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Revised Tau Empire list (1000pts)
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Old 20 May 2015, 15:51   #21 (permalink)
Kroot Shaper
 
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Well the only alternative I can give you is more crisis, though yes terms suck, they should be the easiest unit to kill off, secondly I would recommend a riptide as it is Tau's bread a butter or a team of missilesides, also bread and butter.
I have to say no to Riptides. They are a disgusting unit that doesn't belong in the Tau army. :P
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Old 20 May 2015, 16:58   #22 (permalink)
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ok now you've started a flame war xD explanation sir!?
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Old 20 May 2015, 17:02   #23 (permalink)
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Because Riptides are an abomination. A MC does not belong in the Tau army and doesn't fit the fluff of a "big massive powerful weapon" leave that stuff to the Imperium.
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Old 20 May 2015, 17:11   #24 (permalink)
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well the riptides need more power is what it is its not a matter of that it doesn't fit the roll of powerful weapon.
I would say the riptide Shield needs to give a 2+inv
gatling needs 7S and 3AP
BS4
and drones need to be non-ldr test models!
and I know its insane, but they should get an ability to ripple fire their main weapon!
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Old 20 May 2015, 17:23   #25 (permalink)
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The riptide was not within the canon of the old Tau codex, but that doesn't mean it doesn't make sense within the context of the new Tau book. Tau learn, adapt, and grow with their threats. Clearly at some point it was decided that "let's just call in small spaceships to fight our big battles for us!" wasn't working, and thus the riptide was built. I find it a bit of a shame too... but it's a nice model with nice rules. I try to bring a couple in most of my lists.
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Old 20 May 2015, 17:28   #26 (permalink)
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I try to bring a couple in most of my lists.
That is what is disgusting about it. I cringe when someone has 3 Riptides, it makes me feel like that is a "power gamer-ish" thing to do. Tau work like clockwork in war, a well oiled machine. Not 1 unit killing everything.
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Old 20 May 2015, 17:33   #27 (permalink)
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Right, but there is so much that can take down a riptide just as fast as a tank if planned well enough as MC's get increased bs twards them

and I usually try to bring one per 775pts.
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Old 20 May 2015, 17:40   #28 (permalink)
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I personally think 3 riptides is too many. 2 is the optimized number in my opinion (despite people being all "I want all the riptides!"). They honestly aren't good enough to constitute much more than 2 elite slots. What give riptides their advantage is that they are cheap for how survivable they are, but without support they couldn't even hit the planet they were standing on.
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Old 20 May 2015, 17:43   #29 (permalink)
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Right, but you can bypass the elite slot by bringing them as a farsight ally/Shas 'O something+FSC which will essentially free all elite spots especially if your already bringing farsight as a hq.
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Old 20 May 2015, 18:02   #30 (permalink)
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You can, though that one is very heavy in points and shackled to trap drones until death do them part, not to mention being taxed by taking the big man in red himself and an army's worth of bonding knives. You are right that that does get you up to 2 free elite spots when you factor in the formation as well, but it's still costing you well over 400 points to do so, which is a pretty big investment. Worth it, if used right, but still big.
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