less how good they are.
but you loose the "2 commander" for FS allied world
Didn't GW FAQed that loophole out of existence?
@@mogaman28 - I think everyone was thinking they were going to, but it wasn't even mentioned.
Just take FSE x2 commanders and equip one with Puretide chip, you'll get all or half your cp back every turn.
I went Bork'an. The advanced tech etc. The ignore invul strat makes many guns just so much better. I've even used it on a burst Cannon to mow down hordes of Drukhari who rely on their invul etc. It also synergizes really well with Stealth Suits and Ghostkeel. Stealth Suits gain alot of durability with an effective 1+ save in cover AND the -1 str aginst S5 and S4 attacks... Very common weapons to see... The Ghostkeel being untargetable at huge range and anything S8 getting close enough, if it even happens, it likely to be shot apart very quickly.
The dalyth kroot meme team is actually pretty decent. I run about 1k pts of kroot and some backline support for them and it works really well at my game store
I dig Dal'yth for the cover bonus and also the ability to take a stupid number of units of the board - you can wall of mirrors a stealth suits, high altitude a coldstar, and outflank a CORE. If ever there was a Kauyon faction, that would be it. Stealth suits become tarpits. I want to try running a marksman/sniper drones unit where the marksman has Ohr-tu's lantern (the 6 markerlights relic). He would basically be an unassailable source of markerlights holding a rear objective and peppering characters with sniper shots. I just want to make him work! My wife put it perfectly when she said "you are incapable of picking the basic thing in any game."
Generally I like Bork'an; I've had a lot of luck with the extra range for fusion rifles and rapid fire. However, if I feel like mixing things up with the named characters I'll occasionally play T'au (Longstrike!) or Farsight (because who doesn't like swinging a giant blade of doom?).
If I ever get more Kroot though, I'm definitely going to try out the Dal'yth Meme army . . . but I need a LOT more Kroot for that.
I've been enjoying a custom Fal'shia sept with Reinforced Armor (Bork'an strength reduction) and Play Their Part (Battlesuits count as multiple models on Objectives),
Allowing Crisis Teams to easily take and hold objectives against larger squads by themselves, your Fire Warriors can either support them or work on other objectives (like RND).
Combine with an Enforcer Commander's ability to give one team ObSec, and they can flip easily flip objectives even from other ObSec units.
Plus it also works well with Fal'shia's fluff of being the home to most of the Empire's cutting edge technologies - makes sense they'd emphasize on improving the capabilities of Battlesuits, yes?
Fal'shia here as well! I like reinforced armour with jet boosters. Mech tau which hits fast, and tanks hits well.
I've always wanted farsight enclaves mainly because i wanted to get the eight, i bought the codex and i'm happy to see i can field them with the extra commander rule and point wise
My army is from Fal'shia, their lore has them designated as a "Prototype Cadre", which means they specialise in field-testing prototypes from all over the Empire. In game terms, this means I tend to use different custom Sept combinations (haven't gotten to play too many games yet, so still trying out what is most fun for me). I'm also excited to try out the Dal'yth rules, since I use a lot of Stealthsuits (essentially meaning them always having a 1+ Sv).
a Dawn of War Player too huh? so... mind to tell me the strength of every Tau Sept listed in DoW if you know?
I feel like it's such a shame that Sa'cea received an underwhelming 2nd trait, especially when FSE can, as written get the markerlight bonus when shooting in combat, not only buffing the non heavy weapons but also negating the penalty for shooting heavy weapons. In my opinion, the second half of Sa'cea's trait should have been the" big guns never tire" rule for all units AND vehicles and battlesuits don't suffer the -1 penalty, it plays more into their faction identity as urban combatants, and makes infantry horde lists an interesting option.
I like this theme; I'm imagining a swarm of Breachers, some close range battlesuits, maybe some Pathfinders and Skyray in support.
Could be a fun set up for a very dense city environment, I'm thinking streets about as wide as a tank could squeeze through.
Really good video. I liked the increased emphasis on what they *want* to do, felt like an awesome breakdown and I was already understanding which Sept I would be choosing if I played Tau!
Great informative video.
Bork'an is quite popular as well as the go-to Tau and Allied Farsight.
An interesting custom sept option is the pre-game 6" move to creat an extremely aggressive army or a cagey one. All your units deploying in line of sight and sliding sideways behind terrain if you go 2nd could be combined with one unit being redeployed with exemplar of kauyon warlord trait. However it's hard to justify exemplar of mont'ka over precision of the Hunter and exemplar of mont'ka.
Gotta make my mind up, which sept can I taaaake?
It's Bor'kan, Bor'kan
Farsight Enclaves. I've played them for quite a long time, and their new rules are pretty great. Being able to mostly eschew markerlights in favor of more firepower and mobility is pretty great.
They can farm cp too if you equip the Puretide Chip.
Not as efficient as an Ethereal, but makes you sink cp less quickly.
I play Dal'yth sept and I think its the right balance of fun and power level. Not going to win any big tournaments with it, but both you and your opponent will have a fun game. Opponents love killing tons of Kroot, and at 6pts a piece, I don't mind either. lol
The secret power play with Dal’yth is stealth suits with 1+ armor saves in the open, combined with their drone controllers and 12 unit gun drone teams with improved ballistic skill that can put out 48 shots for 96 points
I go Farsight Enclaves allied because I’m implementing a “no fun allowed” rule.
I play the Enclaves, as I always have and I always will. I've gotten amazing use out of Mont'ka and a combo of the Early Warning Override and free Markerlight. 4+ Overwatch for 0CP has done some work and I'm expecting it to do plenty more in the future.
You don't get Markerlight effects on Overwatch as the Early Warning Override states "Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6." Unmodified means you can't add the Markerlight modifier, you can still however get reroll 1's to hit from nearby Commanders. Also bear in mind that the EWO is for the BEARER so only the model who has it gets the 5+, all others would hit on 6+. Still you can get around this by either equiping them all with EWO or have one suit have it and give yourself a lot of flamers.
@@killahertz7124 Unmodified means if you roll the true number without any modifiers. It doesn't mean it can't be affected by a modifier.
@@CocoHutzpah Core Rule Book "Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers."
Unmodified literally means you cannot add modifiers. If it said "Hit rolls of 5+ score a successful hit" then you'd be in luck but UNMODIFIED literally means 0 modifiers.
@@killahertz7124 Okay, that makes sense. It's disappointing then, but nice to know that negative modifiers don't affect Overwatch either
@@CocoHutzpah Yup thats the silver lining of it, does still mean there are dedicated stratergems to disallowing Overwatch completely but I still have roasted 4/5 Space Marines on a charge when near a Commander. EWO on all suits isn't a bad option for low point games
Is there any chance we could get lists for these Tau septs? Especially either Bork'an or Farsight Enclaves?
I wish enclaves had +1 to hit in combat for all units.
I wish enclave could take crisis teams as Troops, like back in 7th edition.
@@kyletimmons2940 Oh ho hoooo. That was a GOOD time!
Tau are better off not in melee, running farsight enclaves is the equivalent of running a shotgun in a video game. You dont really want to be in melee but you want to be close. Tau are not great in melee, Farsight himself is a good exception. Could be interesting though but its just such low strength that you really dont want to be.
I will forever cry about how Dal'yth doesn't give the kroot the light cover. The synergy would be SO GOOD
Would you rather them get the cover out in the open or the extra save when in cover. I don't think it can be both at the current point cost of kroot.
@@mhicks31 the only reason id want it is to have both. Thats the synergy im referring too. But do we really think it make the kroot busted? Or just viable/good. Honestly i think if your list includes a shaper you should just be able to choose a mutation for your kroot. Like how the guard can decide who their tempestus are
@@Weckacore Kroot are already good. Having shapers select mutations goes back to the kroot mercenary list from chapter approved, and would require a significant re-write of the codex. Too late for that I'm afraid. The best we get is the strat to give FNP.
@@mhicks31 when the codex came out i assumed it was too late
Fun fact the shown crisis suit on the thumbnail is said to be tau sept and modified for camp on a radioactive waste it says in white dwarf
The most obvious combo for me with a large 6 Crisis unit is put a lot of saturation weapons and a unit of stealth suits with beacon so they can drop turn 1 and cause some havoc with 12D6+48shots of strength 4-5 and the extra AP from the philosophy. If you are also from Farsight, +1 to shoot and you can use the 3CP strat to reroll everything to hit and wound... and after causing havoc, you still have 24W T5 S3+/4++ with a ton of firepower and some autohit weapons if the opponent still wants to charge them
Oh boy 2AM
kismet that i am looking for this precise video as it gets posted
Pretty sure Farsight Enclaves Tenet is 1 wound reroll for one attack for each unit
I've been having a great time in my current crusade with a stealth suit-heavy Sacea list, where I can basically guarantee that enemies will ALWAYS have -1 to hit me.
Egleighens Orrery laughs at you
@@chrisg8321 Yeah, my friend who plays custodes and purposefully picked the Emissaries Imperatus just to fuck me specifically is laughing at me too. Thankfully I still beat his ass every game though :P He wants to play hardball? I'll play hardball, Broadside spam it is.
Still waiting for the 8 to drop for a fun build with them, other than that I am sticking with farsight allied, borkan and tau sept
Aus: The first sept is the best.
Me: But it ugly
I mostly using +1S on 12" and 6"pre movement Infanterie units I play mit many Krisis flamer units breacher and vespids, it's always interesting to see people getting caught of guard when the Tau Armee actually charging them and ots such a nice feeling being the aggressor too
Thats illegal, both the +1S on 12" and the 6" movement are from sector A
@@Mr123456rambo I see lol I missed that one xD
Borkan to the core! (in this edition) But i use to run a custom sept (Mugalath remnants )
I'm building mine Tau Sept. They are a mechanized infantry Battalion lead by Longstrike.
Allied Words to Farsight allso get "independent power", which keeps the prohibition to bring ethereals
Middle of painting pathfinder killteam in Farsight colours, this beings options. :)
Serious question why would you ever take Kauyon? Giving up massive three buffs in the first two battlerounds and your army goes online at turn 3. Game is often decided in the first two rounds.
Montka lets you yeet you devil fish for basically free into the enemy deployment zone. you can tag and gun down the enemy, so he cant get out if his zone. i dont get when you ever would take Kauyon...
As a tau main, kauyon is useful when you are going against a more aggressive team comp (blood angels, space wolves and probably nids) where you need to bunker down collecting points taking small objectives and thinning the enemy out until you can do a comeback. This strat isn't very good or fun if you playing casually but in tournament level you need to know your meta. Ex. I had a team consisting of borkan Sept with lots of stealth suits a storm surge and some long range units with a screen of cheap units upfront to stall. Stealth suits can deploy anywhere so you get objective early and if you combine stealths on borkan they are really hard to kill so you stall the game, then when kauyon triggers my manta strike units and storm surge go in the offensive one shooting things left and right. Again not fun but is more strategic this way
@@pops91 i literally get blasted from montka the first two rounds and Tau pushes so hard towards me that im pinned in my deploymemt zone. Its pure anti fun to me, so much fire power that blasts through any armor. So mobile, low cp cost. And If you get into melee and dont wipe, well have fun getting blasted
Kauyon allows for free x3 unit turn 1 deepstrike/outflank/redeploy so you can drop suit bombs in your opponent's backfield early game, and rush everyone up to take and hold objectives... Then when you get decimated, by mid to end of game, you get exploding 6-4' to hit to make up for the loss of firepower.
Also, take xv9's with fusion cascades. 240pts, 24 wounds with free shield drones.
If nothing else, it'll make your enemy waste their efforts trying to take them out while you do other things.
Farsight stratagem is bananas
Vior'la for me as I love the paint scheme, rule of cool has always won out for me
Kel'Shan is GREAT, and it counts as a custom sept, so you get a 100pt sniper commander with x2 marker drones + 5+ shrug mortal wounds and either 6+ plasma does mortal wounds or objective control where suits count as 3 models.
Add a x2 commander FSE patrol, then Shadowsun for redeploy and melta support?
Friggen yikes. Tons of fun.
Custom +1str on assault wepons and +1to hit in 12 with burst wepons and take loads of devil fish and sky rays for there accelerator bursts and a few piranhas for the same 16 shots at str7 -2 in 12 rerolling wounds of 1 in monk ta and with there pre game move and move 12
I made my own custom sept, Dam'ntis, which is a former imperial forgeworld. I use Bor'kan rules for them, which seems fitting if they're gonna employ former imperial engineers to power up the destructive force of their battlesuits there! Also I love tacking 4 inches extra onto breachers.
6 months later is this info still current? I just bought my army but haven't started assembling anything yet. I got the combat patrol, a crisis commander, a unit of 3 crisis suits, and a riptide.
Farsight Enclaves!
I like the idea of using the custom sept combo of +1 strength to assault weapons within 12", and then the one that gives +1 to hit with burst weapons when within 12". Since many units can field these weapon types (Piranhas, Stealth Suits, Crisis Suits, etc) you could have pretty powerful and accurate burst weapons for your whole army.
When I had a tau army back in the day 2003-2010 I made them from D'yanoi but Codex Tau, and Codex Tau Empire do not assign any rules to your sept choice. I sold all my tau in 2010 I bought back into them in 2020 for Kill team and again chose D'Yanoi but picked a new colour scheme this time Sept has no rules associate for Kill team at present so yeah.
I just started a vior’ la army. Dang it!
Hello, sorry for asking the question that may bother some of you but... can these units be combined in a squad? In other words, you can play with at least 3 of these figures in a game (as long as you are within the points of course). I know a little about the lore of other factions, but I don't know much about the Tau, I even thought that the entire faction had only one type of clan or that there was no subgroup.
Are minifigures sept specific, or can I buy any Tau mini for any sept?
Can you take commander farsight if you okay as an allied sept?
I’m just wondering if you could maybe combine the burst weapons get +1 to hit with ap-1 feel like that could make up for some fun combos
Farsight it is for me. Commanders are cool, more commanders is more cool.
I didn’t see up gunned on the list for custom septs (burst cannons get ap -1)
Old tau my man we got a new codex last month
With all then potential free re-rolls I don't know why anyone would not play Tau Sept
farsight player cry when they fight cutodes .. you spend 2 or 3 cp to have full reroll and custo only pay 1cp to forbid any reroll :D
Then shoot at another unit.. why the hell would you shoot at a unit that will soak all that firepower?
I multitarget with said unit :3
@@pororocici because custodes can activate the stratagem after you target a unit if i remember correctly.
yep probably just dont use the strat vs custodes as long as they have cp left
I hate that all the names characters are in tau sept like I am using sa’cea sept and I have commander shadow sun for my general but the stupid problem is that she can’t help anyone that’s not in her sept which I think is stupid in my opinion
Can you pick more than one sept?
I play FSE allied world bc all my friends play melee heavy army’s eg nids and orks
I feel like I’m missing something.
Is there a legitimate reason power wise to take a named sept over an allied world which can grant you the same benefits plus an additional ability? He mentioned Allied Farsight loses the two commanders rule, but other than that, is there any other downside?
You loose farsight and that's it
@@pops91 Exactly. Why doesn’t everyone just choose an Allied World of the Sept they were going to choose anyway?
@@nklinef because only the farsight is worth taking as allied unless you want to rp or crusade
Light
Glory to the Farsight Enclaves
It's pretty funny that Farsight, the sept that will more than likely get a supplement at some point, is already the strongest.
It reminds me of the sisters and their bloody roses.
Myself, Bor’kan.
Homeworld 4me
I like Farsight-lite approach, but... regular Tau (Or FSE/Allied FSE). For same reason why Deathskulls and other "reroll one hit and/or wound + some other bonus" are usually top tier.
Unless You bought Stormsurge.
Does it matter? 🤣
10th edition tau.
Really annoying that they made an all shooting army this strong, and then gave them so many answers to counter melee/charges. Really a low point in 40k balance.
Sept of a real army. Like chaos and theirs greatness of not needing a codex or a second wound.
You can NOT skip no ethreals with allied worlds.
FIrst yay
Good tau is a died tau
None until they get rebalanced lol. They are boring af to play against and to watch.