gmaleron wrote:Hello everyone, with the recent purchase of some Tau and the decision to go with a Farsight Enclave list I am debating either running a few teams of x2 Broadsides or Hammerheads instead of the standard "Tri-Riptide" look that seems to be so popular amongst Tau players. Now I have broken them down like this:
Hammerhead:
-Strength 10 Rail Shot = dead armor
-Can take Submunition Rounds to handle Infantry
-13 front armor vehicle
-skimmer with jink save, mobile
Broadsides:
-x2
TL-S8 AP1 shots
-2+ Armor Save and multiple wounds
-Can get "Skyfire" Option
-Stationary
Just wanted to see what you guys thought would be a better option in regards to filling the roll of anti-armor for a battlesuit heavy army. This thread however is open to debate amongst anyone who feels one way or another about this particular topic. Thanks for reading and replying guys!
When you say open to debate do you mean I can give suggestions at our "better" anti-
AV units/models? Because I honestly don't like either of those options for popping
AV. (I'm assuming were talking about mostly capabilities to take out high
AV) Also note that I'm all about efficient and reliable models. I like having a consistent army that performs the way I want it to when I need it to. With that said....
Hammerheads are expensive for their reliability. If you miss then that's all that 125 point model is going to do this turn. If you hit with it, great! But don't buy into the "group think" that anything it hits will just MELT. This so so far from the truth when your taking a stock Hammerhead. To pen an AV14 you still need 4+... otherwise your just glancing it slowly. Not that reliable even if it does hit :/ Do the math. It's like a .66 chance you'll hit (without
ML support) and then it's 11% chance you DESTROY it. I'm assuming your using some
ML's to remove the vehicles cover, otherwise it's even worse!
The railgun Broadsides are definitely more reliable. Efficient? Not so much when your taking them to deal with AV14. With 2x Broadsides your doing about .5
HP off a turn on average. Kinda bad... Against AV13 about 1
HP off a turn with a 25% chance of popping it. Not bad, but still bad...
lol (Again ignoring cover saves, if they get saves it's much much worse now)
Enter the Dual
TL Fusion Blaster Deepstriking Crisis Suit. 1HP off a turn with a 40~% chance of destroying a target. 1TLFB +
FB ~
DS within melta range which isn't too hard without really unlucky rolls and whatever your aiming at will almost definitely disintegrate. Or run it on the board already if they are bringing a
LR that had some strong melee units in it. They will be driving it and turbo boosting it forward for you so just stay out of
LOS until it's close enough. Make them think twice about coming close. Give them more options/threats and they'll start messing up.
My .02.
GL!