WAR HAMMER 40K TAU LOGO WARHAMMER VINYL STICKERS SYMBOL 5.5' DECORATIVE DIE CUT DECAL FOR CARS TABLETS LAPTOPS SKATEBOARD - BLACK. FREE Shipping. Warhammer Games Workshop Battleforce Adeptus Mechanicus Fist of The Omnissiah 71-59. By Warhammer. 5.0 out of 5 stars 2. The T'au Empire, also spelled Tau Empire, is a rapidly expanding alien stellar empire situated within the Imperium of Man's Ultima Segmentum, near the Eastern Fringes of the Milky Way Galaxy. The Tau Empire was founded by the Tau caste called the Ethereals, who lead the Tau Empire in the name of. Enter your email to get the very latest - news, promotions, hobby tips and more from Games Workshop. You can unsubscribe at any time. By subscribing you confirm that you are over the age of 13 or have consent from your parent or guardian to subscribe.

Space Communists have now shared a complete look at the Tau Codex, including the all-important points cost. You seem confused. Hunter killer missiles are just one-shot krak missiles that are -2 AP rather than -3 (probably a typo, actually).

They don't do mortal wounds. If they did, they would have neither a Str not AP at all.Also wouldn't expect to be firing seeker missiles at BS4. Would most likely be firing them from a hammerhead at 3+, more likely with 2+ wtih Longstrike nearby. Even sky rays are 3+, an you're probably going to wait until you have 5+ ML hits to murder whatever it is, and then fire them all off at once (still wouldn't recommend the sky ray). You will of course ALWAYS be rerolling 1's.The ability to do 1 mortal wound is situational, but super useful. And they are pretty cheap. Real live Tau player (well, not in 7th, didn't play 7th).It takes a lot of hits to get to the good stuff (no cover, +1 to hit).

BUT, they don't get used up. So we've moved from a 'have markerlights everywhere, carefully allocate just enough ML to each unit' to 'have markerlights everywhere, or maybe just at the base of your kill pit. Pick a thing that really needs murdering, murder it'. It's a little more mindless to be honest but does require less book keeping. Also, going to be able to murder a big thing good.

I like this because it keeps tau as kinda the enemy of the super heavies. (or any big and nasty unit that woulda been called a death star in 6th and 7th). Before:– One hit made ONE unit went from 0.5 chance to hit to 0.66Now:– One hit makes ALL units go from 0.5 to 0.583 (I think)So if you have an N sized pathfinder unit, you can split fire between N targets, and improve your to-hit chances against all hitted units for ALL your shooting units.If you really want something dead, you can first target a unit with just two marker lights for a lucky shot of 0.75, and then full shooting it with another pathfinder unit (repeating the 1s on the second).I believe all in all, it will be beneficial. It will give you more choices. And if you focus, you will have the same deadly results you had on previous editions. Battlesuits can fire all their weapons they're equipped with right?

In that case the 75pt triple plasma crisis is gonna be my default for comparison. T5 and w3 makes me more comfortable getting in closer at least.There's gonna be a lot of loadout choice between 3 weapons or 2 guns and a support system now. 2 pts multitrackers for effectively 1 free markerlight, 5pt stims for 6+ fnp, shield generators dropping to only 8pts are all so good. The EWO getting nerfed to 9' makes me debate its usefulness; the 9' standard drop range already protects vs melta damage rerolls.Broadsides with target locks are probably going to be the standard.My ghostkeels are probably going to keep the ion raker as the primary armament, but for secondaries I'm torn since fusion blasters are so expensive.I'm liking the idea of filling my FA slots with groups of marker drones to act as both sources of markerlights and ablative wounds. BS5+ is gonna suck, but I might be able to make use of some drone controllers or firesight marksmen.

General thoughts in unorganized fashion:Missile Broadsides are a lot tougher, but clock in at near 200pts with HYMP+SMS. However, they're throwing down a bucketload of shots, especially with support systems counted in.Markerlight benefits are still pretty solid. There's lots of other ways to reroll 1s in the Tau army, so you won't always need them, but getting to fire Seekers/Destroyers at full BS is nice and ditto for moving/shooting heavy weapons. The ignores cover will give units like Scouts fits, and if you REALLY focus on a unit and get those five ML tokens built up they are in for a bad day (hitting on 3+s reroll 1s for most all units.) Note that ML tokens are not expended when a unit shoots at something- so if you're hitting a big target that has to die, your whole army can benefit.Tidewall fortifications are weird.

They're essentially transports now, but ones that are slower than normal and let you shoot out. The Gunrig comes in at 130 for a two-shot railgun, though hitting on 5s is pretty unfortunate. Shieldline seems neat, since you get chances for Mortal Wounds every time the enemy shoots at you.Razorshark is a good template for how most flyers work, I think.

Gotta move 20' every turn, degrading statline. Sucks that it hits on a 4+ at best, though, makes its guns really unimpressive.Ethereals and named versions seem alright. Invocation of the Elements is quite good, with multiple strong abilities usable by all types of units, and morale boosts are critical for Tau.

Aun'shi is still a pretty middling combatant, but Aun'va is gonna be hilarious against a lot of guns- thanks for the 2+ save, Mr Lascannon!Farsight maintains his combat status- good for a Tau, but no match for the big boys in other factions. Hitting on 2+ rerolling 1s makes him a relatively mean customer, thoughh, and more importantly he not only lets you trigger a Mont'ka (advance and shoot normally) or Kauyun (reroll misses) once per game AND gives you a second Mont'ka as well. Don't underestimate the power of getting to reposition your whole army 9'-14' two times per game while maintaining firepower.Fireblade is a cheap Markerlight, which is nice, and also gives the old Ethereal benefit to nearby units. Notably, he doesn't have to sit still to use his bonus shots anymore- using Mont'ka to advance and then fire off your Pulse Carbines for triple shots is no joke.

Warhammer 40k Eldar Tactics

Warhammer 40k Tau Tactics

Wait, does this mean that Pulse Carbines might actually be worth a damn, for the first time ever??Drones always move and act independently of their 'origin' squad, but count as the same battlefield role as them for rules purposes. This is important because in Scouring/Big Guns, certain unit types (FA/HS) effectively have Objective Secured in an edition where that rule no longer exists. Your one Missile Drone controlling an objective despite a tide of Orks/Nids nearby is absolutely worth the token few points.Savoir Protocols is also a real big change for drones. Remember, wound allocation happens before damage- so your Riptide or Broadside can pawn off that Lascannon hit onto its poor, stupid Gun Drone friend. Skyray kiiiiiiinda seems like hot garbage now. Seekers are fine doing one mortal wound, but with wound counts inflating so far up a 'main armament' of six Seekers is basically gonna do absolutely nothing to any real target.

I mean, the flyers we've seen have 12+ wounds, even if you hit with every single Seeker you're not even bringing them down to half.Stealth Suits seem pretty good? +1 toughness means fewer random wounds from Boltguns and such, -1 to hit them is way better than people are gonna give it credit for at first, and 'infiltrate' is a clutch ability.

Especially with their price tag staying about the same while most units went up, they seem like they have legs.I'm glad Piranhas aren't completely awful. Dunno if they're any good, but W6 4+ is reasonably solid.

Love that 16' move, too.Sniper Drones seem like an okay way to hit characters, if you need to do that- so far characters aren't as clutch as they are in AoS, but there's definitely some good ones. 5+ natural hit roll is bad, but with 4+ from the Firesight Marksman and 3+ with a Drone Controller nearby, they can get pretty accurate. Sad they don't get the possibility of mortal wounds like SM Sniper Rifles do, though.Riptide guns have pretty scary profiles, but it is expeeeeeeeeeensive. Taking a flat mortal wound to activate the Nova Reactor is an interesting system, less dicey than before. You can still ignore it with an Ethereal or Stims if you get lucky, even. Heavy 12 S6 AP-2 on the nova mode for HBC is pretty brutal, though it seems hard to compete with the Ion's d6 hits for d3 damage each if you wanna murder some big stupid guys.Support Systems are really, really strong. Advanced Targeting just gives a blanket -1 improvement to AP for all your weapons, which is fantastic for the 8/16pts.

Tau Empire Tactics

Multitracker makes you largely independent of Markerlights, so long as you focus fire. Early Warning lets you shut down Deep Strikers if they try for a charge, Target Lock lets you move and fire without penalty, and Stims are now much cheaper. Almost all really strong options.The Stormsurge is surprisingly slow, all things considered- thankfully it doesn't lose speed as it degrades, at least.

Note that unlike a Knight, it can't move through enemies when it falls back, so it's definitely possible to trap it in combat. For all that, though, it has a LOT of guns and since it's taking three support systems it will be an absolute monster of firepower.

Surprisingly, its price remains just about the same as previously, so it may still be viable. Pathfinders could maybe be a pretty good way to get Markerlights? They're noticably cheaper, but have better overall survivability and usability.Ion on the Hammerhead seems a lot better than the Railgun now.

Three shots with 2dmg each is better than one shot with d6 damage, not to mention overcharging.Darkstrider can give a target -1T for one infantry's shooting attacks. Maybe not huge, but drop a Land Raider or Dreadnought down so you can pummel it with Missile Pods or something?Kroot at 6pts a pop are gonna be really, really important for screening your units against early charges. Expect to see three squads in most every Tau army, unless the ally chart allows you to fill that role with something else (Ork Boyz, etc.)Crisis and Commanders can take a lot of guns now- but not the Coldstar, that poor sap. Seeing a Commander with three Burst Cannons and a Missile Pod go to town on some infantry would be hilarious.Crisis can't Deep Strike into melta range, despite what everyone seems to think. You have to be MORE than 9' away from any enemy unit. If you want to get that, you need to use the Homing Beacon from those Stealth Suits.Kroot Hounds and Krootox are separate squads now. That's pretty unfortunate for them.man Longstrike gets bonuses to everything, don't he?

He still wants to be part of a 'squadron' of Hammerheads, though.Commander's ability to trigger Kauyun/Montka is super-strong, though it overlaps somewhat with Markerlights and such. Even so, it's a big deal, and expect to see them in armies a lot. It's weird that they (and Crisis) start with one weapon and can do swapping tricks if they want.Ghostkeel seems pretty beefy.2 to hit if you're outside of 12' is absolutely huge, and you can pawn lucky hits off on a drone. Overcharging Ion is risky, but combined with ATS it hits pretty hard- though the Fusion Collider compares a lot better in this edition. Without the ability to JSJ that 18' range is a lot more risky, though, especially with units able to move so fast.

Holy shit, saviour protocols massively increase my perception of how good battlesuits are. I'm also not seeing any limitation on what weapons crisis suits can take, which would be hilarious but presumably there is! I kind of want to do a commander with 4 high output burst cannons if at all possible, that's just a hilarious number of shots from one battlesuit.Tanks don't seem that good generally, particularly the devilfish. What's the point in a transport that doesn't move any faster than infantry once it's damaged and costs more than the squad it carries?

Tau

Str 7 isn't all that anymore to be sure. I think mass str4/5 firepower is where it's going to be at, wounding almost everything on 5's now while staying the same price and a lot of the previous firepower units getting pricier just makes them look good to me. I think the main question is how important it's going to be to have longer ranged stuff to decide what the split in the army should be like.Ignoring that issue completely, a 155 point hammerhead brings 1 rail gun while a 200 predator brings 4 lascannons.

Longstrike is cool but I don't think he's good enough to make up for that essentially. Don't get too excited those drones are also an independent unit, so anyone who isn't stupid will just target the drones with some mediocre weapons (and 2-6 drones with only 4+ saves and 6 Ld will fold like wet tissue paper). Then target the suits who now have their arses hanging out, a few lucky d3 or d6 damage shots will blow away that 200+ point investment.I dunno why they tried to increase durability of suits by increasing their T and W, then completely undermined themselves by making drones a separate unit. Can we talk about the 'drone support' rule? Drones count as a separate unit after deployment. Sure, that is pretty useful in a few situations (grabbing points without sacrificing suits, shielding charges etc, fobbing off wounds).But there is one glaring problem: because they're a separate unit and everything has split fire, they can be targeted separately and easily removed.

So against any opponent who isn't a vegetable they will NEVER have any value other than being a floating kill-point that occasionally grabs objectives.Scared that grav-drone will ruin your charge? No problem, target him with one or two models and the Tau player just wasted 8 points. Wanna take out that ghostkeel faster? Target his weak-as-shit drones first with a few lousy units, then clobber the ghostkeel. Worried that those crisis/broadside/riptide suits will use nearby shield drones to dodge your battle cannon or lascannon shots? Target them first with a guard squad, kill them. And now kill those overpriced suits a few well-placed d3 or d6 damage shots.Seriously, that one rule makes drones a colossal waste of time.

You waste your opponents time by forcing him to pick our a handful of models to take them out, and you waste your own time and points because you will very rarely get to use the rules you bought them for. It's a fair point, and in some cases it will make a difference. But I honestly think it defeats the point of the drone being there in the first place and I would much rather take a few more bolter shots than one lascannon hit – the bolters are far less likely to one-hit the suits.I honestly can't understand the changes they made to crisis teams – it seems like one step forward and then two big steps back. Again, higher T and W is irrelevant if the crisis team is more likely to get stuck in assault or get hit by a multi-damage weapon. Yes, smart opponents will target the drones, if they can.

But that doesn't make them useless, quite the opposite. For one, everytime they shoot something at a drone, that means they're not shooting at a more valuable unit. Yes, the Tau player would rather they shoot the higher toughness suits & vehicles and then pass off the wounds to drones, but whatever, it's still dmg the suits & vehicles ain't taking.For two, shouldn't be too hard to protect the drones.they'll usually be 6-9' further away, if nothing else, nevermind keeping them outta LOS. My point is that the drone itself may not be entirely useless, because it is always an ablative wound whether it was targeted directly or not.

My point is that whatever rule you took it for will be useless because any intelligent opponent will target them separately.So your shield drone will never get to use his shield against low AP weapons, your grav drone will always be killed off before he can affect a charge, your stealth drone will always be killed before the ghostkeel, etc etc.In addition, drones have a piss-poor leadership of 6 so they are liable to fold and run away from the unit they are supposed to protect! You buy six gun drones to protect your crisis team, two or three die and it only takes one bad role to make the rest run off.I am absolutely adamant that this was an idiotic rule change and bad game design. If they really wanted to go this route, drones should have had Ld 10 and had something stopping the enemy from targeting them unless they are the closest unit. You can try hiding them sure, but crisis suits are only so big, you can't hide them from every angle and this will just create arguements over what can see them and by how much.If GW really, REALLY wanted drones to be capable of operating independently they should have got rid of 'drone support' and 'savior protocols' and simply added ONE rule which let individual drones break off from the unit and form their own. One intelligent rule instead of two.Between the hot garbage that are now drones and the loss of JSJ, tau suits are now more vulnerable than they've ever been in any edition I've been using them – the extra T and W means absolutely nothing if they can't avoid assault or low AP weapons. Argh, no what I'm trying to say is that because the drone is a separate unit, the marines can split fire their bolters at the shield drone (killing it with potentially only a few marines) then shooting the lascannon directly at the suits. SO yes, you got the benefit of an ablative wound and a small distraction.

But you never saw the benefit of that shield.Likewise with the pathfinder grav drone – any smart opponent will split fire a few models to kill it before charging. If you hide it to protect it, it may end up being too far to affect the charging unit. Either way, it's an ablative wound and a distraction, but it's not the -d3 charge range you bought it for.In short: They may as well just all be gun drones, since any special ability they bring can be so easily eliminated by a smart opponent.

Fair call on the pathfinders, I hadn't noticed that option had been added.Not if someone deep strikes within 9' (although I never leave home without EWOs so that is less of a problem).Loose drone squads won't protect the drones you bought for a different unit and want to keep around.And yes, drones baby-sitting the drones you want to keep alive is farcical. It's power remains to be seen (thanks to crap drone Ld) and if you want it to be really powerful, sure you can swarm your suits in a literal cloud of tactical drones but again, that is starting to get farcical. There is some consolation in the fact that all drones are quite cheap now (relative to suits). You're missing my point. Again.I am NOT arguing with you over whether it's strong or not. I can obviously see the strength in having clouds of tactical drones following something like a riptide to fob off wounds.And I am NOT crying that it is undefeatable. I don't want drones or anything else Tau to be OP any more than you do.

Failing that, get the.zip file.Look inside the freshly unzipped mod folder. You'll want to use 7zip for this, because it can handle the popular archiving formats that Skyrim modders pack their mods with. If you have the option of multiple file formats, pick '7zip', the one that end with.7z. Nexus mod manager cannot be added. Look for the readme file. Most mods are simple and it's just a matter of putting the right files in the right place.Here's the simplified overview of how to install a mod manually:.Download the mod you want to install and unpack it to a temporary folder.

If I wanted OP cheese I'd be playing Eldar scatbikes+knights or pulling some DA re-rollable 2+ shit. I sure as hell wouldn't be playing TauMy points are as follows:1) The 'drone support' rule undermines the value of some specific drones2) Having to buy ablative drones just to protect the drones you want is bad game design3) All of the new drones rules over complicate their use.4) None of the new rules were necessary because there wasn't anything wrong with drones in the first place.

There's no rerolling 2+ anymore, so I'm sure why you're bringing that up.I disagree smart wound allocation is 'bad game design'. And I have no idea what you mean by 'in the first place' since everything is brand new, basically from scratch.There have been editions and FAQ changes that have made drones basically useless, before. By comparison this is great. You may have noticed that in the new edition no unit has mixed toughness.

That may be the reason for separating out the drones into separate units. Anyway, it's great. It even lets you pass off wounds that would otherwise go to wounded models. I was trying to say that if I played to win games then I'd be playing Eldar or DA since those were (in 7th edition) two armies with some of the most broken units.Smart wound allocation would have existed if drones had remained part of the squad, refer back to my point about the new rules being unnecessary.That is true, but 7th wasn't one of those editions. That's a good theory, although they have changed drones toughness to match that of the rest of the squad before. And this seems like an overly complicated way to get around that one issue (refer back to point #3).

I suspect that it has more to do with the designers wanting to give Tau an expendable way to snatch and hold objectives (something they normally suck at) without having to leave expensive units in assault range.Excellent point with dodging wounds on already wounded models, but again I'm not disagreeing with you on the overall power of savior protocols. 1) Which specific drones does it undermine the use of? I can't think of any of them that function 'wrong' in this edition. (Remember, shooting is simultaneous now, so they can't shoot Bolters at you to get rid of your Shield Drone before the Lascannon hits your Crisis.)3) Eh, they're really not that complicated. If you battlesuit takes a wound, you can put it on a drone instead.4) They actually are, due to the way you roll saves and remove casualties now. A unit with mixed 3+ and 4+ saves simply doesn't work under the new rules, as there is no 'fair' way to resolve damage against it. Thank you abusepuppy for actually reading what I wrote and specifically responding to the argument I was actually trying to make.1) I don't mean they function wrong necessarily.

As a distraction and as an ablative wound drones are absolutely better in all ways. What I mean is that their utility as something that is meant to stay alive and give a specific benefit to a specific squad is undermined by the fact that they can be easily targeted and picked off before they can provide that benefit. Specifically I am referring to:– Stealth drones– Guardian drones– Pathfinder drones– Shadowsun's dronesAll of the above are meant to be used for purposes other than ablative wounds, but once deployed they are a separate unit and you can't buy other drones to put in their unit with them to protect them (aside for two tacticals in the pathfinder/breacher squads). So a smart opponent will target and destroy them first.

Did those drones take some hits for your suits? Did they do the job you bought them for? This is why I say that although the new drone rules may be more powerful (in the sense of keeping suits and infantry alive) I think that it makes drones worse as a utility unit.You made the point earlier that you can hide them to protect them. That is a totally fair point that may completely invalidate my argument. However I'm not sure it will be that easy in practice – we won't know until we've played lots of games.Regarding simultaneous shooting, pg 179 says 'resolve all shots against one target before moving on to the next' my interpretation (and I may be wrong) is that 'resolve all shots' includes wounding and removing models, so a marine squad could target and remove the drones before another marine from the same squad fires his lascannon.2) With the new rules regarding deployment and shooting the closest target, it does a little. But compared to rules bloat in the past?

No probably not. I'm prepared to admit I'm wrong on this point.3) How have the rules changed regarding mixed saves? I haven't read the rules as thorough as you probably have yet.

Doesn't the player allocate wounds to a model then roll the save for said model? If I'm wrong, direct me to the page that will correct me.

Coments are closed