Welcome to Wounded on Sixes, a channel dedicated to tabletop gaming and other hobbies. We mainly focus on Warhammer40k but soon hope to expand to MTG, ASOIAF, and more. List breakdowns, painting, and hobbies updates as well as soon-to-come battle reports. We are also hoping to bring you coverage from local and major tournaments like the Atlantic City Open.
Email us at [email protected]. More soon to follow.
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Subbed. Getting into Warhammer and gonna go spend a bunch of money rn. Thx
Great video, infectious energy. Informative. Thanks! 🎉
No matter how they try do make other units viable in admech, they always end up with the same unit meta. Such shame
Fun list love me some burst cannon suits
Please fix the audio at the beginning, your start is extremely loud, while the normal speaking volume is low.
New intro scene coming for all videos in the future.
love the video, what colors did you use for your units. love the look.
My tau are mostly painted in Vallejo paint. basalt Gray, Neutral and sky grey, cold white and Scarlett over black primer.
@@Woundedon6s Thanks! Looks great!
Seems switching to Kauyon is a very wise choice. Feels like GW saw the way 'Jail' lists were dominating the meta and chose to make an entire faction/ detachment purposefully designed to punish that kind of list. I'm seeing lots of people use the holo field projector Enhancement &/or kroot shaper shenanigans to put tons of infiltrating units into the mid board to deny the opponent's infiltrators, then either teleport those units back to safety before the game begins via that Enhancement/ Shaper shenanigans -or purposfully keep some sacrificial kroot out in no-mams-land to move-block the wolves and force 'em to waste a turn charging and shooting trash chaff mob screens. That playstyle lets you actually score some Primary points early, and it's great when you power up and absolutely decimate them when they finally get to the mid-board/ past your hounds and move blockers. 🙂
This is exactly the strategy I am looking at now as well. Had a chance to speak with gentleman from the xenos petting zoo team this weekend who gave me the 411 on how to jail the jailers.
Thanks for the tournament recap. Jail lists are strong. Having more deepstrike and reserve to threaten their backfield switch the line of scrimmage. Plus your lack of cheap trading pieces means it's hard to distract them. Looking forward to seeing what you come up with for Kauyon.
I went 1-3 this week with a similar enough list, but my highlight was killing 2 armigers and a knight in one single shooting phase. Montka lethals can go hard. I'm still not enjoying throwing breachers at stuff and then losing them next turn though
God I love this dark grey color scheme, what paint is the base color?
It’s Basalt Grey by Vallejo
One question: any ways to defeat C'tan/Great Unclean One with FnP 4+ enhancement when you use this list🤔 I'm also fixing Admech's list recently (For me is Cohort Cybernetica, love those robots👍🏻) and I find it's REALLY HARD to take one of these down by only Admech, which I have to put Rex in it to face them🤔 I assume that Admech have a solution, it's just I don't know🙈
What basing material are using use on your Ad Mech army?
That is actually crushed up sea shells. I call it shell mulch.
Piranhas and riptides have been my vips in Any detachment
This portrait crop... It would have been ok if you blacked out the white fill, this is near blinding.
For the Algorithm!!!
Great to see some experimentation going on. Always good to try out new ideas and see if things go beyond our expectations 😊
If youre itching for kroot, maybe consider a trail shaper, farstalkers and some other cheap kroot unit for the trail shaper redeploy as screening units. Granted the redeploy is worse now, but it still seems more reliable than hopng rampagers live long enough to get to melee
problem with kroot is they dont synergize at all with retaliation cadre. they cant even spot for your units. youre better off just taking devilfish with breachers or pathfinders. two breacherfish can move a tremendous amount of firepower up the board on turn 1 or turn 2. thats hard to pass up in any tau detachment.
@@Khobai neither can krootox rampagers, I'm just suggesting the other kroot as better alternatives to the rampagers
Just for clarification, for the conqueror imperative you get an additional -1ap when you make an attack not just in melee. Dune rider with full squad of skitarii + marshal, 18 attacks from transports ap -1 and then vanguard with 21-30 shots Ap -1 with full reroll to hit from Marshall and full reroll to wound from transport, can’t wait to try it
Correct. I had that wrong when I made the video and realized my mistake after…
This is such a fun combo! I realized this too. Too bad I don't have a dunerider yet.
Hi. I discovered you while searching for Admech content. Nice video; I think the Skitarii Hunter is an interesting idea, and definitely has potential. A couple of other things to note. The 4++ on the battleline is on a model basis; any model that's wholly within 6" of the Dunecrawler gets it, which makes it easier to apply (you don't need to whole unit within 6", although you have to allocate the damage to the models that are). Also, you implied that only the Ruststalker Princep has dev wounds and precision, but the whole unit gets them (if you give them the Transonic blades, and there's no reason not to). This makes the Ruststalkers a pretty powerful unit, although, as you say, it requires the Commander Doctrina. 50 attacks, hitting on 3s, S5, AP-2, with dev wounds and precision is no joke! 😁. (I wouldn't want to be a character in a unit when they charge in...) Unfortunately I can't play for several weeks, but I'm looking forward to trying blocks of Vanguard, Ruststalkers and a Dunecrawler, on each flank, with shooting support from Breachers (with reroll hits they don't need +1 BS and the extra AP is very nice on them, and if they charge in their combat is going to be much better).
@@tonyclark6091 thank you for the ruststalker weapon clarification. I was actually use the ant-infantry razors . Which I still believe do not have dev wounds so I think k I payed it correct and phrased it incorrectly in the video.
Nice list but i dont like krootox and sky rey. I would swap them for something that can do action like strike teams or kroot warriors. I dont think you need sky rey becouse you could just give one ghoskeel fusion and you have amazing anti-tank.
I agree the krootox and skyray probably dont belong in the list. The pirahna should get cut too. Ghostkeel fusion is also pretty lousy anti-tank as well. Id get rid of krootox, skyray, pirahna, both ghostkeels, then bring in two more riptides and two or three missile broadsides. Missile broadsides are absolutely incredible right now.
My reasons for trying these less then meta choices is really due to the new mission layouts as I have found it hard to get reliable long range firing lanes . This makes the shooting much more close quarters. Having a good melee charge option or a lone op that can remain in one of the many terrain cubby holes the new missions have feels like a better strategic options even if the data sheet is inferior to others on the paper.
@@Woundedon6sI just find ghostkeels a bit counterintuitive with retaliation cadre since they want to stay more than 12" away and retaliation cadre wants everything within 12". Retaliation cadre needs to play a lot like montka where you play very aggressively with your battlesuits. I think the best retaliation cadre lists put as many battlesuits in your opponents face as quickly as possible. i definitely think triptide is the way to go for that reason.
in my experience fielding both riptides and ghostkeels: both have swingy damage output, but the ghostkeel tends to live for far longer. maybe it's just bad luck on my part but I have yet to have a game where the riptide doesn't immediately fold once it has to start making invul saves. imo the ghostkeel is a little pricy, but it's a unit that forces your opponent to come out and deal with it or risk the ghostkeel scoring points all game.
@@Reqqlesghostkeels are very easy to deal with if your opponent is just the tiniest bit aggressive though. the ghostkeel is really only good against non-aggressive opponents and those are games tau should win regardless. the ghostkeel is a unit that helps you win harder if youre already winning anyway. It doesnt help you hold the board against aggressive opponents or aggressively push back. Riptides are much better at that. Riptides statistically do over twice as much damage as ghostkeels. Id feel a lot better about ghostkeels if they were 140 points instead of 160. 160 is just way too much.
do you really think ghostkeels are worth it? I dont think they pack enough firepower to justify their high points cost. And lone operative is easily countered by an opponent that just plays aggressively. Shadowsun on the other hand is great and a much better option all around for lone operative, good to see her in the list. But I think id much rather have 3 riptides than 2 ghost keels and 1 riptide. 40 points isnt that hard to free up.
The Tripetides are great. Not doubting that for a second. But I like the ghostkeel , Ghostkeel fanboy. I think its better with changes to tank shock rules. I think its better with the new layouts. I think the points I saved giving me enhancments on my crisis suits gives me more options. I have only played 2 games with new points, maps and missions so very much a work in progress but whenever testing begins it starts with my stealthy friends.
Love the list !
Which commander is better, coldstar or enforcer?
depends on purpose. enforcer in ret cadre with with star flare is still quite mobile, but overall he's designed to sit on a point or maybe in your backline the added tank and reduced points has its perks. coldstar is great for high mobility shooting. personally, I run one of each, but overall would say coldstar is stronger and its points reflect that.
coldstar is best with sunforge. enforcer is best with fireknife. and starscythes you shouldnt even take because theyre awful and do nothing that your breachers and pathfinders dont already do better.
Great paint job on the Tau. Loved how you got straight into the points with a short intro - no faffing about. Sticky notes were cute
I'd dump the piranhas or the riptides for some kroot to screen with
Good analysis. Tk
Honestly, I feel ion is way better than the rail because once you start going up against things with involves that’s basically useless can argue that it’s stronger but it also has a lot of weaknesses because it’s either you super delete something or it has an invuln and you have a very high risk of completely whiffing your shot, which is devastatingbut tanks across the board got a bump so it’s not really that big of a deal for our fraction
railgun ignores invulnerables on a 6 to wound and gets a wound reroll. which means you should completely ignore invulnerables about 30% of the time. Even if you dont ignore the invulnerable they still have a 50% chance of failing a 4+ invulnerable. Your overall odds are pretty good (~60%) of getting through an invulnerable save. As for the ion cannon, it doesnt fill the same role as the railgun at all. Theres only three (arguably four) units in tau that reliably pop vehicles. Ion hammerhead isnt one of them. And the +15 point cost makes ion hammerheads pretty bad compared to other options.
I really enjoyed the format of showing the models and point changes together. It helped the association of the point changes with models while getting your insight. Thanks for sharing!
Glad it was helpful!
skyray seems better than the hammerhead now
Think I may run 1 and 1 in my Mont'ka list.
The skyray was always better. just far more consistent damage
@@beilno2890 it wasnt always better. railgun did more damage to anything with a 2+ save like a rogal dorn. but the railguns not worth the extra 15 points now.
@@Khobai Of course some targets will be better or worse depending on many factors, But in general when you have to balance against multiple armies and what they can take the skyray will just come out on top (Like those with 4+ invuln) , or be close behind with consistent damage on those the hammerhead will be better at. The hammer head can do great damage but it is swingy. I would prefect things that can do stable damage.
They have always been better.
Broadsides got 20 points drop, unless you take 3, you will pay 300. in that case you pay 30 points extra. hahahah just GW things
makes sense a strategem on a unit of 3 broadsides is 50% better than on a unit of 2 broadsides. so they make you pay more for it. they might not want people spamming 7+ broadsides either so it kindve discourages taking more than three units of 2.
massive points decrease on crisis suits, got my wish haha. theyre super worth it now.
Major bump up for the Retaliation Cadre!
Would be cool to see a video on your Necron Matchup and what you learned from them. Great video!
I think the sunforge crisis unit is best to kwep it in reserves and rapid ingres it. You can do that for 0cp also with the stealth boys. Good job!!!
I like this list, I ran it last weekend and ended up beating green tie in a close game. Going to run it in a RTT in a few weeks.
That’s great to hear. I’m working on a Kauyon list for an RTT next weekend. Hoping the models I ordered arrive in time.
What was different between your list and the top tau player for that tournament? Could be good to check out for some insight.
The top ranked tau list was running 3 breachefish, and a big brick of broadsides with mussels. Also they ran no crisis suits.
@@Woundedon6s crisis suits dont seem very good to me. hopefully they get a points reduction in the next balance slate. I definitely think missile broadsides are the way to go right now. I really like skyrays and ion hammerheads as well with the -1 ap strategem. railgun hammerheads just dont seem to put out enough shots and they just feel bad into horde armies.
Great as a new tau player to get some insight, thanks for the video!
Love your explanations. Keep up the good work for the greater good 👍🏽
Good list 👌 I love some of the combos deathgaurd can use with the characters in the army.
Thanks. I really enjoy all the character synergies in Death Guard. Hope we get some new rules soon to keep the spice train rolling.
hi i love your lists and love your strats i don't want to copy paste ur comp but i follow it closely. I have not played tournaments yet but im trying to see what your opinion on either dropping a riptide for paths lead by dark strider with grav drone( to deny Deep strike charges if its even common enough to consider) or dropping one stealth suit for fire site team for the lone op guiding witch stealth suits struggle with because of positioning of terrain and having to stay back or risk getting blown up. any ways i don't know if they have a spot but that also with 2 enforcer commanders frees up points for enhancements. Any ways what are your thoughts on that?
I think Riptides are absolutly nessasacry as they are the back bone of any tau army. They kill most things in shooting, move block very well, nusence charge and tank shock reliably, fall back and shoot and are never affacted by hit modifiiers. I think if anything one of the crisis suit teams should go before the riptide. As for the pathfinders after playing inot a bunch of necrons I think the "Grundy manuver" with the paths and the scout enhanacment may be the way to go as the early no man's screening is too important for setting up our gun line.
I’m working on building my first WH40k army and I picked the tau and it’s really cool seeing what a 2000 point army actually looks like. Love the color scheme you went with.
Besides the devilfish, having 2 Riptides is overkill especially with 2 broadsides backing them up. Each Ghostkeel can take a team of Stealth suits to take points and cross enemy lines. This is a full front assault army hitting from every direction
I ended up dropping the Broadsides after the points increases. There may not be room for the phrase too many riptides in 10th edtion Tau.
whats your opinion on missile broadsides? they put out a ridiculous number of shots for 330 points. I think its like 42 missile shots (most of which are twin-linked). whats the main advantage of taking fireknives and a commander as opposed to 2-3 broadsides? is it a mobility preference? It seems like missile broadsides could be very strong against something like green tide while also doubling up as light and medium vehicle kill. im a new player to tau so I dont have a good grasp on all the units yet. Im just curious why some people seem to love broadsides and other people just dont use them at all.
I was a huge fan of broadsides pre-points increases this last dataslate. Always preferred the rail rifles over the missiles, but this was all before Mont’ka was released. I have not tested with the missiles much, but into Greedtide yes it appears very strong. Although I will say 2 damage weapons are key to Greentide in my opinion, since the spike in saves from both the 5 invul and the 5 FNP has me off those one damage dealers.
@@Woundedon6sThe -1ap stratagem from montka seems like it would make the missile broadsides incredibly good. Because suddenly all those missile pod shots are ap2 d2 with a good portion of them being twin-linked as well. They dont damage vehicles as well as railgun broadsides but they can still effectively hurt T12 vehicles (with the twinlinked S7 AP2 D2 shots) while also being incredibly good into hordes. I think theyre a very good all-rounder unit for montka. Im not paying $180 for a unit of 3 broadsides though im converting some crisis suits into missile broadsides using various bits to bulk them up.
I see Mont'ka being best when there is volume of shots against high toughness opponents. Given how the wounds would increase so the save chance decreases. I see you like it as high mobility and damaging guns which works just a well. So, It comes down to game plan and type of opponent.
Like hearing the progress in the list and the reasons behind the changes and the game recaps. You seem light on observers, do you ever find lots of your big hitters hitting on 4+ ? Rather than a burst riptide consider 2 units of pathfinders. They lack the resilience but when overcharged the 6 ion rifles put out more shots than the riptides burst cannon at better str and ap and then they have another 28 str5 shots between the 2 units. Looking forward to hearing how you get on at the event, best of luck.
So you would think so but honestly I get by just fine. The Stealth suits, piranha and the devilfish make for fine observers. Also the piranha doubles as a tetra when they die and you pop pin point counter offensive and now everything rerolls against the enemy unit. In a pinch you can also use the hammerhead ls since if they target a Monster or vehicle or stay still get +1 to hit anyway. This allows me to bring more powerful gun options and less Chaff infantry. Sorry pathfinders.
Is there a place where we can see your list complete?
I will try to add it to the description of the videos from now on
Love this virgin of this list. Can’t wait to see how you do.
Is there a specific reason youre playing montka? With that many battlesuits I wouldve figured youd just go all-in on retaliation cadre. Im used to seeing montka lists with 3-5 breacher/pathfinder teams and 3-4 devilfish and then scouting everything else to be extremely aggressive on turn 1.
Great question. Mostly because IMO it is the best detachment. The speed and ability to get anywhere or better yet exactly where I need to be with my scouting infiltrating units is key. The lethal hits also help with the low strength attacks. But even more is some of the starts. Pin-point counter offensive is so good and getting more longer range shots from suits on those must kill units is money. Mont’ka essentially provides a highly mobile gun line that can react to changes in the most import turns of the game. Also most Mont’ka list running the breacher spam have a 42% win rate and are getting shown up by kroot. There is another way Gue’vesa.
I like the list in general and like the changes you've made. I think it can be a trap trying to focus on close range battlesuits to get the detachment buffs. I'd like to suggest a radical opinion of dropping one of the ghostkeels and one of the riptides to put a cadre fireblade, breacher and devilfish combo and upgrade the 2 broadsides to skyrays. The breachers add some nice horde clearing that can prevent the crisis suits deepstriking where they want and the skyrays will be much better anti tank.
You are most likely correct selling out totally for the battle suits is a bit of a detriment. It’s a delicate balance I think you need to strike for this detachment. More updates to come on this in the future for sure.
What weapons would you put on the Skyrays?
If you can, change the heavy burst cannon on the riptide for the ion gun. A riptide rarely kills a heavy vehicle, but two can do that job using the nova charge. And you already have enoughbfire power tobdeal with hordes.
You are correct. I was trying to build toward the more horde green tide meta with the heavy burst. Getting aggressive with that riptide and doing S7 -2 2damage shots.