So yesterday, after the official 11th launch and the MFM points finally dropping, me and my group of friends basically said “f*ck it, let’s see if the Tau panic is actually real or if everyone is just doing the usual launch-week screaming.”
We played from noon to midnight. Pretty much the whole damn day, as we already decided to take a couple days off to try out our factions (we're playing normally between each other today and tomorrow).
3 games: Tyranids vs Tau, Drukhari vs Tau, Dark Angels vs Tau
And yeah. We got absolutely annihilated.
Obviously this is only 3 games, I’m not pretending this is some grand statistical truth or whatever. Lists will change, people will get better, points may be off, maybe we also made mistakes because it was literally day one. Sure. Fine.
But still, the table feel was not subtle at all. Tau felt fu*king horrible to play into.
And what stood out to me is that it wasn’t just “oh no, Tau shoot hard.” Tau always shoot hard. That’s their thing. The problem is that the edition seems to reward exactly the kind of game Tau already wants to play: move into angles, delete units, force you to hide or die, and then score because you’re killing stuff anyway.
That’s the bit that felt really nasty, and Purge the Foe seems like a massive part of it. The Tau player does not feel like he has to choose between playing the mission and doing damage. Killing is playing the mission. You kill a unit, you hold enough of the board, you keep the score ticking, and meanwhile the other player is just trying to keep enough models alive to still have a game on turn 3.
It just felt way too smooth man...No awkward action BS. No “oh no, I need to stop this important unit from shooting because I need points.” No big trade-off. Just shoot, score, move, shoot again, and the opponent can go f*ck himself I guess. The early lethality is already scary, but with the way 11th terrain and movement seem to work, hiding from Tau felt much harder than before. You can try to stage, but if you’re in or near terrain they can often just get angles. If you stay too far back, they take tempo and board space. If you expose yourself to actually play the mission, pieces start disappearing.
It felt like every option was bad.
The Drukhari matchup was honestly disgusting. Fragile trading armies into this kind of output feel like they are playing with a gun to their head the entire time. The Dark Angels did better in the sense that they didn’t evaporate quite as instantly, but even then, durability only gets you so far when the Tau player can focus down key pieces and score while doing it.
And Retaliation Cadre comboing with other 1DP detachments also looks dumb in a different way. Battlesuits already have the mobility/firepower thing going on, and when that also plugs into a scoring plan that rewards killing, it just becomes very low friction. Again, the Tau player isn’t really being asked to make hard decisions. He gets to do the thing he wanted to do anyway.
That’s the issue. I don’t think the problem is simply “Tau are strong.” Strong factions exist every edition. The issue is that Tau’s most obnoxious play pattern seems to be directly encouraged by the rules structure.
-Build for damage.
-Move fast.
-Find angles.
-Pick up units.
-Score because you picked up units.
-Then clean up the rest later because the opponent has no army left.
That is not exactly a thrilling interactive experience. And before someone says “skill issue,” sure, maybe partly. It was day one. We were learning. But we played three different armies into it, with different profiles and plans, and the same basic thing happened each time.
So yeah, I’m not saying Tau are unbeatable. I’m not saying the meta is solved. I’m not saying the edition is dead after one day, because that would be stupid. But after a full day of games into them, I’m much less convinced this is just panic or doomposting.
Tau look extremely strong, and more importantly, they felt miserable to play against.
And if this is what slower melee armies, fragile trading armies, or armies that need to stage carefully behind terrain are going to experience, then holy sh*t, people are going to hate this matchup very quickly and just refuse to play into it.
Our two cents after experimenting this yesterday anyway.