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Post by: easysauce
rules here: http://www.forgeworld.co.uk/resources/PDF/Datasheets/Tau-Kx139-Ta%E2%80%99unar.pdf
discuss new tactics to use this armour and how to defeat it!
edit to add pic of rules (its ok they are posted public on FW so no copyright infringement)
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Post by: topaxygouroun i
2 x Grav centurion drops should probably do it in a single turn. Not much more than that. It's immune to most of the rest of the game.
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Post by: obsidiankatana
Cult Mechanics has an easy enough time with Kataphron Destroyers. Provided they go first. A Ta'unar looks like it wins if it goes first. Pods might be the answer, but the rest of the Tau army smoothly packs enough Interceptor to counteract the threat.
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Post by: topaxygouroun i
obsidiankatana wrote:Cult Mechanics has an easy enough time with Kataphron Destroyers. Provided they go first. A Ta'unar looks like it wins if it goes first. Pods might be the answer, but the rest of the Tau army smoothly packs enough Interceptor to counteract the threat.
Maybe not enough intercept once you pay 600 pts for this baby first.
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Post by: jy2
topaxygouroun i wrote:2 x Grav centurion drops should probably do it in a single turn. Not much more than that. It's immune to most of the rest of the game.
3 words for you...
Void Shield Generator.
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Post by: minigun762
Assault it with many IC Dreadnoughts
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Post by: easysauce
im a bit non plussed that its WS 3 for some reason, seems like close combat is the way to get it down, but with its firepower I think it can reliably kill a few dreadnoughts before they get to him, not to mention he can move 12, they move 6.
GK DK with jump teleporters would do ok though
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Post by: DaKKaLAnce
He looks like a very tough model to kill. It would take a lot of focus to really kill him. If he does go first, yeah for sure him will take out some important units, but going 2nd is just going to be the most effective way for all those alpha strike list.
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Post by: Big Blind Bill
2 things will seriously effect how the model plays.
Firstly, does your group allow GMCs to fire 2 weapons a turn, or all of them.
Secondly, does the explicit list of GMC special rules included with the supremacy profile omit stomp and FNP on purpose, or is it an oversight.
Edit: quick question as I don't have my rulebook to hand: are GMCs immune to morale, or would similar counters to the riptide work on the supremacy suit?
(Ignore this, just checked the profile and it is indeed fearless).
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Post by: Desubot
jy2 wrote:topaxygouroun i wrote:2 x Grav centurion drops should probably do it in a single turn. Not much more than that. It's immune to most of the rest of the game.
3 words for you...
Void Shield Generator.
Does it work if you are inside the VSG?
But you need more than 2 grav pods.
its about 10 hits and 9ish wounds
then halved for invul then a few shaved off for FNP
not really counting the missiles as 5 to wound 2+ saves :/
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Post by: Ravenous D
topaxygouroun i wrote:2 x Grav centurion drops should probably do it in a single turn. Not much more than that. It's immune to most of the rest of the game.
You'd have to hope they don't have interceptor in any fashion. Plus on average a 3 man cent squad only does 3-4 wounds. Remember it has a 4++ and FNP. And it will delete those Cents the following turn.
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Post by: jy2
Desubot wrote: jy2 wrote:topaxygouroun i wrote:2 x Grav centurion drops should probably do it in a single turn. Not much more than that. It's immune to most of the rest of the game.
3 words for you...
Void Shield Generator.
Does it work if you are inside the VSG?
But you need more than 2 grav pods.
its about 10 hits and 9ish wounds
then halved for invul then a few shaved off for FNP
not really counting the missiles as 5 to wound 2+ saves :/
Put it (VSG) in the very corner. Fill the insides with kroots or other bubble-wrap and voila.
Oh....and don't forget Intercepting riptides with Ion blasts. Lol.
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Post by: welshhoppo
How am I supposed to defeat this with chaos?
Like if I go to a game and someone brings this out, I might as well go home.
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Post by: paramedicpirate
How to use this armour...... Start the game on a skyshield flanked by 2 units with interceptor. Everything else in the army goes fast forward to claim objectives. Plenty of markerlights and enjoy picking up maelstrom points as your opponent concentrates on taking it out.
This thing is going to be a fire magnet, your opponent can not ignore it and during that time you should be able to section off their army and defeat each piece with the rest of what you bring.... remember make them roll dice and eventually they will fail saves.
How to beat this armour? Volume of fire. Same goes for fighting it.... make it make saves .... yes it is t9 but not impossible to wound, anything that can would it reliably is AP1 or 2 so it is down to 4+ then 5+ FNP. MSU will not work as well against this as it should be killing 3-4 MSU style units a turn, go for larger squads and make it concentrate on them. That being said if your FLGS is using ITC rules it won't be allowed anyway unless they change the no massive template that ignores cover. Yes I know you can remove the D weapon and replace it with the fusion but few will mainly because it severely shortens it's reach.
Just my 2 cents
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Post by: Desubot
jy2 wrote: Desubot wrote: jy2 wrote:topaxygouroun i wrote:2 x Grav centurion drops should probably do it in a single turn. Not much more than that. It's immune to most of the rest of the game.
3 words for you... Void Shield Generator. Does it work if you are inside the VSG? But you need more than 2 grav pods. its about 10 hits and 9ish wounds then halved for invul then a few shaved off for FNP not really counting the missiles as 5 to wound 2+ saves :/
Put it (VSG) in the very corner. Fill the insides with kroots or other bubble-wrap and voila. Oh....and don't forget Intercepting riptides with Ion blasts. Lol. Ja. though whatever does survive will at least have missiles to pop the void shields first before the grav payload. which is a thing. im not expecting as many riptides to worry about with that 600 point sink right there. though this is all hypothetical. building a list with the new suit would be fun. edit: I figure it would be muuuch easier for tau to just get a bastion. put the suit in a corner. put bastion in front (diagonally to get cover from side shots) . it should get 3+ cover saves ( IIRC) while having LOS above it.
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Post by: niv-mizzet
welshhoppo wrote:How am I supposed to defeat this with chaos?
Like if I go to a game and someone brings this out, I might as well go home.
My BA have similar feelings on the issue. I'm hoping the omitting of stomp is intentional. That way I can at least try to lock it down in melee, assuming anyone even makes it there through all the firepower. If it does have stomp I'll be like "sorry didn't bring a competitive list today, play someone else or put that thing away."
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Post by: jy2
welshhoppo wrote:How am I supposed to defeat this with chaos?
Like if I go to a game and someone brings this out, I might as well go home.
An Invisble (from Be'lakor) and Grimoired Bloodthirster with D weaponry. That's the only way to kill this guy....kick him in the nuts with D-weapons in CC.
Automatically Appended Next Post: Whoa....you kidding me? No FNP and no Stomps? That changes things a bit.
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Post by: gameandwatch
jy2 wrote: welshhoppo wrote:How am I supposed to defeat this with chaos?
Like if I go to a game and someone brings this out, I might as well go home.
An Invisble (from Be'lakor) and Grimoired Bloodthirster with D weaponry. That's the only way to kill this guy....kick him in the nuts with D-weapons in CC.
Automatically Appended Next Post:
Whoa....you kidding me? No FNP and no Stomps? That changes things a bit.
Indeed, now granted...it is only 600 points, I have no doubt I could protect it from just about anything assuming tau keep the ability to get interceptor with their next codex...which they may not. If these rules stay as is though, I could easily see it getting banned in ITC
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Post by: TheCustomLime
I can see Eldar taking this beast down with how much D weaponry they can spam along with psychic scream.
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Post by: Desubot
Wait it has no FNP or stomps?
That certainly does change quite a bit.
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Post by: WrentheFaceless
Where are yous eeing it has no FNP Or stomps? Its a gargantuan creature?
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Post by: Frozocrone
FW listed all the rules for Gargantuan creatures...bar Fnp and Stomp
YMDC, I'm just going to troll my Tau friend whose been looking forward to this
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Post by: WrentheFaceless
Could be a typo, like the worded "No cover save" instead of "Ignores cover" and that "Unstoppable" rule in the paragraph that doesnt currently mean anything or have a rule in the brb
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Post by: Frozocrone
It probably is a typo in all fairness
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Post by: TompiQ
paramedicpirate wrote:
How to beat this armour? Volume of fire. Same goes for fighting it.... make it make saves .... yes it is t9 but not impossible to wound, anything that can would it reliably is AP1 or 2 so it is down to 4+ then 5+ FNP. MSU will not work as well against this as it should be killing 3-4 MSU style units a turn, go for larger squads and make it concentrate on them. That being said if your FLGS is using ITC rules it won't be allowed anyway unless they change the no massive template that ignores cover. Yes I know you can remove the D weapon and replace it with the fusion but few will mainly because it severely shortens it's reach.
It will take roughly 800 S6 hits that doesn't pierce 2+ saves, or 60 S9 hits that does, to take down the Ta'unar. That means roughly 200 scatterbikes or 37 Lascannon predators to down it in one round. Volume of fire doesn't begin to describe how much firepower you need. You simply need the D.
jy2 wrote:
Automatically Appended Next Post:
Whoa....you kidding me? No FNP and no Stomps? That changes things a bit.
Since no ablative rules are mentioned under unit types in normal GW publications, yet apply anyway, it'd have to be assumed that the Ta'unar still receives FnP and Stomp due to being a GC, until FW states otherwise. I've mailed them just to make sure, but as of now we can't exclude them from the calculations.
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Post by: DoomShakaLaka
WrentheFaceless wrote:Could be a typo, like the worded "No cover save" instead of "Ignores cover" and that "Unstoppable" rule in the paragraph that doesnt currently mean anything or have a rule in the brb
It also has Ordinance on a Strength D weapon for some reason.
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Post by: TompiQ
WrentheFaceless wrote:Could be a typo, like the worded "No cover save" instead of "Ignores cover" and that "Unstoppable" rule in the paragraph that doesnt currently mean anything or have a rule in the brb
Actually, unstoppable is the rule under the Gargantuan Creatures category in the BRB stating they suffer 1d3 wounds instead of ID. It is also the rule that makes snipers and poison less effective versus them.
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Post by: WrentheFaceless
Oh unstoppable is that rule? N/m, thought it was Unstoppable Behemoth or something like that.
Still think its a typo though
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Post by: Frozocrone
Unstoppable is for GC. You're probably thinking of Invinvicle Behemoth, for SHV.
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Post by: WrentheFaceless
Yea I usually only use Knights, not familiar with GC rules other than Wraithknights.
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Post by: easysauce
So, grav spam, thats about it then?
also a WK will kill this in CC pretty easily, but this will also reliably kill that WK before it gets into CC (half the pts though, so win for the WK)
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Post by: WrentheFaceless
Grav spam seems to be the answer to a lot of stuff these days
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Post by: effreem
Shadowseer with mirror of minds with DE character with armor of -2ld and WWP. At -5ld and 9ld he can never beat the shadowseers roll. It will continue until he fails enough inv saves and FNP to die.
EDit: Phantasmancy Fog of Dreams pretty well hurts it too.
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Post by: CrownAxe
Just get a SHW in combat with it
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Post by: Sheit27
So if I'm fielding one of these
at 1850 I can easily fit this guy, firebase cadre, kroot, a couple skyrays, and suits.
you want to grav me? you get intercepted by 48 shots
you want to assault me? you have to assault layers of kroot while being hit by overwatch from everything in my army each time.
you want to use invisible units? I've got markerlights.
I say the best bet is probably hitting this guy with D weapons and rolling 6's
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Post by: Frozocrone
Drop a Skyray for a VSG and you're talking.
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Post by: easysauce
well, jaws of world wolf hasnt been FAQ'd in ITC or anything to not affect GC's so there is that too i guess....
not really kosher RAI but it is RAW lol
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Post by: Darth Bob
easysauce wrote:well, jaws of world wolf hasnt been FAQ'd in ITC or anything to not affect GC's so there is that too i guess....
not really kosher RAI but it is RAW lol
Pretty sure the Unstoppable rule includes "removed from play" effects as well.
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Post by: Desubot
Sheit27 wrote:
I say the best bet is probably hitting this guy with D weapons and rolling 6's
then having the D be reduced by half...
at 1850 there will be way more than just 1-2 drop pods with grav things.
If anything id expect to see 3 grav cents, and skyhammer gravs.
you cant split fire enough to deal with all of it.
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Post by: Zach
With 3 Apocalyptic S8 AP3 ignores cover barrages, a Tyranid player need not even deploy if he's going second.
Ah well, Tau will be Tyranid bane with renewed vigor.
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Post by: koooaei
Good night, sweet greentide.
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Post by: Krusha
Dare I say... 'Eadwoppa's killchoppa?
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Post by: CrownAxe
Iechine wrote:With 3 Apocalyptic S8 AP3 ignores cover barrages, a Tyranid player need not even deploy if he's going second.
Ah well, Tau will be Tyranid bane with renewed vigor.
I suggest you read what Apocalyptic Barrages are because its not what you think it is (and its not even that great)
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Post by: Sheit27
Desubot wrote:Sheit27 wrote:
I say the best bet is probably hitting this guy with D weapons and rolling 6's
then having the D be reduced by half...
at 1850 there will be way more than just 1-2 drop pods with grav things.
If anything id expect to see 3 grav cents, and skyhammer gravs.
you cant split fire enough to deal with all of it.
lol okay.
you need to cause 10 wounds
you have to get through a 4++ and a 5+ FNP
so lets say you have skyhammer with 8 grav cannons and 2 combi gravs from sergeants. That gives you 46 grav shots with rerolls to hit and rerolls to wound on 40 of them. (I'll even say you reroll to wound on all 46)
so you hit 36.7 times after rerolls (doctrine)
You've now wounded me 30.56 times
4++ invuln
15.3 fails
5+ FNP
10.09 wounds go through and you've killed him after spending approx 700 points on your skyhammer formation right?
The problem is those devastator squads at going to take on average 25 wounds from the firebase cadre alone. So you're left with a couple shots?
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Post by: Yoyoyo
Killing this guy is probably picking the wrong battle.
----> Hit it with a Blind test or other shooting debuff.
----> Assault the Tau army so you can't be targeted.
----> Assault the KX.
There's certainly ways to kill it, but aside from D-Weapons, they all involve jumping through a lot of hoops.
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Post by: Desubot
Sheit27 wrote: Desubot wrote:Sheit27 wrote: I say the best bet is probably hitting this guy with D weapons and rolling 6's then having the D be reduced by half... at 1850 there will be way more than just 1-2 drop pods with grav things. If anything id expect to see 3 grav cents, and skyhammer gravs. you cant split fire enough to deal with all of it. lol okay. you need to cause 10 wounds you have to get through a 4++ and a 5+ FNP so lets say you have skyhammer with 8 grav cannons and 2 combi gravs from sergeants. That gives you 46 grav shots with rerolls to hit and rerolls to wound on 40 of them. (I'll even say you reroll to wound on all 46) so you hit 36.7 times after rerolls (doctrine) You've now wounded me 30.56 times 4++ invuln 15.3 fails 5+ FNP 10.09 wounds go through and you've killed him after spending approx 700 points on your skyhammer formation right? The problem is those devastator squads at going to take on average 25 wounds from the firebase cadre alone. So you're left with a couple shots? its Grav cents and sky hammer. Grav cents should alone deal about 4-5 unsaved wounds each. id probably bring two or three and the sky hammer (assuming we are talking "competative play") your fire base has to intercept at least 3 of these units not to die. and the Devs can be further MSUed if they want. its 1500 points of grav spam.
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Post by: Big Mac
you need a Tallarn tiger, a monsterous creature to kill one.
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Post by: easysauce
D weapons sound ok at dealing with it until you realize that even on a 6 you only take off a max of 6 wounds...
how many armies outside of eldar can pump out that much D?
most people seem to have issues killing WK's with less wounds and a worse ++ save, not sure how this will fare in comparison
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Post by: Kap'n Krump
Frozocrone wrote:FW listed all the rules for Gargantuan creatures...bar Fnp and Stomp
YMDC, I'm just going to troll my Tau friend whose been looking forward to this
Don't be silly - it's listed as a gargantuan creature, with all the benefits that provides per the BRB.
As for killing it, I have no idea, from an ork perspective. I have enough problems killing riptides.
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Post by: Desubot
Kap'n Krump wrote: Frozocrone wrote:FW listed all the rules for Gargantuan creatures...bar Fnp and Stomp
YMDC, I'm just going to troll my Tau friend whose been looking forward to this
Don't be silly - it's listed as a gargantuan creature, with all the benefits that provides per the BRB.
Thats one way of looking at it.
It is a FW rule so i wouldnt put it past them to make something more special than the BRB rules.
honestly wont take but an email to clarify
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Post by: Wolf_in_Human_Shape
Daemon Knight of Khorne who can charge this thing successfully will do some work. +d3 attacks on charge, +1 on destroyer table.
Be'lakor for Invisibility would be nice, but that's 775 points to deal with 600. *shrug* The Tau player will probably be able to bring plenty of marker lights for 175 points.
WS3 on the suit is pretty silly, as an aside.
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Post by: jy2
Why? This is Tau we are talking about after all.
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Post by: Wolf_in_Human_Shape
jy2 wrote:
Why? This is Tau we are talking about after all.
I could easily be wrong about this, but aren't most Tau suits WS2?
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Post by: Desubot
jy2 wrote:
Why? This is Tau we are talking about after all.
im surprised it can even see his feet past that barrel chest
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Post by: easysauce
jy2 wrote:
Why? This is Tau we are talking about after all.
its silly cause it should be WS 2 lol!
not OP and certainly not a big deal, but its a bit unfluffy for tau IMO.
also my guardsmen with meltabombs cry a little more cause of this Automatically Appended Next Post: other then that fluff wise and model wise i really like this thing!
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Post by: Wolf_in_Human_Shape
Every little thing adds up. Hitting 33% of the time instead of 50% against most things that have a chance at hurting it is a big deal IMO, especially since it will always take more than 1 round of combat to kill it, and it's unlikely the knight/whatever fighting it will have full hull points or wounds when it makes the charge.
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Post by: JimOnMars
Yoyoyo wrote:Killing this guy is probably picking the wrong battle.
----> Hit it with a Blind test or other shooting debuff.
OK...here's the plan...
deep strike a crap-ton of nurglings. The thing is at I2 and will almost always be blind. Then take it apart in CC.
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Post by: DaKKaLAnce
I wonder if this gives us an idea of how the new Tau codex will be?
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Post by: CrownAxe
Wolf_in_Human_Shape wrote:Every little thing adds up. Hitting 33% of the time instead of 50% against most things that have a chance at hurting it is a big deal IMO.
Ws2 still hits most things on 4+. You have to be Ws5 or higher for ws2 to hit on a 5+ which isn't that common.
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Post by: Co'tor Shas
Yes, but I assume the piolets are of at least shas' el rank, seeing as they are also BS4. They are right between a crisis and a commander.
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Post by: Wolf_in_Human_Shape
CrownAxe wrote: Wolf_in_Human_Shape wrote:Every little thing adds up. Hitting 33% of the time instead of 50% against most things that have a chance at hurting it is a big deal IMO.
Ws2 still hits most things on 4+. You have to be Ws5 or higher for ws2 to hit on a 5+ which isn't that common.
You're right. I thought Chaos Knights were WS5, but that's the Kytan. Figures. D-Thirster would be viable if it wouldn't get stomped to death (or die well before making a charge).
*edit*
I don't know what the rank stuff implies about their stats. I know nothing about Tau fluff.
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Post by: Vulgar
I just don't see how this unit doesn't earn it's point back, and at the same time allowing the rest of the army not free reign, but an offensive advantage and the ability to do things you might normally avoid with that thing and it's range. Also; require an expensive dedicated counter. At range; it has a solution for everything in the game. Maybe the bs3 will mitigate that a bit.
Luckily it's forgeworld, and they do experimental rules for a reason, and do make changes. Let's see it play and see what happens.
Side question : Couldn't a buffmander type use CnC node and MSSS on this guy? Granted some weapons already include those effects, but in the scenario of "all weapons fire-able" it's beyond nightmarish, or maybe Shadowsun's special drone? Thankfully Tau are super limited so I don't think psykers buffing this thing are an issue.
BS3 seems so off fluff wise on such a huge investment. This should be longstrike's suit.
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Post by: Arcanii
Desubot wrote:quote=Desubot 664321 8134027 41f4b2ef0ea46e830f5d15c6b3835a5e.jpg]
its Grav cents and sky hammer.
Grav cents should alone deal about 4-5 unsaved wounds each. id probably bring two or three and the sky hammer (assuming we are talking "competative play") your fire base has to intercept at least 3 of these units not to die. and the Devs can be further MSUed if they want. its 1500 points of grav spam.
I don't know how you think 10 devestators and some grav cents will survive lol.
1850
HQ
Commander (plasma x2, EWO, xv84 suit)
Troop
Crisis Team x3 (plasma x6, EWO x3)
Kroot x10
Kroot x10
FA
Tetra
Tetra
HS
Skyray
Supremacy Battlesuit x1
Formation - Firebase Cadre
Riptide (EA/ IA)
Missileside w/ EWO x6
Here's an 1850 list and If I knew I was playing your list I'd just make it all EWO suits with plasma
the missilesides alone will wipe out the skyhammer devs
now you're telling me 3 grav cents will survive:
a riptide with an IA blast and TL plasma shots
plus a unit of 4 crisis suits with plasma + ewo + networked marker light?
you will have brought 1,000 points worth of grav guns that are on only 13 models and now you've got 850 points on the table of what left?
(so many edits I couldn't figure out quotes and just kept submitting my changes not using preview lol)
Automatically Appended Next Post:
Has anyone realized that with having this is a tau army you've got a 7 inch D blast template that ignores cover with the use of markerlights?
going to be pretty hilarious wiping out armies of jet bikes and bikes when they cant jink save.
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Post by: DarkLink
Skyhammer is effectively worthless against competitive Tau. A handful of expensive, high value but fragile-for-their-points units? Perfect Interceptor bait. You're practically handing your opponent free points (and considering two full devestator squads decked out with Grav is around 600pts, even if you use them as a "distraction" so you can also drop in grav cents to kill the KX139, then you're not getting anything out of that trade-off).
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Post by: Arcanii
not to mention if you're going to try and drop in 5 grav squads I can just bring 40 kroot for only 240 points and still have an army and bubble wrap you out of 24 inch range of the supremacy suit. have fun shooting Kroot with grav guns
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Post by: Caederes
Why are you guys listing close combat as a counter to this thing? It has 60"+ ranges on its three main guns and has the line of sight (height) to sit in any corner of the board and still blast you to oblivion, and no sane Tau player will leave it unsupported - bubble-wrapping joy! If you are playing on the short table edge deployment zones against this thing on top of Tau in general....Emperor protect you. There are counters to this thing but close combat IS NOT THE ANSWER.
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Post by: CrownAxe
Vulgar wrote:I just don't see how this unit doesn't earn it's point back, and at the same time allowing the rest of the army not free reign, but an offensive advantage and the ability to do things you might normally avoid with that thing and it's range. Also; require an expensive dedicated counter. At range; it has a solution for everything in the game. Maybe the bs3 will mitigate that a bit.
Luckily it's forgeworld, and they do experimental rules for a reason, and do make changes. Let's see it play and see what happens.
Side question : Couldn't a buffmander type use CnC node and MSSS on this guy? Granted some weapons already include those effects, but in the scenario of "all weapons fire-able" it's beyond nightmarish, or maybe Shadowsun's special drone? Thankfully Tau are super limited so I don't think psykers buffing this thing are an issue.
BS3 seems so off fluff wise on such a huge investment. This should be longstrike's suit.
These rules don't have the experimental stamp so aren't experimental
ICs can't join MCs or GCs so no buffmander shenanigans.
Its BS4
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Post by: Co'tor Shas
Again, unless FW has drastically changed the way they do things, these are not the final rules. We'll probably be getting a revised rule-set in a month or two. And then and even more revised one when they come out in print. Simply not having the stamp means very little in the long run.
FW tend to be pretty good about balance, especially when compared to GW. In fact, many of there things (especially for tau) tend to be over-costed.
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Post by: Kanluwen
Actually, them not having the stamp is important.
The recent SM Captain has no experimental rules as well.
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Post by: BlaxicanX
I agree that with no "experimental rules" stamp there's really no reason to assume that these are experiment rules.
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Post by: Caederes
They most definitely aren't Experimental, but whether they are the final rules we will get in the upcoming Imperial Armour book is another question entirely. The Tau'nar is fully legal for use in 40k right now but I would be surprised if it doesn't get toned down even slightly when it gets an in-book rule-set.
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Post by: Wolf_in_Human_Shape
Co'tor Shas wrote: FW tend to be pretty good about balance, especially when compared to GW. In fact, many of there things (especially for tau) tend to be over-costed.
To me, that suggests they are not pretty good about balance.
As for melee not being very effective, well sure it isn't ideal but as Khorne player my options are very limited in the ranged department.
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Post by: Co'tor Shas
As in they go to a lot of effort to try and not make things overpowered in the final versions, and I think they listen to detractors a bit too much. This is why I'm really not too fussed about these rules at this point. That and I don't play with superheavies outside apoc.
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Post by: Wolf_in_Human_Shape
Ah, I see what you're saying now.
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Post by: Caederes
Forge World have the occasional slip-ups with their rules - the original R'Varna, the current Y'Vahra, etc - but usually they over-price their units against their usually crazy abilities to ensure they are fair. They currently don't have anything that is Wraithknight levels of stupid from what I remember.
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Post by: Pain4Pleasure
Dark eldar, space marines, mechanicus, and a few other armies take it down quite easily. I don't really forsee any hardships here. If your army can't handle it, don't allow forge world. Now you've beaten it before the game has even started.
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Post by: Frozocrone
Freakshow can deal with it easily. Dark Eldar as a stand alone has a tough time.
Speaking of which, how does the shield interact with Psychic Shriek?
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Post by: CrownAxe
Frozocrone wrote:Freakshow can deal with it easily. Dark Eldar as a stand alone has a tough time.
Speaking of which, how does the shield interact with Psychic Shriek?
Witchfires are shooting attacks so lets it use the 4++ against them
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Post by: Caederes
Pain4Pleasure wrote:Dark eldar, space marines, mechanicus, and a few other armies take it down quite easily. I don't really forsee any hardships here. If your army can't handle it, don't allow forge world. Now you've beaten it before the game has even started.
They actually don't. Dark Eldar get obliterated by Tau in general and the Tau'nar only adds to the misery. Poison does not work against the Tau'nar, meaning you have to rely on Fleshbane which for Dark Eldar involves Grotesques, Wracks with Ossefactors, etc. None of which is probably going to last long against a Tau'nar backed Tau list before it gets close enough to do anything - 60" ranges ahoy!
Space Marines are reliant on Centurionstar/Skyhammer, but the latter of those is countered hard by EWO Tau and whatever survives is incredibly unlikely to kill a Tau'nar. The former has to have Invisibility up or it gets demolished. AdMech are reliant on their Kataphron Destroyers which are heavily out-ranged by the Tau'nar and similarly get destroyed the moment you try to Drop Pod them in against any half-decent Tau list. What armies deal with it easily, exactly? Even Eldar struggle to kill it with Wraithknight spam as the Tau'nar can reliably kill a Wraithknight without a shield per turn and the rest of the army should be able to kill another per turn as well. Orks, Tyranids, Sororitas, Guard (outside of double Warhound lists), Grey Knights, Chaos Marines, pure Harlequins, Necrons and other Tau have almost no chance of stopping a Tau'nar other than trying to tarpit it or relying on Titans, but that doesn't change the fact the codices themselves are bang outta luck.
Frozocrone wrote:Freakshow can deal with it easily. Dark Eldar as a stand alone has a tough time.
Speaking of which, how does the shield interact with Psychic Shriek?
Can a Freakshow list reliably get close enough to a Tau'nar though? That would be my concern with that list honestly but I do agree they at least have something to deal with a Tau'nar.
Psychic Shriek is a ranged attack, meaning the Tau'nar would get both its 4+ invulnerable save and 5+ Feel No Pain against it. It also has good base Leadership for a Tau (9) and can even use an Ethereal's Leadership 10 aura, though the Stubborn Invocation won't work against Psychic Shriek.
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Post by: Frozocrone
WWP Deep Strike for No Scatter, you can position it so that you block line of sight to EWO units (assuming the Codex still allows it when it's released).
Automatically Appended Next Post: 3+ Jink with Night Shields too, except against SMS which need 6's to pen.
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Post by: Caederes
Frozocrone wrote:WWP Deep Strike for No Scatter, you can position it so that you block line of sight to EWO units (assuming the Codex still allows it when it's released).
Automatically Appended Next Post:
3+ Jink with Night Shields too, except against SMS which need 6's to pen.
That's one unit though (or multiple I guess if you take more than one CAD) and the Tau'nar will be bubble-wrapped for sure, if the Tau player is using Kroot as the meat-shields for the Tau'nar they can also block a lot of your potential drop points when Infiltrating.
A mixture of Markerlights from Skyrays, regular Tau shooting and unsupported Broadsides from the Firebase Support Cadre will rip right through Raiders and Venoms. A single Broadside from the FSC (say you give a unit of three Target Locks so each can fire at a different unit) has a good chance of outright destroying a Venom with just his Smart Missile Systems and no Markerlights.
At best you can hope to get first turn, get right in their face and hope something sticks as you are obviously not going to win the ranged battle and Tau in general have a field day against lightly armoured skimmers.
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Post by: Frozocrone
It's also not helped that DE have a pretty bad Codex at the minute and Tau have aged fairly well for a 6th ed Codex.
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Post by: SagesStone
No stomp means use a cheap swarm unit with outflank or infiltrate, something to get it up there fast to charge and tarpit it for the game. Doesn't need to be killed, just needs to not be able to shoot. Given it only has 2 attacks at ws3, it's going to be in combat with pretty much anything that gets it caught in combat that won't run that easy if it does get one kill, right?
Really then the real issue would be the overwatch to get into combat with it. Pods would be out to start cause what Tau player doesn't have intercept really.
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Post by: BlaxicanX
I don't see what a freakshow list is supposed to do to this. It's fearless, with leadership 9. And it has 10 wounds. And a 4++/5+fnp. And ignores cover.
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Post by: StevetheDestroyeOfWorlds
I dont think the Dark Angels have any way of killing that
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Post by: Caederes
Frozocrone wrote:It's also not helped that DE have a pretty bad Codex at the minute and Tau have aged fairly well for a 6th ed Codex.
This is definitely true, the MBG article on BoLS a few weeks ago made my heart hurt in how wrong it was; Tau have their issues in 7th Edition but to say they've dropped out of the competitive scene is ludicrous. The Tau'nar only adds to the problems many armies have against Tau and in some cases is actually impossible to deal with (Orks).
n0t_u wrote:No stomp means use a cheap swarm unit with outflank or infiltrate, something to get it up there fast to charge and tarpit it for the game. Doesn't need to be killed, just needs to not be able to shoot. Given it only has 2 attacks at ws3, it's going to be in combat with pretty much anything that gets it caught in combat that won't run that easy if it does get one kill, right?
Really then the real issue would be the overwatch to get into combat with it. Pods would be out to start cause what Tau player doesn't have intercept really.
Unless Forge World actually release an FAQ saying that the Tau'nar does not get Feel No Pain or Stomp, it does by nature of being a Gargantuan Creature; I might be wrong but I am pretty sure the rules listed in parenthesis next to the parent rule has been done before by Forge World and similarly messed up, the Cerastus Knights come to mind. Two WS3 S8 AP2 attacks isn't much but the D3 Stomps ensure most tarpit solutions get squished, that is if they ever actually manage to reach the damn thing through its Overwatch, Supporting Fire Overwatch from nearby Tau, general Tau and Tau'nar shooting and the obvious tactic of bubble-wrapping the Tau'nar. I can see massed Canoptek Wraiths, Imperial Knights and a few others being capable of actually making it given all those factors but little else.
BlaxicanX wrote:I don't see what a freakshow list is supposed to do to this. It's fearless, with leadership 9. And it has 10 wounds. And a 4++/5+fnp. And ignores cover.
This is also true.
Automatically Appended Next Post:
Pure Dark Angels have no way of actually killing it, and Tau provide one of the few solutions to Ravenwing in the form of massed potential Ignore Covers AP3-AP2 shooting - the Apocalyptic Barrage from the Tau'nar can eat entire Ravenwing armies if they aren't positioned properly. It also goes without saying that Deathwing get shredded by Tau, which leaves mixed or Greenwing lists....which can't actually stand up to a Tau'nar's shooting.
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Post by: Orock
Suddenly I dont feel it would be cheezy to drop 5 or 6 units of vanguard in pods.
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Post by: Caederes
Orock wrote:Suddenly I dont feel it would be cheezy to drop 5 or 6 units of vanguard in pods.
Even Vanguard would have a tough time getting past the 2+ armour and 5+ Feel No Pain with the 10 Wounds on offer, plus I'd expect at least half of them to get eaten by the Tau Interceptor fire.
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Post by: Yoyoyo
They don't need to.
Aversion forces snapshots, which takes the main weapon offline for the rather economical cost of 1WC.
There's not a better counter in the entire game.
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Post by: Caederes
Yoyoyo wrote:They don't need to.
Aversion forces snapshots, which takes the main weapon offline for the rather economical cost of 1WC.
There's not a better counter in the entire game.
That's pretty good but there are several things to consider; you need to roll up the power, you need to get within 24" to use it and you can bet the Tau player will throw all their dice at stopping it. It is really easy to stop if the Tau player has the Talisman of Arthas Moloch, and I'd worry about getting in range to use the power. EWO makes Deep Striking the Librarian with that power very risky while otherwise the Tau'nars' range and probable bubble wrap will make other delivery solutions less favourable. Also, Markerlights will at least mitigate the effects of the power for its other guns.
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Post by: Alcibiades
This is the most absurd thing that I have ever seen.
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Post by: minigun762
A quick look has this suit beating a Warhound titan most of the time.
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Post by: minigun762
Only if you take the most Min Max OP WAAC loadout..
Take the standard fluff loadout of turbo lasers and mega bolter and it won't win.
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Post by: Co'tor Shas
minigun762 wrote:
Only if you take the most Min Max OP WAAC loadout..
Take the standard fluff loadout of turbo lasers and mega bolter and it won't win.
I understand the worry that the loadout was chosen to beat it, but how is choosing the best loadout WAAC? It's simply logic, you take the best loadout. It's not like using loopholes to make it more powerful that it normally is or something.
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Post by: minigun762
Co'tor Shas wrote: minigun762 wrote:
Only if you take the most Min Max OP WAAC loadout..
Take the standard fluff loadout of turbo lasers and mega bolter and it won't win.
I understand the worry that the loadout was chosen to beat it, but how is choosing the best loadout WAAC? It's simply logic, you take the best loadout. It's not like using loopholes to make it more powerful that it normally is or something.
Fair enough, I was overly harsh..
I still think it's a balance issue when you have to take the best loadout of a more expensive unit to beat the stock, fluff loadout of a cheaper unit.
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Post by: Mojo1jojo
this makes a 850 point stompa just look stupid
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Post by: Wilson
It's time to move supers back into apocalypse!
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Post by: Nilok
I would like to see the calculation if the Ta'unar fired all of its weapons each turn. YMDC is still divided on the ruling if a GC can fire all of their weapons or not, and I am interested how it would differ.
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Post by: Therion
Nilok wrote:
I would like to see the calculation if the Ta'unar fired all of its weapons each turn. YMDC is still divided on the ruling if a GC can fire all of their weapons or not, and I am interested how it would differ.
In addition to that, you should add some deep striking double fusion blaster Crisis suits and a marker drone or two to assist the Ta'unar with the points difference between it and the Warhound. It would be pretty absurd if the Ta'unar straight up beat a 25% more expensive Titan that's widely been considered pretty points efficient for a big Forgeworld model.
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Post by: Erik_Morkai
BlaxicanX wrote:I don't see what a freakshow list is supposed to do to this. It's fearless, with leadership 9. And it has 10 wounds. And a 4++/5+ fnp. And ignores cover.
A Freakshow list, provided some luck on the psychic powers as always can practically kill it off in a single turn. Being Fearless does not mean being invulnerable to LD tactics.
Horrify lowers LD by 3.
Armor of Misery by 2.
Mask of Secrets by 2.
-7 LD so now has only an LD of 2.
Psychic Shriek, The sum of 3D6 -2 is the number of wounds taken with no armor or cover. That is one aspect but the best is Mirror of Minds. With -7 LD it has become mathematically impossible for the target to survive. Sure your opponent can be a dick and still make the rolls and save but the conclusion is inevitable. It will die.
Mirror of Minds is a focused witchfire. Once the power cast, the caster and target are "locked" in psychic combat. Each roll a D6 + LD so maximum of 8 for the Tau (with the -7 LD) vs D6 + 10 for the Shadowseer.
If the Tau rolls equals or below the Shadowseer it takes a wound with no armor or cover and the process is repeated UNTIL either the Tau dies OR rolls higher which mathematically cannot happen. Sure the guy can make a couple of saves or FnP and then what? The power keeps triggering because the only two escape clauses are superior dice roll (impossible) or death (inevitable).
This works against Wraithknights as well. A properly executed Mirror of Minds is a sureshot BUT it will kill one model not a squad. It's good for HQs or problematic MCs, GMCs.
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Post by: Co'tor Shas
That's a perfect solution, but that actually sound freakishly OP.
Just imagine the rage of a person fielding this who gets hit with that.
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Post by: topaxygouroun i
What's its leadership? Maybe Ahriman could triple scream if off the table??? Or at least cripple it enough and let the predators finish it???
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Post by: Yoyoyo
LD9. Psychic scream is a shooting attack, meaning you need about 30 wounds to drop it.
It's one of the better methods for sure. For comparison:
35 Grav shots w/amps (rerolls hits, rerolls wounds)
54 regular Grav shots (no rerolls at all)
10 ranged hits from D-Weapons (each 6 rolled drops this by 5)
8 melee hits from D-weapons (each 6 rolled drops this by 4)
20 S10 AP2 attacks with Instant Death (WS4, reroll hits)
40 S10 AP2 attacks without Instant Death (WS4, reroll hits)
30 wounds from Psychic Shriek (calculated as a 4++ save)
135 Lasgun shots with rending (rerolls hits, rerolls wounds)
85 melee attacks with either rending or S6 AP2 (WS4, reroll hits, reroll wounds)
My math is pretty fast and loose but that's the ballpark figures.
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Post by: Desubot
Arcanii wrote: Desubot wrote:quote=Desubot 664321 8134027 41f4b2ef0ea46e830f5d15c6b3835a5e.jpg] its Grav cents and sky hammer. Grav cents should alone deal about 4-5 unsaved wounds each. id probably bring two or three and the sky hammer (assuming we are talking "competative play") your fire base has to intercept at least 3 of these units not to die. and the Devs can be further MSUed if they want. its 1500 points of grav spam. I don't know how you think 10 devestators and some grav cents will survive lol. 1850 HQ Commander (plasma x2, EWO, xv84 suit) Troop Crisis Team x3 (plasma x6, EWO x3) Kroot x10 Kroot x10 FA Tetra Tetra HS Skyray Supremacy Battlesuit x1 Formation - Firebase Cadre Riptide (EA/ IA) Missileside w/ EWO x6 Here's an 1850 list and If I knew I was playing your list I'd just make it all EWO suits with plasma the missilesides alone will wipe out the skyhammer devs now you're telling me 3 grav cents will survive: a riptide with an IA blast and TL plasma shots plus a unit of 4 crisis suits with plasma + ewo + networked marker light? you will have brought 1,000 points worth of grav guns that are on only 13 models and now you've got 850 points on the table of what left? (so many edits I couldn't figure out quotes and just kept submitting my changes not using preview lol) Automatically Appended Next Post: Has anyone realized that with having this is a tau army you've got a 7 inch D blast template that ignores cover with the use of markerlights? going to be pretty hilarious wiping out armies of jet bikes and bikes when they cant jink save. back from the weekend edit: hang on so you are list tailoring your army against drop armies and telling me that drop armies wont do good? is EWO crisis suits a thing now? The broadsides will most likely target the Grav devs but there will be 2 to 4 units of them. you are not whiping all of them out if they MSU. Then you have to deal with a single shot overheating large blast template that will most likely only hit two grav cents at best. with no guarantee that you will get the 24" plasma gun shot. on top of the fact that they can get cover from the drop pods they come in with or any other terrain on table since you cant marker light during a EWO. and whatever is left you have two units of assault marines can go after whatever they want and ether lock up the riptide and broadsides (since they cant shoot for a turn) or perhaps the skyray and knock it out in combat.
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Post by: topaxygouroun i
back from the weekend
edit: hang on so you are list tailoring your army against drop armies and telling me that drop armies wont do good? is EWO crisis suits a thing now?
The broadsides will most likely target the Grav devs but there will be 2 to 4 units of them. you are not whiping all of them out if they MSU.
Then you have to deal with a single shot overheating large blast template that will most likely only hit two grav cents at best. with no guarantee that you will get the 24" plasma gun shot.
on top of the fact that they can get cover from the drop pods they come in with or any other terrain on table since you cant marker light during a EWO. and whatever is left you have two units of assault marines can go after whatever they want and ether lock up the riptide and broadsides (since they cant shoot for a turn) or perhaps the skyray and knock it out in combat.
Wait 3 weeks  It will not surprise me in the slightest to see simple fire warriors getting interceptor. I would like to see skyhammer then. It sounds a double win for GW also. People already bought 5 x drop pods, why shouldn't they buy 3 boxes of fire warriors also???
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Post by: Desubot
topaxygouroun i wrote:
back from the weekend
edit: hang on so you are list tailoring your army against drop armies and telling me that drop armies wont do good? is EWO crisis suits a thing now?
The broadsides will most likely target the Grav devs but there will be 2 to 4 units of them. you are not whiping all of them out if they MSU.
Then you have to deal with a single shot overheating large blast template that will most likely only hit two grav cents at best. with no guarantee that you will get the 24" plasma gun shot.
on top of the fact that they can get cover from the drop pods they come in with or any other terrain on table since you cant marker light during a EWO. and whatever is left you have two units of assault marines can go after whatever they want and ether lock up the riptide and broadsides (since they cant shoot for a turn) or perhaps the skyray and knock it out in combat.
Wait 3 weeks  It will not surprise me in the slightest to see simple fire warriors getting interceptor. I would like to see skyhammer then. It sounds a double win for GW also. People already bought 5 x drop pods, why shouldn't they buy 3 boxes of fire warriors also???
Honestly i wouldnt put it past them to give USR Intercept on all tau things or suits. they already did with suits and multi trackers
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Post by: The Scorpion
As I'm a total newb at the moment, don't destroy me too much, but what about Predators or Dreadnoughts with Conversion Beamers? The farther away, the stronger the shot up to Str 10, ap 1...Could that help? 100+ inches outranges everything short of "unlimited"
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Post by: DoomShakaLaka
The Scorpion wrote:As I'm a total newb at the moment, don't destroy me too much, but what about Predators or Dreadnoughts with Conversion Beamers? The farther away, the stronger the shot up to Str 10, ap 1...Could that help? 100+ inches outranges everything short of "unlimited"
Unfortunately one S10 ap1 shot is not going to do much against this thing as it has 10 wounds, a 4+ save against shooting attacks, and FNP.
Assuming you hit it. It has 5/6 chance to do a wound, a 1/2 chance of being negated by the invulnerable save and a 1/3 chance of being save by FNP after that.
So one S10 ap1 shot does 0.138 wounds to it. You would need 72.46 S10 ap1 hits to kill it.
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Post by: endlesswaltz123
Assuming it can't stomp, multiple grey knights term/paladin squads with daemon hammers, activating force.
Assault centurions (lol, seriously, well, as a side note to take off it's last few wounds).
Large death company units with the +S combat tactics with lots of thunder hammers.
(All of these require a sufficient delivery to the target though)
At least 3 knights just launching at it (but not very point efficient.
Also, I mentioned this in the other threads about this in the rumours. With the way they can nerf D, plus the shots they can put out along with a D shot, could 3 of these things bring down a warlord (Void shields can get stripped by the smaller weapons and the arms). If not certainly a reaver. They can weather the D-attacks so well, maybe not enough for a warlord but a reaver is in trouble.
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Post by: QuazzaP
I have no idea how one would go about killing the thing, as I am definitely not confident with larger scale games where this thing would be present. But what I CAN say is use it as a firing magnet. Seriously. Looking at it's stats and rules, it can take a withering storm of heavy fire, and still shrug it off laughing, as well as BS2 overwatch to obliterate a fool-hardy squad of krak grenading veterans or something. Not to mention a 1/2 chance of ignoring all shooting damage with it's invuln save!
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Post by: Gray1378
Ive already bought mine and honestly i cannot wait for the salt to come. 600 points will easily distract 1000 plus points per turn while my true threat (crisis suits) do the dirty work.
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Post by: jy2
Gray1378 wrote:Ive already bought mine and honestly i cannot wait for the salt to come. 600 points will easily distract 1000 plus points per turn while my true threat (crisis suits) do the dirty work.
Don't sell him short. He is a true threat.
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Post by: Gray1378
And he is JY2. Im not trying to understate its ability, im looking at the fire power and the fact that the D weapon is a pulse weapon (ethereal anyone) . I still think the strength will be in our suits. This is all speculation as we do not have our new dex yet.
For killing big scary things im glad we have something to make them quake in their boots
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Post by: SBG
I'm wondering about the viability of tar pitting it, as there seems to be few other options for CC armies.
Neat model, neat rules...
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Post by: Gray1378
It gets stomp so i doubt tarpitting it will be effective
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Post by: Ravenous D
Assuming you can even get close enough to it. And it doesn't have marker drones giving it fire support.
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Post by: locarno24
this makes a 850 point stompa just look stupid
Actually, I reckon a stompa can probably handle this thing fairly effectively - barring a deathblow hit with the mass drivers, it's probably going to take more than two turns of fire to kill a stompa, even one without power fields/meks/force fields/etc, and if the stompa makes it into contact with even three or four hull points remaining it's still going to kill this thing dead.
Ditto - randomly - the Lord Of Skulls. Again, it can take two turns of fire (probably) and can Thunderblitz straight through any bubblewrap of kroot/drones/etc you choose to put in its way.
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Post by: endlesswaltz123
Just thought about something in regards to the historical way Tau would take down Titans with aircraft.... Their aircraft would really struggle to take this down within a decent amount of turns due to it's shield system, and amount of wounds.
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Post by: Hawkeye888
Their aircraft in game would struggle to take down a lot of things.
On the topic of the Ta'unar, I do not like fluff they put in for it. Just doesn't vibe.
I think the model is pretty interesting looking though, although I doubt I would ever get it. The stats are a bit OP, but in this day and age of GMC's and SHV's in normal play something had to be made to bring tau to that level. I think this would be an excellent addition to a tau army in apoc games though. (Which is where all the SHV and GMC's belong)
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Post by: Vineheart01
When i found out about this thing i was ecstatic because ive always hated big games with tau purely because it turns into us spamming Riptides because we have NOTHING else that can hope to survive a round or land a shot, with crisis suit bombs of course for fusion damage. Ive even tried my hand at making a custom Gargantuan suit for friendly games, since i never do tournies anyway (hate that mentality they have). Looking at these rules though....cmon really? That thing should not be 600pts when it has a MASSIVE Str D attack with 72" range on top of the apoc barrage and other toys. Quite frankly thats the only thing i have against it... I dont like bringing cheese to the table. That just screams cheese to me. I mean, its 400pts cheaper than your average Stompa and insanely stronger both offensively and defensively. Just...why? Also regarding the Stomp rule missing: thats actually not listed under the mass of rules for Gargantuan Creature, its its own paragraph entirely along side Unstoppable. So it definitely has Stomp unless specified otherwise. FNP on the other hand...not sure why they'd omit that one. You'd think if you can give FNP to Stealthsuits the Tau would find a way to give it to this behemoth too. Though there is one interesting rule dodge. Overwatch is 1 weapon even if youre are specified you can fire more than one (a rule that is always rubbed in my face when my suits fire overwatch... and i hate it). The Vigilance System is considered one weapon by those rules, which means thats four guns firing overwatch at BS2. Thats kinda eff'd up lol. Yes i know theyre Str5 but thats still 16 shots for Overwatch, which is WAY more than any one model can normally do. Surprised nobody mentioned this, least that i noticed, but its shield generator only halves Deathblow results once then the "shield stops working until the controlling player's next turn" - that to me means if it halves the damage, its invul is straight up GONE for the rest of your shooting/assaulting. One Str D wont kill it, but if you get it you can probably finish it off pretty damn easily since now it has 4-6 wounds and NO invul at all.
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Post by: koooaei
IIRC you can have a 500 pt stompa with 2 massive sD blasts. Not sure though. Not a fan of FW big toys.
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Post by: Vineheart01
Neither am i, that was Ork Codex point mentality lol. I like the extra units but im usually not a fan of the huge stuff (except the Garg Squiggoth....i still want that thing lol)
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Post by: ansacs
I propose a name for this unit, the "Supsuit".
This unit certainly makes me conflicted. I rather like the model and the general gist of the rules are kind of neat. However IMO this thing is at least 100 pts too cheap...though I guess if you compare it to wraithknights then it might be a little overcosted. There is also something to be said for the "single model" syndrome (ie some games it will get blown off the field doing near nothing) giving a discount however IMO it went a bit too far.
This armour is massively powerful when you try to go toe to toe with it. In that case you really need to have your own super efficient GMC slaying options and a way to strike the supsuit without the rest of the Tau army killing you. Tau and SM both have some methods which they could manage this. BTW this is actually easier than the "mathhammer" done so far would leave you to believe. The reason for this is that the shooting player gets to assign the order wounds are dealt with. Thus when you roll a 6 on the destroyer chart just assign that would first thus shutting the shields down and letting you get the other wounds through easier. Also you should shoot the D weapons first at this thing.
When it comes to actually playing against this unit you actually could ignore it with a number of armies. The 7" blast is actually not as big of a deal as it seems on paper. They are much worse than 2 5" blasts when it comes to damage output. This suit also has relatively few options to buff it except for the god like ignore cover markerlights. However at 1850 pts adding enough markerlights, scoring, and interceptor is problematic, as evidenced in the example lists so far which have been seriously shy on the scoring and markerlights. To make full use of the supsuit's damage output the Tau player would have to move in up where it is no longer as well protected from DS shooters and getting charged.
On that note the supsuit have a serious weakness to getting tarpitted by 3+ save units. Except for rolling a 6 on the stomp it will seriously struggle to kill even a moderately sized unit and stomps can be mitigated by smart model positioning around the supsuits base.
I like a challenge and I don't mind playing against this but FW really didn't need more flak when they had been doing so well lately in releasing pts balance rules. The worst part is that many of the 6e codexes just don't have options to realistically engage GMC like this.
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Post by: Vineheart01
ansacs wrote:I propose a name for this unit, the "Supsuit".
...
I like a challenge and I don't mind playing against this but FW really didn't need more flak when they had been doing so well lately in releasing pts balance rules. The worst part is that many of the 6e codexes just don't have options to realistically engage GMC like this.
Thats typically why i dont like the giant models. Even FW doesnt give every race decent options to deal with them, and some races just have way too many options for big things.
I was hoping this thing would be weak enough to be friendly-game LoW fodder. Nope lol. Ive yet to see a LoW option that wasnt Apoc-only level of strong, useless (ghaz...), or just plain stupid for the cost (ctan...)
That being said i still want an oversized suit as a centerpiece of my army. Which is why i was hoping this thing wasnt apoc-only level of powerful.
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Post by: jeffersonian000
I like calling it the Tuna Supreme.
SJ
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Post by: Vineheart01
Gotta admit, im a little sad about its lack of options. The only options it has is alternate firing modes or shifting one of its two tri-ion guns for a rather nasty melta gun.
I'd like to be able to outfit this thing to be single-target death so theres some mixup in tactics. Can totally understand why it doesnt have access to any of the normal suit gear since most of them wouldnt apply to it or would be even more broken than it is lol (interceptor on a massive str D template....lol)
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Post by: DirtyDeeds
Vineheart01 wrote:Gotta admit, im a little sad about its lack of options. The only options it has is alternate firing modes or shifting one of its two tri-ion guns for a rather nasty melta gun.
I'd like to be able to outfit this thing to be single-target death so theres some mixup in tactics. Can totally understand why it doesnt have access to any of the normal suit gear since most of them wouldnt apply to it or would be even more broken than it is lol (interceptor on a massive str D template.... lol)
Allegedly there will be a separate shoulder mounted weapon released sometime in the future.
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