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fuzzbuket
09-25-2009, 11:08 AM
Is it just me or is there a lot of Tau in "whats new today" at gw's website, even more new articels than the wolves and planetstrike had a 2 page tau vs wolves??

cough*codex*cough.

Never anything wrong/broken with the tau anyway:mad:

jusn not 2 many players :eek:

just wondering

fuzzbuket;)

fuzzbuket
09-25-2009, 11:13 AM
sorry 'bout x2 posts but also new tau forgeworld+ in gw's tau battlesuit article there is the "dynamic entry" tau:D

Snarf
09-25-2009, 01:11 PM
Tau are great if you know what your doing... otherwise they are a hard hard army to play... the HUGE lack of close combat unites are a real pain... kroot are only a road block. But once you know there strenghts you should do well.

Rapture
09-25-2009, 02:57 PM
I love my tau army. They have a nice, clean aesthetic that can only be found with them or with Eldar. I also like the fact that they aren't into close combat. Why use a sword when you can use a gun? The Tau do still need some more work though. Right now, the fire warrior models are nice to work with but their lack of equipment options can be boring. Crisis suits are fun to build and use but could use a re-sculpt. Stealth suits are just cool but again limited in options. However, these are just my opinions.

There needs to be a plastic pathfinder box that establishes them as something other than fire warriors without thigh armor. The metal models leave little room for variation. The rules could use some love as well. They are supposed to be elite fire warriors but they play like space marine scouts.

What I don't like is that new FW crisis suit. I want to break its skinny little ankles and tell them to make a new one.

Elliott
09-25-2009, 05:14 PM
There wasn't anything wrong with the Tau, but many of their units are rapidly becoming overpriced. Those are my two cents. As for not too many players - we've got a pretty good selling army. Not Space Marine level, but then nothing is.

As for all the attention we're suddenly getting on GW.com - Lord knows why. It probably means we're not getting another codex for several years. :( Or maybe they've just started working on one, and have alot of Tau models out and about, and decided to make the best of it. :confused:

Who the hell knows with Games Workshop.

EDIT: Having looked at the PDFs now, I noticed that they're just reprints of old White Dwarf material. So, not even new stuff. I think they're just trying to throw Tau players a bone without actually caring to invest in a bone.

oni
09-25-2009, 07:59 PM
I don't care for them. They remind me too much of Anime.

fuzzbuket
09-26-2009, 01:34 AM
I love the tau, and the look on my mates face when 2 ven. death company dreads drop pod in:D
apart from that there. (i want a new FW crisis NOW):D

back on topic

Thanks for clearing that up i dont want this to become a *(insert army here)* needs an update thread! (I play a 3rd ed damonhunter dex:p with bits of paper/ Ba dex

P.S. Nasty blue shrit tried to make me use SW for my BA:mad:

sketchesofpayne
09-26-2009, 04:03 PM
I don't care for them. They remind me too much of Anime.

This coming from the guy with a japanese character as his avatar... 0_o?


Nothing causes me more auto-cannibalistic frustration like the tau. I seen even novice players glide to victory with tau armies. My game shop has two or three 10+ crisis suit armies. The theme of the army is overriding the core rules. These aren't serious complaints, I just find it annoying sometimes:

Skimmers moving through terrain must make a test... except for tau that have an upgrade that allows them to negate it.

Each model in a unit must fire at the same target... except for tau that have wargear that allows them to fire at whatever they want.

The unit that charged into close combat gets +1 attack... unless they're charging tau who have defensive grenades that negate that.

Fast vehicles must move over 12" to get a 4+ cover save... except tau tanks that have holofields that give it to them even if they hold still.

It's a joke in my playgroup that the core rule book is prefaced with "Except for Tau." :p

DarkLink
09-26-2009, 08:12 PM
This coming from the guy with a japanese character as his avatar... 0_o?


Nothing causes me more auto-cannibalistic frustration like the tau. I seen even novice players glide to victory with tau armies. My game shop has two or three 10+ crisis suit armies. The theme of the army is overriding the core rules. These aren't serious complaints, I just find it annoying sometimes:

Skimmers moving through terrain must make a test... except for tau that have an upgrade that allows them to negate it.

Each model in a unit must fire at the same target... except for tau that have wargear that allows them to fire at whatever they want.

The unit that charged into close combat gets +1 attack... unless they're charging tau who have defensive grenades that negate that.

Fast vehicles must move over 12" to get a 4+ cover save... except tau tanks that have holofields that give it to them even if they hold still.

It's a joke in my playgroup that the core rule book is prefaced with "Except for Tau." :p

Necrons like to do this, too. "We teleport out of combat. We ignore half our wounds. We ignore cover and ivulnerable saves (ok, so only a handful of units do that)." Playing against necrons is often an exercise in frustration.

As I recall, though, only Firewarriors get the photon grenades, and they are an expensive upgrade. And it only delays the inevitable. In fact, it makes it more likely the tau unit will survive for a turn before being killed, making it more likely the tau won't get to shoot the assaulting unit.

Katie Drake
09-26-2009, 08:20 PM
Necrons like to do this, too. "We teleport out of combat. We ignore half our wounds. We ignore cover and ivulnerable saves (ok, so only a handful of units do that)." Playing against necrons is often an exercise in frustration.

Yeah, but Necrons basically lose the game the first time a Warrior unit gets into close combat with anything more talented than a Guardsman. The heavy negative modifiers when losing close combat makes Necrons one of the easier armies to break as they aren't Fearless or Stubborn and don't have any sort of nifty rule to let them reroll failed Morale checks and stuff.

Elliott
09-26-2009, 08:47 PM
Every army "breaks the rules" in different ways. I don't understand why players consider the Tau somehow unique in their "unfair" ability to bend and break rules.

Yes, we can jump-shoot-jump. But Crisis Suits need 1) cover and 2) space for that to work. Figure out how to entrap them, and problem solved.

Yes, our troop transports (and tanks) can get an "always on" smoke launcher. Too bad it 1) doesn't work when the enemy is within 12", and 2) is on a really expensive, closed-hull skimmer chassis.

Darklink, you're complaining that Fire Warriors get defensive grenades? Really? 1) Tau players have to buy them, and 2) Tau players generally don't buy them, because they want their troops out of melee (read: dead or breaking) sooner.

And fuzzbucket, don't try to take the "morale high road" by acting as if you didn't know what this thread was going to become. Lines like "Never anything wrong/broken with the tau anyway" and "jusn not 2 many players" give me the impression that you're not a credible, unbiased observer.

I like my Tau cadre, and I know what we get some really awesome toys. But those toys are getting out-of-date and over-priced. Not as bad as some armies (I wish the Ordos would get some love, personally), but we're not top tier, either.

Katie Drake
09-27-2009, 10:57 AM
Every army "breaks the rules" in different ways. I don't understand why players consider the Tau somehow unique in their "unfair" ability to bend and break rules.

I think the point that the OP was making was that the Tau seem to have a lot of ways to "break the rules" compared to other armies is all. There's certainly nothing unfair about anything the Tau can field other than maybe disruption pods which are probably a bit too cheap for what they do in the current edition. That's no fault of the Tau or those that play them - it's just what happens when editions change.


Yes, our troop transports (and tanks) can get an "always on" smoke launcher. Too bad it 1) doesn't work when the enemy is within 12", and 2) is on a really expensive, closed-hull skimmer chassis.

1) The enemy isn't within 12" all that often unless the Tau player is being highly aggressive with his vehicles.
2) Tau vehicles are some of the best ones in the game. Not the best, but up there. That's not really a weakness.

fuzzbuket
09-27-2009, 03:48 PM
hey all


And fuzzbucket, don't try to take the "morale high road" by acting as if you didn't know what this thread was going to become. Lines like "Never anything wrong/broken with the tau anyway" and "jusn not 2 many players" give me the impression that you're not a credible, unbiased observer.

that was a statement to not turn this thread into a dE/=][=/insert name here needs a new dex thread
and by the way i am biased against the tau a freind dosent play tau against ANY army that can assault cause of a drop- poddin dread murdering his army and 5 assult marines slaughtering 20 firewarriors (sarge died by drone)
sorry to anyone who thakes this thread the wrong way

thanks:D

Fuzzbuket

Elliott
09-27-2009, 04:36 PM
Good points, Katie Drake, and I grant the arguments to you. Our tanks are really good, and they look neat too.

Fuzzbucket, I apologize for my snideness; I am overly protective of my favorite blue dudes. It's just a game, though - that might be justification for being rude to human strangers on the internet for some, but not for me. I'll try to abide by your proscriptions.

I'm sorry for your friend; compared to the Tau, every army can assault. He must not play much.

fuzzbuket
09-30-2009, 10:30 AM
its okay

my mate played more than i did he just liked winning more i half knew the tau rules (having helped another mate get into 40k) and 0% nid rules massive cheater like "without no. must cost under 6pts" so my mate did
gaunt 3pts
without no. 3pts
ALL the upgrades (inc warrior ones ) 99pts

and my personal fave

tyrant gaurd are counted as tyrants all synapse are psykers and psycic attacks are at normal A (and distance measured from nerast psyker= stealer (broodlord psyker?) )= warp blast s 10 ap1 assault 25! zoenthroapes dont have to take pearils!!

thanks

fuzzbuket!

BrotherAlpharius
10-01-2009, 06:01 AM
It's a joke in my playgroup that the core rule book is prefaced with "Except for Tau." :p

(Except for Tau) Units may fight in close combat :)

therealjohnny5
10-01-2009, 11:36 AM
This coming from the guy with a japanese character as his avatar... 0_o?


Nothing causes me more auto-cannibalistic frustration like the tau. I seen even novice players glide to victory with tau armies. My game shop has two or three 10+ crisis suit armies. The theme of the army is overriding the core rules. These aren't serious complaints, I just find it annoying sometimes:

Skimmers moving through terrain must make a test... except for tau that have an upgrade that allows them to negate it.

Each model in a unit must fire at the same target... except for tau that have wargear that allows them to fire at whatever they want.

The unit that charged into close combat gets +1 attack... unless they're charging tau who have defensive grenades that negate that.

Fast vehicles must move over 12" to get a 4+ cover save... except tau tanks that have holofields that give it to them even if they hold still.

It's a joke in my playgroup that the core rule book is prefaced with "Except for Tau." :p

i feel your pain, in our group we have a nid player and a tau guy. Both of them can be sources of frustration, though once you get used to it it's not so bad.:rolleyes: It's like that with nids too.

Your weapons re-roll hits and wounds?....awesome

Everyone in your army is fearless?....awesome

Immune to pinning and instant death?....awesome

wait you have how man wounds?....awesome

So terrain doesn't slow you down?...awesome

But then i suppose we could go on and on about this with each army if we got creative. Ultimately it's what gives each army it's flair and you have to learn to exploit that particular armies weakness. That's one reason i like to build a list and just play the hell out of it without changing things. more of a challenge in various situations....

DarkLink
10-01-2009, 12:10 PM
Yes, our troop transports (and tanks) can get an "always on" smoke launcher. Too bad it 1) doesn't work when the enemy is within 12", and 2) is on a really expensive, closed-hull skimmer chassis.

Darklink, you're complaining that Fire Warriors get defensive grenades? Really? 1) Tau players have to buy them, and 2) Tau players generally don't buy them, because they want their troops out of melee (read: dead or breaking) sooner.



Those smoke launchers are really frickin annoying.

No, someone else complained about how Tau can get Defensive grenades, and the point of my post was just what you mentioned: they're expensive, rarely taken, and only delay the inevitable. I agree, no one should complain about Firewarriors being able to get defensive grenades. My bad if I misspoke.