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