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.
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 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.
1:53 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.
On the other hand... someone picking up Tau or Crisis Suits doesnt have to figure out how to get 9 CIBs when 0 come in the box of 3. We also get to have more than 1 weapon option that the points cost is based around. Between the datasheet rules and points cost, we have real variety among weapon profiles.
I’ve just come back from a game playing against votann. A deepstrike sunforge unit with a commander (with 4 fusions) dropped in to absolutely melt a sagitaur transport dealing about 19 damage. The wound and damage re roll specialisation is very spicy.
@@NosightTacticsyeah but they still went on to do other stuff. Worth it given it hadn’t dropped off the dudes inside and preventing them from getting further up the board worked out well in the end, was on track for a tabling.
And they can do the same against most Vehicles and Monsters(as they almost all require 5+ to wound). Full reroll to Wound AND damage rolls, is nasty on such a mobile platform. And if you can get within melta range, even things with "half damage" abilities, like Redemptor Dreadnoughts, Avatar of Khaine and C'tans, goes down due to how damage is calculated(you half the damage roll, but then add the melta damage bonus at the end). If you guide them with either Lethal or Sustained Hits(or both), they can cook just about anything. I do think that any commander should still bring a Cyclic Ion Blaster. It is still a great, versatile weapon, and it can now benefit from the special rules of the bodyguard unit(if in Sunforge, reroll wounds against Vehicles and Monsters). It helps if forced to shoot at infantry compared to having "yet another Fusion Blaster". Same with the High-Output Burst Cannon of the Coldstar Commander. Give it that, and the CIB, along with 2 Fusion Blasters, then join a unit of Sunforge, and you can take out most targets with a mix of high AP/damage shots and a bit of volume fire. All that said, we have to see if the upcoming points update change anything in any major way.
@@fendelphiI will say the strength 9 is a bit eh by itself given many vehicles are T10+. But paired with the retaliation cadre, which I was using this game, it does work well. A CIB for some anti infantry is a good suggestion which I’ll keep in mind, in this game I played, with votann infantry being reasonably tough and not very numerous , it actually worked alright with the full fusion setup. But for something with a lot more squishy/horde units, your suggestion seems an effective counter
I just recently got back into warhammer since having played back in sixth. I bought a crisis team because I wanted to make 3 of the commanders from the eight. In a unit now not only is only 2/3 three of them actually legal at all, you can't even mix and match units so I'm just stuck with a crisis team I can't use outside of legends
That is horrible! I'm so sorry to hear that. I hope wherever you play the people are pretty chill and don't care or let you say they're one of the three new datasheets you want to play them as. I hope GW brings the eight in data sheet form for your sake
All they had to do was remove the Cyclic Ion Blasters from the datasheets. They didn't even come with the kits in the first place. Regardless, I never used them and magnetized my suits so they survived. I still don't like the new "loadouts" they all suck except the dual fusions/shields, get ready for that to be the new spam.
Yeah fusion spam might be the future. But I have a feeling the flamers will be right up there with them. Sadly the missile pods and plasma rifles might not be used much this edition
Starscythes have been the real MVPs in the 3 games I've played with them so far, Fusions are good but not as versatile, and you can throw Cyclic and 3 Missiles on the Starscythe leader for some pretty dang good elite busting
@CommanderNearsight been trying out missle pods with retaliation. Lead with farsight, within 12" your strength 8, and free sustained hits into any early game blobs is pretty good. With full rerolls to hit as well. Had a squad wipe a yvraine troop squad pretty early because of it.
@@CommanderNearsightIn Mont'ka which aids mobility the Missilesides compete very well against Missile Crisis suits with a commander. The Missilesides gets rerolls to wound all the time compared to rerolls to hit of the crisis team in only certain circumstances. Either a tetra or a stratagem can give the Missilesides rerolls to hit on top of their twin linked. Commander plus missile crisis gets 20 missile shots and 6 gun drone shots. Missilesides get 18 missile shots, 12 SMS shots, 10 missile drone shots and 2 gun drone shots. Although it's at a worse accuracy most of the Missilesides firepower is twin linked and it's 42 shots for the Missilesides against 26 for the commander with missile crisis.
Newly subbed to the channel. I'm looking at starting a Tau army so very interested and eager to learn any & all tricks I can. I was a Marine player and basically got tired & fed-up of just losing basically every game I played. So I want to start winning for once.
They definitely need "something". I think the reason why they reduced the range was to make Missile Pods come more into their own as the "obvious long range" option, but it also made the Plasma Rifle weaker overall. The Fireknife Special Rule can be quite powerful though, and I think the potential of Rapid Fire Plasma Rifles would be very deadly on full rerolls to hit if they also have Sustained Hits and Lethal(Mont'ka detachment with the Sustained Hits spotter enhancement). Maybe Rapid Fire should be part of the unit ability, or even replace the current unit ability? Something along with "All weapons of this unit have Rapid Fire 1." This would give Plasma Rifles Rapid Fire 1 within 9" and Missile Pods within 15". Any Commander in the unit can also add Rapid Fire 1 to any of their weapons. It would be very strong, but also kind of fits with the "most expensive Crisis Team" when you consider the lack of durability(when compared to the Sunforge Team). A fragile knife made of pure fire. And unlike its current ability, it does not feel redundant when being guided by Stealth Teams, Tetras or while within the Aura of Commander Shadowsun. Damage 3 is a great profile as well. About the average of a D6 damage roll, but more consistent(less overkill or underkill against most elite infantry), and it becomes damage 2 against units with "halves the damage"-abilities.
Sick video I loved it I kinda dislike the crisis suit update as it’s restricting but I like that we get to use every weapon more often now but I feel like there were better ways to implement this like making cyclic ion blasters cost extra points
Thanks! And yeah using more weapons is way better than how it was. They certainly could have changed the cyclic ion blasters better than just getting rid of them all together.
Having 2 guns instead of 3 suck, but if they come with lower points costs for the crisis suits, then I'm glad for the change, since this would allow us to put more crisis suits and not need to babysit the crisis suits as much. You really didn't want any of them taking damage when they cost 200 points for 3 crisis, during the Tau Index costs.
Cyclic spam was boring and annoying not only because it was just objectively the strongest but also because they don't even come in the kit. Getting real ones sucked and just cost you more and more and more money even if you were 3d printing them. And 6man units also are just major overkill for like everything. Ive been playing the new Sunforges and Starscythes and they are frankly insanely strong, you'll be deleting or close to it for anything you target with a Starscythe and Sunforges *really* just delete everything especially without Invulns. It's honestly obscene in Ret Cadre to the point it has caused a fair amount of salt. I hope they're points'd fairly come next Thursday and the loadouts are extremely versatile. Not only that but their special rules all apply to the Leaders too so you can mix and match different guns with their different rules. Also, Flamers and Fireknifes make great spotters as well so you're not getting low value there
Then again, you probably wouldnt want to take too many CIBs on commanders now anyway. They cant pass on any of the Hazardous wounds they might take, which means you could very quickly be losing your leader with a few unlucky rolls.
@@fendelphiThe damage output was so good with CIBs that I ran 2 Quad CIB Enforcers on their own in the index as excellent deepstrike options. The issue was always that even with hazardous the CIB clearly outclassed the other weapons. Partially an issue with GW not wanting to give different points for wargear.
Boys flying around deleting full hp knights in 1 round then flying away behind cover. You guys are just paying for your sins and not even enough tbh they are still good depending on points
Who does not magnatise their crisis suits? I dont agree with you on ripping down weapons becouse every smart tau player magnetised their weapons only damage is that i have to strip down magnets from Cyclics.
I suppose good sir that I am a foolish tau player. I have never magnetized but on the upside I never had Cyclics either. Any good tips for magnets to use? Would love to get into it for my suits to be more versatile.
@@CommanderNearsight sorry didnt want to sound arogant its just unfortunately inevitable part of tau hobby. I magnetize everything on tau. I didnt even drill the holes just find magnets that will fit that existing hole on hand an then chip of that small thing on weapon and replace it with magnet and tou are done.
Don't worry about it man. I figured it was in good faith and helping others with the hobby. That's why I asked for magnet help since I've never done it. And cool I didn't know doing magnets would be that easy!
Its Sad and Uncool that somuch rotated out... or that loadouts are not viable or JUST GONE. Would be funny if the Majority of PLAYERS rejected 10th EDITON. NO....we boycot it!^^
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
I dont mind the specialization in principle, though i did like putting a single flamer on all my fusion squads for combat and overwatch. Im more upset 2/3 lost the invuln. Give the fusions unit iridium armour, give them All the units a 4++, and bump the unit prices up 30-50pts. Im okay with that. We are getting too cheap army wide as it is. Id rather have buffs, and points go up. As for the 3-mans, love it. Been saying it since Psychic Awakening. Broadsides need the same treatment and max out at pairs imo
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)
I don't know. I'm afraid of yelling into a mic I guess. I'll talk louder next time and let me know if it improves. I usually listen to things on low volume though so it might just be me being quiet and listening to things quietly so I can't tell much difference