180 for riptides and their gun is still the same str. Its really not that great if you think about it. People complain about the durability for the price but most things shooting into riptides are big guns with big damage and lethal hits/rerolls is so common in alot of armies they go down fairly quickly. Ive played two games recently one was space marine centurions and the other was necrons with heavy destoryers hitting on 2's flat d6 damage. Riptides = deleted. Also Breachers did not need to go up, yes they shoot well but they need to be very close with a 10in gun and they die to anything that breathes on them and if your opponent has alot of flamers well say goodbye.
I absolutely love the tau from a painting perspective and especially the ghost due to it actually looking like a suit instead of a box lol. And now that im getting into actually playing the game outside of my first army admech im absolutely loving them and the broadside
The list I've been working on is one that is allergic to my deployment zone. Almost everything can deploy outside the deployment zone, has deepstrike, or will gain scout from the Mont'ka enhancement. Probably not viable, but once I figured out it was possible, I went all in.
The video is exelent but for most of the units has gone down in points, becose many of the units in the codex of the kroot hunting pack were very expensive, like the riptide was 245 points, i'm very glad that they went down in points, but I see this misconception in the old points in every video I've seen. But is a very good video
Still feels like a low blow seeing so many price increases for our Tau units when the codex released, even though Orks and Custodes got decreased points on their armies. Even if Custodes lost their FNP from the Index.
If the Kroot character options have to stay at the current price points, then both Carnivore and Farstalker units need a 5 point reduction. They are quite good, but squshie, which is what makes it hard to defend the fairly high points cost. A nice 2 unit combo for them is a Kroot Carnivore unit with a Kroot Trail Shaper attached, and a Kroot Farstalker unit with a War Shaper attached(Warstalkers). The Farstalker+War Shaper combo is a legit threat to most support characters(especially infantry based) and can screen out a large part of the board with their infiltration(a total of 13 models). Basically you deploy them first to deny enemy infiltration units. The Carnivore+Trail Shaper combo can then redeploy both units after both sides have deployed and after knowing who will go first, allowing you to shift a flank or find a better target for your Warstalkers to engage. The Carnivore+Trail Shaper combo also act as a light harass unit that can sticky objectives and have a reactionary move if something moves within 9" of them. Having both provides some very nice utility in any detachment. But they are vulnerable, especially at the current price point. If either the characters or the units were reduced by 5 points, it would feel a bit better. Other stuff. The Cadre Fireblade was 50 pts in the begining at 10th, and I thought he was a bit situational. I mean, he boosted the unit, but at that point cost, you could basically buy half a unit anyway. 40 pts were probably a bit too good. 45 pts would have been a decent balance, I think. Tau lacks cheap and "safe" characters to put enhancements on. I am fine with the Breacher and Devilfish point increase. They are still excellent units, and are now a bit more priced according to their power. I dont get the Broadside pts increase. They hit fairly hard, but are slow and not difficult to take down. You will typically need 2 models to take down a transport reliably in 1 activation. If your opponent denies you firing arcs, they will have a hard time earning their points back, and they will almost always expose themselves to danger to do so. Mont'ka does make them fairly powerful, but I dont think that potential alone should be a +20 points increase. I am thrilled that Piranhas stayed the same. They are so much fun as either an early harass/blocker(single model) or when showing up as reinforcement to blow up something big(3 models). The adjusted prices of the Crisis Teams also seems good. Sunforge was the most durable and the one with the biggest single-target damage potential, so it made sense it would see a slight increase. Fireknife is now an effective trade piece for their cost, and can help take out problematic units by delivering the first strike(rerolling for lethal and/or sustained hits, or for opening up a target for the Kroot). And Starscythes are now so cheap, that you can use them in combination with Stealth Suits for some fun overwatch tricks, without it feeling like a massive investment. (You get your stealth suits into a good position, your opponent moves up to potentially charge them, you rapid ingress a flamer squad of 3 Startscythes that can overwatch if the opponent decides to charge in a later phase. Otherwise you overwhelm the lured enemy in your own turn)
@@CommanderNearsightThey don't have a problem playing with legends, but for a day the units weren't confirmed for legends and I thought I had to "homebrew" it and use the datasheet from before the codex. Seeing how the Guard Combat Engineers got deletet after 9th and just didn't go to Legends I genuenly feared it would be the same for all the T'au stuff. Btw, the Tetras are still awailable on the Warhammer web store.
Devilfish went from 75 to 85* (corrected), if I’m not mistaken. I’m pretty new to the scene, but a 10-15% cost increase feels like a pretty hefty nerf. I was playing around with a 1000 point army list, these increases ‘costed’ me an entire broadside.
They were probably the best transport in the game prior to the nerf. 2 powerful one-shot missiles for anti-tank duty, 2 gun drone platforms to give it assault keyword(able to move long distances and do actions, or deploy its payload and spot for them), a decently powerful weapon for close range support(Acclerated Burst Cannon), on a flying T9 13W SV3+ chassis and moves a base of 12". They were a complete steal at 75 points and still worth it at 85 pts.
Yeah it's crazy. Not to mention that one is immortal warriors that can come back from anything with living metal shooting weapons that de-atomize you and the other is a physically weaker blue human with a fancy shot gun
Breacherfish pieces going up 10 points each is deserved, they're the best infantry in the game and the whole combo is extremely powerful especially with Codex Kauyon and Montka. Riptide going up is disappointing, honestly they underperform for me every time and any Crisis team or Ghostkeels do it better for cheaper. Broadsides are still good with the hike, just pretty harsh since they don't benefit a ton from any of the new stuff except Montka Missilesides. Fireknives suck butts and not in a good way, Starscythes do their job better and cheaper. Ghostkeels with Fusions in Ret Cadre can (and have for me) 1-turn killed a Hekaton Land Fortress so I'm glad they didn't get nerfed. Kroot Carnivore points going up is expected and they're still very good at 75, same with Farstalkers at 85. Hopefully War Shaper gets cheaper if they rule Join The Hunt as not freecastable but that's still highly debated right now. Rampagers are goated.
I don't think my upcoming army has really changed. I was running about 1955pts before the Points change & codex release. But I'll double check in case.
Cadre fireblades going to 50 makes sense since something like a Cadian Castellan gives sustained hits 1 at 45 points with fall back and shoot. Fireblades just give damage no strings attached.
I got a Y'vahra a few months ago that I was planning to really take some time making look good but now it is gone. Can be used in "Casual" games but even then a lot of people aren't big on facing Legends units. Guess I have an extra nice looking Riptide now.
Okay, so you get a pass for missing this since... you didn't technically miss it at all, but I'm revisiting this video because the Gun-rig is up for special order at the moment and I'm debating on getting it. My question is, isn't there an enhancement with Mont'ka(?) that allows you to redeploy up to 3 units and give them infiltrators? Or maybe I'm thinking of Kauyon. Either way, I need to check my codex and see if there's a way to pop a shieldwall or Gun-rig up in the middle of the board for the fun of it.
@@CommanderNearsight oh, it was the scout move. Still good if combined with assault and an auto-advance 6”. Something cheeky could definitely be done with that.
Whats nuts to me is how badly a nerf Crisis Suits got with the codex. From my understanding, all 3 Crisis datasheets are outperformed by the triple cyclic of the index. I really dont like taking Crisis outside of maybe 1 unit for some backfield harrasment. It feels bad.
2:27 idk if it’s funny or sad that tau have to have a strategem that space marines just get on a unit that can have plasma cannon or heavy bolter pistols.
unless theyre using gravis marines which a lot of space marine players are these days. plasma is straight up better at killing gravis than missile pods.
I'll need to practice my magnetising for my Crisis suits. I'm thinking just glueing my Cold Star with high output burst cannon & Ion blaster because its iconic and looks good. As for the Crisis suits. I'm definitely forming an Anti-Infantry team. I'm tempted more by the twin burst cannons than flamers. Because theres the chance to roll low on number of attacks. And the bursts have better Strength, especially with the Retaliation Carde bonus. As for the Anti-Elite. Missile launchers are actually looking pretty damn good. Especially compared to other factions missile options. My tank is going to primarily be my Broadsides. But I'll run the fusion teams for a couple games and see how they perform. Rolling for 5s & 4s (depending what detachment your using & target attacking) is all well and good with re-rolls. But not ideal.
Smart plan. The Cold Star load out sounds epic and iconic. After that your army building ideas are sound. I lean flamers myself because of skipping the hit roll. But yeah broadsides are a good primary anti tank and a nice complement would be the fusion suits but they can be swinging fishing for 4s and 5s
With thr focussed fire strat in montka both units dont need to be the corresponding guided and observer units so you could have a single pathfinder guiding for 2 units both with missile pods
I really like the potential the Fireknife Team has at 150 pts. Great for opening up and weakening enemy units from range with that full reroll to hit on Full Unit Strength targets. At 30" range. They have some good application in Mont'ka(missile swarm+sustained and lethals with full rerolls to hit) and Kroot(bring a target to below half strength for a Kroot unit to finish off) detachments as is, but if you are a little daring, you can get in close for some nasty damage in Retaliation Cadre as well. For Kauyon, they do not seem "as strong", because by the time it is active, few enemy units are still at Full Strength(except maybe their reinforcements), and so you will see less benefits, but they are still a fairly cheap unit with decent firepower. About the Plasma Rifles. Yes, they do need some kind of boost to really shine. Personally, I would love for them to have Sustained Hits 1 for a bit of redundancy and less reliance on detachment/enhancements/Stratagems to deal good damage. That being said, damage 3 is such a good value. Against targets that reduce damage by 1, you still do 2 damage. Against targets that have a "halves the damage" ability, they also deal 2 damage.
In a 1 or 2kpts game I'm not sure. If you go for a full 3 teams, it's kinda reliant on plentiful characters to shoot at. And I could field 2 Firewarrior squads with Fire blades to support them. In a 3k game. I might be tempted as a means of locking down one side of the board or character hunting. I've used snipers in Marine armies and the results have been, less than adequate. But hey. I don't get guided in Marines.
regular crisis suits cant take cyclic ion blasters anymore so im not sure why youre comparing missile pods to them. and if im playing retaliation cadre im probably not taking fireknives either. I think the other crisis suits are way better for that detachment.
-1 AP is not enough for something with 4+ or 5+ in cover. Missileknifes are very average, specially in retaliation cadre, where they are directly trash
@@CommanderNearsight yeah but even then theyre average because you can give the same buffs to better crisis suits. the problem is the board is just too small to really take advantage of the 30" range.
I ran Fireknives vs Votann yesterday. Gotta say, MAJORLY underperformed. Killed a total of 5 models the whole game, the rerolls are basically always going to be just 1s which you can just get with Shadowsun or Stealths anyway. Do yourself a favor and run Starscythes instead. They either have better Arrokon and Prototype Weapon Systems use from double the shots or insane Overwatch, and works better with Farsight anyway. Or if you have the points, Fusions are much easier to Wound with and become AP-5 and you're probably doing at least the 2 damage per hit anyway even if you don't have Melta. Ghostkeels are better antielite and better tanks for 10 more points as well, with the option for the shockingly strong Fusion collider (MELTS Land Fortresses)
They just faq Mont'Ka so that ranged weapons get assault by default and guided units get lethal hits. Doesn't change anything about the suits cause theyll be guided anyways but justh throwing that out there
My plan for the weekend, even before I saw this video: Coldstar leading Fireknives, taking full missiles, in Mont’ka. That’s 20 attacks, able to get Lethal Hits (guided), Sustained Hits (strat), +1 AP (enhance), all from 30” away! I’ll use Mont’ka speed to find the right line of sight and obliterate something turn one.
@@CommanderNearsight This could have worked if I wasn’t shooting a Nemesis Dreadknight. Very underwhelming, but still viable against the right toughness
lets be honest, people were not actually customizing their suits. yall straight up lying if yall were using anything besides cib's lmao. now theres actually a variety of units and not just 1 suit
It is unfortunate to lose the customization choices for them, but I do enjoy the new abilities that give the suits good perks for their respective targets on the battlefield now. Torching chaff has never felt so good.
I think if they wanted to buff it, a fun idea is to make Novacharge a beginning of the round ability and say that you get Devwounds on ranged weapons and turn your 4+ invuln to a 3+ until the start of your next turn.
All the older Tau players at my local, will no longer going to play with Tau because of all the take aways from Crisis. Having to rebuild half of their army is really silly.
@@CommanderNearsight It's all good. I planned to play Kroot. I got bunch of boxes for $50off. And sold Codexes/cards for $40-50. Have been wanting to play Horde Tau for a long time.
@@CommanderNearsight Hunting Pack is the most Competitive and Meta changing. Having two 12in anti-deployment bubble, will be so strong. Plus having up to 9 lone operatives, with 180 Kroot (and 2CP respawn) is abusive. (Lone Spear, Ghostkeels and Marksman)
You're speaking my language! But I don't know who has the money for 180 new kroot. (Though I would like that because I want pure infantry and 180 kroot would be ideal for that)
1:53 they allow the non standard unit in legends, so it will probably be more expensive and not get adjusted, but GW Grot Team Six isn’t gonna come kick in your doors if you play with legends units.
I kinda want to make a kitbashed unit of coldstar suits that have fusion blades and onager gauntlets from the older codices, to get my Armored Core Last Raven jollies off.
1:20 all my stuff was magnetized, literally with the drone changes and the reduction in wargear, GeeDub is saving me from having to paint extra shit. “I’m taking the free extra wounds on everybody I can” I’ve put a piece of tape over the wound and wrote in the correct appended amount per suit.