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Made in us
Sneaky Sniper Drone





Jewett City, CT

what would be a good suit build for my Tau commander? I was thinking cyclic ion blaster Rng-18" Str-3 AP-4 Assault 5...and the Airbursting Fragmentation Launcher Rng-G18'' Str-4 AP-5 Assault 1-No cover save-Large Blast marker with a MultiTracker-And stimulant Injector-And Iridium Armor. what do you guys think?


Happy war gaming to all and to all a good fight

 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

FYI there is no more guess range weapons due to the way blast templates are used now.

That would cover alot of bodies, but I have a few worries about its set up as current. Firstly your range is 18 inches, thats awefully close. The threat range of Orks can be 18 inches on foot, same with hormaguants as they have fleet.


I wish I could give better advice, but my son lost my Tau codex a good 6 months ago so Id be lying if I said I was anything but rusty on their codex
   
Made in us
Sneaky Sniper Drone





Jewett City, CT

KingCracker wrote:FYI there is no more guess range weapons due to the way blast templates are used now.

That would cover alot of bodies, but I have a few worries about its set up as current. Firstly your range is 18 inches, thats awefully close. The threat range of Orks can be 18 inches on foot, same with hormaguants as they have fleet.


I wish I could give better advice, but my son lost my Tau codex a good 6 months ago so Id be lying if I said I was anything but rusty on their codex
yeah...i understand...but wouldn't the iridium armor and stimulant injector protect me for alot of the hits i would be taking?


Happy war gaming to all and to all a good fight

 
   
Made in us
Fixture of Dakka





Runnin up on ya.

No, boss with powerklaw and your toast.

Against horde, take 3 railheads and drop pie plates.

As they get closer, drop a suicide suit unit with twin-linked flamers in front of them, to slow them down. Flank-charge them with kroot, remove their furious charge bonuses and just eat away at them. Once they get through your shields, double tap with firewarriors and hope for the best.

Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do 
   
Made in us
Sneaky Sniper Drone





Jewett City, CT

agnosto wrote:No, boss with powerklaw and your toast.

Against horde, take 3 railheads and drop pie plates.

As they get closer, drop a suicide suit unit with twin-linked flamers in front of them, to slow them down. Flank-charge them with kroot, remove their furious charge bonuses and just eat away at them. Once they get through your shields, double tap with firewarriors and hope for the best.
I do not think you understood my post very well...I wanted to know what a good single anti-horde suit build is...not an entire BatRep


Happy war gaming to all and to all a good fight

 
   
Made in us
Lone Wolf Sentinel Pilot






Philadelphia

50+20+15+5+20+10=120 points. Thats kind of expensive for a Tau HQ. Especially considering how close he will be. And Agnosto is right. A single hit from a powerklaw will kill your 120 pt HQ (hits on a 3+, Wounds on 2+, no armor save [power weapon], no FNP [power weapon], instant death [>2x T]). I don't like those chances. I would maybe replace the CIB with a Plasma rifle. That way, you can snipe from 24", or move shoot move, to drop a pie plate. I would go with a shield generator instead of Iridium. Yes its a 4+vs2+, but the 4+ is invulnerable, and doesn't slow your jetpack move.

 
   
Made in us
Sneaky Sniper Drone





Jewett City, CT

PraetorDave wrote:50+20+15+5+20+10=120 points. Thats kind of expensive for a Tau HQ. Especially considering how close he will be. And Agnosto is right. A single hit from a powerklaw will kill your 120 pt HQ (hits on a 3+, Wounds on 2+, no armor save [power weapon], no FNP [power weapon], instant death [>2x T]). I don't like those chances. I would maybe replace the CIB with a Plasma rifle. That way, you can snipe from 24", or move shoot move, to drop a pie plate. I would go with a shield generator instead of Iridium. Yes its a 4+vs2+, but the 4+ is invulnerable, and doesn't slow your jetpack move.
Alright...thanks. is the Airbursting fragmentation launcher any good?


Happy war gaming to all and to all a good fight

 
   
Made in us
Hauptmann




Diligently behind a rifle...

Don't waste points on Iridium Armor, it's too much for what you recieve. Stimulant Injectors are okay, not great.

Here's what would be a good anti-horde:

Shas'o
Burst Cannon + Flamer
Hard wired drone controller w/ 2 gun drones
Shield generator

Cheap, ablative wounds with the drones (which fire decent weapons that are twin-linked & pinning), can still fly around in the assault phase (which iridium armor hinders), has a good save against everything and saves unique gear for other suits.

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1943-1944 Era 1250 point Großdeutchland Force - Bolt Action

"The best medicine for Wraithlords? Multilasers. The best way to kill an Avatar? Lasguns."

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Made in us
[DCM]
Sentient OverBear






Clearwater, FL

From the Crisis Suit Loadout article:

"I advocate running Burst Cannons on cheap Crisis Suits, and running them twin-linked. This gives you a decent chance of hitting without Markerlight support, makes them more efficient on a points per hit basis, and keeps the overall cost of the suit down. These are definitely not a must-take item, but are a better option for a third Crisis Suit squad than, say, Stealthsuits. I'm running my unit of three with Flamers for the third hardpoint, which brings a squad of three to a very affordable 123 points. "

I've been running this for a little while now, and they've been surprisingly effective.

DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++

Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k.                                                                                                       Rule #1
- BBAP

 
   
Made in us
Awesome Autarch






Las Vegas, NV

The best suit set-up I have seen lately: twin linked missile pods and flamer.

Cheap as chips, a twin linked st7 ap 4 2 shot gun on each suit for JSJ and a flamer for crowd control.

That is a great all around unit that hoses light mech and hordes.

   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

4TheGraeterGood wrote:
KingCracker wrote:FYI there is no more guess range weapons due to the way blast templates are used now.

That would cover alot of bodies, but I have a few worries about its set up as current. Firstly your range is 18 inches, thats awefully close. The threat range of Orks can be 18 inches on foot, same with hormaguants as they have fleet.


I wish I could give better advice, but my son lost my Tau codex a good 6 months ago so Id be lying if I said I was anything but rusty on their codex
yeah...i understand...but wouldn't the iridium armor and stimulant injector protect me for alot of the hits i would be taking?





Yea those will make you last longer sure, but lets look at a mob of 30 boyz for example. Say you do insanely well in your shooting and kill of half. So 15 slugga boyz assault they will throw out 60 attacks on your battlesuit. So whats your WS4? So half hit, 30 hits, str4 to your T4 again? Half wound, so now youve got to save 15 times......good luck.



I just wish I could contribute more to the topic lol
   
Made in us
Boom! Leman Russ Commander




Jacksonville Florida

The point isn't to be able to soak up all the hits they can throw at you. The point is to not be there for them to throw the hits in the first place.

Flamer and Burst cannon combos are a must against hordes (though if you take a Shas'o the flamer is a waste of his BS), out of the special issue weapons the Cyclic Ion Blaster weapon is better in my experience against hordes as when it comes to fighting hordes the more shots you can pump out the better. The ignores cover of the FMP dosen't really do you any good because if you're playing a horde army he isn't going to be keeping his guys in cover he's going to be charging them into your units as quickly as he can, they're both the same range and the AP dosen't matter anyway because most units in a Horde army aren't going to have better then a 5+ save (orks and gaunts have a 6+ if I remember right) and anything that has a better save then that should be targeted by your stronger guns.

 
   
Made in us
Sneaky Sniper Drone





Jewett City, CT

Thank you all fo your help I really appreciate it.


Happy war gaming to all and to all a good fight

 
   
 
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