I finally got to test out E&C's E1.08 last night.
Unfortunately, I found afterwards that I'd taken a slightly illegal list in regards to Core vs Support ÂÂ

- that's what happens when you write a list on the fly while talking to people at the club. I took one too many HH formations. So, this report is mainly going to be a highights package with some feedback rather than an official batrep. I'd also forgotten to take a camera and didn't write anything down due to meeting/talking to new folks at the club and not wanting to slow anything down due to time constraints.
ListsTau
Crisis + Crisis + SC 450
Mech FW + PF + Bonded Team + HH-R 500 BTS
Broadsides 300
Stealth 300
Recon 150
HH-R 350
HH-I + Skyray 450
Barracudas 150
AX-1-0 350
BL
something like
2x Retinue + Havocs + Oblits
1x Retinue + Havocs + Zerkers + Oblits
Terminators + oblits BTS
Lord of Battle
Bike Company
Armoured (4x LR) company
OverallI really liked how the list played. It's very shooty if you can put the MLs on the enemy and just average when you don't. I'd obviously like to play it more versus different armies and opponents to see how it fares however.
Highlights1st turnFWs and PF (PF upgrade FTW!) initiate a Coord attack on a retinue with the crisis suits badly mauling and breaking it. Both formations were able to double and fire as the HH-I/Skyray formation was marking the retinue.
The HH-R and AX-1-0 all pour fire into the LoB but only the AX1-0 does any actual damage = 3DC but lost a plane to AA fire.
2nd turnThe LoB doubled into the centre of the table, and with the armoured company afterwards, killed all the FW/PF transports and 3 FWs - broken.
The HH-R and Broadsides shoot the LoB enough to break it with BMs but it remains in place due to fearless.
The recon group called a Coord on the bikes with the crisis and HH-I breaking them.
A nearby retinue shoots the crisis and destroys 3 units breaking them.
Just about everything on the board rallies except the LoB.
Turn 3Teleport time. Terminators arrive behind the crisis suits hiding in the woods, the HH-I to their left and HH-R to their right - quite a target rch environment. Stealths spring their ambush and intercept, putting themselves between the termies and crisis.
Unfortunately for my opponent -"Daemonprince" - he rolled 3x 1's on the teleport and then rolled a 1 for initiative.
Breathing a sigh of relief, the Shas'o called a co-ord with the Stealths and HH-I. Firing on sustain with a markerlight gave them a 2+ Disrupt and 5 of them hit(one was suppressed from teleport). The crisis added to the tally with 3-4 more hits and by the time the HH-I fired the termies were reduced to 1 termie and 2 oblits and were broken. with no where to run due to the tight concentration of the tau, they ended up hugging the blitz on the Tau edge. The recently rallied FWs then shot them to death.
The broadsides, barracudas and HH-R shoot up the Markerlit Armoured company and kill 2 breaking it.
The last AX-1-0 braves the flak umbrella and manages to weave in to kill the LoB with another DC3 damage but gets shot down on leaving the table.
Tetras manage to double into the area in the triangle of death to capture the 2 non-blitz objectives.
End of turn Tau 2(BTS, TNH) BL 0
FeedbackMech FWs- they are pretty good when they do get to shoot and the PF upgrade is incredibly helpful as it gives the FWs a great utility for the rest of the army and extra shooty. They don't stand up in the face of fire though and quickly become foot sloggers. My DFs never got to fire before dying.
AX-1-0 - I've used this squadron in just about every Tau game I've played in all the variations. It always has been, and still is, overpriced, underpowered and weak. It never fails to disappoint me slightly - but being the only true WE killer I am forced to take it.... If your opponent doesn't take WEs it's pretty worthless. Having half it's attack being guided missiles means you rarely get to fire half it's payload as MLs are not always available in the back of the table where WEs tend to sit. I would suggest dropping the GM from its weapon load or give it a ML (this goes for the barracudas as well). They aren't worth 350 points. They die far too easily with no RA and in most games I've played AA/flak accounts for this squadron nearly
every single game. Also I'm not convinced they should be bomber, for that matter, at 350. If they were perhaps FBs they may have a better time avoiding flak and maybe worth 350 then -
perhaps. If not, I would suggest 300 as a starter.
ML change - I like it. the extra +1 makes the Tau extremely shooty if you can bring the MLs to bear.
Skyray - overpriced. It really did nothing much more than any other ML. I can't see it needing the 25 point cost increase from what it was.
HH-I - please put it back in. I have 6 and they are extremely helpful for long range AP duties. They don't take away from FW duties, as they are for close in AP work. You can't  feasibly throw FWs forward and hope for them to survive and take out enemy infantry. The HH-I is a required unit IMO.
Bonded team - a nice additon to the FWs. it helped them reduce suppression when they did rally.
Stealth - definitely worth 300 points. The increased initiative, self ML ability and teleport and disrupt abilities are pretty good. Even with the AP4+ they can put AP2+ firepower on a target if they get initiative. That's a lot of BMs vs infantry.
PF upgrade - "Huzzah for the shop keep!"(Thanks Monty Burns!) This really is a great upgrade.
Loss of Fusion HH - "Missed it by that much Chief" (Thanks Max). Well I didn't get to try it, of course ÂÂ

. It bugs me no end as they could be a helpful unit for dealing with WEs and not force you to spend 350 points on an easily killed aircraft if you don't want to.... I implore you to reintroduce this E&C and at least let us try it before you s%1t-can it.
Last wordsDo you know what I found
incredibly insightful after all of this?
And this should be carefully noted by E&C, Honda, CS and anyone else who has wondered how the Tau should and do play...The Tau never left their half of their table half until turn 3....
It's still a gunline. You can't avoid it. It's how they function without strong assault capabilities or heavier armour saves. You can't throw them forward willy-nilly. They don't survive.