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the advantage of the skyray is certainly the alpha. Afterwards its not a target worth shooting for the other player. Points spent on it are spent for the chance to nuke something early, and then afterwards a semi-reliable marketlight source.
PERHAPS stick SMS on it for harassment, but mostly just use it to slightly buff the shooting on the table that isnt alpha. Its vulnerabiility is offset by the fact that once its goes off, its not worth killing anymore.
davou wrote: re-arming skyrays would have been way to strong. It's borderline on the 'summoning' problem we had at the end of last eddition.
I personally like the idea of mech'ed up tau, with a few seeker missiles all over the board over the skyray though.
Eh. there are "A unit can only have this strategem used on it 1ce per game" so then you cant rearm ALL THE SKYRAYS! just 1, and only 1ce
Its still very strong. Basically for whatever number of command points you'd get a 150 point boost over the other person. Its debatable whether the rays one shooting attack is worth that 150 ish points, but it would ammount to getting a free second skyray minus the ML's
A strategem like that IMO would be better suited to the bomber. Let it drop double once per game for the command points.
This message was edited 1 time. Last update was at 2018/03/14 15:26:02
Categories: Fast Attack, Fly, Faction: <Sept>, Drone, Tactical Drones
Tactical Drones
Selections: 4x MV1 Gun Drone
Categories: Fast Attack, Fly, Faction: <Sept>, Drone, Tactical Drones
The idea is to deploy the gun drones and commanders into reserve first, then start building a castle using the broadsides, with riptides on flank, marker drones around them to abblate wounds too later on, and then infiltrate the stealth and ghost to either deny drops or counter a juicy target.
Kinda low on CP, but I didn't wanna put troops in there if I could avoid it and break style.
This message was edited 2 times. Last update was at 2018/03/20 17:48:36
Da-Rock wrote: What about Tetras for Markerlights? In my last game they were the stars of the show......18" move was critcal to get a shot off, but hitting on 5's counters it a lot. (I was lucky and rolled two 6s from my two remaining Tetras to put 6 markers on a must die target).
feast or famine, with a 60% chance of famine; not for me at all... Shame too cause I own four. I'm hoping FW changes them soon
This message was edited 1 time. Last update was at 2018/03/20 20:30:12
The idea is to deploy the gun drones and commanders into reserve first, then start building a castle using the broadsides, with riptides on flank, marker drones around them to abblate wounds too later on, and then infiltrate the stealth and ghost to either deny drops or counter a juicy target.
Kinda low on CP, but I didn't wanna put troops in there if I could avoid it and break all suit style.
This message was edited 2 times. Last update was at 2018/03/23 14:46:20
Oof, please clear up that wall of text a bit, it's unreadable like this. No need to list every single tag of every unit and fully spell out all weapon and gear selections.
CREEEEEEEEED wrote: Honestly, I think a 10 point reduction is an absolute must, and then either allow units to be 1+ or reduce weapon cost.
I'd prefer they just finally become BS 3+.
It would be nice, but not very fair. With marker lights and the plethora of reroll 1's we have, it would mean being able to field an army that relatively speaking never misses any of its shots. The cost of every weapon in the codex would be fethed at that point.
BaconCatBug wrote: Is there any other viable loadout for a Coldstar other than QFB? I have two and was going to take a 3rd Coldstar but I think having all 3 as QFB is a waste.
I don't think having 3 fusion Coldstars is overkill at all, but running CIBs is also a great option. Really, anything will work well when it hits on a 2+, but fusion and CIB are easily our best loadouts.
Its been repeated like 400 times, No CIB for coldstars alowed
ZergSmasher wrote: So I'm thinking of running a quad fusion Coldstar this weekend in a tournament because I hear tell that they are good, but my question is what is the best way to run one? Do I use him as a cruise missile, have him fly up and kill one thing and then die like a bitch to return fire, or should I have him work the midfield and play kind of coy, hiding behind Kroot, stealth suits, etc and pop out when something juicy comes close enough? He'll be the only commander in my list as I'm figuring on running a Brigade detachment.
Fusion-star is nice with viorla; lets you move 40 and drop the shots.