The main strengths of the Tau army is being allies. I already said, they're fine as allies. They're a horrible weak main force. Fire Warriors are not good troops. They can't/couldn't contest for shit, they got no special weapons and their transport is/was crap. Everything that was shit, stay'd shit. And Hammerheads are still bad and if i'd tell you to reall rethink ever picking something other than Broadsides. Both versions are better and Tau can't do Mech, so you're HH's are the only thing eating all the AT and usually die turn 1, maybe turn 2.Megalodon said:But the main strengths of the Tau are still there. Fire Warriors are good value for 9 points, markerlights are still twisted, and Crisis suits stayed the same/got better. True, the stuff previously not worth taking still isn't, but the good stuff is still pretty damn good. Only major changes where "Riptides of Crisis for Elites?" and the removal of "Broadside or Hammerhead for Heavy Support?", as Hammerheads are now simply better.Adeptus Aspartem said:The Taubook didn't work in 5th, and does not in 6th. The main problem, decent troops, still remain. Things that needed change didn't get any. It was mostly shuffling some numbers around but besides the Riptide it's the same friggin codex as before without S10 guns on the XV88.
Which means: Tau is still a solid ally, but a bad choice for a main force.
Alot of people were already aware this was going to happen, since the ally chart made the Tau the whores of the universe with 12 or so allies.
Don't get me wrong, it's not as if their not playable, they were my main army a long time, but for a tournament play their performance is to unstable to be considered anything but mediocre. Sadly, it remains the 2nd strongest Xenos codex (3rd if we count Chaos as Xenos and not as evil Imperials).
tl;dr => Codex changed numbers around, unplayable units still unplayable, bad troops not fixed
What the hell are you talking about? Conspiracy? When GW puts out a new Codex/Edition, their goal is to sell the most models possible. So they change the rules accordingly hoping that they meet that goal.What is that view based on? Why the assuption that every decision GW make is a mustache-twirling evil scheme to screw their customers (not to say those haven't been made before, bloody Finecast)?
EDIT: Better example of the kind of evil you're talking, repackaging Dire Avengers into five per box, then charging more for the fucking box. But again, while they pull shit like this, I don't see evidence for a conspiracy while they're writng the rules.
It has nothing to with evil mustache twirling. On top of that they're just stupid, because they've yet to figure out that a good product would sell itself without those dick-moves.
Criossant's, Vendetta and mainly the Helldrake. They're basically immortal (though Tau allies changed that slightly) and way to good pointswise. Specially the Helldrake removes ~5-7 Marines per turn easily. 2 Helldrakes alone are usually enough to eradicate half your troops if played well.Which flyersare broken, and which have been nerfed? Overall, I've not been too impressed with how flyers work, due to their movement rules, you only seem to get 2 turns shooting at what you want to target, which is not ideal in a 6/7 turn game.
I know that both the Vendetta & the Necroissants got some nerf but i cba to search it again, but if you're interessted you'd probably find it somewhere on yesthetruthhurts, they talked about it a few times.
DEldar is a 4th ed codex and never worked.If Mech is still stronger, how is there a "forced shift onto foot"? Also, which Xenos? The armies really play differently. If you footslog Dark Eldar, you're going to lose, but the Ork horde has lost little/none of its viability this edition. Then there's Nids, who never had the option. Not all Xenos are equivalent.
Orks never had viabilty, got a little bit with 6th. Specially the removal of fearless wounds helped. And even nowadays "working" Orc lists tend to focus on putting down 150+ models and just outsustain you - what a fun game.
Nid's are dead since the end of 4th, with the only exception of playing 6 Tervigons to draw on every game.
Eldar are craptastic overpriced. Necrons are boring because except the Fliers the codex is the same crap as before.
Demons, lol.
And Tau as the bitches of the ally table and a mediocre army at best.
Just from what i remember: For 2k, there'll be ~16 vehicles.What kind of points are you talking about here? What are these lists? Because even Guard will struggle to fit that many vehivcles into a normal 1500/2000 point list.
Coteaz, 6 Warbands (5 dudes /w Stormbolters) in Razorback /w PsyHeavybolter, 3 PsyfleDreads
Company CS in Chim and around 6 of Infantrysquads in Chims.
You'll end up with 6 Razorbacks, 7 Chimeras, 3 Dreads and everything except the Dread + 155pts HQ is scoring.
Heavy Armor is also no problem, since you can field up to ~16 Melter on 6 diffrent units.
The rest eats 18x TL S6, 21x S6 and 12x S8 from only the vehicles. The other 60 S5 and 50-100 S3 shots would follow.
Just by heart it's not perfect, but still incredibly scary. The costing point of this army should clock in around ~1'200 euros easily.