#tauempire #warhammer40k #tactics Just checking out all of the T'au battle suits very shortly with the new codex coming out recently. Feel free to support on Patreon: patreon.com/CommanderNearsigh...
With the broadsides if you have a character with with strike swiftly within 6 of them then you can scout 6 inches. So you could hide them and if you get first turn move to a better line of sight or start in the open and move into cover if you are going second
Wow, tbh this is such an entertaining video. I loved hearing someone who thinks farsight has a better datasheet than shadow sun, keep up the good work, and can't wait for the next video!❤ Also, will you be streaming on Twitch soon?
Thanks I appreciate it! And I don't have a Twitch account so I think I'll be keeping the streaming to RU-vid. I know it a bit better but maybe in the future I could try Twitch
A small nitpick: when they broke up the crisis suits they also took away their auto-advance 6, I believe. I won’t have the codex in front of me, so I’m just going off of what I’be heard from other people.
That is true. I do believe one of the attachments(I think it is Mont'ka) does have a stratagem to auto-advance a unit 6" for 1 CP though. Overall, I dont think Crisis Suits have any issues of getting where they want to be, with repositioning stratagems, 3" deep strike stratagems, and 0-cost Rapid Ingress from Stealth Suits.
@@CommanderNearsightIdk about that, I mean, what kind of self-respecting battlesuit is open-topped and has no arms? The way they designed the stormsurge was a mistake >.
You're right. In my defense as I haven't owned one and all of the pictures I have seen up to this point gave be the impression that it was close topped so maybe a little more battlesuit-like. The no arms is a shame though. It is just glorified artillery :/
8:49 you’re correct that they don’t, however you can give them all two shield drones which would allow them to surpass the Bring It Down benchmark with wounds, so something to keep in mind. (Also something I heard from another source, so I don’t have it in front of me. Sorry.)
What I learned from you is that there is a difference in what you're going to put into a list: you're either using a unit for its abilities or for its flat stats. I learned that you want to get the best of both worlds out of a unit/model as much as you can. After that I typically go for good flat stats. A good example of this is when you touched on stealth suits in this video. You're basically paying for a hit/wound reroll "effect" because the actual unit itself is dogshit. My lists got much better because of you and I'm an infantry only player with a few exceptions. Thanks as always
The riptide is going to be a good option along with the ghostkeel. Maybe a stormsurge (with the multiple shot canon no the anti tank) and a broadside squad could be pretty effective too with rails for the mortals and seaker missiles. Crisis suits with plasmas is just too close for not enough shots but the rerolls are nice
How many wounds do they have, 3 per model? Fire Knife Crisis with full Plasma Rifles, arriving during Kauyon. If led by a Commander(with Exemplar of Kauyon to get the benefit at turn 2), you can have a total of 10 Plasma Rifles, rerolling all hits against a full unit strength target, hitting on 3+(going for 6s), Sustained Hits 2, wounding on a 3+. Could probably score 10 wounds on a single activation if guided by a Stealth Suit(reroll 1s to wound). Reduced potential if you cant get full rerolls to hit(so target needs to be at full unit strength, or be spotted by Tetras). Hammerhead Gunship with the Plasma Cannon. Overcharged, it is D6+3 attacks(with Blast, so maybe +1 or +2 attacks), Strength 8, AP -2, damage 3. Each failed save is a dead model. A lot of potential damage for just 130 pts, but will probably not be able to kill a full 10-model block on its own, even during Kauyon. And do not forget the humble(but risky) Breacher+Fireblade combo. 30 shots(plus drones and the Fireblade shots), with rerolls to wound if targeting an enemy on the objective, hitting on 3+(or 2+ if guided), wounding on 3+, at AP -1, can usually remove 3-4 models due to the massive amount of wounds generated. Potentially more, if you have access to Sustained Hits. They might get charged and killed if you fail to destroy the Terminators, but the total price of the unit is only 130 pts. If you bring 2 of these, arriving from Devil Fish transports(that also fires their Accelerator Burst Cannons and Pulse Carbine shots), you could probably wipe out a 10 model Terminator squad standing on an objective. A bit more tricky, if they do not(no full wound rerolls). Ghostkeel is not going to kill anything quickly with its Cyclic Ion Raker, but it might take a couple of models, so in combination with some of the above, it definitely helps. Similar case for the Riptide. It does not have the ability to remove a Terminator unit by itself, but it can add to the chip damage of other units. Starscythe and Sunforge Crisis Suits could be used to finish off a depleted unit(minimizing the risk of counter attacks), but otherwise should not try to take on a full squad of Terminators, as the risk vs reward is not that great. Other chip damage units: Pathfinders with Rail Rifles. Hitting on a 4+ if remained stationary during movement phase(3+ if Guided), Wounding on 2+, -4 AP(so they will be using their 4+ inv), Devastating Wounds, 3 damage. Might take a couple of models. Broadsides with Heavy Rail Rifles. They do not have enough shots to potentially wipe a 10 model Terminator unit, and they are rather expensive for this kind of role(90 pts per model), but they hit hard and have high AP, with a chance of Devastating Wounds(no saving throw), making them somewhat reliable at picking off models. Twin-linked Plasma Rifle and the Seeker Missile option also gives them a good model kill potential. They also have missile drones to potentially chip away at an extra model.