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Tau Army List vs 6.8 (Approved)

 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Tue Jul 14, 2015 9:24 am 
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My issue i seem to be having is the few games I have played with a couple of lists is that my crisis suits as soon as they get close just die horribly and my markerlight units once in range are to close to the enemy and are easily picked off

Just struggling to find a Balance of AT and AP shots to be able to handle most lists as id prefer not to tailor my my list to beat an opponent like most people


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Tue Jul 14, 2015 11:23 am 
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Hi Caz

Absolutely positively definitely take the Skysweep group and break it up, adding a skyray to 2 or 3 formations instead. This spreads out the AA, gives you markerlights in more places, and most importantly gets you away from the dreaded 3 unit formation that breaks on the first casualty.

I prefer rail hammerheads to ion, and you may find the same when you try mixed formations because the shorter ranged ion units don't help keep the long ranged guns firing when you start attracting BM. I'd recommend a pure railheads and a pure ionhead formation over two mixed ones, and 2 pure railheads over that :D

The Crisis suits are great, but how are they going to get to the enemy? If you're not using an orca, 2 formations of crisis is probably too many.

I recommend higher ratio of tetras to piranhas in the scout formations. Piranhas are good, but markerlight scouts are essential. 4/2 would probably be fine.

Since your BTS is also your SC, you might want to make it even larger with more wounds in it. Alternatively find a different unit for BTS, since that one is very fragile.

I hope that helps.


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Tue Jul 14, 2015 12:53 pm 
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Thanks
I will look at making a new list tomorrow and see how it goes
will post the results


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Tue Jul 14, 2015 1:06 pm 
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Also just a question I have
Just wondering is there a particular reason that for things like crisis suits and fire warriors haveing FF 5+? Im sure there is haha

Also has it ever come up to give stealth suits a special rule something similar to always counting as cover for a -1 to shoot at them? Again it may and be disregarded for a good reason just being nosey haha


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Tue Jul 14, 2015 1:32 pm 
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Caz wrote:
Also just a question I have
Just wondering is there a particular reason that for things like crisis suits and fire warriors haveing FF 5+? Im sure there is haha


yup, the reduction in firefight values across the army was done artificially to reduce the engagement capability of the Tau and focus them more on shooting, if they had access to fast, skimmer-mounted FF troops, they become almost another flavour of eldar rather than something different, additionally the fluff has the Tau preferring to avoid close assaults in favour of destroying/disabling the enemy at range

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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Tue Jul 14, 2015 1:36 pm 
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ahh ok
So has there ever been thought into increasing the markerlight range to like 40-45 cm or would that make them to strong?


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Thu Jul 16, 2015 7:13 am 
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I don't that has been considered, or considered necessary.

A tip with markerlights: tetras are very annoying for your enemy. If they are astute then they know they need to kill them, but you can make them "waste" a lot of activations doing this with careful placement. For example, try putting the bulk of a recon formation behind cover out of LoS, with just one tetra poking out to markerlight the enemy (quite often you can have 1 model marking several formations). Since they are scouts they can be some way away from the rest of the formation, meaning when they shoot that pesky tetra, often the rest of the formation is still intact.

In general I find you have be quite thoughtful about when and where to advance your formations. You don't want to be too aggressive and charge forward into the enemy ready to be assaulted, but at the same time you have to get some value out of your fire warrior formations before the end of the game.

BTS and SC are problematic for tau, it is quite hard to not have these in the same formation whilst also having them be robust AND maintain enough activations. In the past I've therefore tended to leave the SC on the blitz as a guard and mobile(ish) reserve.

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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Thu Jul 16, 2015 10:14 am 
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Thanks for the tips its greatly appreciated

i will hopefully be getting in 3/4 games in the next week so I will post how I went and the lists I use and see where i can take my list to

I will be taking tau to the Castle Assault epic tournament in Newcastle next month


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Thu Jul 23, 2015 1:54 pm 
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Is EUK still on 6.6. If so, is there any ETA for update to 6.8?

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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Thu Jul 23, 2015 3:29 pm 
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Kyrt wrote:
Is EUK still on 6.6. If so, is there any ETA for update to 6.8?


Yes EUK is still using 6.6. A change to 6.8 will probably get discussed at Britcon, but I am not sure I can give you an ETA yet.


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Thu Jul 23, 2015 7:23 pm 
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Nice work yme-loc :)


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Mon Aug 17, 2015 1:31 pm 
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Since a list of changes from 6.6 was requested on the EpicUK thread I wrote one, if there are any other changes can anyone comment? Maybe the final list could go into the first post on the thread.

Changes carried forward from 6.7.2:
Crisis formation includes free Shas'el
Shas'el no longer has an extra AP5+ shot
Shas'o upgrade reduced to 75
Bonded team is now a formation-wide ability (like spirit stones)
Ethereal death results in D3 BMs rather than auto-break
Krootox upgrade down from 75 to 50 points but FF down from 4+ to 5+
Broadsides railgun range reduced to 60cm
Broadsides reduced to 300 points
Railheads gain Lance on their AT shot
Railheads now cost 225 for 4 (other types still 200), Hammerhead formation structure changed to handle different prices
Ionhead upgrade now 2 for 75
Manta down to 650 points
Tigershark AX-1-0 down to 350 points
Custodian down to 225

Changes that didn't make approval so aren't in the list:
Gun drones added to stealth formation gain Teleport
Stealthsuits and attached gun drones can re-roll failed teleport tests
Crisis suits gain AT6+ on their plasma rifles
Aircraft burst cannons gain AA5+ from AA6+
Extra seeker missiles on aircraft

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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Mon Aug 17, 2015 2:54 pm 
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Looks correct to me. Added to first post.


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Thu Mar 17, 2016 2:53 pm 
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I am sorry if this has come up before, but I haven't found it in my searches.

Has it ever been discussed to give Drones the "Expendable" rule?

And if so, anyone remember why they don't have it?


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 Post subject: Re: Tau Army List vs 6.8 (Approved)
PostPosted: Thu Mar 17, 2016 11:11 pm 
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Corran_dk wrote:
I am sorry if this has come up before, but I haven't found it in my searches.

Has it ever been discussed to give Drones the "Expendable" rule?

And if so, anyone remember why they don't have it?


It has been discussed, although I am not sure if in a specific topic or just interspersed among more general discussion of previous list versions.

Mostly the reason they don't have it is because the background for Tau doesn't make it clear they should (disposable machines and equipment is a very human concept not necessarily a Tau one).

It was also not really felt to fit the intended style of the list (i.e expendable promotes or implies an attrition style - not really what was envisioned for the Tau list).

Finally it was potentially quite a large change depending on how cheap or available Drones are and in light of the points above was decided against.


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