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XV-88 Broadsides, to use ASS or TA  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in cn
Sneaky Sniper Drone





as the subject mentions both are insanely useful and tempting....what do all of you think is the better option;

the ability to move and shoot at BS3 (while potentially not being able to move 6 inches)

or the ability to shoot at BS4

what say you dakka? how do you "pimp your heavy support battlesuits"?



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Made in us
Daemonic Dreadnought






AL

Being already TL, I say that if you can only choose one then choose ASS.

/thread

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Made in au
Screaming Shining Spear





Western Australia

I agree - mobility trumps all in any heavy weapon deployment. If you can adjust your fire lanes mid game with no loss of fire power its a massive boost.

Not to mention the fact that the BS3 TL compared to BS4 TL is only about 13% less accurate (ie hitting 3 in 4 compared to just over 5 in 6)

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Made in us
Infiltrating Hawwa'





Through the looking glass

I don't play tau, but everyone I've talked to about them seem to all say that ASS is great (hurhur). Instead of sitting still in one spot while your opponent moves around, they can move around to always ensure a shot can be made.

Either you can move and shoot or take a +16% boost in accuracy.

If an opponent is fast moving and you can't move and shoot, he could very well make it to where you barely ever get to actually shoot with those broadsides.

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Made in us
Xenohunter with First Contact




Humboldt County CA

I always go with the ASS, as others said the mobility really helps.

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Made in us
Longtime Dakkanaut






I like ASS but both are good. One thing that makes oblits good is the ability to deploy behind cover and move out of it to shoot. Same goes for broadsides. You can also back peddle when being pressed.

You expect a squad of 3 to miss 2 shots in 3 turns normal, or 1 shot with TA. So in a 6 turn game its 13.5 versus 16 hits. A noticable difference, but just 1 turn of shooting provided by moving makes ASS net more hits, as the TA loses shots down to around 13 hits.
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

ASS allows you to roll move as though you were in difficult terrain. Meaning you can only expect about 3-4 (maybe 4-5 since you take the higher of 2 rolls. This isn't going to allow you too much ability to change your firing lanes. I find ASS only to be needed in dawn of war, where you run a 1-36 0chance of getting the unit killed in an attempt to fire at something concealed by night fighting. Rolling snake eyes on 2d6 when your model has a 2" base can happen.

Targetting Array every time for me. I used to use the ASS but found them lackluster.

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Made in us
Sergeant Major






In the dark recesses of your mind...

Without ASS you can not move those broadsides and shoot in the same turn. ASS is a must have for broadsides for two reasons. You can hide your broadside behind cover and then move it out on turn one to take its shots, and you can move them as the turns progress, giving you more/better available targets.

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Made in gr
Fresh-Faced New User





I agree there mobility is very crucial and TLBS3 is already good

This message was edited 1 time. Last update was at 2012/01/03 13:25:34


 
   
Made in us
Steady Space Marine Vet Sergeant




Hanging out on the Great Plains

Go ASS, using a TA with a twin-linked weapon seems pretty worthless. IMHO


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Made in us
Unrelenting Rubric Terminator of Tzeentch






In the Ring of Debris Around Uranus

I have used both, but most of the time, my broadsides sit most of the game somewhere high if possible, so they have a good view. I usually try to bubble wrap them with Fire Warrios or Kroot and give them shield drones, so cover not as big of a deal. With the invuln save and 2 wounds on my suit, I personally like the TA a little better, sorry I know that is against the norm here, but this is what works best for me. I suggest playing a few games both ways and see which fits your playstyle better. If mobility is your thing, then the ASS, but if they are planting in the backfield most of the game and they are shooting at big things, you can usually stop the fast moving vehicles with their shots, then use the crisis suits to jump harass and jump back and keep the army from getting to your broadsides in the first place. Just my opinion. Good luck.
Cheers,

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Made in gb
Lethal Lhamean






Kanto

I've generally used TAs before, but recently I did a little mathhammer and found that TAs only give you 0.13888888888... hits per broadside per turn. So, I decided to go a little further. I was even going to start my own thread.

From here I worked out that for 70pts you get 0.75 railgun hits per turn. this is 0.0107142 hits per point. The TA gives you 0.01388888 hits per point, so therefore it's better to get targetting arrays than extra broadsides (not counting the extra bodies that the broadsides provide against incoming fire).

Looking at the ASS, I realise that no mathhammer in the world (not even my super-math hammer, check this link) could work out how worthwhile this was. My tactics are to leave the broadides in a high position with a kroot meatshield around them and blast away, so an ASS would be worth nothing, but if it keeps them alive for one turn more or kills a tank (even a 35pts rhino) it's definitely been worth its points.

So overall, take one or the other, but which one depends on your situation.

   
 
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