40K: Tau Codex Review – Riptides are BACK! – FTN

This episode is all about Codex Tau. Enjoy the show, AND THE RIPTIDES!

Hey guys,

We were not able to record on schedule this week – things happen!  So we had to cut our codex coverage a little short.  We will have more stuff on the way soon with some special guests!  Until then.. ENJOY THE RIPTIDES!



Hey all,

As mentioned, I’m releasing this very quickly and we didn’t have time to get deep into the full coverage.  More to come!

The Riptides and Broadsides get a LOT cheaper.  We do our best to run down the base rules of these guys.

Part 2 of the show is something we recorded in the early part of the week before we had the dex in hand.

The Finishing Moves segment is sponsored by Frontline Gaming. Their new mats are now hot off the presses and getting ready to be shipped. Please check them out, even if you already have a game mat. Their new styles are very impressive.

We talk a LOT of hobby this week in part two of the show.

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FTN mostly focuses on Warhammer 40k, but again you will see in the first few episodes we take a severe deep dive into nerdom. These have been a blast to record and I hope they help pass the time for you.

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Paul Murphy – Host

Justin Troop – troopsmash
Christopher Morgan – captain morgan
Horton Doughton
Ricky Addington

  • Pl4gu3 B4st4rd

    So, this is the new “Codex : Riptide” everyone is talking about …

    • Will Evans

      That was what the previous codex was, so not too much of a change from 7th in that case. 😛

    • Drpx

      Codex Riptide
      Codex Dark Reaper
      Codex Guilliman

      • LankTank

        Codex obliterator, codex poxwalker, codex tzansigor, codex rhino gun platform =)

  • PullsyJr

    “Create more diverse lists”?! Holy crap, what a stupid comment to make! The super-powering of Riptides will reduce diversity.

  • LankTank

    Hah this podcast was a shambles and I loved every minute of it XD

  • si1

    Riptides will be back with this codex, especially with the stratagem allowing them to use two nova charge abilities ie nova charging the weapons and gain a 3+ inv save. Players will definitely need to take ‘target lock’ to avoid a -1 to hit for its heavy weapons if its moves.

    The unit I’m most disappointed with is the hammerhead, its weapons are not scary in this edition. Whilst the ion cannon is getting a nice boost, the railgun is pathetic. In the last edition a hammerhead could one shot a vehicle with the railgun, in this edition at best it can kill a leman russ in two turns but more likely in four turns on average damage rolls. This makes it unviable except in fluffy games. My fixes for the hammerhead would be to give it ‘AM grinding advance’ allowing it to shoot twice if it moves less than half its movement stat. For the Railgun its damage needs to be upgraded to either a straight 6 or 2d6 with the d3 mortal wounds on a roll of a natural 6.

    • Dalinair

      I feel it’s completely replaced by broadsides that are really good now

    • Karru

      Honestly I would make the Railgun just straight up 6 + D6 damage with the D3 Mortal Wounds and call it a day.

      The Hammerhead has been a joke since 4th edition in my mind, always being overshadowed by the Broadside. I have always thought that a gun that gets exactly 1 shot should have one heck of a punch in it.

      Vanquishers at least had the “Re-roll penetration attempt for this gun against Vehicles” during 5th through 7th, but lost it in 8th which made it quite bad.

      I seriously want to talk to the rule writers that make these units that have 1 shot with mediocre ballistic skill for high price, why should you take them over the units that shoot higher amount with the same strength for less. Can’t be durability since it has been shown time and time again that the best shield in the game numbers, not durability.

  • Dalinair

    I get the riptide came down in price but i look at it and I just see BS4+ and compare it to a dakkafex or something and cant help but think it’s fairly meh. But then I never played 6-7th edition so maybe i’m just not seeing why it was so powerful.

    • Karru

      Riptide by itself wasn’t scary really. Once you pulled the Riptide wing out though with 3 of these guys who gained re-rolls to their Nova Reactor rolls when within 6″ of each other. They get +1 to hit against a unit that one of the Riptides already shot at this round and finally the big thing, once per game they could get double shooting phase by standing still. This means that if you used Ripple Fire from your Nova Reactor, you fired your secondary weapon 4 times per Riptide.

      Don’t know how comparable it is in this edition though, but I can safely say that it won’t reach that level any time soon.

    • NNextremNN

      From base stats it was always a average shooter. But it was easy to improve the shooting. 1 markerlight was +1BS for one unit and this was stackable (but not reusable like now). There also were formation buffs to increase their BS. Like shoot at something another riptide shot and get +1BS again stackable. Nova Reactor was 3+ to choose the effect or fail and get a wound with no saves. The Riptide Wing made them rerollable. The also were monstrous creatures instead of walker which was a big benefit in 7th.

      They also could ally with eldar which already were OP. So the Riptide was the only Tau unit in some games that people saw. This made a lot of people hate the Riptide and Tau. Strangely more then other OP formations or factions. The Riptide was not that OP outside of his formation as many people believe.

      Getting +1 BS is quite hard now, The Nova reactor always succeeds but also always causes a mortal wound, vehicles and monster now use the same rules so they lost that benefit too.

      Some of these were justified like the monster vs. vehicle thing. The failing of nova reactor was explained by it being a experimental technology. Some decades later and the fastest developing faction in the galaxy made it worse by always failing. They removed most of the BS increases or made them a lot harder to get without increasing the BS of the most elite units in return. Giving some armies -1 to hit overall can make hitting anything really hard, especially for a faction with nothing else but guns. The index version was also fairly expensive and had bad weapons. This lead people to not using them anymore. Well it seems they at least fixed that in the new Codex even if they just wanted to up riptide sales again.

      • Sniddy

        Bs4 nearly army wide still, ML still not working, not a lot in assault nothing in psy, Hammer head is a joke, really the red haired fartherless step child of GW

      • Dalinair

        Sounds to me then like they are far from good now since all those stacking buffs and bonuses simply aren’t available anymore, it’s not like theres a cheeky formation anymore. The points reduction is nice but on its own it looks average at best.

        • NNextremNN

          Some Tau player are like “It’s something”. It’s better then his Index version. Crisis are still bad, commanders are limited. They got some useful stratagems (get two Nova buffs, use unwounded profile when wounded). So it’s either Riptide, Ghostkeel, Broadside or Hammerhead if you want something bigger. Riptides were pretty popular many should still have them.

          Some Tau opponents are still haunted by Ghosts of past.

          Others still think they are bad.

  • Anthony Keen

    Is it just me, or is the way they did this codex review incredibly lack-lustre? I know it’s only part 1, but every other review FTN do, they typically go quite well into depth about things… this time there was a lot of ‘I think this is good, I guess?’ which was very disappointing.

  • Kabal1te

    Riptides are back? I never got the notice that they had gone anywhere in the first place.