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Made in us
Longtime Dakkanaut





Saratoga Springs, NY

I've got a unit with 12 sniper kroot, 2 krootox, and a hound that i run for outflanking. I quite enjoy them. They killed a dreadnought last game by getting behind it and letting the Krootox go to work.

I can't explain why I don't like massed Kroot in my army. It's an effective tactic and completely viable, but when i think Tau troops I think, firewarirors with kroot for support. It's just a fluff/personal preference thing.

I'm not going to say it's the right thing to do, but it's one of those times where i live with a tactically less sound decision because it's my army and I like the way it looks.

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in us
Fireknife Shas'el






Coyote81 brings a farseer and a small jetbike squad in most of his games. Twin-linking IA Riptides or Hammerheads really goes a long way.

I was actually going to start picking up Eldar to run with my Tau, but was planning on trying out a Spiritseer and Wraithguard. May end up going Farseer and jetbikes though.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





My jetbike farseer and GJBs have been even more amazing with the new codex then the old. However I cannot for the life of me roll a decent set of powers. Keep ending up taking guide/prescience and my 3rd power has been death misson/execute. I'm going to start rolling on telepathy first. At least then a bad roll is still something useful.

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?
 
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

MilkmanAl wrote:
That said, IF I weren't running teams of Eldar bikes as my objective pinchers, Kroot are a must.
Speaking of which, It looks to me like a Farseer with at least 1 Jetbike squad is almost an auto-take now. Twin-linking 2 units per turn (Guide, Prescience) and adding a fast objective grabber with reasonable firepower for the cost for 160ish points is pretty awesome. If nothing else, it'll save you using a boatload of markerlights on your Riptides to avoid Gets Hot! rolls. I think I'll still take Kroot in large quantities, though. I really like forcing my opponent to choose whether to divert some of his forces to deal with the Kroot units or to keep heading towards me to take on the core of the army.


A farseer on a jetbike is awesome.

He can:

- Deep strike
- Thrust move with battlesuits
- thrust move with a riptide
- has T4
- can do a little hurt in close combat

he also unlocks jetbike teams. I'm running two of 6, which is 204 points. My allies are a total of 319 points, yet constitute all my objective grabbers.

 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





Are you sure he can deep strike?

This message was edited 1 time. Last update was at 2013/06/19 07:20:23


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?
 
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

I'm pretty sure Jetbikes have the Deep Strike special rule.

DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in gb
Sneaky Sniper Drone





Redditch, UK

Just to chime in, my local meta is a lot GK and DA players, so presently my favourite units are outflanking Pathfinders with Rail rifles and Darkstrider and the Riptide with EWO and Ion accelerator.

When they come on the right side of the board, i have had a lot of success killing Paladins and Terminators. Though i do use a commander with six Markerlight drones to ensure i can up my BS and Strip cover if needed.

With the riptide, it can be quite fun Killing a whole unit of Terminators as soon as they deep strike on the board.

   
Made in us
Water-Caste Negotiator




Louisiana

Aijec wrote:
BROADSIDES - The reason we played Tau originally. Damn those models were cool.

Now I am a little conflicted, Railguns and SMS are very different and we don't have an ASS option anymore so I really hate moving them. I think they are good light vehicle killers but those come a dime a dozen. Expensive for the effects. I position them out in the open to utilize their 2+ save early in the game.

Someone convince me that they are awesome. Please.

I really dislike HYMP's, 30 inches +heavy doesn't make for an effective weapon when the codex already has a ton of MP's avail.



The broadside is god's 4th gift to tau. Not only is the new broadside model one of the coolest looking models in the codex, but it's arguably one of the best options for anti-air in the game.

A broadside kitted with HYMP and velocity tracker will have a good chance to wreck any air unit. Give it a heavy rail rifle, and it's chances are equally good. Give them EWO, and stick a support Shas'o with MSS in the squad and they can blow air units out of the sky as they come in on the opponents turn. That's pretty strong.

Honestly, i wouldn't be surprised to see players starting to take broadsides as allies for reliable anti-air options and support.
   
Made in us
Fireknife Shas'el






In all honesty I can't stand the new Broadside model. It's more expensive than a Drednaught, about the same size as a drednaught, and on a drednaught base. But it's T4. I'm sorry, but that's just insane. Add to it that we have Heavy support Infantry units that can't fit on top of a bastion anymore (my area is starting to enforce the drednaught base for broadsides) while Oblits and the like can still stack up there. They really should have given it a built in invul or T5 to atleast attempt to justify the huge model.

However I still think that Broadsides are a decent choice. My preference will always be for the HRR for the +2 on the damage chart. I know people love the HYMP, but due to it's shorter range and limited mobility I just can't justify it.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Longtime Dakkanaut





Gulf Breeze Florida

I used the FW broadsides that always came on the giant base, so no real change there for me.

Broadsides I am conflicted on though. Three HRR sides do have better range and better chance of exploding higher AV targets, but three HYMP can glance almost everything they can damage to death.

I'll have to proxy my FW team as the HYMP a couple more games before I'm sold one way or the other.



 
   
Made in us
Water-Caste Negotiator




Louisiana

 Savageconvoy wrote:
In all honesty I can't stand the new Broadside model. It's more expensive than a Drednaught, about the same size as a drednaught, and on a drednaught base. But it's T4. I'm sorry, but that's just insane. Add to it that we have Heavy support Infantry units that can't fit on top of a bastion anymore (my area is starting to enforce the drednaught base for broadsides) while Oblits and the like can still stack up there. They really should have given it a built in invul or T5 to atleast attempt to justify the huge model.

However I still think that Broadsides are a decent choice. My preference will always be for the HRR for the +2 on the damage chart. I know people love the HYMP, but due to it's shorter range and limited mobility I just can't justify it.


I do not have the new model as of yet, but i did not realize it's size has increased that much. That's kind of disheartening. It seems GW still lacks foresight on a lot of their processes. Hopefully they'll address those concerns, but i've never heard of them FAQing stats.

I think the load outs will probably depend on the type of armies you go up against. If it's a heavy flyer list, i'll probably take HYMP so that i can just glance to death any air unit that pops out.

 Iur_tae_mont wrote:
I used the FW broadsides that always came on the giant base, so no real change there for me.

Broadsides I am conflicted on though. Three HRR sides do have better range and better chance of exploding higher AV targets, but three HYMP can glance almost everything they can damage to death.

I'll have to proxy my FW team as the HYMP a couple more games before I'm sold one way or the other.



It seems that they put the two weapon option choices in very niche places. The HRR is probably best suited for reliably taking out light vehicles and mid armor. I don't know if i'd attempt a shot at a AV 13/14 tank with a broadside unit unless i had no other choice.

The HYMP seems to be focused on mobs and light vehicles. When paired with SMS, that's a lot of fire power on an infantry unit, or AV10/11 vehicle/biker group. On top of that, both weapon systems are twin linked, and the broadside have supporting fire special rule. That's pretty scary for a CC happy army to deal with.

Edit: I would say the HYMP broadsides would be a potent close quarters support option for FWs, and FWs on the move. In fact, i wonder how effective it would be on a mobile FW, broadside, ethereal with zephyr buffs. I'm not sure, but would a broadside be able to move and fire snap shots with the zephyr buff?

Edit 2: The answer to my own question is on pg12 of the BRB. Zephyr allow the broadsides to run and shoot snap shots.

I can see some interesting options for army tactics with that.

This message was edited 7 times. Last update was at 2013/06/19 18:03:15


 
   
Made in us
Longtime Dakkanaut





Saratoga Springs, NY

range of 36+6+d6" on a high yield missile pod... pretty good (and they're twin linked so markerlights are even more effective at reducing the penalty), of course then your broadsides are in front of your gunline.

You might have actually given me a reason to use the air power. Still haven't found a use for making my Tau stubborn though.

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in us
Water-Caste Negotiator




Louisiana

 dementedwombat wrote:
range of 36+6+d6" on a high yield missile pod... pretty good (and they're twin linked so markerlights are even more effective at reducing the penalty), of course then your broadsides are in front of your gunline.

You might have actually given me a reason to use the air power. Still haven't found a use for making my Tau stubborn though.


Who says you have to move forward? Sometimes the best option is to fall back. Also, couldn't your broadsides fire over the FW? Since the model is larger, you could argue that they fire over the FW at no penalty. Or do i have that wrong?

Yea, it seems stubborn was just kind of thrown in there because the last codex, IIRC, had it as a passive buff to all. Again, GW and their process seems a bit weird.

"Tau attribute no dishonor to prudent retreat and perceive last stands as incompetent defeats or the last refuge of an unimaginative Commander." Pg23.

Edit: With Zephyr in mind, i wonder if a good deployment strategy would be to place your units as close to the top of the deployment zone as possible with running back and using zephyr as a strategy when the enemy gets too close.

This message was edited 3 times. Last update was at 2013/06/19 18:18:51


 
   
Made in us
Longtime Dakkanaut





Saratoga Springs, NY

I still need to get my head around the fact that people can fire heavy weapons after moving in this edition (I don't play nearly enough games). And with markerlights it's actually a valid tactic for us.

The one use of stubborn I can see is making sure the enemy breaks your unit in close combat on his turn, so you can shoot at him. But anything that charges into combat with Tau is either going to tarpit for the rest of the game (guardsmen vs tau epic fight to the finish) or slaughter them all instantly anyway.

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in us
Longtime Dakkanaut





Gulf Breeze Florida

What about deathrains?

A crisis suit with two missile pods is cheaper than a broadside with hymp. You lose twin linked and the 2+ save but gain the jetpack move and the power to move and shoot.

Since most people give the sides a commander with puretide chip, just give him a cnc node and they are twinlinked again. And to top it off you can give them skyfire and interceptor. No longer one or the other.


 
   
Made in us
Longtime Dakkanaut





Saratoga Springs, NY

 Iur_tae_mont wrote:
What about deathrains?

A crisis suit with two missile pods is cheaper than a broadside with hymp. You lose twin linked and the 2+ save but gain the jetpack move and the power to move and shoot.

Since most people give the sides a commander with puretide chip, just give him a cnc node and they are twinlinked again. And to top it off you can give them skyfire and interceptor. No longer one or the other.


I use my crisis suits for deep striking weight of fire to clear nasty stuff off objectives. Plasma/burst cannon with 2 gun drones. And my commander is designated marker drone herder to feed 5 markerlight hits to my riptide every turn.

Could work, but I feel like there's better things to use your crisis suits for (like fusion blasters to get rid of vehicles).

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in us
Water-Caste Negotiator




Louisiana

 dementedwombat wrote:
I still need to get my head around the fact that people can fire heavy weapons after moving in this edition (I don't play nearly enough games). And with markerlights it's actually a valid tactic for us.

The one use of stubborn I can see is making sure the enemy breaks your unit in close combat on his turn, so you can shoot at him. But anything that charges into combat with Tau is either going to tarpit for the rest of the game (guardsmen vs tau epic fight to the finish) or slaughter them all instantly anyway.


Well what makes Zephyr attractive is that it allows snap shots after running. Not just normal movement. Of course, you can do normal movement and snap shots with heavy weapons, and yea it is kind of weird to think about.

According to the BRB pg 43, stubborn only removes morale and pinning negative modifiers. So if you're trying to purposefully break that unit, you wouldn't want to use it. Besides, that would mean you'd be anticipating a bad shooting round / charge and forgoing your other options. (more dakka with storm, or running away with Zephyr.) Seems kind of defeatist if you ask me.

Honestly, stubborn is out of place and should be removed. I guess you'd use it against armies that have that kind of negative modifier, but i do not know of any that do.

 Iur_tae_mont wrote:
What about deathrains?

A crisis suit with two missile pods is cheaper than a broadside with hymp. You lose twin linked and the 2+ save but gain the jetpack move and the power to move and shoot.

Since most people give the sides a commander with puretide chip, just give him a cnc node and they are twinlinked again. And to top it off you can give them skyfire and interceptor. No longer one or the other.


It would depend on what you're looking to do. I just did a quick kit on a XV8 team of 2 with 2 non-twin linked MP + VT, a XV8 team of 3 with 2 non-twin linked MP +VT, and a broadside team of two with HYMP, SMS, and VT and two shield drones (i always give them shield drones.)

The XV8 team of two costs 144pts, with 8 non TL shots of S7 AP4 at 36ins.

The XV8 team of three costs 216pts, with 12 non TL shots of S7 AP 4 at 36ins

The Broadside team of 2 + two shield drones costs 194 points with 8 shots TL of S7 AP 4 at 36ins and 8 TL shots of S5 AP5 at 30in. (Without drones it's 170pts)

I would argue that the only thing the crisis team of two offers is increase mobility and a budget broadside option against air if you're hurting for points. That may be an option to run for lower point games, maybe. I don't know if people bring flyers on low point games or not.

As for potential fire power and killing for both air and ground units, the broadside team of two, for 50 points more (26 points more if you don't get drones for the sides) has more survivability (two shield drones and 2+ armor / or just 2+ armor), and more dakka than the team of two could ever hope to put out.

I totally forgot about the puretide chip and tank hunter. Tank hunter and MSS would be amazing support commander on a broadside team. Although, i don't know if CNC will allow another re-roll after the TL roll since they are already twin-linked. Does the effect stack?

Why would you put skyfire and interceptor on the commander? As far as i know, those two SR do not confer to a unit, but rather specifically to the model's weapons, according to the BRB. As for the broadsides, the Tau codex section of Heavy Weapons- Broadsides (pg 103) states they only get one support system. So it's one or the other.

According to how VT and EWO work, the best option is two have both on a suit. The reason being is that VT allows you to shoot at air units at full BS. EWO allows you to shoot at anything coming in from reserves after they move and before the enemy unit's shooting phase, but with a catch. If you do not have VT, you fire at a BS of 1 with EWO on a flyer, and if you decide to fire with EWO, you CAN NOT fire those weapons on your next shooting phase.

This message was edited 1 time. Last update was at 2013/06/19 19:36:34


 
   
Made in gb
Legendary Dogfighter




I am really enjoying the Tau codex, I have quite a lot of models and therefore I can cover most builds....

I like the fact that even the stuff that has been written off as appalling on release can still find its way into my list.

I use the Sun Shark bomber and think in isolation it is not great, however, give it a D-Pod and its pretty survivable and the drones are great as well. I bombed a few marines on Sunday, took a hull point from a contemptor with seekers and ruined a Thunderfire Cannon with it, my drones detached and poured down fire and doubled out my opponents master of the forge - he never saw it coming lol

I just recommend new players spend some time just playing games with the dex like I did in the beginning, I threw stuff down on the table that worked, I 100% used stuff that didn't work but I feel I am building a nice balanced 1850 list thats is fun to play against but still kicks out some serious damage. Disruption pods on Devilfish are awesome, also Longstrike is pure win.

I hated the Chaos Marine codex with a passion and these boys have been put away for now, however I am really enjoying Eldar and Tau and I cant wait for some more books......

This message was edited 3 times. Last update was at 2013/06/19 19:14:31


 
   
Made in us
Legendary Master of the Chapter






edit: gosh im blind today

redacted

This message was edited 1 time. Last update was at 2013/06/19 19:59:19


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Water-Caste Negotiator




Louisiana

 dementedwombat wrote:
 Iur_tae_mont wrote:
What about deathrains?

A crisis suit with two missile pods is cheaper than a broadside with hymp. You lose twin linked and the 2+ save but gain the jetpack move and the power to move and shoot.

Since most people give the sides a commander with puretide chip, just give him a cnc node and they are twinlinked again. And to top it off you can give them skyfire and interceptor. No longer one or the other.


I use my crisis suits for deep striking weight of fire to clear nasty stuff off objectives. Plasma/burst cannon with 2 gun drones. And my commander is designated marker drone herder to feed 5 markerlight hits to my riptide every turn.

Could work, but I feel like there's better things to use your crisis suits for (like fusion blasters to get rid of vehicles).


I made a nasty commander crisis team for my 1500pt list.

Commander has ATS, CIB, Neuroweb, Onagar, Puretide, and two shield drones.
He joins a XV8 team of 2 with plasma and TL FB and two shield drones.

Their objective is to deep strike into either a tank formation and wreck it with FB, and then assault it with the onagar to fist it's ass apart with the str10 ap 1 that also gives it tank hunter. The other objective is to deepstrike to save my pathfinders utilizing the Kauyon philosophy. The two pathfinder teams both have homing beacons making my deepstrike not scatter.

I don't really agree with the marker commander. 5 markerlight drones is expensive at 70pts (a team of 6 pathfinders is 66pts). Granted, the markerlight drones will be hitting on 2s, which pretty much guarantee all the marks will hit. The price as well as the large unit the commander becomes with the drones kills his mobility though, and your commander quickly loses slots. (I assume you'd want target lock and of course drone controller but if he's a support commander, maybe not target lock.) Ultimately, it seems like it might be a waste of a good commander if he's regulated to just marker duty, when you can do it for less, and with about half as good results.

Like wise, the 6 pathfinders will hit on 4s with their markerlights, so you'll probably average 2-3 markerlights from them, maybe, probably 1-3.

I wanted to look up what an IC could do in terms of joining units, or multiple units. I was curious if you could join the 5 marker drone squad, and then join another unit, but i don't think it's allowed. The BRB doesn't have anything on joining multiple units under the IC description.

Then again, the tau rule book (pg 33) says that drones by themselves, "are non-scoring, non-denial units". What kind of impact would that have on a commander joining that squad, and another one(say broadsides or FW), if any?
   
Made in us
Longtime Dakkanaut





Saratoga Springs, NY

Commander:

drone controller
target lock
early warning override
fusion blaster
2x marker drone
Edit: add the neuroweb. it's 2 points so there's no reason not to.

joins the unit: 4x marker drone.

6 markerlights with BS 5 is pretty reliable in its ability to feed my riptide enough lights to make it BS 6 every turn, and can usually manage ignore cover on top of that.

If I ever end up getting the Forgeworld tau book I'll give my commader the special suit with a built in markerlight and target lock, so I could get a BS 5 interceptor markerlight if I really wanted it.

This message was edited 2 times. Last update was at 2013/06/19 20:38:43


Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in us
Longtime Dakkanaut





Gulf Breeze Florida

I messed up. I forgot only the commander has 4 hard points. My idea won't work


 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 Iur_tae_mont wrote:
I messed up. I forgot only the commander has 4 hard points. My idea won't work


Signature systems on a Commander or Bodyguard Shas'vre don't take up hard points (which is why the Farsight bomb build works). So you can actually stick some more stuff on there

This message was edited 1 time. Last update was at 2013/06/19 21:02:56


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.
 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 manrogue wrote:
Just to chime in, my local meta is a lot GK and DA players, so presently my favourite units are outflanking Pathfinders with Rail rifles and Darkstrider and the Riptide with EWO and Ion accelerator.

When they come on the right side of the board, i have had a lot of success killing Paladins and Terminators. Though i do use a commander with six Markerlight drones to ensure i can up my BS and Strip cover if needed.

With the riptide, it can be quite fun Killing a whole unit of Terminators as soon as they deep strike on the board.



Precisely.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Water-Caste Negotiator




Louisiana

 dementedwombat wrote:
Commander:

drone controller
target lock
early warning override
fusion blaster
2x marker drone
Edit: add the neuroweb. it's 2 points so there's no reason not to.

joins the unit: 4x marker drone.

6 markerlights with BS 5 is pretty reliable in its ability to feed my riptide enough lights to make it BS 6 every turn, and can usually manage ignore cover on top of that.

If I ever end up getting the Forgeworld tau book I'll give my commander the special suit with a built in markerlight and target lock, so I could get a BS 5 interceptor markerlight if I really wanted it.


BS 6 feels like overkill a little bit. I found a chart that has the probability of what rolls you will get with two dice for the purpose of pie templates.

http://wizardofodds.com/games/images/craps/dicetotals.gif

K̶e̶e̶p̶ ̶i̶n̶ ̶m̶i̶n̶d̶,̶ ̶t̶h̶e̶r̶e̶'̶s̶ ̶a̶ ̶2̶ ̶i̶n̶ ̶6̶ ̶c̶h̶a̶n̶c̶e̶ ̶o̶n̶ ̶t̶h̶e̶ ̶s̶c̶a̶t̶t̶e̶r̶ ̶d̶i̶e̶ ̶(̶i̶'̶m̶ ̶n̶o̶ ̶g̶o̶o̶d̶ ̶a̶t̶ ̶t̶h̶e̶ ̶m̶a̶t̶h̶s̶ ̶s̶o̶ ̶t̶h̶a̶t̶ ̶2̶ ̶i̶n̶ ̶6̶ ̶c̶o̶m̶m̶e̶n̶t̶ ̶m̶i̶g̶h̶t̶ ̶b̶e̶ b̶s̶ ̶m̶a̶t̶h̶e̶m̶a̶t̶i̶c̶s̶ ̶w̶i̶s̶e̶.̶)̶ ̶t̶h̶a̶t̶ ̶y̶o̶u̶'̶r̶e̶ ̶3̶ ̶m̶a̶r̶k̶e̶r̶l̶i̶g̶h̶t̶s̶ ̶f̶o̶r̶ ̶B̶S̶ ̶6̶ ̶i̶s̶ ̶w̶a̶s̶t̶e̶d̶ ̶o̶n̶ ̶a̶ ̶d̶i̶r̶e̶c̶t̶ ̶h̶i̶t̶.̶ ̶U̶n̶l̶e̶s̶s̶,̶ ̶o̶f̶ ̶c̶o̶u̶r̶s̶e̶,̶ ̶y̶o̶u̶'̶r̶e̶ ̶u̶s̶i̶n̶g̶ ̶t̶h̶e̶ ̶H̶B̶C̶,̶ ̶w̶h̶i̶c̶h̶ ̶t̶h̶e̶n̶ ̶y̶o̶u̶'̶d̶ ̶r̶e̶a̶l̶l̶y̶ ̶o̶n̶l̶y̶ ̶n̶e̶e̶d̶ ̶B̶S̶5̶

Soooooo, I sat here and tried to mathhammer out the probabilities of the BS6 on pie being not wasted and i think it would be worth it. Apparently, it scatters 44% of the time on a 6, 7 or 8, so a BS 6 would greatly increase your chances of a direct hit with pie .Again, i'm no good at the maths. But even on the possibility of a "wasted three markerlights", getting that pie plate where you want and when you need it, is damn important. IA S8 AP2 normal charge, ID MEq with no cover save (if you can manage it). That's damn scary now that i think about it.

Hmm, your commander seems to have gear for two different roles. Close shooting combat, and support. Which can be dangerous because you'll have to get close for that 1 shot, and you might not be able to hide afterwards. That commander's unit foot print is about as big as a three man XV8 crisis team that is base to base. That makes them vulnerable to pies.

To that end, I'd suggest switching out the FB for something else. Maybe a MP so you stay in sync with the 36in range of the markerlights. That way, your EWO can also be used as the range has now effectively doubled with the MP, and you can stay for enough away.


Automatically Appended Next Post:
 Jancoran wrote:
 manrogue wrote:
Just to chime in, my local meta is a lot GK and DA players, so presently my favourite units are outflanking Pathfinders with Rail rifles and Darkstrider and the Riptide with EWO and Ion accelerator.

When they come on the right side of the board, i have had a lot of success killing Paladins and Terminators. Though i do use a commander with six Markerlight drones to ensure i can up my BS and Strip cover if needed.

With the riptide, it can be quite fun Killing a whole unit of Terminators as soon as they deep strike on the board.



Precisely.


Darkstrider has a special rule: Fight on Foot Pg 63. He can only join a FW or pathfinder squad, so he will be unable to outflank the riptide. However, a single riptide(no drones) counts as an IC as per the RAW on IC. So, you could place him in the pathfinder squad and outflank him there. That's nasty. Give him a EWO and Target lock and that can be sick. Although he wouldn't benefit from markerlights from that squad because they are not networked. :C

Then again, his range is already really far with his main weapons, but you'd be able to put your secondary system to use at least.

Or you could just, you know, deep strike him. He is jet pack MC.

This message was edited 4 times. Last update was at 2013/06/19 22:37:41


 
   
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AnonAmbientLight wrote:

 Jancoran wrote:
 manrogue wrote:
Just to chime in, my local meta is a lot GK and DA players, so presently my favourite units are outflanking Pathfinders with Rail rifles and Darkstrider and the Riptide with EWO and Ion accelerator.

When they come on the right side of the board, i have had a lot of success killing Paladins and Terminators. Though i do use a commander with six Markerlight drones to ensure i can up my BS and Strip cover if needed.

With the riptide, it can be quite fun Killing a whole unit of Terminators as soon as they deep strike on the board.



Precisely.


Darkstrider has a special rule: Fight on Foot Pg 63. He can only join a FW or pathfinder squad, so he will be unable to outflank the riptide. However, a single riptide(no drones) counts as an IC as per the RAW on IC. So, you could place him in the pathfinder squad and outflank him there. That's nasty. Give him a EWO and Target lock and that can be sick. Although he wouldn't benefit from markerlights from that squad because they are not networked. :C

Then again, his range is already really far with his main weapons, but you'd be able to put your secondary system to use at least.

Or you could just, you know, deep strike him. He is jet pack MC.


He meant Darkstrider outflanks with the Pathfinders, not with the Riptide. The Riptide is not an independent character and so cannot join other units.

A Riptide should be on the board turn 1. It's not bullet sponging if it's in reserve and if the opponents reserves come on before it arrives then no nice Interceptor shots. So even if it could outflank in some way I see no reason to. It has the range to threaten from turn one so why risk a deepstrike?

This message was edited 1 time. Last update was at 2013/06/19 23:34:20


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 A Town Called Malus wrote:
AnonAmbientLight wrote:



Darkstrider has a special rule: Fight on Foot Pg 63. He can only join a FW or pathfinder squad, so he will be unable to outflank the riptide. However, a single riptide(no drones) counts as an IC as per the RAW on IC. So, you could place him in the pathfinder squad and outflank him there. That's nasty. Give him a EWO and Target lock and that can be sick. Although he wouldn't benefit from markerlights from that squad because they are not networked. :C

Then again, his range is already really far with his main weapons, but you'd be able to put your secondary system to use at least.

Or you could just, you know, deep strike him. He is jet pack MC.


He meant Darkstrider outflanks with the Pathfinders, not with the Riptide. The Riptide is not an independent character and so cannot join other units.

A Riptide should be on the board turn 1. It's not bullet sponging if it's in reserve and if the opponents reserves come on before it arrives then no nice Interceptor shots. So even if it could outflank in some way I see no reason to. It has the range to threaten from turn one so why risk a deepstrike?


I see. Well just to be clear, you don't need Darkstrider to outflank with pathfinders. Scouts SR confers outflanking as well.

For the riptide, i must have confused myself with the discussion of adding IC to the riptide, and for some reason thought the riptide itself was an IC until it received drones. Mea culpa. Those threads have always been kind of hard to follow.

The only way it can outflank/infiltrate then, is with shadowsun. I'd do it for one game just so i can curb stomp a tank. That way i can fill up my tear cup.

This message was edited 1 time. Last update was at 2013/06/20 00:26:17


 
   
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The point in bringing Darkstrider is the unit he shoots at is considered -1T for rolling to wound and Instant Death, so S6 railrifles can insta-kill T4 models. Only problem will always be price with the unit. Even a min squad with rail rifles is 89 points, with Darkstrider another 100. If you can get an opponent to overlook them or even outflank them into a safe area, it can work.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

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deaths and the sun will be swept from the sky."
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I take the fusion blaster for one reason and one reason only. My most common opponent runs the doom of malan`tai in a spore. Evey single model in my army that has the opportunity to take both interceptor and strength 8 weapons does so.

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BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


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Gulf Breeze Florida

 A Town Called Malus wrote:
 Iur_tae_mont wrote:
I messed up. I forgot only the commander has 4 hard points. My idea won't work


Signature systems on a Commander or Bodyguard Shas'vre don't take up hard points (which is why the Farsight bomb build works). So you can actually stick some more stuff on there


Yeah but my whole selling point was the deathrains were cheaper and could take EWO and VT on the same build.

But to be honest if that was the case, someone would have noticed by now and there would probably be no discussion on HYMP.


 
   
 
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