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Made in no
Liche Priest Hierophant





Bergen

Can somebody talk to me about the tau Stormsurge
What ever army I play I am just terrified of that thing. While I know he is 400 points he is just such a dominant focalpoint of death. Every time I have faced him he kills far more then 400 points. In particular my Tyranids have no real awnser for him as he has such a massive range. Looking at the points he must be a nightmare for Knights to trade into as well.

How do I modigate the fear I get when I see it? And how do allcomers list fight against it?

This message was edited 1 time. Last update was at 2023/09/25 19:50:11


   
Made in us
Rogue Grot Kannon Gunna






Make sure you're playing with enough terrain. There should be some shooting lanes where long-range shooting is relevant but there should also be plenty of LOS blocking terrain to break up the rest of the table. The Stormsurge should be able to lock down part of the table but you should have the option to concede control of that lane and keep your units in spots where the Stormsurge can't hit without moving up. If it's just sitting in a back corner dominating the whole table you need more terrain.

Love the 40k universe but hate GW? https://www.onepagerules.com/ is your answer! 
   
Made in no
Liche Priest Hierophant





Bergen

Yeah we had a lot of terrain. The tau player complained that we had to much terrain because his storm surge could not kill everything.😅

But comparing the stormsurge to the Imperial knight castelan does not the stormsurge shoot better? And it is 200 points cheaper.

   
Made in us
Fixture of Dakka




NE Ohio, USA

 Niiai wrote:
Yeah we had a lot of terrain. The tau player complained that we had to much terrain because his storm surge could not kill everything.😅


Well of course the guy playing the shooty force wants less terrain in his way....

But seriously? You probably had too much terrain. Afterall, you should both be happy with the board. If one of you isn't then you've got a problem.

   
Made in no
Liche Priest Hierophant





Bergen

I once played him with two line of sight blocking terrain pieces. Each was in the deployment sones, so when he started his models in it the only line of sight blocking terrain was in my deployment sone. He stil thought it was difficult to shoot my models. 😅🙏 We are ordering some official terrain templates these days. I think it will be fine. I know he plays with less then the recorded amount. (Or rather the recommended amount is longer, so you can fit a squad behind it.

But back on topic - how do I counterplay the stormsurge? And is it severely undercoated? If it was in the Knights codex they would certainly take it.

   
Made in us
Fixture of Dakka




NE Ohio, USA

 Niiai wrote:

But back on topic - how do I counterplay the stormsurge? And is it severely undercoated? If it was in the Knights codex they would certainly take it.


Depends what size of games your playing, what you've got, & what you're willing to use.

As for it being severely undercosted? Why does that matter? If it is there's nothing you can do about it RaW.
   
Made in gb
Longtime Dakkanaut




 Niiai wrote:
I once played him with two line of sight blocking terrain pieces. Each was in the deployment sones, so when he started his models in it the only line of sight blocking terrain was in my deployment sone. He stil thought it was difficult to shoot my models. 😅🙏 We are ordering some official terrain templates these days. I think it will be fine. I know he plays with less then the recorded amount. (Or rather the recommended amount is longer, so you can fit a squad behind it.

But back on topic - how do I counterplay the stormsurge? And is it severely undercoated? If it was in the Knights codex they would certainly take it.


Not used one myself, however:

- its only BS 4+, though obviously it will be guided, check the T'au rules and make sure your opponent plays them right - this means it will struggle to split fire if guided, and needs to be stationary for the +1 from Heavy
- with the 2+/4++ as expected its either AP-2 weapons or accept the invulnerable will bounce some
- either saturate it with AP-2 D1/D2 fire and hope for wounds, (Lethal hits helps if you have it) and paper cut the swine or use something like a hunter-killer missile barrage (or similar) and just splat the thing with weight of fire - does mean not targeting the rest of the list
- ignore it for a turn or two, its not very mobile and due to the guiding rules, its also not very mobile if firing, basically accept its going to hurt a few things but focus your fire on the T'au stuff that will be scoring VP which tend to be more squishy

otherwise to actually kill it, well its T11 so anything S12+ is good, AP-2 at least and then a half decent rate of fire and reasonable damage and 20 wounds won't last too long, but you won't kill it with casual fire in a turn. However if on T1 you have shots spare while largely ignoring it accumulated damage then can make it a fair bit easier to kill the following turn

to be honest its not a unit I feel a great desire to have in my force, its too many points in one place, its dangerous yes but it has to give up on the T'au ability to make best use of the guns and unless its swapped the main gun out for the blast version a lot of its gun are actually not that impressive unless you are T4 or less with rubbish armour (S5 AP0 sounds good but in general terms isn't amazing v armour or units in cover, can hurt hordes though)

it looks like its role is shooting at knights and other similar large heavy units, then able to deal with hordes headed its way but I suspect the thing needs careful deployment, and a decent screening force, as with all T'au its not amazing in melee so perhaps thats also a weakness if its not screen right.

then you also have suitable standby methods if you can get close, suicide "tank shock" rams for a few mortal wounds, "grenades" from infantry that can get close enough (moving through cover ideally out of sight), neither of which will kill it but can finish it off or drop a few mortal wounds in which do tend to add up

keep in mind while its 20 wounds to kill its 15 to disable down to a reduction in damage output with the -1 to hit and if you cannot outright kill it thats not a bad target to aim for

I suspect though the #1 key point is Don't fixate on it, don't fall victim to "Tiger Terror" and get on with your battle plan without the distraction
   
Made in no
Liche Priest Hierophant





Bergen

Yeah some good thoughts there.

I would like to point out all of his weapons are heavy (a simplification of the anchoring rule it had in 9th) meaning it hits on bs3 if it stands stil, or bs2+ if guided. (He will alwasy be guided.) My opponent usually has a character next to him making him hit re-roll hit rolls of one.

I played tyranids and did not have the heavy wepaons to deal with him. I think my usual space wolves also have a hard time presenting enough hevay wepaons to threaten it. It might be my lists that are the problem.

   
Made in us
Fixture of Dakka




NE Ohio, USA

 Niiai wrote:
Yeah some good thoughts there.

I would like to point out all of his weapons are heavy (a simplification of the anchoring rule it had in 9th) meaning it hits on bs3 if it stands stil, or bs2+ if guided. (He will alwasy be guided.) My opponent usually has a character next to him making him hit re-roll hit rolls of one.

I played tyranids and did not have the heavy wepaons to deal with him. I think my usual space wolves also have a hard time presenting enough hevay wepaons to threaten it. It might be my lists that are the problem.


For your Tyranids do you have the thing with the Rupture Cannon?
If so, put it in reserve, bring it in turn 2 & shoot the giant Mech.

For your SW? Get a drop pod (or two). Stuff with something dangerous melee/shooty/maybe both.
The shooty stuff lands turn 1 & blasts it.
The melee stuff lands turn 1-3 depending upon when you can best get a charge on it.

In both cases the things in reserve or in pods are protected from being shot until you bring them in.
   
Made in gb
Longtime Dakkanaut




as I noted though, if the thing is guided yes its BS3+ against the nominated target, but its BS 5+ against everything else

so 2+ & 4+ if stationary, its actually a unit I'd consider not guiding to get the most from its weapons.

there is another possible option, though it depends upon your opponent, something I have tried with Tyranids in previous editions. Have a lot of things and then make your turn be rapid, pile forwards - the idea being to provide a somewhat intimidating board and the appearance you have a definite plan they have not disrupted. can cause problems with target priority stuff

and while the thing can split fire and does have a decent number of guns the way anti infantry stuff is now they still need to chuck a fair few dice to take out a unit

and yes gribblies won't kill it in melee, they can kill whats around it though (e.g. Shadowsun)
   
 
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