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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Arent blood angels the only ones with Dpods that have that no mishap thing unless they go off the board? Everyone else mishaps on terrain as normal (moving for units)?

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No. They all avoid mishap on the drop, except off the board.

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So I was thinking about o'vesa and all the things you can do with him. Obviously joining him to another riptide is good but I wans wondering what you guys think about joining him to a unit of 3 crisis suits with missile pods. The unit will be T6 because of the shielded missile drones and can pump out 16 s7 ap4 shots plus a s8 ap2 large blast.
   
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Towering Hierophant Bio-Titan



UK

I'm just curious to competitive use of the XV107.

Any unit that gets free/extra hits or has a scaling weapon (which generally means it retains its potency whilst maybe not ID T4) is fantastic. This thing gets multiple hits on dual blast weapons (occasionally will bump itself up to quad blast weapons).

Does it need any support? Markerlights? Support commanders? Dedicated Anti-Air (as it can't even throw haywire grenades, gawd!)

Anyone agree?

 H.B.M.C. wrote:
Friend of mine just sent me this:

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Heh.  
   
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Nebraska, USA

the XV107 is broken as hell imo.

Twice the cost as the ionhead which i already adore, but is WAY more durable, doesnt have gets hot issues, and puts out either equal or double the pi plates (for the cost). These pi plates can even dish out 8-12 wounds depending on the type of target hit, instead of 4. All for 260pts base?

Thats insane lol

This message was edited 1 time. Last update was at 2013/10/24 03:03:20


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 lambsandlions wrote:
So I was thinking about o'vesa and all the things you can do with him. Obviously joining him to another riptide is good but I wans wondering what you guys think about joining him to a unit of 3 crisis suits with missile pods. The unit will be T6 because of the shielded missile drones and can pump out 16 s7 ap4 shots plus a s8 ap2 large blast.


Until your opponent kills one of the Missile Drones with a DSing unit or Precision shot, then uses their entire army to nuke your now T4 unit. The unit also suffers from assault problems. Challenge, take no damage from the WS1 O'Vesa, use the rest of your squad to kill drones and suits, sweep.

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Zagman is right. the star is nothing without Farsight, Tau Buff Commander with VRT, and Commander with Fusion Blades.
   
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 thejughead wrote:
Zagman is right. the star is nothing without Farsight, Tau Buff Commander with VRT, and Commander with Fusion Blades.


I agree but I dont think you need the 2nd Commander with Fusion Blades.

I think Farsight, Buffmander, Ovesa, Riptide is all that's needed to make this Deathstar reach it's potential without scaling down after adding more and more to it. That will give you more points towards other things in your army to support/ cover weaknesses.

I'm really thinking about trying it out...but 2x more RipTides... ouch for the $. But it'd be wicked fun!

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Newcastle, NSW ,Australia

 DarthSpader wrote:
no they can not. show me in the rules where a drop a pod or any deep striking unit is allowed to be placed on top of another one.

when you put a deep striking unit on the table it has to be placed in a posistion thats not within 1: of the enemy, and not in impassable terrain.


First, place one model from the unit anywhere on the table, in the position where you would like it to arrive, and roll for scatter to determine the model's final position.
pg. 36 BRB first dot point under arriving by deep strike.

It says to put it where you want, so too bad if you opponents is an idiot and gets himself a mishap.

But on the other hand it clearly states you are to place the model on the table, and you cannot physically place your drop pod on the table if it is sitting on top of models.

so I would probably allow within 1" but not on your guys.

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Just got my far sight enclave book in... I was told before you need to take commander far sight to take ovesa for the ovesa death star. Where does it say that in the book? I can't find it for the life of me.

Also for smaller point games is commander far sight really needed in the death star? What does he really contribute. Doesn't feel like much other than some decent cc power.

I'm thinking of running a death star that has some fat cut out like this, barring I can run ovesa without far sight.

Ovesa/2 shield drones
Riptide/2 shield drones
Buff commander

Only difference is I remove far sight.

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 syypher wrote:
Just got my far sight enclave book in... I was told before you need to take commander far sight to take ovesa for the ovesa death star. Where does it say that in the book? I can't find it for the life of me.

Also for smaller point games is commander far sight really needed in the death star? What does he really contribute. Doesn't feel like much other than some decent cc power.

I'm thinking of running a death star that has some fat cut out like this, barring I can run ovesa without far sight.

Ovesa/2 shield drones
Riptide/2 shield drones
Buff commander

Only difference is I remove far sight.


Farsight is required as an HQ to access the Eight, of which O'vesa is a member of. or you can take a big bodyguard unit instead and have a farsight bomb, but thats a different deathstar entirely.
What farsight brings to the O'vesa Star is some much needed Close combat potential, riptides and buffmanders are less than stellar, and he is another IC, meaning he can eat challenges, and allows you to play wound allocation tricks. you can potentially take 14 wounds and not have to remove anyone, AND he has I5 which means you can survive a sweeping advance, and even sweep fairly reliably.
Without farsight the unit becomes really really vulnerable to assaults, even a non dedicated assault unit can beat it down. Since you have to take farsight, the best place for him is the deathstar
   
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madtankbloke wrote:
 syypher wrote:
Just got my far sight enclave book in... I was told before you need to take commander far sight to take ovesa for the ovesa death star. Where does it say that in the book? I can't find it for the life of me.

Also for smaller point games is commander far sight really needed in the death star? What does he really contribute. Doesn't feel like much other than some decent cc power.

I'm thinking of running a death star that has some fat cut out like this, barring I can run ovesa without far sight.

Ovesa/2 shield drones
Riptide/2 shield drones
Buff commander

Only difference is I remove far sight.


Farsight is required as an HQ to access the Eight, of which O'vesa is a member of. or you can take a big bodyguard unit instead and have a farsight bomb, but thats a different deathstar entirely.
What farsight brings to the O'vesa Star is some much needed Close combat potential, riptides and buffmanders are less than stellar, and he is another IC, meaning he can eat challenges, and allows you to play wound allocation tricks. you can potentially take 14 wounds and not have to remove anyone, AND he has I5 which means you can survive a sweeping advance, and even sweep fairly reliably.
Without farsight the unit becomes really really vulnerable to assaults, even a non dedicated assault unit can beat it down. Since you have to take farsight, the best place for him is the deathstar


But what about 6x Smash S10 AP2 attacks the RipTides have. And the Onager Gauntlet attack from the Buffmander. I think they can handle any non-dedicated assault squad pretty easily still? Or am I thinking this wrong.

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Nebraska, USA

Problem with that is theyre all WS2 so if theyre against even moderate melee guys,like bikernobz, they hit on 5s. WS5 is when they start having severe issues, and WS5 is fairly common on units actually meant to be in melee. WS6+ yea just give up lol.

Also the initiative. Buffmander is I3. Bikernobz and MANz are probably the only thing you'll have to worry about that WONT out initiative you, but then the problem is "Can i kill them all before the PKs swing..." lol.
Yes its rather rare for any melee star to wipe out a couple of riptides before they can swing, but its not impossible. I have had it happen to be before with random unit on bikes that caught my buffmander + HBC combo lol.

Thats Assuming you got the charge for the +1 attack on smash, thats 6 Smash attacks from the 2 riptides (half then add bonus attacks, per FAQ in brb) and the gauntlet punch. IF you actually land them all, yea pain ensures. Gl with that though especially hitting on 5s lol.

This message was edited 1 time. Last update was at 2013/10/27 17:49:15


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 Vineheart01 wrote:
Problem with that is theyre all WS2 so if theyre against even moderate melee guys,like bikernobz, they hit on 5s. WS5 is when they start having severe issues, and WS5 is fairly common on units actually meant to be in melee. WS6+ yea just give up lol.

Also the initiative. Buffmander is I3. Bikernobz and MANz are probably the only thing you'll have to worry about that WONT out initiative you, but then the problem is "Can i kill them all before the PKs swing..." lol.
Yes its rather rare for any melee star to wipe out a couple of riptides before they can swing, but its not impossible. I have had it happen to be before with random unit on bikes that caught my buffmander + HBC combo lol.

Thats Assuming you got the charge for the +1 attack on smash, thats 6 Smash attacks from the 2 riptides (half then add bonus attacks, per FAQ in brb) and the gauntlet punch. IF you actually land them all, yea pain ensures. Gl with that though especially hitting on 5s lol.
How many bikernobz are we talking about? I don't play orks but aren't Nobz on bikes with PKs like 70pts each? They are only t5 w2 sv4+ 5++ (if they are near a force field) right? Shouldn't a unit of broadsides be able to deal with most the nobz before they cross the board?

Against orks, they don't have monsterous creatures and they usually don't have many vehilces, so you will be giving your riptides stubborn most of the time. With stubborn you are not likely to fail a ld 10 moral check, and you can hit and run on with I4 thanks to the shielded missile drones.

Really unless something has a TH or a PK or an instant death weapon T6 Sv2+ is too much to deal with. The ability to make the unit stubborn if you feel an assault coming also helps a lot because the only way the unit is actually dying is if they get run down. So you are just better off keeping farsight out of the unit and attaching him to some crisis suits who can make use of his deep striking, plasma and combat weapon.
   
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 lambsandlions wrote:
 Vineheart01 wrote:
5++ (if they are near a force field) right? Shouldn't a unit of broadsides be able to deal with most the nobz before they cross the board?


yeah the nobz don't stand a chance. also they have 5+ cover save, and no invuln.

This message was edited 1 time. Last update was at 2013/10/27 23:21:23


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 TheDraconicLord wrote:
Holy crap, you have been pumping out Smurfs like a man-possessed
 Kid_Kyoto wrote:

Morris, tragically sold his soul to the Chaos Gods of Flowers, Dancing, Laughter and Friendship. The Morris Heresy is on record as the shortest and least successful heresy in Imperial history.
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The Fallen Realm of Umbar

 syypher wrote:
Just got my far sight enclave book in... I was told before you need to take commander far sight to take ovesa for the ovesa death star. Where does it say that in the book? I can't find it for the life of me.

Also for smaller point games is commander far sight really needed in the death star? What does he really contribute. Doesn't feel like much other than some decent cc power.

I'm thinking of running a death star that has some fat cut out like this, barring I can run ovesa without far sight.

Ovesa/2 shield drones
Riptide/2 shield drones
Buff commander

Only difference is I remove far sight.

The digital versions have the wording the correct way, if you have a hard copy, you will need to use the FAQ for the correct wording.

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 Largeblastmarker wrote:


yeah the nobz don't stand a chance. also they have 5+ cover save, and no invuln.
If only we knew of an army that could remove cover

I can't think of many combat units that could kill the riptides outright. Stubborn ld10, i4 and hit and run do a lot to keep the whole unit alive.
   
Made in us
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 syypher wrote:
 thejughead wrote:
Zagman is right. the star is nothing without Farsight, Tau Buff Commander with VRT, and Commander with Fusion Blades.


I agree but I dont think you need the 2nd Commander with Fusion Blades.

I think Farsight, Buffmander, Ovesa, Riptide is all that's needed to make this Deathstar reach it's potential without scaling down after adding more and more to it. That will give you more points towards other things in your army to support/ cover weaknesses.

I'm really thinking about trying it out...but 2x more RipTides... ouch for the $. But it'd be wicked fun!


I like to take em for that added punch it also allows you to sacrifice a drone to up majority weapon skill to 4. I usually only run this commander for 2000 points.
   
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 Largeblastmarker wrote:
 lambsandlions wrote:
 Vineheart01 wrote:
5++ (if they are near a force field) right? Shouldn't a unit of broadsides be able to deal with most the nobz before they cross the board?


yeah the nobz don't stand a chance. also they have 5+ cover save, and no invuln.


Too bad they don't have access to 5++ and FNP.........


Automatically Appended Next Post:
 syypher wrote:
madtankbloke wrote:
 syypher wrote:
Just got my far sight enclave book in... I was told before you need to take commander far sight to take ovesa for the ovesa death star. Where does it say that in the book? I can't find it for the life of me.

Also for smaller point games is commander far sight really needed in the death star? What does he really contribute. Doesn't feel like much other than some decent cc power.

I'm thinking of running a death star that has some fat cut out like this, barring I can run ovesa without far sight.

Ovesa/2 shield drones
Riptide/2 shield drones
Buff commander

Only difference is I remove far sight.


Farsight is required as an HQ to access the Eight, of which O'vesa is a member of. or you can take a big bodyguard unit instead and have a farsight bomb, but thats a different deathstar entirely.
What farsight brings to the O'vesa Star is some much needed Close combat potential, riptides and buffmanders are less than stellar, and he is another IC, meaning he can eat challenges, and allows you to play wound allocation tricks. you can potentially take 14 wounds and not have to remove anyone, AND he has I5 which means you can survive a sweeping advance, and even sweep fairly reliably.
Without farsight the unit becomes really really vulnerable to assaults, even a non dedicated assault unit can beat it down. Since you have to take farsight, the best place for him is the deathstar


But what about 6x Smash S10 AP2 attacks the RipTides have. And the Onager Gauntlet attack from the Buffmander. I think they can handle any non-dedicated assault squad pretty easily still? Or am I thinking this wrong.


Assault with Riptides and a Buffmander are all last resort options. You will lost, there are just so many units that can at the least tarpit you, worst sweep you. WS2/1 at I2 is terrible. Smashing just makes it worse. And the turn you assault with your Buffmander, you need to PEN Stubborn, which means no shooting with Tank Hunter or Monster Hunter that turn.

This message was edited 1 time. Last update was at 2013/10/28 01:10:26


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

Zagman's 40k Balance Errata 
   
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San Jose, California

 Zagman wrote:
 Largeblastmarker wrote:
 lambsandlions wrote:
 Vineheart01 wrote:
5++ (if they are near a force field) right? Shouldn't a unit of broadsides be able to deal with most the nobz before they cross the board?


yeah the nobz don't stand a chance. also they have 5+ cover save, and no invuln.


Too bad they don't have access to 5++ and FNP.........




Do they? Can't really tell if this is sarcasm.

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 TheDraconicLord wrote:
Holy crap, you have been pumping out Smurfs like a man-possessed
 Kid_Kyoto wrote:

Morris, tragically sold his soul to the Chaos Gods of Flowers, Dancing, Laughter and Friendship. The Morris Heresy is on record as the shortest and least successful heresy in Imperial history.
 Camkierhi wrote:
thats the best group of ass I've seen on the net, and I've looked at alot.
 
   
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Nebraska, USA

Bikernobz...

2W T5 models that are fast as hell and have 4+ armor, 4+ cover, 5++ invul, and FNP. If a bikernob unit is missing one of these, either the player missed a rule or is a moron for not buying one. Bikes come with both the 4+ stock, 5++ for 5pts extra as a failsafe.

Bikernobz are literally the only thing i see even having a CHANCE against newtau when i compare my codexes. And thats relying on 5++/FNP luck since only the Hammerhead or Smashing riptides can paste them, but everything and their mother will pen and ignore cover on them because theyre insane compared to the rest of what those markerlights could be hitting (like lootas, which are still not as strong without ZOMG luck on hits).

Also, yes they would paste them if you attacked them. But realize this: i am WS5, you are WS2 (Commander is WS4 i think, so hes fine). Your 2 riptides are hitting your 4 smash attacks on 5s (cause there is no way in hell you are getting the charge on me for bonus attacks lol).
IF you hit one, i make an invul save. I pass, nothing happens WEEE - i fail, oh look one of my four bikernobz without PKs that are in front and hella cheaper just went splat...o well...

IF the bikernobz get to the riptides, riptides are toast. With the way the codexes are right now, i'd be surprised if my orks got past turn 2 against newtau though.
Never played them against each other, but like i said i own both
I'd be surprised if i didnt lose any nobz in that fight, but thats how they are with any strong puncher. They lose a few but kill big in the process. If i lost more than 1 then i'd be shocked.

Do they? Can't really tell if this is sarcasm.

He was smacktalking the guy that said they have a 5+ cover and no invul. All ork bikes have a 4+ cover by default and REGULAR bikes dont have 5++.

This message was edited 2 times. Last update was at 2013/10/28 04:01:15


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San Jose, California

 Vineheart01 wrote:
Bikernobz...


Do they? Can't really tell if this is sarcasm.

He was smacktalking the guy that said they have a 5+ cover and no invul. All ork bikes have a 4+ cover by default and REGULAR bikes dont have 5++.


Ah, that was me. I was wrong.

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 TheDraconicLord wrote:
Holy crap, you have been pumping out Smurfs like a man-possessed
 Kid_Kyoto wrote:

Morris, tragically sold his soul to the Chaos Gods of Flowers, Dancing, Laughter and Friendship. The Morris Heresy is on record as the shortest and least successful heresy in Imperial history.
 Camkierhi wrote:
thats the best group of ass I've seen on the net, and I've looked at alot.
 
   
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 Largeblastmarker wrote:
 Zagman wrote:


Too bad they don't have access to 5++ and FNP.........




Do they? Can't really tell if this is sarcasm.
It is sarcasm. Like I said, I don't know the ork book very well, only what I have played against, but skimming through it I notice nobz can take a painboy for 30pts and upgrade to cyberarmor for 5pts each. So they do get 5++ and FNP pretty easily, but cost 75pts per model so a unit of 5 is going to cost 400pts. It will take more than one turn for them to get into charge range and tau shouldn't have a problem shooting them down. A single nob is only going to do about 1 wound to O'vesa on the charge, even less if you nova charge before hand for a 3++ (which you can safely do thanks to the earth caste pilot array.) So just play it smart and take stubborn beforehand and you should be fine.
   
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Thats if you take a PK on them. The unit i run is 7 strong with 2 pks. It costs me 445. Minus the boss of course. Yes its expensive, but i still take them because the state the codex is in right now we kind of have to have them. Everything else is countered without even trying as of late, bikernobz at least can have a bit of luck favor them since they never - ever - simply disappear from the table. You WILL focus the hell out of them to kill them. i COULD shave 30pts by cutting the kombi scochas and bigchoppas, i dont because i find the few times i leave them out i really...really wish i didnt lol

I have 4 models without PKs and not a painboy purely to soak up the fire (2 slugga choppas and 2 Bigchoppas w/ Kombi Scorchas). They dish out plenty of damage on their own as well, but ultimately theyre a meatshield for the PKs. Two nob PKs + my boss all hitting on 3s are going to wreck that riptide unit.

Assuming they get there lol.

This message was edited 2 times. Last update was at 2013/10/28 04:35:56


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UK

My friend tried a full nob squads, 4+ cover, 4+ armour, 5++, 5+FNP & a warboss to distribute wounds via LOS & to tank high str wounds...

He could've played it better but by just denying him good/any charge targets and pouring high quality firepower, they melted. I shot 50+ firewarrior shots at the squads plus a handful of markerlights and did nothing. However a missileside squad, some more missile pod suits and I gutted the squad.

Deepstruck two dual-flamer fusion solosuits behind some battlewagons (one mishapped for the greater good); a lucky TLfusion riptide shot opened up a battlewagon, the dual flamer suit cleared the boyz. We called it there.

I mean it can work but if one army has the hard counter (high strength, RoF now that bikes are T5 base and ignores cover), its Tau.

This message was edited 2 times. Last update was at 2013/10/28 05:07:40


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Hence why its literally a luck fest for orks vs newtau. Tau casually counter orks without even trying lol. Any well-rounded Tau list will deal with numbers AND moderate saves easily (Also low armor, since BW are only high armor on a very small arc that Tau can get around easily). Tau only have an issue against a LOT of high toughness (Mark of Nurgle is annoying as feth for that) or an entire army of speedy assaulty units. Our castle works against 1-2 units, not a whole army lol. To beat a good tau player takes more tactic than any other race because if you just throw models at them you will lose lol.

Orks literally have nothing but 5+ luck though. If i faced a tau army and i had a green tide or a trukk list i'd just giv eup right there lol.

This message was edited 1 time. Last update was at 2013/10/28 06:31:06


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How are you guys dealing with AV13/14? Everytime I run across AV13/14 I have a really hard time.... Nova Charging my IA just doesn't cut it. And the Fusion Blasters on a RipTide I'd prefer to keep as SMS. I really don't like my RipTide getting close to anything thats AV14 and more importantly what they're carrying.

My only fairly reliable AV13 so far is my Buffmander giving Tank Hunter to the Crisis Team I run with 2x Missile Pods each. Generally pretty good chance at taking out a single AV13 if my Broadsides help a bit.

This message was edited 1 time. Last update was at 2013/11/03 16:30:19


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Warplord Titan Princeps of Tzeentch






Fusion, Fusion and even more Fusion.

Half the reason why I like enclaves so much is that I can drop tons of lone fusion suits to just brake armor.


Longstrike also does more then a decent job at it.

This message was edited 1 time. Last update was at 2013/11/03 16:59:15


can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Pretty much fusion blasters. Hammerhead is lacking some buffs to be viable at tank busting (or too expensive when he gets it) and right novacharged IA doesnt really help. It has crazy odds with a buffmander giving him tankhunter but i still dont like it becausse its a single shot.

Ordnance and Tank Hunter work together. Ordnance = roll 2 dice, take highest ... tankhunter = reroll attempts to pen .... so now you reroll 2 dice take the highest.

Only other means i know of that works is an HBC riptide with buffmander. Nova charged HBC with buffmander wrecks vehicles - just keep something nearby to benefit from him should the nova fail in the movement phase.

An ork with an idea tends to end with a bang.

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Made in us
Abel





Washington State

 Vineheart01 wrote:
Pretty much fusion blasters. Hammerhead is lacking some buffs to be viable at tank busting (or too expensive when he gets it) and right novacharged IA doesnt really help. It has crazy odds with a buffmander giving him tankhunter but i still dont like it becausse its a single shot.

Ordnance and Tank Hunter work together. Ordnance = roll 2 dice, take highest ... tankhunter = reroll attempts to pen .... so now you reroll 2 dice take the highest.

Only other means i know of that works is an HBC riptide with buffmander. Nova charged HBC with buffmander wrecks vehicles - just keep something nearby to benefit from him should the nova fail in the movement phase.


The HBC Riptide- you're talking about a Farsight Enclave Riptide with the Earth Caste Pilot Array? Adding a Buffmander means you're running dual force org or ally with Tau, right?


Kara Sloan shoots through Time and Design Space for a Negative Play Experience  
   
 
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