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Post by lightcavalier on Jan 30, 2022 7:27:37 GMT -5
Idk why it just sunk in that ML being an action can make for some interesting tradeoffs (as you can only do 1 action in a turn w a given unit)
So for example Pathfinder are awesome for ML, but you'll basically never be using them for deploy teleport Homer's or thar new plant explosives primary....unless you can afford to not have their markerlight that turn
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Post by cmcd on Jan 30, 2022 11:33:33 GMT -5
The long-read: www.goonhammer.com/codex-tau-empire-9th-edition-the-goonhammer-reviewI'm about halfway through. But I gotta go ahead and say I TOLD YOU SO with this quote: EDIT: Lol, finally made it to the list section of the article. You know the hype train is wrong when they present 3 lists and only 1 of them takes a single hammerhead and another takes just Longstrike. Hope nope of y'all rushed out to buy 3/4 hammerheads. That's how good the heavy slot is, that the Hammerhead is the "easiest to cut" option they all debating pulling from their lists. Wow. IDK You can make a nice Mech list. With no upgrades you can fit, longstrike, 3 hammerheads, 3skyray’s in at exactly 1000points for a spearhead. Throw in one of each flyer, two devilfish with breachers and pathfinders, and a squadron of 4 piranhas. And you have a nice looking mech list. Lots of markerlights lots of firepower and mobility. And 9cp to start.
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Post by Frosty the Pirate on Jan 30, 2022 12:38:10 GMT -5
Action doers are indeed highly valuable. In fact, I think that Stealth Suits might be one of the best action-capable ones available to Tau.
Tau players will initially look at the sheer power of the firepower available to them and be dazzled, only to realize they've only managed to score 30 VP for their kill secondary and a few hold-1s.
It's a great theory to go balls-deep-Montka with a bunch of breachers/strikes in Dfish backed up by Hammerheads or Crisis Teams, but you really need those same units to grab primary objectives too, and if you disembark from your Devilfish you are far easier to remove and are at the mercy of those short-range procs/weapons.
Tau players are going to have to find the balance, enough firepower to be feared, but enough action/scoring power to actually win the game.
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Post by cmcd on Jan 30, 2022 15:48:15 GMT -5
Tau players are going to have to find the balance, enough firepower to be feared, but enough action/scoring power to actually win the game. I agree. There are some big hitters in the book. But Mobility and negating wounds is the take away for me with Tau. I love the stealth teams. Bringing two to clubs. Hoping they work out.
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Post by Hi I'm Derek on Jan 31, 2022 11:40:43 GMT -5
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Post by artonas on Jan 31, 2022 18:58:54 GMT -5
Not 100% tau related, but now that marker lights have changed, how does the strategem for deathwatch work? It says:
"Use this Stratagem in your opponent’s Shooting phase, after a T’AU EMPIRE unit has resolved its shooting attacks against a DEATHWATCH unit from your army. Remove all markerlight counters from that DEATHWATCH unit."
As it stands now, I can't use the stratagem until after a unit from the tau army shoots at my unit with the marker light buff. So if they only ever put one marker light on a unit, I can't use this strat.
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Post by LizardTau on Jan 31, 2022 19:18:40 GMT -5
That is true but it will make it harder for them to focus down one unit. Which markerlights are ment to do.
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Post by dave on Jan 31, 2022 20:01:20 GMT -5
Yeah, it does remove some value. Previously you could remove the ML and the tau player had the choice to reapply them, or put the next ones on another unit if you chose not to wipe the first. It made it really hard for them to actually get that full complement for a +1 to hit.
Now it sounds like they will always get to fire one unit with a ML buff and you get to wipe the remaining, if the unit is still alive. Handy if he's planning to shoot with a few units to whittle you down. Less so if he only cared about the first light to rock your face with a crisis squad or "big scary gun of choice". Either way, he has the option to use that ML on the highest threat unit.
Maybe they will address that strategem with the balance update. The application and value of markerlights has completely changed since it was written. Could be as simple as letting you wipe a unit after the action is complete, but that removes the counterplay of using the next unit to reapply. If that happens, the strat will become much MORE useful. I couldn't guess what they will do, if they even acknowledge it.
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