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Hate @ 2016/02/14 23:03:23
Post by: CKO
Certain armies/formations are hated more than others, I believe it is because we as players do not take the time to learn everything about the game. We focus on 1 phase of the game and that is the shooting phase. We as players do not put in the effort to learn the rules thus we end up hating things we dont understand. There are 4 phases to this game and we pay attention to just one.
Perfect example of this is Tau. Players who do not know the rules get blown off the table by Tau because they only know the shooting phase and, they try to out shoot Tau. Tau has a better shooting phase than most armies and because of this strength in the quote on quote most important phase Tau gets a bad rep. Great players know exactly how to handle every army because they use every phase of the game and with Tau having such a obvious weakness that can be exploited which is why no top 8 at LVO for Tau despite a new codex.
Am I right about this, the armies with the best shooting phase is hated on the most?
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Hate @ 2016/02/14 23:19:42
Post by: CrownAxe
One) Tau not making Top 8 at LVO is not proof they aren't good or have a crippling weakness. The fact is two Tau armies had no loses going into the final round only to lose it at the last second. They had the win-loss record to make Top 8 but only didn't because the armies in Top 8 had higher points. Considering all the random aspects there in tournaments (match-up pairings, Maelstrom objectives, dice rolls) Its clear Tau are a top competitive army. Two) This has nothing to do with Tactics. You're just trying to get accuse people for hating on shooting armies or for not being good at the game.
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Hate @ 2016/02/14 23:23:07
Post by: ALEXisAWESOME
The problem lays in the fact the shooting phase is the easiest. There are so many hurdle for an assault unit to get to the Tau sublime while on the other hand the Tau only has to be within their range. Random charge distances, overwatch, too many armies getting easy access to ignores cover and jump-shoot-jump or similar rules make assault a risky and hard thing to achieve.
This makes armies that are primarily assault based by fluff or design such as orks or daemons find tau very frustrating. High strength, moderate to good ap or rate of fire and easy access to ignores cover and bs modifiers makes them seem like they are breaking all the rules. That is we're the hate comes from
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Hate @ 2016/02/14 23:30:16
Post by: CKO
CrownAxe wrote:One) Tau not making Top 8 at LVO is not proof they aren't good or have a crippling weakness. The fact is two Tau armies had no loses going into the final round only to lose it at the last second. They had the win-loss record to make Top 8 but only didn't because the armies in Top 8 had higher points. Considering all the random aspects there in tournaments (match-up pairings, Maelstrom objectives, dice rolls) Its clear Tau are a top competitive army.
Two) This has nothing to do with Tactics. You're just trying to get accuse people for hating on shooting armies
You make alot of assumptions that do not make sense. I said that Tau has a better shooting phase than most armies and you consider that as me putting them down. Yes, Tau came close to top 8 and probably would have made Top 8 if it wasnt for people fearing Tau a shooty army and nerfing it via ITC voting system.
Which is why I want to get others opinion on why shooty armies are feared. If a discussion on the shooting phase is not tactical, what would you call it crownaxe?
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Hate @ 2016/02/15 00:13:45
Post by: Frozocrone
It's because in this edition Shooting > Assault.
In previous editions Assault > Shooting. Rhino Rush was a thing which everyone hated.
As to why certain armies are hated more than others, it's because of different reasons but usually because they ignore game mechanics. Tau? Ignore Cover, don't often miss. Necrons? Don't die no matter what you shoot at them. Eldar? Super fast, can never seem to be in range, favouritism, D weapons. SM? Grav ignores armour saves and basically is a point and click weapon, while they can ally with a hell of a lot despite the fluff saying otherwise.
When you've got armies that can ignore not just lines, but pages and sometimes even sections of the mainrule book as well as the background, you've got a problem.
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Hate @ 2016/02/15 00:17:09
Post by: Tenzilla
This is an over simplification. 4 phases include Movement Psychic, Shooting and Assault. The movement phase is harmless...the psychic phase for any army will never be as deadly as the shooting phase. and for units that are geared to preform in the assault phase they must endure at least one shooting phase, and are allowed to be attacked back even in their assault phase where they are meant to shine.
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Hate @ 2016/02/15 00:27:01
Post by: MechaEmperor7000
I rarely agree with CrownAxe but this is one of those times.
He's right since accusing other players of not knowing how to play the game when an army is clearly strong is condescending at best. Not to mention blaming people for only focusing on the Shooting Phase is a flawed assumption in of itself.
Let's take another example; the Scatterlaser Jetbike. On the surface it seems like this unit's primary reason for being strong is because of it's shooting, as a ton of S6 shots isn't something to laugh at. But that's not the perk of this unit.
No, the perk is just as much in the other phases of the game as it is in the shooting phase. A Jetbike moves fast in both the Movement Phase and the Assault Phase, making them exceedingly hard to catch. This is where their shooting weapon actually compliments their other attributes in other phases as well; the long range of the gun means that a Jetbike can comfortably sit outside of enemy range at all phases of the game while still doing damage, giving them significant buffer room against even other comparatively-fast units.
It is all of these factors that come together that makes a unit "broken" or extremely powerful. The Tau's power is actually something similar, in that their special rules allow them to either neglect or negate a phase or a game mechanic entirely. Markerlights takes away cover, Support Fire turns the enemy's assault phase into their shooting phase, and the Battlesuit's Jetpack status effectively turns their assault phase into an extra movement phase. This is on top of really powerful guns they already have. Like the Jetbike example above, any one of these would be a good benefit to an army, but combine it all at once and it results in something that feels like it broke the game (or is playing a completely different game than the one you are in this case).
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Hate @ 2016/02/15 00:40:14
Post by: HuskyWarhammer
Frozocrone wrote: As to why certain armies are hated more than others, it's because of different reasons but usually because they ignore game mechanics. Tau? Ignore Cover, don't often miss. Necrons? Don't die no matter what you shoot at them. Eldar? Super fast, can never seem to be in range, favouritism, D weapons. SM? Grav ignores armour saves and basically is a point and click weapon, while they can ally with a hell of a lot despite the fluff saying otherwise.
This. Or, more specifically, the perceptions this causes. Because an army has special rules A and B, people hate on it because they seem unfair, even though their army has different - and even equally good - special rules C and D. I've heard people compare two miles-apart units from two different armies (like wraithlords and scout marines) and complain that one is unfair, but without context it's an apples-to-oranges situation.
While there may be a few genuinely imbalanced things out there, far more impactful is player perception about balance.
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Hate @ 2016/02/15 00:45:49
Post by: HoundsofDemos
Part of the problem is the frustration of feeling like your choices and actions have no meaning. Using Tau as an example, giving how easily they can gain ignores cover and boost their ballistic skill combined with an abundance of mid to high strength shots. Unless you play with a lot of LOS blocking terrain suddenly many of my phases don't matter. There are examples of this in several other armies but this problem is why many players dislike playing certain lists/factions.
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Hate @ 2016/02/15 01:43:06
Post by: harkequin
HoundsofDemos wrote:Part of the problem is the frustration of feeling like your choices and actions have no meaning. Using Tau as an example, giving how easily they can gain ignores cover and boost their ballistic skill combined with an abundance of mid to high strength shots. Unless you play with a lot of LOS blocking terrain suddenly many of my phases don't matter. There are examples of this in several other armies but this problem is why many players dislike playing certain lists/factions.
To add to this, SMS add to the situation.
"okay, I'm against a shooty army, I'll try to assault them" " They get to shoot you again then"
"damn, okay I'll grab some cover" "they ignore cover"
"feth, Alright, can't shoot what you can't see" "Actually, they can"
There are 2 problems with Tau from a gameplay perspective.
1. They are powerful, they are definitely more powerful than necrons competitively. On par with eldar.
2. They are frustrating, for the reasons above, there is no opponent interaction, seemingly no counterplay after list building, either you can take it, or you can't.
Necrons have the same issues.
1. Powerful, making it really hard to play anyone who isn't Marines/Eldar/Tau against them, without a really solid list.
2. Frustrating, they don't die, again, seemingly no counterplay. Either you brought a list with enough Dakka, or you didn't. You don't feel like you can tactically beat them, if they just stand on every objective and dont move.
Power Creep is a thing, and when it creeps on top tier armies like Eldar/Tau , it upsets people because those armies go above top tier.
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Hate @ 2016/02/15 03:54:09
Post by: Crimson Devil
The Eldar/Tau boost wasn't power creep so much as a power leap.
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Hate @ 2016/02/15 05:01:22
Post by: JimOnMars
Overwatch is a serious issue. Have you ever been subject to Tau overwatch when you have an assault army? For them to use markerlights in overwatch, then their entire army gets to shoot an extra turn, mostly with twin-linked weapons, you might see why they are hated.
BTW, do we really need another "Tau aren't that bad" thread, when people get their opinions of Tau by playing Tau, not by listening to apologists?
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Hate @ 2016/02/15 05:14:39
Post by: notredameguy10
JimOnMars wrote:Overwatch is a serious issue. Have you ever been subject to Tau overwatch when you have an assault army? For them to use markerlights in overwatch, then their entire army gets to shoot an extra turn, mostly with twin-linked weapons, you might see why they are hated.
BTW, do we really need another "Tau aren't that bad" thread, when people get their opinions of Tau by playing Tau, not by listening to apologists?
Its an army-wide ability like any other army has. I don't know why you are so bent out of shape about it. How is that any worse than Necrons getting army wide FnP? Or elder being able to run and shoot every turn?
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Hate @ 2016/02/15 05:18:14
Post by: CKO
MechaEmperor7000 wrote:I rarely agree with CrownAxe but this is one of those times.
He's right since accusing other players of not knowing how to play the game when an army is clearly strong is condescending at best. Not to mention blaming people for only focusing on the Shooting Phase is a flawed assumption in of itself.
If you are unable to identify the weakness of a unit is that not considered a lack of game knowledge? Well, I stand by that statement the typical player looks at the size of the gun and how much noise it can make more than anything else.
MechaEmperor7000 wrote:Let's take another example; the Scatterlaser Jetbike. On the surface it seems like this unit's primary reason for being strong is because of it's shooting, as a ton of S6 shots isn't something to laugh at. But that's not the perk of this unit.
What was the first example!!!
MechaEmperor7000 wrote:No, the perk is just as much in the other phases of the game as it is in the shooting phase. A Jetbike moves fast in both the Movement Phase and the Assault Phase, making them exceedingly hard to catch. This is where their shooting weapon actually compliments their other attributes in other phases as well; the long range of the gun means that a Jetbike can comfortably sit outside of enemy range at all phases of the game while still doing damage, giving them significant buffer room against even other comparatively-fast units.
You are proving my point here by explaining why people fear shooty units. It starts off with "wow these guys can put out a lot of shots" than its "they are really fast to". However it always start with the shooting first if they did not have 3 scatter lasers they would not be used as much as proven by the previous Eldar Codex where they only had 1 scatter laser per 3. The movement is nice but without the shooting this unit would not be feared.
MechaEmperor7000 wrote:It is all of these factors that come together that makes a unit "broken" or extremely powerful. The Tau's power is actually something similar, in that their special rules allow them to either neglect or negate a phase or a game mechanic entirely. Markerlights takes away cover, Support Fire turns the enemy's assault phase into their shooting phase, and the Battlesuit's Jetpack status effectively turns their assault phase into an extra movement phase. This is on top of really powerful guns they already have. Like the Jetbike example above, any one of these would be a good benefit to an army, but combine it all at once and it results in something that feels like it broke the game (or is playing a completely different game than the one you are in this case).
Tau requires you to systematically take out the appropriate targets at the right time without proper target priority you will lose to players of lesser skill. If you keep shooting at riptides and not killing them while the marker light source remains unmolested you are doing it wrong, has nothing to do with Tau or any other shooty army being strong.
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Hate @ 2016/02/15 05:29:24
Post by: Tenzilla
That makes no sense...tau requires skill to systematically take out targets but players of less skill can just shoot tau dead....if the tau player of higher skill doesn't shoot things? Shoot shoot shoot. Shooting phase....? You are disproving your own premise while failing to acknowledge other peoples responses.
Tau is the most shooty army in 40k batr none. But people shouldn't be concerned about their guns or supporting fire?
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Hate @ 2016/02/15 05:40:37
Post by: SonsofVulkan
jeez this guy is still making threads complaining about the Tau nerf
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Hate @ 2016/02/15 05:40:58
Post by: Martel732
I don't Tau. I hate Stormsurges and Riptides and Ghostkeels. MCs and GMCs OP.
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Hate @ 2016/02/15 05:49:23
Post by: Belly
Spoken like a true Guard player
Shooty armies are 'hated' the most because as the non-shooty player, you're entirely passive. You're pretty much hoping that you roll well enough on your saves to make it across the table. Or cripple their shooting enough. Tau usually get this hate because of the quantity and quality of their shooting. The ability to markerlight things, tank hunter things etc makes their shooting the most potent. They get this hate because most tournament level Tau lists are 'one trick ponies'. They aim to dominate the first two shooting phases and then mop up the remainder to win the game.
A proper quality army should dominate a minimum of two of the four phases. Eldar consistently place well because they win in the movement and shooting phases, and can still bring enough psychic power to contest the psychic phase (against anything but Tzeentch). Against an army like Tau, they can dominate in the assault phase too.
Tau however, should always be the shootiest army on the table. Similarly, they will always be the least assault and psychic focused army on the table, the matchup is irrelevant. If you get into combat with Tau, and the game starts moving your way. Even if you don't win the combat, keeping a riptide/ghostkeel in combat for a game turn is a win. Tau's movement is on average, they have some mobility based units, but it's not a huge strength.
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Hate @ 2016/02/15 05:51:38
Post by: CKO
People complaining about Tau makes no sense to me!
This thread was meant to be about how over valued the shooting phase is but, it became about Tau because I used Tau as an example.
Martel732 wrote:I don't Tau. I hate Stormsurges and Riptides and Ghostkeels. MCs and GMCs OP.
I think you listed every MC Tau has do you hate other armies MC also? If so could you list those also?
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Hate @ 2016/02/15 05:57:02
Post by: HoundsofDemos
Again the problem for most armies and to the Tau's benefit is that the shooting phase this editions is the phase that wins the game. Assault is in bad shape outside deathstars, the Psychic phase is limited to a few builds to be decisive and Movement is mostly avoiding assault and setting up shooting. If you have an army that can pump out shots your in good shape. The only time movement really matters is maelstrom missions.
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Hate @ 2016/02/15 06:00:47
Post by: Martel732
"do you hate other armies MC also?"
Pretty much. MC USR is way OP imo.
And yes, it's super frustrating to be shot to death while doing very little in return.
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Hate @ 2016/02/15 06:06:19
Post by: CKO
So the consensus is that shooty armies deserve the hate?
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Hate @ 2016/02/15 06:10:17
Post by: Martel732
I don't know. Not much has to go right for shooting lists to win and a lot has to go right for assault lists to win. Lists that try to mix the two like traditional marine lists are also at a disadvantage I think.
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Hate @ 2016/02/15 06:28:49
Post by: Unit1126PLL
I think a lot of the problem is MCs\GMCs, as Martel mentions.
Guard, for an example, are a shoot army but they bring tanks instead of MCs.
Tanks cannot:
Fire Overwatch
Fight back in combat
Move and shoot effectively (in most cases)
Tanks can:
Be easily killed with a single AP2 or 1 shot
Be disabled and forced to snapfire with almost every wound they take
Be hit always in combat in certain situations
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Hate @ 2016/02/15 06:58:01
Post by: Reavas
notredameguy10 wrote: JimOnMars wrote:Overwatch is a serious issue. Have you ever been subject to Tau overwatch when you have an assault army? For them to use markerlights in overwatch, then their entire army gets to shoot an extra turn, mostly with twin-linked weapons, you might see why they are hated.
BTW, do we really need another "Tau aren't that bad" thread, when people get their opinions of Tau by playing Tau, not by listening to apologists?
Its an army-wide ability like any other army has. I don't know why you are so bent out of shape about it. How is that any worse than Necrons getting army wide FnP? Or elder being able to run and shoot every turn?
You realise identifying the 3 more powerful armies in the game and saying "look tau isnt so bad compared to these guys" falls on deaf ears
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Hate @ 2016/02/15 06:59:34
Post by: Martel732
Because Necrons having FNP doesn't table me. And the Riptide is ironically tougher than anything the Necrons have.
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Hate @ 2016/02/15 07:06:51
Post by: gmaleron
At this point since there's so much complaining on this site lately I'm just chalking it up to people taking the easy way out. It's always easier to cry and complain and claim something is overpowered then trying to find suitable ways to counter it. Seriously Martel? I get it you're biased towards the Riptide but claiming it's tougher than anything the Necrons have? Lol and you wonder why we don't take you seriously.
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Hate @ 2016/02/15 07:07:55
Post by: Martel732
gmaleron wrote:At this point since there's so much complaining on this site lately I'm just chalking it up to people taking the easy way out. It's always easier to cry and complain and claim something is overpowered then trying to find suitable ways to counter it. Seriously Martel? I get it you're biased towards the Riptide but claiming it's tougher than anything the Necrons have? Lol and you wonder why we don't take you seriously.
I really don't care if you take me seriously. Name a Necron unit that is tougher than a Riptide, then.
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Hate @ 2016/02/15 07:14:55
Post by: gmaleron
A unit of 6 Wraiths for one (equal in points cost to a riptide kitted out) and that's not even taking the Decurian Formation shenanigans that can make them even tougher.
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Hate @ 2016/02/15 07:17:11
Post by: Martel732
I was thinking single unit, like a Monolith or something.
But even Wraiths put themselves in more harm's way than the Riptide, so the Riptide might still end up being more durable in practice. I've certainly killed WAY more Wraiths than Riptides in my games.
At the end of the day, the games against Necrons are more interactive. With Tau, I'm just picking up the models the opponent points to, and I don't get to anything meaningful in return.
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Hate @ 2016/02/15 07:21:21
Post by: Reavas
Quit comparing 2 overly powerful armies, if you want an idea of how powerful Tau is compare them to orcs or something, have fun finding equivalents then
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Hate @ 2016/02/15 07:22:24
Post by: gmaleron
Martel732 wrote:At the end of the day, the games against Necrons are more interactive. With Tau, I'm just picking up the models the opponent points to, and I don't get to anything meaningful in return.
So it's the Tau players fault that you are not utilizing tactics properly to get meaningful results out of your battles? You do realize that there have been countless threads on this pointing out lots of good tactics to handle Riptides, and for some reason you keep ignoring it. I get it Blood Angels are not exactly the cream of the crop when it comes to Space Marines, instead of demanding Tau players cater to your book why not go out of your way to add stuff to your army to help with the problem. Adapt and overcome instead of constantly making unrealistic demands that will never happen to begin with, constructive thinking goes a long way.
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Hate @ 2016/02/15 07:22:49
Post by: Martel732
Tau are way more powerful than Necrons. Tabling is the ultimate trump card in this game, and Necrons have basically zero chance of doing that.
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Hate @ 2016/02/15 07:24:07
Post by: gmaleron
Martel732 wrote:Tau are way more powerful than Necrons. Tabling is the ultimate trump card in this game, and Necrons have basically zero chance of doing that.
Completely false but you can keep thinking that. Necrons are just as powerful as Tau just in different ways and they have the capability to table opponents just as easily.
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Hate @ 2016/02/15 07:24:21
Post by: Martel732
gmaleron wrote:Martel732 wrote:At the end of the day, the games against Necrons are more interactive. With Tau, I'm just picking up the models the opponent points to, and I don't get to anything meaningful in return.
So it's the Tau players fault that you are not utilizing tactics properly to get meaningful results out of your battles? You do realize that there have been countless threads on this pointing out lots of good tactics to handle Riptides, and for some reason you keep ignoring it. I get it Blood Angels are not exactly the cream of the crop when it comes to Space Marines, instead of demanding Tau players cater to your book why not go out of your way to add stuff to your army to help with the problem. Adapt and overcome instead of constantly making unrealistic demands that will never happen to begin with, constructive thinking goes a long way.
Because the stuff that might help in the specific case of Tau backfires against the field of opponents in general. Especially now with Wulfen. Any chance I'd ever play an Angel's fury list went down the toilet with the Wulfen release.
Automatically Appended Next Post:
gmaleron wrote:Martel732 wrote:Tau are way more powerful than Necrons. Tabling is the ultimate trump card in this game, and Necrons have basically zero chance of doing that.
Completely false but you can keep thinking that. Necrons are just as powerful as Tau just in different ways and contabl opponents just as easily.
It's not false at all. The decurion at least can backfire on objective based tables. When only Tau models are left on the table, objectives don't matter at all.
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Hate @ 2016/02/15 07:26:55
Post by: gmaleron
Seriously? Grav cannons would obliterate riptides and would actually be pretty decent against wulfen especially with the grav amp giving rerolls, a 4+ to wound is not terrible by any means. Plasma would be great against wulfen as well along with melta so I fail to see the sense of your argument there.
And no it is false, even on objective based tables. Necrons can bring a hell of a lot of firepower to bear along with their insane durability. Can't take objectives if you cannot get to them in the first place or already dead.
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Hate @ 2016/02/15 07:27:09
Post by: Jancoran
You know what i kind of smile about? People laughed at me when I showed up to the table with Tau Empire all the way until the 6E codex.
I understood, but i played it anyways and didn't even demand that their armies get nerfed when facing mine.
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Hate @ 2016/02/15 07:27:33
Post by: Reavas
Reavas wrote:Quit comparing 2 overly powerful armies, if you want an idea of how powerful Tau is compare them to orcs or something, have fun finding equivalents then
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Hate @ 2016/02/15 07:28:52
Post by: Martel732
gmaleron wrote:Seriously? Grav cannons would obliterate riptides and would actually be pretty decent against wulfen especially with the grav amp giving rerolls, a 4+ to wound is not terrible by any means. Plasma would be great against wulfen as well along with melta so I fail to see the sense of your argument there.
Actually, grav cannons don't obliterate Riptides, particularly if they have their toe in a ruins. Angel's Fury doesn't have grav cannons. BA dont' have access to grav cannons at all. Most Angel's fury lists won't have much plasma or melta either.
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Hate @ 2016/02/15 07:29:01
Post by: gmaleron
Reavas wrote:Reavas wrote:Quit comparing 2 overly powerful armies, if you want an idea of how powerful Tau is compare them to orcs or something, have fun finding equivalents then
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
At this point you're comparing a brand new book to an older book which goes a long way in explaining why one is so much more powerful than the other.
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Hate @ 2016/02/15 07:29:49
Post by: SonsofVulkan
Seriously who's really complaining about shooty armies right now on the forum?
This thread is just another indirect shot at ITC nerfing Tau, OP can play it off however he wants. Who knows they might remove some of the nerfs later on down the line, but in the mean time if you don't want to play the ITC format then DON'T.
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Hate @ 2016/02/15 07:30:17
Post by: gmaleron
Martel732 wrote: gmaleron wrote:Seriously? Grav cannons would obliterate riptides and would actually be pretty decent against wulfen especially with the grav amp giving rerolls, a 4+ to wound is not terrible by any means. Plasma would be great against wulfen as well along with melta so I fail to see the sense of your argument there.
Actually, grav cannons don't obliterate Riptides, particularly if they have their toe in a ruins. Angel's Fury doesn't have grav cannons. BA dont' have access to grav cannons at all. Most Angel's fury lists won't have much plasma or melta either.
They do obliterate riptides trust me I've been on the receiving end of that more times than I care to count anyone who thinks otherwise clearly is reaching. And guess what if you don't have them add them to your army, Imperial armies are one of the strongest in the game thanks to the tactical flexibility.
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Hate @ 2016/02/15 07:32:49
Post by: Martel732
gmaleron wrote:Martel732 wrote: gmaleron wrote:Seriously? Grav cannons would obliterate riptides and would actually be pretty decent against wulfen especially with the grav amp giving rerolls, a 4+ to wound is not terrible by any means. Plasma would be great against wulfen as well along with melta so I fail to see the sense of your argument there.
Actually, grav cannons don't obliterate Riptides, particularly if they have their toe in a ruins. Angel's Fury doesn't have grav cannons. BA dont' have access to grav cannons at all. Most Angel's fury lists won't have much plasma or melta either.
They do obliterate riptides trust me I've been on the receiving end of that more times than I care to count anyone who thinks otherwise clearly is reaching. And guess what if you don't have them add them to your army, Imperial armies are one of the strongest in the game thanks to the tactical flexibility.
They are not reaching; do the math. It's gross and disgusting how the most OP gun in the game still can't reliably bring down Riptides. You need triple the points cost of grav centurions of the Riptide they are targeting to bring it down reliably.
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Hate @ 2016/02/15 07:37:17
Post by: gmaleron
I disagree wholeheartedly, being a Tau player every time a squad of three Grav Centurions has gotten in range my Riptide has been killed it's not a statistically impossible as you make it out to be. It's even worse with the mechanicum kataphrons to put out a whopping 18 shots that can be twin linked at 30 inch range for 165 points.
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Hate @ 2016/02/15 07:39:53
Post by: Jancoran
gmaleron wrote:I disagree wholeheartedly, being a Tau player every time a squad of three Grav Centurions has gotten in range my Riptide has been killed it's not a statistically impossible as you make it out to be. It's even worse with the mechanicum kataphrons to put out a whopping 18 shots that can be twin linked at 30 inch range for 165 points.
Kataphrons can be pretty cool.
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Hate @ 2016/02/15 07:40:17
Post by: Martel732
gmaleron wrote:I disagree wholeheartedly, being a Tau player every time a squad of three Grav Centurions has gotten in range my Riptide has been killed it's not a statistically impossible as you make it out to be. It's even worse with the mechanicum kataphrons to put out a whopping 18 shots that can be twin linked at 30 inch range for 165 points.
The Kataphrons are glass cannons that frequently get off one shot and then die horribly. The game is much different when you are playing against models that can actually be hurt.
Was it a Centstar or just 3 generic centurions? Because without ignores cover, centurion's chances of downing a Riptide, or anything else tough, go way down.
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Hate @ 2016/02/15 07:45:22
Post by: gmaleron
It's always a Centstar, everyone at my FLGS always plays very strong or competitive lists. And they are glass cannons however if they can bring down a riptide in a single turn of shooting then they already got their points back. And I agree it is different when a unit can be killed and a riptide can be killed really easily when there are multiple units of these on the board courtesy of them being a cheap troops choice.
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Hate @ 2016/02/15 07:46:42
Post by: Martel732
gmaleron wrote:It's always a Centstar, everyone at my FLGS always plays very strong or competitive lists. And they are glass cannons however if they can bring down a riptide in a single turn of shooting then they already got their points back.
Your Riptide can fire outside their range, so I don't see how they ever get the shots off.
Invisibility is a crutch that works vs the Tau, but you can only protect a few units, and they can murder everything else.
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Hate @ 2016/02/15 07:58:31
Post by: SonsofVulkan
Martel732 wrote: gmaleron wrote:It's always a Centstar, everyone at my FLGS always plays very strong or competitive lists. And they are glass cannons however if they can bring down a riptide in a single turn of shooting then they already got their points back.
Your Riptide can fire outside their range, so I don't see how they ever get the shots off.
Invisibility is a crutch that works vs the Tau, but you can only protect a few units, and they can murder everything else.
1. Gate of Infinity
2. Centstar is really the only thing that needs to be protected while they gate around wiping your army out left and right. Usually they'll reserve the rest of their army, to contest objectives later on and hopefully by them the Star should have wiped out much of your fire power.
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Hate @ 2016/02/15 07:59:45
Post by: Martel732
I was talking about the cataphron things with the range comment.
I know centstars use gate of infinity.
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Hate @ 2016/02/15 08:37:06
Post by: SonsofVulkan
Martel732 wrote:I was talking about the cataphron things with the range comment.
I know centstars use gate of infinity.
You should kinda read up on the top tourney meta and army lists dude. Geoff "InControl" Robinson's top LVO list contains 3 drop pods from the BA formation, he put the gravtaphons in them so he can take out priority targets and it doesn't matter if they die the next time as long as they make their points back. And Grav cannon is same range as the SMS and 6" shorter than the burst cannon, its not too much of a struggle than compared to fighting against Eldar scatter bikes.
I can careless if ITC get rid of most of the Tau nerfs, as long as they keep the Drone Factory nerf. Drama threads like this are meaningless, and gets annoying.
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Hate @ 2016/02/15 11:38:06
Post by: koooaei
CKO wrote:Players who do not know the rules get blown off the table by Tau because they only know the shooting phase and, they try to out shoot Tau.
What kind of knowledge could help a footslogging ork army against a tau gunline in 6- th edition? If you can answer this without "get 100% blos in the middle of the board", i'm intrigued.
And before you say that footslogging ork army is not valid from the get go, well, it used to be valid before 6- th tau and eldar codexes that triggered the shooting escalation.
Maybe you SHOULD play it out first and than make such statements? You know, we like challenges here  Prove your point with action. Do a batrep of how you can 'know the rules' and outplay an average tau player running something like a footslogging horde yourself.
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Hate @ 2016/02/15 12:51:20
Post by: the_scotsman
Shooting armies get hate because they're both boring and easy to win with.
I'm talking Necrons, Eldar, Tau, and razorback spam Gladius marines.
They plunk their models down on the table, then proceed to not move at all as they sit and pick targets.
Guard was unpopular for the exact same reason when they were strong. Gunlines just suck, and people have to accept that if they play a pure gunline with 100% highly durable/highly mobile long ranged weaponry, nobody's going to want to play them.
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Hate @ 2016/02/15 13:26:48
Post by: tau tse tung
The guard are a shooting phase army and no one really hates them.
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Hate @ 2016/02/15 13:29:39
Post by: notredameguy10
Martel732 wrote: gmaleron wrote:Seriously? Grav cannons would obliterate riptides and would actually be pretty decent against wulfen especially with the grav amp giving rerolls, a 4+ to wound is not terrible by any means. Plasma would be great against wulfen as well along with melta so I fail to see the sense of your argument there.
Actually, grav cannons don't obliterate Riptides, particularly if they have their toe in a ruins. Angel's Fury doesn't have grav cannons. BA dont' have access to grav cannons at all. Most Angel's fury lists won't have much plasma or melta either.
Dear lord just stop. It has already been proven that grav DOES destroy riptides. Jeez.
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Hate @ 2016/02/15 13:29:41
Post by: AlmightyWalrus
That was very different in 5th though.
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Hate @ 2016/02/15 13:35:22
Post by: Martel732
notredameguy10 wrote:Martel732 wrote: gmaleron wrote:Seriously? Grav cannons would obliterate riptides and would actually be pretty decent against wulfen especially with the grav amp giving rerolls, a 4+ to wound is not terrible by any means. Plasma would be great against wulfen as well along with melta so I fail to see the sense of your argument there.
Actually, grav cannons don't obliterate Riptides, particularly if they have their toe in a ruins. Angel's Fury doesn't have grav cannons. BA dont' have access to grav cannons at all. Most Angel's fury lists won't have much plasma or melta either.
Dear lord just stop. It has already been proven that grav DOES destroy riptides. Jeez.
Proven by whom? The anti-math league? With a toe in ruins and the fnp upgrade, it takes 15 grav wounds to kill a riptide. That's every shot from a centurion squad hitting and wounding. That's not very likely. It gets worse with the nova shield. So we are talking psyker buffs or another squad being necessary. That's nuts on a model as cheap as the riptide. And for what it does, the riptide is super cheap.
That explains the hate.
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Hate @ 2016/02/15 13:49:44
Post by: notredameguy10
Martel732 wrote:notredameguy10 wrote:Martel732 wrote: gmaleron wrote:Seriously? Grav cannons would obliterate riptides and would actually be pretty decent against wulfen especially with the grav amp giving rerolls, a 4+ to wound is not terrible by any means. Plasma would be great against wulfen as well along with melta so I fail to see the sense of your argument there.
Actually, grav cannons don't obliterate Riptides, particularly if they have their toe in a ruins. Angel's Fury doesn't have grav cannons. BA dont' have access to grav cannons at all. Most Angel's fury lists won't have much plasma or melta either.
Dear lord just stop. It has already been proven that grav DOES destroy riptides. Jeez.
Proven by whom? The anti-math league? With a toe in ruins and the fnp upgrade, it takes 15 grav wounds to kill a riptide. That's every shot from a centurion squad hitting and wounding. That's not very likely. It gets worse with the nova shield. So we are talking psyker buffs or another squad being necessary. That's nuts on a model as cheap as the riptide. And for what it does, the riptide is super cheap.
That explains the hate.
Lol so let me get this straight. 4 grav cents, which are the same price as a riptide, will kill it in one single round of shooting and you are saying thats not an effective method. Sure lol
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Hate @ 2016/02/15 13:59:20
Post by: Yoyoyo
Martel732 wrote:Because the stuff that might help in the specific case of Tau backfires against the field of opponents in general. Especially now with Wulfen. Any chance I'd ever play an Angel's fury list went down the toilet with the Wulfen release.
Really? Stormstrike missiles, TL-Multimelta, and TL- AC are all going to wreck Wulfen. You can easily kill 4-5 in one turn of shooting.
The Tacs themselves can stick on about ~5 wounds between Flamer, Heavy Flamer, Bolt Pistols, and charging. The Wulfen themselves are going to kill about ~2 Tacs. After this the whole thing devolves into a slapfight where the Tacs have Objective Secured, the Wulfen don't, and they fulfill their job of winning VPs and absorbing damage so your elite units can act elsewhere.
Going back to Riptides, 10x Tacs in a flying assault vehicle don't need Grav Cannons, they can kill a Riptide with a Vet Sarge Thunderhammer and Krak Grenades. And obviously they are a lot safer in CC. Why wouldn't you take advantage of that?
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Hate @ 2016/02/15 14:10:53
Post by: Martel732
Krak grenades can't be counted on to do anything to a riptide.
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Hate @ 2016/02/15 14:11:27
Post by: Frozocrone
I agree with Martel. When SW got I5 always on and AP2 no less, Strength 8 as well for ID purposes, utterly killed my love for BA in 40k. Still play it 30k and maybe if they get a new 40k Codex I'll revisit, but at the moment I'm going to focus on my Tau, Tyranids and Orks.
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Hate @ 2016/02/15 14:12:43
Post by: Voidwraith
Exactly. The difference...Imperial Guard aren't known for copious amounts of Low AP Ignores Cover shooting. At least when IG was blowing you off the table, you got to roll saves. That difference matters...
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Hate @ 2016/02/15 14:31:00
Post by: AlmightyWalrus
notredameguy10 wrote:Martel732 wrote:notredameguy10 wrote:Martel732 wrote: gmaleron wrote:Seriously? Grav cannons would obliterate riptides and would actually be pretty decent against wulfen especially with the grav amp giving rerolls, a 4+ to wound is not terrible by any means. Plasma would be great against wulfen as well along with melta so I fail to see the sense of your argument there.
Actually, grav cannons don't obliterate Riptides, particularly if they have their toe in a ruins. Angel's Fury doesn't have grav cannons. BA dont' have access to grav cannons at all. Most Angel's fury lists won't have much plasma or melta either.
Dear lord just stop. It has already been proven that grav DOES destroy riptides. Jeez.
Proven by whom? The anti-math league? With a toe in ruins and the fnp upgrade, it takes 15 grav wounds to kill a riptide. That's every shot from a centurion squad hitting and wounding. That's not very likely. It gets worse with the nova shield. So we are talking psyker buffs or another squad being necessary. That's nuts on a model as cheap as the riptide. And for what it does, the riptide is super cheap.
That explains the hate.
Lol so let me get this straight. 4 grav cents, which are the same price as a riptide, will kill it in one single round of shooting and you are saying thats not an effective method. Sure lol
4 Gravcents are 320 points and have 24" guns. Pretty sure Riptides are not 320 points.
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Hate @ 2016/02/15 14:58:26
Post by: Yoyoyo
If you have 9 Krak Genades (assaulting with concussive):
9(2/3)(1/2)(1/6) = That's 0.5W, after FNP that's 0.33W.
Do you really expect to remove it in one round? Nope.
Between a TH, Krak, and failed Nova saves all that damage adds up over time., Meanwhile it's Obsec slapfighting non-Obsec.
If you really want "declare attack, remove", get D weapons and roll 6's.
You know what I just diced this out.
- 1W from Grav (for concussive)
- 1W from failed Nova
- 2W from TH
- 1W from Tacs (Krak was saved, S5 normal attacks rolled 1-1)
- Riptide rolled 2 hits, 1 wound, removed 1 Tac Marine.
So that's a little too efficient, now your Tacs aren't hiding in assault. Oops. But do you see my point?
People who count on losing usually get the results they expect!
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Hate @ 2016/02/15 15:35:26
Post by: Bharring
Naked ASM or Tacs, even BA, lose CC to a Riptide.
Give them a weapon - even a MeltaBomb - though, and things are different.
A vet sarge with a Power Axe?
On the charge, non-BA:
4x(2/3)(1/3)(2/3) = 16/27 wounds/round, which should about tie things up. But won't kill it too quickly (when combined with the rest of the squad).
BA:
4x(2/3)(1/2)(2/3), or 8/9 wounds. With the other ASM, should win combat.
Power Sword gets chumped, though. No better than a standard guy.
Power Maul isn't terrible: 4x(2/3)(1/2)(1/6) is 4/9. Not good, not bad.
Now, a Power Axe ASM sarge typically risks getting chumped against any other target. And sticking a TH or PF and Vet on the Sarge makes that 10man even more expensive (210/205 for 10 ASM, 180/175 for Tacs), so you're still spending as much as a Riptide to try to eat it in CC over several rounds. Assuming a substantial number make it into CC.
So its abojt the same number of points, needs to make it into CC before it shuts down the Riptdie, and needs to not lose too many guys getting there. And, even once there, can still lose CC (just not too likely). While the Riptide has 2-3 rounds to do what it wants first.
Tide does what it wants for 2-3 rounds, both units then get tied up for 2-3 rounds in CC, then the ASM or Tags have 1-2 rounds to have any other impact.
That isn't ASM or Tacs countering a Riptide. That's a Riptide countering ASMs or Tacs kitted for killing it. It gets the better end of the deal. Its just that it usually does so much better.
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Hate @ 2016/02/15 16:28:57
Post by: Yoyoyo
Tacs shouldn't be kitted to kill Riptides. Try working in a Force Axe instead.
The point was that even Krak Grenades can stick on 1-2 wounds over multiple rounds of combat.
They're not effective but little things can add up.
Keep in mind that trading fire with Grav Cannons isn't necessarily a winning strategy. It's not like a Riptide is obliged to politely stay out of CC either -- that Grav Cannon isn't going to wound much when it's being used as a club.
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Hate @ 2016/02/15 16:40:03
Post by: gmaleron
Voidwraith wrote:Exactly. The difference...Imperial Guard aren't known for copious amounts of Low AP Ignores Cover shooting. At least when IG was blowing you off the table, you got to roll saves. That difference matters...
You clearly have never faced a foot guard army with lots of cheap heavy or special weapon teams with orders that can ignore cover so no Imperial Guard have access to low AP ignores shooting, quite a lot in fact.
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Hate @ 2016/02/15 16:46:49
Post by: Quickjager
Yoyoyo wrote:Tacs shouldn't be kitted to kill Riptides. Try working in a Force Axe instead.
The point was that even Krak Grenades can stick on 1-2 wounds over multiple rounds of combat.
They're not effective but little things can add up.
Keep in mind that trading fire with Grav Cannons isn't necessarily a winning strategy. It's not like a Riptide is obliged to politely stay out of CC either -- that Grav Cannon isn't going to wound much when it's being used as a club.
Is Riptide a character? I'm not aware because no one is idiotic enough to run drones with it.
If it is, it will challenge out that axe. Probably kill it.
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Hate @ 2016/02/15 16:48:52
Post by: Yoyoyo
It can't challenge, it's just a MC
And obviously that's the value of the Tacs -- they can eat challenges and S6 AP2 CC relatively cheap.
Elite units are going to lose more points.
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Hate @ 2016/02/15 16:53:54
Post by: Quickjager
Yoyoyo wrote:It can't challenge, it's a MC
And obviously that's the value of the Tacs -- they can eat challenges and S6 AP2 CC relatively cheap.
Elite units are going to lose more points.
MC can challenge, trust me I know; I have fought daemons enough.
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Hate @ 2016/02/15 16:56:25
Post by: Yoyoyo
Point taken, not a MC (Character) though.
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Hate @ 2016/02/15 16:58:20
Post by: jreilly89
Quickjager wrote:Yoyoyo wrote:It can't challenge, it's a MC And obviously that's the value of the Tacs -- they can eat challenges and S6 AP2 CC relatively cheap. Elite units are going to lose more points. MC can challenge, trust me I know; I have fought daemons enough. They absolutely can. I play Daemons, and challenging people with my Biomancy DP is one of the few joys in 40k I get
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Hate @ 2016/02/15 17:00:42
Post by: Frozocrone
Quickjager wrote:Yoyoyo wrote:It can't challenge, it's a MC
And obviously that's the value of the Tacs -- they can eat challenges and S6 AP2 CC relatively cheap.
Elite units are going to lose more points.
MC can challenge, trust me I know; I have fought daemons enough.
That was 6th, 7th removed that. Riptides can't challenge.
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Hate @ 2016/02/15 17:02:40
Post by: Quickjager
jreilly89 wrote: Quickjager wrote:Yoyoyo wrote:It can't challenge, it's a MC And obviously that's the value of the Tacs -- they can eat challenges and S6 AP2 CC relatively cheap. Elite units are going to lose more points. MC can challenge, trust me I know; I have fought daemons enough. They absolutely can. I play Daemons, and challenging people with my Biomancy DP is one of the few joys in 40k I get  There are few times I use my DK shunt to get away from something but a full-powered DP is one of them. EDIT: People, I was asking if it was a character. Any character can challenge, MC or not.
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Hate @ 2016/02/15 17:08:51
Post by: Yoyoyo
Force Axe will do the job. It's getting it there that's the hard part
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Hate @ 2016/02/15 17:10:05
Post by: Bharring
There are Character MCs (Demons, Wraithlords), but Riptides are not characters, and thus cannot challenge.
Even with that Power Axe, the Marines aren't winning combat by much.
But what about Podding near them with cheap squads?
If you put a Grav Cannon on a Tac in a 5man, even if he Interceptors with a pie plate, it hits all 5, and there is no cover, the Grav Cannon still has a 60% chance to survive. Throw in even a 6+, or prevent him from putting the pie plate over all 5 (spread out), and it survives. That's 3 Grav shots. Or a Grav Gun for 2 shots.
If you do GC/GG/Combi, that's 7 shots, provided 3 survive (should be doable - even a 6+ makes it very, very likely). That's a lot of points to just ding a Riptide, but it should put a dent in:
(2/3)(5/6)(2/3) means (10/27) wounds/shot. So you do about 3W to the riptide from the squad. Combat squadded means you also have a Pod and 2 small MEQ squads in your enemy's face. He will shoot them off the table, sure, but that is firepower he can't use elsewhere. And more than trivial firepower.
So you just spent around 235 pts to do a bit over half a Riptide's HP, and force your opponent to respond to those threats.
Might slow them down and do enough damage to be an overall success, but that seems to be the best a podded Tac squad can do about a Riptide.
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Hate @ 2016/02/15 17:21:05
Post by: Quickjager
Bharring wrote:There are Character MCs (Demons, Wraithlords), but Riptides are not characters, and thus cannot challenge.
Even with that Power Axe, the Marines aren't winning combat by much.
But what about Podding near them with cheap squads?
If you put a Grav Cannon on a Tac in a 5man, even if he Interceptors with a pie plate, it hits all 5, and there is no cover, the Grav Cannon still has a 60% chance to survive. Throw in even a 6+, or prevent him from putting the pie plate over all 5 (spread out), and it survives. That's 3 Grav shots. Or a Grav Gun for 2 shots.
If you do GC/GG/Combi, that's 7 shots, provided 3 survive (should be doable - even a 6+ makes it very, very likely). That's a lot of points to just ding a Riptide, but it should put a dent in:
(2/3)(5/6)(2/3) means (10/27) wounds/shot. So you do about 3W to the riptide from the squad. Combat squadded means you also have a Pod and 2 small MEQ squads in your enemy's face. He will shoot them off the table, sure, but that is firepower he can't use elsewhere. And more than trivial firepower.
So you just spent around 235 pts to do a bit over half a Riptide's HP, and force your opponent to respond to those threats.
Might slow them down and do enough damage to be an overall success, but that seems to be the best a podded Tac squad can do about a Riptide.
I dunno at that point I think if you're going with the idea of just forcing the Riptide to respond to threats and hoping to kill them with some luck, you may as well throw two pods worth of Assault Centurions into the battleline.
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Hate @ 2016/02/15 17:28:48
Post by: Bharring
Its more that they need to handle it. Each squad is a big enough deal where if they don't kill them, they can do things. For instance, the Cannon will probably finish the Riptide on its own next round, if ignored. And, the Riptide doesn't have its main gun, as he used it for Interceptor.
And the pod and Marines are ObSec.
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Hate @ 2016/02/15 17:32:19
Post by: Yoyoyo
Tau can reserve the Riptides if a lot if Grav is incoming.
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Hate @ 2016/02/15 17:34:33
Post by: Quickjager
Bharring wrote:Its more that they need to handle it. Each squad is a big enough deal where if they don't kill them, they can do things. For instance, the Cannon will probably finish the Riptide on its own next round, if ignored. And, the Riptide doesn't have its main gun, as he used it for Interceptor.
And the pod and Marines are ObSec.
Ehhh what about the other interceptors in the army?
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Hate @ 2016/02/15 17:36:57
Post by: Unit1126PLL
Imagine how less hate their would be if the Riptide was a 12/12/12 walker with 3 hull points and 5+ Invuln save...
...the problem is MC/GMC, not the riptide itself.
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Hate @ 2016/02/15 17:38:32
Post by: Yoyoyo
Here's the 12th place LVO finisher:
CAD
- Ethereal
- 5 Breachers with EMP
- Devilfish with sms
- 5 Breachers with EMP
- Devilfish with sms
- Y'varna: EW and VT
- Tetra
- 3 broadsides with Shasve upgrade, x2 EW X1 Target Lock
- 1 Stormsurge with Shield and EW
Riptide Wing
- Riptide: EWO, VT
- Riptide: Ion Accelerator, EWO
- Riptide: Ion Accelerator, EWO
Drop Podding is gonna be a very tough fight...
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Hate @ 2016/02/15 17:55:30
Post by: Martel732
Unit1126PLL wrote:Imagine how less hate their would be if the Riptide was a 12/12/12 walker with 3 hull points and 5+ Invuln save...
...the problem is MC/GMC, not the riptide itself.
Welcome to being HPed out by autocannon town! Just like the rest of us.
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Hate @ 2016/02/15 18:34:04
Post by: Voidwraith
Nevermind...not worth it
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Hate @ 2016/02/15 18:53:22
Post by: General_K
the_scotsman wrote:Shooting armies get hate because they're both boring and easy to win with.
I'm talking Necrons, Eldar, Tau, and razorback spam Gladius marines.
They plunk their models down on the table, then proceed to not move at all as they sit and pick targets.
Guard was unpopular for the exact same reason when they were strong. Gunlines just suck, and people have to accept that if they play a pure gunline with 100% highly durable/highly mobile long ranged weaponry, nobody's going to want to play them.
heh. especially when the Necron player in my group does literally that exact thing: puts his three objectives on the edge of his deployment zone, as close together as legally permitted, plops down his 3-6 monoliths (depending on size of game), bubblewraps it all into a box formation, and doesn't move. leaving my footslogging Orks to walk up through a flury of pie plates. Thankfully, I usually only need about 1/3 of my army to MAKE it to him...but then I've got reanimation and lych guard/lords to deal with too. It's boring.
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Hate @ 2016/02/15 19:41:35
Post by: Arson Fire
Unit1126PLL wrote:Imagine how less hate their would be if the Riptide was a 12/12/12 walker with 3 hull points and 5+ Invuln save...
...the problem is MC/GMC, not the riptide itself.
Tyranids must be the most broken army in the game then.
13 different types of MC in the codex. Another 6 or so available from other sources. 4 different GCs. That's a heck of a lot of types of MC/ GC.
They must be completely unstoppable.
So yes. The problem is clearly MCs, and not just riptides. Clearly.
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Hate @ 2016/02/15 20:02:51
Post by: HoundsofDemos
Either way it would be a good change.
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Hate @ 2016/02/15 20:03:53
Post by: GoliothOnline
"The movement phase is harmless"
*Proceeds to move 500 cultists individually*
"The movement phase is harmless-physically-but mentally..."
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Hate @ 2016/02/15 20:43:28
Post by: gmaleron
Arson Fire wrote:Tyranids must be the most broken army in the game then.
13 different types of MC in the codex. Another 6 or so available from other sources. 4 different GCs. That's a heck of a lot of types of MC/ GC.
They must be completely unstoppable.
So yes. The problem is clearly MCs, and not just riptides. Clearly.
The Tyranid monstrous creatures are really not that bad, in fact they are just over costed slightly for what you get for them now. The real strength of the Tau is the units that support the Riptide, not the Riptide itself, which explains why its effectiveness is pretty much cut in half with the loss of marker lights alone.
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Hate @ 2016/02/15 20:50:40
Post by: Swampmist
Arson Fire wrote: Unit1126PLL wrote:Imagine how less hate their would be if the Riptide was a 12/12/12 walker with 3 hull points and 5+ Invuln save...
...the problem is MC/GMC, not the riptide itself.
Tyranids must be the most broken army in the game then.
13 different types of MC in the codex. Another 6 or so available from other sources. 4 different GCs. That's a heck of a lot of types of MC/ GC.
They must be completely unstoppable.
So yes. The problem is clearly MCs, and not just riptides. Clearly.
Except tyranid MCs dont have a 2+/5++(or 3++ with nova charge)/5+++. Also, if you havent noticed, the good tyranid lists bring Basically nothing but MCs and lictors and rippers for objectives.
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Hate @ 2016/02/15 21:12:16
Post by: CKO
SonsofVulkan wrote:Seriously who's really complaining about shooty armies right now on the forum?
This thread is just another indirect shot at ITC nerfing Tau, OP can play it off however he wants. Who knows they might remove some of the nerfs later on down the line, but in the mean time if you don't want to play the ITC format then DON'T.
koooaei wrote: What kind of knowledge could help a footslogging ork army against a tau gunline in 6- th edition? If you can answer this without "get 100% blos in the middle of the board", i'm intrigued.
I can and a lot of other players like me can and I will share my knowledge/opinion on footslogging orks because you requested it!
koooaei wrote:And before you say that footslogging ork army is not valid from the get go, well, it used to be valid before 6- th tau and eldar codexes that triggered the shooting escalation.
No matter what game you play the meta will change and it is up to you to either adapt or lose! You cannot prevent new codexes from coming out those things are out of your control but you do have control over what you can bring to the table to counter the new codex!
koooaei wrote:Maybe you SHOULD play it out first and than make such statements? You know, we like challenges here  Prove your point with action. Do a batrep of how you can 'know the rules' and outplay an average tau player running something like a footslogging horde yourself.
All in due time I will eventually make battle reports and all that jazz but for now all I have is the forums. I have an ability that a lot of great players have when it comes to this game we can look at your list and dismantle it before the game even starts! I will use this ability to show you how orks can beat this Top 12 Tau list from LVO! Yes, Kenpachi does love challenges!
Yoyoyo wrote:Here's the 12th place LVO finisher:
CAD
- Ethereal
- 5 Breachers with EMP
- Devilfish with sms
- 5 Breachers with EMP
- Devilfish with sms
- Y'varna: EW and VT
- Tetra
- 3 broadsides with Shasve upgrade, x2 EW X1 Target Lock
- 1 Stormsurge with Shield and EW
Riptide Wing
- Riptide: EWO, VT
- Riptide: Ion Accelerator, EWO
- Riptide: Ion Accelerator, EWO
Drop Podding is gonna be a very tough fight...
First thing off the bat only 1 marker light source in the form of a Tetra. If you take that out Riptides have no ignore cover! With only 1 marker light source that means cover is actually good against this army. So you place as many of your objectives in cover get all 30 boys into cover and when they shoot go to ground! Also include pain boys to give the unit feel no pain. Scared little voice decides to speak, "But Kenpachi their weapons ignore cover and deny feel no pain".
This is not true as they cant do both at the same time without marker lights! The riptides large blast cannot ignore cover without that Tetra unit and this list only has one tetra unit should be an easy target. Secondly smart missiles against orks is not that great if they have feel no pain because of their t 4 on average a smart missile forces 2 saves if you have feel no pain you are good to go!
Now I will get to the meat of the subject! First and foremost take the force field fortification or whatever its called, it will greatly reduce the alpha strike potentially of all armies. Secondly Kommandos, Stormboyz, warbikes are all units that can get to them quickly and they will focus fire power on them, while your mvp does all the hard work! The mvp by the way is Lootas take them and take some more and when you had some more take a little bit more, that's how good lootas are!
With infiltrate, 2d6 run, and bikes he cant focus on the boyz who are on the objectives or the lootas because the cheap assault units are to close for comfort. You can kill the tetra with the infiltrating kommandos because I believe it has armor 10 and 2 hp if you spend 10 points to get 2 rokkits combine that with str 4 shots you will most likely kill it. Bikes have a 3+ cover save on the turn that they turbo-boast combine that with the ability to spread out templates should not hurt them as much.
Shoot your lootas at the broadside units they must go first because they have both smart-missiles and 4 str 7 shots they hurt bad. 2 large squad of lootas should be able to take them out no problem it might require 3 depending on how bad or good they roll. Once that thing is gone focus on the stormsurge. It only has t6 and a 3+ followed by a 5+ you can kill it with lootas!
All you have to do is swarm the objectives with 30 bodies that are t 4 and have feel no pain! Let the lootas do the heavy work until your fast units can get into cc, the lootas will be protected by void shields and cover. The best part is if they focus to much on you lets say the Stormsurge says he is going to target the lootas with 3-5 shooting attacks go to ground, you can still fire snap shots your bs was only 2 anyways!
When you charge, try to charge all units on the same turn and don't forget to yell WAAAGH! You are yelling because with that word you just said you get to run and than charge don't forget that stormboyz run 2d6! The first unit to charge should be the unit that has taken the most wounds. That way you force his hand with over watch he must do it or lose it! That cheap deffkopta with a buzzsaw has another purpose now! Because the riptides in this formation are so close because they want to take advantage of Networked Reactors or they are at the same spot because they cant move the turn they shoot twice. Do one massive melee your power claws and mass str 4 attacks should win combat hopefully you catch them if you didn't kill them.
That's how a foot slooging ork army can beat a gunline! This could be made easier with tankbustas in trukks or the use of battlewagons but I digress.
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Hate @ 2016/02/15 21:17:04
Post by: Martel732
gmaleron wrote:Arson Fire wrote:Tyranids must be the most broken army in the game then.
13 different types of MC in the codex. Another 6 or so available from other sources. 4 different GCs. That's a heck of a lot of types of MC/ GC.
They must be completely unstoppable.
So yes. The problem is clearly MCs, and not just riptides. Clearly.
The Tyranid monstrous creatures are really not that bad, in fact they are just over costed slightly for what you get for them now. The real strength of the Tau is the units that support the Riptide, not the Riptide itself, which explains why its effectiveness is pretty much cut in half with the loss of marker lights alone.
Being effectively unkillable is a pretty good strength... Yes, we can all quote numbers of things that will down a Riptide, but in a real game it's hard to bring those kinds of numbers of weapons to bear. So you kill the markerlights and hope the Tau player doesn't roll many "HIT"s. Pretty weak, imo. Every "strategy" against Tau seems to involve praying that they roll poorly. Doesn't seem fun at all.
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Hate @ 2016/02/15 21:33:06
Post by: notredameguy10
Swampmist wrote:Arson Fire wrote: Unit1126PLL wrote:Imagine how less hate their would be if the Riptide was a 12/12/12 walker with 3 hull points and 5+ Invuln save...
...the problem is MC/GMC, not the riptide itself.
Tyranids must be the most broken army in the game then.
13 different types of MC in the codex. Another 6 or so available from other sources. 4 different GCs. That's a heck of a lot of types of MC/ GC.
They must be completely unstoppable.
So yes. The problem is clearly MCs, and not just riptides. Clearly.
Except tyranid MCs dont have a 2+/5++(or 3++ with nova charge)/5+++. Also, if you havent noticed, the good tyranid lists bring Basically nothing but MCs and lictors and rippers for objectives.
No, they can just fly: meaning they negate blasts/flamers, only are hit on 6s, and can move as a FMC
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Hate @ 2016/02/15 22:12:14
Post by: Saythings
I don't know. I'm a lot more afraid of Wraiths than I am of a Riptide. 12 wounds with 3++, T5, 12" movement, ignore terrain, S6, and has rending is a lot more scary than a Riptide with 5 wounds, 2+ armor, 5++, T6, 6" movement, Jetpack, with 3 S7 (or S9, Large Blast) or 12 Rending S6 shots (plus secondary weapons).
I'll take the more durable and faster Wraiths any day. They can threaten more things and provide board presence. Riptides have to keep falling back in order to get their shots in and avoid shots.
As for the overall discussion, I'm not afraid of shooting. I'm more afraid of a string of advanced rules or combined psychic powers. Like Eldar Wrap Spiders or Seer councils. Or even SW Wolfstars with DA Bike supports. The amount of rules a single deathstar can add on to is hilarious.
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Hate @ 2016/02/15 22:24:57
Post by: Swampmist
notredameguy10 wrote: Swampmist wrote:Arson Fire wrote: Unit1126PLL wrote:Imagine how less hate their would be if the Riptide was a 12/12/12 walker with 3 hull points and 5+ Invuln save...
...the problem is MC/GMC, not the riptide itself.
Tyranids must be the most broken army in the game then.
13 different types of MC in the codex. Another 6 or so available from other sources. 4 different GCs. That's a heck of a lot of types of MC/ GC.
They must be completely unstoppable.
So yes. The problem is clearly MCs, and not just riptides. Clearly.
Except tyranid MCs dont have a 2+/5++(or 3++ with nova charge)/5+++. Also, if you havent noticed, the good tyranid lists bring Basically nothing but MCs and lictors and rippers for objectives.
No, they can just fly: meaning they negate blasts/flamers, only are hit on 6s, and can move as a FMC
Only one of the Tyranid MCs is flying, and that is one of the two that are actually seen in competative lists. I was more speaking of those not named the Flyrant or Mawlok
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Hate @ 2016/02/15 22:27:34
Post by: Unit1126PLL
It is telling that the best Nid lists (despite the age of the dex) are mostly MCs, yes.
Imagine if they were 10/10/10 walkers with 2 HPs, they'd be worse than CSM.
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Hate @ 2016/02/15 22:37:58
Post by: Martel732
Saythings wrote:I don't know. I'm a lot more afraid of Wraiths than I am of a Riptide. 12 wounds with 3++, T5, 12" movement, ignore terrain, S6, and has rending is a lot more scary than a Riptide with 5 wounds, 2+ armor, 5++, T6, 6" movement, Jetpack, with 3 S7 (or S9, Large Blast) or 12 Rending S6 shots (plus secondary weapons).
I'll take the more durable and faster Wraiths any day. They can threaten more things and provide board presence. Riptides have to keep falling back in order to get their shots in and avoid shots.
As for the overall discussion, I'm not afraid of shooting. I'm more afraid of a string of advanced rules or combined psychic powers. Like Eldar Wrap Spiders or Seer councils. Or even SW Wolfstars with DA Bike supports. The amount of rules a single deathstar can add on to is hilarious.
Yes, Deathstars are very nasty. There's no denying that.
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Hate @ 2016/02/15 23:10:11
Post by: Frozocrone
Arson Fire wrote: Unit1126PLL wrote:Imagine how less hate their would be if the Riptide was a 12/12/12 walker with 3 hull points and 5+ Invuln save...
...the problem is MC/GMC, not the riptide itself.
Tyranids must be the most broken army in the game then.
13 different types of MC in the codex. Another 6 or so available from other sources. 4 different GCs. That's a heck of a lot of types of MC/ GC.
They must be completely unstoppable.
So yes. The problem is clearly MCs, and not just riptides. Clearly.
Their weapons are short range and they don't come with an invulnerable as standard and the option to buy FnP, they have to roll for those benefits.
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Hate @ 2016/02/15 23:37:38
Post by: Arson Fire
Is it really telling that nid lists contain a lot of MCs?
That's like saying it's telling that IG lists contain a lot of vehicles.
Nids bring mostly MCs in their lists because they have mostly MCs in their codex. Where other armies have vehicles, they have MCs.
My point was just that it's silly to say MCs are broken when the vast majority of them range from totally fine, to some so bad they rarely even see casual play.
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Hate @ 2016/02/15 23:41:48
Post by: Matt.Kingsley
Unit1126PLL wrote:It is telling that the best Nid lists (despite the age of the dex) are mostly MCs, yes.
Imagine if they were 10/10/10 walkers with 2 HPs, they'd be worse than CSM.
Well, yes.
But imagine if they were T9 W9 2++ FnP(2+) GMCs? They'd be better than Eldar.
The fact is even with their MCs they are a lackluster army power-wise. If MCs were truly as OP as Martel & others claim they are Nids would be top dog.
Funny how they aren't.
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Hate @ 2016/02/15 23:57:20
Post by: Tactical_Spam
Matt.Kingsley wrote: Unit1126PLL wrote:It is telling that the best Nid lists (despite the age of the dex) are mostly MCs, yes.
Imagine if they were 10/10/10 walkers with 2 HPs, they'd be worse than CSM.
Well, yes.
But imagine if they were T9 W9 2++ FnP(2+) GMCs? They'd be better than Eldar.
The fact is even with their MCs they are a lackluster army power-wise. If MCs were truly as OP as Martel & others claim they are Nids would be top dog.
Funny how they aren't.
You know what Martel means. Martel complains about the MCs that shouldn't be MCs: Riptides, Wraithknights, Stormsurges, Castellan Robots, Dreadknights, etc.
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Hate @ 2016/02/16 00:00:21
Post by: Matt.Kingsley
He complains about all MCs, not just those that shouldn't be MCs (though he does complain about them the most, and for the most part that's well-founded).
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Hate @ 2016/02/16 00:00:59
Post by: Martel732
Even Tyranid MCs are more durable than vehicles of equivalent cost. And fight back in HTH. And don't have a damage table. And get an armor save. And get free AP2. And get access to S10.
": Riptides, Wraithknights, Stormsurges, Castellan Robots, Dreadknights, etc."
Yes, these are far worse than Tyranid MCs, but it doesn't change the fact that the MC USR is stupid powerful. Especially compared to crappy vehicles in 7th ed.
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Hate @ 2016/02/16 00:02:52
Post by: Tactical_Spam
Matt.Kingsley wrote:He complains about all MCs, not just those that shouldn't be MCs (though he does complain about them the most, and for the most part that's well-founded).
Some of the pseudo MCs shouldn't even be walkers... The Riptide could be a T6 Jump infantry.
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Hate @ 2016/02/16 00:03:19
Post by: Martel732
The Riptide has no business having AP 2 melee attacks.
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Hate @ 2016/02/16 01:09:09
Post by: notredameguy10
So a gigantic robot shouldn't be able to crush through armor lol?
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Hate @ 2016/02/16 01:17:40
Post by: Vineheart01
The reason people rage about MC > Walkers is both because Walker rules are lousy (they should tap into Super rules imho, ignore damage charges except Explode and only take D3 damage so it might survive) and the main MCs you see are Riptides, Ghostkeels, Dreadknights, and Wraithlords. Wraithlords are probably the tamest of the 4, high as hell toughness being a problem but hes not ungodly powerful either (least not that ive seen). Other 3 are insanely better than Nid MCs, which is suppose to be the army that defines MCs. The general MC rules are pretty damn tame on their own. Giving something MC status is usually bad unless you rework a ton of rules/stats to go with it. For instance, if Ghazzy went to MC status but didnt get exceptions for transports/joining a unit he'd be arguably worse off than he already is. concerning the "pseudo mcs" ive always felt they should be labeled Mechanical Monstrous Creatures (nonMC being Crisis Suits/Broadsides/Commanders/Hazards). Immune to poison, but vulnerable to Haywire on a 2+ and AP2 on a 5 regardless of the weapon's profile. In addition, melta weapons in 2D6 pen range cause 2 wounds instead of 1. They arent walkers, but theyre still a machine. Necron Canopteks would fall under this category too, as would the Stormsurge/Ta'unar albeit with GMC rules too. Note: i said ap2 regardless of the weapon profile because afaik there isnt any Haywire that even has an AP at all. Y'vahra causes haywire in addition to its S8 AP3 shots, the Haywire doesnt have an AP. EDIT: Also, Mechanical Creatures and up (thats nonMC variants included) are immune to Fleshbane but each Armorbane causes 2 wounds. Same idea as immune to Poison since theyre a machine so Fleshbane shouldnt work, and Melta causing extra damage so Armorbane should too.
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Hate @ 2016/02/16 01:22:03
Post by: harkequin
You mean like all those gigantic robots stomp through armour ? (sentinels/dragoon/stalkers}
When the precedent is for big robots without equally big melee weapons, to be unable to crunch through armour, then why stould another big robot with no weapon do it?
That being said, fluff wise, I agree gigantic robots should ignore armour, all of them, I'm pretty sure a sentinel could punt some tactical marines across the table!
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Hate @ 2016/02/16 01:24:42
Post by: Matt.Kingsley
You mean Necron Spyders, right? Crypteks are a Infantry HQ choice.
But yeah I've always felt that would be a good idea.
Combine it with giving all vehicles a Toughness value and save (or at the very least a save) and it'd be golden.
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Hate @ 2016/02/16 01:27:08
Post by: Vineheart01
thought Crypteks were the type of unit Wraiths, Spyders, and Scarabs were? thats what i meant. They arent Necrons, theyre a legit machine with Necron tech but they arent a "Necron"
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Hate @ 2016/02/16 01:32:08
Post by: CKO
The only time I complained about a unit was when helldrakes first came out and no one had true anti-tank at the time.
I see there is extreme prejudice towards certain units that are not available in imperial codexes. I believe the only MC that Imperials have is the dreadknight.
However Imperials have access to the best weapon in the game, grav guns and no one complains about grav!
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Hate @ 2016/02/16 01:33:48
Post by: Vineheart01
Yeah he is. Even in FW they dont have any others, but they do have some walkers that actually WORK thanks to good invuls and nasty guns. Though, expensive as balls (Leviathan i bought for a BA friend for xmas was a chunk over 100 lol ouch)
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Hate @ 2016/02/16 01:39:26
Post by: Matt.Kingsley
Vineheart01 wrote:thought Crypteks were the type of unit Wraiths, Spyders, and Scarabs were? thats what i meant. They arent Necrons, theyre a legit machine with Necron tech but they arent a "Necron"
That would be Canoptek, not Cryptek.
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Hate @ 2016/02/16 01:46:55
Post by: War Kitten
CKO wrote:The only time I complained about a unit was when helldrakes first came out and no one had true anti-tank at the time.
I see there is extreme prejudice towards certain units that are not available in imperial codexes. I believe the only MC that Imperials have is the dreadknight.
However Imperials have access to the best weapon in the game, grav guns and no one complains about grav!
What are you talking about? Lots of people complain about Grav
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Hate @ 2016/02/16 01:50:04
Post by: harkequin
no one complains about grav! Nobody thinks grav is balanced, It's just the best answer to other imbalanced stuff. Grav is power creep in a nutshell. And ALL us xeno races complain about grav. Also, No matter what game you play the meta will change and it is up to you to either adapt or lose! You cannot prevent new codexes from coming out those things are out of your control but you do have control over what you can bring to the table to counter the new codex! First you say Shooting isn't better, and people need to learn to play, Then someone points out that tau will blow an ork horde off the table and you answer, the meta changes and things become stronger, adapt. Well you are right, the meta changed, and Tau sit atop it with eldar. You can't blame your opponent for not countering you when you have the best toys. If someone brings a phantom titan, when you can only bring kroot, Is it fair for them to say "you only lost because I out played you" Tau are powerful, and will always have the odds in their favor unless the opponent pulls out every stop for a power list. It happened when necrons came out , it happened when eldar came out, and it will happen for tau until power creep catches up. The Truth is, Tau ARE more powerful than most armies, and saying it's the other generals fault he lost, despite the power difference is just rude.
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Hate @ 2016/02/16 02:20:26
Post by: CKO
harkequin wrote:no one complains about grav!
Nobody thinks grav is balanced, It's just the best answer to other imbalanced stuff. Grav is power creep in a nutshell.
And ALL us xeno races complain about grav.
Are you saying the community is full of complainers? Xeno players complain about Grav while the Imperials complain about Monstrous Creatures.
harkequin wrote: irst you say Shooting isn't better, and people need to learn to play,
Then someone points out that tau will blow an ork horde off the table and you answer, the meta changes and things become stronger, adapt.
Well you are right, the meta changed, and Tau sit atop it with eldar.
I also posted this in the very same post! Where I tell the player how ork hordes could beat a Tau army if you go back and read the rules I meant my post you would see that I wrote how Orks can beat Tau.
Now I will get to the meat of the subject! First and foremost take the force field fortification or whatever its called, it will greatly reduce the alpha strike potentially of all armies. Secondly Kommandos, Stormboyz, warbikes are all units that can get to them quickly and they will focus fire power on them, while your mvp does all the hard work! The mvp by the way is Lootas take them and take some more and when you had some more take a little bit more, that's how good lootas are!
With infiltrate, 2d6 run, and bikes he cant focus on the boyz who are on the objectives or the lootas because the cheap assault units are to close for comfort. You can kill the tetra with the infiltrating kommandos because I believe it has armor 10 and 2 hp if you spend 10 points to get 2 rokkits combine that with str 4 shots you will most likely kill it. Bikes have a 3+ cover save on the turn that they turbo-boast combine that with the ability to spread out templates should not hurt them as much.
Shoot your lootas at the broadside units they must go first because they have both smart-missiles and 4 str 7 shots they hurt bad. 2 large squad of lootas should be able to take them out no problem it might require 3 depending on how bad or good they roll. Once that thing is gone focus on the stormsurge. It only has t6 and a 3+ followed by a 5+ you can kill it with lootas!
All you have to do is swarm the objectives with 30 bodies that are t 4 and have feel no pain! Let the lootas do the heavy work until your fast units can get into cc, the lootas will be protected by void shields and cover. The best part is if they focus to much on you lets say the Stormsurge says he is going to target the lootas with 3-5 shooting attacks go to ground, you can still fire snap shots your bs was only 2 anyways!
When you charge, try to charge all units on the same turn and don't forget to yell WAAAGH! You are yelling because with that word you just said you get to run and than charge don't forget that stormboyz run 2d6! The first unit to charge should be the unit that has taken the most wounds. That way you force his hand with over watch he must do it or lose it! That cheap deffkopta with a buzzsaw has another purpose now! Because the riptides in this formation are so close because they want to take advantage of Networked Reactors or they are at the same spot because they cant move the turn they shoot twice. Do one massive melee your power claws and mass str 4 attacks should win combat hopefully you catch them if you didn't kill them.
That's how a foot slooging ork army can beat a gunline! This could be made easier with tankbustas in trukks or the use of battlewagons but I digress.
Hopefully you read it this time!
harkequin wrote: You can't blame your opponent for not countering you when you have the best toys.
So, if someone is punching you in a boxing ring and you dont punch back because they have strength on their side its their fault. Despite you having other attributes to help you win but you cant because of the mental restraints you have put on yourself due to your irrational fear of a particular army! Floyd Mayweather, Ali, Rocky Marcino was not always the strongest in the ring they used other skills to win their matches and thats what you have to do when you face a superior shooty army.
harkequin wrote: If someone brings a phantom titan, when you can only bring kroot, Is it fair for them to say "you only lost because I out played you"
No, it is not fair but I failed to see what this has to do with anything! Every army has a great unit, this comparison is irrational and doesnt make sense to me please elaborate.
harkequin wrote: Tau are powerful, and will always have the odds in their favor unless the opponent pulls out every stop for a power list.
It happened when necrons came out , it happened when eldar came out, and it will happen for tau until power creep catches up.
The Truth is, Tau ARE more powerful than most armies, and saying it's the other generals fault he lost, despite the power difference is just rude.
If you have that mentality you will never be able to win. I cannot imagine going into a game thinking I am going to lose because I am facing xyz army, that doesnt make sense to me. I may have a bad match up but it doesnt mean an auto lost. The truth is average players have mental restraints that prevent them from winning and the size of a gun is often the source.
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Hate @ 2016/02/16 02:43:39
Post by: Martel732
Some armor, perhaps, but not 2+ armor. Automatically Appended Next Post: " Every army has a great unit"
Not BA. Or Orks, really.
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Hate @ 2016/02/16 02:59:58
Post by: harkequin
The mvp by the way is Lootas take them and take some more and when you had some more take a little bit more, that's how good lootas are! I don't even play orks and that's hilarious. Even ignoring riptides and stormsurges, lets pit lootas against broadsides. 15 lootas, 10 hits 9 wounds , 1.5 wounds on broadsides. So congrats, with 420 pts of lootas you can kill between 65 and 130 points. The stormsurge fires.All your Warbikes die, even jinking. Trust me. each breacher squad devilfish combo brings down 5 kommandos. As for killing the tetra, good luck getting your commandos withing 12" to fire your pistols, even if he deploys stupidly forward AND lets you infiltrate 12" away, he just scouts back 12". 2 BS2 rokkits won't kill it. Also 2 rokkits is 30 points, not 10. The commandos can in fact pretty much be written off, they won't kill anything shooting, and have to endure 1 or 2 turns of shooting + overwatch. most your stormboys die to the Riptide hailfire even in cover, You are left after the first tau turn with *some* stormboys , who still have to eat overwatch. very few commandos, who at most will be a mild inconvenience to the breacher teams (woo defensive grenades) And some lootas who might kill a broadside. Sure you have boys, but not for long. The stormsurge can just stomp up the field Face it, you just counter picked a tau list , and gave a tonne of buffs to orks, they are nowhere near as strong as you think (400 pts killing 90 pts) That list would be annhilated , your "superior tactics" are the same tactics everyone uses. Sometimes its not a fair fight. Hence the phantom analogy. You have an advantage, don;t be a dick and put down the loser when they complain about the strength of your codex. As for the Tyson argument. I am not strong or in shape, no matter how skilled a boxer I was, I am not beating him, I don;t have the muscle or speed, no matter how "good " i am at it.It's not mental restraints stopping me from winning there
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Hate @ 2016/02/16 03:02:10
Post by: the_scotsman
My Xenos don't complain about grav. I love grav. Take as much grav as you can cram in your greedy little power armored fists against any of my armies. The best armor save you're gonna find is a 4+.
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Hate @ 2016/02/16 03:08:13
Post by: Martel732
I use a bit of everything with BA.
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Hate @ 2016/02/16 03:08:44
Post by: harkequin
If you have that mentality you will never be able to win. I cannot imagine going into a game thinking I am going to lose because I am facing xyz army, that doesnt make sense to me. I may have a bad match up but it doesnt mean an auto lost. The truth is average players have mental restraints that prevent them from winning and the size of a gun is often the source.
I go in knowing I can win , because I build powerful lists, and play necrons, which are a powerful codex.
It's tougher than other matchups because Tau are stronfer than other codexs.
And that necrons dont have any reliable answer to riptides.
Players don't have "mental restraints" they have physical restraints, the game isn't balanced. period. there is a reason Chaos are considered weak,Because they are, because everything costs too much, and doesnt do enough.
Tau are considered Strong, because they are, everything costs too little and does too much (exaggeration)
In a straight contest 9/10 times tau would beat chaos with equal generals.
Your whole ork Tactics were basically saying "use your stuff to kill his stuff"
All those ork units have much less durability, and killing power than those Tau units, It would be a massacre, despite you writing of the tetra as dead, the broadsides as dead, and everything as dead in assault. You ever tried killing a riptide in assault with S4 AP-? not easy.
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Hate @ 2016/02/16 04:07:58
Post by: StevetheDestroyeOfWorlds
My harlequins would love it if someone grav spammed against them
They are also the only assault army that I enjoy playing against tau, as Veil of Tears is hilarious when that stormsurge and riptide can't touch you because you are 25 inches away
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Hate @ 2016/02/16 04:10:00
Post by: CKO
harkequin wrote: The mvp by the way is Lootas take them and take some more and when you had some more take a little bit more, that's how good lootas are!
I don't even play orks and that's hilarious.
Even ignoring riptides and stormsurges, lets pit lootas against broadsides.
15 lootas, 10 hits 9 wounds , 1.5 wounds on broadsides.
So congrats, with 420 pts of lootas you can kill between 65 and 130 points.
Your lack of ork knowledge is apparent! Lootas shoot d3 str 7 shots meaning one unit can shoot 45 shots meaning 15 hits meaning 13 wounds roll 13 dice and see how many 1's you get. Now repeat that process 2 more times and see if 6 ones are rolled.
harkequin wrote:The stormsurge fires.All your Warbikes die, even jinking. Trust me.
If you charge him turn 2 he can only shoot once as his stabilizers havent deployed yet! So he would not be able to do all that damage because he only gets 1 large blast, a twin-linked smart missile, and 4d6 str 5 shots on average 14 str 5 shots. Its not doing that much damage.
Who said it was just five with them being so cheap they are in cover with stealth, the breacher squad is bs is 3 half the shots will miss 15 hits, 2 will fail to wound, and 2/3 will be saved around 4-5 will die from the fancy breacher squad. Next turn you charge them and the vehicle.
harkequin wrote:As for killing the tetra, good luck getting your commandos withing 12" to fire your pistols, even if he deploys stupidly forward AND lets you infiltrate 12" away, he just scouts back 12". 2 BS2 rokkits won't kill it.
6 movement + 12 inch weapon = 18 inches same length that you can infiltrate from one enemy unit.
Go check the upgrade for Kommandos and see if the upgrade is a different price, dude you are not looking to good atm.
harkequin wrote:The commandos can in fact pretty much be written off, they won't kill anything shooting, and have to endure 1 or 2 turns of shooting + overwatch.
If they are overwatching on them instead of your bike unit or jump pack unit I believe you are winning.
harkequin wrote:most your stormboys die to the Riptide hailfire even in cover,
You are left after the first tau turn with *some* stormboys , who still have to eat overwatch. very few commandos, who at most will be a mild inconvenience to the breacher teams (woo defensive grenades)
Riptides are bs 3 half of their shoots miss so a burst cannon has 6 str 6 hits vs 30 orks.
harkequin wrote:And some lootas who might kill a broadside.
Sure you have boys, but not for long.
Once you charge them its over like literally a good multi-charge and its game over!
He cant move and shoot twice so its either or and shoot the lootas at him and he will die get some dice out and try it out yourself if you dont believe me.
harkequin wrote:Face it, you just counter picked a tau list , and gave a tonne of buffs to orks, they are nowhere near as strong as you think (400 pts killing 90 pts)
You dont counter pick any list you change your tactics depending on what you are facing.
harkequin wrote:That list would be annhilated , your "superior tactics" are the same tactics everyone uses.
Sometimes its not a fair fight. Hence the phantom analogy.
In your hands it would lose in my hands it wouldnt but, thats ok!
harkequin wrote:You have an advantage, don;t be a dick and put down the loser when they complain about the strength of your codex.
I play marines!
harkequin wrote:As for the Tyson argument. I am not strong or in shape, no matter how skilled a boxer I was, I am not beating him, I don;t have the muscle or speed, no matter how "good " i am at it.It's not mental restraints stopping me from winning there
If you think your going to lose regardless thats you but if you want people to believe they are going to lose thats a problem.
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Hate @ 2016/02/16 04:30:17
Post by: Matt.Kingsley
CKO wrote:harkequin wrote: The mvp by the way is Lootas take them and take some more and when you had some more take a little bit more, that's how good lootas are! I don't even play orks and that's hilarious. Even ignoring riptides and stormsurges, lets pit lootas against broadsides. 15 lootas, 10 hits 9 wounds , 1.5 wounds on broadsides. So congrats, with 420 pts of lootas you can kill between 65 and 130 points. Your lack of ork knowledge is apparent! Lootas shoot d3 str 7 shots meaning one unit can shoot 45 shots meaning 15 hits meaning 13 wounds roll 13 dice and see how many 1's you get. Now repeat that process 2 more times and see if 6 ones are rolled. He did the Maths based on the average number of shots you'll roll, which is 2. 3 is the max, yes. But even then, that's 2.167 unsaved wounds. Whoop- de-do.
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Hate @ 2016/02/16 04:37:22
Post by: CKO
Matt.Kingsley wrote: CKO wrote:harkequin wrote: The mvp by the way is Lootas take them and take some more and when you had some more take a little bit more, that's how good lootas are!
I don't even play orks and that's hilarious.
Even ignoring riptides and stormsurges, lets pit lootas against broadsides.
15 lootas, 10 hits 9 wounds , 1.5 wounds on broadsides.
So congrats, with 420 pts of lootas you can kill between 65 and 130 points.
Your lack of ork knowledge is apparent! Lootas shoot d3 str 7 shots meaning one unit can shoot 45 shots meaning 15 hits meaning 13 wounds roll 13 dice and see how many 1's you get. Now repeat that process 2 more times and see if 6 ones are rolled.
He did the Maths based on the average number of shots you'll roll, which is 2.
3 is the max, yes. But even then, that's 2.167 unsaved wounds. Whoop- de-do.
The unit has 6 wounds thats one dead broadside thats 8 less shots thats alot considering that a ridtide on average has 6 hits with its maingun!
Why do I even try?
The fact that you do not understand this lets me know you have improper target priority skills.
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Hate @ 2016/02/16 04:49:11
Post by: Matt.Kingsley
That's if you roll a 3 though. A 1 or 2 are just as likely and in those cases you won't kill a Broadside.
With average rolls it's 2 shots per turn.
Not to mention that usually there's a Drone or two out front to take the first few wounds for the unit, meaning on average their won't be enough wounds to kill a Broadside out-right even if their were in the first place.
And my target priorities are fine, thank you very much. I'm just saying that mathematically the Lootas will only kill less than 1 Broadside per turn while the Broadsides on their own will slaughter them (not that they need to as if the Lootas can reach them then some Drones or Firwarriors should be in range of the Lootas to retaliate).
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Hate @ 2016/02/16 05:01:04
Post by: CKO
You know what, you guys are right there is no way orks can beat Tau, no way its just not going to happen! LOL
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Hate @ 2016/02/16 05:28:38
Post by: Cindis
ITC have made nothing but correct calls regarding Tau.
I'm sorry you feel you need even more crutches to compete with other codexes.
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Hate @ 2016/02/16 05:28:44
Post by: Matt.Kingsley
Can it happen? Yes.
Is it probable? No.
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Hate @ 2016/02/16 05:28:44
Post by: StevetheDestroyeOfWorlds
CKO wrote:You know what, you guys are right there is no way orks can beat Tau, no way its just not going to happen! LOL
A strong Tau list will be able to beat almost any Ork list with average dice rolls yeah
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Hate @ 2016/02/16 05:34:03
Post by: HoundsofDemos
CKO wrote:You know what, you guys are right there is no way orks can beat Tau, no way its just not going to happen! LOL
I rarely get angry about this hobby, but go look at the results of the LVO. Where did orks place verse any of the 7.5 armies. For feth sake wake up
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Hate @ 2016/02/16 05:42:12
Post by: notredameguy10
Cindis wrote:ITC have made nothing but correct calls regarding Tau.
I'm sorry you feel you need even more crutches to compete with other codexes.
Reported again for being a troll
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Hate @ 2016/02/16 05:43:06
Post by: koooaei
CKO wrote:
That's how a foot slooging ork army can beat a gunline!
Wana play it out in vassal?
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Hate @ 2016/02/16 05:47:21
Post by: CKO
I have put to much energy into this I see that my efforts are futile, one can not teach when ears are closed and stubborness is present.
Continue to struggle and fear shooty armies, I could care less at this point.
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Hate @ 2016/02/16 05:50:34
Post by: koooaei
CKO wrote:I have put to much energy into this I see that my efforts are futile, one can not teach when ears are closed and stubborness is present.
Continue to struggle and fear shooty armies, I could care less at this point.
Unless you prove your point in action, it's just words.
From my own experience against gunline tau as a footslogging ork player - you don't reach them. It's practically useless to even try to get into combat on thir own terms. The best chance is outlast them at the midboard scoring VP and killing markerlights with whatever shooty stuff you have - mostly lootas, lobbas and bigshootas. This way you can force them to come closer if they're not lucky with missions. And now you can reach them.
That's why i specifically mentioned 6- th edition with oldschool missions where only last turn matters. Now with maelstorm you can get lucky and win just with scoring as much stuff as possible with your slow melee troops. In 6- th you had to be VERY lucky or get a relic mission.
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Hate @ 2016/02/16 05:56:24
Post by: HoundsofDemos
CKO wrote:I have put to much energy into this I see that my efforts are futile, one can not teach when ears are closed and stubborness is present.
Continue to struggle and fear shooty armies, I could care less at this point.
Please answer my question, look at the LVO results and tell me that every army is equal assuming that neither player is holding back.
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Hate @ 2016/02/16 05:59:46
Post by: CKO
koooaei wrote: CKO wrote:I have put to much energy into this I see that my efforts are futile, one can not teach when ears are closed and stubborness is present.
Continue to struggle and fear shooty armies, I could care less at this point.
Unless you prove your point in action, it's just words.
From my own experience against gunline tau as a footslogging ork player - you don't reach them. It's practically useless to even try to get into combat on thir own terms. The best chance is outlast them at the midboard scoring VP and killing markerlights with whatever shooty stuff you have - mostly lootas, lobbas and bigshootas. This way you can force them to come closer if they're not lucky with missions. And now you can reach them.
That's why i specifically mentioned 6- th edition with oldschool missions where only last turn matters. Now with maelstorm you can get lucky and win just with scoring as much stuff as possible with your slow melee troops. In 6- th you had to be VERY lucky or get a relic mission.
I hope that you find a more effective tactic and you are not a victim of randomness.
HoundsofDemos wrote: CKO wrote:I have put to much energy into this I see that my efforts are futile, one can not teach when ears are closed and stubborness is present.
Continue to struggle and fear shooty armies, I could care less at this point.
Please answer my question, look at the LVO results and tell me that every army is equal assuming that neither player is holding back.
If the best players would have brought orks than the results would have been different. Its not the army thats winning these tournaments its the players.
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Hate @ 2016/02/16 06:06:03
Post by: HoundsofDemos
So you feel there is not difference in power between codex eldar and codex orks. Just as an extreme example
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Hate @ 2016/02/16 06:06:27
Post by: koooaei
CKO wrote:
I hope that you find a more effective tactic and you are not a victim of randomness.
It was the most effective with the mostly footslogging army that i possessed. Orks were doing pretty good against tau running a battlewagon rush list. But i didn't have battlewagons. And the tactic of outlasting, scoring and shooting what you can was the most viable. It was quite boring and i didn't like playing against tau for that reason. They forced a boring game where mostly randomness decides who wins. If you go aggressive, you almost certainly loose.
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Hate @ 2016/02/16 06:15:42
Post by: CKO
HoundsofDemos wrote:So you feel there is not difference in power between codex eldar and codex orks. Just as an extreme example
I view each codex like a weapon, all of them have the ability to kill some are easier than others but if you master your weapon you will do fine against any army.
koooaei wrote: CKO wrote:
I hope that you find a more effective tactic and you are not a victim of randomness.
It was the most effective with the mostly footslogging army that i possessed. Orks were doing pretty good against tau running a battlewagon rush list. But i didn't have battlewagons. And the tactic of outlasting, scoring and shooting what you can was the most viable. It was quite boring and i didn't like playing against tau for that reason. They forced a boring game where mostly randomness decides who wins. If you go aggressive, you almost certainly loose.
Sometimes you must resort to tactics you dont like but winning at the end is fun compared to losing during individual turns. Even the best players sometimes have to adapt and change their plan in the blink of an eye you never know when the anomaly will happen and you roll 4 ones or things of that nature.
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Hate @ 2016/02/16 06:25:12
Post by: Yoyoyo
koooaei wrote:It was the most effective with the mostly footslogging army that i possessed. Orks were doing pretty good against tau running a battlewagon rush list. But i didn't have battlewagons. And the tactic of outlasting, scoring and shooting what you can was the most viable. It was quite boring and i didn't like playing against tau for that reason. They forced a boring game where mostly randomness decides who wins. If you go aggressive, you almost certainly loose.
My impression is if you don't have some kind of method to tone down Tau firepower, like Outflanking your entire army, transport flyers, enormous depth (10+ Rhinos) or tricks like Shrouding and Invis, it's almost impossible to keep enough alive to assault successfully.
FNP is pretty common but Riptides are good at shutting that one down in particular.
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Hate @ 2016/02/16 06:31:12
Post by: CKO
I tried my best to point out the small things that make a huge difference but they refused to accept it.
Bikes spreading out make blast templates almost useless when you have a 3+ cover save. Orks jumpacks move 19 inches a turn on average and with waagh they get their 2d6 run before the charge in which they get to re-roll one of the dice if it is low! They have kommandos that can infiltrate they have the koptas with scout which can charge first to deny the overwatch barrage, I honestly tried to explain these things but just absolute denial.
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Hate @ 2016/02/16 06:38:05
Post by: HoundsofDemos
Let me phrase my question a different way then. Do you except that certain codexes have a much more narrow range of builds at a very competitive level.
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Hate @ 2016/02/16 06:40:09
Post by: StevetheDestroyeOfWorlds
cover saves against Tau shooting? really?
Spreading out won't change that a broadside team with a couple markerlights will kill a squad of bikes in one turn from across the board
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Hate @ 2016/02/16 06:43:09
Post by: notredameguy10
StevetheDestroyeOfWorlds wrote:cover saves against Tau shooting? really?
Spreading out won't change that a broadside team with a couple markerlights will kill a squad of bikes in one turn from across the board
Except Broadside weapons are AP4, meaning it will do very little
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Hate @ 2016/02/16 06:45:30
Post by: CKO
HoundsofDemos wrote:Let me phrase my question a different way then. Do you except that certain codexes have a much more narrow range of builds at a very competitive level.
Absolutely but most codex are like that. Eldar will take bikes, wraithknights, and aspect host I mean technically even best codexes take the same stuff at that level!
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Hate @ 2016/02/16 06:48:17
Post by: Matt.Kingsley
notredameguy10 wrote:StevetheDestroyeOfWorlds wrote:cover saves against Tau shooting? really?
Spreading out won't change that a broadside team with a couple markerlights will kill a squad of bikes in one turn from across the board
Except Broadside weapons are AP4, meaning it will do very little
That was in response to CKO's comment about Ork Bikes, which have a 4+ AS. They will do a lot.
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Hate @ 2016/02/16 07:09:11
Post by: Swampmist
CKO wrote:I tried my best to point out the small things that make a huge difference but they refused to accept it.
Bikes spreading out make blast templates almost useless when you have a 3+ cover save. Orks jumpacks move 19 inches a turn on average and with waagh they get their 2d6 run before the charge in which they get to re-roll one of the dice if it is low! They have kommandos that can infiltrate they have the koptas with scout which can charge first to deny the overwatch barrage, I honestly tried to explain these things but just absolute denial.
Um... How in the hell do they move 19"? Do you mean 16, because 19 is physically impossible. 18 is max, 15.5 is average because math. So, with an approximate 16" move if you roll the higher end of average, your looking at a 24" charge or so with the re-roll assuming no cover. This is, of course, assuming the exspensive squad with 6+ armor that attack at the same time as the opponent are worth getting into combat. But, purely based on math, it takes two turns to move 40" on average with the charge; in a straight line; assuming 0 terrain blocks you. The question that needs to be asked, then, is how far away is the riptide/yvara/"insert other important thing here" away from you at this point. Please, use math and not annecdotal evidence, saves everyone a headache
/rant over.
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Hate @ 2016/02/16 07:14:26
Post by: Cindis
notredameguy10 wrote:Cindis wrote:ITC have made nothing but correct calls regarding Tau.
I'm sorry you feel you need even more crutches to compete with other codexes.
Reported again for being a troll
Because it did so much the first time.
Some of us don't have as much trouble comprehending plain English as others.
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Hate @ 2016/02/16 07:15:56
Post by: Slayer-Fan123
CKO wrote:HoundsofDemos wrote:So you feel there is not difference in power between codex eldar and codex orks. Just as an extreme example
I view each codex like a weapon, all of them have the ability to kill some are easier than others but if you master your weapon you will do fine against any army.
This, folks, is what we call the L2P argument.
Is it REALLY that hard to admit some codices are just lacking?
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Hate @ 2016/02/16 07:38:34
Post by: CKO
Swampmist wrote: CKO wrote:I tried my best to point out the small things that make a huge difference but they refused to accept it.
Bikes spreading out make blast templates almost useless when you have a 3+ cover save. Orks jumpacks move 19 inches a turn on average and with waagh they get their 2d6 run before the charge in which they get to re-roll one of the dice if it is low! They have kommandos that can infiltrate they have the koptas with scout which can charge first to deny the overwatch barrage, I honestly tried to explain these things but just absolute denial.
Um... How in the hell do they move 19"? Do you mean 16, because 19 is physically impossible. 18 is max, 15.5 is average because math. So, with an approximate 16" move if you roll the higher end of average, your looking at a 24" charge or so with the re-roll assuming no cover. This is, of course, assuming the exspensive squad with 6+ armor that attack at the same time as the opponent are worth getting into combat. But, purely based on math, it takes two turns to move 40" on average with the charge; in a straight line; assuming 0 terrain blocks you. The question that needs to be asked, then, is how far away is the riptide/yvara/"insert other important thing here" away from you at this point. Please, use math and not annecdotal evidence, saves everyone a headache
/rant over.
They have a special rule where they run 2d6.
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Hate @ 2016/02/16 07:45:34
Post by: Swampmist
No they dont. One of my best friends plays orks, and I can tell you right now they do not. If they did they might actually be worth taking.
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Hate @ 2016/02/16 07:53:37
Post by: koooaei
Well, they do have it but they must pass DT for the whole squad. This can also trigger ld tests and they're not brilliant with ld7 even with mob rule. So, you have a chance to loose a squad in your own shooting phase if you perform this run move.
I personally used to run a squad of stormboyz and i've found them doing best as a 9-13 numbered unit with a pk/bp nob hugging blos in the middle of the map and acting as a counter-charge or offensive mostly against vehicles. They're very unstable. Sometimes, they do good, sometimes they just kill themselves on a special run.
So far, 2 games they did good. 2 games they did nothing. 1 game they lost 3 dudes to DT on a special run, failed ld and ran off the board.
I'd not call their offence good for the points just cause of how squishy and unstable they are. The best role for stormboyz is being a relatively quick backup. They're pretty horrible against tau cause they NEED blos to work and tau have very moblile shooters and stuff that ignores LOS.
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Hate @ 2016/02/16 13:59:14
Post by: carldooley
I can't believe the bias in threads like this. 'OMG, you expect me to take cover saves against tau shooting? OMG, the tau shooting phase is SOOOOO OP!'
Give me a break. The reason why Tau work is that they work TOGETHER. That riptide does not strip your cover saves. . . that is the markerlight's job. . . and if you die to markerlights, which do NO damage, you need to examine your self.
I don't suppose that anyone has ever gamed interpenetration? Are you folks wondering why out armies are blowing you away? it is because they are willing to work together. try it sometime, try the (shudder) idea of hiding a psyker with invisibility in or behind your deathstar, and drink the tau players tears as you hard counter their list.
hey, aren't CSM one of the armies capable of going the daemon farm way? that means that they have access to psykers. Can't they select telepathy(Invisibility) as well?
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Hate @ 2016/02/16 14:36:37
Post by: Martel732
carldooley wrote:I can't believe the bias in threads like this. 'OMG, you expect me to take cover saves against tau shooting? OMG, the tau shooting phase is SOOOOO OP!'
Give me a break. The reason why Tau work is that they work TOGETHER. That riptide does not strip your cover saves. . . that is the markerlight's job. . . and if you die to markerlights, which do NO damage, you need to examine your self.
I don't suppose that anyone has ever gamed interpenetration? Are you folks wondering why out armies are blowing you away? it is because they are willing to work together. try it sometime, try the (shudder) idea of hiding a psyker with invisibility in or behind your deathstar, and drink the tau players tears as you hard counter their list.
hey, aren't CSM one of the armies capable of going the daemon farm way? that means that they have access to psykers. Can't they select telepathy(Invisibility) as well?
BA don't get telepathy. And the Tau can just murder all the other units.
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Hate @ 2016/02/16 14:37:00
Post by: Bharring
There are a couple different complaints here.
Mine is that the Riptide beats ASMs in CC for the points. That has almost nothing to do with Marker lights.
I agree that the Riptide is fine for 7.5-level games. I just don't like that sort of gak, which is commonplace at that level.
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Hate @ 2016/02/16 15:04:56
Post by: hordrak
What would orks need to get a chance to beat Tau? 1) Invuln saves. The only one we have is the expensive KFF, and that's covering models, not units. 2) FNP across the board. You can't stick a painboy in every unit and without one orks die easily. 3) High leadership/Fearless. With the current Mob Rule orks kill themselves just as good as Tau do. 4) higher T, so you actualy get a way of surviving the shooting faze and don't get the FNP denied.
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Hate @ 2016/02/16 15:14:17
Post by: carldooley
hordrak wrote:What would orks need to get a chance to beat Tau? 1) Invuln saves. The only one we have is the expensive KFF, and that's covering models, not units. 2) FNP across the board. You can't stick a painboy in every unit and without one orks die easily. 3) High leadership/Fearless. With the current Mob Rule orks kill themselves just as good as Tau do. 4) higher T, so you actualy get a way of surviving the shooting faze and don't get the FNP denied.
I was under the impression that most ork boyz are T4, Tau don't have a lot of Str8 to double out FNP. What is denying you? and why aren't you using cover? SMS don't need LOS, but everything else does. And why not use your KFF? does it need to be on the field, or can it be in a battlewagon instead?
And koooaei? I do appreciate the offer. I haven't looked at Vassal recently. If I do manage to install it properly, I'd be happy to play a game. You build a 1850 tac ork list, and I'll build a 1850 tac tau list, and we can trade and play.
Automatically Appended Next Post:
Martel732 wrote:BA don't get telepathy. And the Tau can just murder all the other units.
but you do have Mephiston still? and Librarian dreads? And I wasn't talking about BA, which are IoM and take BB allies up the wazoo. I was talking about CSM.
**edit** where can I get the modules for vassal?
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Hate @ 2016/02/16 15:21:31
Post by: Martel732
BA can't select telepathy as a discipline. Libby dreads are also overcosted HQs.
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Hate @ 2016/02/16 15:34:34
Post by: carldooley
Martel732 wrote:BA can't select telepathy as a discipline. Libby dreads are also overcosted HQs.
libby dreads are overcosted. kffs are overcosted.
RIPTIDES AND STORMSURGES AREN'T EXACTLY CHEAP EITHER!!!!
sorry for the caps, but what are you spending your points on?
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Hate @ 2016/02/16 15:35:13
Post by: harkequin
hey, aren't CSM one of the armies capable of going the daemon farm way? that means that they have access to psykers. Can't they select telepathy(Invisibility) as well?
Not in the slightest.
CSM peril on any double when summoning, you're more likely to lose units than gain them.
And how does one "select" invisibility.
The best possible chance CSM have of getting invisibilty is with 2 ML3 sorcerors, with no marks, is 75% .
Tigerius has this chance on his own.
75% is not reliable enough for a list that is based around invis, as you will not have it every fourth game. 85% chance and you're looking more solid, getting invis 5/6 games.
And for that 75% chance, you max out your HQ slots for that CAD. On top of this what will you make invisible? CSM dont have a deathstar worth using it on. Automatically Appended Next Post: I was under the impression that most ork boyz are T4, Tau don't have a lot of Str8 to double out FNP. What is denying you? and why aren't you using cover? SMS don't need LOS, but everything else does. And why not use your KFF? does it need to be on the field, or can it be in a battlewagon instead?
Using cover isn't as easy as you make it out to be. When trying to get into assault you usually have to cross at least some open ground, and if you aren't you get slowed way down by difficult terrain, meaning that 4+ save is negated, by getting shot twice as much.
If it's a city game with a tonne of LoS blocking terrain, then yeah, orks will shine as only the SMS will hit them, but most games don't have nearly enough LoS blocking to save orks.
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Hate @ 2016/02/16 15:43:44
Post by: carldooley
harkequin wrote:If it's a city game with a tonne of LoS blocking terrain, then yeah, orks will shine as only the SMS will hit them, but most games don't have nearly enough LoS blocking to save orks.
and I, at least, got tired of this argument. I wanted a bare field, my opponent wanted a full field of cover. I got around this by either allowing my opponent to populate the field with cover as long as I got to choose the side (usually taking the side with the most cover- because if I have it then my opponent doesn't), or I asked a third person to do so.
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Hate @ 2016/02/16 15:54:24
Post by: harkequin
carldooley wrote:harkequin wrote:If it's a city game with a tonne of LoS blocking terrain, then yeah, orks will shine as only the SMS will hit them, but most games don't have nearly enough LoS blocking to save orks.
and I, at least, got tired of this argument. I wanted a bare field, my opponent wanted a full field of cover. I got around this by either allowing my opponent to populate the field with cover as long as I got to choose the side (usually taking the side with the most cover- because if I have it then my opponent doesn't), or I asked a third person to do so.
Yeah, that's fair. As long as it's not a competitive game there is an easy fix , make a theme. Plan ahead of time, agree what sort of field it will be, An urban setting with orks overrunning a city, going from building to building with no real open ground, then Next time reanact Zulu, no real cover and see how many boyz can make it.
If it's competitve, terrain layout is a whole nother beast, preferably handled by someone else, with a view to making the game more balanced.
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Hate @ 2016/02/16 16:07:47
Post by: Vineheart01
Swampmist wrote:No they dont. One of my best friends plays orks, and I can tell you right now they do not. If they did they might actually be worth taking. Stormboyz have always been able to move an extra D6 compared to other jumppack units. In the old dex, they were just way too expensive to utilize and in the new dex theyre not priced badly but it moved from 12 + D6 in the Movement phase (1 boy goes boom on a roll of 1) for the whole unit, to running 2D6 and every single damn boy takes a danger test, which on average kills a third of the unit since a 6+ save will not save you from a failed dangertest for jack. They got weaker in the current dex because of that. If they left their rules alone and just reworked their costs to be in line with other codex jumppacks vs nonjump units (which is usually 3-5pts, while orks were damn near 3x) they would be amazing. But they didnt, they neutered them just like the rest of the dex. Your friend has been playing them wrong for years upon years. I dont recall if they had this before the last codex, but the last codex has been around for much longer than ive been playing. Also lol at the complaint about Riptides beating marines in CC for the points. If your non-specialized marines, i.e. no special AP2 weapons even if they somehow didnt get to wound on a 2+ in the process, beat a riptide in melee every time i'd call BS. A troop shouldnt beat an elite easily, regardless of who's elite it is. Theres a reason its an ELITE choice. Hide a powerfist in your marines. Odds are the Riptide will kill 1-2 marines tops if that. The moment you win combat you sweep something 4x your size thanks to the stupid sweeping advance rules in this game. If you dont want powerfists, dont expect to face a riptide or any MC with regular marines and win. Not even Nid MCs are that weak.
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Hate @ 2016/02/16 16:14:09
Post by: HoundsofDemos
I don't hate Tau any more than I hate Necrons, Eldar or my fellow marine players. I do dislike people taking WAAC lists against the lower tier codex because it severely limits what they can bring to a game.
40k goes best when there is a level of self awareness and that includes recognizing that there is a hierarchy of armies.
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Hate @ 2016/02/16 16:18:50
Post by: Martel732
carldooley wrote:Martel732 wrote:BA can't select telepathy as a discipline. Libby dreads are also overcosted HQs.
libby dreads are overcosted. kffs are overcosted.
RIPTIDES AND STORMSURGES AREN'T EXACTLY CHEAP EITHER!!!!
sorry for the caps, but what are you spending your points on?
For what they do, they are quite cheap. That's the whole problem. Riptides in particular are grossly undercosted.
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Hate @ 2016/02/16 16:24:19
Post by: Vineheart01
HoundsofDemos wrote:I don't hate Tau any more than I hate Necrons, Eldar or my fellow marine players. I do dislike people taking WAAC lists against the lower tier codex because it severely limits what they can bring to a game. 40k goes best when there is a level of self awareness and that includes recognizing that there is a hierarchy of armies. This Friend of mine keeps trying to get me to do tournaments and i keep telling him this game will never been a tournament-viable game because theres no personal-balance to tone down the OP armies so everyone can play and have fun. Its all WAAC cheese. He claims he knows Reece and believes hes doing a good job at balancing the game and i just laughed. Until Reece starts putting out whole codex reworks this game will never be balanced. So i avoid that scene. I dont use tau formations except the retaliation cadre for extra crisis suits or the Hunter Cadre for when i want to go really heavy firewarriors for run + shoot firewarriors. I dont spam riptides, in fact i rarely use them anymore. I use piranhas/hammerheads. Hell, i even charge sometimes. The game is much more fun when you arent steamrolling every game. And yes i can do the tournament stuff, i dont avoid it because i cant. Said friend wanted me to go all out and test his necron ITC list. I ripped his face off with a riptide wing + stormsurge + Mark'O unit + piranha/drone wall to choke up his wraiths. I dont have fun playing that way. Riptide wouldnt be grossly undercosted if its Ion gun was in line with the other ion weapons - 24" AP3 w/o nova. Its superior to the Ionhead in literally every way which make no sense. Stormsurge definitely isnt undercosted. Its actually about right, which is unusual to say for me lol.
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Hate @ 2016/02/16 16:59:45
Post by: Cindis
carldooley wrote:I can't believe the bias in threads like this. 'OMG, you expect me to take cover saves against tau shooting? OMG, the tau shooting phase is SOOOOO OP!'
Give me a break. The reason why Tau work is that they work TOGETHER. That riptide does not strip your cover saves. . . that is the markerlight's job. . . and if you die to markerlights, which do NO damage, you need to examine your self.
I don't suppose that anyone has ever gamed interpenetration? Are you folks wondering why out armies are blowing you away? it is because they are willing to work together. try it sometime, try the (shudder) idea of hiding a psyker with invisibility in or behind your deathstar, and drink the tau players tears as you hard counter their list.
hey, aren't CSM one of the armies capable of going the daemon farm way? that means that they have access to psykers. Can't they select telepathy(Invisibility) as well?
Someone doesn't understand how markerlights work. If you're having trouble with invisibility as a Tau player well...This thread is full of examples of your average Tau players tenuous grasp of the game in general...
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Hate @ 2016/02/16 17:08:19
Post by: notredameguy10
Matt.Kingsley wrote:notredameguy10 wrote:StevetheDestroyeOfWorlds wrote:cover saves against Tau shooting? really?
Spreading out won't change that a broadside team with a couple markerlights will kill a squad of bikes in one turn from across the board
Except Broadside weapons are AP4, meaning it will do very little
That was in response to CKO's comment about Ork Bikes, which have a 4+ AS. They will do a lot.
My bad! someone had mentioned space marine bikes earlier. Automatically Appended Next Post: Martel732 wrote: carldooley wrote:Martel732 wrote:BA can't select telepathy as a discipline. Libby dreads are also overcosted HQs.
libby dreads are overcosted. kffs are overcosted.
RIPTIDES AND STORMSURGES AREN'T EXACTLY CHEAP EITHER!!!!
sorry for the caps, but what are you spending your points on?
For what they do, they are quite cheap. That's the whole problem. Riptides in particular are grossly undercosted.
SS is 438 points properly kitted out. That is 1/4 of your army. That is not cheap.
Riptide properly kitted out is 225 points, again not cheap. Are riptides good? Yes, are they very durable? Yes. Do they do a lot of actual damage? NO
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Hate @ 2016/02/16 17:16:44
Post by: carldooley
Cindis wrote:Someone doesn't understand how markerlights work. If you're having trouble with invisibility as a Tau player well...This thread is full of examples of your average Tau players tenuous grasp of the game in general...
I said that synergy is one of the strengths of Tau. Not in those words, but in the 'work together' bit. A question: how many units do you see with markerlights in an army? or does your tau opponent make use of marker planes?
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Hate @ 2016/02/16 17:21:32
Post by: StevetheDestroyeOfWorlds
notredameguy10 wrote:
SS is 438 points properly kitted out. That is 1/4 of your army. That is not cheap.
Riptide properly kitted out is 225 points, again not cheap. Are riptides good? Yes, are they very durable? Yes. Do they do a lot of actual damage? NO
so a S8 AP2 Large blast that can easily get ignores cover and a very high BS from markerlights isn't a lot of damage?
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Hate @ 2016/02/16 17:22:45
Post by: harkequin
SS is 438 points properly kitted out. That is 1/4 of your army. That is not cheap.
Riptide properly kitted out is 225 points, again not cheap. Are riptides good? Yes, are they very durable? Yes. Do they do a lot of actual damage? NO
The stormsurge is pretty undercosted. Given that it is very unlikely to be removed during the game, and operates at full capacity until it is removed, It only has to kill 1 unit for it to be a net positive.
It takes 470 points of grav skyhammer to deal with it. Using a powerful gun built specifically to kill GMCs, In a powerful formation built specifically to Alpha strike.
And the Stormsurge can intercept and kill At least one of those squads when it drops.
Outside of Grav there are very few things that can kill a stormsurge before they are killed by it.
Honestly , It'd probably be appropriately costed if not for 50pts buying 8 more wounds -.-
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Hate @ 2016/02/16 17:45:36
Post by: notredameguy10
StevetheDestroyeOfWorlds wrote:notredameguy10 wrote:
SS is 438 points properly kitted out. That is 1/4 of your army. That is not cheap.
Riptide properly kitted out is 225 points, again not cheap. Are riptides good? Yes, are they very durable? Yes. Do they do a lot of actual damage? NO
so a S8 AP2 Large blast that can easily get ignores cover and a very high BS from markerlights isn't a lot of damage?
On its own? Nope not really. 225 points for a S8 AP2 LB (that gets hot btw) is not good damage output.
I love how people always add in ignore cover and improved BS due to marker lights and fail to add in the added cost of those marker lights? You want ignore cover and added BS? Fine. Thats 4 marker hits which means 8 pathfinder (88 points). You are now up to 313 points for 1 St 8 AP2 LB that will fail 1/6 times.
Automatically Appended Next Post:
harkequin wrote:SS is 438 points properly kitted out. That is 1/4 of your army. That is not cheap.
Riptide properly kitted out is 225 points, again not cheap. Are riptides good? Yes, are they very durable? Yes. Do they do a lot of actual damage? NO
The stormsurge is pretty undercosted. Given that it is very unlikely to be removed during the game, and operates at full capacity until it is removed, It only has to kill 1 unit for it to be a net positive.
It takes 470 points of grav skyhammer to deal with it. Using a powerful gun built specifically to kill GMCs, In a powerful formation built specifically to Alpha strike.
And the Stormsurge can intercept and kill At least one of those squads when it drops.
Outside of Grav there are very few things that can kill a stormsurge before they are killed by it.
Honestly , It'd probably be appropriately costed if not for 50pts buying 8 more wounds -.-
It is T6 with a 3+ save. I have seen a multitude of battle reports where it not only was removed BUT WAS REMOVED FROM ONE SINGLE UNIT SHOOTING AT IT
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Hate @ 2016/02/16 17:48:00
Post by: Yoyoyo
Vineheart01 wrote:Friend of mine keeps trying to get me to do tournaments and i keep telling him this game will never been a tournament-viable game because theres no personal-balance to tone down the OP armies so everyone can play and have fun... I dont use tau formations except the retaliation cadre for extra crisis suits or the Hunter Cadre for when i want to go really heavy firewarriors for run + shoot firewarriors. I dont spam riptides, in fact i rarely use them anymore. I use piranhas/hammerheads. Hell, i even charge sometimes. The game is much more fun when you arent steamrolling every game.
...
Riptide wouldnt be grossly undercosted if its Ion gun was in line with the other ion weapons - 24" AP3 w/o nova. Its superior to the Ionhead in literally every way which make no sense.
Stormsurge definitely isnt undercosted. Its actually about right, which is unusual to say for me lol.
Pretty good observations on the pros + cons of ultra-competitive attitudes and a pretty fair fix. Good post!
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Hate @ 2016/02/16 17:50:27
Post by: StevetheDestroyeOfWorlds
notredameguy10 wrote:StevetheDestroyeOfWorlds wrote:notredameguy10 wrote:
SS is 438 points properly kitted out. That is 1/4 of your army. That is not cheap.
Riptide properly kitted out is 225 points, again not cheap. Are riptides good? Yes, are they very durable? Yes. Do they do a lot of actual damage? NO
so a S8 AP2 Large blast that can easily get ignores cover and a very high BS from markerlights isn't a lot of damage?
On its own? Nope not really. 225 points for a S8 AP2 LB (that gets hot btw) is not good damage output.
I love how people always add in ignore cover and improved BS due to marker lights and fail to add in the added cost of those marker lights? You want ignore cover and added BS? Fine. Thats 4 marker hits which means 8 pathfinder (88 points). You are now up to 313 points for 1 St 8 AP2 LB that will fail 1/6 times.
313 points to reliably evaporate almost any squad in the game from across the board?
That is quite good
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Hate @ 2016/02/16 17:52:17
Post by: notredameguy10
StevetheDestroyeOfWorlds wrote:notredameguy10 wrote:StevetheDestroyeOfWorlds wrote:notredameguy10 wrote:
SS is 438 points properly kitted out. That is 1/4 of your army. That is not cheap.
Riptide properly kitted out is 225 points, again not cheap. Are riptides good? Yes, are they very durable? Yes. Do they do a lot of actual damage? NO
so a S8 AP2 Large blast that can easily get ignores cover and a very high BS from markerlights isn't a lot of damage?
On its own? Nope not really. 225 points for a S8 AP2 LB (that gets hot btw) is not good damage output.
I love how people always add in ignore cover and improved BS due to marker lights and fail to add in the added cost of those marker lights? You want ignore cover and added BS? Fine. Thats 4 marker hits which means 8 pathfinder (88 points). You are now up to 313 points for 1 St 8 AP2 LB that will fail 1/6 times.
313 points to reliably evaporate almost any squad in the game from across the board?
That is quite good
And the point people keep trying to make is you destroy those T3 5+ save marker lights and the riptides becomes BS3 with no ignore cover. Then it is not very good anymore.
I have played with an against Tau and I am telling you riptides do not do that much actual damage. They soak up a ton of damage but if you remove marker lights from the board they become almost no problem whatsoever
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Hate @ 2016/02/16 17:56:35
Post by: harkequin
It is T6 with a 3+ save. I have seen a multitude of battle reports where it not only was removed BUT WAS REMOVED FROM ONE SINGLE UNIT SHOOTING AT IT T6 3+ 4++ 5+++ 8 W. Please tell me what unit removed it on it's own. Only one I can see doing that is Centstar, with Gate of infinity to get into range, OR WK with D cannons. There are ways to kill it, or even neuter it, herlequins could do a pretty good job , or a freakshow. But let's assume a Freakshow, with -9 Ld modifier, down to 0., and they roll 18 on the psychic shreik, and they hit with it. they do 6 wounds to the Stormsurge, assuming everything goes perfectly. That is insane durability.
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Hate @ 2016/02/16 17:58:31
Post by: koooaei
So, noone willing to play things out?
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Hate @ 2016/02/16 18:00:10
Post by: notredameguy10
harkequin wrote:It is T6 with a 3+ save. I have seen a multitude of battle reports where it not only was removed BUT WAS REMOVED FROM ONE SINGLE UNIT SHOOTING AT IT
T6 3+ 4++ 5+++ 8 W.
Please tell me what unit removed it on it's own.
Only one I can see doing that is Centstar, with Gate of infinity to get into range, OR WK with D cannons.
There are ways to kill it, or even neuter it, herlequins could do a pretty good job , or a freakshow.
But let's assume a Freakshow, with -9 Ld modifier, down to 0., and they roll 18 on the psychic shreik, and they hit with it.
they do 6 wounds to the Stormsurge, assuming everything goes perfectly. That is insane durability.
Grave cents in one game from frontline
Kastelins in a game from miniwargaming
And it SHOULD be insanely durable for 438 points. You SHOULDN'T be able to kill it in one round of shooting or with the same number of points. I will never understand why people think something is undercoated when they cannot kill it with the same number of points. That makes no sense. You shouldn't be able to always kill a unit with the same number of points in one turn.
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Hate @ 2016/02/16 18:03:31
Post by: Martel732
notredameguy10 wrote:harkequin wrote:It is T6 with a 3+ save. I have seen a multitude of battle reports where it not only was removed BUT WAS REMOVED FROM ONE SINGLE UNIT SHOOTING AT IT
T6 3+ 4++ 5+++ 8 W.
Please tell me what unit removed it on it's own.
Only one I can see doing that is Centstar, with Gate of infinity to get into range, OR WK with D cannons.
There are ways to kill it, or even neuter it, herlequins could do a pretty good job , or a freakshow.
But let's assume a Freakshow, with -9 Ld modifier, down to 0., and they roll 18 on the psychic shreik, and they hit with it.
they do 6 wounds to the Stormsurge, assuming everything goes perfectly. That is insane durability.
Grave cents in one game from frontline
Kastelins in a game from miniwargaming
And it SHOULD be insanely durable for 438 points. You SHOULDN'T be able to kill it in one round of shooting or with the same number of points. I will never understand why people think something is undercoated when they cannot kill it with the same number of points. That makes no sense. You shouldn't be able to always kill a unit with the same number of points in one turn.
Because your 438 pts can easily kill 438 pts from my codex in one turn.
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Hate @ 2016/02/16 18:03:55
Post by: harkequin
Scroll up, a guy earlier was interested.
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Hate @ 2016/02/16 18:08:58
Post by: DaPino
carldooley wrote:Martel732 wrote:BA can't select telepathy as a discipline. Libby dreads are also overcosted HQs.
libby dreads are overcosted. kffs are overcosted.
RIPTIDES AND STORMSURGES AREN'T EXACTLY CHEAP EITHER!!!!
sorry for the caps, but what are you spending your points on?
I don't have beef with Tau as an army. What I have beef with, is the unwillingness of Tau players to look at what's right in front of them.
Riptide is about 200 points, for that price, I could get (using the armies I have):
- A single squad of Sicarians: a 5-man squad of T3 models that barely ever get to use their second wound, 4+ armor save
- A Nurgle biker lord with power fist and Lightning claw with just too few points to give it a single Nurgle Spawn as body guard. 3+ armor save, 4+ invul
- Just short of a single Lord of Change
- 5 Necron Wraiths with Whip coils (probably the only thing that's worth more than a Riptide in this list and generally viewed to be far too good for its points when taken in a formation).
The new codex made god damn sure Riptides don't need that much (if any support) to work. Just take 3 in a squad and boom they're BS4, probably for most of the game because god knows you're not going to kill one of those things easily unless you're bringing gravspam or eldar trickery (so about 75% of the armies out there) because most AP2 weapons don't have the volume of shots to deal with them. On top of that you only need to dip your toe in terrain to get a cover save and contrary to what most Tau players seem to believe, AP2 ignores cover weaponry doesn't come in droves in most armies and DEFINITELY not in quantities to take 5 wounds off of a T6 MC that has a 5++(/3++) invul save.
If I'm looking at Stormsurges, the closest thing I've got to in points is an Imperial knight which has both less firepower and survivability.
Despite what you might think after reading my "rant", I'm not salty about Tau. If I want to have a decent chance to win, I'll roll out a Decurion or my daemon army (and from now on Daemonic Incursion) and that's that. However, I can't deal with bs and people calling a Riptide anything but a good unit that's probably too cheap for what it's offering is clearly bs. I dare you to find a unit (that's not another Tau unit) that's got that firepower (including potential from marker support because as some people said, that IS the strength Tau have) in such a dense package for those points.
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Hate @ 2016/02/16 18:10:28
Post by: notredameguy10
Martel732 wrote:notredameguy10 wrote:harkequin wrote:It is T6 with a 3+ save. I have seen a multitude of battle reports where it not only was removed BUT WAS REMOVED FROM ONE SINGLE UNIT SHOOTING AT IT
T6 3+ 4++ 5+++ 8 W.
Please tell me what unit removed it on it's own.
Only one I can see doing that is Centstar, with Gate of infinity to get into range, OR WK with D cannons.
There are ways to kill it, or even neuter it, herlequins could do a pretty good job , or a freakshow.
But let's assume a Freakshow, with -9 Ld modifier, down to 0., and they roll 18 on the psychic shreik, and they hit with it.
they do 6 wounds to the Stormsurge, assuming everything goes perfectly. That is insane durability.
Grave cents in one game from frontline
Kastelins in a game from miniwargaming
And it SHOULD be insanely durable for 438 points. You SHOULDN'T be able to kill it in one round of shooting or with the same number of points. I will never understand why people think something is undercoated when they cannot kill it with the same number of points. That makes no sense. You shouldn't be able to always kill a unit with the same number of points in one turn.
Because your 438 pts can easily kill 438 pts from my codex in one turn.
Yeah beg to differ on that one. SS rarely kills that many in a turn. And if it does than thats YOUR fault as a player for not putting your units out of line of site.
You know how many points of marker lights you would need to fire everything on the stormsurge? More than 300 addition points in marker lights.
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Hate @ 2016/02/16 18:12:27
Post by: carldooley
notredameguy10 wrote:And the point people keep trying to make is you destroy those T3 5+ save marker lights and the riptides becomes BS3 with no ignore cover. Then it is not very good anymore.
here is a bit of a question for you folks. This is what I run:
2xMark'o Commander with 2 missile pods or AFPs, Drone Controller, EWO
Drone Net, so at least 16 Marker Drones, usually buy 2 more for each of the mark'o Commanders, so 20 total marker drones.
Riptide or Stormsurge with EWO and Velocity Trackers.
Commanders = 128 pts each
Drone Net = 280 pts.
Riptide with upgrades, IA & SMS (my preferred build) = 210 pts
Stormsurge with Pulse Driver Cannon & TL AFP (& upgrades)= 405 pts.
So we have 6 marker drones firing at BS5, so likely one misses on average. 5 marker tokens. Stormsurge and Riptide are BS3. 2 tokens to improve BS to 5, 2 tokens to Ignore Cover. That leaves me a single additional token for a single Destroyer Missile. sadface. (oh, and if I anchor - then I need double the number of marker tokens)
so, 128 pts for the drone controller, plus 84 pts for the 6 marker drones attached to both. plus the 210\405 pt dedicated shooter. Comes to 422 for the riptide or 617 for the stormsurge. Out of curiosity, what do the other armies pay for the privilege?
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Hate @ 2016/02/16 18:15:28
Post by: Martel732
notredameguy10 wrote:Martel732 wrote:notredameguy10 wrote:harkequin wrote:It is T6 with a 3+ save. I have seen a multitude of battle reports where it not only was removed BUT WAS REMOVED FROM ONE SINGLE UNIT SHOOTING AT IT
T6 3+ 4++ 5+++ 8 W.
Please tell me what unit removed it on it's own.
Only one I can see doing that is Centstar, with Gate of infinity to get into range, OR WK with D cannons.
There are ways to kill it, or even neuter it, herlequins could do a pretty good job , or a freakshow.
But let's assume a Freakshow, with -9 Ld modifier, down to 0., and they roll 18 on the psychic shreik, and they hit with it.
they do 6 wounds to the Stormsurge, assuming everything goes perfectly. That is insane durability.
Grave cents in one game from frontline
Kastelins in a game from miniwargaming
And it SHOULD be insanely durable for 438 points. You SHOULDN'T be able to kill it in one round of shooting or with the same number of points. I will never understand why people think something is undercoated when they cannot kill it with the same number of points. That makes no sense. You shouldn't be able to always kill a unit with the same number of points in one turn.
Because your 438 pts can easily kill 438 pts from my codex in one turn.
Yeah beg to differ on that one. SS rarely kills that many in a turn. And if it does than thats YOUR fault as a player for not putting your units out of line of site.
That assumes that there is an out of LOS on a given map. That's not guaranteed. Automatically Appended Next Post: carldooley wrote:notredameguy10 wrote:And the point people keep trying to make is you destroy those T3 5+ save marker lights and the riptides becomes BS3 with no ignore cover. Then it is not very good anymore.
here is a bit of a question for you folks. This is what I run:
2xMark'o Commander with 2 missile pods or AFPs, Drone Controller, EWO
Drone Net, so at least 16 Marker Drones, usually buy 2 more for each of the mark'o Commanders, so 20 total marker drones.
Riptide or Stormsurge with EWO and Velocity Trackers.
Commanders = 128 pts each
Drone Net = 280 pts.
Riptide with upgrades, IA & SMS (my preferred build) = 210 pts
Stormsurge with Pulse Driver Cannon & TL AFP (& upgrades)= 405 pts.
So we have 6 marker drones firing at BS5, so likely one misses on average. 5 marker tokens. Stormsurge and Riptide are BS3. 2 tokens to improve BS to 5, 2 tokens to Ignore Cover. That leaves me a single additional token for a single Destroyer Missile. sadface. (oh, and if I anchor - then I need double the number of marker tokens)
so, 128 pts for the drone controller, plus 84 pts for the 6 marker drones attached to both. plus the 210\405 pt dedicated shooter. Comes to 422 for the riptide or 617 for the stormsurge. Out of curiosity, what do the other armies pay for the privilege?
BA basically don't have a shooting phase. So I can't compare.
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Hate @ 2016/02/16 18:21:01
Post by: harkequin
notredameguy10 wrote:harkequin wrote:It is T6 with a 3+ save. I have seen a multitude of battle reports where it not only was removed BUT WAS REMOVED FROM ONE SINGLE UNIT SHOOTING AT IT
T6 3+ 4++ 5+++ 8 W.
Please tell me what unit removed it on it's own.
Only one I can see doing that is Centstar, with Gate of infinity to get into range, OR WK with D cannons.
There are ways to kill it, or even neuter it, herlequins could do a pretty good job , or a freakshow.
But let's assume a Freakshow, with -9 Ld modifier, down to 0., and they roll 18 on the psychic shreik, and they hit with it.
they do 6 wounds to the Stormsurge, assuming everything goes perfectly. That is insane durability.
Grave cents in one game from frontline
Kastelins in a game from miniwargaming
And it SHOULD be insanely durable for 438 points. You SHOULDN'T be able to kill it in one round of shooting or with the same number of points. I will never understand why people think something is undercoated when they cannot kill it with the same number of points. That makes no sense. You shouldn't be able to always kill a unit with the same number of points in one turn.
Grav Cents in a centstar yeah absolutely. A deathstar the entire list is built around.
Grav cents in a drop pod? will never survive the interceptor of a competitve tau list. Even if they do, they do 15 (8/9)(8/9)(1/2)(2/3) = a whopping 4 wounds, rounding up.
Kataphrons I can see doing it, assuming 8+ units canticles, it takes 8 destroyers to kill it(440pts). Though they are royally fethd if they dont get first turn.
Kastelans (assuming 8+ canticles and double tap) require 1000 points worth to kill a stormsurge. It's nuts.
Grav is the direct counter to GMCs so of course it will wreck them, but for armies that aren't Codex Space marines / Cult mechanicus we have issues.
Like i said, If it wasn't for the 50 point upgrade for 8 extra wounds it would be fine (lets face it, no one's firing AP4+ at your stormsurge, well maybe eldar)
Take away the invul, or make it way more expensive and we'd be fine. The base Stormsurge without invul is very balanced in it's cost.
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Hate @ 2016/02/16 18:21:53
Post by: carldooley
**edit** The point, is that the ability to shoot is one that we pay for. Is it safe to assume that you are paying for your power weapons, or do you equip them for free?
**flagged as inappropriate. I do apologize for the modicum of sarcasm in the original message, but it wasn't intended to be terribly rude.
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Hate @ 2016/02/16 18:22:21
Post by: Martel732
438 pts of marines should be durable, too, but they are gak in 7th ed. The magic of the MC and GMC USR multiplies durability in an unfair manner. Automatically Appended Next Post: carldooley wrote:
hippocrite. The point, is that the ability to shoot is one that we pay for. Is it safe to assume that you are paying for your power weapons, or do you equip them for free?
BA pay for shooting, too, but our shooting just doesn't accomplish anything because 7th ed.
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Hate @ 2016/02/16 18:24:21
Post by: carldooley
Martel732 wrote:438 pts of marines should be durable, too, but they are gak in 7th ed. The magic of the MC and GMC USR multiplies durability in an unfair manner.
Automatically Appended Next Post:
carldooley wrote:
hippocrite. The point, is that the ability to shoot is one that we pay for. Is it safe to assume that you are paying for your power weapons, or do you equip them for free?
BA pay for shooting, too, but our shooting just doesn't accomplish anything because 7th ed.
then msu.
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Hate @ 2016/02/16 18:25:46
Post by: Martel732
Yeah. I invite you to try that one, too. It's just too much of an uphill battle paying for models that don't accomplish anything on the tabletop.
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Hate @ 2016/02/16 18:29:41
Post by: carldooley
Martel732 wrote:Yeah. I invite you to try that one, too. It's just too much of an uphill battle paying for models that don't accomplish anything on the tabletop.
.
time for someone to walk away from the hobby then. Good luck selling your models though, I have some SM that I've been trying to unload for a while with no real luck. Try Warmachine, you definitely have the feel of a Legion player that I know.
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Hate @ 2016/02/16 18:32:00
Post by: Martel732
carldooley wrote:Martel732 wrote:Yeah. I invite you to try that one, too. It's just too much of an uphill battle paying for models that don't accomplish anything on the tabletop.
.
time for someone to walk away from the hobby then. Good luck selling your models though, I have some SM that I've been trying to unload for a while with no real luck. Try Warmachine, you definitely have the feel of a Legion player that I know.
I won't be involved in any new model games.
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Hate @ 2016/02/16 18:41:34
Post by: CKO
Martel do you lose a lot? It seems that you are frustrated, it is just a game.
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Hate @ 2016/02/16 18:43:52
Post by: Martel732
CKO wrote:Martel do you lose a lot? It seems that you are frustrated, it is just a game. I think my post on how orks can beat gun line armies is pretty clear.
I'd say my recent win rate with BA is up a bit, but that was from 30ish% BA cost a lot more than Orks, and struggle with saturation.
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Hate @ 2016/02/16 18:51:11
Post by: CKO
Martel732 wrote: CKO wrote:Martel do you lose a lot? It seems that you are frustrated, it is just a game. I think my post on how orks can beat gun line armies is pretty clear.
I'd say my recent win rate with BA is up a bit, but that was from 30ish% BA cost a lot more than Orks, and struggle with saturation.
The reason you are losing is not your opponent's codex, you cant keep blaming the codex or you will continue to lose. Without proper evaluation of your skills you will never show any progress, do you feel you have gotten any better?
Or do you just blame the codex?
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Hate @ 2016/02/16 18:53:39
Post by: Martel732
CKO wrote:Martel732 wrote: CKO wrote:Martel do you lose a lot? It seems that you are frustrated, it is just a game. I think my post on how orks can beat gun line armies is pretty clear.
I'd say my recent win rate with BA is up a bit, but that was from 30ish% BA cost a lot more than Orks, and struggle with saturation.
The reason you are losing is not your opponent's codex, you cant keep blaming the codex or you will continue to lose. Without proper evaluation of your skills you will never show any progress, do you feel you have gotten any better?
Or do you just blame the codex?
Well, I had an 85ish% win rate in 5th ed. So I think I know what I'm doing in general. I constantly am falling short by a squad or two, because of how quickly my models are removed by Tau/Eldar/centstar.
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Hate @ 2016/02/16 18:58:53
Post by: carldooley
Martel732 wrote:Well, I had an 85ish% win rate in 5th ed. So I think I know what I'm doing in general. I constantly am falling short by a squad or two, because of how quickly my models are removed by Tau/Eldar/centstar.
an 85% win rate? how often did you get a repeat game against the same opponent? srsly, I prefer(try) not to have a win rate over 50% because while it is fun to win a game now & then, I don't have an inexhaustible supply of players to teabag. Frankly, I armchair QB more than I play - the last game I played was my first in 7th against DE, over a year ago, that I lost by 1 VP, in maelstrom.
Sorry, but I theoryhammer more than I warhammer.
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Hate @ 2016/02/16 19:00:46
Post by: Martel732
carldooley wrote:Martel732 wrote:Well, I had an 85ish% win rate in 5th ed. So I think I know what I'm doing in general. I constantly am falling short by a squad or two, because of how quickly my models are removed by Tau/Eldar/centstar.
an 85% win rate? how often did you get a repeat game against the same opponent? srsly, I prefer not to have a win rate over 50% because while it is fun to win a game now & then, I don't have an inexhaustible supply of players to teabag. Frankly, I armchair QB more than I play - the last game I played was my first in 7th against DE, over a year ago, that I lost by 1 VP, in maelstrom.
I theoryhammer more than I warhammer, and I'll call BS where I see it. Martel, sorry, but you are oozing it.
I was really good in 5th. That number probably dropped lower than that at the end with Necrons and GK. I'll be frank: a lot of people were using vanilla marines and BA were objectively superior to vanilla marines in 5th. I also had a lot of squeakers against SW that ended on a knife's edge of rolls.
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Hate @ 2016/02/16 19:02:40
Post by: carldooley
do wolves still have their lone wolf schtick? you get a VP for each one still alive at the end of the game but you get nothing if they are dead?
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Hate @ 2016/02/16 19:03:11
Post by: hordrak
carldooley wrote: hordrak wrote:What would orks need to get a chance to beat Tau? 1) Invuln saves. The only one we have is the expensive KFF, and that's covering models, not units. 2) FNP across the board. You can't stick a painboy in every unit and without one orks die easily. 3) High leadership/Fearless. With the current Mob Rule orks kill themselves just as good as Tau do. 4) higher T, so you actualy get a way of surviving the shooting faze and don't get the FNP denied.
I was under the impression that most ork boyz are T4, Tau don't have a lot of Str8 to double out FNP. What is denying you? and why aren't you using cover? SMS don't need LOS, but everything else does. And why not use your KFF? does it need to be on the field, or can it be in a battlewagon instead?
And koooaei? I do appreciate the offer. I haven't looked at Vassal recently. If I do manage to install it properly, I'd be happy to play a game. You build a 1850 tac ork list, and I'll build a 1850 tac tau list, and we can trade and play.
Automatically Appended Next Post:
Martel732 wrote:BA don't get telepathy. And the Tau can just murder all the other units.
but you do have Mephiston still? and Librarian dreads? And I wasn't talking about BA, which are IoM and take BB allies up the wazoo. I was talking about CSM.
**edit** where can I get the modules for vassal?
If a KFF is inside a transport only the transport gets the invul. I keep my boyz in cover if I'm able to, but if it doesn't block line of sight a few markerlights just neutralize it. Basic Tau guns are S5 so boyz get wounded on 3+ and that means a lot of dead green guys.
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Hate @ 2016/02/16 19:03:35
Post by: Martel732
carldooley wrote:do wolves still have their lone wolf schtick? you get a VP for each one still alive at the end of the game but you get nothing if they are dead?
I don't know for sure. Most SW lists are now TWC superfriends.
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Hate @ 2016/02/16 19:25:15
Post by: jy2
carldooley wrote:Martel732 wrote:Well, I had an 85ish% win rate in 5th ed. So I think I know what I'm doing in general. I constantly am falling short by a squad or two, because of how quickly my models are removed by Tau/Eldar/centstar.
an 85% win rate? how often did you get a repeat game against the same opponent? srsly, I prefer(try) not to have a win rate over 50% because while it is fun to win a game now & then, I don't have an inexhaustible supply of players to teabag. Frankly, I armchair QB more than I play - the last game I played was my first in 7th against DE, over a year ago, that I lost by 1 VP, in maelstrom.
I theoryhammer more than I warhammer, and I'll call BS where I see it. Martel, sorry, but you are oozing it.
BA were actually pretty good in 5th. They had 2 very good builds:
1. Descent-of-Angels Jump Marine-spam with Sanguinary Priests FNP-bubble. You got to remember back then, Furious Charge was +1S and +1I so you where striking before other marines when you get the charge in.
2. Razor-spam/AV13-spam MSU with fast vehicles. Back then, 5th was all about mechanized and BA did it very well.
Then it all went downhill when 6E came out.
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Hate @ 2016/02/16 19:35:53
Post by: Martel732
The SW were hyper dangerous, but if you leveraged Furious charge just right, you could beat them. Vanilla marines kind of took it in the face, though.
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Hate @ 2016/02/16 20:36:25
Post by: Jancoran
carldooley wrote:Martel732 wrote:BA can't select telepathy as a discipline. Libby dreads are also overcosted HQs.
libby dreads are overcosted. kffs are overcosted.
RIPTIDES AND STORMSURGES AREN'T EXACTLY CHEAP EITHER!!!!
sorry for the caps, but what are you spending your points on?
Riptide isn't cheap. It's about right and if you go crazty on them they can get pretty unjustifiably expensive. It has a definite achilles and its best weapon (in my opinion) is basically an unreliable basilisk shot with really good line of sight. It is powerful AND expensive...as it should be. Dorcing somene to take three in order to get the added Riptide Wing benefit is worth it also but that really eats up points fast.
Same for the StormSurge. The Stormsurge is actually kind of mortal and expensive. I've lost it twice now in round one and i would say that T6 and 3+ armor just aint what it used to be. If not for FnP...
So I know they are powerful WHEN allowed to "do their thing". Like all enemies, the trick is not to put them in that position if you can avoid it. That's a tactics, list building and terrain issue right? But what it isn't is impossible or unlikely. The Tau Empire guy did pay points for a reason. So does everyone. and no one is appologizing about it when the Necron Canoptek Harvest hits the enemy. They paid for that. No one is crying when the Canoptek harvest gets whacked by black Knights. they paid for that. and so on.
If people hated losing less and loved winning more, it would be a more fun community.
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Hate @ 2016/02/16 21:29:50
Post by: Vineheart01
i'd also like to point out that the stormsurge is also the only super in the damn game thats vulnerable to infantry weapon mass fire. Its T6, its not immune to jack squat.
Its a super. Unless youre sporting D weapons, no super should die in one turn. Not even the IKs are that fragile, and theyre also a major major threat if you dont have heavy anti-armor since common troops cant even attempt to hurt it while they can attempt to hurt the SS at least (unlikely but possible).
Only reason IKs are considered squishier is because IK have D3 bonus damage threats while the SS doesnt. SS takes more actual wounds on average to kill because of this, but the IK is harder to hurt to begin with due to AV13. Saying one is significantly tankier than the other is a pretty moot argument.
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Hate @ 2016/02/16 22:13:08
Post by: Martel732
IKs die all the time in one turn. They are quite fragile for their points. T6 mcs are functionally immune to small arms to rest easy. AV 13 with AV 12 sides is a damn joke but in 7th ed.
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Hate @ 2016/02/16 23:57:33
Post by: Slayer-Fan123
All I got out of this thread was learning that Blood Angels don't even get access to Telepathy.
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Hate @ 2016/02/16 23:59:32
Post by: the_scotsman
Just the other day I looked at the BA FAQ for a friend and I swear it said they had access to telepathy. Automatically Appended Next Post: http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer-40k/7th-faq/Blood_Angels_v1.0_May14.pdf
Is this not current?
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Hate @ 2016/02/17 00:13:35
Post by: Matt.Kingsley
Last updated May 2014
That's the FaQ for the 5th Ed BA codex (to update it for 7th Ed), not the current 7th Ed codex. The new codex doesn't say they can use Telepathy and hasn't received an FaQ saying they can.
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Hate @ 2016/02/17 00:28:12
Post by: Martel732
The current codex clearly spells out what powers BA psykers can manifest. Telepathy is not one of them.
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Hate @ 2016/02/17 01:09:26
Post by: CKO
All of these simple questions is just an example of players not reading their codexes. If you dont even know your own codex surely you dont know the large rule book! If that is the case than you can not evaluate a unit and figure out its weakness.
Which proves my point that the shooting phase is the one phase of the game that all players know the rest are deprived of attention.
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Hate @ 2016/02/17 01:33:39
Post by: Voidwraith
CKO wrote:All of these simple questions is just an example of players not reading their codexes. If you dont even know your own codex surely you dont know the large rule book! If that is the case than you can not evaluate a unit and figure out its weakness.
Which proves my point that the shooting phase is the one phase of the game that all players know the rest are deprived of attention.
I just got done shoveling my walk, and right as I got done, a dog came up to me and wagged its tail. I'm pretty sure that proves your point that the shooting phase is the one phase of the game that all players focus on, ignoring everything else...
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Hate @ 2016/02/17 01:39:17
Post by: jreilly89
CKO wrote:All of these simple questions is just an example of players not reading their codexes. If you dont even know your own codex surely you dont know the large rule book! If that is the case than you can not evaluate a unit and figure out its weakness.
Which proves my point that the shooting phase is the one phase of the game that all players know the rest are deprived of attention.
Ah, the old L2P argument. Thanks for the great advice, CKO!!!
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Hate @ 2016/02/17 01:55:27
Post by: Swampmist
I don't play orks, and don't get to see my friend play often. Also, he really only uses his stormboyz to DS with the formation, so never actually saw the bonus move thing. Also, it is perfectly sensible that people know the brb better than a codex. Any player that plays multiple armies likely does.
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Hate @ 2016/02/17 01:58:29
Post by: CKO
jreilly89 wrote: CKO wrote:All of these simple questions is just an example of players not reading their codexes. If you dont even know your own codex surely you dont know the large rule book! If that is the case than you can not evaluate a unit and figure out its weakness.
Which proves my point that the shooting phase is the one phase of the game that all players know the rest are deprived of attention.
Ah, the old L2P argument. Thanks for the great advice, CKO!!!
What is the L2P argument?
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Hate @ 2016/02/17 01:59:58
Post by: HoundsofDemos
CKO wrote:All of these simple questions is just an example of players not reading their codexes. If you dont even know your own codex surely you dont know the large rule book! If that is the case than you can not evaluate a unit and figure out its weakness.
Which proves my point that the shooting phase is the one phase of the game that all players know the rest are deprived of attention.
This is due to shooting often being the decisive phase for many if not most armies. Assault is in sorry shape this edition due to GW making it much harder compared to earlier editions to get off a successful charge. Overwatch, random charge distance, the ability to assault out of reserve/a non moving vehicle being disallowed in the vast majority of cases makes assault difficult unless your very fast or incredibly durable.
Movement is still important always have been, gotta get my marines where they need to.
The psychic phase is either all or nothing for many armies. As a marine player I usual have one or two psykers, enough to give some support but rarely enough to win the game. For the most part I'm going to win or lose based on my shooting.
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Hate @ 2016/02/17 02:23:14
Post by: harkequin
CKO wrote: jreilly89 wrote: CKO wrote:All of these simple questions is just an example of players not reading their codexes. If you dont even know your own codex surely you dont know the large rule book! If that is the case than you can not evaluate a unit and figure out its weakness.
Which proves my point that the shooting phase is the one phase of the game that all players know the rest are deprived of attention.
Ah, the old L2P argument. Thanks for the great advice, CKO!!!
What is the L2P argument?
The "learn to play" argument.
"Dude the only reason your army of footslogging vanilla termagaunts didn't beat my Wraithknights is because you are a worse general than me"
"your army is stronger than mine"
"no dude you just need to stop focussing on the shooting phase"
"we are playing kill points and I have literally no way of killing you, and I'm only allowed to use vanilla termagaunts"
"Not my fault you don't know tactics"
Some matchups aren't fair. Some armies/codices are stronger than others.
This means Tau will beat orks more than orks will beat Tau with equal skill players.
The Tau player tooting their own horn and saying they win more purely because the ork player sucks at tactics and "needs to learn to play" is a dick-move.
Your entire orignal post was saying, "wow, everyone else is a worse player than me. They should learn to not be worse than me right?"
People dislike Tau because Tau are Top-tier at the moment. This makes games against Tau unnaturally difficult because even a casual Tau list will destroy competitive lists from lower tier codexes (see CSM)
Earlier you pointed out he tactics for a footslogging ork army (that you picked, knowing the list it's fighting in advance) and rolling the dice, that ork army stil get's massacred, despite your enlightned tactics.
Don't be TFG. Acknowledge that your codex is top tier. Eldar / necron and SM players acknowledge it. You should too.
And seriously. Don't blame your opponent. It's really condescending to blame your opponent for losing when you have advantages stacked in your favor.
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Hate @ 2016/02/17 02:34:41
Post by: ALEXisAWESOME
I play one of the few armies in the game that can claim to participate in all phases of the game and have them be absolutely pivotal, Harlequins. I know the assault and movement phase inside out, but just knowing these phases won't protect me.
I have to work dam hard to get my troupes into assault range with a Tau gunline along with a unit to eat up overwatch (I gave the soliaitre), but it's so easy for a Veil of Tears to fail to cast then the Tau player blows them to bitz. So easy to ignore my cover, so easy to overwatch a unit to death. People hate full shooting armies, especially armies like Tau and Eldar, because of how safe and how little counter play is available compared to assault armies. Playing Harlequins or Orks competitively will always take more skill then Tau or Eldar.
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Hate @ 2016/02/17 02:59:58
Post by: Swampmist
OK, my ork friend just checked his codex, and it doesn't say stormboyz can run 2d6. Can someone give me a page number so I can have him confirm?
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Hate @ 2016/02/17 03:03:57
Post by: CKO
You should never stop learning even experts in certain fields continue to learn, I see nothing wrong with the L2P arguement if that is its meaning.
harkequin wrote: "Dude the only reason your army of footslogging vanilla termagaunts didn't beat my Wraithknights is because you are a worse general than me"
"your army is stronger than mine"
"no dude you just need to stop focussing on the shooting phase"
"we are playing kill points and I have literally no way of killing you, and I'm only allowed to use vanilla termagaunts"
"Not my fault you don't know tactics"
If constructive criticism is a problem for you that means your inner critic is not judgemental enough. I dont have the same issues that you have these things dont bother me, it doesnt mean I am a better player, perhaps tougher skin, idk.
harkequin wrote: Some matchups aren't fair. Some armies/codices are stronger than others.
Just because you have a bad matchup doesnt make it unfair, it happens with every competitive sport or card game.
harkequin wrote: This means Tau will beat orks more than orks will beat Tau with equal skill players.
The Tau player tooting their own horn and saying they win more purely because the ork player sucks at tactics and "needs to learn to play" is a dick-move.
Who is doing this? Who is this player you speak? If the ork player wins its because of good tactics, so if they lose its because they were not able to use superior tactics. Now let me re-word this so I dont hurt players feelings. If the ork player wins its because he is a better player but if he lose its because he is facing tau!
harkequin wrote: Your entire orignal post was saying, "wow, everyone else is a worse player than me. They should learn to not be worse than me right?"
That is a misinterpretation, the way you comprehend my OP is completely wrong. My first post was saying there are other phases of the game learn them and your chances of beating armies like Tau easier!
harkequin wrote: People dislike Tau because Tau are Top-tier at the moment. This makes games against Tau unnaturally difficult because even a casual Tau list will destroy competitive lists from lower tier codexes (see CSM)
BAM, there it is people dislike Tau because it is top tier!
harkequin wrote: Earlier you pointed out he tactics for a footslogging ork army (that you picked, knowing the list it's fighting in advance) and rolling the dice, that ork army stil get's massacred, despite your enlightned tactics.
Do you really think that by saying my enlightned tactics will be massacred has an effect on me! Do you really think someone that misinterpretated my simple post and feels that Tau players are laughing at him when he loses opinion bothers me! I am not surprised that you were unable to understand a post on useful tactics!
harkequin wrote: Don't be TFG. Acknowledge that your codex is top tier. Eldar / necron and SM players acknowledge it. You should too.
I am not trying to deny which armies are top tier I am saying that they all can be beat with superior tactics, I made sure not to include any tactics in this post just for you!
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Hate @ 2016/02/17 03:05:22
Post by: Matt.Kingsley
Page 98, the entry for Rokkit Packs
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Hate @ 2016/02/17 03:10:21
Post by: Vineheart01
Swampmist wrote:OK, my ork friend just checked his codex, and it doesn't say stormboyz can run 2d6. Can someone give me a page number so I can have him confirm?
Look at wargear, not unit entries. Theres a ton of rules for almost every codex thats not listed with the unit even if its exclusive to that unit.
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Hate @ 2016/02/17 03:21:38
Post by: Swampmist
Ah, that explains it. Thank you!
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Hate @ 2016/02/17 05:40:25
Post by: koooaei
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Hate @ 2016/02/17 05:50:21
Post by: carldooley
you can't find anyone because you pmed me. I went looking for vassal40k. I saw a reddit page for it but I was unable to find the installer. Help?
koooaei wrote:Hey, wana play a test vassal match with tau (me) against footslogging orks (you). Will see how fun the game goes.
carldooley wrote:And koooaei? I do appreciate the offer. I haven't looked at Vassal recently. If I do manage to install it properly, I'd be happy to play a game. You build a 1850 tac ork list, and I'll build a 1850 tac tau list, and we can trade and play.
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Hate @ 2016/02/17 06:26:12
Post by: koooaei
Oh, cool! Sure, will help you out. Will pm.
Sent links
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Hate @ 2016/02/17 07:06:38
Post by: tedurur
CKO wrote:Martel do you lose a lot? It seems that you are frustrated, it is just a game.
Haha, thats quite rich coming from someone who created two whine threads after an ITC nerf...
More on topic. No, people that complain about some Tau issues does not need to L2P. There are valid arguments as to why some Tau stuff should be nerfed (just as things from other codices ). Starting your first post with whine and L2P attitude will not lead to a constructive discussion.
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Hate @ 2016/02/17 07:21:00
Post by: CKO
tedurur wrote: CKO wrote:Martel do you lose a lot? It seems that you are frustrated, it is just a game.
Haha, thats quite rich coming from someone who created two whine threads after an ITC nerf...
More on topic. No, people that complain about some Tau issues does not need to L2P. There are valid arguments as to why some Tau stuff should be nerfed (just as things from other codices ). Starting your first post with whine and L2P attitude will not lead to a constructive discussion.
I am not a bystander if someone is getting mistreated I do something about it, you may sit back and watch but I dont.
Each of those threads have over 200+ replies and over 3000 views so I am not the only one who wanted to discuss the matter.
I also wrote thise thread but they shut it down maybe they like the bad more than the good I dont know you be the judge!
http://www.dakkadakka.com/dakkaforum/posts/list/678916.page
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Hate @ 2016/02/17 08:56:55
Post by: MIni MIehm
CKO wrote:
You should never stop learning even experts in certain fields continue to learn, I see nothing wrong with the L2P arguement if that is its meaning.
harkequin wrote: "Dude the only reason your army of footslogging vanilla termagaunts didn't beat my Wraithknights is because you are a worse general than me"
"your army is stronger than mine"
"no dude you just need to stop focussing on the shooting phase"
"we are playing kill points and I have literally no way of killing you, and I'm only allowed to use vanilla termagaunts"
"Not my fault you don't know tactics"
If constructive criticism is a problem for you that means your inner critic is not judgemental enough. I dont have the same issues that you have these things dont bother me, it doesnt mean I am a better player, perhaps tougher skin, idk.
harkequin wrote: Some matchups aren't fair. Some armies/codices are stronger than others.
Just because you have a bad matchup doesnt make it unfair, it happens with every competitive sport or card game.
harkequin wrote: This means Tau will beat orks more than orks will beat Tau with equal skill players.
The Tau player tooting their own horn and saying they win more purely because the ork player sucks at tactics and "needs to learn to play" is a dick-move.
Who is doing this? Who is this player you speak? If the ork player wins its because of good tactics, so if they lose its because they were not able to use superior tactics. Now let me re-word this so I dont hurt players feelings. If the ork player wins its because he is a better player but if he lose its because he is facing tau!
harkequin wrote: Your entire orignal post was saying, "wow, everyone else is a worse player than me. They should learn to not be worse than me right?"
That is a misinterpretation, the way you comprehend my OP is completely wrong. My first post was saying there are other phases of the game learn them and your chances of beating armies like Tau easier!
harkequin wrote: People dislike Tau because Tau are Top-tier at the moment. This makes games against Tau unnaturally difficult because even a casual Tau list will destroy competitive lists from lower tier codexes (see CSM)
BAM, there it is people dislike Tau because it is top tier!
harkequin wrote: Earlier you pointed out he tactics for a footslogging ork army (that you picked, knowing the list it's fighting in advance) and rolling the dice, that ork army stil get's massacred, despite your enlightned tactics.
Do you really think that by saying my enlightned tactics will be massacred has an effect on me! Do you really think someone that misinterpretated my simple post and feels that Tau players are laughing at him when he loses opinion bothers me! I am not surprised that you were unable to understand a post on useful tactics!
harkequin wrote: Don't be TFG. Acknowledge that your codex is top tier. Eldar / necron and SM players acknowledge it. You should too.
I am not trying to deny which armies are top tier I am saying that they all can be beat with superior tactics, I made sure not to include any tactics in this post just for you!
The L2P argument is flawed on its face. A player cannot learn to succeed on more armor saves while their troops close through shooting with more strength and better range than they can muster, at a better ballistic skill, and for less points.
Learn to play is only a valid argument if all armies are on an equal footing. Despite your vociferous assertions to the contrary, not all armies are equal. To say that a person is bad at the game because their CSMs are getting smashed by Riptide wing and Drone Factories is the same as saying that you're good at the game because you could buy all the coolest toys. It's not true, and no one is impressed.
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Hate @ 2016/02/17 10:41:05
Post by: harkequin
The L2P argument is flawed on its face. A player cannot learn to succeed on more armor saves while their troops close through shooting with more strength and better range than they can muster, at a better ballistic skill, and for less points. Learn to play is only a valid argument if all armies are on an equal footing. Despite your vociferous assertions to the contrary, not all armies are equal. To say that a person is bad at the game because their CSMs are getting smashed by Riptide wing and Drone Factories is the same as saying that you're good at the game because you could buy all the coolest toys. It's not true, and no one is impressed. This. CKO you managed to miss the point of my entire post despite quoting it all! I see nothing wrong with the L2P arguement if that is its meaning. You see nothing wrong with putting your opponent down and saying they are terrible at the game? That is the L2P argument. You can't beat me, because you need to learn how to play. It's really rude and makes you TFG. If constructive criticism is a problem for you that means your inner critic is not judgemental enough. I dont have the same issues that you have these things dont bother me, it doesnt mean I am a better player, perhaps tougher skin, idk. What constructive criticism? What possible critisism could you give the "Codex:Vanilla Termagaunts player" in the above. It's a metaphor, one player is playing an objectively better codex, and objectively will win literally every game regardless of tactics. Just because you have a bad matchup doesnt make it unfair, it happens with every competitive sport or card game.
You are right, but that's not how 40k works. 40k isn't supposed to have rock-paper-scissors codexs.If you play orks vs 7.5 codexes it's a bad matchup. If you play guard vs 7.5, etc.. It does make it unfair, all codexes are supposed to be equal. but see poor Codex : Vanilla Termagaunts above. Who is doing this? Who is this player you speak? If the ork player wins its because of good tactics, so if they lose its because they were not able to use superior tactics. Now let me re-word this so I dont hurt players feelings. If the ork player wins its because he is a better player but if he lose its because he is facing tau! Like it or not, if someone plays CSM vs Tau there are only 2 ways they will win. 1.An ungodly skill difference (either really bad Tau player, or Next level CSM player) 2. Some serious dice swing. This is true and you have to accept it. The point is It's not a fair fight, and you keep saying it is a fair fight, but the opponent is worse than you That is a misinterpretation, the way you comprehend my OP is completely wrong. My first post was saying there are other phases of the game learn them and your chances of beating armies like Tau easier! Re-reading the OP, I'm spot on. Actual excerpt from the OP "Perfect example of this is Tau. Players who do not know the rules get blown off the table by Tau" Oh it's my fault my opponent has access twice as much power as me for half the cost, how could I not realise! BAM, there it is people dislike Tau because it is top tier!
Congratulations? You won? People dislike Tau because it's unfairly strong, oh no! People also dislike 1.Eldar 2. Necrons. 3. SM 4. Grav 5.Skyhammer 6. decurion 7. WKs 8. D-weapons 9. IKs Do you really think that by saying my enlightned tactics will be massacred has an effect on me! Do you really think someone that misinterpretated my simple post and feels that Tau players are laughing at him when he loses opinion bothers me! I am not surprised that you were unable to understand a post on useful tactics! No. I was pointing out how hypocritcical you were being. Paraphrasing "you all need to learn tactics" "Tactics won't help my boys not get blown off the table" ""yeah they will" "prove it " [lists the exact same tactics everyone knows] "see you kill his entire army" {does math-hammer} "nope, all the orks die, as usual" You claim to be so much better , and that the secret to beating tau is not being worse, You claim that footslogging orks will beat Tau if I only bring 400 pts of lootas for every 65 pts of his army. You gave the orks wargear for 1/3 the price in your "tactics" You failed to account for the tau player not being an idiot (12" scout move, stays still and dies) And you Failed the math repeatedly. Apparently Assault D3 fires 3 shots on average, not 2. Apparently 2 Bs2 rockits will kill a vehicle. Apparently orks that hare hugging terrain won't be slowed down and stopped from assaulting. I'm saying get off your high horse. I am not trying to deny which armies are top tier Despite making 2 seperate whine threads for Tau nerfs, saying repeatedly that they have been made useless in the tourney scene despite them placing in the top half very well. Call it what you want, you are trying to blame the loser for losing. Not cool. You have "Codex : Wraithknights" at the moment, don't get upset and tell him he's a bad player if "Codex : Vanilla Termagaunts" is a little salty.
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Hate @ 2016/02/17 10:52:47
Post by: hordrak
The point is not that people dislike Tau 'cos they are a codex that has its units working together. It's becauae Tau, Eldar, Necrons and Space Marines are given codices that give this opportunity and Orks, Deldar, Csm and Tyranids are not. It is not a matter of skill, but a matter of some codices just being better.
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Hate @ 2016/02/17 12:39:03
Post by: labmouse42
CKO wrote:harkequin wrote: Don't be TFG. Acknowledge that your codex is top tier. Eldar / necron and SM players acknowledge it. You should too.
I am not trying to deny which armies are top tier I am saying that they all can be beat with superior tactics
That may be the case at your FLGS. If someone is playing Tau at your FLGS, they might be able to be bested by the ork player in the corner who has a deep understanding of the game.
That does not apply to everyone, and certainly does not apply to national events like NOVA, LVO, and Adepticon. There is a reason you see Tier 1 armies placing in the top brackets at those events -- it's because they are the most effective. If just 'using better tactics' was the solution, you would see a variety of armies instead.
Years ago, I used to say similar things that you do. "Anyone can win with anything with the right tactics" I was always the best player at my FLGS.
Then I started attending competitive events with extremely skilled players and realized how much more I had to learn about the game of 40k.
I would like to invite you to come try those events as well. I expect it would greatly change your perspective on this game.
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Hate @ 2016/02/17 12:58:58
Post by: SonsofVulkan
That CKO guy already stated he just came back to the game and has not even build a list yet (Tau was on his mind). He claims he was a very good player, but haven't had the chance to play in tourney yet so in the mean time he will just continue to argue whatever his opinions (rather annoying) on the forums.
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Hate @ 2016/02/17 15:26:25
Post by: carldooley
SonsofVulkan wrote:That CKO guy already stated he just came back to the game and has not even build a list yet (Tau was on his mind). He claims he was a very good player, but haven't had the chance to play in tourney yet so in the mean time he will just continue to argue whatever his opinions (rather annoying) on the forums.
If CKO hasn't actually started collecting yet, isn't it possible that he is doing so in the smart way? Of course Tau is a top tier codex. But at the same time, isn't it smart to have a reasonable expectation to know how to use your army competitively? With the ITC trend of changing the rules with their polls, why should he get the 'competitive' options available to him if they are going to be 'nerfed' into uselessness?
Can CKO get objective ideas from other tau players as to what is useful without the (I was going to say unwashed, but that is just a gamer meme) hordes of other players doing (essentially) what you are doing now?
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Hate @ 2016/02/17 15:48:57
Post by: harkequin
carldooley wrote: SonsofVulkan wrote:That CKO guy already stated he just came back to the game and has not even build a list yet (Tau was on his mind). He claims he was a very good player, but haven't had the chance to play in tourney yet so in the mean time he will just continue to argue whatever his opinions (rather annoying) on the forums.
If CKO hasn't actually started collecting yet, isn't it possible that he is doing so in the smart way? Of course Tau is a top tier codex. But at the same time, isn't it smart to have a reasonable expectation to know how to use your army competitively? With the ITC trend of changing the rules with their polls, why should he get the 'competitive' options available to him if they are going to be 'nerfed' into uselessness?
Can CKO get objective ideas from other tau players as to what is useful without the (I was going to say unwashed, but that is just a gamer meme) hordes of other players doing (essentially) what you are doing now?
If he made an appropriate thread hee would get plenty of advice with little to no hostility.
Title it , "With current ITC trends, What units will most likely stay competitive for Tau?"
Don't make one thread whining about Tau nerfs used to balance the tournament scene.
Don't make another saying the only reason people dont like Tau is because people are bad players.
He's been called out in this thread because the first post was really a passive aggressive way of ignoring the power discrepancy of Tau.
He straight up said that people lose to Tau because they are bad at the game, when as evidenced by the tournament scene, Tau are doing pretty solid POST nerfs. This means either Tau generals are just better than other armies generals because they can win despite the nerfs, or Tau was too powerful, and the nerf has largely balanced them.
It's not the former.
So when he said that it's other people's fault they don't know the rules, its rude as feth.
Simply he asked "do people hate tau because they focus too much on the shooting phase"
And refused to accept the answer "People hate Tau because they are over powered"
I've been on the receiving end of this. People were livid when Newcrons dropped, we sat atop the tier list and it was good, people were upset my army could shrug off every other wound with no counterplay. They were right to be upset, Newcrons were completely OP for a lot of codexes before eldar dropped.
Tau are now completely OP for a lot of codexes , we'll see when the next codex drops.
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Hate @ 2016/02/17 16:28:46
Post by: niv-mizzet
Have you ever seen the movie or read the book "Battle Royale?"
People are handed out backpacks with weapons at random.
Several people get small firearms or decent melee weapons.
One guy gets a cloth headband.
I'll let you figure out how that parallels here.
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Hate @ 2016/02/17 16:45:00
Post by: carldooley
niv-mizzet wrote:Have you ever seen the movie or read the book "Battle Royale?"
People are handed out backpacks with weapons at random.
Several people get small firearms or decent melee weapons.
One guy gets a cloth headband.
I'll let you figure out how that parallels here.
not terribly well?
It isn't like we are going to be randomly handed an army to play a game. This hobby costs too much for anyone to willingly hand off their collections for such a game.
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Hate @ 2016/02/17 16:55:14
Post by: Jancoran
Hoboy.
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Hate @ 2016/02/17 17:06:57
Post by: coblen
carldooley wrote: niv-mizzet wrote:Have you ever seen the movie or read the book "Battle Royale?"
People are handed out backpacks with weapons at random.
Several people get small firearms or decent melee weapons.
One guy gets a cloth headband.
I'll let you figure out how that parallels here.
not terribly well?
It isn't like we are going to be randomly handed an army to play a game. This hobby costs too much for anyone to willingly hand off their collections for such a game.
The way codex's are written it may as well be the difference between whether the army you have been collecting for years will end up being a fire arm or a piece of cloth.
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Hate @ 2016/02/17 18:09:08
Post by: luke1705
8 pages later...I still don't know what the point of this thread is. Can someone explain it to me?
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Hate @ 2016/02/17 18:31:20
Post by: StevetheDestroyeOfWorlds
luke1705 wrote:8 pages later...I still don't know what the point of this thread is. Can someone explain it to me?
A debate on whether the Tau are better than other codexes or not I think
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Hate @ 2016/02/17 18:46:29
Post by: Jancoran
luke1705 wrote:8 pages later...I still don't know what the point of this thread is. Can someone explain it to me?
No. Literally. No.
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Hate @ 2016/02/17 19:00:54
Post by: CKO
harkequin wrote: You see nothing wrong with putting your opponent down and saying they are terrible at the game? That is the L2P argument. You can't beat me, because you need to learn how to play. It's really rude and makes you TFG.
I disagree with the first part of this statement and agree with the latter. No I have never put down anyone that I have beaten in this game and the act in of itself is despicable. I do believe you will not beat me if you don't know all the rules. Its like me saying I am going to beat someone in chess when I have a very limited knowledge of the rules. I am not saying I am a professional I am saying that by me knowing the rules I have an advantage and I am able to see things on the field that a player who doesn't know the rules may not see.
harkequin wrote: What constructive criticism? What possible critisism could you give the "Codex:Vanilla Termagaunts player" in the above.
It's a metaphor, one player is playing an objectively better codex, and objectively will win literally every game regardless of tactics.
I feel differently I believe tactics can overcome all obstacles. I am not saying I can make termagaunts great but hand me the codex and I can make a great list, but it would require a player with great tactics. Perhaps, that is the point you guys are getting at one codex requires aim and shoot while others have to do a lot of other stuff to be great.
harkequin wrote: You are right, but that's not how 40k works. 40k isn't supposed to have rock-paper-scissors codexs.If you play orks vs 7.5 codexes it's a bad matchup. If you play guard vs 7.5, etc..
It does make it unfair, all codexes are supposed to be equal. but see poor Codex : Vanilla Termagaunts above.
Complaining about bad matchups is pointless it is a part of every game. You act as if someone is forcing you to use termagaunts, you take the best units that fit your play style, practice with it and refine your list until you are winning on a consistent basis.
harkequin wrote:
Like it or not, if someone plays CSM vs Tau there are only 2 ways they will win.
1.An ungodly skill difference (either really bad Tau player, or Next level CSM player)
2. Some serious dice swing.
This is true and you have to accept it. The point is It's not a fair fight, and you keep saying it is a fair fight, but the opponent is worse than you
That's how you feel but it doesn't apply to me so I do not have to accept it. You are trying to make bad match ups look like an unfair advantage, that doesn't make sense.
harkequin wrote:
Re-reading the OP, I'm spot on. Actual excerpt from the OP "Perfect example of this is Tau. Players who do not know the rules get blown off the table by Tau"
Oh it's my fault my opponent has access twice as much power as me for half the cost, how could I not realise!
Reading this part of your post is a perfect example of what I was talking about in my OP. You are so focus on the shooting phase that you fail to realize that Tau are not good in other phases of the game. The only army that doesn't have a glaring weakness is marines.
harkequin wrote:
Congratulations? You won? People dislike Tau because it's unfairly strong, oh no!
People also dislike 1.Eldar 2. Necrons. 3. SM 4. Grav 5.Skyhammer 6. decurion 7. WKs 8. D-weapons 9. IKs
Did the ITC hit any of these armies with the nerf stick immediately?
harkequin wrote:
You claim to be so much better , and that the secret to beating tau is not being worse, You claim that footslogging orks will beat Tau if I only bring 400 pts of lootas for every 65 pts of his army.
You gave the orks wargear for 1/3 the price in your "tactics"
You failed to account for the tau player not being an idiot (12" scout move, stays still and dies)
And you Failed the math repeatedly. Apparently Assault D3 fires 3 shots on average, not 2. Apparently 2 Bs2 rockits will kill a vehicle. Apparently orks that hare hugging terrain won't be slowed down and stopped from assaulting.
If I give you tactics that have worked for me for years and you don't like them or believe they will work that's fine. Don't get mad at me because I refuse to say that my tried and true tactics are bad.
Are you not a general? Where is your high horse?  .
harkequin wrote: Despite making 2 seperate whine threads for Tau nerfs, saying repeatedly that they have been made useless in the tourney scene despite them placing in the top half very well.
You must understand this is from my viewpoint, trying to make top 8! Not top 8 is not good to me key word being me. So the nerfs makes it harder for me to top 8 and depending on the results of the new poll I will just become another Eldar player.
harkequin wrote: Call it what you want, you are trying to blame the loser for losing. Not cool.
This is true because when I lose I blame myself, and as a result of this I have become a great player. You will never progress if you believe its not your fault!
labmouse42 wrote:
That may be the case at your FLGS. If someone is playing Tau at your FLGS, they might be able to be bested by the ork player in the corner who has a deep understanding of the game.
That does not apply to everyone, and certainly does not apply to national events like NOVA, LVO, and Adepticon. There is a reason you see Tier 1 armies placing in the top brackets at those events -- it's because they are the most effective. If just 'using better tactics' was the solution, you would see a variety of armies instead.
Years ago, I used to say similar things that you do. "Anyone can win with anything with the right tactics" I was always the best player at my FLGS.
Then I started attending competitive events with extremely skilled players and realized how much more I had to learn about the game of 40k.
I would like to invite you to come try those events as well. I expect it would greatly change your perspective on this game. 
http://www.wargamescon.com/2012/06/wargamescon-2012-40k-grand-tournament.html
Been there done that my name is Chad Knight, thus CKO. I have won several tournaments in my day I don't like to go around bragging about winning. I still want to win a big one top 8 is not good enough, thus the reason why I want Tau restraints to be released so I can win not just top 8. I understand this causes confusion because a lot of people believe them to already be strong but their power needs a little bit more juice to beat Eldar.
SonsofVulkan wrote:That CKO guy already stated he just came back to the game and has not even build a list yet (Tau was on his mind). He claims he was a very good player, but haven't had the chance to play in tourney yet so in the mean time he will just continue to argue whatever his opinions (rather annoying) on the forums.
I have played in tournaments I have either won or top three in tournaments using Draigostar before people knew about Draigostar. I haven't built a Tau list I have a marine list ready to rock and roll.
harkequin wrote: If he made an appropriate thread hee would get plenty of advice with little to no hostility.
Title it , "With current ITC trends, What units will most likely stay competitive for Tau?"
I don't need your advice, I want your opinion there is a difference.
harkequin wrote: Don't make one thread whining about Tau nerfs used to balance the tournament scene.
Don't make another saying the only reason people dont like Tau is because people are bad players.
I never said that, I said if you know the rules fighting tau would be easier that goes without saying including myself. I don't know why you are trying to warp my post into malicious attacks against others.
harkequin wrote:He straight up said that people lose to Tau because they are bad at the game,
Please find the post where I said this, and do not warp my first post as it was an attack on people only knowing the shooting phase I just used Tau as an example I could have and should have used Eldar.
harkequin wrote: when as evidenced by the tournament scene, Tau are doing pretty solid POST nerfs. This means either Tau generals are just better than other armies generals because they can win despite the nerfs, or Tau was too powerful, and the nerf has largely balanced them.
It's not the former.
Or it could mean they stayed in the exact same spot that they were in prior to their new codex despite having rules that would push them up the latter but because of bias players the ITC managed to keep them in the exact same spot!
harkequin wrote: So when he said that it's other people's fault they don't know the rules, its rude as feth.
You are so offended by my post I am going to apologize to you, that is the way I think if I lose I blame myself no one else, you have a different mentality I did not mean to be rude.
harkequin wrote: Simply he asked "do people hate tau because they focus too much on the shooting phase"
And refused to accept the answer "People hate Tau because they are over powered"
Why are they over powered? Shooting Phase
What is their weakness? Assault Phase
I need to use the movement phase to get in position to charge and hide in cover but it doesn't matter because of their marker lights and shooting phase
Use the psychic phase against them psychic shriek is a thing but their shooting phase
This is basically the responses I have gotten.The majority of players feel they have no chance before the match even starts and, that blows my mind!
harkequin wrote: I've been on the receiving end of this. People were livid when Newcrons dropped, we sat atop the tier list and it was good, people were upset my army could shrug off every other wound with no counterplay. They were right to be upset, Newcrons were completely OP for a lot of codexes before eldar dropped.
Tau are now completely OP for a lot of codexes , we'll see when the next codex drops.
Can you show me the major tournament that Tau have won? Can you show me the major tournament that Tau has have multiples in top 8 like eldar!
Kenpachi takes eye patch off
Truth of the matter is you guys are being taken advantage of and you don't even now it. You need players like me who can call bs when he sees and has tough enough skin to handle the backlash of the community but keep on fighting. When were you taken advantage of you ask?
Remember the vote of the court of the archon where you guys decided to let dark eldar players take them as an HQ choice? This question became an issue when another codex came out and made them look as if it was possibly legal. First was this a major issue, was the inability to take the court as a solo hq causing problems? What is worse about the scenario is that it was only brought up because another codex got something!
So what happens the vote comes you guys think its harmless and bam they get a 10 point HQ! You just gave the strongest codex which is Eldar an extra 50 points which is ironically 5 points shy of an extra venom for bs 5 firedragons. Did anyone point this out, because I would have by the way 6th place at LVO took advantage of this rule and I cant blame him!
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Hate @ 2016/02/17 19:38:33
Post by: HoundsofDemos
Show me a major tournament where orks, tyranids, guard or chaos space marine (note not codex chaos super friends) have place even in the top eight.
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Hate @ 2016/02/17 20:39:24
Post by: labmouse42
CKO wrote:I want Tau restraints to be released so I can win not just top 8. I understand this causes confusion because a lot of people believe them to already be strong but their power needs a little bit more juice to beat Eldar.
Really?
This whole thing was just a QQ because "My army is not powerful enough to beat Eldar!"?
Good luck with that.
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Hate @ 2016/02/17 20:56:47
Post by: niv-mizzet
Wait... So he's been going on and on about how anyone can beat anyone regardless of relative army strengths (good ol' l2p stance,) and now he's saying that his army isn't good enough to beat another certain army?
What am I even reading? \O.o/
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Hate @ 2016/02/17 21:07:08
Post by: Jancoran
HoundsofDemos wrote:Show me a major tournament where orks, tyranids, guard or chaos space marine (note not codex chaos super friends) have place even in the top eight.
Tyranids have here, recently. Lictor shame won also. A big un.
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Hate @ 2016/02/17 21:14:06
Post by: HoundsofDemos
Do you know what the list look like ? Also how big was ?
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Hate @ 2016/02/17 21:17:38
Post by: Jancoran
Lictor shame list is easily found. it was all over the net obviously. Was it NOVA? I think so.
As for the other one, which was a while ago but noteworthy:
TYRANID ENTOURAGE
240PTS Hive Tyrant (2 X Twin-Linked Devourer, Brainleech Worms, Electroshock Grubs, Wings)
230PTS Hive Tyrant (2 X Twin-Linked Devourer - Brainleech Worms, Wings).
== Elites ==
45 pts Venomthrope
165 pts 3 Hive Guard Brood (Impaler Cannon)
== Troops ==
235pts Tervigon (Stinger Salvo, Crushing Claws, Thorax - Electroshock Grubs, Adrenal Glands,
160pts 30 Termagant Brood (20xFleshborer, 10x Devourer).
== Fast Attack ==
155 pts Hive Crone
270 pts 6 Ravener Brood (Rending Claws, Deathspitter)
== Heavy Support ==
165 pts Carnifex (2 x Twin-Linked Devourer - Brainleech Worms, Adrenal Glands)
165 pts Carnifex (2 x Twin-Linked Devourer - Brainleech Worms, Adrenal Glands)
170 pts Exocrine
== Total ==
2000 pts
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Hate @ 2016/02/17 21:19:33
Post by: coblen
Here is the list
http://www.belloflostsouls.net/2015/02/40k-unbeatable-lists-lvo-edition.html
It won the LVO last year. The environment was very different back then however, and I don't think it really works anymore.
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Hate @ 2016/02/17 21:26:17
Post by: Frozocrone
No one expected Lictorshame though which led to it's success.
The general is also very skilled, he managed to make LVO final this year, losing to SpiderSpam.
The list is still decent, it dictates movement with the amount of spore mines, mucolids and lictors you have you. Flyrants and Mawlocs do heavy lifting. Tyrant Guard were ingenious, easy Objective Grabbers and make for decent anti tank for rear armour 10
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Hate @ 2016/02/17 21:30:43
Post by: ALEXisAWESOME
labmouse42 wrote: CKO wrote:I want Tau restraints to be released so I can win not just top 8. I understand this causes confusion because a lot of people believe them to already be strong but their power needs a little bit more juice to beat Eldar.
Really?
This whole thing was just a QQ because "My army is not powerful enough to beat Eldar!"?
Good luck with that.
CKO, could you please elaborate on this statement?
I find it ludicrous logic to want to balance your army against what almost everyone considers to be the most powerful army in the game. This is the very definition of the Power Creep, where one codex gets better then the next needs to be better or as good as that until the best army is the latest to be released. Why would you support a business model like this? That forces you to buy or update your army every release or be left behind in the meta. Wouldn't the logical conclusion be to nerf the over preforming armies onto the same level as armies that have had a consistent power level for a long time (The most balanced internally codex is probably Dark Eldar, closely followed by guard) so we actually can have fair, unskewed games that rely on tactics from BOTH players? Currently it's undeniable pre-necron codexs need a miracle or masterful play to stand on common ground with post-necron codexes, to me at least this is a clear message of bad design.
Stop the power creep, stop balancing things off of something everyone knows to be unbalanced in the first place/
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Hate @ 2016/02/17 21:33:04
Post by: Frozocrone
But where would the money go? I want the best units possible! Think of the TFGs!
But I agree with you fully ALEXisAWESOME.
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Hate @ 2016/02/17 21:34:07
Post by: Jancoran
Frozocrone wrote:No one expected Lictorshame though which led to it's success.
The general is also very skilled,
Theres a lesson in there somewhere for all of us. =)
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Hate @ 2016/02/17 21:41:07
Post by: Frozocrone
Jancoran wrote: Frozocrone wrote:No one expected Lictorshame though which led to it's success.
The general is also very skilled,
Theres a lesson in there somewhere for all of us. =)
Yup. I played against my mates Tau (6th edition) with my Tyranids, brought Endless Swarm as opposed to MCSpam, 2 Trygons and 2 Flyrants, couple Zoeys for Synapse and Psyker purposes. I won that game quite convincingly, although a clutch 11 on the Buffmanders ld 10 and him running off the board might have helped that victory a bit. Too many bodies to deal with, particulary when they drop 30 S4 shots wherever the Trygons decide to pop up.
Brought same list against CentStar w/ IK but lost that game, let's not talk about that...
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Hate @ 2016/02/17 21:41:38
Post by: CKO
labmouse42 wrote:
Really?
This whole thing was just a QQ because "My army is not powerful enough to beat Eldar!"?
Good luck with that.
I see how it can be viewed that way but it is not the case, I would be the biggest hypocrite if that was the case. How could I preach tactics and at the same time ask for a power boast! Is it a power boast if you want them to leave it as is? Truth of the matter is this Eldar players fear Tau because they know that they can replace them on the throne but Eldar has larger numbers that's why they can squeeze the 10 point hq and get a free transport rule underneath your nose and you not know it. Crazy part is why is that even up for a vote? Was the community wanting a vote or did a select elite who wanted an extra transport for their bs 5 fire dragons want a vote? They disguised it as a rule question? I don't know you be the judge.
My Tau army is going to be strong regardless and more than capable of beating Eldar! Its just that the percentile increases by maybe 5-10% depending on the vote. If the vote happens and the community continue to be bias than I go CAD and use forgeworld units, if the community is un-bias than I use the formation, either way I win! I just think players would enjoy the game a lot more if they didn't have to face all these forge world units. I haven't even bought a model, I am waiting to see if Frontline addresses the issue so I can build a list and not waste money. I play marines and haven't bought a single model so the argument that my army is not strong enough does not apply to me.
I care about the players that needed the power creep but it was taken away from them because of people being bias towards Tau. I will feel the same towards any codex that got hit the way Tau got hit.
76717
Hate @ 2016/02/17 21:42:47
Post by: CrownAxe
Jancoran wrote: Frozocrone wrote:No one expected Lictorshame though which led to it's success.
The general is also very skilled,
Theres a lesson in there somewhere for all of us. =)
Suprise gimmick lists only work one because after the first time its not a suprise
Also lictor shame was pre 7.5 codexs
86452
Hate @ 2016/02/17 21:44:49
Post by: Frozocrone
True. But in a tournament you'll probably only see that list once so you can keep the surprise up.
Ordosean (guy behind the list) had also used the list extensively before hand and perfected it for the tournament. Had two Flyrants to begin with and won a tournament with it, changed to three when two wouldn't cut it.
11600
Hate @ 2016/02/17 21:52:18
Post by: CKO
ALEXisAWESOME wrote:
CKO, could you please elaborate on this statement?
I find it ludicrous logic to want to balance your army against what almost everyone considers to be the most powerful army in the game. This is the very definition of the Power Creep, where one codex gets better then the next needs to be better or as good as that until the best army is the latest to be released. Why would you support a business model like this? That forces you to buy or update your army every release or be left behind in the meta. Wouldn't the logical conclusion be to nerf the over preforming armies onto the same level as armies that have had a consistent power level for a long time (The most balanced internally codex is probably Dark Eldar, closely followed by guard) so we actually can have fair, unskewed games that rely on tactics from BOTH players? Currently it's undeniable pre-necron codexs need a miracle or masterful play to stand on common ground with post-necron codexes, to me at least this is a clear message of bad design.
Stop the power creep, stop balancing things off of something everyone knows to be unbalanced in the first place/
Are we trying to stop power creep? That is impossible as everyone has different views on what is powerful. I thought the purpose of the ITC was to eradicate the easy win button when did it degenerate into we are going to fix all of the problems that GW has?
I get it now, people are not voting because its over powered they are voting to try to balance the game,
You guys are bold if you think you can fix everything and make everyone happy, such foolishness! I would laugh but at the moment all I can do is shake my head in disbelief at the audacity of this goal.
76717
Hate @ 2016/02/17 21:59:17
Post by: CrownAxe
CKO wrote:
I get it now, people are not voting because its over powered they are voting to try to balance the game,
Its pretty clear you have no idea what you are talking about. Not only are those to basically the same thing but why would we not want to play a balanced game?
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Hate @ 2016/02/17 22:03:07
Post by: CKO
CrownAxe wrote: CKO wrote:
I get it now, people are not voting because its over powered they are voting to try to balance the game,
Its pretty clear you have no idea what you are talking about. Not only are those to basically the same thing but why would we not want to play a balanced game?
Voting to make 2+ re-rollable different is voting on something that is over powered. Voting on letting Dark Eldar get a 10 point hq I guess is trying to balance the game?
I get it we no longer play 40k, we play Frontline K!
76717
Hate @ 2016/02/17 22:07:06
Post by: CrownAxe
CKO wrote: CrownAxe wrote: CKO wrote:
I get it now, people are not voting because its over powered they are voting to try to balance the game,
Its pretty clear you have no idea what you are talking about. Not only are those to basically the same thing but why would we not want to play a balanced game?
Voting to make 2+ re-rollable different is voting on something that is over powered. Voting on letting Dark Eldar get a 10 point hq I guess is trying to balance the game?
I get it we no longer play 40k, we play Frontline K!
Givng an underpowred army a buff isn't trying to balance the game?
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Hate @ 2016/02/17 22:11:57
Post by: CKO
Crownaxe it was a cover up so that Eldar when allied with Dark Eldar they could get a free transport instead of paying 60 for the Archon they pay 10 for the court thus saving 50 points!
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Hate @ 2016/02/17 22:12:56
Post by: Jancoran
CrownAxe wrote: Jancoran wrote: Frozocrone wrote:No one expected Lictorshame though which led to it's success.
The general is also very skilled,
Theres a lesson in there somewhere for all of us. =)
Suprise gimmick lists only work one because after the first time its not a suprise
Also lictor shame was pre 7.5 codexs
You can say that if you like. here's the lesson: There is always a new way to look at things and each time new stuff drops, you'd be well advised to learn from it and change.
A good general is still going to be good. Evidence is there. the tools change. dice rolls might go this way or that. But don't be a slave to the endless dogma of the interwebz. There are a lot of fun ways to win if you explore.
98940
Hate @ 2016/02/17 22:15:33
Post by: Swampmist
Welp, time to begin producing tin-foil hats  . Seriously though, after the ranged D nerf I refuse to believe that eldar players rule the itc. Really, there isnt a single army controlling the itc. Just players who want the game to be in some way balanced again.
76717
Hate @ 2016/02/17 22:16:30
Post by: CrownAxe
CKO wrote:Crownaxe it was a cover up so that Eldar when allied with Dark Eldar they could get a free transport instead of paying 60 for the Archon they pay 10 for the court thus saving 50 points! Oh yeah. I forgot all the Eldar list that were running around using Dark Eldar transports instead of just using their already much better units of warp spiders and scat bikes In fact the top two Eldar lists that were in LVO top 8 they were abusing the 10pt Dark Eldar HQ right?
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Hate @ 2016/02/17 22:17:39
Post by: coblen
They did not give the dark eldar codex anything. The codex has them listed as an HQ choice. Some people thought this was odd, and perhaps unintentional. The vote was about whether to take it away from them not give it to them. They choose not to take it away likely because people thought it was not overpowered.
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Hate @ 2016/02/17 22:37:23
Post by: the_scotsman
I am confused. Why does your army need anything? Surely you can just use superior tactics and defeat the Eldar regardless of nerfs.
A man once said "the general is everything." Why should it matter if GW or ITC is putting the rules in place?
11600
Hate @ 2016/02/17 22:57:42
Post by: CKO
the_scotsman wrote:I am confused. Why does your army need anything? Surely you can just use superior tactics and defeat the Eldar regardless of nerfs.
A man once said "the general is everything." Why should it matter if GW or ITC is putting the rules in place?
I have said this several times its not hurting me as an individual at all. I am doing this for our community its that simple! We cant go nerfing things out of irrational fear when it hasn't been play tested!
All of that doesn't matter now as I see people vote for a variety of reasons.
41150
Hate @ 2016/02/17 23:26:17
Post by: SonsofVulkan
CKO wrote:the_scotsman wrote:I am confused. Why does your army need anything? Surely you can just use superior tactics and defeat the Eldar regardless of nerfs.
A man once said "the general is everything." Why should it matter if GW or ITC is putting the rules in place?
I have said this several times its not hurting me as an individual at all. I am doing this for our community its that simple! We cant go nerfing things out of irrational fear when it hasn't been play tested!
All of that doesn't matter now as I see people vote for a variety of reasons.
This is mostly about you... 2 whine threads later lol
Community voted to nerf drone factory which has nothing to do with Tau shooting, you made a thread about it that got no where and got bashed. Made this thread about Tau, which we all know is just another shot at ITC, get bashed again.
Don't like ITC don't play the tourney. No one cares if you become another eldar player, wait for the changes and play accordingly.
11600
Hate @ 2016/02/17 23:35:53
Post by: CKO
It was/is constructive criticism but if you want to call it bashing its bashing, I don't care. My goal has been accomplished people are looking at the Tau codex and evaluating the bias nerfs themselves, if they don't agree with me that's fine as long as it was an informed decision.
Will someone tell me why every one gets mad that I am campaigning about a bad decision made by the ITC on Tau?
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Hate @ 2016/02/17 23:38:11
Post by: Matt.Kingsley
Because most people agreed with the changes because they evaluated the nerfs themselves before the thread was made and they were sick of seeing a new 'ITC nerfed Tau please fix' thread every day? Even those who don't agree would get sick of multiple posters posting different threads about the exact same topic.
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Hate @ 2016/02/17 23:40:07
Post by: CKO
Matt.Kingsley wrote:Because most people agreed with the changes because they evaluated the nerfs themselves before the thread was made and they were sick of seeing a new 'ITC nerfed Tau please fix' thread every day?
What changes did you agree with? Besides the obvious coordinated fire power one. I am starting to understand why you rarely see the big names post on forums because this is getting no where fast.
41150
Hate @ 2016/02/17 23:45:38
Post by: SonsofVulkan
a. Models in the Piranha Firestream Wing formation may not leave the table using the Rearm and Refuel special rule the same turn that they arrive from Reserves or Ongoing Reserves.
b. When returning to the table using the Rearm and Refuel special rule, the Piranha unit does so at full strength, including regaining Piranhas that have been destroyed earlier in the game. However, models that have formed their own unit due to being immobilized are not replaced.
c. All Ghostkeels in a unit activate their Holophoton Countermeasures at the same time.
d. If a Stormsurge that has deployed its Stabilising Anchors is Tank Shocked, it must Death or Glory in response. If it fails to stop the Tank Shocking vehicle, it suffers D3 wounds and the tank is left in base to base contact with the Stormsurge at the point it made contact with it.
These are the changes ITC made for the new Tau codex.... LOL in the end this is just another thread about Drone Factory, get over it. I hope NOVA implements this for their FAQ too.
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Hate @ 2016/02/17 23:56:51
Post by: CKO
Sons of Vulkan there are 2 that bothers me the ghostkeels having to activate their ability at the same time despite it saying model bothers me. Its unit not turn its not over powered at all.
The stormsurge one doesn't make sense it has the option to move next turn so why not give them the option. If they move they cant shoot twice if they stay they risk taking d3 wounds good either way but ok.
Why would I care dude I am Kenpachi I cant be stopped! LOL
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Hate @ 2016/02/17 23:59:16
Post by: StevetheDestroyeOfWorlds
CKO wrote:
The stormsurge one doesn't make sense it has the option to move next turn so why not give them the option. If they move they cant shoot twice if they stay they risk taking d3 wounds good either way but ok.
Oh no, a special rule that has a trade off on when its good to use. How terrible
41150
Hate @ 2016/02/18 00:09:22
Post by: SonsofVulkan
CKO wrote:Sons of Vulkan there are 2 that bothers me the ghostkeels having to activate their ability at the same time despite it saying model bothers me. Its unit not turn its not over powered at all.
The stormsurge one doesn't make sense it has the option to move next turn so why not give them the option. If they move they cant shoot twice if they stay they risk taking d3 wounds good either way but ok.
Why would I care dude I am Kenpachi I cant be stopped! LOL
Nice try but I highly doubt those two things affecting ghostkeel/stormsurge will keep Tau from doing well at GTs. They will continue to do well as more skilled players switch over to them for future GTs even without the Dronefactory.... You can stop crying now on the forums.
40344
Hate @ 2016/02/18 00:12:28
Post by: master of ordinance
CKO wrote: Matt.Kingsley wrote:Because most people agreed with the changes because they evaluated the nerfs themselves before the thread was made and they were sick of seeing a new 'ITC nerfed Tau please fix' thread every day?
What changes did you agree with? Besides the obvious coordinated fire power one. I am starting to understand why you rarely see the big names post on forums because this is getting no where fast.
All of them. As a Guard player (the original gunline army - yes, someone did it before the spacefishcowcommies) I hate the Tau with a passion. I have to get close to them with an army that struggles to move more that 6+ D6" per turn. They can out shoot me. Their basic guns ignore my armour and the only save I get - cover - is completely ignored by their markerlights. If I try to shoot them then I barely even scratch them and starting a shooting war with them is tantamount to suicide but assault is pointless too as whatever tattered remnants make it close enough will be annihilated by their supporting fire and overwatch.
My tanks are laughable against their Railguns, D missiles, Ghost Keels and the like whilst their Riptides and Stormsurges are basically immune to my army as I have no feasible way of putting out enough firepower to kill them.
Tau are massively overpowered and the ITC nerfs are very, very, welcome and much needed.
55033
Hate @ 2016/02/18 00:14:01
Post by: LValx
SonsofVulkan wrote:a. Models in the Piranha Firestream Wing formation may not leave the table using the Rearm and Refuel special rule the same turn that they arrive from Reserves or Ongoing Reserves.
b. When returning to the table using the Rearm and Refuel special rule, the Piranha unit does so at full strength, including regaining Piranhas that have been destroyed earlier in the game. However, models that have formed their own unit due to being immobilized are not replaced.
c. All Ghostkeels in a unit activate their Holophoton Countermeasures at the same time.
d. If a Stormsurge that has deployed its Stabilising Anchors is Tank Shocked, it must Death or Glory in response. If it fails to stop the Tank Shocking vehicle, it suffers D3 wounds and the tank is left in base to base contact with the Stormsurge at the point it made contact with it.
These are the changes ITC made for the new Tau codex.... LOL in the end this is just another thread about Drone Factory, get over it. I hope NOVA implements this for their FAQ too.
Thankfully, as of now, NOVA WILL NOT BE NERFING ANY TAU FORMATIONs. The only modification is targetlock and rules sharing for hunter contingent. No Ghostkeel nerf, no crippling Hunter Contingent nerf, no Firestream nerf.
p.s. I play SM and Eldar, so I dont gain from being anti-Tau nerfs, I just happen to think its fair that those rules be given a chance.
11600
Hate @ 2016/02/18 00:16:10
Post by: CKO
SonsofVulkan wrote:Nice try but I highly doubt those two things affecting ghostkeel/stormsurge will keep Tau from doing well at GTs. They will continue to do well as more skilled players switch over to them for future GTs even without the Dronefactory.... You can stop crying now on the forums.
Will 2 more uses of counter measure break the game? If not why so much hate on the unit, I guess because its new and shiny. Also I am not crying are you trying to insult me! If so your mean!
Wow, Nova is doing the right thing maybe I should attend Nova!
55033
Hate @ 2016/02/18 00:19:08
Post by: LValx
master of ordinance wrote: CKO wrote: Matt.Kingsley wrote:Because most people agreed with the changes because they evaluated the nerfs themselves before the thread was made and they were sick of seeing a new 'ITC nerfed Tau please fix' thread every day?
What changes did you agree with? Besides the obvious coordinated fire power one. I am starting to understand why you rarely see the big names post on forums because this is getting no where fast.
All of them. As a Guard player (the original gunline army - yes, someone did it before the spacefishcowcommies) I hate the Tau with a passion. I have to get close to them with an army that struggles to move more that 6+ D6" per turn. They can out shoot me. Their basic guns ignore my armour and the only save I get - cover - is completely ignored by their markerlights. If I try to shoot them then I barely even scratch them and starting a shooting war with them is tantamount to suicide but assault is pointless too as whatever tattered remnants make it close enough will be annihilated by their supporting fire and overwatch.
My tanks are laughable against their Railguns, D missiles, Ghost Keels and the like whilst their Riptides and Stormsurges are basically immune to my army as I have no feasible way of putting out enough firepower to kill them.
Tau are massively overpowered and the ITC nerfs are very, very, welcome and much needed.
Want to make your Tau matchup better?
Some tips: Take a huge blob of Guardsmen, 50 man big. Take Azrael from Dark Angels. All your Guardsmen now have a 4++ save at worst. This means all Tau weaponry will become very inefficient at removing your squad. For fun, add psykers and attempt to get more buffs (Sanctuary for a 3++ save on the entire blob, Invisibility because.. yeah, endurance for 4+ FNP and eternal warrior), take an inquisitor for Rad and Psychostroke grenades, load up on power axes and your blob will actually be very formidable in CC (I used to use a list like this, if you want I can PM you details). Load up on Wyverns, i'd recommend 2 squads of 2, they absolutely shred any non- MC infantry tau take, including the drones from both the drone net and the spawned drones. By taking SM allies you also gain the ability to bring along FA Drop Pods. Place Command Squads or Veterans squads inside the pods, load up on plasmas. A command squad full of Plasma, with rerolls and orders should be able to put a dent into some of those Tau MCs, you could also ally in Grav from Codex: SM to shore up that weakness.
As an imperial player, you should be using all the tools at your disposal. Bring along your buddies for the assistance you require.
58673
Hate @ 2016/02/18 00:20:50
Post by: Voidwraith
CKO wrote:
Will someone tell me why every one gets mad that I am campaigning about a bad decision made by the ITC on Tau?
We're not mad about your campaigning. This entire thread is just feeding a ridiculous troll who's too busy trying to be right to realize his points sometimes contradict themselves. It's pretty great....at this point, almost no one is actually listening to anything he has to say.
Oh...eh. Erm...awkward.
11600
Hate @ 2016/02/18 00:21:28
Post by: CKO
Lvalx where have you been? For a second they had me believing that Tau was unbeatable.
23113
Hate @ 2016/02/18 00:21:59
Post by: jy2
LValx wrote: master of ordinance wrote: CKO wrote: Matt.Kingsley wrote:Because most people agreed with the changes because they evaluated the nerfs themselves before the thread was made and they were sick of seeing a new 'ITC nerfed Tau please fix' thread every day?
What changes did you agree with? Besides the obvious coordinated fire power one. I am starting to understand why you rarely see the big names post on forums because this is getting no where fast.
All of them. As a Guard player (the original gunline army - yes, someone did it before the spacefishcowcommies) I hate the Tau with a passion. I have to get close to them with an army that struggles to move more that 6+ D6" per turn. They can out shoot me. Their basic guns ignore my armour and the only save I get - cover - is completely ignored by their markerlights. If I try to shoot them then I barely even scratch them and starting a shooting war with them is tantamount to suicide but assault is pointless too as whatever tattered remnants make it close enough will be annihilated by their supporting fire and overwatch.
My tanks are laughable against their Railguns, D missiles, Ghost Keels and the like whilst their Riptides and Stormsurges are basically immune to my army as I have no feasible way of putting out enough firepower to kill them.
Tau are massively overpowered and the ITC nerfs are very, very, welcome and much needed.
Want to make your Tau matchup better?
Some tips: Take a huge blob of Guardsmen, 50 man big. Take Azrael from Dark Angels. All your Guardsmen now have a 4++ save at worst. This means all Tau weaponry will become very inefficient at removing your squad. For fun, add psykers and attempt to get more buffs (Sanctuary for a 3++ save on the entire blob, Invisibility because.. yeah, endurance for 4+ FNP and eternal warrior), take an inquisitor for Rad and Psychostroke grenades, load up on power axes and your blob will actually be very formidable in CC (I used to use a list like this, if you want I can PM you details). Load up on Wyverns, i'd recommend 2 squads of 2, they absolutely shred any non- MC infantry tau take, including the drones from both the drone net and the spawned drones. By taking SM allies you also gain the ability to bring along FA Drop Pods. Place Command Squads or Veterans squads inside the pods, load up on plasmas. A command squad full of Plasma, with rerolls and orders should be able to put a dent into some of those Tau MCs, you could also ally in Grav from Codex: SM to shore up that weakness.
As an imperial player, you should be using all the tools at your disposal. Bring along your buddies for the assistance you require.
Moreover, there is an upgrade you can give to certain Leman Russ tanks that causes Instant Death.
Loss my Bloodthirster with the Grimoire on Turn 1 and gave away First Blood because of that tank. S8 AP2 Instant Death....trust me, it'll kill riptides dead in no time.
11600
Hate @ 2016/02/18 00:24:49
Post by: CKO
Voidwraith wrote: CKO wrote:
Will someone tell me why every one gets mad that I am campaigning about a bad decision made by the ITC on Tau?
We're not mad about your campaigning. This entire thread is just feeding a ridiculous troll who's too busy trying to be right to realize his points sometimes contradict themselves. It's pretty great....at this point, almost no one is actually listening to anything he has to say.
Oh...eh. Erm...awkward.
If defending your statements is trolling than I guess I am trolling?
No one is listening the thread has 4000 views, what are you talking about? If your not listening why are you posting?
41150
Hate @ 2016/02/18 00:27:12
Post by: SonsofVulkan
Voidwraith wrote: CKO wrote:
Will someone tell me why every one gets mad that I am campaigning about a bad decision made by the ITC on Tau?
We're not mad about your campaigning. This entire thread is just feeding a ridiculous troll who's too busy trying to be right to realize his points sometimes contradict themselves. It's pretty great....at this point, almost no one is actually listening to anything he has to say.
Oh...eh. Erm...awkward.
This pretty much sums things up... kinda sad this thread went 10 pages, people gotta stop feeding the troll lol
On a off note: I checked the wargamescon link he posted up, he got the lowest sportsmanship score out of everyone.... LOL what a surprise, annoying on the internet and annoying in RL
23113
Hate @ 2016/02/18 00:30:39
Post by: jy2
LValx wrote: SonsofVulkan wrote:a. Models in the Piranha Firestream Wing formation may not leave the table using the Rearm and Refuel special rule the same turn that they arrive from Reserves or Ongoing Reserves.
b. When returning to the table using the Rearm and Refuel special rule, the Piranha unit does so at full strength, including regaining Piranhas that have been destroyed earlier in the game. However, models that have formed their own unit due to being immobilized are not replaced.
c. All Ghostkeels in a unit activate their Holophoton Countermeasures at the same time.
d. If a Stormsurge that has deployed its Stabilising Anchors is Tank Shocked, it must Death or Glory in response. If it fails to stop the Tank Shocking vehicle, it suffers D3 wounds and the tank is left in base to base contact with the Stormsurge at the point it made contact with it.
These are the changes ITC made for the new Tau codex.... LOL in the end this is just another thread about Drone Factory, get over it. I hope NOVA implements this for their FAQ too.
Thankfully, as of now, NOVA WILL NOT BE NERFING ANY TAU FORMATIONs. The only modification is targetlock and rules sharing for hunter contingent. No Ghostkeel nerf, no crippling Hunter Contingent nerf, no Firestream nerf.
p.s. I play SM and Eldar, so I dont gain from being anti-Tau nerfs, I just happen to think its fair that those rules be given a chance.
NOVA does tend more to go with the full monte over the ITC. That's ok if you don't mind playing against some of the more OP aspects of the game like unmodified Invisibility, unmodified re-rollable 2+'s, deathstars that can fire off 5 Psychic Shrieks and so on.
But I was surprised last year that they didn't allow the wraithknight and with all their restrictions on Forgeworld. Just different strokes for different folks, I guess.
11600
Hate @ 2016/02/18 00:44:35
Post by: CKO
Jy2 where can you find the upgrade that allows a leman russ to instant kill your MC?
40344
Hate @ 2016/02/18 00:47:29
Post by: master of ordinance
jy2 wrote: LValx wrote: master of ordinance wrote: CKO wrote: Matt.Kingsley wrote:Because most people agreed with the changes because they evaluated the nerfs themselves before the thread was made and they were sick of seeing a new 'ITC nerfed Tau please fix' thread every day?
What changes did you agree with? Besides the obvious coordinated fire power one. I am starting to understand why you rarely see the big names post on forums because this is getting no where fast.
All of them. As a Guard player (the original gunline army - yes, someone did it before the spacefishcowcommies) I hate the Tau with a passion. I have to get close to them with an army that struggles to move more that 6+ D6" per turn. They can out shoot me. Their basic guns ignore my armour and the only save I get - cover - is completely ignored by their markerlights. If I try to shoot them then I barely even scratch them and starting a shooting war with them is tantamount to suicide but assault is pointless too as whatever tattered remnants make it close enough will be annihilated by their supporting fire and overwatch.
My tanks are laughable against their Railguns, D missiles, Ghost Keels and the like whilst their Riptides and Stormsurges are basically immune to my army as I have no feasible way of putting out enough firepower to kill them.
Tau are massively overpowered and the ITC nerfs are very, very, welcome and much needed.
Want to make your Tau matchup better?
Some tips: Take a huge blob of Guardsmen, 50 man big. Take Azrael from Dark Angels. All your Guardsmen now have a 4++ save at worst. This means all Tau weaponry will become very inefficient at removing your squad. For fun, add psykers and attempt to get more buffs (Sanctuary for a 3++ save on the entire blob, Invisibility because.. yeah, endurance for 4+ FNP and eternal warrior), take an inquisitor for Rad and Psychostroke grenades, load up on power axes and your blob will actually be very formidable in CC (I used to use a list like this, if you want I can PM you details). Load up on Wyverns, i'd recommend 2 squads of 2, they absolutely shred any non- MC infantry tau take, including the drones from both the drone net and the spawned drones. By taking SM allies you also gain the ability to bring along FA Drop Pods. Place Command Squads or Veterans squads inside the pods, load up on plasmas. A command squad full of Plasma, with rerolls and orders should be able to put a dent into some of those Tau MCs, you could also ally in Grav from Codex: SM to shore up that weakness.
As an imperial player, you should be using all the tools at your disposal. Bring along your buddies for the assistance you require.
Moreover, there is an upgrade you can give to certain Leman Russ tanks that causes Instant Death.
Loss my Bloodthirster with the Grimoire on Turn 1 and gave away First Blood because of that tank. S8 AP2 Instant Death....trust me, it'll kill riptides dead in no time.
That is a piece of wargear only available to the Leman Russ Vanquisher in the IA Book 2, Armoured Company list. It is also only available to a command tank which, as anyone knows, is very, very, easy to destroy.
LValx wrote: master of ordinance wrote: CKO wrote: Matt.Kingsley wrote:Because most people agreed with the changes because they evaluated the nerfs themselves before the thread was made and they were sick of seeing a new 'ITC nerfed Tau please fix' thread every day?
What changes did you agree with? Besides the obvious coordinated fire power one. I am starting to understand why you rarely see the big names post on forums because this is getting no where fast.
All of them. As a Guard player (the original gunline army - yes, someone did it before the spacefishcowcommies) I hate the Tau with a passion. I have to get close to them with an army that struggles to move more that 6+ D6" per turn. They can out shoot me. Their basic guns ignore my armour and the only save I get - cover - is completely ignored by their markerlights. If I try to shoot them then I barely even scratch them and starting a shooting war with them is tantamount to suicide but assault is pointless too as whatever tattered remnants make it close enough will be annihilated by their supporting fire and overwatch.
My tanks are laughable against their Railguns, D missiles, Ghost Keels and the like whilst their Riptides and Stormsurges are basically immune to my army as I have no feasible way of putting out enough firepower to kill them.
Tau are massively overpowered and the ITC nerfs are very, very, welcome and much needed.
Want to make your Tau matchup better?
Some tips: Take a huge blob of Guardsmen, 50 man big. Take Azrael from Dark Angels. All your Guardsmen now have a 4++ save at worst. This means all Tau weaponry will become very inefficient at removing your squad. For fun, add psykers and attempt to get more buffs (Sanctuary for a 3++ save on the entire blob, Invisibility because.. yeah, endurance for 4+ FNP and eternal warrior), take an inquisitor for Rad and Psychostroke grenades, load up on power axes and your blob will actually be very formidable in CC (I used to use a list like this, if you want I can PM you details). Load up on Wyverns, i'd recommend 2 squads of 2, they absolutely shred any non- MC infantry tau take, including the drones from both the drone net and the spawned drones. By taking SM allies you also gain the ability to bring along FA Drop Pods. Place Command Squads or Veterans squads inside the pods, load up on plasmas. A command squad full of Plasma, with rerolls and orders should be able to put a dent into some of those Tau MCs, you could also ally in Grav from Codex: SM to shore up that weakness.
As an imperial player, you should be using all the tools at your disposal. Bring along your buddies for the assistance you require.
Ah I see now, oh how I have been blinded!
In order to play the army that I like well I should go out and purchase two to three different codex's alongside my regular IG one. I should then purchase the models to let me field these as well. So to play my Guard I should also bring an SM allied force and a DA allied force to face the mighty Tau whom for some reason do not need to brig allies to be competitive....
You know what, if I head down this route then why bother with my IG at all? I will end up playing Marines and DA with a tiny side serving of IG.
Automatically Appended Next Post: CKO wrote:Jy2 where can you find the upgrade that allows a leman russ to instant kill your MC?
Imperial Armour Book 2. Beast Hunter Shells, though they are only available to Leman Russ Vanquishers that are taken as Command Tanks so you are limited to two per army at the most.
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Hate @ 2016/02/18 01:07:42
Post by: HoundsofDemos
LValx wrote: master of ordinance wrote: CKO wrote: Matt.Kingsley wrote:Because most people agreed with the changes because they evaluated the nerfs themselves before the thread was made and they were sick of seeing a new 'ITC nerfed Tau please fix' thread every day?
What changes did you agree with? Besides the obvious coordinated fire power one. I am starting to understand why you rarely see the big names post on forums because this is getting no where fast.
All of them. As a Guard player (the original gunline army - yes, someone did it before the spacefishcowcommies) I hate the Tau with a passion. I have to get close to them with an army that struggles to move more that 6+ D6" per turn. They can out shoot me. Their basic guns ignore my armour and the only save I get - cover - is completely ignored by their markerlights. If I try to shoot them then I barely even scratch them and starting a shooting war with them is tantamount to suicide but assault is pointless too as whatever tattered remnants make it close enough will be annihilated by their supporting fire and overwatch.
My tanks are laughable against their Railguns, D missiles, Ghost Keels and the like whilst their Riptides and Stormsurges are basically immune to my army as I have no feasible way of putting out enough firepower to kill them.
Tau are massively overpowered and the ITC nerfs are very, very, welcome and much needed.
Want to make your Tau matchup better?
Some tips: Take a huge blob of Guardsmen, 50 man big. Take Azrael from Dark Angels. All your Guardsmen now have a 4++ save at worst. This means all Tau weaponry will become very inefficient at removing your squad. For fun, add psykers and attempt to get more buffs (Sanctuary for a 3++ save on the entire blob, Invisibility because.. yeah, endurance for 4+ FNP and eternal warrior), take an inquisitor for Rad and Psychostroke grenades, load up on power axes and your blob will actually be very formidable in CC (I used to use a list like this, if you want I can PM you details). Load up on Wyverns, i'd recommend 2 squads of 2, they absolutely shred any non- MC infantry tau take, including the drones from both the drone net and the spawned drones. By taking SM allies you also gain the ability to bring along FA Drop Pods. Place Command Squads or Veterans squads inside the pods, load up on plasmas. A command squad full of Plasma, with rerolls and orders should be able to put a dent into some of those Tau MCs, you could also ally in Grav from Codex: SM to shore up that weakness.
As an imperial player, you should be using all the tools at your disposal. Bring along your buddies for the assistance you require.
So in order to stand up up to an even moderate tau list, take a very specific build, that A requires atleast three different books, B pisses all over the fluff. No army should have to stoop that low.
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Hate @ 2016/02/18 01:33:34
Post by: jy2
master of ordinance wrote:jy2 wrote: LValx wrote: master of ordinance wrote: CKO wrote: Matt.Kingsley wrote:Because most people agreed with the changes because they evaluated the nerfs themselves before the thread was made and they were sick of seeing a new 'ITC nerfed Tau please fix' thread every day?
What changes did you agree with? Besides the obvious coordinated fire power one. I am starting to understand why you rarely see the big names post on forums because this is getting no where fast.
All of them. As a Guard player (the original gunline army - yes, someone did it before the spacefishcowcommies) I hate the Tau with a passion. I have to get close to them with an army that struggles to move more that 6+ D6" per turn. They can out shoot me. Their basic guns ignore my armour and the only save I get - cover - is completely ignored by their markerlights. If I try to shoot them then I barely even scratch them and starting a shooting war with them is tantamount to suicide but assault is pointless too as whatever tattered remnants make it close enough will be annihilated by their supporting fire and overwatch.
My tanks are laughable against their Railguns, D missiles, Ghost Keels and the like whilst their Riptides and Stormsurges are basically immune to my army as I have no feasible way of putting out enough firepower to kill them.
Tau are massively overpowered and the ITC nerfs are very, very, welcome and much needed.
Want to make your Tau matchup better?
Some tips: Take a huge blob of Guardsmen, 50 man big. Take Azrael from Dark Angels. All your Guardsmen now have a 4++ save at worst. This means all Tau weaponry will become very inefficient at removing your squad. For fun, add psykers and attempt to get more buffs (Sanctuary for a 3++ save on the entire blob, Invisibility because.. yeah, endurance for 4+ FNP and eternal warrior), take an inquisitor for Rad and Psychostroke grenades, load up on power axes and your blob will actually be very formidable in CC (I used to use a list like this, if you want I can PM you details). Load up on Wyverns, i'd recommend 2 squads of 2, they absolutely shred any non- MC infantry tau take, including the drones from both the drone net and the spawned drones. By taking SM allies you also gain the ability to bring along FA Drop Pods. Place Command Squads or Veterans squads inside the pods, load up on plasmas. A command squad full of Plasma, with rerolls and orders should be able to put a dent into some of those Tau MCs, you could also ally in Grav from Codex: SM to shore up that weakness.
As an imperial player, you should be using all the tools at your disposal. Bring along your buddies for the assistance you require.
Moreover, there is an upgrade you can give to certain Leman Russ tanks that causes Instant Death.
Loss my Bloodthirster with the Grimoire on Turn 1 and gave away First Blood because of that tank. S8 AP2 Instant Death....trust me, it'll kill riptides dead in no time.
That is a piece of wargear only available to the Leman Russ Vanquisher in the IA Book 2, Armoured Company list. It is also only available to a command tank which, as anyone knows, is very, very, easy to destroy.
It's a tank. It can be destroyed just like any other tank. Nothing new about that.
But since many guard players are already taking Tank squadrons as their HQ's anyways, it's not a big investment. At least not as big as bringing in 2 additional detachments.
52223
Hate @ 2016/02/18 02:01:27
Post by: notredameguy10
SonsofVulkan wrote: CKO wrote:the_scotsman wrote:I am confused. Why does your army need anything? Surely you can just use superior tactics and defeat the Eldar regardless of nerfs.
A man once said "the general is everything." Why should it matter if GW or ITC is putting the rules in place?
I have said this several times its not hurting me as an individual at all. I am doing this for our community its that simple! We cant go nerfing things out of irrational fear when it hasn't been play tested!
All of that doesn't matter now as I see people vote for a variety of reasons.
This is mostly about you... 2 whine threads later lol
Community voted to nerf drone factory which has nothing to do with Tau shooting, you made a thread about it that got no where and got bashed. Made this thread about Tau, which we all know is just another shot at ITC, get bashed again.
Don't like ITC don't play the tourney. No one cares if you become another eldar player, wait for the changes and play accordingly.
Hey buddy, how about you know what you are talking about before posting.
There WAS NO VOTE for the most recent Tau ITC nerfs. They just decided on their own.
40344
Hate @ 2016/02/18 02:20:04
Post by: master of ordinance
notredameguy10 wrote: SonsofVulkan wrote: CKO wrote:the_scotsman wrote:I am confused. Why does your army need anything? Surely you can just use superior tactics and defeat the Eldar regardless of nerfs.
A man once said "the general is everything." Why should it matter if GW or ITC is putting the rules in place?
I have said this several times its not hurting me as an individual at all. I am doing this for our community its that simple! We cant go nerfing things out of irrational fear when it hasn't been play tested!
All of that doesn't matter now as I see people vote for a variety of reasons.
This is mostly about you... 2 whine threads later lol
Community voted to nerf drone factory which has nothing to do with Tau shooting, you made a thread about it that got no where and got bashed. Made this thread about Tau, which we all know is just another shot at ITC, get bashed again.
Don't like ITC don't play the tourney. No one cares if you become another eldar player, wait for the changes and play accordingly.
Hey buddy, how about you know what you are talking about before posting.
There WAS NO VOTE for the most recent Tau ITC nerfs. They just decided on their own.
That , barring the Tau players, the entire community is behind these nerf should say something.
98940
Hate @ 2016/02/18 02:23:59
Post by: Swampmist
also, said nerfs are going to vote now that the LVO is over. They where rushed out so that the judges would have a ruling. So please, know what your talking about b4 you post
52223
Hate @ 2016/02/18 02:25:17
Post by: notredameguy10
master of ordinance wrote:notredameguy10 wrote: SonsofVulkan wrote: CKO wrote:the_scotsman wrote:I am confused. Why does your army need anything? Surely you can just use superior tactics and defeat the Eldar regardless of nerfs.
A man once said "the general is everything." Why should it matter if GW or ITC is putting the rules in place?
I have said this several times its not hurting me as an individual at all. I am doing this for our community its that simple! We cant go nerfing things out of irrational fear when it hasn't been play tested!
All of that doesn't matter now as I see people vote for a variety of reasons.
This is mostly about you... 2 whine threads later lol
Community voted to nerf drone factory which has nothing to do with Tau shooting, you made a thread about it that got no where and got bashed. Made this thread about Tau, which we all know is just another shot at ITC, get bashed again.
Don't like ITC don't play the tourney. No one cares if you become another eldar player, wait for the changes and play accordingly.
Hey buddy, how about you know what you are talking about before posting.
There WAS NO VOTE for the most recent Tau ITC nerfs. They just decided on their own.
That , barring the Tau players, the entire community is behind these nerf should say something.
haha that is not true. And the only reason anyone would want those nerfs is for selfish reasons for their own armies.
11600
Hate @ 2016/02/18 02:25:34
Post by: CKO
Actually as the writer of various threads most people agree with me on all issues except the piranhas!
52223
Hate @ 2016/02/18 02:26:03
Post by: notredameguy10
Swampmist wrote:also, said nerfs are going to vote now that the LVO is over. They where rushed out so that the judges would have a ruling. So please, know what your talking about b4 you post 
I knew that. I was merely responding to the guy who jumped in accusing people of things Automatically Appended Next Post: master of ordinance wrote:notredameguy10 wrote: SonsofVulkan wrote: CKO wrote:the_scotsman wrote:I am confused. Why does your army need anything? Surely you can just use superior tactics and defeat the Eldar regardless of nerfs.
A man once said "the general is everything." Why should it matter if GW or ITC is putting the rules in place?
I have said this several times its not hurting me as an individual at all. I am doing this for our community its that simple! We cant go nerfing things out of irrational fear when it hasn't been play tested!
All of that doesn't matter now as I see people vote for a variety of reasons.
This is mostly about you... 2 whine threads later lol
Community voted to nerf drone factory which has nothing to do with Tau shooting, you made a thread about it that got no where and got bashed. Made this thread about Tau, which we all know is just another shot at ITC, get bashed again.
Don't like ITC don't play the tourney. No one cares if you become another eldar player, wait for the changes and play accordingly.
Hey buddy, how about you know what you are talking about before posting.
There WAS NO VOTE for the most recent Tau ITC nerfs. They just decided on their own.
That , barring the Tau players, the entire community is behind these nerf should say something.
The only nerf people agree with is the Piranha one (which I agree and am fine with). The rest are ridiculous.
41150
Hate @ 2016/02/18 02:43:23
Post by: SonsofVulkan
notredameguy10 wrote: Swampmist wrote:also, said nerfs are going to vote now that the LVO is over. They where rushed out so that the judges would have a ruling. So please, know what your talking about b4 you post 
I knew that. I was merely responding to the guy who jumped in accusing people of things
Automatically Appended Next Post:
master of ordinance wrote:notredameguy10 wrote: SonsofVulkan wrote: CKO wrote:the_scotsman wrote:I am confused. Why does your army need anything? Surely you can just use superior tactics and defeat the Eldar regardless of nerfs.
A man once said "the general is everything." Why should it matter if GW or ITC is putting the rules in place?
I have said this several times its not hurting me as an individual at all. I am doing this for our community its that simple! We cant go nerfing things out of irrational fear when it hasn't been play tested!
All of that doesn't matter now as I see people vote for a variety of reasons.
This is mostly about you... 2 whine threads later lol
Community voted to nerf drone factory which has nothing to do with Tau shooting, you made a thread about it that got no where and got bashed. Made this thread about Tau, which we all know is just another shot at ITC, get bashed again.
Don't like ITC don't play the tourney. No one cares if you become another eldar player, wait for the changes and play accordingly.
Hey buddy, how about you know what you are talking about before posting.
There WAS NO VOTE for the most recent Tau ITC nerfs. They just decided on their own.
That , barring the Tau players, the entire community is behind these nerf should say something.
The only nerf people agree with is the Piranha one (which I agree and am fine with). The rest are ridiculous.
Right there wasn't a actual survey vote, but the FLG organizers came to that decision after the concern was brought to their attention by the community... They didnt just implemented them out of whim and as far I can see most people are fine with the nerf on Drone factory. Now over the next few months if they going to remove some of the other rulings on Tau, sure no problem as long as they keep the nerf on Drone factory.
52223
Hate @ 2016/02/18 02:55:09
Post by: notredameguy10
SonsofVulkan wrote:
Right there wasn't a actual survey vote, but the FLG organizers came to that decision after the concern was brought to their attention by the community... They didnt just implemented them out of whim and as far I can see most people are fine with the nerf on Drone factory. Now over the next few months if they going to remove some of the other rulings on Tau, sure no problem as long as they keep the nerf on Drone factory.
I am fine with that. I agree Drone Factory would be very annoying... for everyone! It would be annoying to the opponent to have to keep killing new drones, and just annoying because it is kinda cheesy. The reason Tau players are mad is not because of nerfs for the sake of fairness, it is nerfs for the sake of fear of fairness. Several of the nerfs were gut reactions that had no validity other than fear of something being too strong. The ghostkeel nerf in particular is the one that bothers me the most. Its not even that competitive of a unit (I don't believe it was in any Tau army at LVO) and the pre-nerf was in no way OP.
99449
Hate @ 2016/02/18 04:03:18
Post by: Reavas
I got tabled by the Sisters of Battle against my daemon army... so it's difficult to complain about the Tau or Necrons kicking my ass.
(All joking aside, the warpstorm table killed my own HQ turn 2 so It was really in the hands of fate  )
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