Wednesday, November 28, 2012

Tau Uber-Suit Rumors round up





















There seem to be conflicting rumors regarding a Dreadknight sized Tau Mech coming with the new codex next year.   To me both rumors make sense because it sounds like they are testing whether they want the big mech to be a walker vehicle (like a dreadnought with front, side and rear armour values) or a monstrous creature type (like the grey knights dreadknight that has wounds and regular armour saves).   Here are the stats:

Originally Posted by shaso_iceborn in Warseer:

WS2, BS4, S5, T6, W4, I2, A2, Ld8, Sv2+4++ 


Here is a similar post about the same unit from Stickmonkey at Warseer:

Tau UBER-suit
AV:11/11/11
Hullpoints:2
Dual (not linked) Rail Cannons
Missile Launcher
Interceptor/Skyfire
Many upgrade options including Stealth

BONUS Tasty Morsel:

Markerlights gain the ability to grant Skyfire. 


Personally I'm hoping they go the Monstrous Creature route.   The AV 11 and 2 Hullpoint stats seem very weak, and I don't see a big target like that lasting very long at all.  Its so easy to hull point vehicles to death now in 6th edition.  It would DEFINATELY need Disruption Pods to stand a chance, but even then it can't move flat out to get any bonus.  

 I definately like the Toughness 6, 4 wounds option better.   I also like the fact that the suit is BS4, maybe that's an indication of how crisis suits will be in the next codex?   Crosses fingers.   I don't mind if firewarriors stay BS3 (as long as they get a cost reduction), they're quite similar to Imperial Guardsmen except for better armour and guns.  But I digress...

What do you guys think of these rumors?   Would you prefer the Vehicle Walker route or the Monstrous Creature route?

Also, allegedly the above picture of a Tau mech conversion is supposedly close to what the actual model will look like (according to shaso_iceborn),  What do you think of that aesthetic?

Post your comments below!

Tuesday, October 9, 2012

Latest Tau Rumors from Stickmonkey and Faeit 212



More and more Tau rumors seem to be popping up lately, perhaps a sign that their codex is being worked on?   All signs seem to point to a new codex early next year.

Here's Stickmonkey's latest from Warseer.com:

This is what I had earlier this year:

Quote Originally Posted by Stickmonkey View Post
There has been some speculation on this, and I'm getting chatter now that seems to reinforce a few things, so I thought I'd post what is floating my way.

Tau Codex early next year.
Source still have first part of next year as timeline, I'm going to speculate and put this Q2/Q3, a little later as it does seem to have a lot ahead of it.
Quote Originally Posted by Stickmonkey View Post
Kroot and other existing allies are there, however they are limited. There appears to be an "Allies" supplement which will be out about the same time and include many more options. (aside: Dare I start a Spring of Allies moniker...ah well then it will end up being 2 years from now)
My sources are telling me kroot are in fact still part of Tau, and have a new unit or two including a beastly transport. They may have more options in a later supplement.
I also checked into the demiurge rumors, and was told "There are no demiurge in the Tau codex."
Quote Originally Posted by Stickmonkey View Post
Crisis suits completely redone.
My sources all said to expect new crisis suits. These are not the forgeworld style, but are much more elegant compared to the current models. I also have rumors that confirm there are multiple new suits in the codex, crisis being what we know, there is also a smaller suit similar to the stealth suit, but not as bulky designed for close combat, and the broadsides while the same relative size as a crisis suit have much more bulk to them and are a separate build/model. Finally, I do have sources telling me there is a bigger suit, which has been reported from others. Reports have it being a ranged beast(metaphorically, not literally) with 2 twin linked rail cannons and a missile option. So I'm sure it will become a target of choice in games
Quote Originally Posted by Stickmonkey View Post
Stealth suits completely redone.
Sounds like the reason for the redesign was this new cc suit which will share a box with the new stealth suit.
Quote Originally Posted by Stickmonkey View Post
Pirahna has new option and I am not sure if it will be reboxed together or be sold as an upgrade kit.
From out of left field is word the new piranha option is to transport a cc suit unit, this option replaces the drone pods on the sides... I am personally very skeptical of this rumor. I really don't see it happening, based on other conversations I've had I expect the Pirahna will remain unchanged at this point.
Quote Originally Posted by Stickmonkey View Post
New Pathfinders were seen being worked on a while back.
There is a plastic kit in the works for pathfinders, however my sources don't think it will be part of the initial tau release.
Quote Originally Posted by Stickmonkey View Post
Ethereals expanded, new unit options around them.
This is again from the left field world...supposedly the ethereals have a new race that they are using as a psychic conduit. This new unit option is similar to a psychic choir, and their effectiveness diminishes the smaller the unit gets. Sounds like a way to retcon psychic powers into tau...I would steer clear of this rumor for now, their might in fact be a new unit here, but the established tau no psykers fluff seems too strong to do this IMO. And barring some stronger confirmation, I think this one can be dismissed for now.
Quote Originally Posted by Stickmonkey View Post
There is a FW Tau model which has a unit entry in the codex. (My take is this might actually be a new plastic kit taking over a FW model, and before anyone yells GW doesnt cannibalize FW...yes, they do, they have, and they will.)
Supposedly the remora drones will be in the codex. And will be flyers.
Quote Originally Posted by Stickmonkey View Post
The floating chair ethereal was seen being worked on for a new model.
Sources say this was a designer test model and the existing model is still in the line.
Quote Originally Posted by Stickmonkey View Post
New fast skimmer sized between hammerhead and pirahna.
Could be the cc transport Pirahna, none of my sources had anything on this now. It could also be the flyer.
Quote Originally Posted by Stickmonkey View Post
Flyer has dual gattling cannons
Sources are all sticking by this on the flyer.
Quote Originally Posted by Stickmonkey View Post
Flyer has option for rail guns
Sources say there is a rail gun option for the flyer.
Quote Originally Posted by Stickmonkey View Post
Flyer has bombs (not missiles!?)
Sources say it has options for AA missiles or bombs, But can't take both.

Quote Originally Posted by Stickmonkey View Post
Rule rumors (these are rumors people! I hate posting rule rumors cause I am not involved in that. Please take fwiw)
Railguns have a JOWW effect, they can hit multiple models in a line, but if hitting vehicles has a max number of hull points it can cause. the way this is described is it draws a line from the barrel to table edge, every model under starts taking hits starting with the closest. if it hits a vehicle or structure with HP, its strength drops, once it hits 3 or a table edge or fails to make a penetrating hit its done. rhino line's watch out!
Little more on this. Mostly confirmed this is the way of it, but that it does have a max distance. Some conflicting rumors that you roll for number of hull points it penetrates when fired, or it's fixed. And also conflicting sources saying if it penetrates it causes 2 hull points of damage vs 1.
Quote Originally Posted by Stickmonkey View Post
There is some rumor of an Anti Psyker weapon. like night fighting, but no psychic powers for a game turn.
. My sources had little on this other than the one which attributed this to the new ethereal unit.
Quote Originally Posted by Stickmonkey View Post
There is no flyer dedicated transport, and the existing flyer is going to be competing against some very good other options
. All sources confirmed. There isn't a dt flyer.
Quote Originally Posted by Stickmonkey View Post
The jetpack troops have some option to "pop up and shoot" from cover.
no information on this from anyone. So I'm going to say this is probably not valid any longer.


Next up is rumors from Faeit 212:

 Please remember that these are rumors

via Faeit 212 (A Must Remain Anonymous Source)
-Tau are coming early next year.
-Unit profiles are being finalized.
-The Tau are looking more and more like it will utilize and potentially modify the allies feature.
-unique fortifications.

-Just info on rules, no idea on models:
-HQ option to make crisis suits troops (not a special character, just an upgrade)
-crisis suits remain roughly the same but have a couple new weapon options.
-New 1-per-squad weapons
-new heavy support suit that has stats like a carnifex and no jet pack, just a big mech
-new elite suit that has a lot of sub 18" gun options, with a high rate of fire, or low AP.  High toughness and -good armour save at a minor loss of mobility (think jump pack instead of jet pack)
-two flyers, one for AtA one for AtG (same basic fuselage)
-fire warriors are a little bit better and have more of a stormtrooper / commando feel, than a rank and file guardsman feel.

-oh and one of the other things right now, I was able to confirm that the current playtest is that firewarriors who do not move in the movement phase may immediately run after firing their pulse carbines in the shooting phase. 



Some very interesting bits.    No more Demiurg rumors, I guess that was a complete fabrication.   But, it looks like the Tau are using a wide variety of suits to solve different tactical problems.  Close combat suits, heavy support carnifex/like suit, elite suits with more gun options.   The crisis suits are what got me into the tau (that and their vehicles) so I would LOVE to see a wide variety of suit options with an updated look. 

Like I said earlier I really like the Anti-Psyker rumors for Ethereals (and this may tie in to the Space Marines interest/battle brother status with Tau in the 6th edition rulebook).   This would definately give a reason to actually take them.   I don't want Tau to have psyker abilities but would LOVE for them to negate them more easily (like dwarfs in Fantasy).   Definately excited by these rumors!




Thursday, August 2, 2012

Even more Tau rumors from Bell of Lost Souls forums



Here are some more juicey tidbits from Bell of Lost Souls:

"Ornithopter (8-1-2012)

I was told, that GW is trying to invert their release order. Instead of two follow up waves after a Codex release they will release one or two smaller waves of models before every codex, one big release with the codex and some stragglers thereafter (mainly re-releases and model updates). This is widely known and not hard to deduce. But I was also told that this is only a test run for two upcoming releases and GW is fully prepared to switch back to the old modus operandi or a completely different release schedule.


GW has used the period of reduced LotR activity to produce new ranges far in advance. GW sits on a whole pile of army books/codexes and finished masters and has the flexibility to alter their release schedule seamlessly. The next two releases (Warriors of Chaos and Dark Angels) follow the old pattern, but the next two releases
(Tau and Eldar) after these are deployed in the new fashion.

The Tau Codex was pushed back because of this, but only the book. The first batch of models will be released even earlier than planned (maybe even this year) – and yes, there are Kroots and no, there is no Lamprey – this whole set of rumours is 105% fake.


Faeit 212 (8-2-2012)


Flyer waves incoming: Four more fliers in the pipeline: renamed Eldar Nightwing (finished),
Tau Copperhead (finished), and a medium sized Space Marine and a large Ork flyer.

Model production and codex production are decoupled after the planning phase now. Warriors of Chaos, Dark Angels, Chaos Space Marine codices are finished,
Tau and High Elves nearly finished.

Every army rulebook from now on will have a special defining mechanic.

- Tau have a system of unit upgrades that get unlocked by another unit or other effects. For example, a Firewarrior cadre with an ethereal next to it, with markerlight support and scouting kroot unit will get a serious buff. Every unit has a small chart for three of these effects."


Here are my thoughts on these rumors:

- I'm doubting the Tau flyer will be called a Copperhead, everything Tau is named with fish/aquatic names, plus there are so many aquatic names to still choose from:  Mako, Stingray, Guppy, etc.

- I agree that the "No more Kroot" and "Lamprey" rumors sounded very fishy and weirdly worded... I dont believe them at all

-  I like the whole "defining mechanic" aspect of codexes going forward and I like the synergistic angle that Tau upgrades may or may not have.   It may also tie into to earlier rumors that certain HQs make certain units Troops or give them other special abilities.

What do you guys think?

New Tau Rumors from Stickmonkey on Warseer



Stickmonkey over at Warseer just posted some juicy Tau rumors.  Here they are:

"There has been some speculation on this, and I'm getting chatter now that seems to reinforce a few things, so I thought I'd post what is floating my way.

Tau Codex early next year.

Kroot and other existing allies are there, however they are limited. There appears to be an "Allies" supplement which will be out about the same time and include many more options. (aside: Dare I start a Spring of Allies moniker...ah well then it will end up being 2 years from now)
Crisis suits completely redone.
Stealth suits completely redone.
Pirahna has new option and I am not sure if it will be reboxed together or be sold as an upgrade kit.
New Pathfinders were seen being worked on a while back.
Ethereals expanded, new unit options around them.
There is a FW Tau model which has a unit entry in the codex. (My take is this might actually be a new plastic kit taking over a FW model, and before anyone yells GW doesnt cannibalize FW...yes, they do, they have, and they will.)
The floating chair ethereal was seen being worked on for a new model.
New fast skimmer sized between hammerhead and pirahna.
Flyer has dual gattling cannons
Flyer has option for rail guns
Flyer has bombs (not missiles!?)

Rule rumors (these are rumors people! I hate posting rule rumors cause I am not involved in that. Please take fwiw)

Railguns have a JOWW effect, they can hit multiple models in a line, but if hitting vehicles has a max number of hull points it can cause. the way this is described is it draws a line from the barrel to table edge, every model under starts taking hits starting with the closest. if it hits a vehicle or structure with HP, its strength drops, once it hits 3 or a table edge or fails to make a penetrating hit its done. rhino line's watch out!
There is some rumor of an Anti Psyker weapon. like night fighting, but no psychic powers for a game turn.
There is no flyer dedicated transport, and the existing flyer is going to be competing against some very good other options
The jetpack troops have some option to "pop up and shoot" from behind cover.


All I have for now

Cheers."


My initial thoughs:  

- Crisis Suits need a serious resculpt so I'm happy to hear this.  Stealth suits however, are pretty cool looking even though they are overpriced points wise.
- I realllllly hope they make Ethereals useful.   They would be a great way to buff troops in general.
- The multi unit penetrating Railguns have been thrown around alot and that would be a very cool option, not to mention very cool cinematic effect on the game.
- Anti-psyker weapon is AWESOME and tau definately need it, I've always wanted them to be sorta like Dwarves in Fantasy:  they dont use psyker abilities but are highly resistant to them.

What do you guys think?

Thursday, July 26, 2012

Firewarriors vs. Kroot in 6th Edition



So I've finally been able to play a few games in 6th edition with my Tau and like most shooty armies I think they have gotten a slight boost.   Overwatch can help, especially with twinlinked weapons.    One major boost that has actually played into a few games is Tau's easy access to Nightvision for basically everything but Kroot.   This leads me to the subject of this post:

Are Kroot mostly useless now in 6th edition?

Sure, Kroot are pretty much our only answer for Close Combat.   They have a decent WS and amount of attacks, also the hounds have a good Initiative.  But, as opposed to 5th edition, I NEVER want to charge with my Kroot anymore.   Any overwatch wounds will auto kill because Kroot's optional 6+ armour save just isn't worth the points.    With the new edition, I'd much rather have my Kroot sit tight and rapid fire anyone who charges them.  

But, if this is the case now, wouldn't Firewarriors do a much better job?  They have better armour saves, better guns with a longer range, and because blacksun filters are pretty much mandatory now, the firewarrior team leader gets a boost in Ld saves.   They can also benefit from markerlights and if you want, you can give them bonding knifes so they can always regroup.   Not to mention you can give them EMP grenades that are VERY effective against vehicles (though a bit pricey, in my opinion).

I usually ran 10 Kroot with 5 hounds for 100pts in my lists.   For that amount you can get 10 firewarriors and for 13pts more you can get black sun filters for that unit.   It seems now that firewarriors seem to be the better option with 6th edition.

What do you guys think?   Do you find Kroot less useful now that close combat units have been nerfed a bit with Overwatch?   Do you have other uses for Kroot that I haven't addressed?

Friday, July 20, 2012

Turn 8 Podcast: The Aquila Has Landed




Here's the new podcast from Turn 8.   This week we talk about the new 6th edition;  what we like and what we don't like.  Also, we go over the movement rules.

http://turn-8.com/2012/podcast/episode-23-the-aquila-has-landed/

"It’s 6th Edition baby!  Everything old is new again, including podcast episode titles, hooray!  Anyway, as I’m sure you’ve guessed, this is our first episode officially covering 6th edition of Warhammer 40000.  We’ve got a full crew this go ’round with Andy, Mike and Dave joining us to give first impressions on the new rules.  Plus our signature Battle Report this episode covers a lot of new features, including allies!  Not to mention the triumphant return of the Rules of Engagement.  We’re going back to basics with this one and starting simple, with movement.  P.S.  I apologize if it sounds like some of us are standing in a wind tunnel during this episode.  It’s been well over 90 degrees here (33 for you Celsius folks) and the A/C’s are on overdrive.

Plus don’t forget the usual great content including This Random Time Period in 40k …"


  • 00:00:00  Episode 23 Intro and Contents
  • 00:02:00  The Round-up: What Have We Done Since Last Episode?
  • 00:21:12  This Random Time Period In 40k! – Finecast and Chaos rumors, new Forgeworld and Black Library
  • 00:34:29  First Impressions: 6th Edition
  • 01:23:05  Battle Report Info
  • 01:34:39  Battle Report – Tyranids vs. Space Marines with Blood Angel allies
  • 01:53:35  Stratagem and Post Battle Discussion
  • 02:11:00  Rules of Engagement: Movement
  • 02:17:49  Thanks for Listening!

Monday, July 2, 2012

Tau Buffs and Nerfs with the new 6th Edition Rules (and FAQs)

OK, so 6th edition is finally released (as well as the new codex FAQs).  I've done a preliminary "analysis" of the new rules with how it benefits/hinders Tau in mind and here is a list of interesting changes.  Keep in mind I have NOT based this on any played games yet, so this is purely theory from my reading of the rules.   Actual play experience judgments will come with time and playing many games.    If you find any errors in interpretation or just plain disagree with my opinion, please post in the comments below!


Buffs:

  1. Black Sun filters grant Nightvision (ignore night fighting) to entire squad even if only one model has it! All Missions potentially have Night Fighting rule (FAQ) so this will be a boost to Tau shooting, especially against Necrons!
  2. Rapid fire is now 15 inches for 2 shots and you can move and shoot… but still can’t assault after shooting. (Rulebook)  Rapid Fire weapons will be great in Overwatch because they'll mostly get two shots off per model.
  3. Stealth Teams have Stealth and Shrouded USRs now.  Get +3 to their cover, a 4+ cover save in open ground, 2+ cover in most terrain. (FAQ) Stealth suits are still expensive and have crappy weapon selection, but I'm thinking of making a markerlight focused stealth team in the future... we'll see.
  4. Skimmers get Jink USR and a 5+ cover when moving.  4+ when moving Flat Out (Rulebook) Same as Disruption pods now, and better if moving flat out.
  5. Bonding Knife can always attempt to regroup using unmodified leadership value. (FAQ)
  6. Seeker Missiles can fire on Flyers at Ballistic Skill 5 (not BS1 Snap Shot) when fired via markerlight (FAQ) This one is tricky and you basically have to roll 6s for your markelights to hit Flyers now, but this is the only "bonus" Tau get against flyers now
  7. Team Leaders and Independent Characters benefit from Precision Shots and Strikes rule that allows them to allocate wounds on To Hit rolls of 6s (Rulebook) Team Leaders may become standard in most Tau armies
  8. Railguns (AP1) get +2 to Vehicle Penetration chart now
  9. Overwatch benefits all Shooting units in Tau army especially Rapid Fire weapons which will be firing twice when assaulted (Rulebook)
  10. Our Weapons are Useless rule can benefit tarpitted units and open up the ability to break and allow friendly units to fire at powerful enemy.  Good for Kroot stuck in combat before players turn?
  11. Slow and Purposeful always can move 6” in movement phase but may not run.  Broadsides can move reliably now (Rulebook)
  12. Squadrons – Immobilised squadron models no longer count as Destroyed, they just separate from the Squadron.  Good for Piranhas (Rulebook)
  13. Warlord Traits – Command and Strategic traits seem most beneficial to Tau, in general.  Personal Traits seem to close combat focused for tau, 5 and 6 are only useful traits. (Rulebook)  Some Traits I find most useful to Tau are:   Command - Inspiring Presence, Target Priority    Personal - Tenacity, Immovable Object   Strategic -  Night Attacker (used with Black Sun Filters), Divide to Conquer, Princeps of Deceit
  14. Allies – Space Marines and Eldar are Battle Brothers.  Space Marines could add resilient objective holders (terminators?) or assaulters. (Rulebook)

Neutral Changes:

  1. Jump Shoot Jump in Assault phase is now 2d6” (Rulebook)
  2. All Tau vehicles except Piranha have 3 hullpoints.  Piranha only has 2 hull points. (Rulebook)

Nerfs:

  1. Target Lock does NOTHING for battlesuits.  Broadsides take BIG hit and can no longer split fire. (FAQ)  I'm pretty pissed about this, especially for my Broadsides.  My Crisis Suits always use to have target locks on their Team Leaders too. 
  2. Assault Charge is 2d6” now, apparently the average charge is now 7" and 8" for Fleet/Jump Pack units... playing keep away could potentially be harder to do
  3. Assaulting Vehicles is versus WS1 of the vehicle if it moved and WS0 if it didn’t... vehicles in general seem weaker in this edition
  4. Disruption Pods only give 5+ cover saves now... as if vehicles weren't weakened enough... There is little point to these now with the Jink rule for Skimmers
So what do you guys think?   Did I miss anything?  Am I completely wrong on any of these points?   In general, I'm pretty excited about 6th but I really hope that rumored Tau flyer comes sooner than later because I don't know how I'm gonna handle flyers right now other than fortifications.

Tuesday, February 28, 2012

Tau Custom Dice!

I finally got some custom dice for my Tau army.   After having a good experience with my Blood Angels dice, I decided to get some more custom dice through Chessex ( to order your own go to http://chessex.com/Dice/Custom_Dice_Home.htm).   It was about $30 for 20 16mm dice and a small blue velvet bag, shipping included.  Unlike my Blood Angels dice these aren't a straight opaque dice.   They're called "Velvet" Blue with white pips and the dice have a sort of pearlescent sheen to them.    Have a look:





Also, Here is the artwork I used to make the dice (plus and alternate "reverse" image):




Friday, February 24, 2012

Painter Spotlight: Big Red

Bell of Lost Souls had a spotlight on their resident Tau player, Big Red (you may have seen his army in some of their battle reports).   The color scheme is VERY similar to mine (Skeleton Bone and Bestial Brown - he has excellent taste hehe), especially with his vehicles, but there's definately enough differences to warrant a look.   His Kroot are not your typical green either.   The Great Gnarlac (sp?) is absolutely gorgeous as well.  Have a look:

http://www.belloflostsouls.net/2012/02/40k-showcase-tau-empire-by-bigred.html