You need to have a really good reason for not taking this little chip. 5 (Exemplar of the Kauyon): Re-rolling failed hit rolls for your Warlord if you have not moved is like Through Boldness, Victory, but worse. Also, it’s worth noting that almost all of the units in the “minimum” Tau brigade are ones that you will actually field in a “real” Tau brigade. Wait until we actually review the Y’vahra and Tiger Shark Bomber :P. 2020 jeez. Of course realistically speaking that’s irrelevant, because both armies are gonna be taking other options in some or all of those slots, but on a theoretical level I would definitely put my money on the Tau army. and is always useful on any other model that you ever need to Advance. Slightly better than the Marine Orbital Bombardment in terms of distance covered though still very situational if the enemy has bunched up only (the average of 7″ does get you a pretty decent coverage for some castle builds).
Read online Warhammer 40k Tau Codex Pdf - book pdf free download link book now. And then they probably just hostage the kroot, and you're in a worse spot than having broadsides touched.
A solid shooting platform with BS2+, ability to hide due to being a commander, mobile with assault / rapid fire weapons and really good weapon options. The profile is sort of ideal for picking off many of the weaker buffing characters in the game. No LOS on 18″ weapons though are far less useful to the 30″ of SMS or the myriad of other common 8th ed weapons (*looks at Mortars and Tempest Launchers*). Wall of Mirrors (1CP) – Another movement based stratagem for a single unit which requires another single unit to activate (I am never a fan of multiple hoops with which one needs to jump). But Tau brigades isn’t even that bad, by comparison. IG Brigade: company commanders, infantry squads, platoon commanders, multilaser scout sentinels, mortar HWTs; 78 bodies, The Mortars are basically the only good thing about it. A 7+3D6″ move though can get Pathfinders places quickly if you need to score an objective or hide out of LoS, etc. Keep this one at home. You cannot always get those Markerlights on Coldfusion targets (40″ direct line movement puts you out of range of Markerlights for example) but you are still hitting on a 3+ against straight targets, not too bad. And then they probably just hostage the kroot, and you're in a worse spot than having broadsides touched. Onager Gauntlet: The other option to Fusion Blades for a close combat attack, this is from battlesuits only (which is good given they hit on 3s in combat). Darkstrider too, particularly if he is riding in a Devilfish together with some Breachers or Ion/Rail Pathfinders. Then, pay for Promising Pupil and give the Enforcer Commander…, I already have 36 on the way to my house lol, There's a few frustrations, and I think making Veteran Cadre available to all factions rather than just FSE would have opened up a lot more…, Color me underwhelmed with the whole thing. This leads both the Ethereal and Fireblade to being default Warlord options, and not bad ones at that. and the Command and Control Node. You are better served keeping your Etheral, on a Hover Drone, safe with bubble-wrap and general distance. For Ethereals this can be particularly important as they do not have weapons so Advancing can quite often be their default movement setting to ensure their auras end up in the right spot. 621 points for the bare minimum T’au brigade, though realistically 579 + the cost of the commander. Uplinked Markerlight specifies it procs off a markerlight weapon hit. Most turns, you’re probably in range of a lascannon or something. The biggest benefit of AFPs is their ability to damage units out of LOS and the upgrades to S, AP and D really help allow this option to be more useful than just plinking at infantry like a short-ranged mortar. Orbital Ion Beam (3CP) – This is one of the “please stay still for a medicore effect” abilities that you could stack for a Commander along with its Master of War ability (you could also use CNC Node for a short ranged Commander who has not moved in range). If there are big infantry units in your opponent’s army, the table has lots of terrain that they can gain cover from or the army gets automatic cover as some sort of army / unit bonus, this can become useful but you still need a unit size of at least 12 to get a statistical average of two kills. The fact that you can only make one attack with the onager gauntlet (and 2 with the fusion blades) is so dumb. I hate the nerfs to the only good tau army. 2018 18 23 00 GMT Literary Terms And Definitions N. Warhammer Tau A Theory Concerning The 7th Edition Codex. Beyond these “key” stratagems, Tau have a lot of situational or “only useful in very specific circumstances” based stratagems and some of them are very useful in those cases. Fail-safe Detonator (1CP) – Another very situational stratagem, this one provides mortal wounds to units within 3″ as the model dies. Puretide Engram Neurochip (PENchip): Your go to choice. We can immediately see that Focused Fire is better than Through Unity, Devastation but there is also about a 12% increase in damage (and we see about a 10% increase having both over just Focused Fire for about 30% total). At 1CP it is great to have in a pinch, particularly against armies that get free cover, units that get double benefits from cover or if you do not land enough ML hits. With that in mind, let’s have a squiz at what those CP are bringing to the table (keeping in mind we have already looked at the Sept specific stratagems): Multi-spectrum Sensor Suite (1CP) – The ability to ignore cover is certainly not a bad one, particularly on the big expensive Battlesuit options that Tau are likely to field (Riptides, Y’vahras, Ghostkeels, Broadsides, etc.) I want to like the supernova launcher but the only crisis-chassis weapon its profile goes with is the plasma rifle, which are just bad, sadly. As for Branched Nova Charge, if you take a Riptide budget for the CP to use this every turn until you have blasted the opposing army to its component atoms. 6 (Exemplar of the Mont’ka): Advancing without penalty is fantastic on Coldstars – you basically get free 40″ movement and that covers a huge amount of the board. Until then, let’s polish off the “front” part of the review and analyse the Relics and Warlord Traits. A large unit of Stealths, Strikes, or Breachers can use it to clear a whole area. Section Deleted from the Warhammer Community Site. How To Start Buying A Warhammer 40 000 Tau Empire Army. Off the top of my head and without running the math, you need big units like a Y’vahra or a Farsight bomb like Crisis Squad to gain enough here to make this worth the lost shooting. The fact that Shadowsun has this as a Warlord trait is super frustrating as it goes against her entire statline of play (I really hate the don’t move and get re-rolls concept). Otherwise regular CP use would be applied to Uplinked Markerlight and Neuroweb Jammer to protect key units in your opponent’s shooting. Kirby, my apologies, I led you astray. Before we look at the actual traits, picking which model is our Warlord is quite important. An extra dead MEQ or two is also nothing to sneer at. If you can maixmise markerlights for two or even three targets without reducing your firepower, your army becomes more effective. At 30 shots (so 10 triple tapping Fire Warriors or 30 single shots) your MEQ deaths are 5.185, 5.833, 6.481 and 7.13 assuming BS3+ and re-roll 1s at normal, through unity, Focused Fire, devastation and focused fire + through unity, devastation respectively. I would rather just shoot units dead than try and kill lots of models from lots of units and then get an extra dead model from using this Relic. You get to draw a 2D6″ line and each unit beneath it suffers D3 Mortal Wounds on a 4+. Everything else, the Tau just ends up being straight more effective (and IG only has about 30% more bodies, not enough to make up for the weaker save and worse wound rolls.). You could take a Drone Controller on the same Commander as you’re already sacrificing shooting but it still leaves an unpleasant taste in your moth. Yay. But overall it’s a very, very solid profile and can do good work against stuff like Custodes Jetbikes and DE vehicles, which are often problematic for Tau.
Solid-Image Projector Unit: This is only an option for Ethereals with a Hover Drone which allows you to move the model up to 3″ after being declared a target of a charge. Crisis suits are only usable as a bomb, ghostkeels got nothing but access to some pretty underwhelming 'relics',…, Tau Codex Review – Part 3: Relics / Warlord Traits, London GT Drama, Tau 1500 and Boardgame Stuff, Psychic Awakening: The Greater Good: Tau Review. The commander limit pretty much forces you to take Cadre Fireblades – so guess who gets to throw that EMP grenade? Picking which stratagems or units you want to benefit the most from these stratagems is key as it will help with your army building and also how you approach the early turns of the game. Nothing groundbreaking here – the PENchip and Through Unity, Devastation are your go to picks for a generic army. Taking this on one of your backfield characters is a good idea much like the Warlord traits – it stops you losing a really valuable ability with an aggressive Commander. Seismic Destabiliser: If buildings become more popular (they are not right now), being able to put D3 mortal wounds on something is always nice and can be another easy way to trigger T’au’s Focused Fire if you really want that building dead. First I was like “no it’s not, this was specifically stated in one of the previews”. It’s not bad in a pinch if you are taking Stormsurges or Hammerheads but given they are just a little below the battlesuit options, this is not going to see a lot of use I feel. Codex Tau Empire 6th Edition Warhammer 40k Lexicanum. 37 shipping. Would still prefer 4 of them :p. Incorrect on the prototype limit, wording just says when you select a relic. Download & read By in PDF, EPUB, MOBI, TXT and ZIP format. Tau Brigade: fireblades, strike teams, firesight marksmen, kroot hounds, sniper drones; 57 bodies A close-ranged Commander option like Fusion Blasters / CIBs and not on a Coldstar (or moving the Coldstar would expose the Commander) may have this option early turns without issue but as the game wears on or for other builds (if they remain relevant), losing lots of BS2+ shots is a huge opportunity cost. Next. Until then, as part of getting back into the swing of writing posts let’s finish off the Tau codex review. That’s 3 points cheaper than an absolute minimum IG brigade. pdf: 2018-01-23 01:58:40: 180. Like the uplinked markerlight stratagem you might not need it every turn but you should build your list to have enough CP to use it every turn. Multi-Sensory Discouragement Array: Tau do not have many leadership modifying options so there is no stacking ability with this Relic and anything else. Sure, you could use a drone but those are a scarce resource…get yourself a 3++ and tank some the fist turn or two. Tau already have SMS to get concentrated firepower on taking out things hiding out of LOS and the D6 makes it too variable for my tastes. Unfortunately it is still D6 shots which makes its reliability up and down (so… unreliable…) but after the change to CIBs made the Plasma Rifle strictly worse, it is the best weapon upgrade you can get.
Actually, that’d be an entertaining exhibition match to see, minimum Tau brigade vs minimum IG brigade. Tau are in a unique place akin to Imperial Guard where it is very easy to get lots of CP – a Brigade can cost as little as ~640 points (Fireblades, Hounds, Marksmen, Fire Warriors, Sniper Drones) with actual useful units.
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