With point blank-volley its worth remembering that your fire warriors are equipped with pulse pistols as standard. You can fire more than one pistol at once, which means you get 3 pulse weapon shots with that strat
Which is good fluffy change, T'au should be masters of guerilla and hit and run strategies. They shouldn't have been anything close to static defending army, when every tactic in damocles war was either giving strategic locations to imperium to ambush their backlines or outstealth the fucking Raven Guard who are the stealthiest/most operative like marines (so badly that their chapter master got bamboozled and killed)
Played T'au as my main army in 5th/6th. Stoked to see they returned back to that old aggressive style, being able to meet the enemy upfront, with enough shenanigans to hopefully keep the backlash at bay.
@@Jub3l1s I wonder if GW will eventually say that Tau have begun breeding super soldiers. It’d make sense, especially after they encountered space marines, orks and chaos marines. They already selectively breed Tau so heavily that the castes are effectively different races, and they’ll have noticed a real need for melee capabilities that can answer enemy super soldiers. I really hope they use a new auxiliary race for it, with Tau built armor/weapons for them. I’m getting bored of the lizard-bird people and the bug people.
@@TheGrumbliestPuppy I would be okay with T'au styled crusaders, but T'au guardsmen and T'aurines (T'au marines) I'd love to have. On the other hand, the biggest power move would be giving rules and models to other T'au auxiliaries, if memory serves they had 5 or 6 auxies in their combat forces and we have rules for only 2.
@@TheGrumbliestPuppy I wish they would just say that their weaponry can be used in close quarters and just have their weapons be as powerful and high tech as their fluff seems to say, as for the auxiliaries, we just need more kroot and vespid variants to make them feel like they are genuinely their own races/standalone armies capable of defending themselves and are just working together with the tau out of shared beliefs. having like 4 or 5 units and nothing else and not really having a lot of flexibility absolutely kills the auxiliaries for the tau for me.
It brings me absolute joy to see stingwings actually get their lore buff after all these years. Sometimes i feel like im the only one who likes them S4 T4 with "power knives" as basic melee attacks almost has them acting like the regional equivalent of a Reiver
this sounds like GW finally managed to sell the fantasy of a modern, mobile fighting force that has infantry do some gruntwork and mission objectives while the hero gundam squad does its job of eradicating and engaging all the supernatural and overwhelmingly powerfull enemies that run around in the 40k universe. What i am sad about however is that GW still hasn't got the idea to make generic statlines for all those named charackters which occupy a role that should not be unique to that person. Yes marneus calgar and dante are both unique but EVERY space marine chapter has a chapter master. So i think there should be rules for EVERY sept to field a funny lone-wolf scout or hammerhead tank commander. Same for other armies (even SM. its silly that one chapter is the only one that has a tank commander and another chapter is the only one that manages to put their leutenants on landspeeders).
There's so much to this codex I don't know what I want to build first. I'm leaning towards mechanized T'au Breachers and Firewarriors all embarked in devilfish, with dark strider, ethereal, and fireblades, and hammerheads for antitank. I'm also really curious about going auxiliary heavy with Dahl'yth and swarming a board with kroot. Then of course there's battlesuit heavy builds for T'au codex and Farsight enclaves, or one of the custom septs. This isn't even getting into all the commander builds I want to try with the relics, warlord traits, and prototype weapons. Man there's too much to try.
I want to do a Tau army, but I know nothing about them, it's a totally new army to me. They were a faction that was released in a time I wasn't playing the game, and I have never really looked into them since I started collecting again a few years back. I really like all the tech they have though. If they are going to be good with all the mechs and tanks and stuff I'd definitely like to start an army.
I actually use The Eight, so not having Enclave rules built in is a bit of a downer. Only thing I don't like is the infantry squads locked to 10. Everything else that has been lost or changed (Greater Good, bonding knife) I can accept. Hopefully the Greater Good book gets a FAQ so I can see where they may go with The Eight and I can plan my Farsight list. Thank you for all your work!
There is almost guaranteed to be a FSE supplement coming in a few months in a warzone book I’d wager. It’ll include the 8 and also probably bring back fusion blades.
Love that the custom septs actually have ones that benefit how I have been known to run my tau, heavy on the battlesuits, close quarters, and charging space marines before they can charge me. Guess I know what I'm running then.
The change to Fire Warrior unit size annoys me because I started collecting Tau 20 years ago, and they've had a maximum unit size of 12 for that whole time. I get why, but now I've got a bunch of extra Fire Warriors with mismatched weapons that can't form a full squad.
Yeah, this kind of arbitrary shit drove me and many others to just keep playing older editions. The newer writers have no sense of history or ties to how any of this stuff evolved, and can't seem to get away from wanting to change things arbitrarily for no other reason than they just aren't attached to any of the canon.
I want either farsight in a commander suit of an upgrade sprue for a commander suit and let us pick which suit he can use for even more fun of speed or stay where he wants
Stealth suits are gonna be so nasty with Borkan….any small arms fire is going to bounce right off of them. 1+ save in cover and only ever being wounded on 5/6s against anti infantry fire with a -1 to hit…
I've always loved tau cause they had so much customization with their guns. Now we have viable customization for gameplay style, septs, relics, etc, I'm so excited
Another change to Crisis Bodyguard is they can be taken as a min squad of 2. This is significant for bodyguard rule and for buying and running Crisis suit boxes, means a box containing 3 can be run as a commander + 2 bodyguard.
Im going to picking up Tau and totally new to 40k. I recently recovered from Covid and I will be getting two weeks of back medical pay. Lets just say…I have been waiting for this!
@@sanninjiraiya Sniper Drones Teams where in 4th Edition, the team was a spotter (what became a Firesight Marksman) + 3 Sniper Drones. 3 Teams could be taken has a single heavy support. Pretty sure the models are the og 4th ed sculpts too (in finecast rather than white metal)
I think the markerlights being an action means that units with them can then fire their normal weapons in the shooting phase. Previously I regularly had pathfinders that would only shoot markerlights for the whole game
Glad to actually feel good about the 2000 points of tau I bought in early 2020, they've been collecting dust since 9th dealt killing blow to their viability.
So with sector A (assault weapons within 12" range gets +1S) + sector C (Burst weapons within 12" gets +1 to hit) would make DW-02 Burst Cannon put out eight S7 shots and High-output Burst cannon ten S6 and the commander immune to -1 to hit abilities (always 2+) which is nice. Add another regular burst cannon to that and 1 commander basically has the output of an entire 6-man Stealth suit team but with BS2+.
The build I really want to try is an enforcer commander with onager gauntlet and the prototype flamer. Absolutely beefy lad who throws out either 4x S12 AP-4 D3 + D6+2x S4 AP-2 D2 attacks or D6+6 S4 AP-2 D2 attacks. Give him a shield generator for extra durability and he might actually be one of the best combat units in Tau lol
Competitive or not, it will definitely be a meme build to throw in the face of all those "Tau can't melee" players. Precision of the Hunter too, for reroll hits and wounds. I'll definitely be running it on my Coldstar.
I'm still torn on whether Enforcer or Coldstar is going to be best for that build. Enforcer is obviously beefier in several aspects, but 14" vs 8" is a pretty big gap. I suppose it depends on whether you're intending it as an assault or counter-assault asset.
The changes are great indeed where all units are viable and useful....there is no more 'a must have unit' to be viable.....you can just throw in whatever unit in the list and not to worry too much if one of these unit get wrecked coz the other will fairly compensate the role, thus allow more flexibility...running 1 unit of each type (apart from troops) is adequate enough and that's the fun part of this new improvement
Hey just a suggestion, would you consider maybe doing a sort of overview/follow-up video on Admech? Since we’ve received so many changes 8 months after the release of our codex, It would be interesting to see what units changed in effectiveness and what units are still as strong as they were. Just wondering. Thank you for all the videos you do and love your content!
Admech infantry spam very viable since you either wound instantly or you drown your opponent in shots i took on my friends thousand sons with Ahriman and Magnus and a 200 point handicap and i still won
After building basically the same Farsight list every game for the past 2 years, what has me most excited is that we'll finally be able to try out other things again. So much stuff here seems perfectly viable now. I'm genuinely looking forward to using my Ethereal again :)
I definitly think pathfinders in a devilfish makes sense. Pregame move of 9in, a full move of fly and then 1cp to disembark em. Then they shoot marker lights, and their regular shooting, and some of the 5pt upgraded guns are no joke. Quite the support for hammerheads and seems the best available
Markerlights as an action has the positive effect that a unit can now benefit from its own markerlights. Also not sure if a unit can perform multiple actions a turn. With the new mission pack, a lot of the mission primaries require actions for extra points.
Thanks for this; I'm in the process of getting my long awaited T'au army off the ground and have my commander to work on over the weekend. Confirming that the Solid Impact Projection Unit is not just for Ethereals only now means my Shas'O can have 4 gatts! Love it!
Missed opportunity by GW To not premiere this codex alongside the first every digital distribution subscription for all future updates, would’ve been a proper dynamic entry. Oh well, we’ll get em next time.
Im pretty sure the Ion Rifles from the Interceptor Drones of the Sunshark shoot at BS 4+. The flyer counts as equipped with those weapons so the use the better BS. With a Markerlight you shoot up to 16 shots hitting on three with Str 7 Ap-2 and damage 1 or 2. Looks crazy strong to me. Apart from the Pulse bomb and the Seeker missiles.
Marker lights becoming shooting phase actions; as well as, all these unit specific actions that are done in the shooting phase, and Auspex was still confused about why the Ethereal can double up on the shoot-while-doing-actions abilities? What immediately came to my mind would be to use it on pathfinders. Have them start an objective action (retrieve data/raise banners/etc.) before using the marker light action on a high value target (like a repluser/boss-wagon/daemon primarch/etc.) for your heavy hitters, and then actually shooting all those rail/ion/pulse weapons at a forward infantry unit (especially tasty with all the ways Tau stack AP). Although, another tempting use is to have the Ethereal "invoke" some stealth suits, move them up the board; then action some crisis suits on top of them. The stealth suits will still be able to fusion open a transport with something "scary"* inside, while the crisis suits make that "scary"* unit go away. (*scary is subjective)
There was a damage comparison chart on reddit that compared how much damage different anti-tank setups could do. It compared options that were around 330 pts and gave them relevant shooting buffs to see how much each unit could do with optimal buffs. Really good breakdown but long story short the Raillsides outperformed everything except a Stormsurge, which they did slightly outperform, by a tremendous margin. They are a unit to fear.
@@cgb1995 it was a bit biased, as you can remove around 30% of their whole damage output or add 150 pts to the cost. All units got their stratagems activated and CP costs added to their pts costs, except broadsides, which got the full "chaptermaster" shadowsun buff for some weird reason.
Coordimated engagement is actually a very easy strat to use: zoom up a devilish, unload its breachers (now 2 units), select the breachers and the devilfish, and watch the breachers melt stuff.
the skyray is really interesting with the new seeker missile strat if you can get some fast moving (or deepstriking/reserves) unit with a markerlight on their back field, that thing is basically the strongest "mortar" gun in the game, 2-4 shots hitting on 3s (markerlight) at S9/-3/2-6 damage with an additional +1 to wound, that is going to DESTROY any hiding tanks plagueburst crawler on their backline causing you problems, so long as you can land A markerlight, thats an average of 7-8 damage landed on that thing hell even if you dont want the ignore LoS, 3 shots (average) at 9/-3/2d3 is still a heft weapon for 135pts, and flyers are STRONG in meta atm, so that +2 to hit is gonna come into play a lot and thats not even counting the little bonus you get from the 2 side guns something im curious about in the current codex drones embarked on vehicles (like a hammerhead) use the vehicles BS, has that been removed? as you seem to say that embarked drones on things like the sun shark will be hitting on 5s and not the planes inate 4+
drones embarked in a vehicle give their weapons to the vehicle, meaning MW's from weapons actually affect the vehicle, but you should also use the normal BS, I think Auspex made a mistake there.
Considering all I have ever played are fire warriors, crisis suits and broadsides. This codex seems like it’s going to be so much fun to play with those units. Can actually take the fight up the board!
The experimental burst cannon also has the rule to ignore wound rules similar to the enclaves warlord buff, so it can be superfluous on warlord commander, still good at removing infantry or on a non commander suit
really like a lot of the codex except the 10 man min/man squads I have to pretty much either buy more guys or counts-as some since I have don't actually have a full 10 except for 1 breacher squad
Going over this again im a little in awe of the raw ap here. Fire warriors with the rapid fire guns, in mont’ka, with relentless fusillade, pulse accelerator drone fire at ap -4, yeah? Not to mention the extra ap on 6’s warlord trait + mont’ka wound reroll 1’s. Like, fire warriors are pretty consistently swinging ranged power swords
No accelerator drone on Fire Warriors sadly. It’s only available to Pathfinders and only affects that unit. Still ap-3 is still very good, and there’s actually loads more buffs available. +1 to hit from markerlights, Reroll 1s to hit from devilfish strat or Commander aura, exploding 6s from Fireblade. These are just some of the more obvious ones - I could go on!
Aun'shi running near a big blob of Kroot to give them +1 to wound is going to be flavourful and fun. I'm overall impressed by the number of units that got boosted in this book-- could Fish of Fury be back thanks to these Devilfish buffs?
Sad to see Farsight Enclaves basically thanos snapped out of the book, along with the fusion blades protype weapon system, my favourite thing to run was Coldstar Commander with that an advanced targeting, and a lot of burst cannons to mow everything down.
Crisis Suits seem still pretty good with the stealth suit abaility especially. But I think the new Savior Protokoll and Counterfire defence System is insanly bad and make drones very bad! What are your thoughts about them?
I think you get more benefit out of marker drones in units now. With marker drones now hitting on a 3+, you're almost guaranteed at least one markerlight for your crisis suits, which is a huge increase in firepower.
Oh, and Darkstrider buffing a crisis suit unit, targeting a unit tagged with focus fire is absolutely hilarious...wounding knights on 59% of the time with flamers, nearly 80% of the time with burst cannons...
@@clementburgess-hulme1878 I don't think I get your math right. How does +1 to wound give burst cannons the ability to wound a knight 80% of the time? Am I missing something?
@@slemph2214 oh wait, am i dumb and forgeting about something preventing +2? Cause both give +1, but the point being is that this is the first time since darkstriders release that his analyzer could be used by anything bigger than a fire warrior
@@clementburgess-hulme1878 you cannot get beyond + / - 1 to hit or wound. You can still stack them to cancel other things out, but your roll will never be affected by more than one. This is a change that came with the 9th edition rule book.
Question: what is the dice value when you successfully get 6s on the To Hit step (which mean it auto wounds) but want to to pair it with Vior'las hot blooded stratagem, where 6s to wound cause 1MW.
Sorry to disappoint but kroot are still the only melee T’au and the next best you can get in battkesuits shooting in combat and Kau’yon falling back and shooting. Even fusion blades don’t exist until we get a FsE supplement
The farsight enclaves should be putting power-mauls at the end of their gun attachments. Melee efficient xv25 stealth suits being backed up by fusion blade crisis suits would be epic asf
I could see the EH Disruption Suite being useful on a world eaters army bc of there fight twice stratagem with Stoke the Nails (I believe thats the one)
Other than the Farsight stuff missing and the changes to Riptides and Coldstars. I’m pretty happy about this book. Hope to play it. Also rip my Coldstar with 4 fusion blasters lol
Just change him to an Enforcer with the Tau Sept warlord trait, shield gen, Onagar and Prototype flamer. It will be just as fun with bodyguard! D6+2 S4 AP2 D2 attacks in combat +4 S12 AP4 D3 attacks. Deepstrike with Homing Beacon, save CP for a reroll. It's a thing of beauty
Pathfinder units can stack the Grav Inhibitor drone and Photon Grenade strat for a -4 to charges, can't they? That ought to keep those markerlights and heavy guns free to shoot.
I think Aerospace targeting relays secondary could be good if you dedicate a bare bones stealth suit team to pick them up, specialy with their strategem to redeploy and them being hard to hit.
So... Can i advance and use markerlights with mont'ka? Also yay to farsight finally getting an assault plasma rifle. Up to 6 wounds at ap -4 with s8 that he can fire while moving is amazing
So this means another slightly cheese army in the Kroot!? I'm actually very impressed GW gave them this much attention, even more than they did the sisters of silence, which is the other cheese army, extra cheesy lol
The only sept I like is Bork'an for the tenet and warlord trait - that anti infantry Coldstar idea with the prototype burst cannon being -2 AP, 22" range and a wee bit tougher is quite appealing. Maybe throw a missile pod on it for some extra range and punch. Although I feel like a lot will be Bork'an for the stratagem alone which is mildly off-putting.
so, do stealth suits retain the ability to deploy anywhere during deployment phase? for ghostkeel, 160 pts with which loadout? thank you for your amazing work with these vids!
One change that I actually kind of love/hate is making riptides heavy supports instead of elites. It means they now directly compete with broadsides, hammerheads, and skyray gunships, and no longer compete against crisis suits and ghostkeels, all of which I feel are better options now than the riptide. Maybe... Just maybe I can finally let my three riptide Shas'vre have a vacation
If you're looking for them to be pure damage they fall behind broadsides, hammerheads, and the stormsurge for sure, however their move shoot move is pretty dirty with their weapon profiles and they're really durable to boot.
For the battlesuits it only appears to a couple points more for most weapons to have all three of the same for example 3 plasmas at 8 points is 24 then three now is 30. Though it appears the two of the Same and one different is discounted over the previous costs.
Right? Some weapon combinations even got cheaper despite the increasing points. I like to run double cyclic and single fusion on bodyguards. Currently, that's 81 points a model. With this new book, that comes out to 65 a model. That's huge gains, especially considering you also get a free support system and +1 wound
I mean, the relic is pretty bad compared to other options... if you can't make use of anything else then it's not a bad tool but it'll only come up against a minority of armies. The rest is great though, and probably puts them about on par with tau sept
@@greggonzalez661 fair enough, if you know there's a lot of psychic armies nearby then it'd certainly be helpful, it's pretty rare for me to come across psykers where I play so I guess I'm not used to it lol
Im wondering about the point cost of missile and shielded missile drones for the broadsides and riptides and can they still get drone controllers, doing a list with this video makes me excited to throw a lord of war into it due to the points cost saves ive freed up almost 400 points
Can I take a prototype *and* relic on the same model? If so, Im thinking I need to go double farsight patrol with Farsight and 3 more commanders, built to the hilt with absurdity!
Without any doubt,the strongest 9th edition codex. You can play anything,all choices are worth to be selected,tons of stratagems,the best codex Taus ever had.
@@jw7500 this book could end up the same way. Maybe not the complete depth that drukhari does because it's basically 3 separate books stitched together but Tau have a winning formula with mobility and hard hitting firepower and the ability to engage with opponent in most phases. Tau are gonna be top tier maybe even busted.
@@zyearwood4587 strong, but not busted as they still play awkward into objectives and most secondaries. Time will tell, but I am not seeing it. Drukhari, GK and Crusher Stampede are currently the big dogs and I don't see T'au challenging that because except for Crusher, T'au plays badly into those specifically.
Not really the strongest, most are okay but I can't set a finger on something that is really exceptional. I mean for some reason many none Tau players are pointing at the HH to claim the whole list is op, but points and suitability wise I doubt you will see man on the table still, as it's on a fairly weak platform that is easy to take down turn one for most armies. They lost the best way to keep other armies from charging them and still have really no play in other phase of the game, apart from a funny close combat commander united. Something that would have been lore friendly and really nice would be a better option to counter warp stuff, as it really is the weak point and boring part of playing the game. What made you say it is the strongest, like what things stood out to you ?
Did anyone else catch the issues with the codex, specifically the weirdness of Crisis Bodyguard loadouts, or the 'design your own sept' rules? Bodyguards get less equipment options than basic Crisis teams. On top of that, two of their equipment options are different from every other version in the codex; early warning override is missing half its text, and advanced targetting gets 2 extra hits instead of one. As for sept tenets, one in group C lists an ability to drop mortal wounds when falling back, but very oddly it gives us "effect X on a 2-3, effect Y on a 6"... is that a mistype, or just weirdness compared to every other codex? I've messaged GW already about this, but wanted to get some other opinions as they have basically said "Lol, whoops, wait for the FUQ for updates 🤪" So, thoughts?
Crisis suits used to be 25 points base, and could take 2 of the same weapon system and a support system. You could have put 2 middle pods and advanced targeting on them to bring the model up to 60 points (15/15/5). Now they are 30 points base but get a support system built in, and if you were to take 2 missile pods it’d be 25 points, for a total of 55. So overall it’s cheaper and has a better stat line and better weapons for the cost. But for that same price now, you can take a missile pod, an iron cannon, and a good plasma rifle, and put out more shots at generally better quality. TL;DR, it isn’t a nerf, it’s overall a buff, but you’re incentivised to take different weapons because you get more firepower for the same price.
As expected crisis and hammerhead will be the premiere staple for most if not all tau list then have minor variances in between. they are extremely undercosted for a profile with such incredible consistency.
that's after factor in all the cost in the leak, 60pts for 18 BC shot is extremely undercosted considering all the buff available. now i really only need to wait for the review to confirmed
A ten man Pathfinder squad, fires ten marerlights. So each hit on 3+ generates one token? Or can one unit only generate one token? And can they spilfire, to put markerlights on many different units? :)
With point blank-volley its worth remembering that your fire warriors are equipped with pulse pistols as standard. You can fire more than one pistol at once, which means you get 3 pulse weapon shots with that strat
Hadn't considered that, that's a handy one
@@auspextactics I love these strats where they show up. Imperial Fists can make bolters count as pistols and use them with their bolt pistols as well.
Akaimbo Pulse Blasters :3
I’d be willing to bet GW forgot that too.
@@chrisdaignault9845 considering that the strat is the exact same as the last codex, proooobably not
I'm glad to see how the army seems to change to a mobile one compared to a static gun castle army.
Which is good fluffy change, T'au should be masters of guerilla and hit and run strategies. They shouldn't have been anything close to static defending army, when every tactic in damocles war was either giving strategic locations to imperium to ambush their backlines or outstealth the fucking Raven Guard who are the stealthiest/most operative like marines (so badly that their chapter master got bamboozled and killed)
Played T'au as my main army in 5th/6th. Stoked to see they returned back to that old aggressive style, being able to meet the enemy upfront, with enough shenanigans to hopefully keep the backlash at bay.
@@Jub3l1s I wonder if GW will eventually say that Tau have begun breeding super soldiers. It’d make sense, especially after they encountered space marines, orks and chaos marines. They already selectively breed Tau so heavily that the castes are effectively different races, and they’ll have noticed a real need for melee capabilities that can answer enemy super soldiers.
I really hope they use a new auxiliary race for it, with Tau built armor/weapons for them. I’m getting bored of the lizard-bird people and the bug people.
@@TheGrumbliestPuppy I would be okay with T'au styled crusaders, but T'au guardsmen and T'aurines (T'au marines) I'd love to have. On the other hand, the biggest power move would be giving rules and models to other T'au auxiliaries, if memory serves they had 5 or 6 auxies in their combat forces and we have rules for only 2.
@@TheGrumbliestPuppy I wish they would just say that their weaponry can be used in close quarters and just have their weapons be as powerful and high tech as their fluff seems to say, as for the auxiliaries, we just need more kroot and vespid variants to make them feel like they are genuinely their own races/standalone armies capable of defending themselves and are just working together with the tau out of shared beliefs. having like 4 or 5 units and nothing else and not really having a lot of flexibility absolutely kills the auxiliaries for the tau for me.
It brings me absolute joy to see stingwings actually get their lore buff after all these years. Sometimes i feel like im the only one who likes them
S4 T4 with "power knives" as basic melee attacks almost has them acting like the regional equivalent of a Reiver
I've always been tempted to run a few squads for fun, but I'd really want them to update the moulds before I buy some
@@joshuagolden6974 They really suffer from that old single piece mould syndrome.
@@joshuagolden6974 I bet there’s a good sculpt file out there to print
Vespids are awesome in the lore
Yeah, I think Heresy Lab has some good Vespid models, that look like actual vespids.
this sounds like GW finally managed to sell the fantasy of a modern, mobile fighting force that has infantry do some gruntwork and mission objectives while the hero gundam squad does its job of eradicating and engaging all the supernatural and overwhelmingly powerfull enemies that run around in the 40k universe.
What i am sad about however is that GW still hasn't got the idea to make generic statlines for all those named charackters which occupy a role that should not be unique to that person.
Yes marneus calgar and dante are both unique but EVERY space marine chapter has a chapter master.
So i think there should be rules for EVERY sept to field a funny lone-wolf scout or hammerhead tank commander.
Same for other armies (even SM. its silly that one chapter is the only one that has a tank commander and another chapter is the only one that manages to put their leutenants on landspeeders).
There's so much to this codex I don't know what I want to build first. I'm leaning towards mechanized T'au Breachers and Firewarriors all embarked in devilfish, with dark strider, ethereal, and fireblades, and hammerheads for antitank. I'm also really curious about going auxiliary heavy with Dahl'yth and swarming a board with kroot. Then of course there's battlesuit heavy builds for T'au codex and Farsight enclaves, or one of the custom septs. This isn't even getting into all the commander builds I want to try with the relics, warlord traits, and prototype weapons. Man there's too much to try.
I want to do a Tau army, but I know nothing about them, it's a totally new army to me. They were a faction that was released in a time I wasn't playing the game, and I have never really looked into them since I started collecting again a few years back. I really like all the tech they have though. If they are going to be good with all the mechs and tanks and stuff I'd definitely like to start an army.
The fire warriors are very scary right now because they have rend with there pulse rifles so a lot of them can be very good
I actually use The Eight, so not having Enclave rules built in is a bit of a downer. Only thing I don't like is the infantry squads locked to 10. Everything else that has been lost or changed (Greater Good, bonding knife) I can accept. Hopefully the Greater Good book gets a FAQ so I can see where they may go with The Eight and I can plan my Farsight list. Thank you for all your work!
Would say they're likely to get a FSE army of renown down the road as they don't have actual rules for the Eight yet
@@hughtitchener6478 Or they reveal them in a Vigilus book.....cause yay GW.
There is almost guaranteed to be a FSE supplement coming in a few months in a warzone book I’d wager. It’ll include the 8 and also probably bring back fusion blades.
They’ve been in a supplement since at least 7th.
@@hyakushiki9438 I am aware. But a man can dream.
Love that the custom septs actually have ones that benefit how I have been known to run my tau, heavy on the battlesuits, close quarters, and charging space marines before they can charge me. Guess I know what I'm running then.
The change to Fire Warrior unit size annoys me because I started collecting Tau 20 years ago, and they've had a maximum unit size of 12 for that whole time. I get why, but now I've got a bunch of extra Fire Warriors with mismatched weapons that can't form a full squad.
Same
It means I suddenly can't run a battalion anymore
@@SarajevoKyoto Same! I only own 20 fire warriors (10 strikers and 10 breachers) and now I'll either have to buy more or run different detachments.
Yeah, this kind of arbitrary shit drove me and many others to just keep playing older editions. The newer writers have no sense of history or ties to how any of this stuff evolved, and can't seem to get away from wanting to change things arbitrarily for no other reason than they just aren't attached to any of the canon.
This man never stops making videos
Keep up the quality work!
Hype-man strikes again!
He’s nonstop (said in hamilton tune)
Little up set with the Farsight part but I just hope that means they get a supplement with the possibility of a new Farsight model
I want either farsight in a commander suit of an upgrade sprue for a commander suit and let us pick which suit he can use for even more fun of speed or stay where he wants
should been included rather than being DLC. Though does mean hope for a upgrade sprue
I think that is quite likely
Since Farsight is a named battlesuit character I think it would be cool if his new model was like Canis Rex, where there is a on foot Farsight
they'll sure for be the DLC for Tau lol. I want to see the Eight back
Know your enemy....in this case....thicken your shields 🛡️ and make sure to bring -1 to be hit 🎯 if you can.
Stealth suits are gonna be so nasty with Borkan….any small arms fire is going to bounce right off of them. 1+ save in cover and only ever being wounded on 5/6s against anti infantry fire with a -1 to hit…
I've always loved tau cause they had so much customization with their guns. Now we have viable customization for gameplay style, septs, relics, etc, I'm so excited
Another change to Crisis Bodyguard is they can be taken as a min squad of 2. This is significant for bodyguard rule and for buying and running Crisis suit boxes, means a box containing 3 can be run as a commander + 2 bodyguard.
Im going to picking up Tau and totally new to 40k. I recently recovered from Covid and I will be getting two weeks of back medical pay.
Lets just say…I have been waiting for this!
Start slow, 40k is a big hobby and easy to get overwhelmed. Good luck and have fun fighting for the Tau'va!
How did the Tau pickup go?
@@SmashingSnow Life got in the way, so I am getting my first kill team box sometime this month, but I did get my codex a month ago!
@@twenty-fifth420 I got a pathfinder team and Commander Shadowsun off a reddit last week. I'm thinking about getting the Tau codex and datacards.
Firesight marksmen used to be elites and sniper drones were heavy. So now they are both one slot. Cool.
Back to how they were in 4th
@@EverianKalim We had them in 4th ed? I thought rhey were new in 6th?
@@sanninjiraiya Sniper Drones Teams where in 4th Edition, the team was a spotter (what became a Firesight Marksman) + 3 Sniper Drones. 3 Teams could be taken has a single heavy support. Pretty sure the models are the og 4th ed sculpts too (in finecast rather than white metal)
@@kuhvacako metal originally, got a few squads in both metal and finecast.
@@555tork uh huh that what I meant, the originals were metal
The farsight onclave rules clip feels so so much like “hey, let’s cut this to make an extended cut”
As a Tyranids/T'au player, I am really happy to see the T'au update, I cannot wait to get my hands on the rules, see how I can do a dynamic army
I think the markerlights being an action means that units with them can then fire their normal weapons in the shooting phase. Previously I regularly had pathfinders that would only shoot markerlights for the whole game
Which fits considering that markerlights are underslung on the pathfinder's carbines.
Glad to actually feel good about the 2000 points of tau I bought in early 2020, they've been collecting dust since 9th dealt killing blow to their viability.
I am in literally that same boat haha
Same
Brooo saame lmao
So with sector A (assault weapons within 12" range gets +1S) + sector C (Burst weapons within 12" gets +1 to hit) would make DW-02 Burst Cannon put out eight S7 shots and High-output Burst cannon ten S6 and the commander immune to -1 to hit abilities (always 2+) which is nice. Add another regular burst cannon to that and 1 commander basically has the output of an entire 6-man Stealth suit team but with BS2+.
The build I really want to try is an enforcer commander with onager gauntlet and the prototype flamer. Absolutely beefy lad who throws out either 4x S12 AP-4 D3 + D6+2x S4 AP-2 D2 attacks or D6+6 S4 AP-2 D2 attacks. Give him a shield generator for extra durability and he might actually be one of the best combat units in Tau lol
Competitive or not, it will definitely be a meme build to throw in the face of all those "Tau can't melee" players. Precision of the Hunter too, for reroll hits and wounds. I'll definitely be running it on my Coldstar.
@@linkofvev take it in FSE and have two melee buddies
I'm still torn on whether Enforcer or Coldstar is going to be best for that build. Enforcer is obviously beefier in several aspects, but 14" vs 8" is a pretty big gap.
I suppose it depends on whether you're intending it as an assault or counter-assault asset.
@@davidc8903 Going T'au Sept because I'm a Shadowsun simp.
@@linkofvev going enclaves and painting her red
As a tau player: I am so glad the old Overwatch mechanic is gone :)
The changes are great indeed where all units are viable and useful....there is no more 'a must have unit' to be viable.....you can just throw in whatever unit in the list and not to worry too much if one of these unit get wrecked coz the other will fairly compensate the role, thus allow more flexibility...running 1 unit of each type (apart from troops) is adequate enough and that's the fun part of this new improvement
Hey just a suggestion, would you consider maybe doing a sort of overview/follow-up video on Admech? Since we’ve received so many changes 8 months after the release of our codex, It would be interesting to see what units changed in effectiveness and what units are still as strong as they were. Just wondering. Thank you for all the videos you do and love your content!
Good point!
I'd love to see the nerfs Tau will have in 8 months 😂
Hope this gets a bit more attention, I've been wanting the same thing for quite some time!
Admech infantry spam very viable since you either wound instantly or you drown your opponent in shots i took on my friends thousand sons with Ahriman and Magnus and a 200 point handicap and i still won
After building basically the same Farsight list every game for the past 2 years, what has me most excited is that we'll finally be able to try out other things again. So much stuff here seems perfectly viable now. I'm genuinely looking forward to using my Ethereal again :)
Might not be the strongest list but i like the idea of a large amount of your army being in devilfishes with some heavy hitting units in the back
I definitly think pathfinders in a devilfish makes sense. Pregame move of 9in, a full move of fly and then 1cp to disembark em. Then they shoot marker lights, and their regular shooting, and some of the 5pt upgraded guns are no joke. Quite the support for hammerheads and seems the best available
Markerlights as an action has the positive effect that a unit can now benefit from its own markerlights.
Also not sure if a unit can perform multiple actions a turn. With the new mission pack, a lot of the mission primaries require actions for extra points.
This mans is an A.I. I swear.
If Auspex comes out and says he's been using a TTS device comprised of his own voice, I wouldn't even be mad.
@@netman446 turns out he’s actually a golden man from the dark age of technology.
Thanks for this; I'm in the process of getting my long awaited T'au army off the ground and have my commander to work on over the weekend. Confirming that the Solid Impact Projection Unit is not just for Ethereals only now means my Shas'O can have 4 gatts! Love it!
Thank you for this amazing breakdown. Incredibly useful!!! Great work my dude
Missed opportunity by GW To not premiere this codex alongside the first every digital distribution subscription for all future updates, would’ve been a proper dynamic entry. Oh well, we’ll get em next time.
Im pretty sure the Ion Rifles from the Interceptor Drones of the Sunshark shoot at BS 4+. The flyer counts as equipped with those weapons so the use the better BS. With a Markerlight you shoot up to 16 shots hitting on three with Str 7 Ap-2 and damage 1 or 2. Looks crazy strong to me. Apart from the Pulse bomb and the Seeker missiles.
Marker lights becoming shooting phase actions; as well as, all these unit specific actions that are done in the shooting phase, and Auspex was still confused about why the Ethereal can double up on the shoot-while-doing-actions abilities?
What immediately came to my mind would be to use it on pathfinders. Have them start an objective action (retrieve data/raise banners/etc.) before using the marker light action on a high value target (like a repluser/boss-wagon/daemon primarch/etc.) for your heavy hitters, and then actually shooting all those rail/ion/pulse weapons at a forward infantry unit (especially tasty with all the ways Tau stack AP).
Although, another tempting use is to have the Ethereal "invoke" some stealth suits, move them up the board; then action some crisis suits on top of them. The stealth suits will still be able to fusion open a transport with something "scary"* inside, while the crisis suits make that "scary"* unit go away.
(*scary is subjective)
That flamer prototype is awesome, but I really hope they use that ability for Vulkan Hestan or whenever Vulkan comes back!
i still think the Tau Codex should come as a Manga
I see broadsides being very competitive. 2 units of 3 perhaps more that's all the anti tank and elite infantry killing goodness you'll ever need.
There was a damage comparison chart on reddit that compared how much damage different anti-tank setups could do. It compared options that were around 330 pts and gave them relevant shooting buffs to see how much each unit could do with optimal buffs. Really good breakdown but long story short the Raillsides outperformed everything except a Stormsurge, which they did slightly outperform, by a tremendous margin. They are a unit to fear.
@@cgb1995 it was a bit biased, as you can remove around 30% of their whole damage output or add 150 pts to the cost. All units got their stratagems activated and CP costs added to their pts costs, except broadsides, which got the full "chaptermaster" shadowsun buff for some weird reason.
Broadsides are like CORE Ironstriders, but slightly tankier and they can (absurdly) walk through walls.
@@FlyingNinjaish who can walk thru walls?
@@slemph2214 All of the small battlesuits. They're Infantry, so they can phase straight through Breachable terrain.
would love to see a video of the KX139 Ta'unar Supremacy Armour with the new rules and your opinion and what you could do with it now :D
you forgot that the DW-02 burst cannon also ignores rules that ignore wounds so make sure this is the last thing to be shot at ghaz or c'tan shards
Coordimated engagement is actually a very easy strat to use: zoom up a devilish, unload its breachers (now 2 units), select the breachers and the devilfish, and watch the breachers melt stuff.
I think a battlesuit heavy viorla list could be extremely fun and powerful.
I hate to see the Rail Rifle go from Rapid Fire 1 to Heavy 1 for the Pathfinders :(
the skyray is really interesting with the new seeker missile strat
if you can get some fast moving (or deepstriking/reserves) unit with a markerlight on their back field, that thing is basically the strongest "mortar" gun in the game, 2-4 shots hitting on 3s (markerlight) at S9/-3/2-6 damage with an additional +1 to wound, that is going to DESTROY any hiding tanks
plagueburst crawler on their backline causing you problems, so long as you can land A markerlight, thats an average of 7-8 damage landed on that thing
hell even if you dont want the ignore LoS, 3 shots (average) at 9/-3/2d3 is still a heft weapon for 135pts, and flyers are STRONG in meta atm, so that +2 to hit is gonna come into play a lot
and thats not even counting the little bonus you get from the 2 side guns
something im curious about
in the current codex drones embarked on vehicles (like a hammerhead) use the vehicles BS, has that been removed? as you seem to say that embarked drones on things like the sun shark will be hitting on 5s and not the planes inate 4+
drones embarked in a vehicle give their weapons to the vehicle, meaning MW's from weapons actually affect the vehicle, but you should also use the normal BS, I think Auspex made a mistake there.
'Why yes, I play Tau"
Immediately begins deploying 150 kroot
Full kroot best T'au
Considering all I have ever played are fire warriors, crisis suits and broadsides. This codex seems like it’s going to be so much fun to play with those units. Can actually take the fight up the board!
0000000000
The experimental burst cannon also has the rule to ignore wound rules similar to the enclaves warlord buff, so it can be superfluous on warlord commander, still good at removing infantry or on a non commander suit
I wasn't ready for this. Here's my entertainment for the night!
Dark mode videos!!!
really like a lot of the codex except the 10 man min/man squads
I have to pretty much either buy more guys or counts-as some since I have don't actually have a full 10 except for 1 breacher squad
Going over this again im a little in awe of the raw ap here. Fire warriors with the rapid fire guns, in mont’ka, with relentless fusillade, pulse accelerator drone fire at ap -4, yeah? Not to mention the extra ap on 6’s warlord trait + mont’ka wound reroll 1’s. Like, fire warriors are pretty consistently swinging ranged power swords
No accelerator drone on Fire Warriors sadly. It’s only available to Pathfinders and only affects that unit.
Still ap-3 is still very good, and there’s actually loads more buffs available. +1 to hit from markerlights, Reroll 1s to hit from devilfish strat or Commander aura, exploding 6s from Fireblade. These are just some of the more obvious ones - I could go on!
Now reviewing content before it's even released!!!!! Such power!!!
You're a machine. Love the videos. Great work again, keep it up.
Thank you!
Aun'shi running near a big blob of Kroot to give them +1 to wound is going to be flavourful and fun. I'm overall impressed by the number of units that got boosted in this book-- could Fish of Fury be back thanks to these Devilfish buffs?
Officially a patron or whatever it's called keep up the good work.
Sad to see Farsight Enclaves basically thanos snapped out of the book, along with the fusion blades protype weapon system, my favourite thing to run was Coldstar Commander with that an advanced targeting, and a lot of burst cannons to mow everything down.
I don't think the codex is as broken as people are whinging about. But its definitely a boost.
Don't mind the winge, it happens every release
@@logo7289 very true. I must admit, I whinge everytime I see a new space marine release
Crisis Suits seem still pretty good with the stealth suit abaility especially. But I think the new Savior Protokoll and Counterfire defence System is insanly bad and make drones very bad! What are your thoughts about them?
I think you get more benefit out of marker drones in units now. With marker drones now hitting on a 3+, you're almost guaranteed at least one markerlight for your crisis suits, which is a huge increase in firepower.
Mate, this is by far the best codex review available!! I feel like I don't even need to buy it haha. Thanks for your hard work!!
And as such, I've subscribed to your patreon :) happy to support
Repulsor Impact Field is an absolute game-changer.
Oh, and Darkstrider buffing a crisis suit unit, targeting a unit tagged with focus fire is absolutely hilarious...wounding knights on 59% of the time with flamers, nearly 80% of the time with burst cannons...
@@clementburgess-hulme1878 I don't think I get your math right. How does +1 to wound give burst cannons the ability to wound a knight 80% of the time? Am I missing something?
@@slemph2214 oh wait, am i dumb and forgeting about something preventing +2? Cause both give +1, but the point being is that this is the first time since darkstriders release that his analyzer could be used by anything bigger than a fire warrior
@@clementburgess-hulme1878 you cannot get beyond + / - 1 to hit or wound. You can still stack them to cancel other things out, but your roll will never be affected by more than one. This is a change that came with the 9th edition rule book.
Auspects is at that point now were his voice is so distinctive that you can even read his reply to comments in his voice.
Question: what is the dice value when you successfully get 6s on the To Hit step (which mean it auto wounds) but want to to pair it with Vior'las hot blooded stratagem, where 6s to wound cause 1MW.
To be get 6s to hit under the exploding 6s mechanism.
@@EddyBuchi The autowounds on 6's to hit cannot benefit from the viorla strat
Argh, I was going to bed. But nope. Auspex Codex Review comes first. I'll happily be tired at work tomorrow!
Vespid look terrifying for their points
Looks like my double c'tan list is gonna work overtime. I just hope to god I'm not fighting farsight
I just saw "crushing bulk" and went "Ok it's time for Broadside Sumo"
DW-02 Burst also have ignores FNPs. Once wounded the enemy unit cannot shrug any wounds by any means
Hey Auspex, sounds like you're feeling better now. If so, glad to hear it!
We'll see if the dream of making melee tau will now be viable.
Melee?..... Tau?..... crazy talk
*cough*
Farsight Enclaves
Sorry to disappoint but kroot are still the only melee T’au and the next best you can get in battkesuits shooting in combat and Kau’yon falling back and shooting. Even fusion blades don’t exist until we get a FsE supplement
The farsight enclaves should be putting power-mauls at the end of their gun attachments. Melee efficient xv25 stealth suits being backed up by fusion blade crisis suits would be epic asf
I could see the EH Disruption Suite being useful on a world eaters army bc of there fight twice stratagem with Stoke the Nails (I believe thats the one)
As always, very impressive review.
Other than the Farsight stuff missing and the changes to Riptides and Coldstars.
I’m pretty happy about this book. Hope to play it.
Also rip my Coldstar with 4 fusion blasters lol
Just change him to an Enforcer with the Tau Sept warlord trait, shield gen, Onagar and Prototype flamer. It will be just as fun with bodyguard! D6+2 S4 AP2 D2 attacks in combat +4 S12 AP4 D3 attacks. Deepstrike with Homing Beacon, save CP for a reroll. It's a thing of beauty
@@shekel8245 I didn’t magnetize it.
Pathfinder units can stack the Grav Inhibitor drone and Photon Grenade strat for a -4 to charges, can't they? That ought to keep those markerlights and heavy guns free to shoot.
Yeah if so that's very nice.
I think Aerospace targeting relays secondary could be good if you dedicate a bare bones stealth suit team to pick them up, specialy with their strategem to redeploy and them being hard to hit.
you seem to be really underestimating the prototype flamer
So... Can i advance and use markerlights with mont'ka?
Also yay to farsight finally getting an assault plasma rifle. Up to 6 wounds at ap -4 with s8 that he can fire while moving is amazing
about crisis suits, you basically pay the same cost for three of the same gun as before since most of them are actually discounted for the first gun
So this means another slightly cheese army in the Kroot!? I'm actually very impressed GW gave them this much attention, even more than they did the sisters of silence, which is the other cheese army, extra cheesy lol
The only sept I like is Bork'an for the tenet and warlord trait - that anti infantry Coldstar idea with the prototype burst cannon being -2 AP, 22" range and a wee bit tougher is quite appealing.
Maybe throw a missile pod on it for some extra range and punch.
Although I feel like a lot will be Bork'an for the stratagem alone which is mildly off-putting.
When you find out that the weird configuration you gave your crisis suits is now a meta build
_So how does this new Tau codex look anyway, chef?_
*Gordon:* _It's fucking RAW!_
Thanks for putting together such an in-depth review of the new codex. Are Missile Pods still Assault2 weapons?
Yes, they are - sorry I think I missed that on the slide!
so, do stealth suits retain the ability to deploy anywhere during deployment phase? for ghostkeel, 160 pts with which loadout? thank you for your amazing work with these vids!
One change that I actually kind of love/hate is making riptides heavy supports instead of elites. It means they now directly compete with broadsides, hammerheads, and skyray gunships, and no longer compete against crisis suits and ghostkeels, all of which I feel are better options now than the riptide. Maybe... Just maybe I can finally let my three riptide Shas'vre have a vacation
If you're looking for them to be pure damage they fall behind broadsides, hammerheads, and the stormsurge for sure, however their move shoot move is pretty dirty with their weapon profiles and they're really durable to boot.
For the battlesuits it only appears to a couple points more for most weapons to have all three of the same for example 3 plasmas at 8 points is 24 then three now is 30. Though it appears the two of the Same and one different is discounted over the previous costs.
Right? Some weapon combinations even got cheaper despite the increasing points. I like to run double cyclic and single fusion on bodyguards. Currently, that's 81 points a model. With this new book, that comes out to 65 a model. That's huge gains, especially considering you also get a free support system and +1 wound
Less is more for the Farsight Enclaves IMO as their tenet, relic and strat are outstanding.
I mean, the relic is pretty bad compared to other options... if you can't make use of anything else then it's not a bad tool but it'll only come up against a minority of armies. The rest is great though, and probably puts them about on par with tau sept
I was hoping for atleast fusion blades, but yeah, farsight isn't that down bad despite the lost rules and the missing eight
@@RobertOfLoxley I looked on BCP for LVO and there were a lot of Grey Knights. So I think you will get more mileage out of relic than expected.
@@tylerr472 yeah, no fusion blades is a biotch.
@@greggonzalez661 fair enough, if you know there's a lot of psychic armies nearby then it'd certainly be helpful, it's pretty rare for me to come across psykers where I play so I guess I'm not used to it lol
You’re all welcome for giving it to him a few days ago.
hammerhead: shoot the railgun
my captain in terminator armor with stormshield and in light cover: Roll a 6 to save
the tau player:
Tau: railgun
My retarded 20 year old ogyrns in full plate with car doors for shields in a crater and a psyker shielding them: saves on 6
Tau: 🤯
RIP Veteran Cadre. I will miss getting my Suits to BS3+
Im wondering about the point cost of missile and shielded missile drones for the broadsides and riptides and can they still get drone controllers, doing a list with this video makes me excited to throw a lord of war into it due to the points cost saves ive freed up almost 400 points
Can I take a prototype *and* relic on the same model? If so, Im thinking I need to go double farsight patrol with Farsight and 3 more commanders, built to the hilt with absurdity!
Everything I've seen has indicated yes, including comments from people with the codex.
Without any doubt,the strongest 9th edition codex.
You can play anything,all choices are worth to be selected,tons of stratagems,the best codex Taus ever had.
I would argue that Drukhari is a stronger book. The amount of tournament viable builds that book has is absurd
@@jw7500 this book could end up the same way. Maybe not the complete depth that drukhari does because it's basically 3 separate books stitched together but Tau have a winning formula with mobility and hard hitting firepower and the ability to engage with opponent in most phases. Tau are gonna be top tier maybe even busted.
@@zyearwood4587 strong, but not busted as they still play awkward into objectives and most secondaries. Time will tell, but I am not seeing it. Drukhari, GK and Crusher Stampede are currently the big dogs and I don't see T'au challenging that because except for Crusher, T'au plays badly into those specifically.
reckon that they are current drukhar powerlevel, though release drukhari were stronger.
Not really the strongest, most are okay but I can't set a finger on something that is really exceptional. I mean for some reason many none Tau players are pointing at the HH to claim the whole list is op, but points and suitability wise I doubt you will see man on the table still, as it's on a fairly weak platform that is easy to take down turn one for most armies. They lost the best way to keep other armies from charging them and still have really no play in other phase of the game, apart from a funny close combat commander united. Something that would have been lore friendly and really nice would be a better option to counter warp stuff, as it really is the weak point and boring part of playing the game.
What made you say it is the strongest, like what things stood out to you ?
Did anyone else catch the issues with the codex, specifically the weirdness of Crisis Bodyguard loadouts, or the 'design your own sept' rules?
Bodyguards get less equipment options than basic Crisis teams. On top of that, two of their equipment options are different from every other version in the codex; early warning override is missing half its text, and advanced targetting gets 2 extra hits instead of one.
As for sept tenets, one in group C lists an ability to drop mortal wounds when falling back, but very oddly it gives us "effect X on a 2-3, effect Y on a 6"... is that a mistype, or just weirdness compared to every other codex?
I've messaged GW already about this, but wanted to get some other opinions as they have basically said "Lol, whoops, wait for the FUQ for updates 🤪" So, thoughts?
Wait, what is the 'jump' for Coldstar, deepstrike or close combat ability?
I'm looking to get back into WH 40k. this will be great
The ethereal humble stave does what a chaplain has to pay 25pts AND a trait for 🙄
Ethereal is a higher on the ranking then a Chaplain. xD
Play guard, buddy
The weapon cost for taking three weapons of the same gun on a crisis suit doesnt seem that high to me, unless Iam missing something.
Crisis suits used to be 25 points base, and could take 2 of the same weapon system and a support system. You could have put 2 middle pods and advanced targeting on them to bring the model up to 60 points (15/15/5). Now they are 30 points base but get a support system built in, and if you were to take 2 missile pods it’d be 25 points, for a total of 55. So overall it’s cheaper and has a better stat line and better weapons for the cost. But for that same price now, you can take a missile pod, an iron cannon, and a good plasma rifle, and put out more shots at generally better quality.
TL;DR, it isn’t a nerf, it’s overall a buff, but you’re incentivised to take different weapons because you get more firepower for the same price.
Thank you for your speed and accuracy!
I love plasma rifles. I always have and always will. We’re awesome before and are awesome still
As I suspected, strong but not OP. Solid A tier army.
As expected crisis and hammerhead will be the premiere staple for most if not all tau list then have minor variances in between.
they are extremely undercosted for a profile with such incredible consistency.
With Crisis, the points add up real quick when you factor in support systems, drones and consecutively more expensive weapons.
that's after factor in all the cost in the leak, 60pts for 18 BC shot is extremely undercosted considering all the buff available.
now i really only need to wait for the review to confirmed
A ten man Pathfinder squad, fires ten marerlights.
So each hit on 3+ generates one token?
Or can one unit only generate one token?
And can they spilfire, to put markerlights on many different units? :)
they can split fire and yes each hit generates a token on that target unit
@@theherpetologist6065 Thx.
This is very strong...