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Damn I knew I forgot the drone controller. As for bodyguards I'm trying to maintain the Hunter Contingent bonus's, which requires commander, bodyguard team, and core choices per auxiliary choice.
Hektik wrote: Damn I knew I forgot the drone controller. As for bodyguards I'm trying to maintain the Hunter Contingent bonus's, which requires commander, bodyguard team, and core choices per auxiliary choice.
If you are doing a Hunter Contingent i suggest you look up the rules, right now you do not have a "legal" Hunter Contingent.
Hunter Contingent has no requirement for bodyguards unless you take the optional Contingent Headquarters. Replace them with normal crisis.
Consider replacing all your drones with the Drone Net VX-1-0 formation and skip the upgrades on the XV25 Stealth teams.
Outfit the commander with weapons (if points permit) and have him join a unit from the drone formation. However if you are going for a Hunter contingent your commander (or a Shas'vre crisis) would probably do better as a "buffmander" for Coordinated Firepower. Even more reason to take the Mont'ka Drone net VX-1-0 formation for Markerlights.
Maybe change the Kroot for normal Fire Warrior strike teams.
Otherwise you have made some pretty solid decisions so far.
This message was edited 4 times. Last update was at 2016/02/11 22:55:32
You might be better served with target lock on your riptide instead of stealth suits. Much more firepower to be able to use on whoever you want. Also in a 3 model unit you only need target lock on 2 since the one without can always fire first. Just a way to save some points.
Drop the body guards upgrade, not worth the points. Same as the stealth drop all upgrades. For Your commander choice bufmander or marko Mander do something with him because this makes no sense
For the hunter contingent you miss a heavy support, fast attack
roddo wrote: You might be better served with target lock on your riptide instead of stealth suits. Much more firepower to be able to use on whoever you want. Also in a 3 model unit you only need target lock on 2 since the one without can always fire first. Just a way to save some points.
Riptides are in 3 different units (As per the formation rule in Mont'Ka), no use to target lock them.
So I did some retooling. Ripped out the Bodyguards, pulled the contingent HQ. Added 2 Broadside Suits with HYMP, Kept the 30 Kroot, moved to a squad of 3 Crisis Suits with dual plasma and target lock on 2 of them. Added a drone squad and bumped them up to 6 markerlights. Commander is in there weaponless with Command and Control Node and Drone Controller.
I prefer a unit of 7 Strike FW to 10 Kroot, here is my reasoning. Let me know what you think.
Let's say you are fighting a SM unit with the Kroot at 24" range. (we will say no Markerlights are in use)
At BS 3 you get 5 hits in a squad of ten on average.
Weapon Str 4 gives you 2.5 wounds on the T4 tac squad.
After the 3+ saves you get .833 kills per volley
Let's say you are fighting a SM unit with the 7x Strike FW at 30" range. (we will say no Markerlights are in use)
At BS 3 you get 3.5 hits
S5 on T4 wounds on 3+ for 2.33 wounds
And .778 kills per volley.
The two units are almost the same point cost 60 v 63
But the Strike Team unit has 30" range, a build in 4+ save, and can glance on <=11 AV vehicles. So they get a free shooting round sometimes with no risk to them vs 24" bolters. Now I do like Kroot if you have a TON of terrain on the field, so if you do I might go with them. But in the open I think our feisty fish men tend to be a little better.
Also, the Strike Team has supporting fire. A plus in some circumstances.
It is preference, and situation matters (i.e. terrain). But in a generic game I think the Strike team is a little more favorable as both units are offensively similar by the numbers. Just some thoughts I know it is 9 more points, but you could easy do some shuffling for 'em.
roddo wrote: You might be better served with target lock on your riptide instead of stealth suits. Much more firepower to be able to use on whoever you want. Also in a 3 model unit you only need target lock on 2 since the one without can always fire first. Just a way to save some points.
Riptides are in 3 different units (As per the formation rule in Mont'Ka), no use to target lock them.
So I did some retooling. Ripped out the Bodyguards, pulled the contingent HQ. Added 2 Broadside Suits with HYMP, Kept the 30 Kroot, moved to a squad of 3 Crisis Suits with dual plasma and target lock on 2 of them. Added a drone squad and bumped them up to 6 markerlights. Commander is in there weaponless with Command and Control Node and Drone Controller.
I think optimized stealth cadre is extremely overcosted for what it actually does in the game, If you're playing under ITC rules it's been nerfed now and really isn't work taking anymore IMO, a riptide win will always be cheaper and more of a threat. even if taking 2 riptide wings over 1wing/1cadre.
I think your biggest weakness here is your lack of markerlights.
Any opponent familiar with Tau will recognize that once your markerlights are gone you loose a lot of effectiveness. The weakness of your list is your HQ and markerlights are all in the same group, so knocking our your commander gives them slay the warlord and eliminates your MLs.
that's too big of a target to have on a competitive board imo.
I'd look at taking the kroot out and instead running the dawn blade formation with fusion/plasma suits (reroll armor pen/wounds makes single suits twice as effective)
If you're really wanting the stealth cadre you can bare bones the retaliation cadre here but I'd still take this over what you have
if you don't have 7 riptides then I'd go with this
drone network
riptide wing
retaliation cadre (two plasma squads, a fusion squad, x2 broadsides with x4 missile drones (missile drones will have BS 4 on entry))
the turn 2 auto deepstrike and +1 BS on the riptide, broadsides, and suits really makes this formation sexy and ontop of that you get the re-rolls on your target.
This message was edited 1 time. Last update was at 2016/02/11 17:20:41