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Made in us
Regular Dakkanaut




NE TN

So, I'm looking at working at something like this in the near future:

Tigurius
Chapter Master with Bike, Thunder Hammer, Shield Eternal, Artificer Armor
Commander with CC Node, Neurochip, MSSS, Iridium Battlesuit, VRT, 2 pt thing

x12 Fire Warriors
x12 Fire Warriors
x10 Tactical Marines with Grav Rifle, Combi-Grav, Rhino
x10 Tactical Marines with Grav Rifle, Combi-Grav, Rhino
x5 Bikes with x2 Grav, Combi-Grav

Riptide with EWO, Skyfire, Ion

x3 Centurions with Grav Cannon, Omniscope
TFC
TFC

1998

We got Marines and Bikes for forward objective taking. The Fire Warriors chill in the Bolstered area terrain (they can go to ground in it for a 2+!!!), shooting like madmen. Tigurius and the Buffmander can join either the Centurions or the Riptide (1 for each obviously) based on what powers I prioritize/get. The Chapter Master serves as a counterattack unit that can start off attached to the Buffmander to take advantage of his nutty 1-use shooting attack (STR 10 AP 1 Large Blast, BARRAGE!, Ignores Cover, Tank or Monster Hunter, Twin-Linked, FTW!). Where he goes from there will heavily depend on the match-up. He could join the Centurions if there's any threat of them being assaulted. He could join the bikes if they're gonna go hunting for some prime target. Against less aggressive armies, I'm gonna need to move the Centurions to the center of the board to make up for their range, but they'll ravage anything with armor or an AV value. The TFCs are there because they're cheap and people seem to really like them this edition. I chose so much Grav because it is so well-positioned in the metagame. The only thing I see myself struggling with is Grimoired Flesh Hounds. If you have any ideas for shoring up that matchup, lemme know. As of right now, my plan against them is to assault the closest one with the Commander and Riptide (where they're do maybe a wound or two on average to my T6/2+ dudes) then Hit and Run out of combat at the end of their turn. Rinse and repeat if need be.

This message was edited 3 times. Last update was at 2013/09/20 18:51:33


 
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

I don't wanna be that guy but in my experience, no matter what, Centurions sucks.

 Grey Templar wrote:

The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in us
Regular Dakkanaut




NE TN

I dunno man. I think it's a little too early to know exactly how well they play. However, the models I have for them (squats lol) will work equally well as broadsides.

 
   
Made in us
Fixture of Dakka





Los Angeles

magodedisco wrote:
Commander with CC Node, Neurochip, MSSS, Iridium Battlesuit, VRT, 2 pt thing
While he's a great booster ... I see so little else in the army that his expense is justified (like the IonTide).

Coupling the MSS/C&CN with lotsa AP2 is good, so I suggest a trio of XV8s, with one of them as the MSS/C&CN holder, while the Cmdr uses his BS5 to best affect. All dual PRs or Helios packs a tremendous punch. Only hordes or 10+ dude units survive.


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

Again, I still don't like them. A they're squishy, short ranged, and expensive. A Las/Devvy Squad woiuld do better IMO. But whatever floats your boat.

 Grey Templar wrote:

The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





I think Cents are one of the best choices in the codex. But Grav Cents need a 3++ character shield to work given their 24" range.

Why on earth would you get a Velocity Tracker on an Ion Riptide??!?!??!

I would either swap the Tau section for a Far sight bomb or get a SM unit that would need that commander. Personally I think a Gravbike Command squad with a beatstick captain would just about justify him.

FWs in 12s is rarely a good idea.

Grav weapons on mobile Tac squads are pointless plasma is the same points for more shots at more range.


Automatically Appended Next Post:
I think Cents are one of the best choices in the codex. But Grav Cents need a 3++ character shield to work given their 24" range.

Why on earth would you get a Velocity Tracker on an Ion Riptide??!?!??!

I would either swap the Tau section for a Far sight bomb or get a SM unit that would need that commander. Personally I think a Gravbike Command squad with a beatstick captain would just about justify him.

FWs in 12s is rarely a good idea.

Grav weapons on mobile Tac squads are pointless plasma is the same points for more shots at more range.

This message was edited 1 time. Last update was at 2013/09/21 12:06:54


Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Regular Dakkanaut




NE TN

 FlingitNow wrote:
I think Cents are one of the best choices in the codex. But Grav Cents need a 3++ character shield to work given their 24" range.

Why on earth would you get a Velocity Tracker on an Ion Riptide??!?!??!

I would either swap the Tau section for a Far sight bomb or get a SM unit that would need that commander. Personally I think a Gravbike Command squad with a beatstick captain would just about justify him.

FWs in 12s is rarely a good idea.

Grav weapons on mobile Tac squads are pointless plasma is the same points for more shots at more range.


Now this is what a quality post looks like! You've given me a lot to think about

1. Regarding the lack of a 3++ needed for the Centurions unit, I already stated that attaching the Chapter Master (probably Tigurius too for a 75% chance at a 4++ for the whole squad) to them as they advance to midfield to be a distinct possibility depending on the opposing army.

2. I couldn't agree more on the Velocity Tracker Riptide problem. I don't know how I missed it until now. I've been shooting it at flyers with intercept, constantly disappointed with the results. Burst is clearly the way to go to gun down flyers.

3. Two of you so far have suggested that the Commander is not worth his points attached attached to the Riptide. I don't think he's very good attached to a bike Command squad either, because their respective movement phases are quite different (12" and 6"), hindering the threat range of the squad's guns. As a result, I have modified the list and am now using an Ethereal instead to keep it cheap. (revised list below).

4. Why are FW bad in 12s? I have little experience with them. There will now probably be an Ethereal attached to them. Does that change anything?

5. Grav in the mobile scoring Tac squads is indeed awful. Thanks for pointing it out!

So, here is my revised list:

Tigurius
Chapter Master with Bike, Thunder Hammer, Shield Eternal, Artificer Armor
Ethereal

x3 Crisis Suits with x2 Missile Pods each
x11 Fire Warriors
x10 Tactical Marines with Plasma Gun, Combi-Plas, Rhino
x10 Tactical Marines with Plasma Gun, Combi-Plas, Rhino
x5 Bikes with x2 Grav, Combi-Grav

Riptide with EWO, Skyfire, Talisman, Earth Caste

x3 Centurions with Grav Cannons, Omniscope
TFC
TFC

1997

I have to admit this list looks a lot sexier. It's obviously running Farsight Conclave now, which gives me access to the monstrosity that is the Talisman/Earth Caste Riptide, a unit that doesn't really need any help to tear down down flyers and gives a huge swath of my army that insane 4d6 DtW roll (does that also stack with MLs or Adamantium Will?). I'm tempted to run a Fireblade instead of the Ethereal. Any advice there?

This message was edited 1 time. Last update was at 2013/09/21 17:23:56


 
   
 
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