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Made in ie
Horrific Howling Banshee




Both obviously can deal with armour. The hammerhead can deal with infantry with sub rounds and the HYMP broadside can take down light infantry. But the hammerhead is a vehicle and one lucky lascannon shot will ruin your day, on the other hand a squad of two or three broadsides are tougher to take down and won't be killed by one lucky shot.
What do you think is more cost-effective and works better in a TAC list?

 
   
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Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Broadsides in a TAC list, Hammerheads for real vehicle hunting.
I'd run 2 missileside squads, with missile drones, and 1 hammerhead personally in a high points game.

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MajorStoffer wrote:
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Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in ie
Horrific Howling Banshee




Thanks for the input, I'll pick up some broadsides first then.

 
   
Made in us
Annoyed Blood Angel Devastator





Mountain View, CA

Immobility of them means Riptides are better option. I haven't ran my hammerhead or broadsides since the new dex has come out as they are outclassed.


Armies I field - Tau, Dark Angels, Necrons, Blood Angels  
   
Made in za
Fixture of Dakka




Temple Prime

Broadsides aren't really anti-tank units anymore due to the nerf of their railguns, now they''re mostly anti-air and anti-mech units.

 Midnightdeathblade wrote:
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Made in us
Longtime Dakkanaut





I'd do a mixture of Broadsides and a Hammerhead (I'd strongly consider a Sky Ray too).

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Made in ie
Horrific Howling Banshee




Would taking a Broadside Team with HYMP, a Hammerhead and a Skyray be an effective way to fill my Heavy Support?

 
   
Made in us
Longtime Dakkanaut





 Hoyt wrote:
Would taking a Broadside Team with HYMP, a Hammerhead and a Skyray be an effective way to fill my Heavy Support?

I believe so. It's well-rounded, durable and can pack a good bit of firepower that can threaten a variety of targets. Skyray is way better than some folks make it out to be. The ML on a Flyer can really help out the rest of the army.

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Made in us
Regular Dakkanaut




If you have AV saturation use hammerheads, if you dont, use broadsides. Example: my list that has 15 pirahnas also runs 3 hammerheads, my other lists use more broadsides.
   
Made in us
Longtime Dakkanaut





I don't think you need AV saturation to run AV13 vehicles. Most weapons in the game have a difficult time killing AV13+. I only use 1 Vehicle in my list and it rarely is killed.

Broadsides require high Str weaponry to efficiently kill, as do those vehicles. So the type of shooting opponents will have to allocate will be similar.

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Made in ie
Horrific Howling Banshee




I don't think you need AV saturation to run AV13 vehicles. Most weapons in the game have a difficult time killing AV13+. I only use 1 Vehicle in my list and it rarely is killed.

Broadsides require high Str weaponry to efficiently kill, as do those vehicles. So the type of shooting opponents will have to allocate will be similar.


Agreed, I've run guard lists were my only AV were a couple of russes and the rest was infantry. They managed to survive the whole game by sitting in the backfield peppering the enemy with battle cannons. AV 13/14 is hard to take down.


Automatically Appended Next Post:
 Ministry wrote:
Immobility of them means Riptides are better option. I haven't ran my hammerhead or broadsides since the new dex has come out as they are outclassed.


Where are you getting your dedicated anti-tank from?

This message was edited 1 time. Last update was at 2013/05/06 16:45:28


 
   
Made in us
Annoyed Blood Angel Devastator





Mountain View, CA

Fusion blasters on Suits & Riptide Ion Accelerators are more than enough anti-tank.


Armies I field - Tau, Dark Angels, Necrons, Blood Angels  
   
Made in us
Longtime Dakkanaut





Riptides are mobile, but they also shoot far less than Broadsides...

3 HYMP Broadsides - 195 and pop out 12 TL str7 shots and 12 TL str5 shots that ignorecover/LOS

1 Riptide - Ion Accelerator - 185 and fires 1 blast and 4 SMS shots.

Riptides are great, but they aren't as efficient for shooting as many other Tau options are. That isn't to say don't take them, but don't confuse the roles.

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Made in us
Legendary Master of the Chapter






 LValx wrote:
Riptides are mobile, but they also shoot far less than Broadsides...

3 HYMP Broadsides - 195 and pop out 12 TL str7 shots and 12 TL str5 shots that ignorecover/LOS

1 Riptide - Ion Accelerator - 185 and fires 1 blast and 4 SMS shots.

Riptides are great, but they aren't as efficient for shooting as many other Tau options are. That isn't to say don't take them, but don't confuse the roles.


To be fair those riptide blasts are large and insta-gibs most anything. with proper support given to both of them a riptide will take a health chunk of heavy infantry any day while nova charge (which takes a bit of luck) can hurt alot of vehicles with str 9 ordnance. Missile sides should improve a bit more but generally should do fine standalone.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Longtime Dakkanaut





 Desubot wrote:
 LValx wrote:
Riptides are mobile, but they also shoot far less than Broadsides...

3 HYMP Broadsides - 195 and pop out 12 TL str7 shots and 12 TL str5 shots that ignorecover/LOS

1 Riptide - Ion Accelerator - 185 and fires 1 blast and 4 SMS shots.

Riptides are great, but they aren't as efficient for shooting as many other Tau options are. That isn't to say don't take them, but don't confuse the roles.


To be fair those riptide blasts are large and insta-gibs most anything. with proper support given to both of them a riptide will take a health chunk of heavy infantry any day while nova charge (which takes a bit of luck) can hurt alot of vehicles with str 9 ordnance. Missile sides should improve a bit more but generally should do fine standalone.

If an opponent spaces out correctly (lots of good players do this and its becoming more common due to Heldrakes) then your large blasts will only hit 4-5 models. Also, for the blast to be accurate and to do maximum damage you'll need to expend 2+ markers. Broadsides are much better than Riptides without Marker support. Another reason I'd suggest not going for pure Riptides. The Tau codex is well-designed and gives the opportunity to field Riptides, Broadsides, Hammerheads, Skyrays and Crisis Suits in the same list. Test them all out and find a configuration that works best per your army design and play-style.

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Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

ive been noticing spamming units being far less of a thing for Tau than any other codex. I think if you take 1 riptide, 1 Broadside squad, and 1 hammerhead, and 1 Skyray you pretty much have your bases covered and you can use the rest of your elite slots to cover any weaknesses you may have! Granted its a bit of a weakness to have 1 of a good unit, but they work so well together that it is less of a problem and more of an issue of mutual support.

Now ive been trying to figure out how to fit sniper drones into the mix for funzies, I also need to figure out how to convert them since i have one squad and i am not paying $40 for 4 very small old sculpts

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Shas'o Commanding the Hunter Kadre




Olympia, WA

spamming isn't necessary. Having two of a unit isn't a bad idea in a lot of cases, and thats in fact what I have a lot of. But I have no triplicates. No need.




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Regular Dakkanaut





NE Ohio

I've been consistently running 2 Skyrays with either a sniper team or Longstrike. a regular hammerhead or broadside haven't hit my table since new codex

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Made in us
Regular Dakkanaut




I'd like to think I've had more experience than must thus far with the new codex. With that said, RIPTIDES!!!! I can understand the whole missileside power gaming with volume of shots idea, but at 190pts with a 72in range. I'll be taking three riptides before i take a single broadside or hammerhead for anti tank or anti heavy infantry purposes. Honestly, I can remember a single game as of late where I didn't see AV13 or below and think of st9 ap2 ordnance pies. yet, even riptides are really my secondary anti tank behind my shadowsun with 2 bodyguards with dual fusion and a n-chip to boost.


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Shas'o Commanding the Hunter Kadre




Olympia, WA

Three Riptides. Hmm... Seems like you'd leave yourself a little exposed on Land Raider threats. i know other units can take meltas but Crisis teams clearly are the melta unit of choice. Getting riptides within 18" of a threat may not be the way to go.

I dunno. Just not sure three is awesome.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
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Made in us
Bloodthirsty Chaos Knight






 Jancoran wrote:
Three Riptides. Hmm... Seems like you'd leave yourself a little exposed on Land Raider threats. i know other units can take meltas but Crisis teams clearly are the melta unit of choice. Getting riptides within 18" of a threat may not be the way to go.

I dunno. Just not sure three is awesome.


If it's a large enough game, maybe. In a smaller game, making your opponent go (╯°□°)╯︵ ┻━┻ is never awesome.

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Made in us
Dakka Veteran




Bay Area

unfortunately to deal with av 13/14 you either fusion pirahnas or fusion suits or ignore them if you can....

the hammer head can die to one shot, which sucks, no two ways about it.

riptides and missilesides are better.

I deal with land raiders full of killers in 1 of 3 ways personally

Farsight charges it (not everyone has this option)

Riptides charge it (everyone should have this option)

I bubble wrap in front of it far enough where he cant tank shock through me, then shoot him when he finishes eating the bubble wrap he charged. (everyone should do this)

fusion gun it (everyone should have some of these)

   
Made in za
Fixture of Dakka




Temple Prime

 Jancoran wrote:
Three Riptides. Hmm... Seems like you'd leave yourself a little exposed on Land Raider threats. i know other units can take meltas but Crisis teams clearly are the melta unit of choice. Getting riptides within 18" of a threat may not be the way to go.

I dunno. Just not sure three is awesome.

That's what double FOC games are for.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

I hate DFO though. Seriously. I just find it to be... blech.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
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Made in gb
Trustworthy Shas'vre






Dorset, UK

I honestly like the Hammerhead, but that's because 1) I do Mech Armies and 2) They're Cheap and pretty durable for their cost. I'm running 2 With Ion Cannon which will help me against MEQ's whilst my suits take care of the Heavy Armour, my 3rd HS is a skyray but I am considering a couple of missilesides, I think that whilst they're more expensive the firepower they put out is well worth the extra points you pay, so i will see how they fit into my list.

Question is, if you can't choose between them, why not have both? They can compliment each other well, if you don't want to take riptide spam then Ionheads can work in cohesion with Broadsides with broadsides destroying vehicles and ionheads mopping up any passengers. I think taking 2 of a unit is good, but 3 is too much, so if you can fit the points, i'd say 2 HH/ 1 Broadside Squad or 2 Broadside/1 HH would be a good choice.
   
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Shas'la with Pulse Carbine






Arizona

 LValx wrote:
I'd do a mixture of Broadsides and a Hammerhead (I'd strongly consider a Sky Ray too).


Why would you ever take a flying brick that can end up having no guns, costs more than a hammerhead, and fires rounds that are as weak as the new railgun? It's far more effective to just get railsides if you need S8 AP3 since they never run out of ammo, it's more effective to spread out your seeker missiles if you want those, markerlights can be gotten cheaper and better elsewhere, and oh yea, sky rays can end up flying around for most of the game with no weapons beyond two markerlights and their secondaries. That's an aweful lot of uselessness for as much as a hammerhead.

As far as hammerheads go, unfortunately our AV14 crumpling has been severly weakened, so take hamerheads if you're planning on long range sniping, take missilesides if you're planning on popping lots of AV10/11. If you're looking to pop AV14 take a hammerhead with longstrike to draw fire while you field a novaforge squad (TL Fusion Blasters and a third Fusion Blasters)

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 dbsamurai wrote:
If you're looking to pop AV14 take a hammerhead with longstrike to draw fire while you field a novaforge squad (TL Fusion Blasters and a third Fusion Blasters)

Save some points and just take a Broken Sunforge Squad (non-TL Fusion Blasters).
   
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Legendary Master of the Chapter






 Nilok wrote:
 dbsamurai wrote:
If you're looking to pop AV14 take a hammerhead with longstrike to draw fire while you field a novaforge squad (TL Fusion Blasters and a third Fusion Blasters)

Save some points and just take a Broken Sunforge Squad (non-TL Fusion Blasters).


Well unless those slots are full

Don't Forget, you could always take 2 man squads of body guards not attached to commanders of any flavor and use them as suicide suits. especially if your short on space. food for though

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Shas'la with Pulse Carbine






Arizona

 Nilok wrote:
 dbsamurai wrote:
If you're looking to pop AV14 take a hammerhead with longstrike to draw fire while you field a novaforge squad (TL Fusion Blasters and a third Fusion Blasters)

Save some points and just take a Broken Sunforge Squad (non-TL Fusion Blasters).


I'm fairly certain that you can't take a pair without TLing them. Regardless, it would cost you all of 5 points extra to take 3 with 2 TL

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Power Rangers Fandex, CC welcome  
   
Made in us
Legendary Master of the Chapter






 dbsamurai wrote:
 Nilok wrote:
 dbsamurai wrote:
If you're looking to pop AV14 take a hammerhead with longstrike to draw fire while you field a novaforge squad (TL Fusion Blasters and a third Fusion Blasters)

Save some points and just take a Broken Sunforge Squad (non-TL Fusion Blasters).


I'm fairly certain that you can't take a pair without TLing them. Regardless, it would cost you all of 5 points extra to take 3 with 2 TL


Taking an extra Twin linked one should help out alot if running them without any marker support.

FAQ lets you take em individually if you want.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
 
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