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The Ghostkeel takes the Infiltrator keyword, meaning that in can deploy anywhere on the board that is outside of the opponent’s deployment zone and more than 12″ from an enemy model. Crisis Shas’ui: 3x Flamer DT: TY7 Devilfish [6 PL, 103pts]: Burst cannon . T’au have been a tough army to play well for some time and while they have the tools to compete in 9th edition, doing so will be difficult. These are a bit steep, but neither increase is enough to deter the clear benefits of each in 9th edition. Piranhas give you multiple fast, cheap, durable models for blocking enemy movement and moving out to capture objectives while Tetras have a similar advantage but with the ability to deep strike and a heavy markerlight that no longer suffers a penalty to hit from moving. And I’ll be honest: at the moment, this doesn’t seem to have changed much going into 9th edition. Even at its arguably pushed cost post Chapter Approved 2019 it never saw much play so this isn’t the biggest loss but it’s still sad to see, especially given it’s Power Rating just dropped low enough to make it more affordable to place in Strategic Reserves. Expect to see a lot of lists running exactly one to help with securing the primary early on, and maybe some infantry heavy lists trying more. I won’t win any prizes for pointing this out. Shadowsun, conversely, is probably a bit less useful than she was – she’s a force multiplier and you’re going to have less stuff to amp up with her, though her old one-two punch of Mont’ka turn 1 to move the castle up and Kau’yon turn 2 to do damage is strong. Farsight Enclaves Battalion Detachment (T’au Empire) [83 PL, -5 CP, 1,380pts] Emergency Dispensation (2 Relics) [-3CP] Veteran Cadre (4+ models) [-2CP], HQ: Commander in XV86 Coldstar Battlesuit [9 PL, 169pts]: Advanced targeting system, 3x Airbursting fragmentation projector, Supernova launcher (replaces 1 airbursting fragmentation projector) . The playtesting highlighted an underperforming codex and this is the GW bandaid, aka RIP Tau for 9th. It’s worth saying that while Coldstars caught a hit, their absurd mobility is better than ever on 9th’s smaller boards – there’s genuinely nowhere safe from them, and clutch plays to steal objectives at critical moments are a vital game winning tactic. 2x MV1 Gun Drone: 4x Pulse carbine, EL: XV8 Crisis Battlesuits [26 PL, 300pts] . 9x Fire Warrior w/ Pulse Pistol + Pulse Rifle: 9x Photon grenades, 9x Pulse pistol, 9x Pulse rifle . They have a very poor win rate and have even sniffed near a top spot in the last round, from what I can see. The better news is that the weapon and equipment options are all essentailly unchanged. 2x MV1 Gun Drone: 4x Pulse carbine, Troops: Strike Team [5 PL, 110pts] . Fire Warrior Shas’ui: Pulse rifle . In the new edition, there is a cap, so no units can suffer a modifier of more than -1 to hit, so you can still make your firepower count. The largest challenge for the T’au Empire in the new edition is the change to the Fly keyword. The restriction will limit the Fire … Because that doesn’t need you to nova charge your guns to do its thing, and you can Branched Nova Charge the other one, you can bring enough drones to get them through turn one then have both bouncing around on a 3++ for ever after. They’re more on the “nice to have” end of things than a vital part of the army, but worth considering if you have 80pts left at the end of a list. The best thing that can be said about the Ta’unar’s short time at the 750-point mark was that it was undercosted (or appropriately costed, depending on whether you are talking to someone who owns one) just long enough for Richard Siegler to demolish Nick Nanavati’s Harlequins with it on stream. Farsight Enclaves Patrol Detachment -2CP (T’au Empire) [21 PL, 450pts], HQ: Commander in XV85 Enforcer Battlesuit [8 PL, 170pts]: 4x Fusion blaster . They have gained the Dark Gods’ favor more than… Scout deploying something that needs real firepower to kill is great in 9th so these can’t be totally ruled out, but our guess is the increase proves just a bit too steep for them to get there – a real shame. Everyone knows that the best units in the T’au codex throughout 8th edition were the Riptide, the Commander, and the Shield Drone. They take a point increase that nets out to 28pts once you factor in their drones, and for a unit that traded off being cheap and cheerful and also getting -2 to hit while the drones were up, that’s rough. But that means you aren’t on the objectives with 1,000 points of your list, and that’s not something you can afford to do in 9th edition. The Supreme Command detachment is exactly 1 unit, not 8. All the various cheapo foot characters don’t get too much in the way of point increases, but do get a lot weaker overall. I’m certainly going to take another look at the Ghostkeel. Of the three T’au units that I mention above, the change to the Fly keyword hits Commanders the hardest. The Tetra Scout Speeders are also very important here, using their 18″ movement to zip around the board, either capturing objectives late in the game or pushing out to score Engage on All Fronts early. Granted, this is quite a bit more than the roughly 300 points of Commanders that we are looking to replace, but it could very well be worth it. Combine this with synergies with the Tau empire 'allies' units. Both named Commanders do have the drawback of eating up one of your now-precious Commander slots without mounting the kind of punishment a properly tooled up vanilla one can muster, and it may prove that neither is enough of a draw to make it into lists. The Razorshark does a lot better, only going up ten because its main gun gets folded in, so stays reasonable and paradoxically if you want something to proc the Farsight bombing strat, the Razorshark is probably it. Finally, we’d be remiss not to mention the Y’vahra, one-time contestant for most hated unit in the game. Let’s talk about something that is a little more out there: the Tiger Shark. Fire Warrior Shas’ui: Pulse blaster . Big Red Box 1 Overwatch in 9th Edition. I feel Tau are lacking somewhat in 8th but I’m also waiting on an order for some of the models I want for my Marine armies and Tyranids (while Eldar haven’t really pricked me with the 8th edition bite yet) so what better way than to review that in a tournament setting. So after however many years of not going to a tournament, jumping into one straight away for 8th. Do you really love the lore of the Warhammer 40k universe but shy away from the tabletop game because you have no idea whats going on? We see huge drop offs in damage potential for a lot of the old hats once we hit T7+. Because the Tiger Shark is a Forge World model, players who are only beginning their journey into the Empire would be well advised to choose something a little more conventional, but for the veteran T’au player, the Tiger Shark offers some interesting options. Keep in mind the current Tau strategies are developed according to the Games Workshop's Tau Empire 4th edition Codex and the Games Workshop's 6th edition Rulebook - which will influence your purchases. Top 5 Tyranid units (9th Edition Warhammer 40K) T'au Empire 9th Edition Army List Doctor | Warhammer 40k. From the options you have, Breachers are almost certainly the best, given 9th favouring close engagements and the extra resilience the Guardian drone brings, with one or two units of Kroot also being potentially worth a look just because of how good being able to stuff some obsec units into terrain mid-board early on is proving – that pre-game move is going to do some real work for you in missions with close-but-out-of-deployment zone objectives. Hitting on 2s is rare for T’au players, and now that our Commanders are less useful, we need to look elsewhere for a 2+ platform.
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