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![[Post New]](/s/i/i.gif) 2013/09/10 19:55:24
Subject: 1850 Tau/Tau List: Comments Appreciated
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Regular Dakkanaut
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I've been playing around with this for awhile, and I would love some feedback. 1850 pts. Main: Tau (Units 4, 5, 6, and 7) Allies: Tau Farsight supplement (Units 1, 2, and 3) Unit 1 (Troop)(Starts in reserve) Commander 2x Plasma Rifle Target Lock Drone Controller 3x Crisis Suit Bonding Knives 2x Plasma Rifle Target Lock 6x Markerlight Drones Unit 2 (Troop)(Starts in reserve) 3x Crisis Suits TL Fusion Blaster Bonding Knives 3x Shield Drones Unit 3 Riptide Ion Accelerator EWO Earth Caste Pilot Array TL Plasma Rifle Unit 4 Riptide Ion Accelerator EWO Velocity Tracker TL Fusion Blaster Unit 5 (Troop) 12x Fire Warriors with Pulse Rifles Devilfish Unit 6 (Troop) 12x Fire Warriors with Pulse Rifles Devilfish Aegis Line w/ Comms Relay Unit 7 (behind Aegis) Commander (Warlord) Drone Controller Multi-Spectrum Sensor Suite PENchip Iridium 3x Broadsides HYMP TL SMS Target Lock 6x Markerlight Drones 4 scoring units 12 BS5 Markerlights Lots of Plasma Some Fusion 2 Riptides Plenty of S7 that ignores cover and has Tank Hunters Comms relay to increase odds that crisis suits come in from reserves on turn 2 Am I missing anything? Any glaring weak spots?
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This message was edited 10 times. Last update was at 2013/09/10 20:32:01
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![[Post New]](/s/i/i.gif) 2013/09/10 20:12:23
Subject: 1850 Tau/Tau List: Comments Appreciated
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Sneaky Sniper Drone
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I'm confused on which units come from the Empire and which come from the Enclave. Is your warlord joining the broadsides?
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![[Post New]](/s/i/i.gif) 2013/09/10 20:20:18
Subject: 1850 Tau/Tau List: Comments Appreciated
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Regular Dakkanaut
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Invasive Rhamnus wrote:I'm confused on which units come from the Empire and which come from the Enclave. Is your warlord joining the broadsides? Correct. Added titles, hopefully to make it a little more clear. Either unit could be the main/allied, but right now I have the main Tau as the main detachment, and the Farsight supplement as the allies, but it could be easily flip flopped.
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This message was edited 1 time. Last update was at 2013/09/10 20:21:17
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![[Post New]](/s/i/i.gif) 2013/09/10 20:43:02
Subject: 1850 Tau/Tau List: Comments Appreciated
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Human Auxiliary to the Empire
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By giving the Broadsides Markerlights you basically just made your Marker Drones less mobile. Also the broadsides themselves won't be able to benefit from them. I suggest separating the markerlights from the Broadsides. If you want to keep them attached, then be sure to attach 2 to the commander. That way he can separate and fire the markerlights, should the need arise.
The Iridium armour on your Commander most likely isn't going to be worth it's points. Your majority toughness is still going to be 4, and you can also use lookout sir to get the broadsides 2+ Sv.
Attaching your Commander to a Riptide would probably yield a larger benefit. He'll get the advantage of the T 6 Riptide, and will make the Riptide more accurate. You could keep him on the Broadsides for the PEN chip. If so then consider Vectored Retro Thrusters. Your Broadsides will need to be as far forwards as possible and fairly stationary. Hit and Run could save them.
The Devilfish kind of seem like a waste to me. You have an Aegis Defense Line they can hide behind if need be. The biggest problem is that it's 160 points for some mobility. The points would perhaps be best spent elsewhere.
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![[Post New]](/s/i/i.gif) 2013/09/10 21:04:48
Subject: 1850 Tau/Tau List: Comments Appreciated
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Regular Dakkanaut
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Terkul wrote:By giving the Broadsides Markerlights you basically just made your Marker Drones less mobile. Also the broadsides themselves won't be able to benefit from them. I suggest separating the markerlights from the Broadsides. If you want to keep them attached, then be sure to attach 2 to the commander. That way he can separate and fire the markerlights, should the need arise. With the Broadsides being front and center behind the Aegis, and markerlights have 36 inch range, I don't feel like they need to be mobile. At worst, its no different than having a squad of pathfinders using markerlights. Additionally, the Broadsides, in this configuration, don't need markerlights for anything. They're already twin linked, they already ignore cover because of the commander...do they really need 1 more BS? I don't think so. To that end, they all have Target locks, so the drones are free to shoot at other things and support the riptides. Terkul wrote: The Iridium armour on your Commander most likely isn't going to be worth it's points. Your majority toughness is still going to be 4, and you can also use lookout sir to get the broadsides 2+ Sv. Perhaps. Might think on this one. He's there ideally to tank for the broadside unit, with 2+ armor, T5, and 4+ cover. Only an S10 could double him out, which he could just pass off anyway. Terkul wrote: Attaching your Commander to a Riptide would probably yield a larger benefit. He'll get the advantage of the T 6 Riptide, and will make the Riptide more accurate. You could keep him on the Broadsides for the PEN chip. If so then consider Vectored Retro Thrusters. Your Broadsides will need to be as far forwards as possible and fairly stationary. Hit and Run could save them. One riptide (the earth cast) is pretty independent, and doesn't need support. The other is supported by the markerlights to have him re-roll Gets Hot, Scatter, and give him Ignore Cover. You have a point about the Broadsides being far forward, but I haven't had a problem with it thus far. Terkul wrote: The Devilfish kind of seem like a waste to me. You have an Aegis Defense Line they can hide behind if need be. The biggest problem is that it's 160 points for some mobility. The points would perhaps be best spent elsewhere. Good point. I was thinking of dropping one Devilfish and just keeping them static behind the line. I've found that having two full squads behind a line is too cramped though, and really makes you weak to any kind of blast, even if it doesn't ignore cover.
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This message was edited 1 time. Last update was at 2013/09/10 21:06:43
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![[Post New]](/s/i/i.gif) 2013/09/10 21:45:30
Subject: 1850 Tau/Tau List: Comments Appreciated
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Rampaging Carnifex
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Markerlights nor earth caste array will allow you to reroll ion accelerator gets hot!. The earth caste allows you to reroll 1s to hit and markerlights only benefit BS.
Gets hot on blast weapons cannot be prevented currently
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Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts |
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![[Post New]](/s/i/i.gif) 2013/09/10 21:54:40
Subject: 1850 Tau/Tau List: Comments Appreciated
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Human Auxiliary to the Empire
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part 1) Do you need the extra BS? No, but it would be nice. BS 3 Twin Linked is 75% hit rate. BS 4 Twin Linked is 88.8%. The main issue is what happens if you don't have a good shot (locked in combat, LOS blocking terrain, and so on). These are the advantages you'll have to consider.
The disadvantages are that you don't get the survivability benefit for both the Broadsides and the Drones. The point cost is higher for the equivalent separate markerlight unit.
part 2) You already have the Aegis defense line for low ap shots. And if there's any high Str. shots, you could pass those off on your drones.
part 3) The Support Commander can do this too. The main benefit is that your warlord would be harder to kill while still gaining all of the benefits you wanted.
part 4) The only real problem is that devilfish costs so much when you're only using them for transportation. You could drop one devilfish and bring something that already has mobility.
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![[Post New]](/s/i/i.gif) 2013/09/10 21:56:02
Subject: 1850 Tau/Tau List: Comments Appreciated
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Sneaky Lictor
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gameandwatch wrote:Markerlights nor earth caste array will allow you to reroll ion accelerator gets hot!. The earth caste allows you to reroll 1s to hit and markerlights only benefit BS.
Gets hot on blast weapons cannot be prevented currently
Re-read your gets hot section. I made this mistake too. You can reroll the gets hot. It specifically says so.
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![[Post New]](/s/i/i.gif) 2013/09/10 21:57:24
Subject: 1850 Tau/Tau List: Comments Appreciated
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Human Auxiliary to the Empire
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gameandwatch wrote:Markerlights nor earth caste array will allow you to reroll ion accelerator gets hot!. The earth caste allows you to reroll 1s to hit and markerlights only benefit BS.
Gets hot on blast weapons cannot be prevented currently
From the BRB:
"If a model has the abiliry to re-roll its rolls To Hit (including becauseof BS 6+, or Twin-linked), a Wound is only suffered if the To Hit re-roll is also a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit."
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![[Post New]](/s/i/i.gif) 2013/09/11 01:11:08
Subject: 1850 Tau/Tau List: Comments Appreciated
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Rampaging Carnifex
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Except that blast weapons gain no benefit to BS beyond 5 except a reduced scatter, the do not get the re-roll like shots normally would for being BS6, so therefore you cannot reroll the gets hot. The gets hot roll for blast weapons has nothing to do with hitting, since the roll for blast weapon gets hot is rolled before the scatter die is rolled, and if the gets hot occurs, the weapon does not fire...
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Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts |
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![[Post New]](/s/i/i.gif) 2013/09/11 01:56:35
Subject: 1850 Tau/Tau List: Comments Appreciated
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Trigger-Happy Baal Predator Pilot
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gameandwatch wrote:Except that blast weapons gain no benefit to BS beyond 5 except a reduced scatter, the do not get the re-roll like shots normally would for being BS6, so therefore you cannot reroll the gets hot. The gets hot roll for blast weapons has nothing to do with hitting, since the roll for blast weapon gets hot is rolled before the scatter die is rolled, and if the gets hot occurs, the weapon does not fire...
Sure, except the Earth Caste Pilot Array allows re-rolls of 1's when rolling to-hit (i.e. re-roll the get's hot)
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![[Post New]](/s/i/i.gif) 2013/09/11 02:35:00
Subject: 1850 Tau/Tau List: Comments Appreciated
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Sneaky Lictor
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gameandwatch wrote:Except that blast weapons gain no benefit to BS beyond 5 except a reduced scatter, the do not get the re-roll like shots normally would for being BS6, so therefore you cannot reroll the gets hot. The gets hot roll for blast weapons has nothing to do with hitting, since the roll for blast weapon gets hot is rolled before the scatter die is rolled, and if the gets hot occurs, the weapon does not fire...
The person right above you quoted the rule, and the last few words prove you 100% out of whack.
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![[Post New]](/s/i/i.gif) 2013/09/11 03:02:54
Subject: 1850 Tau/Tau List: Comments Appreciated
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Rampaging Carnifex
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Mulletdude wrote: gameandwatch wrote:Except that blast weapons gain no benefit to BS beyond 5 except a reduced scatter, the do not get the re-roll like shots normally would for being BS6, so therefore you cannot reroll the gets hot. The gets hot roll for blast weapons has nothing to do with hitting, since the roll for blast weapon gets hot is rolled before the scatter die is rolled, and if the gets hot occurs, the weapon does not fire...
Sure, except the Earth Caste Pilot Array allows re-rolls of 1's when rolling to-hit (i.e. re-roll the get's hot)
Except that blast weapons do NOT use BS when rolling to hit, the use a scatter dice and 2d6. You guys need to check "gets hot and weapons that do not roll to hit" in the "gets hot" special rule.
The earth caste array allows you to reroll to hit rolls of 1, the gets hot for blast weapons is not a roll to hit.
You guys need to read the rules more closely cause you seriously out of whack
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Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts |
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![[Post New]](/s/i/i.gif) 2013/09/11 03:20:07
Subject: 1850 Tau/Tau List: Comments Appreciated
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Sneaky Lictor
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gameandwatch wrote: Mulletdude wrote: gameandwatch wrote:Except that blast weapons gain no benefit to BS beyond 5 except a reduced scatter, the do not get the re-roll like shots normally would for being BS6, so therefore you cannot reroll the gets hot. The gets hot roll for blast weapons has nothing to do with hitting, since the roll for blast weapon gets hot is rolled before the scatter die is rolled, and if the gets hot occurs, the weapon does not fire...
Sure, except the Earth Caste Pilot Array allows re-rolls of 1's when rolling to-hit (i.e. re-roll the get's hot)
Except that blast weapons do NOT use BS when rolling to hit, the use a scatter dice and 2d6. You guys need to check "gets hot and weapons that do not roll to hit" in the "gets hot" special rule.
The earth caste array allows you to reroll to hit rolls of 1, the gets hot for blast weapons is not a roll to hit.
You guys need to read the rules more closely cause you seriously out of whack 
What part of "it may also re-roll Gets Hot results of 1 for weapons that do not roll to hit" is hard to comprehend?
You guys need to check "gets hot and weapons that do not roll to hit" in the "gets hot" special rule.
And you need to re-read "Gets Hot and Re-rolls".
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This message was edited 1 time. Last update was at 2013/09/11 03:24:21
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![[Post New]](/s/i/i.gif) 2013/09/11 03:37:52
Subject: 1850 Tau/Tau List: Comments Appreciated
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Rampaging Carnifex
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Ugg, Ill say it again: Earth caste pilot array: "The model rerolls all rolls of 1 TO HIT in the shooting phase, and may reroll dice when using a Nova reactor..." The gets hot for the large blast ion accelerator, being a blast weapon, is not a roll to hit: Gets hot "...Gets hot and weapons that DO NOT ROLL TO HIT: Weapons that DO NOT ROLL TO HIT (such as blast weapons) must roll a D6 for each shot immediately BEFORE firing. It is really quite simple, neither markerlights, nor the earth caste array do anything for rerolling the gets hot for the weapon. And just to be sure it isnt games workshops end, I am using the farsight enclaves digital book and the Large BRB
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This message was edited 2 times. Last update was at 2013/09/11 03:40:59
Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts |
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![[Post New]](/s/i/i.gif) 2013/09/11 03:42:04
Subject: 1850 Tau/Tau List: Comments Appreciated
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Sneaky Lictor
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gameandwatch wrote:Ugg, Ill say it again:
Earth caste pilot array: "The model rerolls all rolls of 1 TO HIT in the shooting phase, and may reroll dice when using a Nova reactor..."
The gets hot for the large blast ion accelerator, being a blast weapon, is not a roll to hit:
Gets hot "...Gets hot and weapons that DO NOT ROLL TO HIT: Weapons that DO NOT ROLL TO HIT (such as blast weapons) must roll a D6 for each shot immediately BEFORE firing.
It is really quite simple, markerlights nor the earth caste array do anything for rerolling the gets hot for the weapon.
And just to be sure it isnt games workshops end, I am using the farsight enclaves digital book and the Large BRB
And what does the "Gets Hot and re-rolls" say about weapons that do not roll to hit.
It's been quoted for you several times.
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![[Post New]](/s/i/i.gif) 2013/09/11 03:46:43
Subject: 1850 Tau/Tau List: Comments Appreciated
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Rampaging Carnifex
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Whoops, missed that last sentence...
Oh well, means that I have been playing it wrong :/
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Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts |
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![[Post New]](/s/i/i.gif) 2013/09/11 05:47:36
Subject: 1850 Tau/Tau List: Comments Appreciated
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Strangely Beautiful Daemonette of Slaanesh
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so that mean that that a riptide can reroll a gets hot of 1 for his ion blast, what if he rolls again and gets another 1. Does he re-roll that?
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"Oh hello there Eldar and fellow brethren Space Marines, take a seat and let me play you the music of my people"- Band Slaanesh, the Rock and Roll of 40k
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![[Post New]](/s/i/i.gif) 2013/09/11 06:08:24
Subject: 1850 Tau/Tau List: Comments Appreciated
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Human Auxiliary to the Empire
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No matter what, you can only ever reroll a die once. So whenever a reroll occurs you must always abide by the second roll, even if it's worse than the first.
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This message was edited 1 time. Last update was at 2013/09/11 06:08:45
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![[Post New]](/s/i/i.gif) 2013/09/11 06:13:16
Subject: 1850 Tau/Tau List: Comments Appreciated
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Road-Raging Blood Angel Biker
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MadmanMSU wrote:I've been playing around with this for awhile, and I would love some feedback.
1850 pts.
] Main: Tau (Units 4, 5, 6, and 7)
supplement[/b] (Units 1, 2, and 3)
] Unit 1 (Troop)(Starts in reserve)
Commander
2x Plasma Rifle
Target Lock
Drone Controller
3x Crisis Suit
Bonding Knives
2x Plasma Rifle
Target Lock
6x Markerlight Drones
i would drop the target lock and either change the drones to gun drones and give your guys two burst cannons or just drop the drones. also no point of them starting in reserve with marker lights
Unit 2 (Troop)(Starts in reserve)
3x Crisis Suits
TL Fusion Blaster
Bonding Knives
3x Shield Drones
Drope the drones and take a double weapon. here would be a good place to put the target locks
Unit 3
Riptide
Ion Accelerator
EWO
Earth Caste Pilot Array
TL Plasma Rifle
Unit 4
Riptide
Ion Accelerator
EWO
Velocity Tracker
TL Fusion Blaster
Unit 5 (Troop)
12x Fire Warriors with Pulse Rifles
Devilfish
devil fish are expensive drop them to save points
Unit 6 (Troop)
12x Fire Warriors with Pulse Rifles
Devilfish
devil fish are expensive drop them to save points
Aegis Line w/ Comms Relay
Unit 7 (behind Aegis)
Commander (Warlord)
Drone Controller
Multi-Spectrum Sensor Suite
PENchip
Iridium
3x Broadsides
HYMP
TL SMS
Target Lock
6x Markerlight Drones
4 scoring units
12 BS5 Markerlights
Lots of Plasma
Some Fusion
2 Riptides
Plenty of S7 that ignores cover and has Tank Hunters
Comms relay to increase odds that crisis suits come in from reserves on turn 2
Am I missing anything? Any glaring weak spots?
if you change up your list i.e. droping your devil fish you can take more units like another hamer head or more crisis troops(if you take farsight as lead). i made a mobile version of this list. no agis but i also use more crisis suits / hammer heads also didn't take any riptides so adjust to how you want to play accordingly.
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Why would you deep strike a lander raider?
Because i can and hey it worked didn't it?
BA-4k+ Gaurd 4K+
Tau 4k+ |
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![[Post New]](/s/i/i.gif) 2013/09/11 16:59:54
Subject: Re:1850 Tau/Tau List: Comments Appreciated
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Regular Dakkanaut
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First, I appreciate all the feedback. It's given me some things to think about. Below is the modified result. I've switched the Farsight supplement to be the main detachment. Its got 36 S7 shots. One dedicated anti tank crisis unit One dedicated anti elite crisis unit Two Riptides with markerlight support Two different kinds of markerlights, hopefully making it harder to take them all out A Cadre with the Firewarriors to give them extra shots and extra leadership No dedicated anti-air: the sheer Mass of S7 with tank-hunters should be enough Weak to monstrous creature spam? Maybe, although riptides can pull double duty by Nova Charging and double firing their plasma/fusion Should be strong in the current meta of Serpent spam and Necron air? 1850 pts. Main: Tau Farsight Supplement Allies: Tau Unit 1 (Troop)(Starts in reserve) 3x Crisis Suit Bonding Knives 2x Plasma Rifle 4x Shield Drones Unit 2 (Troop)(Starts in reserve) 3x Crisis Suits TL Fusion Blaster 1x Flamer Bonding Knives 3x Shield Drones Unit 3 Riptide Ion Accelerator EWO Earth Caste Pilot Array TL Fusion Blaster Unit 4 (Troop) Commander C&C Node MSSS PENchip Iridium 2x Markerlight Drones Drone Controller 3x Crisis Suits 2x Missile Pods Target Lock Bonding Knives 6x Markerlight Drones Unit 5 Riptide Ion Accelerator EWO TL Plasma Rifle Unit 6 (Troop) Cadre Fireblade (Warlord) 12x Fire Warriors with Pulse Rifles Unit 7 10x Pathfinders Unit 8 (behind Aegis) 3x Broadsides HYMP TL SMS 6x Missile Drones Fortification Aegis Line w/ Comms Relay
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This message was edited 3 times. Last update was at 2013/09/11 17:12:15
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