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Ok, this is to discuss the Tau previews, new Tau codex, and how it will affect Raven Guard. I want to discuss the new Pulse Rifle stats. Share what you have seen from games versus the Tau, and we can discuss the best counters for them. Also, I would like to see any speculation or leaks regarding the new Tau codex, with discussion of what that will mean for us.

 

For right now, we have seen the Tau Pulse Rifle has now achieved a higher level of Tech-Heresy by going from 30" to 36" and gaining AP-1, staying at S5 and Rapid Fire1. GW is obviously attempting to placate the "sensitive" and "vocal" among the player base, and incentivize Tau players to treat Fire Warriors as a working part of a list, rather than as a Troop Tax. The range seems bad, but with smaller table sizes, it matters less. I still don't see the cowardly Tau pushing troops forward to take objectives or key pieces of terrain, despite having transports and Breachers. I figure we will see one, maybe two, max sized squads of Fire Warriors clustered around an objective in their own deployment zone, likely with the support of a Cadre Fire Blade to buff them with his Volley Fire Ability, and hoping that their Marker Lights hit.

 

So, any thoughts on the extra 6" and AP-1 on their ubiquitous Pulse Rifles? My biggest concern is that AP-1 essentially cancels the +1 save from light cover, and if cover is removed via marker lights, then volley fire, and any possible buffs to their pathetic BS of 4+, it could be bad. But what do the rest of you say?

 

Next, their Devl Fish transports. Will they get a rule like the Impulsor, where they can move, then vomit out their filthy little fishmen, who can then shoot? Given this push to encourage the use of Fire Warriors in lists, it stands to reason GW may want to encourage the use of Breachers as well, as well as the use of Devilfish as well. What say you? Will we see Breachers cowering in Devilfish, moving up and disembarking to shoot our units from off of midfield objectives? Or, will Devilfish see about as much use as Impulsors, given smaller table sizes, points cost, and (lack of) durability?

 

Also, there was a game at a local shop this past Sunday, it was Tau versus Chaos Marines. I did not get the list break down, nor even the factions, but the Tau player, decent guy, I was pleasantly surprised, had an unusual list. He relied less on crisis suits, did not bring a Riptide. He instead had MSU Fire Warriors and Pathfinders, a Ghostkeel and 2 squads of Stealth Suits, but pushed forward, aggressively, with a max sized unit of Broadsides bedecked with High Yield Missile Pods and Smart Missiles, accompanied by a bunch of Shield Drones. Has anybody else seen that before? It is a far cry from the Tau castles I am used to seeing. What would a Space Marine commander do versus such a tactic? The best I can think of is stripping off the drones with massed small arms, then tey to charge Aggressors or Bladeguard into them, or maybe Outriders with Outrider Chaplin Support. Like I said, he pushed up aggressively, out of that 30" pulse rifle range for supporting fire, and really only the burst cannons of the surviving stealth team could contribute. By the Throne, the extra 6" would also encourage these kind of shenanigans!

 

Going forward, our own long range shooting will do us the most good versus the Tau. Suppressors that can cancel overwatch will be very tempting to use. For those of us running a "pure" Primaris force, you may have to grit your teeth and bring out a Whirlwind or two, and I recommend two whole heartedly. I see Invictors as a great way to dispose of Pathfinders hiding in terrain, but I would enjoy hearing other ideas.

 

This emerging threat must not be ignored brothers! There are few things more shameful than defeat by the filthy, cowardly Tau! Ave Imperator!!!

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I feel Tau are going to need a lot more than a pip of ap and 6' range on every weapon to be a genuine threat to marines, and I dont think they are even going to get that. I cant imagine an army that only operates in one combat phase will be compedative in the modern game so Ill still be 'accientally" leaving 15% of my army in the bos while playing against Tau.

I feel Tau are going to need a lot more than a pip of ap and 6' range on every weapon to be a genuine threat to marines, and I dont think they are even going to get that. I cant imagine an army that only operates in one combat phase will be compedative in the modern game so Ill still be 'accientally" leaving 15% of my army in the bos while playing against Tau.

The extra 6" and point of AP were previewed on the Warhammer Community site, so they are 99.9% sure to happen. As for how competitive they are, we all know Tau only show up competitively shortly after their codex drops up until they get nerfed or lose their nerve against newer and more powerful codex releases.

 

My point is, this upgrade to their basic infantry weapons on their troops, combined with whatever changes to marker lights, volley fire from a Cadre Fireblade, and whatever buffs an Ethereal can throw on them. The marker lights are easy enough to kill off, as they are on inaccurate drones, or very lighty armored T3 infantry that needs to cower in cover. I know I will be ready with my Incursors to dig those Pathfinders out.

 

When I think of Fire Warriors, puny litlle weaklings they are, there is a full-sized squad (or maybe 2), in terrain and/or on an objective, a few marker or shield drones, and character support from a Cadre Fireblade and/or Ethereal. Then there are MSU or halfway full squads of Fire Warriors placed to get the most out of Supporting Fire.

 

I have heard about, but never seen, a squad of Breachers pushed forward in a Devilfish to take a midfield objective. Instead, they drop in Crisis Suits, or try to start a Stealth team on the objective at the beginning of the game. Such laughable cowardice, having viable (by their pathetic standards) infantry and transports, but rely too heavily on their battle suit units, because it is the "safe" option.

 

I anticipate that trying to take the midfield early will be problematic versus the Tau. The Phobos Librarian may be helpful, because Tau have no psyker defense, but (and I keep hammering this point) it may be more about disruption than killing. Shrouding and Hallucinations will be our best powers. But, for Shrouding, another unit has to be closer. What about a Chief Apothecary Hero of the Chapter with the Master of Ambush warlord trait and maybe Selfless Healer escorted by 5 Bolter Aggressors?

 

Even if you go second, your opponent will still want to kill off those Aggressors, which will ideally be in cover. Barring ML support, the Tau will hit on 4+, but there will be volume of fire to be sure. At AP-1 the save bonus from cover will be negated, but hopefully the Aggressors will have the benefit of Dense Cover for that sweet -1 to hit. Hitting on a 5+, pulse rifles are not so scary. Then, Aggressors being T5, the Fire Warriors will need a 4+ to wound, and inflict 3 wounds to kill an Aggressor. Now Tau players usually focus fire units to death, but they are used to it working without too much effort.

 

Where the extra 6" of range come in, is they now rapid fire at 18" which is coincidentally the range on both Aggressor or Inceptor weapons. So, 20 Fire Warriors will shoot 40 shots at 18" or less, 60 times with a Cadre Fireblade buffing them. Normally hitting on a 4+ means 20 or 30 will hit, and 10 or 15 will wound, and with the AP-1 negating cover there will be between 3 and 5 unsaved wounds, or between 5 and 7 unsaved wounds if the Aggressors get their saves dropped to 4+. I mean the Apothecary will grant a 6+++, so you might get one wound back from that, but I never count on that. That is just one full sized squad firing at the Aggressors. Believe me, there will be more than that firing at the Aggressors. But, if they can soak that firt turn of firing, the rest of your army can sit on objectives, and in areas with good fields of fire, in relative safety.

I think with the potential increase in quantity of shots … and anyone paying attention these days quantity seems to be stressed over quantity regardless of AP in the current Mets … UNYIELDING IN THE FACE OF THE FOE

should become even more popular stratagem.

 

I feel Tau are going to need a lot more than a pip of ap and 6' range on every weapon to be a genuine threat to marines, and I dont think they are even going to get that. I cant imagine an army that only operates in one combat phase will be compedative in the modern game so Ill still be 'accientally" leaving 15% of my army in the bos while playing against Tau.

The extra 6" and point of AP were previewed on the Warhammer Community site, so they are 99.9% sure to happen. As for how competitive they are, we all know Tau only show up competitively shortly after their codex drops up until they get nerfed or lose their nerve against newer and more powerful codex releases.

I quite clearly say 'on every weapon' I read the same warhammer community article as you did, my point is if that same buff is rolled out to EVERY WEAPON in the Tau codex they will still suck.

 

Even with your example 20 fire warriors, which is itself a stretch as the current max size is 12 iirc, still barely kill two aggressors while in rapid fire range, that just isn't scary. 

 

It is possible that they get some crazy special rule but I don't see the point about worrying about that until that gets published/leaked

  • 4 weeks later...

A friend of mine shared the preview of the new Hammerhead Railgun. The Fire Warriors for the Tau are merely a speedbump but they'll be seen more and more to screen the bigger lines.

 

I am not a fan of the 'Shoot the choppy ones', 'Chop the shooty ones!' doctrine. Let's punish the enemy for using their strengths. Tau like to shoot and stand back, so let's bring a long range heavy support unit in the form of Hellblasters (Pure Primaris) to still put shots in their preferred range.

I don't believe in exclusively rushing to assault in a gunline.

 

Long range support in the form of tanks or heavy weapons squads will draw their fire in better priority, which is expected, and that should buy more time to press on with the line troops. Even with a fast moving Raven Guard, it's still better to ensure the fire is drawn away from the rest of the force.

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