Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2013/05/21 06:23:58
Subject: Re:How to beat Farsight Tau Deathstar
|
 |
Longtime Dakkanaut
|
Theorius wrote:shogun wrote:I know you speak on behalve of the “tau farsight promotion team” but saying stuff like: I use my coversave against heavy flamers doesn’t really count as a good argument.
Also like your other counter argument: Give a list of all the armies you have beaten.
I’am also not saying: My furioso will kill it..no problem. The list I gave are good examples of units that decide their own position on the field with deep strike or coming out of reserves. The can either decide to shoot from a particular angle or use template weapons/ignore cover or both. You simply say: “o well, I just form a big line, no problem!” but that effects your placement, moving, shooting range etc. A big line cannot be fielded in a whole piece of terrain (at least not the terrain iam using) without getting foccused fired upon. You can rely on your interceptor but you will also scatter at the time you need it the most.
You want more substance? Lets take 2 flying hive tyrants with devourers.. If theirs terrain that completly covers them the get to be deployed. If not (and tau got first turn) the can come out of reserve on a 2+ (Hive commander). Both fly 24 inch shoot 18 inch and got two biomancy powers. Theirs a good chance that one got iron arm and/or enfeeble. With enfeeble those suits only got Toughness 3. 2x12 twin linked devourer shots with presicion shot will mean about 6 hits/5 wounds that instant kill on your sensor dude. Devourers give -1 on your morale check so its also possible the run away. Even interceptor cannot take down those Hive tyrant first turn. Thats if everything goes well! The suffer from the same problem as deathstars. If sumthing goes wrong (psychic test) than it can all fall apart. Still…the could give the farsight bomb a hard time.
armor saves vs heavy flamer not cover (i said armor)
your adding the "no problem" part to be snide and I dont appreciate the sarcasm.
the two flyrants - based on the info you gave i agree, they can hurt! I have not faced a flying monsterous in 6th edition so i dont know how effective 6 bs 3 str 7 ap 2 shots or 8bs3twin linked str 5 shots would be in bringing them down with interceptor, but lets just say they get through.
CREDENTIALS - you do not find the fact i actually play the farsight bomb, have done so in 6 games and done massive amounts of reserch (you have been in all my threads) to be enough credentials to find my opinons to be valid, let alone more valid than others who have maybe not even seen the codex let alone played with/against it and saying how they would kill it no problem?
I also like the fact they are characters and can use precision to pick out the commander! good strategy. Are we assuming only one flyrant gets that enfeeble psychic power, is it in the same chart as iron arm? the chart has 6 right and they each get 2 powers?
so one of them gets it his 12 shots lets assume....3 6s to be saucy, all 3 wound, and he still gets 3+ armor or 2+ cover, but if you get him......that would suck.....but i still like my chances.
edit --- duh enfeeble effects the unit so both flyrants would take advantage....
so 24 shots....5-6 precision hits....5 wound....that is more likely to guarantee a kill on the commander, which would also remove stubborn, and your lowering leadership....hmm....i like this actually and it is something people often take.
Its hard to get enfeeble on the bomb because its sumthing you have to do at the beginning of movement phase and that means the Hive tyrant already needs to be within 24 inch. But if Tyranids get first turn and those Hive tyrants got deployed behind cover (just in case tau seize) than its most likely that one of them got Iron arm and both get 'feel no pain' from the 2 tervigons. THEN the fly of and still shoot with all those devourers killing shadowsun most likely with precision strikes. IF the first Hive tyrants gets to do this then the next Hive tyrant shoots his precision shots at the sensor guy. Its also possible to fly(swooping) the tyrants behind 25% cover and claim at least a 5+ coversave because you still have 'true line of sight' even when shooting at a flying monstrous creature . This could also be improved with night fighting.
So you can have: 1 flying Hive tyrant with toughness 8 and feel no pain and another with feel no pain and possible 5+ coversave for both.
If theirs good "blocking line of sight" terrain then the tyranid player should do this the second turn in combination with deepstriking trygons.
Tyranid list:
Flying Hive with devourers and hive commander (+1 reserve)
Flying Hive with devourers
Tervigon with 3 powers and toxin sacs
Tervigon with 3 powers and toxin sacs
10 termagaunts
10 termagaunts
doom of malan'tai in pod
trygon
trygon
about 1500 points.
You dont see a lot of tyranid armies because at 1700+ points the cannot take all the enemy shooting. at 1500 points its a different matter...
I think this will kill the Farsight bomb for sure..
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 08:20:45
Subject: How to beat Farsight Tau Deathstar
|
 |
Veteran Inquisitorial Tyranid Xenokiller
|
You can't precision strike shadowsun, she always pass LOS test in the bodyguard unit.
|
This message was edited 1 time. Last update was at 2013/05/21 08:20:53
Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 08:54:55
Subject: How to beat Farsight Tau Deathstar
|
 |
Longtime Dakkanaut
|
Coyote81 wrote:You can't precision strike shadowsun, she always pass LOS test in the bodyguard unit.
Oh right, then go for the sensor guy. I'd rather kill him anyway because it diminish the return-fire.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 09:02:25
Subject: How to beat Farsight Tau Deathstar
|
 |
Towering Hierophant Bio-Titan
|
The whole bomb works so well simply because there arent any really weak links in the unit.
Usually you will have a large deathstar with basic models in it.
The farsight/sun bomb works simpy because every model has a use.
Removing any part of it at range is near on impossible when playing against a smart opponant.
The best counter for it is other tau.
You need a way to remove cover, then pour a high volume of shots into the unit.
Other armies may have some quirks, but these are far from reliable.
Its quick, hits hard against any unit in the game and it can soak up a ton of fire power.
Thats what makes it a good unit.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 11:51:09
Subject: How to beat Farsight Tau Deathstar
|
 |
Longtime Dakkanaut
|
Jackal wrote:The whole bomb works so well simply because there arent any really weak links in the unit.
Usually you will have a large deathstar with basic models in it.
The farsight/sun bomb works simpy because every model has a use.
Removing any part of it at range is near on impossible when playing against a smart opponant.
The best counter for it is other tau.
You need a way to remove cover, then pour a high volume of shots into the unit.
Other armies may have some quirks, but these are far from reliable.
Its quick, hits hard against any unit in the game and it can soak up a ton of fire power.
Thats what makes it a good unit.
Yes, thats true apart from a few things:
Every unit has his parts but if that sensor guy gets killed then it starts to crumble. If you want them to be completely in cover + stealth+ shrouded (2+ coversave) its hard to do this while keeping them 2 inch apart to avoid large blasts. One S8 ap3 barrage plate could take out that sensor guy.
rule question: If shadowsun or farsight didn't have anybody within 3 inch anymore can the still 'look out sire'? Dunno,
An other weakness: Their not fearless. Morale checks, pinning checks plus Telepathy powers can really screw them up. This will happen at the most inconvenient time.
The could also struggle against high armor vehicles. Sum imperial guard vehicles behind a defence line + camo. Even with tank hunter its hard to take down armour 13+ outside 9 inch fusion blaster range.
Yes its quick but only after shooting. If you want to shoot rapid fire plasma (without deep striking) next turn then you need to move within 21 inch of the enemies range.
Also would like to see it in a 1700+ tournament. It would do very well but I think it would lose that one game that it didnt work out as planned and then it hurts hard in scores.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 12:30:16
Subject: Re:How to beat Farsight Tau Deathstar
|
 |
Brainy Zoanthrope
|
So I was thinking about this because it's actually pretty interesting as the unit/army has a lot going for it and i wondered if there was a way without hiding scoring troops and making the Tau play for tabling you. Theorius, you mention having Interceptor on your Riptides, do they also have skyfire?
I was just thinking because 6 shots hitting on 6's with S7 from the Ion Cannons is likely to bounce right off a set of Hellturkeys. 3 of those boys zipping around with wounding on 2 ignoring all your armour but that one Iridium guy torrent flamers is gonna cut the Deathstar down to size fast.
Even with skyfire the Riptides should get .36ish hull points each per volley while the Turkeys, even if we assume three models hit each due to amazing spacing and alternating suits will kill 3 drones and 2 suits each volley. Now you might be able to scrape up another hull point from lucky fire from the Deathstar itself but it's still a losing battle.
Not to mention that's less than 600pts of the CSM force and something you could see in a TAC list.
Other stuff might be able to kill them but not stuff you'd see without tailoring, massed Psi-Shriek Zoanthrope pods, Dirge Raiders full of berzerkers. Of course the unit is also vulnerable to some of the unit debuffs like misfortune, doom, enfeeble but keeping the caster alive long enough to leverage them becomes the trick.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 13:07:38
Subject: How to beat Farsight Tau Deathstar
|
 |
Hoary Long Fang with Lascannon
|
Jackal wrote:The whole bomb works so well simply because there arent any really weak links in the unit.
Usually you will have a large deathstar with basic models in it.
The farsight/sun bomb works simpy because every model has a use.
Removing any part of it at range is near on impossible when playing against a smart opponant.
The best counter for it is other tau.
You need a way to remove cover, then pour a high volume of shots into the unit.
Other armies may have some quirks, but these are far from reliable.
Its quick, hits hard against any unit in the game and it can soak up a ton of fire power.
Thats what makes it a good unit.
I'm starting to think Demons are the counter, actually. Maybe it's just because I've been messing around with a Demon list, but the codex seems to have a lot of answers to the bomb. Flying circus can vector Strike and then Psychic Shriek/Smite/Bolt of Change/etc So many ways to charge a temporarily durable unit in (Hounds under grimoire would be the best, imo). Enough mobility to corner the bomb and make it hurt.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 13:59:18
Subject: How to beat Farsight Tau Deathstar
|
 |
Regular Dakkanaut
|
I play mainly IG now but have a large selection of Orks to add in as needed.
Next time out I plan to try my new Psyker battle squad starting in the Bastion(will need to head to the roof to do the demoralizing speal of course),then go for pinning with my Basalisk/Gryphon ordinance battery along with some mortars maybe even some snipers?
Also.Zogwart is askin...which one does he squig first?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 16:42:52
Subject: How to beat Farsight Tau Deathstar
|
 |
Assassin with Black Lotus Poison
|
Minijack wrote: I play mainly IG now but have a large selection of Orks to add in as needed.
Next time out I plan to try my new Psyker battle squad starting in the Bastion(will need to head to the roof to do the demoralizing speal of course),then go for pinning with my Basalisk/Gryphon ordinance battery along with some mortars maybe even some snipers?
Also.Zogwart is askin...which one does he squig first?
Don't know whether putting your killy unit in a bastion is a good idea when you're going to have probably 3 suits dropping armed with 2 Fusion Blasters each which re-roll misses. Even if they don't take that bastion out your Psykers are probably going to get pummeled by the results of the building damage chart. Since Fusion Blasters are AP1 it's impossible for them to roll less than a 3 on the building damage chart, so there's only 1 result they could roll where you aren't taking nD6 S6 hits. What's the Armour/Invulnerable save on Psykers?
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 17:20:12
Subject: How to beat Farsight Tau Deathstar
|
 |
Dakka Veteran
|
anonymou5 wrote: The whole bomb works so well simply because there arent any really weak links in the unit.
Usually you will have a large deathstar with basic models in it.
The farsight/sun bomb works simpy because every model has a use.
Removing any part of it at range is near on impossible when playing against a smart opponant.
The best counter for it is other tau.
You need a way to remove cover, then pour a high volume of shots into the unit.
Other armies may have some quirks, but these are far from reliable.
Its quick, hits hard against any unit in the game and it can soak up a ton of fire power.
Thats what makes it a good unit.
I'm starting to think Demons are the counter, actually. Maybe it's just because I've been messing around with a Demon list, but the codex seems to have a lot of answers to the bomb. Flying circus can vector Strike and then Psychic Shriek/Smite/Bolt of Change/etc So many ways to charge a temporarily durable unit in (Hounds under grimoire would be the best, imo). Enough mobility to corner the bomb and make it hurt.
gunline/markerlight dependent tau are not actually that scary (based on one game so far). I faced one this weekend that had 2x4pathfinders, 1x skyray, 1x sniper unit....I went first killed ALL of them in turn 1 and he had no other options to marker me to remove cover and increase his bs. It effectively neutered his entire army.
While the bomb does not rely on markers, and began to eat his entire army. Turn 2 i dropped a riptide and a 9man fire warrior unit + ethereal behind aegis and 2 pirahanas.
IF HE HAD GONE FIRST....Dunno how dangerous it would be for that first turn alpha strike, his remove cover + Ballistic Skill bonus on two riptides might have been nasty.
A tau list i saw in a video battle report was preatty scary actually. The guy made two mini stars. One unit of 3 crisis suits (one commander style) and 1 REAL commander and ANOTHER unit of 3 crisis suits with a farseer on jetbike to give them prescience so they rerolled hits as well and he had rolled misfortune so the enemy rerolled saves, was nice.
If deamons became prevalent in my area or at tournies i would have to resign myself to adding either a farseer on jetbike or a sm librarian with nullzone to counter daemons. Right now I have not had to play against any though, but their are options out their to make the list more resilent to psychic tom foolerie.
|
This message was edited 4 times. Last update was at 2013/05/21 17:29:22
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 17:46:30
Subject: How to beat Farsight Tau Deathstar
|
 |
Longtime Dakkanaut
|
Theorius wrote:anonymou5 wrote: The whole bomb works so well simply because there arent any really weak links in the unit.
Usually you will have a large deathstar with basic models in it.
The farsight/sun bomb works simpy because every model has a use.
Removing any part of it at range is near on impossible when playing against a smart opponant.
The best counter for it is other tau.
You need a way to remove cover, then pour a high volume of shots into the unit.
Other armies may have some quirks, but these are far from reliable.
Its quick, hits hard against any unit in the game and it can soak up a ton of fire power.
Thats what makes it a good unit.
I'm starting to think Demons are the counter, actually. Maybe it's just because I've been messing around with a Demon list, but the codex seems to have a lot of answers to the bomb. Flying circus can vector Strike and then Psychic Shriek/Smite/Bolt of Change/etc So many ways to charge a temporarily durable unit in (Hounds under grimoire would be the best, imo). Enough mobility to corner the bomb and make it hurt.
gunline/markerlight dependent tau are not actually that scary (based on one game so far). I faced one this weekend that had 2x4pathfinders, 1x skyray, 1x sniper unit....I went first killed ALL of them in turn 1 and he had no other options to marker me to remove cover and increase his bs. It effectively neutered his entire army.
While the bomb does not rely on markers, and began to eat his entire army. Turn 2 i dropped a riptide and a 9man fire warrior unit + ethereal behind aegis and 2 pirahanas.
IF HE HAD GONE FIRST....Dunno how dangerous it would be for that first turn alpha strike, his remove cover + Ballistic Skill bonus on two riptides might have been nasty.
A tau list i saw in a video battle report was preatty scary actually. The guy made two mini stars. One unit of 3 crisis suits (one commander style) and 1 REAL commander and ANOTHER unit of 3 crisis suits with a farseer on jetbike to give them prescience so they rerolled hits as well and he had rolled misfortune so the enemy rerolled saves, was nice.
If deamons became prevalent in my area or at tournies i would have to resign myself to adding either a farseer on jetbike or a sm librarian with nullzone to counter daemons. Right now I have not had to play against any though, but their are options out their to make the list more resilent to psychic tom foolerie.
I just had to think about this..:
Theorius wrote: CREDENTIALS - you do not find the fact i actually play the farsight bomb, have done so in 6 games and done massive amounts of reserch (you have been in all my threads) to be enough credentials to find my opinons to be valid, let alone more valid than others who have maybe not even seen the codex let alone played with/against it and saying how they would kill it no problem?
Its great that you played a game against a tau player having first turn and shooting it to pieces...Now give him first turn for a change! Let him remove your cover save and hit your unit with two ion accelerators large blasts. I still think you can take him... but this Tau list sucks anyway.
You should play against 3 riptides with a commander + markerlight drones. Commander + drones deploy behind cover and next turn the hit your unit with markerlights. Then those riptides go nuts..!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 18:08:08
Subject: Re:How to beat Farsight Tau Deathstar
|
 |
Dakka Veteran
|
I did say IF HE HAD GONE FIRST...in caps, he might have done a number on me with the ion cannons....
I didnt even tell you his list, lol, just the marker light stuff i dropped and his 2 riptides. I think (and so does my oppoent) that 3 riptides is cheesy, he had a full company of broadsides as well. Having said that if i make a 2000 pt list I would likely add a third....
|
This message was edited 1 time. Last update was at 2013/05/21 18:08:51
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 19:33:20
Subject: How to beat Farsight Tau Deathstar
|
 |
Towering Hierophant Bio-Titan
|
So IG AV13 is the answer (with camo!)?
Sorry shogun, but keep in mind AV13 means nothing when theres usually 6 FB's with re-rolls and tank hunter that can land next to you.
Even if you take 3, it still wont take long to work through them.
Also, dont some of the large cannons have a min range?
Shoot one, blow it up, jump towards the next.
Also, they can move into distance, but dont forget they can jump back afterwards, which is why JSJ is such a great rule.
It seems pretty small, until you look at what impact it can have on games.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 21:05:09
Subject: How to beat Farsight Tau Deathstar
|
 |
Longtime Dakkanaut
|
Jackal wrote:So IG AV13 is the answer (with camo!)?
Sorry shogun, but keep in mind AV13 means nothing when theres usually 6 FB's with re-rolls and tank hunter that can land next to you.
Even if you take 3, it still wont take long to work through them.
Also, dont some of the large cannons have a min range?
Shoot one, blow it up, jump towards the next.
Also, they can move into distance, but dont forget they can jump back afterwards, which is why JSJ is such a great rule.
It seems pretty small, until you look at what impact it can have on games.
Its not THE answer but its still a weakness that the bomb cannot shoot down armour 13/14 from afar. You need that 9 inch fusion and if you deepstrike then the enemy could bubblewrap the vehicles. If you do deepstrike with the farsight warlord trait then your not using the shadowsun warlordtrait so your not that fast..
plus:
Its still possible for a barrage weapon to arrive from reserves and shoot their weapon.
I also think that every IG army should have the "officer of the fleet". If the bomb will only arrive with a 4+ the will possibly be to late to the party.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/21 21:43:50
Subject: How to beat Farsight Tau Deathstar
|
 |
Dakka Veteran
|
shogun wrote: Jackal wrote:So IG AV13 is the answer (with camo!)?
Sorry shogun, but keep in mind AV13 means nothing when theres usually 6 FB's with re-rolls and tank hunter that can land next to you.
Even if you take 3, it still wont take long to work through them.
Also, dont some of the large cannons have a min range?
Shoot one, blow it up, jump towards the next.
Also, they can move into distance, but dont forget they can jump back afterwards, which is why JSJ is such a great rule.
It seems pretty small, until you look at what impact it can have on games.
Its not THE answer but its still a weakness that the bomb cannot shoot down armour 13/14 from afar. You need that 9 inch fusion and if you deepstrike then the enemy could bubblewrap the vehicles. If you do deepstrike with the farsight warlord trait then your not using the shadowsun warlordtrait so your not that fast..
plus:
Its still possible for a barrage weapon to arrive from reserves and shoot their weapon.
I also think that every IG army should have the "officer of the fleet". If the bomb will only arrive with a 4+ the will possibly be to late to the party.
barrage str 8 ap 3 hits 3 suits and 3 drones (lets say) and their is a greater than 50% chance you hit one of the two characters or the iradium suit with his 2+ armor save, but LETS SAY you beat the odds and hit 3 normal suits and 3 drones. You wound on 2+ so 5 wounds (50% chance it was failed on a drone but lets say you wounded em all) they get a 4+ cover save so you only do 3 insta gib wounds.
that is an almost impossible scenario when you take into account scatter, suit drone suit drone coherency, NOT hitting the characters who can LOS to the iradium who WILL be closest to both of them (if your smart), or hitting the iradium himself.
THEY ARE DEFINETLY A THREAT but they are by no means a hard counter in my eyes, but i have yet to face any IG army with massive amounts of artillery with a sm librarian giving them precience (3+ earthshaker carriages would be scary for sure)
I EXPECT THAT TO CHANGE!!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 00:06:14
Subject: How to beat Farsight Tau Deathstar
|
 |
Veteran Inquisitorial Tyranid Xenokiller
|
So I used the bomb for the first time last night, I was getting destroyed by some bad rolls early on against his daemon prince and some bad estimation on helldrake range.
The bomb even failed to come in turn 2 with comm rerolls.
That was probably for the best, my opponent made a bad mistake.
Turn 3 the squad came down, killed Ahriman 10 1k sons, 2 oblits and a 10man cultists squad. I was kind of amazing. All that dead, and most of it even had inv saves.
Turn 4 it killed another cultist squad, half a 1k sons squad and a helldrake.
Turn 5 it finished the 1k Sons, two oblits another cultist squad.
Kind of silly that I only lost 9 gun drones and one suit with plasma rifles.
Overall I thought I had lost the game easily, and this squad single handly won. Might try it again, but feel it has too many rock/paper/scissor match-ups.
|
Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 01:22:45
Subject: How to beat Farsight Tau Deathstar
|
 |
Dakka Veteran
|
Coyote81 wrote:So I used the bomb for the first time last night, I was getting destroyed by some bad rolls early on against his daemon prince and some bad estimation on helldrake range.
The bomb even failed to come in turn 2 with comm rerolls.
That was probably for the best, my opponent made a bad mistake.
Turn 3 the squad came down, killed Ahriman 10 1k sons, 2 oblits and a 10man cultists squad. I was kind of amazing. All that dead, and most of it even had inv saves.
Turn 4 it killed another cultist squad, half a 1k sons squad and a helldrake.
Turn 5 it finished the 1k Sons, two oblits another cultist squad.
Kind of silly that I only lost 9 gun drones and one suit with plasma rifles.
Overall I thought I had lost the game easily, and this squad single handly won. Might try it again, but feel it has too many rock/paper/scissor match-ups.
what in the world is a rock paper scissor match up? Ive played 7 games now and am researching lists/codexs and cannot find anything dangerous save daemons with the 2++ rerollable invul unit, but this is bad for anyone i think.....
I have yet to face a master blaster noise marine list someone propsed but i will do it within the week.....regardless it think it is rare as I checked the army lists for the last 5 big cons and did not see any in the top 10....
|
This message was edited 1 time. Last update was at 2013/05/22 01:24:02
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 02:44:43
Subject: How to beat Farsight Tau Deathstar
|
 |
Veteran Inquisitorial Tyranid Xenokiller
|
I feel lists that include flying Daemon Princes, and multiple helldrakes may end up being too much for the bomb to handle, mostly due to the fact that I can see deploying the bomb on the table when two flyers that could come in a wipe them out are waiting in reserve. Having to use a lot of my anti-flyer to stop the daemon prince from wrecking my lines, I can see a double daemon prince list giving me some trouble.
|
Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 03:17:09
Subject: How to beat Farsight Tau Deathstar
|
 |
Huge Hierodule
|
i do not want to add eldar to my army collections for that exact reason - runes of warding will most certainly get nerfed, and the army as a whole will see sweeping changes that will make it play differently in some areas. I'd hate to invest in money/points that i find unusable in 2 weeks. Plus the additional investment of yet another codex isn't in my budget currently either.
|
Been out of the game for awhile, trying to find time to get back into it. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 03:21:15
Subject: How to beat Farsight Tau Deathstar
|
 |
Sister Vastly Superior
|
Despite all the yelling flowing in this thread I shall post an attempt at reasoned discussion.
How does the bomb handle an azrael guardblob?
Can it actually apply the wounds to kill them or whatever is hiding behind them before all that massed S3 kills it even through the T4 and 2+ cover? Especially if there's a primaris in there throwing some form of rerolls or similar?
Opinions from people who are smart enough to think before posting (mathhammer will substitute for that) or be polite only, please.
|
I collect:
Guard - 2k of mostly infantry
DA - 2k of deathwing, 2k of other bits (no vehicles)
Sisters - mostly converted/proxy because I'm waiting for therange to go plastic.
Tau - 2k with no riptides because I can. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 03:47:27
Subject: How to beat Farsight Tau Deathstar
|
 |
Ork Boy Hangin' off a Trukk
|
Nobody_Holme wrote:Despite all the yelling flowing in this thread I shall post an attempt at reasoned discussion.
How does the bomb handle an azrael guardblob?
Can it actually apply the wounds to kill them or whatever is hiding behind them before all that massed S3 kills it even through the T4 and 2+ cover? Especially if there's a primaris in there throwing some form of rerolls or similar?
Opinions from people who are smart enough to think before posting (mathhammer will substitute for that) or be polite only, please.
Assuming 50 guardsmen under FRFSRF and prescience, all within rapid fire range (very unlikely) you net an average 6.25 unsaved wounds in a round of shooting if the bomb is in cover. The bomb, in exchange, nets 17.4 guardsmen killed if within 12". That is with the 4+ inv. save. I wouldn't say it's that valid as a counter. If you bring several blobs, maybe.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 05:52:20
Subject: How to beat Farsight Tau Deathstar
|
 |
Dakka Veteran
|
Coyote81 wrote:I feel lists that include flying Daemon Princes, and multiple helldrakes may end up being too much for the bomb to handle, mostly due to the fact that I can see deploying the bomb on the table when two flyers that could come in a wipe them out are waiting in reserve. Having to use a lot of my anti-flyer to stop the daemon prince from wrecking my lines, I can see a double daemon prince list giving me some trouble.
not to worried personally on fliers, at 1500 i have two good interceptors when they fly in, at greater than 1500 i would have 4. Not saying they arent dangerous but they are no where near a rock to tau scissors they are just dangerous but can be dealt with massive fire, and the star can hit and run away from the princes if they actually survive to get into combat.
also helldrakes dont insta gib and spreading out drone suit drone keeps the dmg down on the 8" template it honestly cant hit much.
Automatically Appended Next Post: TompiQ wrote:Nobody_Holme wrote:Despite all the yelling flowing in this thread I shall post an attempt at reasoned discussion.
How does the bomb handle an azrael guardblob?
Can it actually apply the wounds to kill them or whatever is hiding behind them before all that massed S3 kills it even through the T4 and 2+ cover? Especially if there's a primaris in there throwing some form of rerolls or similar?
Opinions from people who are smart enough to think before posting (mathhammer will substitute for that) or be polite only, please.
Assuming 50 guardsmen under FRFSRF and prescience, all within rapid fire range (very unlikely) you net an average 6.25 unsaved wounds in a round of shooting if the bomb is in cover. The bomb, in exchange, nets 17.4 guardsmen killed if within 12". That is with the 4+ inv. save. I wouldn't say it's that valid as a counter. If you bring several blobs, maybe.
50 guard blobs would not get within shooting range let alone rapid fire range in most cases without being whittled down first. If 50 guardsmen were in rapid fire range, the nueral jammer would cause 16-17 gets hot wounds to them by itself. Also blobs are great targets to assault to ide fro imperial shooting then hit and run away.
|
This message was edited 2 times. Last update was at 2013/05/22 05:57:09
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 06:06:59
Subject: How to beat Farsight Tau Deathstar
|
 |
Longtime Dakkanaut
|
Nobody_Holme wrote:Despite all the yelling flowing in this thread I shall post an attempt at reasoned discussion.
How does the bomb handle an azrael guardblob?
Can it actually apply the wounds to kill them or whatever is hiding behind them before all that massed S3 kills it even through the T4 and 2+ cover? Especially if there's a primaris in there throwing some form of rerolls or similar?
Opinions from people who are smart enough to think before posting (mathhammer will substitute for that) or be polite only, please.
If you're only here for a reasoned discussion than we don't need your judgement. There's not a lot of "yelling" in this thread as far as I can see. And there's nothing wrong about a heated discussion but we can do without this kind of judgmental remarks. Are you saying that we didn't make an attempt for a reasoned discussion? Well, thanks....
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 08:28:52
Subject: How to beat Farsight Tau Deathstar
|
 |
Ork Boy Hangin' off a Trukk
|
Theorius wrote:
Automatically Appended Next Post:
TompiQ wrote:Nobody_Holme wrote:Despite all the yelling flowing in this thread I shall post an attempt at reasoned discussion.
How does the bomb handle an azrael guardblob?
Can it actually apply the wounds to kill them or whatever is hiding behind them before all that massed S3 kills it even through the T4 and 2+ cover? Especially if there's a primaris in there throwing some form of rerolls or similar?
Opinions from people who are smart enough to think before posting (mathhammer will substitute for that) or be polite only, please.
Assuming 50 guardsmen under FRFSRF and prescience, all within rapid fire range (very unlikely) you net an average 6.25 unsaved wounds in a round of shooting if the bomb is in cover. The bomb, in exchange, nets 17.4 guardsmen killed if within 12". That is with the 4+ inv. save. I wouldn't say it's that valid as a counter. If you bring several blobs, maybe.
50 guard blobs would not get within shooting range let alone rapid fire range in most cases without being whittled down first. If 50 guardsmen were in rapid fire range, the nueral jammer would cause 16-17 gets hot wounds to them by itself. Also blobs are great targets to assault to ide fro imperial shooting then hit and run away.
Absolutely, I don't assume that's ever going to happen in the game. I simply wanted to show that even under perfect circumstances the blob doesn't make much of an impact.
|
This message was edited 1 time. Last update was at 2013/05/22 08:29:53
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 17:42:52
Subject: Re:How to beat Farsight Tau Deathstar
|
 |
Dakka Veteran
|
TompiQ,
Guess I should have clarified that I was agreeing with you an providing further back up.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 18:42:06
Subject: How to beat Farsight Tau Deathstar
|
 |
Stone Bonkers Fabricator General
|
Coyote81 wrote:So I used the bomb for the first time last night, I was getting destroyed by some bad rolls early on against his daemon prince and some bad estimation on helldrake range.
The bomb even failed to come in turn 2 with comm rerolls.
That was probably for the best, my opponent made a bad mistake.
Turn 3 the squad came down, killed Ahriman 10 1k sons, 2 oblits and a 10man cultists squad. I was kind of amazing. All that dead, and most of it even had inv saves.
Turn 4 it killed another cultist squad, half a 1k sons squad and a helldrake.
Turn 5 it finished the 1k Sons, two oblits another cultist squad.
Kind of silly that I only lost 9 gun drones and one suit with plasma rifles.
Overall I thought I had lost the game easily, and this squad single handly won. Might try it again, but feel it has too many rock/paper/scissor match-ups.
certainly beating terrible Ahriman 1ksons lists validates the Farsight Deathstar?
|
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 21:21:52
Subject: Re:How to beat Farsight Tau Deathstar
|
 |
Regular Dakkanaut
|
For those not following the rumor threads, it appears that NewDar may be a hard counter. They have a primaris power that strips shrouding (Confirmed), a viable focused witchfire to pop the important suit, and a nice (very tall) new way to spam S6 AP2 shots. As soon as points values are available and rules are confirmed, the Farsight bomb is likely to be a dead list.
|
I am a grammar Nazi only because grammar democracy is ineffective. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 22:28:56
Subject: Re:How to beat Farsight Tau Deathstar
|
 |
Dakka Veteran
|
Tuagh wrote:For those not following the rumor threads, it appears that NewDar may be a hard counter. They have a primaris power that strips shrouding (Confirmed), a viable focused witchfire to pop the important suit, and a nice (very tall) new way to spam S6 AP2 shots. As soon as points values are available and rules are confirmed, the Farsight bomb is likely to be a dead list.
I am following ALL rumor threads as eldars are my first love and i have a converted exodite biker army!! so excited!!!
Based on that, I highly doubt it will be dead, here is why.
reason 1 - Psychic powers have RANGE LIMITS - It only has 18 range, so it will be very hard to get it to land on the deathstar because of reason number 2!!!!! (18" confirmed on 3++ from the battle in the white dwarf))
reason 2 - Psychic powers are before movement (limits your abiltiy to get within range safely since you need to move within)
Example - Warlorck seer group on jetbikes they will need to turboboost turn 1 and get within lets say 6" of the deathstar. Survive a turn of shooting then next turn strip the stealth/shroud.-- Fortune is not a guarantee anymore either, but maybe farseers have an ability to pick? the farseer primaris is guide!!
Warlocks on foot I think will not be able to do it at all.....
Furthemore, if they are just that bad ass guess what my ally choice will be? YEP my very own farseer on jetbike who can keep up with them, will give me 4+ deny the witch, runes of warding (whatever they do now) and i will get my own psychic powers...
FINALLY, the conceal/reveal is the primaris power for warlocks and we dont even know what other toys they get so this is all hard core theory crafting based on what ifs.
|
This message was edited 2 times. Last update was at 2013/05/22 22:45:54
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 22:37:31
Subject: How to beat Farsight Tau Deathstar
|
 |
Veteran Inquisitorial Tyranid Xenokiller
|
Exergy wrote:Coyote81 wrote:So I used the bomb for the first time last night, I was getting destroyed by some bad rolls early on against his daemon prince and some bad estimation on helldrake range.
The bomb even failed to come in turn 2 with comm rerolls.
That was probably for the best, my opponent made a bad mistake.
Turn 3 the squad came down, killed Ahriman 10 1k sons, 2 oblits and a 10man cultists squad. I was kind of amazing. All that dead, and most of it even had inv saves.
Turn 4 it killed another cultist squad, half a 1k sons squad and a helldrake.
Turn 5 it finished the 1k Sons, two oblits another cultist squad.
Kind of silly that I only lost 9 gun drones and one suit with plasma rifles.
Overall I thought I had lost the game easily, and this squad single handly won. Might try it again, but feel it has too many rock/paper/scissor match-ups.
certainly beating terrible Ahriman 1ksons lists validates the Farsight Deathstar?
I was just attempting to add some more experiences to the pile, not validate the awesomeness of the farsightbomb. Just something different, since this list I fought had helldrakes (Hard counter to bomb if used right), Daemon Prince (Another possible counter depending on the build) and several units with good inv saves. Representing a target that is harder to shoot then most due to the fact that we ignore cover and have low ap weapon in droves. I think it was a valid comment to add experiences and perhaps answer some people concerns of what if I run into these units.....
Glad you could comment and add a quality post to this discussion. Thank You.
|
Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/22 23:17:53
Subject: Re:How to beat Farsight Tau Deathstar
|
 |
Regular Dakkanaut
|
Theorius wrote:
reason 1 - Psychic powers have RANGE LIMITS - It only has 18 range, so it will be very hard to get it to land on the deathstar because of reason number 2!!!!! (18" confirmed on 3++ from the battle in the white dwarf))
reason 2 - Psychic powers are before movement (limits your abiltiy to get within range safely since you need to move within)
Reasonable assumptions: Your bomb has a large footprint. Eldar players likely have multiple warlocks.
Are you saying that you think you can keep a footprint that large isolated >18" from 3-4 separate points on the field while simultaneously remaining outside the charge distance of any viable melee threats and without clumping to the point of being template bait or drifting out of cover (and thus out of that sweet 2+ save)?
At this point it seems that your only remaining arguments are "My list is awesome!" or "But I can counter that by changing my list!", neither of which supports your case well.
|
I am a grammar Nazi only because grammar democracy is ineffective. |
|
 |
 |
|