lambadomy wrote:I assume the broadsides have multitrackers so they can fire the railguns and plasma guns at the same time.
Is it really worth the 60 points for higher AP, lower volume of shots in 5e? Everything has a cover save, even at 24 inches. Maybe not in rapid fire range though. I like the TLPR but I'm just not sure it's actually worth it in enough cases now.
Yes, my bad. They all have
MT. I have also struggled with the 60 points for TLPR, but I had to look at handling threat classes. That 60 points only buys me one Crisis suit, or almost a sniper squad, or 6
FCW. The Plasma Rifle shots can kill a LOT more points worth of enemy in short order than the equivalent in other units. I'm thinking the difference would be most noticeable when facing podded or outflanking armies, or units that hit my assault screens.
I think I need the shots also to handle
FNP enemies and 2+
Sv enemies.
At 23" vs
MEq, assuming a 4+ coversave, the
SMS kills 4/9 vs the TLPR's 5/16. I'm paying points to lose efficiency, amirite? I care more about a carload dropped off in front of my unit - where there is no cover for you, and I need to get you dead before the powerfist enters my units. At that range, the
SMS is still adding only 4/9 but I'm killing 5/4 of just about anything with the TLPR. I need the kills there. But again, That could be 1
FCW standing with the Broadside for that 10 points, which rapidfiring brings the damage to 6/9. Meh.
Always Buy More Shots says save the points and take the
SMS + more
FCW or Stealth Suits or something. I think I'm going to try one of each unit for a while and see.
lambadomy wrote:Why are there 12 FW in each fish? Are they going to get out? Might you want to just put 6 in there and leave them in there and get more static firepower elsewhere (drones on static squads, or larger kroot squads)
You bet. They might start unmounted, depending on scenario and opponent. The thought of turning them into 2 6-man units and spending the extra 120 points on a unit of Stealth Suits is an interesting thought. I was trying to minimize
KP, but adding bodies doesn't do much to add resiliency to Tau squads. I do plan on using the Fish to be able to drop a lot of Rapid Fire on a target, so keeping two big squads something I want.
wuestenfux wrote:Well, not sure how you can handle Nidzillas?
The same holds for a Landraider heavy force?
Nidzilla: against 3+
Sv, each
FCW squad gives a wound each turn. Against 2+ or 3+, the 6 Broadsides do quite a number on
TMCs. At 24", that's 1W per turn per Broadside - 6W per turn. With an assault screen, I think I can put out enough fire between 3"-24" to take out a Nidzilla army from just the Broadsides as long as he obliges by approaching me (instead of just lurking in cover firing Barbed Stranglers at me.
Landraiders: Broadside TLRG = 5/24 to Immo or Destroy each turn. With 6 of those, I'm stopping 1
LR per turn, which I am okay with. Broadsides provide some good gravity to draw in assaults. Turn 2 charges suck, but they're a fact of life. Can you provide a "rock hard" 3
LR build that gets seen in
GT play? I haven't seen any
LR heavy builds besides Ard Boyz, and 2500 is a different kettle of fish.
Also,
Jayden63 wrote:While its not a perfect solution, I imagine 7 railguns can do a number on Landraiders. Also you can use the Devilfish to run interferance against the landraiders your not shooting at to make them waste movement and range. This gives you time to work on only part of the force and not have to deal with the whole thing at one time.
He's right. I can put those Fish in the way and thanks to how wide both they and the
LRs are, that can block off over 12" of frontage. If he wants to dismount assault troops to charge the Fish, I'm okay with that. I just need to hold them back to give myself more shooting time.
GMMStudios wrote:I'm not sure if its changed but before it was always a bad idea to put the AFP on a BS 5 model. Kinda a waste.
If I ran another Crisis suit, I could put it there. But (a) the Shas'
el is BS4, and (b) I'm not running any other Crisis suits.
Jayden63 wrote:I rather like the list as a whole, I wonder if it might be a good idea to make one of those FW on foot squads have all pulse carbines. Move and shoot, getting a pinning chance in isn't so bad now that whole Marine armies aren't going to be LD10 all over the board.
Apparently I need to read the advance copies of Codex:
SM. Or find the rumor thread. Thanks...
whitedragon wrote:Markerlights are awesome in fifth. Being able to reduce cover saves is huge, as well as upping BS. The ability for the pathfinders to take their mandatory devilfish, which can then be used to transport other fire warriors, means that their obligatory transport is much less of a waste now. And don't forget the stealthsuits!
Not forgetting the Stealthsuits... nor the Finders. But for 96 points and a unit I can't protect, I don't think they'll survive long enough to be a useful force multiplier. I think Sniper units or Marker Drones on Stealth Suits are more protected and reliable markerlight providers.