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Uncle Nutsy
04-27-2013, 12:53 PM
After reading it and realizing they've given us the ability to take dual weapons, instead of them auto-twinlinking.. what's become your favourite loadout?

On my commander, I've gone with a dual missile pod/dual plasma setup if I need a lot of punch at various ranges, or a dual fusion with drone controller setup for the in-your-face type of fighting. Most of my XV8's have received the dual burst cannon configuration for most situations.

rpricew
04-27-2013, 01:42 PM
Most of my XV-8's are modeled with two Plasma rifles & either two Burst Cannons or two Missile Pods (recently picked them up from eBay). So I'm going to go with WYSIWYG for now, and then start changing them up.

I did just order a bunch of Paulson games dual laser rifle arms since they look like awesome conversions for TL Plasma.

ElectricPaladin
04-27-2013, 01:56 PM
The configurations that most appeal to me are dual burst cannons and dual plasma rifles. These configurations are both set to get around the factor that limits the effectiveness of crisis teams: low ROF. Consider that a squad of four crisis suits (a team of three and a commander), each with dual, rather than twin-linked, plasma rifles is putting out eight 6/2 shots at 24'' and sixteen at 12''. Assuming that your target is MEQs (or even TEQs), with twin-linked weapons a squad like that would be forced to play a dangerous game of harassment, jumping in and out of cover and out from behind blocking terrain. With dual weapons, they can jump in close and stand a good chance of wiping them out.

Let's get math-hammery. I don't think that math-hammer is the solution to all problems, but it does make the utility of dual over twin-linked weapons clear.

Against MEQs:
• 8 shots at BS 5 (because these are the Tau; you're a chump if you ever shoot a hard target at BS 3) = 7 hits
• 7 hits = 6 wounds
• 6 wounds = 6 dead (cover could be a factor if your markerlight support fails; again, when you play Tau, if you let them take cover saves, you've done something wrong).

That's enough to decimate a tac squad or some pesky sternguard. Two rounds of this - hiding behind terrain to avoid reprisal - will completely wipe them out. This configuration would do about as well against TEQs - 5 dead instead of 6, 3 if you're dealing with 3++ TEQs.

Given that multi-trackers now come standard, I could also see this as an excuse to include a flamer on each XV8. That's potentially as many as 4d3 autohits in Overwatch if the squad is charged.

That said, dual weapon suits are very expensive. We're talking about 120 points a suit. Whether 360, plus whatever the commander costs, is worth it to kill a ten-man squad of MEQs or TEQs in two turns is worth it depends on the rest of your army and your personal tactical style.

Despite the cost, however, this may spell the end of twin-linking. Twin-linking on crisis suits has always been a weird choice. The advantage of twin-linking is reliability. However, the Tau don't really need to make their shooting more reliable with twin-linking; that's what markerlights are for. What you usually do with twin-linking is reduce your army's reliance on markerlights so you can save them for the units that always need them, like massed fire warrior shooting, removing cover for your XV88s, or making your hammerhead's single railgun shot really, really count. The thing is that, as troubleshooters intended to go after hard targets - XV8s are almost always putting your firepower where it really needs to be... which is exactly where you want to use your markerlights, anyway.

apahllo
04-27-2013, 03:03 PM
i really think this change brings a lot of purpose to the dual missilepods and intercepter, like a more mobile version of broadsides. multi tracker is standard and nobody leaves home with out markerlights so twinlinked is now the weaker of the two options like electric said.

it also makes the target lock a way way better option, with something like a 3 man squad having 4 burstcannons and 2 fusionblaster/targetlock a neet way to add some anti armor. the dual weapon option really increases the lethality of crisis suits by a good margin. best errata Ive seen in 6th.

Diagnosis Ninja
04-28-2013, 01:12 PM
The configurations that most appeal to me are dual burst cannons and dual plasma rifles. These configurations are both set to get around the factor that limits the effectiveness of crisis teams: low ROF. Consider that a squad of four crisis suits (a team of three and a commander), each with dual, rather than twin-linked, plasma rifles is putting out eight 6/2 shots at 24'' and sixteen at 12''. Assuming that your target is MEQs (or even TEQs), with twin-linked weapons a squad like that would be forced to play a dangerous game of harassment, jumping in and out of cover and out from behind blocking terrain. With dual weapons, they can jump in close and stand a good chance of wiping them out.

Let's get math-hammery. I don't think that math-hammer is the solution to all problems, but it does make the utility of dual over twin-linked weapons clear.

Against MEQs:
• 8 shots at BS 5 (because these are the Tau; you're a chump if you ever shoot a hard target at BS 3) = 7 hits
• 7 hits = 6 wounds
• 6 wounds = 6 dead (cover could be a factor if your markerlight support fails; again, when you play Tau, if you let them take cover saves, you've done something wrong).

That's enough to decimate a tac squad or some pesky sternguard. Two rounds of this - hiding behind terrain to avoid reprisal - will completely wipe them out. This configuration would do about as well against TEQs - 5 dead instead of 6, 3 if you're dealing with 3++ TEQs.

Given that multi-trackers now come standard, I could also see this as an excuse to include a flamer on each XV8. That's potentially as many as 4d3 autohits in Overwatch if the squad is charged.

That said, dual weapon suits are very expensive. We're talking about 120 points a suit. Whether 360, plus whatever the commander costs, is worth it to kill a ten-man squad of MEQs or TEQs in two turns is worth it depends on the rest of your army and your personal tactical style.

Despite the cost, however, this may spell the end of twin-linking. Twin-linking on crisis suits has always been a weird choice. The advantage of twin-linking is reliability. However, the Tau don't really need to make their shooting more reliable with twin-linking; that's what markerlights are for. What you usually do with twin-linking is reduce your army's reliance on markerlights so you can save them for the units that always need them, like massed fire warrior shooting, removing cover for your XV88s, or making your hammerhead's single railgun shot really, really count. The thing is that, as troubleshooters intended to go after hard targets - XV8s are almost always putting your firepower where it really needs to be... which is exactly where you want to use your markerlights, anyway.
How are you spending 100 points on upgrades for a single suit? If I try really hard, I can make them cost 77 each at most.

ElectricPaladin
04-28-2013, 04:25 PM
How are you spending 100 points on upgrades for a single suit? If I try really hard, I can make them cost 77 each at most.

85 points per suit.
+ ~20 for weapon 1
+ ~20 for weapon 2
=115 points.

ElectricPaladin
04-28-2013, 04:27 PM
85 points per suit.
+ ~20 for weapon 1
+ ~20 for weapon 2
=115 points.

As you can see, the key is to misrecall how much suits cost. Once you do that, it's easy to make them cost that much. :-/.

Actually, you're right. 22 points per suit + 40 in weapons is a lot more manageable.

Panxer
04-28-2013, 07:55 PM
What I wanted for Tau Xmas...
I'm liking almost the same loadouts I used to use. XV8 teams Shas'Vre: Missile pod+Melta, Shas'Ui:Burst Cannons+Missile pods. Commander: Cyclic ion blaster (maybe)+ TL Missile pods, Bodyguard: Plasma/Meltas + Missile Pods(TL or no).

I miss the ejections system for commanders. I like the T5 XV8-02, but I really wish we'd have some cheese in the form of an ejection system to boot. I also miss the cyclic ion profile from the last codex. I miss the gamble of it. AP1 on a 6+ was pretty nice. Oh! And the Target array...BS+1 is sorely missed.

I also would've liked a XV compatible rail rifle like the pathfinders have. Even if it was 30pts, it still would've been worth it.

Uncle Nutsy
04-28-2013, 08:25 PM
nothing stopping you from adding in those toys in a game with friends.

Chris*ta
04-29-2013, 03:04 AM
I also would've liked a XV compatible rail rifle like the pathfinders have. Even if it was 30pts, it still would've been worth it.

Technically, doesn't the Broadside have an XV compatible rail rifle :p

Panxer
04-29-2013, 08:24 AM
Technically, doesn't the Broadside have an XV compatible rail rifle :p

It's not a commander, it's not mobile; and broadsides are basically now little more than instant death able AA defense platforms...yes, I know they put out a bazillion shots and if you give them missile drones, they put out even MORE shots, but honestly I'd rather have skyray; It's not instant death capable, if you buy the dispod it's got a 4+ cover on the move, comes with it's own networked markerlights, has better range than missile broadsides, and doesn't need to buy skyfire at 20pts.

Just my opinion, but broadsides are no longer an anti-armor choice. S8 AP1 from across the board and no melta rule or armor bane? Not looking too hot to me.

ElectricPaladin
04-29-2013, 10:16 AM
Let's look at the dual loadouts one at a time:

Dual Burst Cannons

With dual burst cannons, a squad of three crisis suits can put out a pretty fantastic twenty-four shots. True, they're 5/5 shots, but that is a lot of them. Dual burst cannon crisis suits will put a pretty serious dent in anything with 5+ armor and T4 or worse. The trouble is - as I've said before - that burst cannons are an answer to the wrong question. The Tau codex doesn't need any help putting 5/5 shooting on the table. That said... that's a lot of shots. You can't go wrong by pouring fire onto the target.

Dual Flamers

I just don't see the point. You're unlikely to be able to put out more 4/5 wounds with those templates than you're going to get 5/5 hits with dual burst cannons, and not only are burst cannons stronger, they can do it at 18''.

Dual Fusion Blasters

I mean... six 8/1 melta shots at 18'' is pretty great, but who's your target? For heavy infantry, you probably want something with more shots, something more like a plasma rifle. For vehicles... the thing is, with melta, the goal is usually not more shots, but to make those shots really count, because what you're counting on is the 2d6 armor penetration to deliver, rather than glancing to death (that's more a 7/4 long range strategy).

Dual Missile Pods

I see the appeal. Twelve 7/4 shots at 36'' is pretty nasty on a jet pack infantry platform. I could see a very tasty harassment unit kitted out with dual missile pods. The ability to put out so many 7/4 shots puts missile pods ahead of Krootox in terms of 7/4 shooting at range (not that anything's wrong with Krootox, mind you) and just behind silo-sides.

Dual Plasma Rifles

I think that plasma rifles are the real winner of the Tau FAQ. Dual plasma rifles on a three man crisis squad is six 6/2 shots at 24'' and twelve at 12''. Add a similarly equipped XV8 commander, and you have eight shots at 4'' and fourteen at 12''. If you math-hammer it out and assume markerlight support, that's four dead MEQ a turn at 24'' and eight or nine at 12''. Even 5++ TEQs have something to fear.

Another configuration I can see being very attractive is a sort of a boosted fireknife. Call it a firesword or something. Two plasma rifles and a missile pod. At range, it operates like a fireknife - one 6/2 shot and two 7/4 for popping light vehicles - but switches to plasma rifles up close.

Nabterayl
04-29-2013, 12:29 PM
EP, what are your thoughts about dual configurations vs. simply adding more suits? 52 points gets you a dual plasma suit, but 74 points gets you two suits with two plasma rifles between them. Do you think that the 22 point savings is good enough that one should, as a rule of thumb, double up before adding more suits?

ElectricPaladin
04-29-2013, 12:50 PM
EP, what are your thoughts about dual configurations vs. simply adding more suits? 52 points gets you a dual plasma suit, but 74 points gets you two suits with two plasma rifles between them. Do you think that the 22 point savings is good enough that one should, as a rule of thumb, double up before adding more suits?

I mean, it depends on what you want to do with them. Three suits with a pair of drones (preferably shield drones for the 4++) is a pretty durable unit. You've got an invulnerable save and two ablative wounds to put between the unit's firepower and the enemy. The unit has a decent leadership, so it's unlikely to run off the table, and even if it does, you can ensure that it will regroup with the bonding knife ritual upgrade. The thing is, if you asked me to choose between adding more firepower to a durable unit and just adding more suits... I'm more inclined to put those points where I think they're likely to stick around.

That said, if you want to put out a suicide squad - like XV8s with fusion blasters to deep strike and wipe out some pesky AV 14 - by all means, keep them cheap and twin-linked the weapons.

Neelam
05-02-2013, 04:43 AM
I'd just like to chime in about the Burst Cannons - XV9's do it better for a similar cost. 2x Twin Linked Burst cannons with T5/2W/3+/ Vectored thrusters and defensive grenades. I think they are about 80/90 pts with the default loadout. They get pricey if you add fusion cascades (although 2d3 S6 AP1 Melta shots each is tasty).

Edit: 75pts Base (come with multi-trackers)

Mr Mystery
05-02-2013, 06:11 AM
I pretty much agree with what's been said so far.

But what about that third slot? For me, I'd be tempted to have a Fire Warrior support squad farting about my lines, each with a Flamer. To get the most out of the unit, other weapons would likely be dual missle pods, as they have a good mix of range and hitting power, and can be use to pop transports before the Firewarriors hose down the survivors. Flamers of course come into play for Support Fire, where 3D3 S4 autohits is always sexy, and the odd sallying forth :)

Shas'O Alohcry
05-02-2013, 06:19 AM
I used a TL plasma and burst cannon squad, with gun drones. I found them very effective, I'm not sure if dual weapons would be worth it. Maybe with the Burst cannons because they are cheap and put out enough shots to not have to rely on marker lights (but would make them much nastier) and 36 Str 5 shots (gun drones aswell) are going to make even terminators a little worried.

Dual plasma would probably be worth it, but are 12 shots enough when you are only 12" away, and 6 shots, even Str7 ap 2 at 24" isn't that scary. They are a very marker light hungry (at least 4 red dots per turn/unit) if you have the marker lights available then they will be good, but I'm still not sold. I still think 1 TL and one normal would be a better investment, or maybe just two different weapons and a support system. But to each their own.

Mr Mystery
05-02-2013, 06:32 AM
Always dual, rather than twin-link. Twinlinking makes you more accurate yes, but dual weapons give you more potential.

A twinlinked Missile pod can only ever land two hits. Two missile pods, can potentially land 4 hits each and every turn.... Always always dual!

Tynskel
05-02-2013, 06:55 AM
Nah' sometimes you need to save points.

ElectricPaladin
05-02-2013, 07:51 AM
Nah' sometimes you need to save points.

This.

Basically, I think dual weapons have replaced the former mixed-weapons "expensive" formations, like fireknife or fireforge. It used to be that you had to take two different weapons in order to up the units ROF, because two of the same weapons automatically twin-linked. Now that you can just take two, say, plasma rifles and add Krootox or something to your carnivore squad, why bother adding a missile pod to your expensive crisis suit? Why not take two plasma rifles for the same price?

BUT, when you want a cheap crisis suit, nothing beats twin-linking. Its reliable, killy, markerlight-independent, and cheap.

Mrchilidog
05-03-2013, 07:26 PM
Forgive me, but I am not seeing where Crisis suits come standard with Multi-trackers. Where is it?


EDIT: Found it, under the armour entry.

KingKozuma
05-11-2013, 04:12 PM
I have been playing with a myriad of things trying to figure out the best way to gear my commander. After finding and looking through this post, I still can't decide what would be best. I am new to the game and after changing from GK to Tau, I am having difficulty with the full configuration for the commander. I know it has a lot to do with the tactics that I choose but I imagine there would be a decent non CQC commnder build. Would anyone mind giving me any ideas? I would really appreciate it.

Nabterayl
05-11-2013, 04:23 PM
Can you help us out by clarifying what you mean by CQC? In my mind, XV-8s are a CQC unit to begin with, since only one of their weapons gets more than one shot beyond 18".

KingKozuma
05-11-2013, 04:42 PM
Well the more I read the more people say they want to use the commander to deepstrike and run a very heavily offensive version of the commander. I just wasn't sure if a more defensive or well rounded version would be better suited.

Nabterayl
05-11-2013, 05:45 PM
Ah, well, there are certainly other ways to use a commander than as a deep strike bomb. For instance, you could use the Command & Control Node and/or Multi-Spectrum Sensor Suite to buff a squad of XV-8s, or put a pair of missile pods on a commander with Skyfire and Interceptor to make him an anti-reserve anti-vehicle platform.

Black Katalyst
05-22-2013, 10:54 AM
3x suits with 2x missile pods each is fun especially with a commander with cyclic, missile pod, and engram chip. 17x S7 shots at 18" with monster or tank hunter is fun.

I'm going to try a unit of 2x suits with TL FB and a single FB each, both with retro thrusters. Sounds fun, either hop up the table or deepstrike for some surprises.

I like the fact of taking two weapons in stead of TL but I feel I really need to keep points costs in mind.

DarkLink
05-22-2013, 04:35 PM
Hope you mean broadside suits, as crisis suits can't take missile drones anymore:

Tau Errata: Page 95 - Drones listAdd the following note to Missile Drones
* May only be taken by models equipped with Broadside
battlesuits.