juraigamer wrote:Honestly, your battlesuit units taking burst cannons is a terrible idea. You need to take plasma and/or fusion guns on them instead. Tau already put out lots of
str 5 firepower, their suits need to bring what you don't have.
The drone on the riptide doesn't need to be there, and the lone broadside needs 2 extra broadside friends to really do anything.
Finally, you need more markerlights and I recommend another unit of troops.
As it has been stated, deamons have invulns, so 1-2 wounds, is trumped by a possible 4 wounding on 3+ like there's have said he has to fail those invulns eventually and str7 isn't going to make a difference. 3+ is good odds as far as I'm concerned.
I only run 1 broadside because its all I had, but after that game I immediately ordered 2 more.
A sky ray isn't a half bad idea, especially if I need more marker lights. I could replace 1 fire warrior squad with kroot, and replace the Devilfish with a skyray. Bye-bye Bloodthirster.
Automatically Appended Next Post: HawaiiMatt wrote:NauticalKendall wrote:HawaiiMatt wrote:I always did better with missile pod suits. S7 with twice the range. Yeah, half the shots, but you survive so much better at 36-42 inches than you do at 18-24.
I also felt that S5 on battle suits was wasteful. You can do S5 everywhere else in the army.
-Matt
we just play on the table with the longest edge as our deployment, I don't remember the name of this, but after advancing his 6 inches on the table, and then running as far as he can, by turn two he will be well within 18" anyways, and those 2 extra shots will be missed. the strength of the weapons doesn't matter much as str5 will wound on a 3+ against his bloodletters and bloodcrushers. His invulns require as many wounds as possible.
So you're saying that you're out of range turn 1.
S7 will wound on 2's which is nice. More importantly, the output isn't that far off, and the range lets you finish off units, by putting shots where you need them.
24 shots per turn (half twin-linked) wounding on 3+, without turn 1 shooting gives you: 20 wounds by the end of turn 3.
12 missile shots per turn (half twin-linked) wounding on 2+, and within range turn 1 gives you: 18.75 wounds by the end of turn 3.
So in the first three turns of shooting, burst cannons edge out missiles by 1.25 wounds.
If you aren't going to take advantage of the range, spend those points on carbine firewarriors.
You get 16 for the same cost.
That's 32 shots at 18", and you pick up pinning.
I'm not saying I'm out of range, I'm saying he's well withing range, remember he's advancing from the get go, Allowing me my rifle squads in range, and my crisis suits if I deploy correctly and jet pack backwards. The volume of fire outweighs the need for stronger weapons.