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Made in gb
Slippery Ultramarine Scout Biker



Northampton

*** NEW ARMY LIST HELPED BY ADVICE FROM CONTRIBUTORS TO THIS THREAD IS NOW POST NUMBER 14 PLEASE LOOK THERE, THANK YOU ***

I know 2000 isn't a standard tournament size, but I've promised my FLGS I intend to build a 'takes all comers' list that is the meanest I can manage in this edition - Then they will try and bring it down. I will face a wide variety but biggest threats at this point appear to be a White Scars list with much grav and potentially 1-3 vindicators. Two people who like triple Nemisis dreadknights with the jump pack upgrade and an Eldar player who, while he only has one Wraithknight, has much experience with his list and many victories against strong foes.

Tau Commander 173pts
MSS & C+C
Iridium armour
Puretide Engram Chip
Neuroweb Thing
Onagar Gauntlet
Vectored Retrothrusters

Cadre Fireblade (For manning Quad Gun)

Jetseer 130pts
Jetbike
Runes of 'Ignore a Perils'

Aegis and Quad Gun 100pts

12 Firewarriors 108pts

12 Sniper Kroot 89pts
Kroot Hound

11 Sniper Kroot 82pts
Kroot Hound

3 Windrider Jetbikes 61pts
1 Shurikan Cannon

3 Windrider Jetbikes 61pts
1 Shurikan Cannon

5 Pathfinders 55pts

5 Pathfinders 55pts

Riptide 225
Ion, Early Warning, SMS Missiles and Stim Injector

Riptide 225
Ion, Early Warning, SMS Missiles and Stim Injector

Wraithknight 240
Heavy D Cannons

3 Missiles Sides 219pts
2 Shield Drones
SMS

TOTAL: 1973pt

Right, so aside from the 27pts left over, I'm also not really taken by the Iridium Armour, but as I can't think of anything else for now, I've left it in. Also I've seen people say how 6 is the best number for Pathfinders but there is a financial implication and I'd rather not buy another box for just 2 more models!

As some may know I'm not a dirty Xenos player so I expect there to be oversights here. I know there are popular varients on this list on just about every forum on the internet.

If anyone more in the know could also comment on these questions:

1) Iridium Armour worth it? He will occasionally be required to jump between units to spread his buffy goodness, so T5 and the save does sound appealing for this, but worth it?

2) Pathfinders, how many is right?

3) Sniper Kroot, consolidate into one larger unit for survivability at the loss of a scoring unit

4) Missile drones or Shield drones for the Missile Sides

5) Shave points from somewhere (please suggest where) and take a mini jet-seer council (not convinved they can do the 'mini' bit so I have left them out at this points level.

6) I really like the Stim injectors for the riptides, I know they split decisions but hey, if you have an idea for something better please suggest it!

On a side note, I don't see many flyers at my FLGS so I am not tempted to take skyfire and fusion on the riptides.


Fire away, all constructive criticism welcome!

This message was edited 1 time. Last update was at 2014/04/25 09:57:48


 
   
Made in us
Bush? No, Eldar Ranger





1) Yes. I'd remove the useless jazz though. Puretide Chip, C&C, MSS, Iridium, Shield Gen, FNP. Put him in front of the team to soak up all wounds, and LOS them away.

2) You're only looking for two hits, so where you are is fine.

3) I'd only take one unit of twelve. You're grabbing them for cheap sniping to hunt Wraithknights, they're far to squishy to be reliable objective holders. Leave that to your Bikes.

4) Why not both? One Shield to lengthen survival, two Missile for more shooting,

5) Unless you're building the list around the council, it's not really worth it.

6) Leave them, They're good.

7) Even though you don't see it often, it'll come out of the wetworks. Odds are a cron player will call your bluff on "Take all Comers" and leave you drowning in Croissants. At 2k, more AA is needed.

School's out, the War Machine rolls once more
6000 pts  
   
Made in us
Executing Exarch





The Twilight Zone

I would keep your commander as is. If he is going with the missilesides, he could take a drone controller to get BS5 missile drones. Since your commander is your warlord, you need him to be T5 with a 2+ save. Stims are also not a bad idea to keep em alive and tank even more wounds.

Farseer should probably take a singing spear, an S9 shot is always handy.

Keep the 2 units of kroot, fw team and jetbikes. Cannons are optional on the bikes, as they are basically there to score.

If your meta is very light on fliers, a quad+missilesides+buffed riptides can do the job. Otherwise, take an HBC tide with EWO and velocity tracker.

Stims are very expensive, and if you dropped both, and some stuff here and there you could get a skyray. Extra markerlights, the ability to dump S8 shots early on for first blood, and more AA if needed.

Don't take shield drones on the sides. Drones are just there to eat bullets, and if you are in cover you get saves against most things. If not, the drones eat wounds-either way the drones die to protect the sides, might as well have drones that shoot. EWO is always a good call on the sides.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in gb
Slippery Ultramarine Scout Biker



Northampton

Thank you for two very detailed replies. I'm glad I didn't stray too far from the mark of list design!

Some great advice from Will, however after the Onagar went the way of the dodo, I realised I hadn't priced in the VRTs! (d'oh!). However I did find the points for FnP on him.

I also found the points for a signing spear, as stated, it's nice to have a shooting attack. Shield drones are now missile drones. Couldn't find the points to a) take a drone controller or b) take more missile drones, which is a shame as they would be BS5 and twin linked owing to the C+C. Long and short of it, I will see how it goes with that unit, if I need the points I'll probably have a poke at my kroot.

Speaking of Kroot they are now 2 squads of 12. Again this will be try and see, both thread participants make a good point.

A great idea Dr Serling regarding the stims, however despite much scraping I struggled to make the points up to a Skyray (a unit I do like!) without major sacrifices. Plus it would be the only armour in the army and that may end up giving up more fire bloods than it takes.

I think cannons should stay on the bikes as, quite regularly actually, my opponents keep putting units on their objectives. It is annoying and it does make life hard, but they keep doing it. The cannons are cheap and can help shift the inevitable unit of sniper scouts or the like from that objective, without having to waste a whole turn of shooting from a riptide or a the Knight.

Other than that I think I just need to get some playtime in, further suggestions are welcome so keep them coming!

And thanks again fro the replies so far!
   
Made in us
Shas'la with Pulse Carbine



San Diego, CA

Per the non existent faq, drone controller does not work for missile drones.

With two riptides on the board, you're really wasting those 70 points. Just get early warning override and you're golden. That ftp won't stop jaws or instant death. I really, REALLY recommend a heavy burst cannon on one of those rip tides with velocity tracker and early warning override, good way o stop incoming fliers.

If you're gonna have an in man the quad gun, make it an ethereal hiding in with the missile sides. He provides his 12 buff bubble and is still bs 5. The missile sides will beef up his toughness and can tank wounds.

Fire warrior squads are best in groups of 9. With some of the above fixes you can fit in another squad.

This message was edited 2 times. Last update was at 2014/04/19 21:12:36


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Made in gb
Slippery Ultramarine Scout Biker



Northampton

I'm starting to move over to the other side regarding the Stim packs on the Riptides. I would just say that they do help with instant death stuff (that isn't strength D) as FnP says it isn't a saving throw. ****EDIT: I have been informed this isn't the case now as it was FAQ'd**** Jaws though, well that would need a space wolf player and I fancy my chances that I wont come across one!

Ethereal/Fireblade swap out is a good suggestion and I will probably implement it straight away! **** Second Edit: I have been told to keep the Fireblade as he has Split Fire, meaning he can hide in the unit and use the Quad at another target, what are your thoughts on this? ****

The Burstcannon Riptide is a good suggestion for AA support, however it just leaves me cold compared to the Ion Accelerator. The IA offers so much variety in it's shots. I'm not discounting the HBC totally, it may just have to wait until Riptide three before it hits the board as I just haven't had enough problems with flyers.

More firewarriors is always good, why the choice of 9? Is it so it is 3 casualties before 25%? Or am I missing something more obvious?

Thank you for your reply!

This message was edited 2 times. Last update was at 2014/04/20 09:40:20


 
   
Made in gb
Water-Caste Negotiator





This definitely isnt the meanest list you run in 6th.

You cant go too wrong with Tau but if youre looking to be cutting edge competitve you need to go for a deathstar of some variety and o'vesa star is the nearest equivalent to what you have.

If the O'vesa doesnt sound like your cup of tea id suggest taking some more optimised choices. For example ditching the pathfinders and fireblade, minimising troops down to 10 kroot plus hound, maybe one larger squad as snipers though. Then squeeze in two skrays for markers plus as many missile drones for the missilesides. 
   
Made in us
Shas'la with Pulse Carbine



San Diego, CA

Fireblade/Ethereal, it's up to you man. Do you want your quad gun to snap fire? Or have a 12" leadership 10 bubble, and a possible selection of 4 powers including a 6+ Feel No Pain, a third shot at 15" or less for all Firewarriors within 12", and two other powers?

9 Firewarriors per squad is the minimum required number to take leaderships after taking three loses. You will still take a leadership after losing three in a squad of twelve which COULD make the whole unit run. Although you can mitigate it with an Ethereal like mentioned above.

I'm not a number's guy like many of the people on this forum, all I can say it to give it a shot. The IA WILL fail either to Gets Hot! or to a long scatter. Unless you support that guy with enough markerlights you will be disappointed. I have a guy at my club that uses two IAs and it's sad to see how ineffective they are. The HBC, however, will always score hits and you don't need as many to score a perfect hit (2 will almost guarantee all 12+ hits whereas you may need up to 6 to prevent a BS 3 scatter). In addition, due to the rending nature of the Nova Charged HBC, you can hunt infantry OR tanks. Who do you plan on using to hunt infantry hiding on your opponents side of the board? Why not use a T6 monster with 16 shots? And who cares if you have a 3+ or a 2+ armor save, they WILL lose models if they take lots of fire. All I can say is to try it, you'll be surprised. Also consider this, you currently have three beasts that are geared toward TEQ, but what'll happen if you face a hoard army like Guard, Orks, or Dark Eldar? The key to a powerful list is to be able to give every unit in your list the capabilities of handling different tasks, and right now you have too many eggs in your basket geared towards TEQ. Just food for thought.

As for FNP, if you want to use it then go for it. But think about it like this. If you were on the other side of the board and had a good chance of not surviving the whole game; which would you rather kill? Two T6 Monsters with a 2+/5++(or 3++) AND a FNP?, or the squisher T3 4+ scoring units? I have had Riptides go untouched by anything other than failed Nova attempts because my opponent realized it was futile to try and take one down, let alone two of them. There is little in the game outside of combat that can contest a Riptide that can't be easily neutralized. If you see lascannons on the other side of the board, hit them first. Poison shots? Usually on weak bodies. It can be done. Or just use them to soak up wounds. Any shot the Riptide takes is one less shot your scoring unit takes.

This message was edited 2 times. Last update was at 2014/04/20 13:59:51


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Made in gb
Slippery Ultramarine Scout Biker



Northampton

Unfortunately O'vesa Star leaves me dead cold. I know it is tough, but I think a decent Taudar list can contend with it.

Missile drones for the missile sides, good idea, well worked, they're an in.

Dropping troops further, I'm going to need convincing with this one as my list only has 6 MEQs and the Kroot (which are only 3 higher than minimum for 2 squads - one squad is, of course, an option) and 12 Firewarriors.

Mr Deeds, you have sold me the benefits of a burst cannon. I will try and squeeze something in (somehow) I would love one with HBC, EWO and VTs.

However

I think I would still like it as number three... god know where I'm going to find the points!

**** EDIT **** Right, turns out that list came to 1883 - I have NO idea how I ended up so short. That is abysmal list building, I blame the allies add on I made to my Excel Spreadsheet.

So I could drop the two stim packs and a few kroot to get that skyfiring HBC riptide.... What are people's thoughts?

The List Would then look like this:

Tau Commander 185pts
MSS & C+C
Iridium armour
Puretide Engram Chip
Vectored Retrothrusters
Stim Injectors

Cadre Fireblade (For manning Quad Gun) 60pts

Jetseer 130pts
Jetbike
Runes of 'Ignore a Perils'

Aegis and Quad Gun 100pts

12 Firewarriors 108pts

6 Firewarriors 54pts

11 Sniper Kroot 82pts
Kroot Hound

3 Windrider Jetbikes 61pts
1 Shurikan Cannon

3 Windrider Jetbikes 61pts
1 Shurikan Cannon

5 Pathfinders 55pts

5 Pathfinders 55pts

Riptide 190
Ion, Early Warning, SMS Missiles

Riptide 190
Ion, Early Warning, SMS Missiles

Riptide 205
HBC, Velocity Tracker, Early Warning, Fusion Blaster

Wraithknight 240
Heavy D Cannons

3 Missiles Sides 219pts
2 Shield Drones
SMS

This message was edited 2 times. Last update was at 2014/04/21 18:53:28


 
   
Made in us
Shas'la with Pulse Carbine



San Diego, CA

Looks like a good start. I'm sure you'll make your own personal flairs in the list as you play with it.

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Made in us
Bush? No, Eldar Ranger





DirtyDeeds wrote:

With two riptides on the board, you're really wasting those 70 points. Just get early warning override and you're golden. That fnp won't stop jaws or instant death. I really, REALLY recommend a heavy burst cannon on one of those rip tides with velocity tracker and early warning override, good way o stop incoming fliers.


While it won't ignore ID, it will ignore everything else. Good to help stop AP: 2, and a must on a HBC Riptide to stop it from melting it's own brain. And it's not that expensive anyway.

This message was edited 1 time. Last update was at 2014/04/22 04:51:17


School's out, the War Machine rolls once more
6000 pts  
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





 Will1541 wrote:
DirtyDeeds wrote:

With two riptides on the board, you're really wasting those 70 points. Just get early warning override and you're golden. That fnp won't stop jaws or instant death. I really, REALLY recommend a heavy burst cannon on one of those rip tides with velocity tracker and early warning override, good way o stop incoming fliers.


While it won't ignore ID, it will ignore everything else. Good to help stop AP: 2, and a must on a HBC Riptide to stop it from melting it's own brain. And it's not that expensive anyway.


I'm going to second the recommendation for an HBC tide in favor of stims. It doesn't get better than an HBC/ECPA/VT riptide. It is by far the most versatile and self sufficient way you can use a riptide.

"Backfield? I have no backfield." 
   
Made in us
Bush? No, Eldar Ranger





 astro_nomicon wrote:
 Will1541 wrote:
DirtyDeeds wrote:

With two riptides on the board, you're really wasting those 70 points. Just get early warning override and you're golden. That fnp won't stop jaws or instant death. I really, REALLY recommend a heavy burst cannon on one of those rip tides with velocity tracker and early warning override, good way o stop incoming fliers.


While it won't ignore ID, it will ignore everything else. Good to help stop AP: 2, and a must on a HBC Riptide to stop it from melting it's own brain. And it's not that expensive anyway.


I'm going to second the recommendation for an HBC tide in favor of stims. It doesn't get better than an HBC/ECPA/VT riptide. It is by far the most versatile and self sufficient way you can use a riptide.


Why was i quoted for this? I'm not saying no HBC, I'm saying take stims. And HBC is cheaper than Ion. So take one, but make sure it's got FNP to prevent it from killing itself.

School's out, the War Machine rolls once more
6000 pts  
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





 Will1541 wrote:
 astro_nomicon wrote:
 Will1541 wrote:
DirtyDeeds wrote:

With two riptides on the board, you're really wasting those 70 points. Just get early warning override and you're golden. That fnp won't stop jaws or instant death. I really, REALLY recommend a heavy burst cannon on one of those rip tides with velocity tracker and early warning override, good way o stop incoming fliers.


While it won't ignore ID, it will ignore everything else. Good to help stop AP: 2, and a must on a HBC Riptide to stop it from melting it's own brain. And it's not that expensive anyway.


I'm going to second the recommendation for an HBC tide in favor of stims. It doesn't get better than an HBC/ECPA/VT riptide. It is by far the most versatile and self sufficient way you can use a riptide.


Why was i quoted for this? I'm not saying no HBC, I'm saying take stims. And HBC is cheaper than Ion. So take one, but make sure it's got FNP to prevent it from killing itself.


Apologies, I think I was trying to quote Dirty Deeds. Just get ECPA on that puppy and you're golden Cheaper than stims plus it allows him to hit more often (even unsupported) and solves the other problem of riptides melting themselves with nova charges.

"Backfield? I have no backfield." 
   
Made in gb
Slippery Ultramarine Scout Biker



Northampton

Right, rather than making a new thread I thought I would post up some of my workings here, hopefully people will see it and still reply! (I will update post one too)

I have slightly err'd away from the idea of a third Riptide, I'm sure the HBC is good, but I can see it being surplus to requirements in my meta. So I have spent the points elsewhere.

My list now looks as follows:

Tau Commander 187
- Stims
- MSSS & C+C Node
- PEN
- Neuroweb Transmitter
- Iridium Battlesuit + VRT

Cadre Fireblade 60

Warseer 175
- Jetbike
- Signing Spear
- Mantle of the Laughing God
- Runs of Witnessing

14 Sniper Kroot 103
- Kroot Hound

12 Firewarriors 108

3 Jetbikes 61
- Shurikan Cannon

3 Jetbikes 61
- Shurikan Cannon

5 Pathfinders 55

5 Pathfinders 55

10 Warp Spiders 180

Riptide 190
- EWO
- Ion Accelerator
- SMS

Riptide 190
- EWO
- Ion Accelerator
- SMS

Wraithknight 240
- Heavy W.Cannons

3 Missile Sides 234
- 2 Missile Drones
- SMS
- 3 EWO

Total 1999

Please add any new criticism to this list. All comments welcome, although I'm fairly certain I'm happy with the AA for my Meta (until someone buys three helldrakes, in which case I'll be back here for advice!) so I'm not really looking for advice on that. Also I'm pretty set on no tanks (although I do really like the Skyray, maybe when I build another list!)

Thanks all
   
Made in es
Annoyed Blood Angel Devastator





Bilbao

I would personally end up buying 3-4 helldrakes or whatever it takes against this list. Its Taudar afterall, cheese to counter more cheese.

3000 points
1500 points 
   
Made in gb
Slippery Ultramarine Scout Biker



Northampton

A fair comment and that may be the way things move forth. I may end up breaking the meta at my FLGS for good. However this list will be reserved for those who fancy a challenge (even list tailoring occurs I feel I will still only fear quad-drake and absolute top-end tournament lists) and I will resort back to my (much less competitive) Salamander/Tau list for more casual gaming.
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





I'm sorry, but for 2k taudar that list really isn't all that scary. At 2000 I'm pretty sure I could expand my 1850 daemons to beat it pretty handily. And no it's not a flying circus. Screamer Council + Hounds, lots of hounds. You simply don't have the weight of fire to take out enough before they come crashing into your lines. You're big "I'ma chargin mah lazahh!!!" robots don't scare the hounds at all. Spread out you hit maybe 3 and they don't care about AP 2. Yet more hounds can kill/tie up the broadsides with weight of attacks You have exactly zero skyfire (apparently you don't care but you will eventually) so Fateweaver can fly around with impunity roasting squishy troops. Ok I'll hand it to you, broadsides and guided warp spiders can do AA decently, but guess who dies first? Wraithknight can be tied up by 2++ screamers (yeah cheese but ya gotta do what ya gotta do) if necessary or the Khorne Herald can make a stab at ID'ing him, which is not all that unlikely.

Needs more dakka.

"Backfield? I have no backfield." 
   
Made in gb
Slippery Ultramarine Scout Biker



Northampton

 astro_nomicon wrote:
I'm sorry, but for 2k taudar that list really isn't all that scary. At 2000 I'm pretty sure I could expand my 1850 daemons to beat it pretty handily. And no it's not a flying circus. Screamer Council + Hounds, lots of hounds. You simply don't have the weight of fire to take out enough before they come crashing into your lines. You're big "I'ma chargin mah lazahh!!!" robots don't scare the hounds at all. Spread out you hit maybe 3 and they don't care about AP 2. Yet more hounds can kill/tie up the broadsides with weight of attacks You have exactly zero skyfire (apparently you don't care but you will eventually) so Fateweaver can fly around with impunity roasting squishy troops. Ok I'll hand it to you, broadsides and guided warp spiders can do AA decently, but guess who dies first? Wraithknight can be tied up by 2++ screamers (yeah cheese but ya gotta do what ya gotta do) if necessary or the Khorne Herald can make a stab at ID'ing him, which is not all that unlikely.

Needs more dakka.


But but but!! I will shoot your herald first before it can do that

Then I will use my quad gun (no longer has skyfire apparently) to shoot an aerial target.

I will then shoot your hounds.

I will then shoot your screamer council

[/Sarcasm]

Yes I know the quad gun is hardly the last word in AA, you can't discount the Warp Spiders and the missile sides because 'they die first', I'm not sure what you are hoping to achieve with that one to be honest..

PS re-read the rules on pile in moves, I'm not expecting to hit more than three (I have 3 attacks) but I would expect far more than three to be in the 'kill zone'

This message was edited 1 time. Last update was at 2014/04/25 18:27:23


 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





random_man wrote:
Right, rather than making a new thread I thought I would post up some of my workings here, hopefully people will see it and still reply! (I will update post one too)

I have slightly err'd away from the idea of a third Riptide, I'm sure the HBC is good, but I can see it being surplus to requirements in my meta. So I have spent the points elsewhere.

My list now looks as follows:

Tau Commander 187
- Stims
- MSSS & C+C Node
- PEN
- Neuroweb Transmitter
- Iridium Battlesuit + VRT

Cadre Fireblade 60

Warseer 175
- Jetbike
- Signing Spear
- Mantle of the Laughing God
- Runs of Witnessing

14 Sniper Kroot 103
- Kroot Hound

12 Firewarriors 108

3 Jetbikes 61
- Shurikan Cannon

3 Jetbikes 61
- Shurikan Cannon

5 Pathfinders 55

5 Pathfinders 55

10 Warp Spiders 180

Riptide 190
- EWO
- Ion Accelerator
- SMS

Riptide 190
- EWO
- Ion Accelerator
- SMS

Wraithknight 240
- Heavy W.Cannons

3 Missile Sides 234
- 2 Missile Drones
- SMS
- 3 EWO

Total 1999

Please add any new criticism to this list. All comments welcome, although I'm fairly certain I'm happy with the AA for my Meta (until someone buys three helldrakes, in which case I'll be back here for advice!) so I'm not really looking for advice on that. Also I'm pretty set on no tanks (although I do really like the Skyray, maybe when I build another list!)

Thanks all


Then I will use my quad gun (no longer has skyfire apparently) to shoot an aerial target.


Didn't see a quad gun?
Anyway, I posed a scenario for you to deal with. It's a tough list don't get me wrong, but you want to "break your meta" so I figured I'd pose something that would be a tough match up for you.

What are you like 12? I didn't ask for a play by play rock/paper/scissors of what will do what but actual advice. Yes I know the quad gun is hardly the last word in AA, you can't discount the Warp Spiders and the missile sides because 'they die first', I'm not sure what you are hoping to achieve with that one to be honest..


You'll see that I didn't not discount them in my post. I guess I should have been clearer: they are not enough. Against anyone who's worried about their flyers, they will be targeted first. It's two units that can be tied down or whittled down before most fliers/reserves come in. Apologies that more explicit advice was not given, but "needs more dakka" really sums it up. You seem resistant to the HBC riptide, but I think that it would really shore up the list a lot. And while you're taking eldar allies might as well get a wave serpent. They're undeniably good, provide you more weight of fire, and a durable shell for a scoring unit. You already know a Skyray is good. Pathfinders are not all that durable so the skyfire markerlight on an AV13 hull is going to help along with providing AA. Even if you don't see fliers they're really good at alpha striking something scary with 6 missiles.

PS re-read the rules on pile in moves, I'm not expecting to hit more than three (I have 3 attacks) but I would expect far more than three to be in the 'kill zone'


I was referring to the shooting phase.


"Backfield? I have no backfield." 
   
Made in gb
Slippery Ultramarine Scout Biker



Northampton

I was hoping you wouldn't have already quoted me, I realised I was being too harsh and deleted some of that.

Anyway, I most definitely do NOT want to break my meta, I merely suggested it may happen. However I doubt it, as previously mentioned, people will see this as a "Dave has built a challenging armylist - let's have a crack" As opposed to "Dave is that wazzock who always brings Taudar, or worse Screamer Star Daemons" :p <--- Note the smiley face.

I think the HBC tide can be useful for hoards, things like Chaos hounds, but unless I Guide/Prescience them (which I may end up doing anyway) I'm looking at 4-6 hits (depending if I nova charge) - Which is not a huge amount better than the 3 hits from space out units as mentioned. Basically I would expect the SMS to to be making the numbers up to 4 dead hounds (Ion) vs 6 dead hounds (HBC), which in a marine heavy FLGS, with a - Soon to be influx of IG - it just isn't worth losing the big gun over.

I may well need more shooting, but at the expense of what? With the exception of the Knight, and possibly the Riptides depending on your stance everything is pretty damn shooty. It also has 3 realtively mobile scoring units (2 VERY) so can apply pressure more the distant relics that Tau normally can (ok I say 'Normally' but I think 'Normally' Tau should damn well have Eldar Jetbikes!

Again with the Serpent, good unit, but what goes? Same with Skyray, I like them and know what they can do, but I kinda need the soft squishy Pathfinders too, as 65pts a marker light just ins't going to help me out that much.
   
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Unrelenting Rubric Terminator of Tzeentch





I'd drop the firewarriors, cadre, and runes from the farseer, that should get you close. Maybe a couple spiders as well. Min dire avengers in a serpent is ~200 pts I believe. You'd have to go two units of 10 Kroot at that point but it shouldn't be too hard to squeeze. Other than that I'm not too sure. I'm more a fan of farsight enclaves primary for a few reasons. With three big nasties you will do alright against a lot of lists though.

"Backfield? I have no backfield." 
   
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Dakka Veteran




Stim pack can not save you from a 1 or 2 on the nova reactor, as in the codex it says plainly that when you fail you "take a wound with no saves allowed." Feel no pain is a type of save. If this is faq'd differently please let me know. Not saying stim packs on a riptide isn't a good upgrade it just doesn't do what you think it does. The only thing that saves you from bad nova reactor results is the "eath caste pilot array" available in the Farsight Enclaves.
   
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Slippery Ultramarine Scout Biker



Northampton

Hey Epartalis,

"When a model with this special rule suffers
an unsaved Wound, it can make a special
Feel No Pain roll to avoid being wounded
(this is not a saving throw)."

- Page 35 BRB, direct quote, the brackets aren't mine. So it does work with Nova, only 1/3 of the time, but it's something!

And Astro, thank you for your input, I will have a look into squeezing a wave serpent of some description in there, would you look at dropping a jetbike squad (as allies are still limited to 2 troops) or do you think that a big squad of 6 is worth it? I'd be leaning towards dropping a squad.

Those min sized kroot do worry me though, but hey, for the greater good!

This message was edited 1 time. Last update was at 2014/04/25 21:38:48


 
   
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Longtime Dakkanaut




United States of America

I would combine the 2 units of bikes, drop the mantle/runes and throw a warlock on bike in the unit including the seer, the unit is now a big threat, has a 3+/3+ (cover) and can throw 12 BS4 TL shots at 12" and 6 S6 shots at 24" (these can be guided/prescience) and are Ap2 on 6 to wound, and if you get doom you can be removing FMC/TEQ units like its out of style, not to mention making a jetbike move afterwards.

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Slippery Ultramarine Scout Biker



Northampton

Unfortunately I believe warlocks are a Eldar primary detachment only.
   
Made in us
Longtime Dakkanaut




United States of America

random_man wrote:
Unfortunately I believe warlocks are a Eldar primary detachment only.


Warlocks are, jetbikes are not.

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