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This scenario, 2 Sniper Teams and a squad of 8 FW (squad number derived from prev posts).
Markerlight the tactical squad with the FW, and open fire. 16 Shots, 1.7 Wounds. Then boost the first squad of Sniper Drones to BS4 against that squad of marines, 1.66 dead marines, using their ML to make next squad BS5, averaging at 2.08 dead marines, average 1 precision shot overall. So thats already whittling down marine squads to half strength doing 5.44 wounds, perfect for being overwatched and whittled further at long range, think this is viable? Sniper drones wont die with their stealth field generators, and FW will always have possibility to die.
Each turn this setup will provide a target for the opponent, as attrition starts to set in, and provided they dont get crushed in first 2 turns they should make points back. As well as this it will be pinning ork blobs and guard blobs if you can precision the commissars face
Controversial?
This message was edited 1 time. Last update was at 2012/07/28 20:32:10
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
Orkaswampa wrote:This scenario, 2 Sniper Teams and a squad of 8 FW (squad number derived from prev posts).
Markerlight the tactical squad with the FW, and open fire. 16 Shots, 1.7 Wounds. Then boost the first squad of Sniper Drones to BS4 against that squad of marines, 1.66 dead marines, using their ML to make next squad BS5, averaging at 2.08 dead marines, average 1 precision shot overall. So thats already whittling down marine squads to half strength doing 5.44 wounds, perfect for being overwatched and whittled further at long range, think this is viable? Sniper drones wont die with their stealth field generators, and FW will always have possibility to die.
Each turn this setup will provide a target for the opponent, as attrition starts to set in, and provided they dont get crushed in first 2 turns they should make points back. As well as this it will be pinning ork blobs and guard blobs if you can precision the commissars face
Controversial?
Might work but that's quite a few points spent on immobile units who only put out a couple of shots each turn. You could get the same number of kills as that first unit of drones from a single XV8 team leader with a Targeting Array, Multi tracker, Plasma Rifle and Fusion Blaster within rapid fire range without needing a markerlight hit with the bonus that the XV8 is slightly cheaper, more mobile and negates a terminators armour save.
Rail Rifles don't have the Sniper rule and so don't grant the model using them the Precision Shot rule. In compensation we usually wound on better than a 4+ and only get worse shooting at models with T7 and greater and our AP doesn't rely on getting a specific roll (from Rending or to hit with Eldar rangers) to be worthwhile against MEQs, though this limits our effectiveness against TEQs. So unless that commissar is standing at the front of the unit you won't be taking him out from rail rifle shots.
This message was edited 2 times. Last update was at 2012/07/28 21:07:34
The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
On devilfishes, I read the Sea Turtle tactic during lunch today and it sounds amazing. I'm defiantly trying that out next game.
What Special Issue weapon got better in 6th?
The Cyclic and the Airburst both are geared for infantry killing. The Cyclic is weaker but has better Armor piercing, and a chance te become AP1.
The Airburst is our only barrage weapon, so cover saves are figured out from the hole not from the direction of the firer, and the only Blast Template we can get on anything smaller than a Hammerhead.
I'm starting to lean on the Airburst being better.
Airburst is great for clearing out units with good cover saves (so Stealth Teams, Eldar Rangers/Pathfinders in cover, Space Marine Scouts with camo cloaks in ruins etc.) without having to use a CC unit like kroot or target it with a lot more firepower, which reduces your damage output against other threats.
The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
Captain Avatar wrote:
Second, to answer your question about the Rail Rifles.
Either do it on a 3rd Pathfinder team(Keep it small) or leave the Hammerhead home and bring the Stealth/sniper drones. The Sniper drones lined out on the board edge with the drones slightly in front of the spotter are much more survivable than in the past.
The reason why I ask is that I have a pirahna that's doing jack-all except rush in like a madman and quickly get blown up. Sure, it's soaking up fire but that's currently 80+ points for a decoy that gets blown up shortly after it comes out of reserves. It has yet to earn its points back so I'm wondering if I can improve that area. Rail Rifles would provide me with much more opportunity for recouping value, but they're so damn expensive. A decent team with rifles is much more than a lone kited out pirahna, I just feel they would be more survivable.
On tactics with rail rifes, could I fire on a target with the rifles + markerlight and, given that they have to take a pinning test from the rifles, use a markerlight to help them fail it? That would be ridiculous to slow down light and medium armored infantry squads. (leave the TEQ to the specalized weaponry)
Piranhas can still interdict other vehicles more effectively than anything else. You can stop a land raider for a turn by parking the piranha 1" in front of it. He can't destroy it by ramming (that's only a str5 hit) so he has to spend a turn driving around it, or else sit in place for a movement phase and then shoot it down in the shooting phase--unless you get lucky and it hangs around for a second turn.
Also a non-obvious use for all vehicles, but piranhas would be especially good at this since they move up to 30" a turn, is to block your own line of sight. If there's a 2+ save character at the front of the unit you want to shoot soaking up all your firepower (think Draigo or the Iron Fist guy), zoom the piranha up and block him off and jockey your own guys around so that none of your firepower units can see the uber-character. Since your guys can't see him, they can't hit him, and all their shots at that unit will go onto the squaddies instead.
"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz
Orkaswampa wrote:This scenario, 2 Sniper Teams and a squad of 8 FW (squad number derived from prev posts).
Markerlight the tactical squad with the FW, and open fire. 16 Shots, 1.7 Wounds. Then boost the first squad of Sniper Drones to BS4 against that squad of marines, 1.66 dead marines, using their ML to make next squad BS5, averaging at 2.08 dead marines, average 1 precision shot overall. So thats already whittling down marine squads to half strength doing 5.44 wounds, perfect for being overwatched and whittled further at long range, think this is viable? Sniper drones wont die with their stealth field generators, and FW will always have possibility to die.
Each turn this setup will provide a target for the opponent, as attrition starts to set in, and provided they dont get crushed in first 2 turns they should make points back. As well as this it will be pinning ork blobs and guard blobs if you can precision the commissars face
Controversial?
Did markerlights change with this edition and no longer need to hit via bs2-3? Or are you just assuming that every markerlight will be a hit despite the odds?
What, you mean a Tac Squad w/ Lascannon, Flamer & Razorback? Combat Squad the Lascannon into cover with some Broardsides, the Flamer onto an Objective, drive around going 'pew pew' with the Razorback. Topped off with a TDA Captain w/ TH/SS Nators in a LR?
or have i completely missed the point?
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
Orkaswampa wrote:This scenario, 2 Sniper Teams and a squad of 8 FW (squad number derived from prev posts).
Markerlight the tactical squad with the FW, and open fire. 16 Shots, 1.7 Wounds. Then boost the first squad of Sniper Drones to BS4 against that squad of marines, 1.66 dead marines, using their ML to make next squad BS5, averaging at 2.08 dead marines, average 1 precision shot overall. So thats already whittling down marine squads to half strength doing 5.44 wounds, perfect for being overwatched and whittled further at long range, think this is viable? Sniper drones wont die with their stealth field generators, and FW will always have possibility to die.
Each turn this setup will provide a target for the opponent, as attrition starts to set in, and provided they dont get crushed in first 2 turns they should make points back. As well as this it will be pinning ork blobs and guard blobs if you can precision the commissars face
Controversial?
Did markerlights change with this edition and no longer need to hit via bs2-3? Or are you just assuming that every markerlight will be a hit despite the odds?
Well the Tau Spotter in a Sniper Drone squad is BS4 as he comes equipped with a Targeting Array. So the Sniper Drones squads both have a 66% chance to put a markerlight hit on and the Fire Warrior team has a 50% chance. So on average you'll probably be getting both of those Drone squads firing at BS4.
This message was edited 1 time. Last update was at 2012/07/29 19:57:45
The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
Orkaswampa wrote:This scenario, 2 Sniper Teams and a squad of 8 FW (squad number derived from prev posts).
Markerlight the tactical squad with the FW, and open fire. 16 Shots, 1.7 Wounds. Then boost the first squad of Sniper Drones to BS4 against that squad of marines, 1.66 dead marines, using their ML to make next squad BS5, averaging at 2.08 dead marines, average 1 precision shot overall. So thats already whittling down marine squads to half strength doing 5.44 wounds, perfect for being overwatched and whittled further at long range, think this is viable? Sniper drones wont die with their stealth field generators, and FW will always have possibility to die.
Each turn this setup will provide a target for the opponent, as attrition starts to set in, and provided they dont get crushed in first 2 turns they should make points back. As well as this it will be pinning ork blobs and guard blobs if you can precision the commissars face
Controversial?
Did markerlights change with this edition and no longer need to hit via bs2-3? Or are you just assuming that every markerlight will be a hit despite the odds?
Well the Tau Spotter in a Sniper Drone squad is BS4 as he comes equipped with a Targeting Array.
So the Sniper Drones squads both have a 66% chance to put a markerlight hit on and the Fire Warrior team has a 50% chance. So on average you'll probably be getting both of those Drone squads firing at BS4.
1/2 x 5/6 x 5/6 = 0.347... You have roughly a 1/3 chance of this chain of events happening. Even if it only works half way through the chain, it might be worth a try in 6e. In 5th edition? NEVER!! Giving up two needed heavy support slots away from broadsides to sniper drones would be incredibly bad. In 6e, with its two force org charts in 2k pts and inherent 6 heavies, it might be worth a try even if the mathhammer doesn't back up the rather optimistic example given.
This scenario, 2 Sniper Teams and a squad of 8 FW (squad number derived from prev posts).
Markerlight the tactical squad with the FW, and open fire. 16 Shots, 1.7 Wounds. Then boost the first squad of Sniper Drones to BS4 against that squad of marines, 1.66 dead marines, using their ML to make next squad BS5, averaging at 2.08 dead marines, average 1 precision shot overall. So thats already whittling down marine squads to half strength doing 5.44 wounds, perfect for being overwatched and whittled further at long range, think this is viable? Sniper drones wont die with their stealth field generators, and FW will always have possibility to die.
Each turn this setup will provide a target for the opponent, as attrition starts to set in, and provided they dont get crushed in first 2 turns they should make points back. As well as this it will be pinning ork blobs and guard blobs if you can precision the commissars face
Controversial?
Did markerlights change with this edition and no longer need to hit via bs2-3? Or are you just assuming that every markerlight will be a hit despite the odds?
Well the Tau Spotter in a Sniper Drone squad is BS4 as he comes equipped with a Targeting Array.
So the Sniper Drones squads both have a 66% chance to put a markerlight hit on and the Fire Warrior team has a 50% chance. So on average you'll probably be getting both of those Drone squads firing at BS4.
1/2 x 5/6 x 5/6 = 0.347... You have roughly a 1/3 chance of this chain of events happening. Even if it only works half way through the chain, it might be worth a try in 6e. In 5th edition? NEVER!! Giving up two needed heavy support slots away from broadsides to sniper drones would be incredibly bad. In 6e, with its two force org charts in 2k pts and inherent 6 heavies, it might be worth a try even if the mathhammer doesn't back up the rather optimistic example given.
Your maths is a bit off there as Markerlights don't benefit from Markerlights (so the Spotter wouldn't get +1 BS from the previous Markerlight).
So it ends up as (1/2)*(2/3)*(2/3)=0.222...
So the ideal situation will happen roughly once every 5 turns, which isn't that great.
The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
True... I had completely forgotten about that as I've only fielded my two teams twice total as I preferred a Hammerhead or another Broadside team to them in almost every case. With two force orgs, though, the statement still stands that you now have enough slots to field was is generally considered an inferior unit.
A Town Called Malus wrote:[
Your maths is a bit off there as Markerlights don't benefit from Markerlights (so the Spotter wouldn't get +1 BS from the previous Markerlight).
So it ends up as (1/2)*(2/3)*(2/3)=0.222...
So the ideal situation will happen roughly once every 5 turns, which isn't that great.
Uggh... they get even worse than my flawed mathhammer would indicate. Still, it's worth a shot or two before consigned them to the unused pile again for another edition (or until a new codex comes out).
After another read through the rules, it seems that you can not force your opponent to multi charge by interweaving your units.
It should also be noted that the minimum 1" distance has been removed when charging. From reading, it is not just for the unit that they are assauling but can now come as close to any other unit so long as they don't touch bases.
So, FoF/D-fish drone screens and screening units in general took a bit of a hit.
@IHateNids-Am adding your post to the OP tactics form. Though honestly, I believe that SM players should be buying Tau models rather than the other way around
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
This message was edited 1 time. Last update was at 2012/07/30 07:34:51
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
IHateNids wrote:@focusedfire: Can I have a link please?
I've been looking and actually cant find it -_-
I think focused meant that he would put it in the original post. You might try looking towards the bottom, there is tactics advice in a section titled on the board.
This message was edited 1 time. Last update was at 2012/07/30 08:18:11
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
@IHateNids: What I meant was that I'm going to be taking SM allies to take forward objectives and be aggressive whilst my tau took a seat and shot at w/e needed shooting
Nah, I'm actually taking Tau as an allied detachment for my Necrons to sit back and shoot at longer average range, while my shorter range stuff gets in range.
That SM thing above is what I gathered from my usual FLGS opponents
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
What about running around with all your drone controllers taking 1 shield and one marker. so ever suit and FW squad would have this. correct me if im wrong but you could use the shield drones to soak up alot of fire in the front with the markerlight drone in the back moving and shooting its networked light. give us a little more oomf in our firepower if we can make those effective.
Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways.........
Kroot have been buffed in this edition I feel like because of the new longer charging distance and the fact that kroot have infiltrate makes them able to get into close combat turn 1. If you roll anything higher than a 7 to charge then you can get in their face with two attacks base and plus one on the charge. And plus a couple kroot hounds, kroot can be deadly.
Unfortunatley the RB says you can't assault after you infiltrate, scout, or outflank in all the special rules, as well as no assaulting off of reserve. Infiltrating is still a very good idea for kroot, but no first turn assault.
tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
I've considered IG as well. They have an impressive point value and strength from the small allied FOC that we have.
I'm not that familiar with the IG dex tho, so I can't be much of help beyond a simple "commisar and giant troop blob" to snake the backfield objectives while you push forward.
This message was edited 1 time. Last update was at 2012/08/02 16:29:41
Intermingle the command squads in with the massive squad of 50 (you can join squads), and have the 13 flamers at the front, this gives them a fighting chance if anything comes close for any means as well. Power Blob and a S8 AP3 Large Blast for flattening Purifier Squads into the dirt.