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Made in us
Battlefortress Driver with Krusha Wheel






Havent had a chance to jump into any 6th ed games yet, but would like to get started again. Im not a big fan of mixed armies, so probably sticking with pure tau around 2k points games is average at my lfgs. I was curious what the current "meta" is now for tau. I see that broadsides have taken a hit on their tank-killeyness...ness. Anyway this is the bulk of what I have now.

2 crisis suit commanders, one with ionic blaster and the pie plate gun, another fireknife with plasma and missles.

6 crisis suits, mostly fireknives

6 stealth suits

12 pathfinders with carbines

2 devilfish

20 firewarriors, mostly pulse riffles

15 kroot, 5 kroot hounds

4 broadsides

2 hammerhead/skyray can configure either way, with any weapons

3 piranha

bout 15 drones or so

5 vespid I never use.

I would like to get and use a riptide, since the model is just fantastic, dunno how effective it is, probably gets swarmed in meelee first thing as priority though.

Any general tips on how they should play now? What wargear is useful, and how to avoid getting krumped in meelee 9/10 games?

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in au
Tea-Kettle of Blood




Adelaide, South Australia

Pretend Vespids don't exist, you now have a book only populated with good units.

 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
Made in us
Locked in the Tower of Amareo




I thought Vespids got buffed significantly.
   
Made in us
Legendary Master of the Chapter






Significantly? no

they are ok but other items in the FA slot are better

basic must haves

Iridium armor: take it on your commander. it makes it tough to kill.
Pure tide chip: a Swiss army knife of usefulness


You probably should get your hands on an ethereal as they are cheap and useful.

the army is still pretty much a target priority army like last edition
use your marker light to erase one unit at a time.


 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
Purposeful Hammerhead Pilot




Murrieta, CA

HQ-
Commander- Iridium armor turns this guy into 4 wounds of T5 2+ save goodness. Add in stim injectors and this guy will keep a crisis team on the table all by himself.
Ethereal- This little bugger solves 1 of tau's only 2 remaining weaknesses, poor leadership. This guy spits out a 12" aura of Ld10 and can hand out speacial rules to boot. He is worth a VP if killed so protect him.
Farsight- This guy can throw down a serious cheese fest in the form of the farsight bomb (it involves him increasing the bodyguards from unit size 2 to unit size 7). It is a powerful strategy, but not my preference.
Shadowsun- Same crazy fusion lady she has always been. fusion blasters now have 18" range for extra goodness. Add in that steath suits grant the character stealth + Shroud. Add in IC status. She is very toolboxy and only weighs in at 135ish or so points. Combine with farsight bomb to commit atrocities against fluff and milk your opponent's tears.
Aun'va- The space pope. He can project 2 ethereal powers. He lacks IC status and only come with 2 bodyguards. If your opponent has S6+ AP- type weapons he WILL die on turn 1. You are better off taking a run of the mill ethereal.
Darkstrider- has some cool gimicks but can't fight with kroot, which is the only place he would be any good. He has some cool gimicks but there are far better HQ's out there.
Aun-Shi- An ethereal that can kinda fight. You should take a regular ethereal, they are cheaper. If you absolutely must have a special character ethereal, pick this guy.
Cadre Fireblade- More expensive than an ethereal. But is BS 5, has a markerlight, and split fire. He gives any pulse rifle or pulse carbine an extra shot when fired whilst not moving. The ethereal and commander are better leaders for an actual Tau army, but this guy can shine in an allied detachment (where the ethereal is a vulnerability, and you may not want the suit commander).

Troops-
Firewarriors- They got cheaper and now come stock with defensive grenades. They were solid before and just got a little better. They make good objective campers for your Deployment zone.
Kroot- These buggers are kind of a mixed bag. They lost a point of Strength and an attack but gained ap 5 melee weapons (boo hiss). But they got cheaper and can buy sniper rounds. With the kroot hound giving acute senses to the squad and the fact that you can infiltrate and outflank with krootoxes, they make very powerful outflanking units and forward objective takers. They can also be used to bubble-wrap your more expensive units. They also come with a 6+ armor save that you will almost never roll, let alone pass.

Elites-
Crisis teams- Still the same versatile weapons platforms that they have always been. Mobile, moderately durable, but fold like the french under krak missile fire. The latest FAQ allows them to double up on two of the same weapon in a loadout. I my favorite unit has a Commander and squad of 3 all with Velocity trackers and 2x Missile pods.
Riptide- The new kid on the block. The ion accelerator is the way to go here. Forget the burst cannon. My reccomendation is to take a fusion blaster for the secondary, but the plasma rifle does synergise with the S7 AP2 shots he lays down on normal mode on the rifile. For support Systems I like early warning override and stim injectors. The threat of S8 AP2 large blast is enough to keep most deep strikers from getting too brave. Keep in mind that you are mostly paying for durability here. I've only lost the model once since I've started using him (damn Jaws of the World Wolf!) He can fight a little by virtue of being a MC, but keep in mind that he is only WS2 and will quickly loose to any credible CC threat. As an act of desperation you can use him to tarpit an enemy squad if you can't muster the firepower to deal with them.
Stealth suits- They make for good harassment units, but I feel that they are a little on the expensive side. That said they have extreme durability and make good anchor units for a farsight bomb list.

Fast Attack-
Pathfinders- These guys are still a staple of many tau lists. They took a little nerf dropping to 5+ armor saves but are now a little cheaper as well. Sqad size is now capped at 10 models. The gravy comes in that markerlights got WAY better. First, it is only 2 points to remove an enemy's cover. Second, you can boost BS on snap shots now, this allows some scary stuff if you score a few lucky hits with supporting fire. Additionally you can send the BS above 5. This is really only of use to the S8 AP2-3 pie plates the riptide and ionhead can throw down. Note that having a BS of 6 or higher gives you the ability to reroll the gets hot rolls when overcharging Ion weapons. I've always only bought these guys for the markerlights so I have yet to try out the new drones and toys they can take. At a glance though, they seem to be less efficient than other option elsewhere in the codex.
Piranhas- The good news, these guys got cheaper, and with the new rules for the carbines (assault 2) and burst cannon (4 shots), they are now the cheapest source of S5 AP5 fire in the codex. The bad news, all they are efficient for is S5 AP5 fire, you can get pulse weapon fire that scores from troops section for not much more. An Ok choice just not a good one.
Sunshark and Razorshark- The new tau flyers. Meh. They have reasonable firepower, but the AV 10 side armor is a deal breaker for me. They just aren't killy enough for their points. The tau codex has plenty of ground based solutions to air threats that are far more effective.
Vespids- They sucked before. Then they got buffed. And now they still suck. Moving on. Seriously, they are a little bit better but I think they needed a second shot to be competitive pathfinders. Tau suits with double plasma do their job and do it far more effectively.

Heavy Support-
Hammerheads- With a dramatic price increase these guys got rather good. The rail cannon with submunitions is the same as ever. The Ionhead got vastly improved as it is now capable of overcharging for a S8 AP3 pie plate of awesom. Smart Missile Systmes are now 30' range twin-linked, and Ignores cover. And free it would seem as well on the main battle tanks. The loss of vehicle based multi-trackers (shoot as though fast), mean that the SMS will be snap shooting most of the time.
Longstrike- You can stick this guy in a hammerhead to give it BS 5, Tankhunters, Night vision and some other goodies. I like him in the railhead.
Skyrays- Remember how these guys were universally reguarded as full of suck in the last codex. They got a lot better. They are cheaper, come with skyfire, and can dumbfire their missiles as well. (This means if you feel the need you can mag-dump the entire payload of 6 missiles on turn 1). The 2x networked markerlights also allow you to buff or even fire your own missiles. Also, skyfire BS4 Markerlights. These guys pull weight in my lists now.
Broadsides- A moment of silence please.... The railgun is now a rail rifle, somehow when the earth caste was moving the gun from the shoulder mount to the hand mount they seem to have forgot that I might actually want to kill heavy tanks with these guys. The rail rifle is S8 AP1. This means that your days of killing Land raiders from cross map are done (Nova-Charged Riptide is now our best bet). Additionally shield drones no longer have the close protection rule, so hiding behind shiield drones is worse now that they have a 4+ save. Canny opponents will bolter down the drones, and then lay the lascannons on you. All the mourning and bitching aside, Broadsides have taken on a new role. The new High Yield Missile pod allows the broad side to lay down 4 S7 AP4 shots (twin-linked) per turn. This is a rather crazy amount of firepower that can also take a support system (velocity trackers are often touted, but I prefer the more mobile crisis platform for AA duty). Early warning override can allow a squad of these guys to drop prodigious amounts of interceptor fire (This is my go-to option). Counterfire defense systems will turn these guys into overwatch gods.

Dedicated Transports-
Devilfish- These guys are still pricy at 80pts before options. The loss of several vehicle based armory upgrades really hurt the tau's mech game. Multi-trackers are gone, Targetting arrays are gone (thankfully they kept the Skyray and hammerhead at BS4). The disruption pod is now a +1 to all cover saves, but at triple the cost (shroud for 5 pts was too good to last). On the upside disruption pods no longer have that pesky doesn't work within 12" that it used to so I feel the change was balanced. Unfortunately the warfish is kinda dead. I've tried to make a few mech lists, but where I used to happily pay 130pts a pop in the old dex, I got a fast (for shooting purposes), BS 4 monster with 7 shots and a 3+ rolling save. Now I pay 110ish points, I get 8 shots half at BS 3, half at BS 1 (cus i'm not fast) with a 4+ rolling save. I cringe every time i try to make a tau mech list.

That said tau vehicles in genereal are very durable, but I usually prefer kroot for my forward objective takers.

Weapons Changes- Some of these have been alluded to in unit descriptions.
Pulse Carbine- Now with Assault 2. Almost as good a pulse rifles. I still prefer the rifles myself, but they are now competitive. Still have Pinning.
Burst Cannon- 4 shots now. Straigh buff here.
Fusion Blasters- Now 18" range. A 9" double pen range is pretty sweet. Particularly considering that broadsides lost S10.
Smart Missile System- Twinlinked Now, 30" range, ignores line of sight, ignores cover. These guys got massively better, almost good enough to offset the blows to vehicle wargear.
Ion weapons- Now have a overcharge mode that gives +1S and launches a blast.

Black sun filters now give night vision and immunity to blind USR. They come standard (along with multi-trackers on all suits).

This should give a good idea (if wordy) description of the tau dex. I really should post this in my own thread.

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Yellin' Yoof






With the new Tau codex it is easy to get marker lights when i play tau i usually run two 8 man pathfinders teams and find that i get a good amount of marker light hits to suit my needs

as for the riptide it is a VERY durable unit with the right upgrades and it is can be very mobile if you need it to be i have had a riptide sit at one wound from turn 3 until the end of the game because of the 3invul save it can get and a stim injector for feel no pain

Broadsides: i use them if i want a solid anti flyer unit, the range on the heavy rail rifle pretty much means the flyer is always going to be in range of the heavy rail rifles
whenever i use a broadside team i just have it as a 2 man team with 4 shield drones and stick them in the waaaaay back

also with the new codex you can take 2 of the same weapon now so now crisis suits have double the firepower

 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

 GnarYoFace wrote:
With the new Tau codex it is easy to get marker lights when i play tau i usually run two 8 man pathfinders teams and find that i get a good amount of marker light hits to suit my needs

as for the riptide it is a VERY durable unit with the right upgrades and it is can be very mobile if you need it to be i have had a riptide sit at one wound from turn 3 until the end of the game because of the 3invul save it can get and a stim injector for feel no pain

Broadsides: i use them if i want a solid anti flyer unit, the range on the heavy rail rifle pretty much means the flyer is always going to be in range of the heavy rail rifles
whenever i use a broadside team i just have it as a 2 man team with 4 shield drones and stick them in the waaaaay back

also with the new codex you can take 2 of the same weapon now so now crisis suits have double the firepower


Try running the broadsides with missile drones instead of shield drones. You will be in cover anyhow won't you? might as well get some extra shots out of the little buggers.

This message was edited 1 time. Last update was at 2013/06/27 00:43:50


Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Battlefortress Driver with Krusha Wheel






Thanks to everyone who responded, especially thaylen I will have to read your main thread. Kinda stinks on some changes, I used to love mech units and broadsides. Guess Ill have to work on something else to like now. I think the new book is a positive step for the tau. Gives me hope for when they do orks. Not that I have ever had a problem with orks, been running them since 3rd edition, and always have fun with them.


Automatically Appended Next Post:
Are piranha with fusion blasters no longer good tank hunters? I seem to recall flying up and dropping 6 pods in front of them in a line at least kept them from getting charged too soon.

This message was edited 1 time. Last update was at 2013/06/27 18:12:44


warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Drone without a Controller





Orock wrote:
Are piranha with fusion blasters no longer good tank hunters?


Well, I'm hardly qualified to tell you if Piranhas are any good in any configuration or not because I'm just getting back into the game myself, but they're certainly cheap for what they do. If you factor in the cost of the Gun Drones (14pts each) then each Piranha cost 12pts before upgrades - so even if they're not that good, you're still looking at an incredibly fast 4 shot gun for less than the cost of a Tac Marine.

If you upgrade the gun to a Fusion Blaster, you're still only paying 22pts for the platform (minus Gun Drones) so even if it takes 3 of them average to take out a tank and then they immediately die, you're most likely coming out ahead on points.

The down-side of looking at it this way is that you are having to take a mandatory Gun Drone squadron with your Piranhas and you're losing a slot in the FOC that could be used by something with a ML.

Still, if you have the space and you don't mind fielding Gun Drones then they look like a very efficient use of points.

: Because I'm sure as hell not going all the way over there to kill you.

 
   
Made in us
Tail-spinning Tomb Blade Pilot





Los Angeles, CA

Play with some cojones and don't take an aegis. Camping behind a wall and rolling dice is boring for everyone.

DZC - Scourge
 
   
Made in us
Bounding Assault Marine




United States

A weak army defending itself legitimately is boring for everyone? The way I see it, paying for the ADL is better than plopping a bunch of ruins down and getting the 4+ save for free.

2000+

"Can we stop saying CCSM and CSM to just say CSM and SM? I mean really, don't we already know they have a codex? Plus my colon key is broken."  
   
Made in ca
Smokin' Skorcha Driver




Canada

What annoyed me about the codex was how it seemed to be entirely gunline oriented. However, after a few games I've noticed that the Tau are actually still quite good at mobile warfare. I just have a couple tanks, suits, and pathfinders in my DZ as a rock-hard 'anvil', then I've been dropping two stealth teams, shadowsun, and outflanking kroot and fire warriors with Darkstrider as my 'hammer'. It's worked quite well for me so far. While I'm waiting for my reserves, it gives my opponents a chance to move up so I can hit 'em from both sides and give some sweet rear armour to shadowsun and friends. The number of units I have coming in also gives me plenty of overwatch support and makes it easier to kill assault threats before they have a chance to do anything.

I find that the four DSing 9" fusion blasters is usually enough for anti-tank, so you don't really need broadsides for that duty. I've also been running 2 hammerheads (one of each gun) and a skyray. Gives me anti-air and some serious firepower. Basically, mobile and gunline builds are both viable, and you don't need a riptide to put on the hurt. But whatever you do, makerlights are pure gold, so don't leave home without at least a few.

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.

Christ, where do you buy your turnips?
 
   
Made in us
Shas'la with Pulse Carbine





Thokt wrote:
Play with some cojones and don't take an aegis. Camping behind a wall and rolling dice is boring for everyone.


This, deployable cover is stupid; in my opinion it is anyways. The only time it makes sense to me is if you're playing a scenario of some sorts.

Also, dakkahammer, I like what you're doin there actually! I see Tau as a mobile strike force that just comes in and guts you, not just a gunline, and i think your playing represents that pretty well! Which is how I typically try to run my Tau as well and ive had good success with it lol

Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways......... 
   
Made in us
Tail-spinning Tomb Blade Pilot





Los Angeles, CA

yukondal wrote:
A weak army defending itself legitimately is boring for everyone? The way I see it, paying for the ADL is better than plopping a bunch of ruins down and getting the 4+ save for free.


Camping behind a wall all game was what I was ripping on. Whether you place a line of debris or an ADL to form said wall- neither is impressive or exciting.

DZC - Scourge
 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

Thokt wrote:
yukondal wrote:
A weak army defending itself legitimately is boring for everyone? The way I see it, paying for the ADL is better than plopping a bunch of ruins down and getting the 4+ save for free.


Camping behind a wall all game was what I was ripping on. Whether you place a line of debris or an ADL to form said wall- neither is impressive or exciting.


Wall camping also doesn't win you games. The aegis has it's uses for mutual defense of units defending homefield objectives. But if you intend to win games, you need to have a plan to take/contest objectives outside your little aegis fort. Good units for this include kroot, riptides (durability), stealth teams, and crisis teams (usually with iridium armor commander).

My standard tau list has 2 firewarrior squads, 2 pathfinder squads with an ethereal behind a aegis line with a skyray and ionhead nearby. I then use my missilepod crisis team and a riptide to push forward while my 2 kroot mobs outflank or infiltrate to put pressure on my opponents objectives while a fusion/flamer crisis team drops in for quality kills. I also have shadowsun in the list to either serve as additional deepstrike, or attach to a squad that I feel needs an aditional defensive kick (usually the kroot or the fusion crisis, the missile crisis has an iridium armor commander already).

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Battlefortress Driver with Krusha Wheel






 Thaylen wrote:
Thokt wrote:
yukondal wrote:
A weak army defending itself legitimately is boring for everyone? The way I see it, paying for the ADL is better than plopping a bunch of ruins down and getting the 4+ save for free.


Camping behind a wall all game was what I was ripping on. Whether you place a line of debris or an ADL to form said wall- neither is impressive or exciting.


Wall camping also doesn't win you games. The aegis has it's uses for mutual defense of units defending homefield objectives. But if you intend to win games, you need to have a plan to take/contest objectives outside your little aegis fort. Good units for this include kroot, riptides (durability), stealth teams, and crisis teams (usually with iridium armor commander).

My standard tau list has 2 firewarrior squads, 2 pathfinder squads with an ethereal behind a aegis line with a skyray and ionhead nearby. I then use my missilepod crisis team and a riptide to push forward while my 2 kroot mobs outflank or infiltrate to put pressure on my opponents objectives while a fusion/flamer crisis team drops in for quality kills. I also have shadowsun in the list to either serve as additional deepstrike, or attach to a squad that I feel needs an aditional defensive kick (usually the kroot or the fusion crisis, the missile crisis has an iridium armor commander already).


I understand the game may no longer revolve around AV 14 and killing them, but how do you deal with say a monolith or battlewagon spam from orks. Now that broadsides ate a huge nerf, I would think you would want both your tanks sporting railguns.


Automatically Appended Next Post:
ALSO why would I pay points for stuck where they are broadside suits with high yield missile pods, when for LESS points I can just take crisis suits with 2 missile launchers and have the exact same setup, cheaper with mobility?

This message was edited 1 time. Last update was at 2013/06/29 21:55:16


warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

Orock wrote:
 Thaylen wrote:
Thokt wrote:
yukondal wrote:
A weak army defending itself legitimately is boring for everyone? The way I see it, paying for the ADL is better than plopping a bunch of ruins down and getting the 4+ save for free.


Camping behind a wall all game was what I was ripping on. Whether you place a line of debris or an ADL to form said wall- neither is impressive or exciting.


Wall camping also doesn't win you games. The aegis has it's uses for mutual defense of units defending homefield objectives. But if you intend to win games, you need to have a plan to take/contest objectives outside your little aegis fort. Good units for this include kroot, riptides (durability), stealth teams, and crisis teams (usually with iridium armor commander).

My standard tau list has 2 firewarrior squads, 2 pathfinder squads with an ethereal behind a aegis line with a skyray and ionhead nearby. I then use my missilepod crisis team and a riptide to push forward while my 2 kroot mobs outflank or infiltrate to put pressure on my opponents objectives while a fusion/flamer crisis team drops in for quality kills. I also have shadowsun in the list to either serve as additional deepstrike, or attach to a squad that I feel needs an aditional defensive kick (usually the kroot or the fusion crisis, the missile crisis has an iridium armor commander already).


I understand the game may no longer revolve around AV 14 and killing them, but how do you deal with say a monolith or battlewagon spam from orks. Now that broadsides ate a huge nerf, I would think you would want both your tanks sporting railguns.


Automatically Appended Next Post:
ALSO why would I pay points for stuck where they are broadside suits with high yield missile pods, when for LESS points I can just take crisis suits with 2 missile launchers and have the exact same setup, cheaper with mobility?


I can tackle AV 14 with deepstriking melta suits (or start on the table with shadowsun as area denial), the riptide (S9 ordinance, ripplefire Fusion, Smash), the aforementioned shadowsun, or as a last resort, the onager gauntlet on my commander. Admittedly this is no longer the cross board terrors that broadsides used to have, but it gets the job done. I am not a fan of railguns because they are only a single shot. A rail head costs around 150ish points fully equipped (submunitions, d-pod, sensor spines, blacksun); It misses 1/3 the time, fails to pen 2/3 (lets face it, I'm not killing AV14 by grinding hull points) of hits, and only gets killshots on half of the pens. (2/3 x 1/3 x 1/2 = 2/18 or approx 11% of killing a land raider) 11% kill rate is respectable vs a LR, but vs MC's 1 wound a turn is barely worth it (I'm being generous here), vs light vehicles, other options are just as if not more efficient, vs flyers a single shot hitting on 6's. The submunitions makes the tank passable vs light infantry (but no more so than Ionheads or massed pulse fire). Longstrike can give you some extra reliability, but then you start to clock in at around 200points for that single S10 shot. I feel that my lists have improved when I dropped my longstrike hammerhead to include a fusion crisis team and a couple of extra pathfinders.

Fusion blasters vs AV14 (1/2[to hit] x 1/2 [to pen](7+ on the bell curve for 2d6 is slightly more forgiving than 50%) x 1/2 [explodes result] = 1/8 or 12.5% (PER SHOT) One squad (6 fusion blasters) has a ~55% chance of killing a landraider (1 -.875[chance of each shot failing to kill] ^ 6[number of shots]) There are even enough shots in this instance that grinding HP's will even become a factor (though I only expect 2-3 HP damage from the squad). The aforementioned fusion squad will likely kill any vehicle it gets pointed at without marker support and can threaten horde units with its flamers and MC's through volume of fire (markerlights are really needed to fully realize this role)

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Battlefortress Driver with Krusha Wheel






Well that stinks. I really liked railheads last edition, but with so many monstrous creatures now a days I guess ionheads are better overall.

I cant see a single reason to take broadsides anymore though. You get the same amount of missles on a crisis suit team with 2 missile launchers as a broadside with the new heavy missles. same range and everything.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

Orock wrote:
Well that stinks. I really liked railheads last edition, but with so many monstrous creatures now a days I guess ionheads are better overall.

I cant see a single reason to take broadsides anymore though. You get the same amount of missles on a crisis suit team with 2 missile launchers as a broadside with the new heavy missles. same range and everything.


Well the Broadsides can also pack an SMS, which is good against GEQs hiding in cover. If we still had Advanced Stabilisation Systems then Missilesides would be brutal. Alas, for days now gone :(


As for Railheads, if you like them then you can still run them. They work out cheaper now (not by a lot thanks to Disruption Pods getting more expensive) when you kit them out but the loss of Multi-trackers and Target Locks hurts.

This message was edited 1 time. Last update was at 2013/06/30 00:43:50


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.
 
   
Made in gb
Towering Hierophant Bio-Titan



UK

 A Town Called Malus wrote:
Orock wrote:
Well that stinks. I really liked railheads last edition, but with so many monstrous creatures now a days I guess ionheads are better overall.

I cant see a single reason to take broadsides anymore though. You get the same amount of missles on a crisis suit team with 2 missile launchers as a broadside with the new heavy missles. same range and everything.


Well the Broadsides can also pack an SMS, which is good against GEQs hiding in cover. If we still had Advanced Stabilisation Systems then Missilesides would be brutal. Alas, for days now gone :(


As for Railheads, if you like them then you can still run them. They work out cheaper now (not by a lot thanks to Disruption Pods getting more expensive) when you kit them out but the loss of Multi-trackers and Target Locks hurts.
You do, its called a 'Markerlight'. Whilst costly, you can sometimes (I've done it myself) been able to move my Broadsides and still fire at high BS. Same goes for non-fast multi-weapon vehicles.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Battlefortress Driver with Krusha Wheel






Ok, went over what I thought would be a decent list for 2k take all comers games, Im a bit confused if disruption pods still work on everything or just interceptor weapons like it says. Dosent seem worth the points anymore. Anyway heres my planned list. Looking to change it to optimize it a bit more.

Etherial

Commander, iridium armor, stim injector, 2x missile pods, puretide chip, velocity tracker, onager gauntlet.

2x crisis bodyguards
2x missile pods, velocity trackers.

10x fire warriors

10x fire warriors

10x kroot, 2x kroot hounds

10x kroot, 2x kroot hounds

3x crisis suits
2x fusion, flamer each (probably reserve with kroot, will deepstrike)

Riptide
stim injector, twin linked fusion blaster, ion accelerator, early warning override

6x stealth suits
2x fusion blasters

6x pathfinders

6x pathfinders

2x piranha
2x fusion blasters

hammerhead
smart missile system, ion cannon, blacksun filter

skyray
smart missile system, blacksun filter

3x broadsides
rail rifles, 2x seeker missles

I realize the broadsides are pretty sub par now, and I could swap them with another hammerhead I own, but I like a bit of variety, even if there not as optimal as they could be.

I would consider dropping one though if I was missing any must grab wargear or vehicle upgrades. Again little practical experience in 6th, so I don't know what I am missing.

This message was edited 1 time. Last update was at 2013/07/01 02:58:06


warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Legendary Master of the Chapter






Disruption pods are a stock +1 to cover saves
Decoy launcher is a 4+ invul against interceptor

Rail broadsides are soo soo compared to missile sides, but its not too bad.

 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 au
Terrifying Treeman






The Fallen Realm of Umbar

 Desubot wrote:
Disruption pods are a stock +1 to cover saves
Decoy launcher is a 4+ invul against interceptor

Rail broadsides are soo soo compared to missile sides, but its not too bad.

Not really, the only edge railsides have now is against AV14, against everything else, squadrons and fliers especially, goes to missilesides.
What railsides do bring however is the lead guitarist to your army, something noone else gets at all.

DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in us
Longtime Dakkanaut





Razerous wrote:
 A Town Called Malus wrote:
Orock wrote:
Well that stinks. I really liked railheads last edition, but with so many monstrous creatures now a days I guess ionheads are better overall.

I cant see a single reason to take broadsides anymore though. You get the same amount of missles on a crisis suit team with 2 missile launchers as a broadside with the new heavy missles. same range and everything.


Well the Broadsides can also pack an SMS, which is good against GEQs hiding in cover. If we still had Advanced Stabilisation Systems then Missilesides would be brutal. Alas, for days now gone :(


As for Railheads, if you like them then you can still run them. They work out cheaper now (not by a lot thanks to Disruption Pods getting more expensive) when you kit them out but the loss of Multi-trackers and Target Locks hurts.
You do, its called a 'Markerlight'. Whilst costly, you can sometimes (I've done it myself) been able to move my Broadsides and still fire at high BS. Same goes for non-fast multi-weapon vehicles.

I do this all the time. People always complain about 36" range on HYMP (I don't think its bad at all, especially considering DoW and Vanguard deployments). I always love the look on my opponents face when they thought they've avoided the Broadside range and I use the Ethereal snapshot after running power and end up moving my Broadsides up 7-12" and then boosting back up to BS3 or better. It's a very viable tactic and makes Broadsides even more flexible.

Bee beep boo baap 
   
 
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