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Count Adhemar
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PostSubject: Re: another Tau suit    Wed Sep 30 2015, 11:50

Shame really as I love the aesthetics of the army and found a colour scheme that was quick and easy to paint but looked good on the table.

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Squidmaster
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PostSubject: Re: another Tau suit    Wed Sep 30 2015, 12:07

@Massaen wrote:
I just don't get that mentality - to me that smacks of being a bad sport and sore loser.

Are you seriously saying because someone plays Tau - list unseen - you wont play them?

really?


Unfortunately yes.
I know how it probably looks, but it really isn;t just about losing. I just never enjoy playing against the Tau. I think they're a massive roadblock to the way I enjoy playing, so I've never been able to play against Tau and actually enjoy the game.
There have been a few instances where I;ve had to as part of a league fixture, but I've found the games incredibly frustrating more than anything else.
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Massaen
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PostSubject: Re: another Tau suit    Wed Sep 30 2015, 12:10

What exactly is the issue? I have struggled against Tau like the rest of us but never not played them for just being Tau

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Jimsolo
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PostSubject: Re: another Tau suit    Wed Sep 30 2015, 13:00

@Massaen wrote:
@Count Adhemar wrote:
I have a small Tau army and basically stopped playing them a while ago. Not because they were OP but because I found them incredibly boring to play.

I did the same - they don't suit (pun intended) the way I like to play

Same thing here.
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The Red King
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PostSubject: Re: another Tau suit    Wed Sep 30 2015, 16:35

If I remember correctly I read somewhere that FW responded that it does have FnP but it's lack of suit systems (night fight, interceptor, etc.) Was intentional.

As well as something else. Can't remember.

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Count Adhemar
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PostSubject: Re: another Tau suit    Wed Sep 30 2015, 16:38

Apparently they said that it should have Stomp and FNP but does not get the multi-tracker and blacksun filter that most Tau suits get as standard nor does it get Supporting Fire.

It doesn't really need the multi-tracker as GC's can fire all their weapons anyway. Seems a bit weird not to have blacksun filters though.

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The Red King
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PostSubject: Re: another Tau suit    Wed Sep 30 2015, 19:12

Well that means it won't get the interceptor/sky fire right? That's suit systems?

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Count Adhemar
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PostSubject: Re: another Tau suit    Wed Sep 30 2015, 21:43

@The Red King wrote:
Well that means it won't get the interceptor/sky fire right?  That's suit systems?

It can take up to 3 support systems. We don't know what the systems will do in the new codex though.

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Jimsolo
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PostSubject: Re: another Tau suit    Wed Sep 30 2015, 22:47

I think its a fair bet most of them will stay (broadly) similar.
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colinsherlow
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PostSubject: Re: another Tau suit    Thu Oct 01 2015, 01:27

I will psychic scream it to death near my armour of misery and mask of secretes.... Annnd Grotesquery

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PostSubject: Re: another Tau suit    Thu Oct 01 2015, 01:40

While that's my intent too, remember it will probably have an Invulnerable save from wargear, and definitely have FNP.

If it has a Shield Generator, even with the -5 to its Ld, each Shriek is only going to get 1.83 wounds actually through, on average.
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Klaivex Charondyr
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PostSubject: Re: another Tau suit    Thu Oct 01 2015, 07:01

Also do not forget that it can get interceptor, so deepstiking with WWP next to it may not be the brightest of ideas.
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PostSubject: Re: another Tau suit    Thu Oct 01 2015, 16:12

Honestly, baiting it into interceptor fire the turn it plants itself might be a good option. You'd eat one volley to deny it two the next turn.
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Count Adhemar
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PostSubject: Re: another Tau suit    Thu Oct 01 2015, 22:39

@Jimsolo wrote:
While that's my intent too, remember it will probably have an Invulnerable save from wargear, and definitely have FNP.

If it has a Shield Generator, even with the -5 to its Ld, each Shriek is only going to get 1.83 wounds actually through, on average.

Mirror of Minds on the other hand...

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PostSubject: Re: another Tau suit    Thu Oct 01 2015, 23:00

With -4 or better, annihilates it utterly. I can't wait! Very Happy
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PostSubject: Re: another Tau suit    Fri Oct 02 2015, 14:03

@Massaen wrote:
What exactly is the issue? I have struggled against Tau like the rest of us but never not played them for just being Tau


I'm not sure I can really nail it down, but in my experience I've simply never enjoyed any game I;ve played against Tau. That could be down to the players involved, or the specific lists they and I have taken, but I've never found myself able to enjoy them.
Believe me, I know this is a problem, and primarily mine. I realise it says something reasonably bad about me as a player, and recognise the flaw in my character, but I just simply can't help feeling that way.
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Klaivex Charondyr
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PostSubject: Re: another Tau suit    Fri Oct 02 2015, 14:12

Not only your problem. Tau are a pretty much the same each time you fight them. Castle up and shoot away as they do not really have other options. No psykers, no melee, no movement to speak of. It is worse than imperial guard who can at least try to play in other phases outside of shooting.
But Tau is like: Movement? Nah. PSI? Nope! Shooting? Booooom! Melee? Lol, no!
That makes them extremely dull to play or play against. Can't say I ever enjoyed anyting with Tau.
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PostSubject: Re: another Tau suit    Fri Oct 02 2015, 16:29

@Squidmaster wrote:
@Massaen wrote:
What exactly is the issue? I have struggled against Tau like the rest of us but never not played them for just being Tau


I'm not sure I can really nail it down, but in my experience I've simply never enjoyed any game I;ve played against Tau. That could be down to the players involved, or the specific lists they and I have taken, but I've never found myself able to enjoy them.
Believe me, I know this is a problem, and primarily mine. I realise it says something reasonably bad about me as a player, and recognise the flaw in my character, but I just simply can't help feeling that way.

Please don't take it as me being critical of you - I was just curious if you could nail it down. I very much doubt its a flaw in you! I despise playing IG and can generally pinpoint why that's the case so was curious if you could do the same.

@ Klaivex - I tend to disagree with this - all the tau I face tend to be quite mobile and are often in place with counter assault units when you do catch them. We don't do the PSI phase either so I can't be critical of them for that!

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PostSubject: Re: another Tau suit    Sun Oct 04 2015, 13:12

I have to agree that Tau are not usually that fun to play against. For me, the main reasons for this are Markerlights, Army wide Str 5 (and above) shooting, and Smart Missile Systems. If we got to make some sort of save against Markerlights, that would help mitigate the feeling of helplessness against them. But nope, if they hit your unit, you're screwed and there's nothing you can do. SMS are the same way, they ignore cover and don't need line of sight. For an army like ours that relies on cover and movement to hide our fragile boats, SMS creates a situation where you arent interacting with your opponent, but rather watching them roll dice and then picking up your models . Not really that fun.
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Count Adhemar
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PostSubject: Re: another Tau suit    Sun Oct 04 2015, 14:54

Markerlights should allow cover saves to be taken against them. Just hitting should not be enough. What use is it putting a markerlight on the building that a unit is hiding behind? Or the bit of space that they zoomed through a minute earlier? I can understand not needing to wound or penetrate and I can understand not getting armour or invulnerable saves but cover absolutely should apply.

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The PayneTrayn
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PostSubject: Re: another Tau suit    Sun Oct 04 2015, 21:46

I agree that markerlights should allow a cover save, but how do you adjust their power to compensate?
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Count Adhemar
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PostSubject: Re: another Tau suit    Sun Oct 04 2015, 22:06

@The PayneTrayn wrote:
I agree that markerlights should allow a cover save, but how do you adjust their power to compensate?

Allow units to benefit from their own markerlights? Give squad leaders markerlights and target locks for minimal points cost? Increase general accessibility of markerlights? Allow markerlights to remain in play for the entire turn rather than being used up by a single unit? Some combination of the above?

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PostSubject: Re: another Tau suit    Thu Oct 08 2015, 15:24

The Stormsurge is really hard for Dark Eldar to deal with.
It's a Gargantuan Creature, so Poison does next to nothing. Lifebane works. The best weapons I could find in our arsenal against it are the Ossefactor and the Ichor Injector, but we don't have a lot of those. And it still has 3+ armor, so Necrotoxin Missiles are likely wasted on it.
It sucks in close combat, but few things in our list can hurt it. Also, stomping can kill everything that tries anyway.
It doesn't have Skyfire, thankfully, but potential 48 Strength 5 shots still make it a threat to our fliers.

Other than that, I found it to be vulnerable against psychic powers, melee Gargantuan Creatures and, of course, Destroyer weapons.

*sigh* Looks like we'll have to call the monks and clowns for help again.

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Last edited by Rokuro on Sat Oct 17 2015, 23:20; edited 1 time in total (Reason for editing : Still mixing up the gauntlet weapon names...)
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PostSubject: Re: another Tau suit    Thu Oct 08 2015, 15:29

360pts, that IS a half-decent squad of 3 Talos.
They could probably so some serious harm to it before being Stomped.
If you threw in a well equipped Dark Artisan formation, that might do a nice bit of damage, though it might take a turn or two of combat. That would at least keep the thing tied up for a turn too.
(Tying it up might just be the best thing to do with it at all. Throw something small and annoying in to hold it up, but in large enough numbers to make it useless for a few turns)
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Count Adhemar
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PostSubject: Re: another Tau suit    Thu Oct 08 2015, 15:29

Taloi with Ichor Injectors would murder this thing relatively easily...if they could ever get into combat with it! 4 attacks, hitting on 3+, wounding on 2+, no armour save, ID on 6 to wound.

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