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Made in us
Fresh-Faced New User





Ok. This list is wonky. It only has 2 x 10 units of scoring kroot, and that's not good. But the plan is to try and shoot the enemy off the board and then outflank the kroot onto a far off objective. A big part of this list is that I want to paint up 3 riptides, so they're not really negotiable. I would like some feedback on the rest though. Obviously the kroot are a concern, but I'm also worried about the lack of marker light support. I noticed in most tournaments riptide ion accelerators were just overcharged and markerlights were only used to remove cover (thus BS3 and hope for no scatter). 4 markerlights on the skyrays will provide the primary marker light support. Im hoping that after that initial seeker missile alpha strike volley they will be mostly ignored. They light up units for the riptides to remove with no cover st. 8 ap 2 blasts and also provide skyfired marker lights if necessary.

The farsight bomb just jets around shooting 2 or 3 things a turn. I'm debating shoehorning in more marker lights instead of the gun drones, but I really like the idea of 20 BS3 twin linked/ignores cover/monster-tank hunter shots. Any feedback would be appreciated!

Tau Empire

+ (No Category) + (622pts)

* XV8 Crisis Farsight Bodyguard Team (622pts)
* Crisis Bodyguard (100pts)
(Supporting Fire, Sworn Protector, Very Bulky)
Command and Control Node (15pts), Crisis battlesuit, Drone controller (8pts), Flamer (5pts), Multi-spectrum Sensor Suite (20pts), Puretide Engram Neurochip (15pts), Vectored retro-thrusters (5pts)
* Crisis Bodyguard (67pts)
(Supporting Fire, Sworn Protector, Very Bulky)
Crisis battlesuit, 2x Plasma rifle (30pts), Target lock (5pts)
* Crisis Bodyguard (67pts)
(Supporting Fire, Sworn Protector, Very Bulky)
Crisis battlesuit, 2x Plasma rifle (30pts), Target lock (5pts)
* Crisis Bodyguard (67pts)
(Supporting Fire, Sworn Protector, Very Bulky)
Crisis battlesuit, 2x Plasma rifle (30pts), Target lock (5pts)
* Crisis Bodyguard (67pts)
(Supporting Fire, Sworn Protector, Very Bulky)
Crisis battlesuit, 2x Plasma rifle (30pts), Target lock (5pts)
* Crisis Bodyguard (67pts)
(Supporting Fire, Sworn Protector, Very Bulky)
Crisis battlesuit, 2x Fusion blaster (30pts), Target lock (5pts)
* Crisis Bodyguard (67pts)
(Supporting Fire, Sworn Protector, Very Bulky)
Crisis battlesuit, 2x Fusion blaster (30pts), Target lock (5pts)
* 10x Gun Drone (120pts)
10x Twin-linked pulse carbine


+ HQ + (300pts)

* Commander Farsight (165pts)
(Independent Character, Preferred Enemy (Orks), Supporting Fire, Very Bulky)
Crisis battlesuit, Plasma rifle, Shield generator, The Dawn Blade


* Commander Shadowsun (135pts)
(Defender of the Greater Good, Independent Character, Infiltrate, Supporting Fire)
Advanced targeting system, 2x Fusion blaster, XV22 Stealth Battlesuit


+ Elites + (565pts)

* XV104 Riptide (190pts)
(Nova Reactor, Supporting Fire)
Early warning override (5pts), Ion accelerator (5pts), Riptide battlesuit, Riptide Shield Generator, Twin-linked fusion blaster


* XV104 Riptide (190pts)
(Nova Reactor, Supporting Fire)
Early warning override (5pts), Ion accelerator (5pts), Riptide battlesuit, Riptide Shield Generator, Twin-linked fusion blaster


* XV104 Riptide (185pts)
(Nova Reactor, Supporting Fire)
Early warning override (5pts), Heavy burst cannon, Riptide battlesuit, Riptide Shield Generator, Twin-linked smart missile system


+ Troops + (130pts)

* Kroot Carnivore Squad (65pts)
(Infiltrate, Move Through Cover, Stealth (Forests) ())
Kroot Hound (5pts) (Acute Senses)
* 10x Kroot (60pts)
10x Kroot rifle


* Kroot Carnivore Squad (65pts)
(Infiltrate, Move Through Cover, Stealth (Forests) ())
Kroot Hound (5pts) (Acute Senses)
* 10x Kroot (60pts)
10x Kroot rifle


+ Heavy Support + (232pts)

* Sky Ray Missile Defense Gunship (116pts)
Blacksun filter (1pts), 2x Networked markerlight, 6x Seeker missile, Twin-linked smart missile system, Velocity tracker


* Sky Ray Missile Defense Gunship (116pts)
Blacksun filter (1pts), 2x Networked markerlight, 6x Seeker missile, Two Gun Drones, Velocity tracker

TOTAL: 1849

This message was edited 2 times. Last update was at 2013/09/05 00:39:41


 
   
Made in us
Regular Dakkanaut




If you have the models all sitting around you should playtest this, I think your going to have a hard time getting the effectiveness that you want out of the shooting and your troops are woefully inadequate at 1850. You either table your opponent before he attacks your kroot or you lose.

Your opponent is going to know the skyrays are your only Markerlights and therefore prioritze them first turn. Once they are dead they can sit it cover and pretty much just weather shooting. Without ECPA your HBC riptide is failing 1/3 of the time and while you don't have to overchage the ions to be effective if you do your on average going to get one failure a turn.

Also as per the markerlights 4 are not enought to support the bomb and the riptide even if you get them all on the right targets.

How are you deploying the bomb. Without the gate of infinity trick I feel the bomb is pretty inadequate your either wasting turns off the board, or wasting them moving around not shooting.

You should look into the other triptide builds, kroot spam triptide, or the O'vesa star that rocked the nova.



   
Made in us
Fresh-Faced New User





Thanks tiber.

I agree. If all else fails the bomb shouldnt need support since it is already twin linked and ignores cover. Depending on army bomb would deepstrike wth farsight warlord trait or deploy normally and jump around to avoid interceptor crap.

What about tying some marker lights into the bomb? Thats a potential 10 markerlights extra on a unit that the bomb doesnt have to shoot at (well besides one fusion shot from shadowsun)

I've been trying to get my hands on the O'vesa star list since sunday.

Do you have the build by any chance?
   
Made in us
Regular Dakkanaut




You could watch the finals games in the nova or the open on 11th company and ferret out the exact list basically was

O'Vesa
Farsight
Buff Commander
Ion Riptide
HBC Riptide
Crisit Suit mandatory
2x kroot
Other stuff lol I forget what it was.

It Still got shot off the board by Tau/Dar in the invitational

And in the open got pretty lucky to pin the Orc player's beatstick orc unit very early which allowed it to annhilate the rest of the army with impunity from the charges of the orks.

Deepstriking the bomb gives you less turns on the table. First turn is going to be rough as opponents gun lines will kill your skyrays and focus on a riptide. Also if the kroot come on and there is stuff left within range they are dead.

Walking them on with 24" at max guns doesn't make alot of sense fast armys are just going to jet around and avoid the bomb.

Honestly the bomb was good with GoI as you could move 24" a turn and start on the board. Without that trick your giving up turns which in a list with 20 terrible troops your not going to be able to take any objectives.

Markerlights on the bomb only work if your going to be markerlighting things close to what the bomb is killing.

Not sure what the list will do against fateweaver or screamerstar 2+ rerollable will kill your entire gameplan as you don't have weight of fire to cause any failed saves.

Overall i think the list will probably be fun to play but not really competative in any sense.

   
Made in us
Fresh-Faced New User





I prefer putting the ECPA on my riptide with the HBC since it has get's hot with up to 12 shots. that is a lot of unlikely but possible wounds.

3000 pts
:Iron Hands: 2000pts 
   
Made in us
Fresh-Faced New User





Alright. A lot of tweaking and we now have a variation of the nova finals list at invitational:

I believe my version has a little more shooty firepower and has been optimized a little better for what it does (sacrificing more fragile scoring crisis units for army buffs). Lets be real though. This list is designed to go balls out and shoot your opponent off to make way for late game scuttling kroot, I don't know if I agree with alot of the play decisions in the nova final (but thats besides the point).

The Ovesa Death Star. 2 riptides/ a buff commander/farsight/4 shield drones/2 marker drones all in a Death Star. All are twin linked, all ignore cover, riptides can split fire out with tank hunters or mc hunters while the remainder of the unit markerlights and removes cover and shoots smart missiles at bs5. Also talisman for protection againt jaws. Not to mention rerollable nova charge on Ovesa for that 3++ and 2+ and majority t6 all around which means wound allocations up the wazoo. Meanwhile the other 2 riptides do their thing supported by the skyray marker lights which alpha strike something pretty. Outflanking kroot and a decent home base hiding unit which put out missile shots rounds it out. I think this is pretty disgusting


Tau Empire: Farsight Enclaves (2013) (Primary Detachment) Selections:
+ HQ +
* Commander Farsight
Crisis battlesuit, Plasma rifle, Shield generator, The Dawn Blade

* Honour-Shas'vre O'Vesa
Early warning override, Earth Caste Pilot Array (*), Ion accelerator, Riptide battlesuit, Riptide Shield Generator, Stimulant injector, Twin-linked fusion blaster
* 2x Shielded Missile Drone
2x Missile pod, 2x Shield generator

+ Elites +
* XV104 Riptide
Early warning override, Ion accelerator, Riptide battlesuit, Riptide Shield Generator, Talisman of Arthas Moloch, Target lock, Twin-linked fusion blaster
* 2x Shielded Missile Drone
2x Missile pod, 2x Shield generator

* XV104 Riptide
Early warning override, Ion accelerator, Riptide battlesuit, Riptide Shield Generator, Twin-linked smart missile system

* XV104 Riptide
Early warning override, Ion accelerator, Riptide battlesuit, Riptide Shield Generator, Twin-linked smart missile system

+ Troops +
* Kroot Carnivore Squad
Kroot Hound
* 10x Kroot

* XV8 Crisis Team (compulsory)
Bonding Knife Ritual
* Crisis Shas'ui
Crisis battlesuit, 2x Missile pod, Vectored retro-thrusters
* Crisis Shas'ui
Crisis battlesuit, 2x Missile pod
* Crisis Shas'ui
Crisis battlesuit, 2x Missile pod

+ Heavy Support +
* Sky Ray Missile Defense Gunship
Blacksun filter, 2x Networked markerlight, 6x Seeker missile, Two Gun Drones, Velocity tracker

* Sky Ray Missile Defense Gunship
Blacksun filter, 2x Networked markerlight, 6x Seeker missile, Two Gun Drones, Velocity tracker


Tau Empire 6th Ed (2013) (Secondary Detachment) Selections:
+ HQ +
* Commander
Command and Control Node, Crisis battlesuit, Drone controller, Multi-spectrum Sensor Suite, Neuroweb System Jammer, Onager Gauntlet, Puretide Engram Neurochip, Vectored retro-thrusters, XV8-02 Crisis 'Iridium' Battlesuit
* 2x Marker Drone
2x Markerlight

+ Troops +
* Kroot Carnivore Squad
Kroot Hound
* 10x Kroot

Total: 1850 on the dot.



Now that you've read the list: can anyone give me a good reason to use heavy burst cannons over ions in this list? I honestly can't think of any even though I would love to use the model.

This message was edited 4 times. Last update was at 2013/09/05 20:18:12


 
   
Made in us
Human Auxiliary to the Empire




Reasons to take HBC over Ion:
1) You already have 3 Ion Accelerators.
2) It's better against Solo Targets. Statistically speaking a HBC should always pump out more wounds than the Ion cannon if it's only shooting at one target.
3) It's better against weak hordes. You should get more hits with 12 shots than you should with a large blast template. Both will instant kill most large blobs. The HBC just does it ever so slightly better.
4) It's not ordnance, If you Nova Charge your Ion Accelerator then you can't fire your other weapon. HBC isn't ordnance, meaning more potential dakka.
5) Shooting at Flyers. If you Nova Charge your Ion Accelerator it's now a blast and can't shoot flyers. This means that you better hope you get lucky with your SMS.
6) Rolling lots of dice is fun.

Of course most of these things can be mitigated by not overcharging your Ion Cannon, but it's nice to have the options.
   
Made in us
Fresh-Faced New User





Thats really not enough to sell me. I wish they had made it better. Damage output on hordes can be matched almost completely by secondary smart missile system and ripple fire on an Ion tide.

8x shots is the same number as the non-Nova'd HBC. Which means -1S but the same number of shots, with the added bonus of ignoring cover. You lose rending but dont really care against most hoard targets.

The only way to justify the HBC is if it is significantly better at downing av14 or flyers. It is slightly better I believe, but sacrifices alot to gets hot/ap 4/failed nova charges. It has alot of upside if it works out, but just too much downside on a consistent turn by turn basis. Hence I think I'll have to stick to ions. Unless there's something I missed in my mathhammer once you factor in marker lights....hmmmmmm......
   
Made in us
Human Auxiliary to the Empire




You can't compare SMS with HBC because they aren't mutually exclusive. HBC and Ion Accelerator are. However a HBC Riptide can have a SMS, so any argument you made comparing the two is invalid. You can argue on the total performance of the 4 riptide weapon combinations. But comparing two weapons thats don't compete with each other isn't really going to amount to anything.

Also you're comparing a nova charged SMS to a non nova charged HBC.

Furthermore you're not even taking into account your Support Commander. You should put your HBC with him anyways. So the HBC will have ignore cover and the effects of gets hot will be drastically reduced.
   
Made in us
Fresh-Faced New User





Thanks Terkul, let me respond to each of your points:

1. First a quick correction: RAW you can fire other weapons if you NOVA charge your IA. Because riptides have a multitracker which ALLOWS it to fire another weapon. I know this isn't the rules intention, but until its faq'd, codex trumps rulebook in terms of specific rules.

2. 3 St. 7 shots is not exactly bad against flyers. Especially with twin linked/tank hunter. Granted HBC would be better for this in the death star unit, but IA can get that job
done just as well.

And if you were wondering: here are the stats against a top tier vehicle for both without marker light support.
HBC
12x Shots @ BS3 should generate just 6x hits, which translates to 1 rends or
.67 HP
.11 Penetrating Hits
3.7% Destroyed Result
(without Marker Tokens)

vs

Ion Accelerator (if at all touched from the blast marker)
.66HP
.34 Penetrating Hits
11.1% Destroyed Result
(Without Marker Tokens)

3. My comparison to SMS was to prove that the HBC doesnt seem to bring anything to the table that can't be found elsewhere in the list when ITS NOT nova charged. The IA does. Don't get me wrong, I want to use the HBC. Its the fact that you HAVE to nova charge it and deal with "gets hot" AND a nova charge risk that makes me weary.

4. A nova charging HBC has the chance to take 12 wounds off itself. A nova charged IA will at max take 1.

5. As proven at nova open, the support commander is better utilized buffing the IA. Justin ran the HBC in the command squad and it underperformed/couldnt glance out anything all game. By the time you stack MC/Tank hunter/twin linked AND ignores cover it seems better to take IA against anything besides av13/14 while minimizing risk to yourself (hence fusions hidden in the death star but that's another topic). T3 horde 4+ horde, the HBC's other primary target, can easily be taken care of by missiles, which dont need an expensive buff commander to ignore cover. Remember this is a competitive list. Justin still took "gets hot" saves everytime he fired. Those are wounds that cannot be allocated to the drones/useless commander farsight, and thus hurt the death star. In 6 turns you're going to get 2 wounds from NOVA charging with that HBC, and take .7 more unsaved wounds to gets hot with 4 turns of successful NOVA shooting those 12 shots. Thats almost 3/5 of your riptide wounds done to yourself because you're forced to nova charge to be effective.

Why would you put this liability in a unit that HAS to survive.

Even more issues come up when using interceptor. I would rather have a st. 8 blast or 3 st. 7 shots that the baseline HBC anyday. Alot of the effectiveness of riptides come with reserve crowd control. Hence the 4 riptide effectiveness in tournies against late game quick troop units.

6. The real question is HBCs on the 2 solitary riptides. They will have 6 markerlights supporting them (2 at bs5 and 2 at bs4/skyfire). Is that enough to warrant taking one or 2? I still say no but I'm waiting on someone to give me some convincing math on why I should.

This message was edited 3 times. Last update was at 2013/09/05 19:04:33


 
   
Made in us
Secretive Dark Angels Veteran






Never take the HBC! Hes bs 3 and is alot worse than you think!

ALso hs is only 36 inch range makes him almost always jumping around. You have to use the reactor to make the gun decent and its unreliable. You should take 2 wounds a game statisically just trying for more shots...

Always take the IA. You can use 2 marker lights remove cover and blam, whole dead unit. Its also insane with interceptor.

I tryed the HBC in 5 games, its always under performed compared to the AI. You may think I am wrong but you will see through testing that no one uses it. Even though it seems ok. For 5 points you cant go wrong with the IA.

~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech 
   
Made in us
Focused Fire Warrior





Lexington, MA

When making your list I hope you realize that you can't take Farsight and his full command team (meaning his 7 body guard team) and 4 riptides. You must have Farsight as your warlord in your primary detachment and as such you can't take his 7 body guard team, only his special commander team.


Automatically Appended Next Post:
 Icelord wrote:
Never take the HBC! Hes bs 3 and is alot worse than you think!

ALso hs is only 36 inch range makes him almost always jumping around. You have to use the reactor to make the gun decent and its unreliable. You should take 2 wounds a game statisically just trying for more shots...

Always take the IA. You can use 2 marker lights remove cover and blam, whole dead unit. Its also insane with interceptor.

I tryed the HBC in 5 games, its always under performed compared to the AI. You may think I am wrong but you will see through testing that no one uses it. Even though it seems ok. For 5 points you cant go wrong with the IA.


Have you ever tried shooting down flyers with the IA? Its a nightmare, try using the HBC and an earth caste pilot array against them.

This message was edited 1 time. Last update was at 2013/09/05 19:27:47


FOR THE GREATER F-ING GOOD!  
   
Made in us
Secretive Dark Angels Veteran






It's still statistically terrible vs flyers.

~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech 
   
Made in us
Focused Fire Warrior





Lexington, MA

 Icelord wrote:
It's still statistically terrible vs flyers.


How? The HBC has 12 rending shots and rerolling 1's. It pens automatically on 6's against av 12 (hmhmhmhm vendettas) and bumps up the ap to 2. On the other hand the the IA glances on a 5+ but only has 3 shots.

Hold your thoughts though I'm still reading this thread....

This message was edited 1 time. Last update was at 2013/09/05 19:42:41


FOR THE GREATER F-ING GOOD!  
   
Made in us
Fresh-Faced New User





 TheCadreofFi'rios wrote:
When making your list I hope you realize that you can't take Farsight and his full command team (meaning his 7 body guard team) and 4 riptides. You must have Farsight as your warlord in your primary detachment and as such you can't take his 7 body guard team, only his special commander team.



try using the HBC and an earth caste pilot array against them.


Do people even read the list on Dakka?

A. I hope you realize that Farsight is my commander in a codex farsight expansion primary detachment. He can take Ovesa. Nothing stops me from then adding those 2 independent characters to a riptide. Then nothing stops me from adding another independent buffing commander from the codex tau empire ally to that unit of three. Please read the army list.
B. Ovesa has earth caste pilot array. 1 per army. I can't remove Ovesa because he is the linchpin of this army. Please read the army list.
   
Made in us
Focused Fire Warrior





Lexington, MA

Russian Roulette wrote:
 TheCadreofFi'rios wrote:
When making your list I hope you realize that you can't take Farsight and his full command team (meaning his 7 body guard team) and 4 riptides. You must have Farsight as your warlord in your primary detachment and as such you can't take his 7 body guard team, only his special commander team.



try using the HBC and an earth caste pilot array against them.


Do people even read the list on Dakka?

A. I hope you realize that Farsight is my commander in a codex farsight expansion primary detachment. He can take Ovesa. Nothing stops me from then adding those 2 independent characters to a riptide. Then nothing stops me from adding another independent buffing commander from the codex tau empire ally to that unit of three. Please read the army list.
B. Ovesa has earth caste pilot array. 1 per army. I can't remove Ovesa because he is the linchpin of this army. Please read the army list.


jesus dude calm down....

FOR THE GREATER F-ING GOOD!  
   
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Fresh-Faced New User





 TheCadreofFi'rios wrote:
 Icelord wrote:

It pens automatically on 6's against av 12 (hmhmhmhm vendettas) and bumps up the ap to 2. On the other hand the the IA glances on a 5+ but only has 3 shots.


Wrong. AP is not bumped to 2 when penning vehicles with rends. Its in GW faqs.

Second: you cannot overcharge that interceptor shot on the bird. So in reality you're looking at 8 shots and 4 hits. Its really not that great.


Just read the list before posting stuff. If it adds nothing to the conversation why post it. Not trying to start anything just want to stay productive which means knowing the rules

This message was edited 2 times. Last update was at 2013/09/05 19:47:43


 
   
Made in us
Secretive Dark Angels Veteran






Russian Roulette wrote:
 TheCadreofFi'rios wrote:
 Icelord wrote:

It pens automatically on 6's against av 12 (hmhmhmhm vendettas) and bumps up the ap to 2. On the other hand the the IA glances on a 5+ but only has 3 shots.


Wrong. AP is not bumped to 2 when penning vehicles with rends. Its in GW faqs.

Second: you cannot overcharge that interceptor shot on the bird. So in reality you're looking at 8 shots and 4 hits. Its really not that great.


Just read the list before posting stuff. If it adds nothing to the conversation why post it. Not trying to start anything just want to stay productive which means knowing the rules


I dont know why you quoted me as saying the above rubbish but I absolutely agree with you. It's NOT ap 2 (read rulebook) and only 8 shots (if intercepting) means using it as anti flyer is terrible. Unless you want to pay a bunch of points for skyfire.

~Ice~
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Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech 
   
Made in us
Focused Fire Warrior





Lexington, MA

So what is this list actually looking like? It is very confusing to look at on paper, take out all the special rules, only list upgradable wargear please. What is Farsight's squad looking like?

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I'm sorry. That is just a copy paste wall of text to show you how the units functioned with their wargear.

Heres a basic rundown:

-Farsight
Ovesa with 2x shield drones and melta
Ion Riptide with 2x shield drones and melta & amulet
Generic Buffing Commander w/upgrades/2 marker light drones

-Riptide w/missiles

-Riptide w/missiles

-10 Kroot 1 Kroothound

-10 Kroot 1 Kroothound

- 3 Crisis Suits w/6x missiles

-Skyray

-Skyray


Again: Basic idea is a buffed super unit that ignores cover/twin linked/ MC/tank hunter/interceptor without need for markerlights. The captain markerlights any units the squad doesnt fire on. This unit controls all middle board.

2 skyrays jump around board after alpha striking something markerlighting.

2 extra riptides pick up marker lights to stip cover on units.



All troops in reserve. Late game troops come on outflanking/deepstrike and go for objectives. Riptides go to contest objectives and deathstar breaks apart to further contest objectives.





   
Made in us
Focused Fire Warrior





Lexington, MA

Russian Roulette wrote:
I'm sorry. That is just a copy paste wall of text to show you how the units functioned with their wargear.

Heres a basic rundown:

-Farsight
Ovesa with 2x shield drones and melta
Ion Riptide with 2x shield drones and melta & amulet
Generic Buffing Commander w/upgrades/2 marker light drones

-Riptide w/missiles

-Riptide w/missiles

-10 Kroot 1 Kroothound

-10 Kroot 1 Kroothound

- 3 Crisis Suits w/6x missiles

-Skyray

-Skyray


Again: Basic idea is a buffed super unit that ignores cover/twin linked/ MC/tank hunter/interceptor without need for markerlights. The captain markerlights any units the squad doesnt fire on. This unit controls all middle board.

2 skyrays jump around board after alpha striking something markerlighting.

2 extra riptides pick up marker lights to stip cover on units.



All troops in reserve. Late game troops come on outflanking/deepstrike and go for objectives. Riptides go to contest objectives and deathstar breaks apart to further contest objectives.







Ok. I can see where you are getting all this stuff from. My advice would be to make a clear list that shows your opponent what you are bringing and how it is legal.

FOR THE GREATER F-ING GOOD!  
   
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Fresh-Faced New User





The list above is exported straight from battle scribe. Its honestly not that complicated once its all laid out on the table top since the complicated part is just 4 big models.

My other big concern is with codex sm dropping weather or not we will see a meta change towards grav weapons. Centurions and bike grav weapons will really be the only things that can threaten the riptides (even then the riptide can outrange them with careful placement), but it will make this list a little worse.

This message was edited 1 time. Last update was at 2013/09/05 20:32:02


 
   
Made in us
Trustworthy Shas'vre






Basic Suggestion for Improvement...

Drop the Retro Thrusters on the Crisis Squad as well as downgrading their 2xMissile Pods to TLMissile Pods, take the saved points and pick up a Solo 2xFlamer Suit or Single Burst Cannon Suit for an additional DSing Scoring Unit with marginal utility. Since the Missile suits aren't utilizing Markerlights under most circumstances it only costs you 1.5 MP hits per turn for an additional scoring unit. Retro Thrusters on a likely to be swept I2 squad is pointless.

I would consider dropping the Farsight Enclaves Kroot squad for two more cheap DSing mobile scoring suits. 4T4 3+ wounds vs 10T3 6+ wounds(4+ in Forests)


"Again: Basic idea is a buffed super unit that ignores cover/twin linked/ MC/tank hunter/interceptor without need for markerlights. The captain markerlights any units the squad doesnt fire on. This unit controls all middle board. "

This confuses me.

Farsight
O'Vesa(Unless Intercepting)
4xShielded Missile Drones
2xMarker Drones

All have to fire at the same target as the only model with the ability to target a different unit is the IA Riptide. How are the Marker Drones firing at a unit that the Deathstar is not?

Also, the O'Vesa star is surprisingly more resilient against Grav Weapons as it has 4 4+(Drones) vs the 3 2+(O'Vesa, Riptide, Buffmaster) and the 1 3+(Farsight) meaning those Grav Weapons should wound against the majority 4+ Armor Save unless there is something surprising. Now, the solo Ripitides won't be so lucky...

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
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This is exactly what I'm looking for advice wise zagman. I think that's all sound advice



In the Death Star you're forgetting the 200pt buffing commander from the tau empire allies. He's the one bringing the marker drones and conferring tank hunters/twin linked and ignores cover by forgoing shooting. The one riptide can target lock out of the unit to shoot at different targets with ignores cover. Ovesa, the drones and farsight all fire into a primary target, further marking it to be finished off by a third riptide not in the unit/skyray ect (although they will probably get the job done)

This message was edited 1 time. Last update was at 2013/09/05 21:51:06


 
   
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Trustworthy Shas'vre






Russian Roulette wrote:
This is exactly what I'm looking for advice wise zagman. I think that's all sound advice



In the Death Star you're forgetting the 200pt buffing commander from the tau empire allies. He's the one bringing the marker drones and conferring tank hunters/twin linked and ignores cover by forgoing shooting. The one riptide can target lock out of the unit to shoot at different targets with ignores cover. Ovesa, the drones and farsight all fire into a primary target, further marking it to be finished off by a third riptide not in the unit/skyray ect (although they will probably get the job done)


No problem, glad I could help.


I didn't forget the Commander, I didn't include him as he has no weapons to shoot and I am aware of what he gives the unit.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
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Regular Dakkanaut



Berlin

Russian Roulette wrote:

-Farsight
Ovesa with 2x shield drones and melta
Ion Riptide with 2x shield drones and melta & amulet
Generic Buffing Commander w/upgrades/2 marker light drones


Just a question - wouldn't all the drones make the unit T4 instead of it being T6? Am I missing something here?
(Cause that's what stopped me in the past to put in more than 2 drones ...)

Thanks in advance ...

This message was edited 2 times. Last update was at 2014/01/09 12:26:27


 
   
 
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