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====[[Dal'yth]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Dal'yth Sept Symbol.png|Border|75px|left]] | In the grim darkness of the far future, there is no victory without unity. <br> Thematically, Dal'yth is the idealized version of the T'au'va's creed. A world once infested with predators, through hardship, has been transformed into a world of plenty, where aliens of all kinds interact and trade, creating a boon of prosperity. Even in the light of the devastating Damocles Gulf Crusade they gave only inches, and have turned their hardship into reason to push harder and higher. <br> On the tabletop, they play as a slightly beefier gunline, resisting light arms fire better with their armor saves and wiping out enemy opposition with their sudden surges, that while exposing them, also allow them to shock, surprise, and ambush their opponents. <br> |} <div class="mw-collapsible-content"> * '''Sept Tenets – Adaptive Camouflage:''' Units with this tenet gain cover, but lose it if they move for any reason until the start of the next movement phase. This includes Vehicles. Hammerheads with 2+ saves anyone? ** Like Bork'an this is best suited to a gunline. While tougher vehicles and battle suits are nice, the main benefit comes from value protection against light arms, specifically for infantry blocks. ** Also note that units that use a recon drone or homing beacon to perform a “low altitude drop” technically receive this benefit. * '''Warlord Trait - Gunship Diplomat''': Kroot and Vespid units within 12" of the Warlord gain For the Greater Good. This could probably be good with Vespid with FLY shenanigans, but it's not like you're short on strong Overwatch. Otherwise, there are better traits to take than hoping that Krootox or those Kroot Carnivores save you. For the Greater Good is a two-way street, and if your Kroot screen doesn’t have FTGG then your gunline can’t overwatch charging units. If they kill your screen and consolidate into your big guns, you have a much bigger problem on your hands. * '''Relic - Dynamic Mirror Field''': -1 to hit the user. * '''Stratagem - Strike and Fade (1 CP)''': Pick a unit at the start of your shooting phase. That unit may move 6" after it shoots as if it had another movement phase (it may not advance with this extra move). ** It's Move-Shoot-Move, with everything that entails. Sucks that doing so means you give up the main benefit of your Sept Tenet, but if your opponent is within charging range cover won't do you any good anyway, as such it's best used for when the enemy's closing in and you really don't want them to catch you, in case you're not going to cause enough damage in the shooting phase. Don't use it for extra speed otherwise, you're giving up your Sept Tenet by doing that and making yourself more vulnerable (also wasting a CP). It can also be used to keep your dudes safe from enemy shooting if you pop out of LoS blocking terrain, shoot, then hide again but this isn't all that great most of the time since you're still wasting a command point by doing that, and good lists you're up against are going to have artillery, fast units that will run down anyone hiding (in which case you've just ruined your Overwatch) or they'll be tough enough/numerous enough that hiding after shooting them is effectively a waste of a CP. ** Can also be used to move heavy weapon units without a penalty to shooting, as an alternative to taking a Target Lock, as this resolves shooting BEFORE moving. So, for example, could use this to shoot broadsides at no penalty, and then move 6" (which is faster than they'd normally move...). ** '''Drawback''' to this stratagem is that it must be done at the START of your shooting phase, or rather, it must be done before you pelt the enemy with markerlights from another unit. =====Units===== * '''Shas'O R'myr (Forge World):''' Equipped with a Twin Plasma Rifle and a 6" Assault 1d6 S4 AP0 D1 gun, as well as an S4 melee weapon that doubles his attack volume (and since against literally every target in the game, 2 S4 attacks are equal to or better than 1 S5 attack, you'll always use it; the weapon's immunity to STR debuffs on him is just icing on the cake). Re-rolls 1s to hit against [[Imperial Guard]], which makes his weapon loadout an odd choice. His 4++ becomes a 3++ when attacked by a melee weapon (updated in FAQ) and he [[Fail|can't take any drones]]. Overall, not great. ** Not being able to take drones doesn't really have any effect (unless you're critically short on Detachment slots), as drones purchased separately work identically to drones purchased along with characters anyway. ** A note with the S4 attack option: It's a fixed weapon strength 4, while the other profile is user. So in the rare case, his strength is adjusted (like via an enemy psychic power), the S4 attacks will remain S4, while the other profile will adjust to his current strength. </div> </div>
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