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It's not always about reduced cost. Hell, I'd like to make an XV25 counts-as army. As well as a Kroot army (though that'll likely be counts-as DE) An all-drone army (Drones with Pulse Rifles for FW, pairs of drones for XV8s, 2-4 drones for XV88's, drone controlled 'harbringers' ( devilfish ), drone controlled hammerheads, etc. ) A slight addition where I use pairs of Firewarriors on larger bases in weapon teams to make an all-fire-warrior army. This is to go with my 84 Fire Warrior list I'm making.
But if you do it right AND can make an epic army on the cheap, all the better.
Furthermore - not everyone has the money for full-retail.
This message was edited 1 time. Last update was at 2012/08/28 18:58:10
BoomWolf wrote: As I might be able to fish myself a bit of forgeworld soon-what do you guys say about tetra in 6th edition?
I did the cheapest (and most awful looking) conversion to play Tetras: I didn't glue the wings on the Piranhas.
Although I feel some shame, those Tetras (with target-array) now provide my entire army with markerlight support. They are a pretty awesome addition.
BoomWolf wrote: As I might be able to fish myself a bit of forgeworld soon-what do you guys say about tetra in 6th edition?
I did the cheapest (and most awful looking) conversion to play Tetras: I didn't glue the wings on the Piranhas.
Although I feel some shame, those Tetras (with target-array) now provide my entire army with markerlight support. They are a pretty awesome addition.
They are much more efficient than anything you can bring for markerlight support. They really ramp the army up a notch.
Rules for tetras are in the Imperial armour Taros campaign book arnt they? can anyone give a basic pros/cons vs pathfinders or stealth suit marker teams?
I like the look of the tetras, and they arnt insanely expensive. I assume its more points cost effective than 6 pathfinders and a devilfish?
not sure if the players at the LGS let forgeworld stuff on the table.
Mecha_buddha wrote: Rules for tetras are in the Imperial armour Taros campaign book arnt they? can anyone give a basic pros/cons vs pathfinders or stealth suit marker teams?
I like the look of the tetras, and they arnt insanely expensive. I assume its more points cost effective than 6 pathfinders and a devilfish?
not sure if the players at the LGS let forgeworld stuff on the table.
Earlier this year they received a new ruleset. They got silly good.
Sensor towers are also very solid investments for a pittance of points since they come with a positional relay.
Automatically Appended Next Post: To answer your question specifically the pros and cons are very lopsided now.
Tetras
-High intensity markerlights are heavy 4 and are on a fast vehicle. The threat range is roughly 4 feet to put accurate shots wherever you need.
-The model itself is half the size of a piranha and its flying stem is almost nonexistent as its a molded resin component that makes the tiny ship practically touch its flying base.
- Being Tau vehicles they can take targeting array for BS 4. My normal load out is to take 3 solo tetras each with just a targeting array, it already has disruption pod so not much else is needed. In larger games they can still take multi tracker and come in units of 4 if need be.
- It is a scout and also contains the same deep strike bonus of pathfinders.
- No transport tax needed to be paid, your dumping points straight into marker lights.
Pathfinders.
- Multiple models means one lucky shot wont shut down a firing unit... and thats all I can think of. A tetra is shorter in profile than a standing Firewarrior...
This message was edited 3 times. Last update was at 2012/08/29 02:38:08
Mecha_buddha wrote: Rules for tetras are in the Imperial armour Taros campaign book arnt they? can anyone give a basic pros/cons vs pathfinders or stealth suit marker teams?
I like the look of the tetras, and they arnt insanely expensive. I assume its more points cost effective than 6 pathfinders and a devilfish?
not sure if the players at the LGS let forgeworld stuff on the table.
The IA:3 book probably costs more than some Tetras would, really. But thats the tax we pay.
Given that one box of XV25s costs the same as a single Crisis suit, and weapon bits are so cheap, it is a far more economical alternative than forking out for the original model.
The sensor towers look pretty beastly for 40pts The free reroll to hit looks particularly attractive, especially as it comes with a TL markerlight. TL BS4 Fire warriors anyone?
Automatically Appended Next Post: Also the TL plasma cannon on the hammerhead? 4 TL ion cannon shots at 48"
Also, it is cheaper to buy tetras than to convert them from piranhas. £18 for one piranha, £33 for 2 Tetras
This message was edited 4 times. Last update was at 2012/08/29 14:50:45
As mentioned above, tetra's are BOSS in the new FW rules, they sucked in taros but now kick ass. Sensor towers are also very good and not overly expensive for what they do, i see 12 FW and a sensor tower being good for defending the home objective
Do you think that the sensor towers would work as an anti-flier system? A couple twin-linked markerlights for seeker-missiles, and twin-link pulse-rifles and whatnot.
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.
I think they would work for the Broadside DakkaStar. If the Broadsides + Shas'els have three railguns + 2 MPs, those hitting on BS3 (BS1 + 2 ML) can mathhammerwise down any flyer in the game right noe.
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
The sensor tower is probably best on a pathfinder / tetra squadron for ensuring something tough gets whats coming.
It would be pointless on the broadside deathstar as all of the broadsides weapons are twin linked and you cannot twin link something twin linked so :L The points cost of the tower is probably more than the cost of twin linked the hq suits anyway.
The seeker missile is fired at as a snap shot at a flyer therefore is BS1, as it is only assumed to fire at BS5, where in fact it is BS1 because of snap fire, so that wouldn't work.
It would however work nicely on marine and eldar battle brother allies, such as war walkers, devastators, etc.
As mentioned above it will work nicely on fireknifes if you prefer to play defensively whereas aggressively you probably wont be in range unless you make a gun drone "rope" back to within 6inches of it, which is being a douchebag but works.
No, I meant boost the BS of the shot to 3 so hitting on 4s TL.
I would love to see a Storm Raven take three Railguns to the face.
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
I was unde the impression that codex>rulebook, and considering that C:TE says you can use Markerlights to boost BS, you could still boost the BS
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
No because snap fire is a rule and the codex cannot break rules still. Its like using the old rage in place of the new rage, where the new rage takes precedence because it outdates that of the codex. 4th ed codex shouldnt trump a 6thed rulebook!
In the new tau codex however there will be something that trumps snap fire, there has to be :L
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
Its not PURELY "codex beats rulebook" its how they two interact, and only on a DIRECT confrontation, the codex comes first (yes, even though out-dated.)
So a rule about markerlight increasing BS does NOT work on snap shots because the codex gives and increase, and the rulebook gives a set value, so BOTH apply, but the set value applies later, and as such the markerlight improvement is, while still technically happening, irrelevant in the end result.
On the missile question, the missile fires at BS 5 even while "snap shooting" because while the book sets it to one, the codex (FAQ actually in this case) sets it to 5, as both happen at the same time-the codex (FAQ) "wins", as both apply-but the codex (FAQ) applies stronger.
In fact, any reading into the FAQ reveals without any room for doubt that the missile will ALWAYS fire at BS5, and this cannot be changed even if you wanted to by your own methods.
FFS people, stop trying to squirm obvious rules (even when wierd) to fit your own desires. there is no room to interrupt it any different except by falling into "void means I am right" excuses ("it never says that in this SPECIFIC case its true, despite giving a near-identical one as example where it does!"
And don't claim I am saying this because I want it to be, I don't even run the damn things, ever. even with correct using of it they are not worth the points that could be sank into more guns across the board.
can neither confirm nor deny I lost track of what I've got right now.
I was implying Markerlights beat Snap Shots in the 6th Ed Tau book.
Experience is something you get just after you need it The Narkos Dynasty - 15k Iron Hands - 12k The Shadewatch - 3k Cadmus Outriders - 4k Alpha Legion Raiders - 3k
I answered about the markerlights. they have no effect on snap fire, because both the markerlight increase and the snap fire set value apply, but the order that you apply them at just makes the markerlight effect useless (although technically THERE, he is quickly re-written)
The missile part was a random rant about people trying to pry it so it would fit their need of tau having as little anti-air as possible.
can neither confirm nor deny I lost track of what I've got right now.
Just had the last battle of my local GWs summer campaign. End result for the Tau forces of 4 wins and 2 draws, with the final battle (which was a draw) being settled by a warlord battle royale which the Tau won through superior firepower resulting in the Tau being the overall winners of the campaign, YAY!
The 2 draws were against Necrons, with the Necron players picking which scenario to use from the Battle Missions book giving them a pretty hefty advantage so I'm pretty happy about them.
Final Warlord duel was amusing with Tau commanders jumping away from the Necrons and just wearing them down with Plasma Rifle fire whilst the Necrons desperately tried to get into CC.
Stuff I took away from it, the Aegis defence line is great. It kept our forces alive in the first battle against the Necrons thanks to the 2+ cover when you go to ground. This allowed us to grab a draw from the jaws of defeat as our reserves arrived and got us enough kill points to tie the game, thanks to Hammerhead submunition rounds to weaken Warrior units, Deathrain suits to finish them off and our use of Broadsides with Plasma to wipe out whole units of Scarabs thanks to Instant Death.
Stealth Teams are damn hard to kill in cover. Had a full squad with 2 Fusion Blasters, 10 Gun Drones and 2 Marker Drones guarding the right flank in the final battle. Kept a unit of destroyers busy trying to kill them and absorbed a Particle Whip shot with the only casualties being 2 Gun Drones.
Managed to pull off a hilarious deployment with my Fire Warriors as our home Objective in the final battle was in the open. They were deployed in a ring around it with the Shas'ui standing behind the ring, closest to our board edge, each at maximum distance for coherency. Worked as they only managed to kill 2 Fire Warriors with a Large Blast and another two from Necron Warrior shooting. The four survivors held and later I managed to pass all seven armour saves I needed to make to keep 'em alive from the Necron Warriors trying to finish them off.
This message was edited 2 times. Last update was at 2012/08/31 20:33:53
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.
A Town Called Malus wrote: Just had the last battle of my local GWs summer campaign. End result for the Tau forces of 4 wins and 2 draws, with the final battle (which was a draw) being settled by a warlord battle royale which the Tau won through superior firepower resulting in the Tau being the overall winners of the campaign, YAY!
The 2 draws were against Necrons, with the Necron players picking which scenario to use from the Battle Missions book giving them a pretty hefty advantage so I'm pretty happy about them.
Final Warlord duel was amusing with Tau commanders jumping away from the Necrons and just wearing them down with Plasma Rifle fire whilst the Necrons desperately tried to get into CC.
Stuff I took away from it, the Aegis defence line is great. It kept our forces alive in the first battle against the Necrons thanks to the 2+ cover when you go to ground. This allowed us to grab a draw from the jaws of defeat as our reserves arrived and got us enough kill points to tie the game, thanks to Hammerhead submunition rounds to weaken Warrior units, Deathrain suits to finish them off and our use of Broadsides with Plasma to wipe out whole units of Scarabs thanks to Instant Death.
Stealth Teams are damn hard to kill in cover. Had a full squad with 2 Fusion Blasters, 10 Gun Drones and 2 Marker Drones guarding the right flank in the final battle. Kept a unit of destroyers busy trying to kill them and absorbed a Particle Whip shot with the only casualties being 2 Gun Drones.
Managed to pull off a hilarious deployment with my Fire Warriors as our home Objective in the final battle was in the open. They were deployed in a ring around it with the Shas'ui standing behind the ring, closest to our board edge, each at maximum distance for coherency. Worked as they only managed to kill 2 Fire Warriors with a Large Blast and another two from Necron Warrior shooting. The four survivors held and later I managed to pass all seven armour saves I needed to make to keep 'em alive from the Necron Warriors trying to finish them off.
I have vague notions of fielding an Etherial + Honor Blade with a squad of Honor Guard, decked out with EMP Grenades and Pulse Carbines, as a sort of tank-hunting shock troop.
...its probably a stupid idea, but it would be fun. =)