Warhammer 40k General

Start Collecting Scatter Bikes Edition

>Rules databases
mega.co.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ
kat.cr/warhammer-40k-pdf-library-t9575373.html

>FAQs
games-workshop.com/en-GB/Rules-Errata

>40k 7th edition quick reference sheet(s)
dl.dropboxusercontent.com/u/4104995/Games/7edRef_V7.pdf

>Forgeworld Book index
dakkadakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index

>White Dwarves
mediafire.com/folder/tx4hcy4u487pv/WD

>Novels (Working link as of 02/02/2016)
mega.nz/#F!wx4BiKhD!YhnAf1BqSmAB8dO6xDM56Q

after the eldar/deldar boxes who's left to get them?

First for Tau are OP

Star Collecting! Tau Riptides

I skipped two Tau Codex and when I came back they were this god awful kertasterfuffle.

I don't want to rollback everything to 4th but I'm not sure whats broken and whats just different.

Blood and Dark Angels, Grey Knights, Inquisition, Slaneesh and Tzeentch Daemons.

>i2 is here to wreck your shit with turn 2 melee!

Craftworld Eldar in general are worse, Space Marines and Necrons are both capable of bringing in things that match, or even surpass Tau cheese at around the 1850pt mark, AdMech/Skitarii are capable of holding their own, everyone else has to rely on luck or some counters to really deal with the shenanigans.

>Tau are a ranged race
>BS3

Below is my 2000 point Ravenwing list. I am displaying two Ravenwing Strike Forces but that could be rolled into one if I want to deploy my fliers normally. It needs some rounding off.

I know the DA fliers aren't too popular but other fliers have been an Achilles Heel of mine, especially FMCs.

Still up in the air about the conversion field Techmarine. A shrouded Librarian could be good too.

I would probably have to drop the conversion field and a command squad black knight to slap multi melta on an attack squadron to help add some anti armor to the list.

Another thought could be to drop a unit of Grav bikers to give me back my sixth black knight and keep a Double attack bike Multimelta Attack squadron and a Heavy Bolter Typhoon in the list to keep it more balanced.

I want to have a list that can take on mostly any opponent. The only real change I want to have to question is if I need to break into the second Strike Force if I have to contest other fliers.

(2000pts)

DA Ravenwing Strike Force

Fast Attack

2 Ravenwing Bike Squads (120pts each) [2x Grav Gun, 2x Ravenwing Biker] Ravenwing Sergeant [Combi-Grav, Melta Bomb]

Ravenwing Black Knights (200pts) [4x Black Knight, Ravenwing Grenade Launcher] Huntmaster [Corvus Hammer]

2 Ravenwing Darkshrouds (80pts each) [Heavy Bolter]

Elite

Ravenwing Command Squad (290pts) [6x Black Knight, Ravenwing Apothecary, Ravenwing Company Banner, Ravenwing Grenade Launcher]

HQ

Interrogator-Chaplain (165. Pts) [Auspex, Bolt Pistol, Mace of Redemption, Space Marine Bike]

Formations

2 Ravenwing Attack Squadrons (120pts each) Ravenwing Attack Bike [Heavy Bolter] Ravenwing Land Speeder [Heavy Bolter, Typhoon Missile Launcher]

Ravenwing Support Squadron (245pts) Ravenwing Darkshroud [Heavy Bolter] 3 Ravenwing Land Speeder [Heavy Bolter, Heavy Bolter]

DA Ravenwing Strike Force 2

Fast Attack

Nephilim Jetfighter (170pts) [Avenger Mega Bolter] Ravenwing Dark Talon (160pts)

HQ

Techmarine (130pts)

BS3 isnt bad when you are throwing hundreds of shots downrange from a single unit

Is getting hit with 3 or more markerlights a turn on the same unit a problem?

Do Tau Cadres include the logistic component, or are there independent Logistic Cadres ready to be assembled for Hunting Contingents?

Techmarine (130pts) [Conversion Field, Power Axe, Servo Harness] Artificer Armour [Bike]

My three Darkshrouds should give me a decent coverage of stealth in my deployment zone. Most likely keeping one near my Death Star.

Everything starting on the field can scout which makes the Grav and any Multimelta I bring pretty potent. With Scout, Move, Run I can get where I need to be usually.

My playstyle is usually pretty aggressive, I have ton of low AP shots and some decent range support with my HeavY Bolters and Typhoons. I tend to inflict as much damage as I can before using my maneuverability to turbo boost to end game objectives.

Usually against the weaker codecs (Orks, CSM, DE and Nids) I bring my Deathwing with RW delivery so this list would be for everyone else.

if you reply on cover saves, 2 or more MLs is death, if you rely on armor saves then that 48" str 8 ap 1 which is now firing at BS6 is going to be death

>Sisters of battle
>Blood angels (their battleforce is No Longer Available)
>Dark angels
>Grey knights
>Tzeentch daemons
>Slaanesh daemons
>Harlequins
>Khorne daemonkin?
>Technically Inquisition, Imperial Knights, and Officio Assasinorum as well

Maybe Tau should have BS4 only past 12 inches, since in the fluff they are supposed to be farsighted.

(Why a race of fucking fish people is farsighted is beyond me)

>IG, army of poorly trained conscripts with barely functioning WW2 era weaponary
>BS4 troops

>Tau Fire caste, born and raised for the sole purpose of war, sporting high tech weaponary and battle suits
>BS3 across the board, including elites

Who writes this shit?

>fish people

they are blue bovines, hence the leathery skin and hooves

Of course not, it was mostly a jest. Further, we should probably note that the Tau aren't really capable of putting out a particularly impressive number of shots. What makes them dangerous is their average number of shots with higher than average AP/Str.

Any even moderately competitive Tau player will have something hiding on his side of the board that will rape a unit with 3 Markerlights to play around with.

No. Tau are just worse shots than Humans with a similar level of training, mostly due to a plethora of eyesight problems that they try to rely on their combat targeting network to bypass. The whole point is their characteristics are pretty pathetic and they use technology to offset it.

I dunno, I'd feel weird setting the cap at 1 markerlight per enemy unit per turn, but 2 doesn't seem to do much good.

I'm just asking is markerlight spam a problem or is basically 2 or more and you're pretty much fucked?

Tau are pretty much objectively the worst soldiers out of all the major races in terms of biology and natural capability, they make heavy use of technology to counter this.

What's the best shooty army in the game right now? Tau?

Space Marines
>Blood Angels, Dark Angels, Grey Knight

Imperium (and friends)
>Sisters of Battle, Cult Mechanicius, Inquisition

Forces of Chaos:
>Khorne Daemonkin, Daemons of Slaanesh, Daemons of Tzeentch

Xenos:
>Harlaquins

Doubt it (without major rework)
>Inquistion, Legion of the Damned

marines

>buffing tau
No. No army in the top tier needs to be given more nice things at the moment. And I say this as someone who plays 4 top tier armies, including eldar and space marines. As much as I'd love more stuff and supplements, esspecially ones that are focused on ways to feild more fluffy armies, but at the moment the bottom armies need to be fixed before the top gets anything else.

>Sisters of Battle ever getting a start collecting box

You can't really do Assassins because they already have a formation for taking all of them, although I suppose you could just put that inside the box and have them deal with that useless piece of shit.

Inquisition sounds nice, maybe a Inquisitor+2-3 diverse warbands plus a Chimera or possibly even a Land Raider. Would be sweet. Special rule gives preferred enemy+Hatred (Insert inquisitor specialisation) to the entire formation.

>tau
>major race
In the game sure, but we're talking fluff here. They are not a major race in lore.

Conscripts have BS2.
Guardsmen BS3.
Veterans BS4.

All Tau firewarriors have BS3
Commanders get BS5.

WS penalty is just a matter of not training that skill much.

Any type of tau monstrous creature is pretty broken for a start.
Just for being a monster they have ap2 and ws2 doesn't mean shit unless the enemy is ws5 or higher, that means units such as the riptide can destroy space marine terminators in melee.

>Tau aren't really capable of putting out a particularly impressive number of shots

2x cadres with a pathfinder squad, 6x gun drones and pulse drone, 18 guns firing 4 shots each, 72 pinning 24" shots per turn from a pretty cheap unit, every extra HQ you add gives you an extra 28? shots

But user, Imperial Knights DO have a Start Collecting

>Imperial Knights: Renegade

I honestly forgot to place them in the Doubt It category, along with Assassins.

Depending on your term "Major." They're within the top 6 races (though not factions), which is enough to technically count them as such by some points of view. Still completely incapable of possessing as much of a threat as any of the other factions portrayed in TT, tho'.

Actually, Guardsmen are not conscripts. They have just as much training as Firewarriors.

Also a Guardsman could potentially still be a regular guardsman for longer than a Fire Warrior has in their entire military service as you aren't considered a veteran until you have survived a campaign (Some of which last fucking centuries so good luck there)

Do you can Crisis, Broadsides, with BS 4?
Do you want Riptides, Ghostkeels, and Stormsurges with BS 5?

yeah, all those solar-powered WW2 laser guns

>IG Veteran
>A guardsman who survived being around a Commissar for 10 minutes without being killed

>Tau Shas'ui
>Veteran of dozens of campaigns and hundreds of battle, piloting a mighty Crisis Suit with technology to put a Forge World to shame
>BS3

They can't keep getting away with this!

Just me, or does this look a little bit unbalanced? Ranged arm is dinky next to Melee arm.

So pathfinders no longer have infiltrate?
huh...

riptides can already get BS5 if they are in the riptide wing formation, thanks to fireteam

Just accept the inherent biological inferiority of the Tau race to the Human species

>firing a gun that is almost as big as your 5 story suit at someone in cover without targeting assistance should be more accurate than BS3

Do you know what a skill stat measures?

Hint: Skill.

monstrous creatures get AP 2?
Is that in the rulebook?

Yep. Tau skill

Their skill is just inferior to that of humanity.

Aren't Firewarriors child soldiers?

Gee user, I guess your right.
Tau are completely underpowered. Worst army in the enitre game.
They should all be BS5 base. That's the only way for them to actually be playable.

Yes of course.

Yes.

all of the fire caste are bred specifically to be warriors, none of the castes are allowed to shag other castes

They can also double their S with Smash.

>Commander
>BS5

Literally the only reason Tau don't have properly measured skill on their veteran statline is because the Markerlight system is poorly thought out.

Should only boost bs on snap shots.

Here we go again with another shitpost thread.

>Tau have guardsmen BS
>Biologically inferior to other races in terms of combat ability
>require technology to makeup for those weaknesses.

Don't start thinking that a guy, who has had a floating rumba vacuum aim his gun for him for most of his life, to get better at aiming his gun.

And yet despite that and their technology, they are worse shots than Humans with baseline military training

Post the Riptides you like to run in your casual lists, Veeky Forums

MCs have Smash by default.

Smash makes your close combat attacks AP2 and gives you the option to trade all your attacks for one at double strength

>Veterans of dozens of campaigns
>Virtually all Tau campaigns involve fighting Orkz or incredibly primitive species without much military might
>4 years battle experience in a combined arms military, dictating a large amount of time out of the front lines even during wars
>Inferior genetic capabilities to Humans in terms of most combat-related actions
>Shorter lifespan and earlier induction means less training than Cadians

Stop trying to make Tau stronger where they don't need to be. Or should Tactical Marines be better than Tau Commanders at shooting because they have twice the experience of the Commander's entire lifespan?

I knew that, i just didn't know about the ap2

>Eldar Exarch, veteran with millennia of collective experience
>Just A2, no bonus to WS or BS
OH WAIT, THEY DID GET WS AND BS 5.
AND 2W.
AND EXTRA WARGEAR AND SPECIAL RULES ON TOP OF ALL THAT.
HA HA HA.

because they rely entirely on technology, physically they get blown over in a strong breeze and lose assault phases to someone closing the LGS door

>despite that and their technology,
Okay mr. Spegetiio, your bs 5, ignores cover basic troop shooting bonus makes them worse then a bs4 human.

Tau are clones.

Less Edgelord armies, more Riptides please.

>Don't start thinking that a guy, who has had a floating rumba vacuum aim his gun for him for most of his life, to get better at aiming his gun

some tau are clones, commander fartide was cloned twice iirc before shadowsun appeared

I thought Kriegers were people living in fallout shelters and breeding like rabbits.

It would make sense, but I understand the point of balance.

That is fine. They loose the ability to use markerlight bonuses though. Game actually gets a bit more balanced.

less riptides, less riptides please.

Well, since we've got a Tau hate thread going, in terms of weaponry, whats their most OP stuff?

So far I'm gathering that

>Riptides and Ghostkeels are broken / undercosted
>Markerlights are busted
>Some of their formations are broken

It's actually not really known WHAT they are, but let's put it this way: It's something so brutal and inhumane that even COMMISSARS are uncomfortable by it, and keep the secret under wraps.

Hell, 90% of a Commissars job when attached to a Krieg unit is to remind them to be people, and many consider them to be almost TOO loyal.

>catachan guardsman
>a man who has survived the worst dangers of the galaxy from his first breath
>BS3

>Tau sas'ui
>can't shoot straight without seven different targeting aids
>BS3

You're right, fire warriors should be BS2. It would make the natural synergy in the tau codex even more fluffy.

>that fucking gap on the jetpack
utter disgust.

undercosted big units couple with the ease of markerlight spam is pretty much the main reason why they are OP, its just a combination of synergy of one unit coupled with bonuses from another unit pushing both units to a new tier of bullshit

so what if you could only reduce cover save by a max of 1 or increase ballistic skill by a max of 1?

I just read the markerlight entry and they really are pretty busted compared to earlier editions.

...

>-1 cover save per markerlight for one unit shooting at one unit.
>+1 BS for each markerlight
>Coversaves can be used to block markerlights.

then markerlights would only be valued if they were networked, pathfinders would have no reason to use thier MLs and all of that freed up points would go to more undercosted units

This. All of this.

did they zoom in on the missed mold lines and sprue crap on purpose, or what

you'd think a commission painter would be more careful about that

...

It's called lazy artist cutting corners, I'm sure you have all done it with your own models/creations/work

pls gib box gw

$100+ wasted

better hope they have good foam because those ankles look like they're going to snap any second

U 4got Squatsters

...

I mean that is how they used to be in 4th ed

...

Yeah. Like this. Just put it back to the way it was before.

Hey Gaiz? I know this is kinda weird, but I can't find the markerlight section in 4th edition.

yeah but why would you take a high definition extreme closeup of your sloppy work

no, thats not true, you could reduce cover saves and increase ballistic skill at the same time for 2, and if you had any left over you could fire some seeker missiles from across the board.

page 29

The main problem is they can use markerlights to give large AP2 blasts ignore cover. That shouldn't be a thing.

>piloting a mighty Crisis Suit with technology to put a Forge World to shame

Fucking say that to my BS5 castellax with an in-built -1 to your cover save.

Tell me about your upcoming or latest battle, Veeky Forums!
Were the charges glorious?
Did the enemy crumble under your relentless firepower?
What was your moment of glory?

...

I think it looks cool.

>technology to put a Forge World to shame