I recognise there are two sides to every coin here (and I'm sure some will feel I'm moaning, but meh...) but I'd like to make my points anyway. After playing them for 7 years now and in several different builds and tournies, here's my final feedback about the issues with the Tau as they stand.
Recon For what they have to do and what they
actually get to do, they are either over priced or under strength. They die like flies. You simply cannot stop the opponent from killing them due to their necessary proximity for ML coverage. The first time an opponent meets them, they know they need to kill them and they always do. I understand balance in a list but this formation takes the piss. A Tau player cannot take enough for my mind and when you do, you leave yourself lacking any formations that can hurt stuff well in big numbers.
Railguns - while they hit well, they really don't damage much with Reinforced Armour. Given the amount of RA I see in the lists played nowadays this hurts a lot. If I'm not using my tanks to kill armour, I'm not using them correctly. Even some Disrupt might be a nice addition to try and suppress/break stuff you can't kill.
Hammerheads - they are fodder for anything with an AT weapon. Hiding only gets you so far.
Seeker missiles - mostly an annoyance weapon. Dropping 8 dice from a 6 HH + Skyray formation (maximum possible)doesnt actually do much. Even with a Sustain action you may hit 4 times on average (4+ to hit when markerlit). Given the prevalence of RA targets in lists nowadays, they are pretty underwhelming weapons and while it may look cool rolling so many dice it never pans out that you do much damage with them. If you're expecting to sit behind cover while the enemy is markerlit and annihilate the enemy with them you're dreaming.
Don't get me wrong, they are excellent for knocking out light vehicles and transports, but when your tanks are needed to kill hard armour targets (which tanks are supposed to be employed for), they are naff. I realise they are what they are, I'm just making a point to the whole list that I'm guessing some people will feel they are a super addition to the tank for boosting shooting. And while they very well may be in numbers of dice, you don't get much for your bang. It gets worse if your Recon/ML are tasked elsewhere, or worse, dead.
Markerlights - +1 to hit is great. When it's tied to a weapon system that isn't very powerful it's maddening and disappointing. You can hit all you like but not killing something means it's an expensive (look at the Skyray's cost increase for the ML it carries) addition to your army list.
Crossfire - if I'm told once more that Tau need to crossfire to gain the killing advantage I will probably choke. Putting your formations into a crossfire position usually ends up with your crossfire formation (normally recon or hammerheads for me as they are fastest) dead. Smart opponents don't leave you the option to get into a crossfire position all that often so unless you like to throw away your activation advantage by sacrificing recon formations etc you shouldn't do it. This doesn't even take into account the issue of Thick Rear Armour.
Activation advantage - I rarely see it unless I take highly fragile, small formations that do one thing in the game before dying or becoming broken to never regain their ability to activate due to C&C issues. I find most army lists nowadays can easily fill in activations with cheap formations. This means Tau really don't get that much of an advantage. Case in point - my list below is 13 activations and it doesn't change much if I spam minimal size, cheap activations. My opponents at Cancon had roughly 12 each. Granted I could have increased mine by making my formations smaller, but that just means the Tau hit like a six year old girl when my formations do actually hit something - not exactly how I envisage Tau to work.
Command and control - it's average at best and horrible for the tanks (your main source of firepower) in the list. I lost count of how many failed activations I had with single BMs on my formations ("crap dice rolling" you say? Over 3 games
and the warm up game...? It does not compute. Anyway, I guess this really can't be helped but thought I should include it for fullness of feedback regarding the list as a whole.
Stealth - should really get back their 1+ initiative.
Skyray - Disappointing for me. They are more a deterrent than anything. When a Thunderhawk takes no damage from 3 of them several times, it's disappointing to say the least. They just never quite measure up to expectations.
Play style - "Run away to win" is fairly dull and not much fun for the player, or the opponent. My single win at Cancon was using this method and I didn't enjoy it because I spent the entire game worried about getting smashed by the Knights(a warm up game showed me just that). More often than not I find I'm forced to play this way. I understand the Tau have a doctrine but we are the ones writing the list so couldn't something be done to balance this better?
AP fire - The list's shining light. Awesome for killing infantry and LVs but absolutely useless for dealing with all War Engine/ RA armies. When 2 in 4 armies these days seem to pack these units into their lists, it leaves the Tau list wonting.
Lastly, I'd really like to get some feedback from Tau players on my list from the recent tourney as, yet again, it failed to a large degree. As you can see, there's no shortage of Markerlight formations.
My 4k list for Cancon was this:
Crisis + Shas O
Crisis + Shas El
FW + FW + Ethereal + Broadside (BTS)
Mech FW + Pathfinder + Bonded Team + 2 Hammerheads (ML)
Recon + 3 Pirahna (ML)
Recon + 3 Pirahna (ML)
Stealth (ML)
Broadside
6 Hammerheads + Skyray (ML)
6 Hammerheads + Skyray (ML)
6 Hammerheads + Skyray (ML)
Barracuda
Hero
Apart from my 3rd and final game, by the end of the second I had amassed only around 1500 vp (roughly 750 each) and lost approximately IIRC 3600-ish in return for my efforts ....
For supposedly the most shooty army going, this is woeful.
I played a Knightworld and a Minervan Superheavy list in the first two games - granted, mostly War Engines but I see a lot of lists like this nowadays because a lot of lists seem to want to cram them in. Third game was Space Wolves (who actually had infantry so I faired better - somewhere around 1200 IIRC for the loss of just 115 over that total).
Anyway, thanks for reading this lengthy post.
