Everything with the markerlights remove cover for their guided unit. Pathfinders, stealthsuits and even the skyray all have them! Just a little tip, with that u can have ap -2 troughout most of your shooting. Awesome battlereport, was fun to watch 😊
Thanks so much for the comment! I'm gonna try to remember that throughout the next batrep. T'au have so many little things to remember so I appreciate the feedback!
@44:02 and i felt this! Lol. Thank you for a great battle report and your amazing editing to make our armies look fantastic. Had a lot of fun trying to figure out our grotmas detachments.
@@papabearstudios aparently its a pretty strong detachment, i would recommend watching a video about it from Puretide Program, he specializes in T'au and might give you some insight in how to play it! :D
Can’t chain tau observing/guided. Turn 1 you observed with pathfinders and then they were guided by suits. Once you observe you can’t be guided by something else
@alexho608 Thanks, Alex! I'm not sure how I missed such an important rule. Turn 1 should have had 5 fewer wounds than on the devilfish. It could have been still on the table after shooting. Turn 2 was only 1 doombolt. Turn 3 was 3 doombolt, but the first cast went into shadowsun where all other's did not remove the skyship and did not impact the game. I'll fix this for future games!
PS : And it has nothing to do with your enhancement that states you can not use cabilistic ritual. The fact is, that it is forbidden to use twice the same ritual, written in our army rules. Thousand Sons is an army that can really frustrate a lot our opponents, so I advise you to know at 100% our rules, that are really well written. :)
Everything with the markerlights remove cover for their guided unit. Pathfinders, stealthsuits and even the skyray all have them! Just a little tip, with that u can have ap -2 troughout most of your shooting.
Awesome battlereport, was fun to watch 😊
Thanks so much for the comment! I'm gonna try to remember that throughout the next batrep. T'au have so many little things to remember so I appreciate the feedback!
@44:02 and i felt this! Lol. Thank you for a great battle report and your amazing editing to make our armies look fantastic. Had a lot of fun trying to figure out our grotmas detachments.
pleasure as always!
16:52 units that have guided are ineligible to be guided themselves.
Edit: saw someone else pointed it out! Game was still fun to see
Appreciate the feedback! Thank you!
ngl, for such little subs the videos are pretty cool, editing and all, well done! and keep up the great work
I really appreciate that!! Spread the good word🙂
Great game man! Always enjoying your battle reports! :D
Much appreciated! Thanks so much for the comment, need to get more reps in with the Kroot 🙂
@@papabearstudios aparently its a pretty strong detachment, i would recommend watching a video about it from Puretide Program, he specializes in T'au and might give you some insight in how to play it! :D
@@Darkja will definitely have to check that out! Thanks
Can’t chain tau observing/guided. Turn 1 you observed with pathfinders and then they were guided by suits. Once you observe you can’t be guided by something else
ahh thanks! good catch, much appreciated.
Hi, nice video.
Remember that the SMR of the SkyRay is Twinlikned
ahh totally right!! I need to remember that next time!, thanks for the comment.
You cant double doombolt with hexwarp detachment. You need lord of forbidden lore enhancement which only available in cult of magic detachment.
I'm here for the MVB! 🙌
Mutalith Vortex Bae
it is a great unit
Thousands Sons thought process:
problem -> apply doombolt -> problem still not solved? -> apply doombolt -> problem solved. 😁
Strong army Rule regardless the detachment. Do you think their rule will change when the codex releases? I seem to think so.
Doom bolt can only be cast once unless you are running an enhancement which is only in the cult of magic detachment
@@alexho608 ups, you are right
@alexho608 Thanks, Alex! I'm not sure how I missed such an important rule. Turn 1 should have had 5 fewer wounds than on the devilfish. It could have been still on the table after shooting. Turn 2 was only 1 doombolt. Turn 3 was 3 doombolt, but the first cast went into shadowsun where all other's did not remove the skyship and did not impact the game. I'll fix this for future games!
🤣indeed
I'd love to see Tau Vs Tyranids next.
Actually going to be working on that soon! Stay tuned.
Hello there, why didn't the Missiles Crisis shoot turn 1 ?
21:10 You can't double doom bolt dude, this is only possible with an enhancement that is costing 35pts in the other detachment !
PS : And it has nothing to do with your enhancement that states you can not use cabilistic ritual. The fact is, that it is forbidden to use twice the same ritual, written in our army rules.
Thousand Sons is an army that can really frustrate a lot our opponents, so I advise you to know at 100% our rules, that are really well written. :)
Just didn’t put it on camera as they didn’t do any damage, forgot to mention during battle report 🙂