Rising Star: Cold Star Commander In 8th Edition

Discuss tactical and strategic development for 40K/Tau.
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Iron-Fist
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Rising Star: Cold Star Commander In 8th Edition

Post#1 » May 31 2017 11:23

So we are at the dawn of a new edition. Leaks have given us basically everything we need to begin our experimentation, our learning process.

Like many, I was quite taken aback by the new pricing of Tau. Suits and vehicles have shot up in price (a HYMP/SMS broadside went from 65 points to 202 points), while troops have gotten a small discount (9 points per model to 8). Kroot have lost true infiltration in favor of a scout move. Jet pack rules have yet to come to light. Markerlights have changed, mostly in a negative fashion. Riptides and Stormsurges remain powerful, unsurprisingly. Other winners seem to be Stealthsuits (stayed the same price, got buffed greatly) and gun drones (got cheaper and gained shots, even if they lost some power from the drone controller).

But there is one unit, completely overlooked in 7th, which seems to have grown most of all in 8th. The Coldstar Commander.

Coldstar suits in 7th were hampered by their terrible armament and high cost, relegated to the dust bin despite the survivability of flyers. In the new edition, they've gotten a cost break, their armaments have seen a huge improvement, and their comparative mobility remains frankly incredible:

1) Burst cannons got more shots and those shots can hurt more things. Missile pods can now shoot at separate targets as needed.
2) The upgrade is now only 16 points over the commander, rather han 60.
3) Their movement of 20'' and advance of 20'' makes them, currently, the fastest unit on the board. Their ridiculous advance is aided by the fact that both of their weapons are assault and thus only slightly hampered by the additional mobility.

The coldstar also brings some "slot efficiency" to the commander, as they effectively have 3 weapons (2 burst cannons and a missile pod) while keeping 2 slots available for support systems. Advanced Targeting System (-1 to weapon AP) is amazing for a model with this many shots, it pushes the average dead marines from ~2/turn to ~3/turn. This pushes the "unsaved wound" efficiency above that of Stealth Suits. The second support system is up for grabs, but shield generators (dropping to just 8 pts each) seem a good choice for a T5 W6 chassis in the era of AP.

The boost to independent characters also benefits the Coldstar, as they can only be targeted if they are they nearest target. Additionally, each character can take 2 drones and those 2 drones may act independently of the character, providing a lot of flexibility in their movement.

My idea revolves around multiple Coldstars working together, using their speed to isolate units and avoid range bands while hitting hard and relying on their tough stat line and careful maneuvering to survive as many turns as possible. I've taken to calling this a Cold Storm.

The core of a Cold Storm list:
6x Coldstar Commanders [ATS+Shield Generator]
12x Gun Drones

This comes in just under 1000 points, leaving quite a bit of room to fill to taste. 5 of the commanders may be from a Supreme Command detachment while the 6th comes from the main detachment. The 6 Commanders will run around the board, shifting who is in front to keep the wounded toward the back and limit how many angles a single commander can be targeted from. Their weapons can fight swarms or elites and their speed should keep them out of reach of assault troops. Their T5 W6 3+/4++ will see them through a great deal of fire, especially if cover can be utilized. The drones will be spread out being annoying while at least a few try to stay in sacrifice range of the front most commander(s) to eat multi-wound shots.

What do y'all think? Is 8th edition a second lease on life for the Coldstar? Is the Cold Storm a viable idea? I'll be testing this later in the week and will report back.
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The Tau Deathstar 2015: 8-1

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MNGamer
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#2 » Jun 01 2017 12:27

I loved the coldstar in 7th and the buff in 8th is just all the sweeter. I'm very interested in how the "coldstorm" works. I think that with the speed of the suit the enemy will be forced to split up and the upgraded weapons will make short work of them. I hope to see more coldstars because it is simply a cool model. Another idea is to have a completely airborne t'au force with coldstars, barracudas, and razor sharks.
Even when broken, a sword may still cut~Aun'ko'vash

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azlanpower
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#3 » Jun 01 2017 12:44

Iron-Fist wrote:The coldstar also brings some "slot efficiency" to the commander, as they effectively have 3 weapons (2 burst cannons and a missile pod) while keeping 2 slots available for support systems.


Coldstar can only use ONE high-output burst cannon and one missile pod? and can take only 2 Support systems

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MNGamer
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#4 » Jun 01 2017 12:55

One burst cannon=4 shots
One high output burst cannon=8 shots
One high output burst cannon=2 burst cannons
So it's like getting a free weapon because the normal commander cannon take the high output burst cannon.
Even when broken, a sword may still cut~Aun'ko'vash

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Panzer
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#5 » Jun 01 2017 01:26

I was thinking about a list with mainly Coldstars but I fear you'll lose on Objectives then since afaik the unit with the most models will score the objective (another reason why Infantry is better than big suits/tanks/monsters in 8th).

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Re: Rising Star: Cold Star Commander In 8th Edition

Post#6 » Jun 01 2017 02:07

He has a role to play but I don't know if I want 6. Definitely 1-2 though. Lose too much presence with only 6.

Ricordis
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#7 » Jun 01 2017 05:47

2 Coldstars, one colored red/gold, the other one blue/white/red.
They are gonna confuse the enemy so much.
Image

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Iron-Fist
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#8 » Jun 01 2017 07:40

The realization that ATS applies to combat brings another aspect of the Cold star to the fore: their absolutely INSANE charge range: 20''+2d6. 4 base attacks, hitting first on the charge, hitting on 3+, S5, AP-1, while sitting on T5 W6 3+/4++, makes them a formidable CC unit, and they are fast enough to choose their target.
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#9 » Jun 01 2017 09:12

Iron-Fist wrote:The realization that ATS applies to combat brings another aspect of the Cold star to the fore: their absolutely INSANE charge range: 20''+2d6. 4 base attacks, hitting first on the charge, hitting on 3+, S5, AP-1, while sitting on T5 W6 3+/4++, makes them a formidable CC unit, and they are fast enough to choose their target.


But...but...this goes against everything I know! Jk, it seems like most tau units got a cc boost in 8th. There might be more tau players willingly going into cc.
Even when broken, a sword may still cut~Aun'ko'vash

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russ29
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#10 » Jun 01 2017 09:25

Iron-Fist wrote:The realization that ATS applies to combat brings another aspect of the Cold star to the fore: their absolutely INSANE charge range: 20''+2d6. 4 base attacks, hitting first on the charge, hitting on 3+, S5, AP-1, while sitting on T5 W6 3+/4++, makes them a formidable CC unit, and they are fast enough to choose their target.


Oh wow you are right! Against a shooty army like imperial guard you might want to charge their vehicles to nullify their shooting while in your turn you retreat and shoot them again! Thanks for this eye opening strategem!
Through unity, devastation

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boomwolf
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#11 » Jun 01 2017 09:33

Wait, what?
It applies in CC too?!

Are you sure? can anyone who was smart enough to actually save the leaked images send me the page that speaks of the "basic weapon"? because I don't remember seeing it...


That only makes the coldstar even more of a badass in 8th though, as if he didn't invalidate enough units already XD


I wonder how will fare an army made completel of ATS/shield coldstars...


EDIT:
After managing to re-aquire the files, I can confirm this actually works
XD

Guess we got the second-fastest assault unit in the game? (heldrake holds the title with move of 30)

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Raverrn
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#12 » Jun 01 2017 09:57

The Advanced Targeting System only applies to a model's weapons. The Coldstar does not have a melee weapon, so it will not benefit in CC.

Something else that needs to be brought up, however, is the Coldstar's use as a headhunter. That 20" move is really nice for getting around the targeting restrictions on enemy characters, and his firepower is a serious threat to the vast majority of midrange characters.

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Iron-Fist
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#13 » Jun 01 2017 10:36

boomwolf wrote:
I wonder how will fare an army made completel of ATS/shield coldstars...


You can fit 9 and 18 drones are just under 1500 points... gotta try it.
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#14 » Jun 02 2017 01:15

Raverrn wrote:The Advanced Targeting System only applies to a model's weapons. The Coldstar does not have a melee weapon, so it will not benefit in CC.


Main rulebook, Chapter 5 (Fight Phase), Section 4 (Choose your Weapon): "If the datasheet does not list any melee weapons, the model is assumed to fight with a close combat weapon, which has the following profile:
Weapon: Close combat weapon
Range: Melee
Type: Melee
S: User
AP: -
D: 1"

He does indeed have a close combat weapon that counts as a weapon and as such is affected by ATS's rules. And is a weapon.

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Panzer
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#15 » Jun 02 2017 06:15

boomwolf wrote:I wonder how will fare an army made completel of ATS/shield coldstars...

Unless you can table the opponent you'll probably going to lose the game since you can't hold any objective as long as there's an enemy within 3" of it. :D

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Iron-Fist
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#16 » Jun 02 2017 06:39

Itll take some finesse, but the Cold Storm isnt without strengths in the objective game. You don't need to table the opponent, just kill the forward, fast moving elements. Also, moving 40'' you can fight in one place and claim an obj across the board on last turn. Also you'll be fast enough to really pursue tactical objs.
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Flower Urchin
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Re: Rising Star: Cold Star Commander In 8th Edition

Post#17 » Jun 02 2017 07:44

One penalty of the cold star is the limited range of it's burst cannon. In this we have tyranids, elder and such moving faster so 18" can be well within easy charge range.

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Re: Rising Star: Cold Star Commander In 8th Edition

Post#18 » Jun 02 2017 07:49

Eh, I'd take my chances with the coldstar against most non-specialist meleers any day of the week. It can handle termagaunts, biovores and even tyranid warriors, especially if supported by drones, and come on top. Next turn, it can just fall back and shoot whatever it likes.

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