I love that burst cannon squad with the prototype weapon enhancement, so much volume with access to sustained and lethals on the commander can rip through so much
Awww... cutting the Tidewalls out of that list takes away the soul of it. Obviously it's less competitive but I would have liked to see you two make the most competitive list you could, with the stipulation that the Tidewalls have to stay.
I really appreciate all the solid Warhammer content. A lot of the battle reports I've tried to watch on YT were too hyperactive with too much screaming, but this channel has been really chill. I've not played 40k in many editions, but I've been looking at the new Tau rules. I've been considering running Kauyon and just putting Lone Ops down for turns 1-2, so basically Shadowsun and Ghostkeels dancing around being a nuisance (I figure the Solid-Image Projector overrules the matched play limit of half units in Reserves), then bringing in all my Broadsides and Crisis + Commander units with Stealth Suits to guide Turn 3 to start blasting. Is that a dumb idea? Without playing much 40k, I'm not sure if I'll be too far behind on board control and points by Turn 3.
@@TrulyLoathsome I too don’t play tabletop at all, but that’s exactly the detachment and strategy I’d love to play. Watching a lot of tabletop RUclips, you might benefit from using a fair amount of Kroot Carnivore units (if they’re cheap with the full points release) turns 1-2 as cannon fodder/delaying actions, until the Kauyon benefits come online turn 3. From what I can tell, volume of shots make the most of the sustained hits you gain, with each extra dice providing an opportunity to inflict another hit.
They've got a video on the channel where they went over every T'au datasheet. I think they out the forge world Riptide variants in the "rarely seen" category. I think that model has a cheeky thing you can do with it once per game, where you're about to be shot or charged with it, so activate the Torchstar Gambit to move away, but also trigger the once-per-game ability to make the base movement of the model 18",and zoom across the board out of danger. Besides that, they said it is underwhelming, overcosted for what it is.
Thanks for reviewing my very silly list guys. Sometimes the lists you look at don't need much in the way of improvements, so I'd like to think I made you actually have to work to salvage this one haha. I actually started building some missilesides a few weeks ago in hopes they would be viable in the new book, glad to see they very much are.
i think an enforcer commander with the starflare system is better than the coldstar because the way i want to use it is by giving it missles and dropping it on the board far away each turn to get angles and to stay relatively tanky. where the coldstar gives more reach with the torch Strat but i dont think you would want to do it every turn, and even if you would 2 -3 inches won't make that much of a difference
Why not Farsight with flamers? I will try him, but at the same time I only have 2 Ghostkeels and 2 Riptides (and 1 Rvarna, that sadly is knda BAD and might be played as riptide for now...).
I feel like they don't go for that because Breachers are just too good a clearing the kinds of things you want to point flamers at, that putting more into the flamer units isn't worth it.
@@MoonbaseCommander i understand that but they did not play breachers in retaliation cadre. And qith how much t5 and 6 is running around that +to wound might be very valuable. Samenfor the burst cannons, but not as much there. @CloudBorne Also: most beuriful model of the range^^
Well, to look specifically at their list, I think 3 Ghostkeels and 3 Riptides can deal with T5 and T6 issues just as well, and are more durable. In my own limited experience, I'm not seeing hordes of T5 and T6 models running around, but if I were, I would consider Farsight in Starscythe.
0:00 Sponsors
1:10 Intro
5:11 Mont'ka - Magos Kasen
28:53 Kau'yon - Richard Siegler
39:48 Retaliation Cadre - Jack Harpster
Loving all the tau related content
It’s just the best, isn’t it?
I love that burst cannon squad with the prototype weapon enhancement, so much volume with access to sustained and lethals on the commander can rip through so much
would love an update to this with the new points???
Please it would be super helpful
Awww... cutting the Tidewalls out of that list takes away the soul of it. Obviously it's less competitive but I would have liked to see you two make the most competitive list you could, with the stipulation that the Tidewalls have to stay.
Surely this giant Jack Harpster will devour us all!
Thanks for the video!
I lovingly refer to him as Giga-Jack.
I really appreciate all the solid Warhammer content. A lot of the battle reports I've tried to watch on YT were too hyperactive with too much screaming, but this channel has been really chill.
I've not played 40k in many editions, but I've been looking at the new Tau rules. I've been considering running Kauyon and just putting Lone Ops down for turns 1-2, so basically Shadowsun and Ghostkeels dancing around being a nuisance (I figure the Solid-Image Projector overrules the matched play limit of half units in Reserves), then bringing in all my Broadsides and Crisis + Commander units with Stealth Suits to guide Turn 3 to start blasting.
Is that a dumb idea? Without playing much 40k, I'm not sure if I'll be too far behind on board control and points by Turn 3.
(For context I'm not aiming to win any Tournaments, just have an army viable enough to have a good time).
Playing casually you will have a great time with that archetype
@@TrulyLoathsome
I too don’t play tabletop at all, but that’s exactly the detachment and strategy I’d love to play. Watching a lot of tabletop RUclips, you might benefit from using a fair amount of Kroot Carnivore units (if they’re cheap with the full points release) turns 1-2 as cannon fodder/delaying actions, until the Kauyon benefits come online turn 3. From what I can tell, volume of shots make the most of the sustained hits you gain, with each extra dice providing an opportunity to inflict another hit.
Your videos makes me want to start a tau army
what do y'all think of the y'vahra int eh retaliation cadre?
They've got a video on the channel where they went over every T'au datasheet. I think they out the forge world Riptide variants in the "rarely seen" category. I think that model has a cheeky thing you can do with it once per game, where you're about to be shot or charged with it, so activate the Torchstar Gambit to move away, but also trigger the once-per-game ability to make the base movement of the model 18",and zoom across the board out of danger. Besides that, they said it is underwhelming, overcosted for what it is.
Codex printed points much higher, make list with old points?
Thanks for reviewing my very silly list guys. Sometimes the lists you look at don't need much in the way of improvements, so I'd like to think I made you actually have to work to salvage this one haha.
I actually started building some missilesides a few weeks ago in hopes they would be viable in the new book, glad to see they very much are.
Our pleasure!
With all the MSU, what your thoughts on ion heads?
Ever take sms on riptides? Or always plasma?
So the codex says riptides are 245? Shouldn't we adhere to that value in our list building until new points are confirmed?
i think an enforcer commander with the starflare system is better than the coldstar because the way i want to use it is by giving it missles and dropping it on the board far away each turn to get angles and to stay relatively tanky. where the coldstar gives more reach with the torch Strat but i dont think you would want to do it every turn, and even if you would 2 -3 inches won't make that much of a difference
Why not Farsight with flamers?
I will try him, but at the same time I only have 2 Ghostkeels and 2 Riptides (and 1 Rvarna, that sadly is knda BAD and might be played as riptide for now...).
I feel like they don't go for that because Breachers are just too good a clearing the kinds of things you want to point flamers at, that putting more into the flamer units isn't worth it.
Correct, they said as much in the codex review video. @@CloudBorne
@@MoonbaseCommander i understand that but they did not play breachers in retaliation cadre. And qith how much t5 and 6 is running around that +to wound might be very valuable.
Samenfor the burst cannons, but not as much there. @CloudBorne
Also: most beuriful model of the range^^
Well, to look specifically at their list, I think 3 Ghostkeels and 3 Riptides can deal with T5 and T6 issues just as well, and are more durable. In my own limited experience, I'm not seeing hordes of T5 and T6 models running around, but if I were, I would consider Farsight in Starscythe.
Prototyp weapons on commander with 2x flammer ? Sustained / Lethal
I missed it what weapons do they recommend for riptide and gk in Retaliation?
Cyclic weapons
why is triptide a must take? feels more apt at 2 to me
why 3 ghostkeels and 3 riptides in retaliation? don't typically see them point blank by the enemy
The enemy will have to if they want to take the objectives back.
Can we get a tau tactics for new tau players? Like when and how you should move block and against what armies/ situations
There is a full master class for them in our war room and will be a new one once there is MFM pts!
You guys not having farsight in Retaliation?
He is still good there if you want him
Guys, the devilfish is a dedicated transport, it even says so in the app
Wasn't the question about the tidewall though?
It was the droneport we were looking at.
The tidewall would be too strong if it was a dedicated transport.