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![[Post New]](/s/i/i.gif) 2013/10/10 15:27:25
Subject: 2000 Competitive Tau with 4 Riptides
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Regular Dakkanaut
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I was just sitting here at work being bored and making some different lists off the top of my head, and this one stood out to me from the bunch. HQ: Commander: (Warlord) -2 Missile Pods -Target Lock -Drone Controller -2 Marker Drones -Iridium Armor Commander: -2 Missile Pods -Target Lock -Drone Controller -2 Marker Drones Commander: (Farsight Sup) -2 Missile Pods -Target Lock -Drone Controller -2 Marker Drones Elite: Riptide: -Early Warning Override -Ion Accelerator -TL SMS Riptide: -Early Warning Override -Ion Accelerator -TL SMS Riptide: -Early Warning Override -Ion Accelerator -TL Fusion Blaster Riptide: (Farsight Sup) -Early Warning Override -Heavy Burst Cannon -TL Fusion Blaster -Velocity Tracker -ECPA Troops: Kroot : (10) Kroot : (10) Kroot : (10) Kroot : (10) Kroot : (10) Crisis Squad: (3) (Farsight Sup) - 6 Fusion Blasters - 2 Target Locks -1 Thruster Fast Attack: Drone Squad: (6) -Marker Drones Drone Squad: (6) -Marker Drones Drone Squad: (5) -Marker Drones I really like this list a lot. I've got 23 markerlights hitting at BS5. My Alpha strike capabilities are off the charts. The crisis squad will be my primary anti-tank (av13+) unit. I will suicide strike them or bounce them around (depending on opponent and terrain of course) and then will use my two fusion wielding riptides as secondary anti tank. I have never used the combo I built for the farsight riptide, but it seems promising and will hopefully do the job for my AA. I've always got my 23 markerlights to throw at flyers too. I will also have 6 scoring units at my disposal. Say what you will about kroot being weak, but I've done just fine with them up to this point and I find them much more versatile then firewarriors. Not to mention that they're cheaper, which allows me more freedom for the nastys of Tau. I went ahead and gave my warlord the extra armor for survivability, other than that hes the same as the other two commanders. These guys are no push overs either and give me 12 S7 shots at 36in range and BS5 as well. Let me know what you guys think. I'm open to any advice, suggestions or comments.
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This message was edited 5 times. Last update was at 2013/10/10 17:45:21
7000pts
(In Progress)
"I don't need to hold a single objective to win any of the missions" -FlingitNow |
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![[Post New]](/s/i/i.gif) 2013/10/10 15:46:31
Subject: 2000 Competitive Tau with 4 Riptides
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Regular Dakkanaut
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Honestly i would make the riptide from the suppliment a Heavy Burst. It just works so well with the earth caste pilot array.
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![[Post New]](/s/i/i.gif) 2013/10/10 15:50:26
Subject: 2000 Competitive Tau with 4 Riptides
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Water-Caste Negotiator
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Quick tip I like to use: drop one of the target locks on your melts crisis team and give him a vectored retro thruster for the points. You never need 3 TLs and a VRT gives move through cover, allowing you to deep strike into cover with no dangerous terrain tests. I give 1 model in every crisis team one so they can fly through ruins without taking wounds or losing drones.
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![[Post New]](/s/i/i.gif) 2013/10/10 15:50:27
Subject: Re:2000 Competitive Tau with 4 Riptides
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Shas'la with Pulse Carbine
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I would find a way to get the Puretide chip on one of those commanders.
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I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains |
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![[Post New]](/s/i/i.gif) 2013/10/10 16:02:34
Subject: Re:2000 Competitive Tau with 4 Riptides
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Trustworthy Shas'vre
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The FE Riptide needs the HBC with its ECPA.
I would also strongly recommend getting a Puretide chip on your Warlord. Joining a VT HBC Riptide with Tankhunter is awesome, pretty much takes down a flyer in one go. I would consider dropping two Marker Drones per Squad to accomodate this. Could also give him the MSS and C&CN just in case.
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![[Post New]](/s/i/i.gif) 2013/10/10 17:23:45
Subject: 2000 Competitive Tau with 4 Riptides
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Regular Dakkanaut
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my bad didn't read your list fully.
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This message was edited 1 time. Last update was at 2013/10/10 17:24:50
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![[Post New]](/s/i/i.gif) 2013/10/10 17:33:34
Subject: 2000 Competitive Tau with 4 Riptides
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Regular Dakkanaut
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Sargow wrote:Honestly i would make the riptide from the suppliment a Heavy Burst. It just works so well with the earth caste pilot array. oops thats what it was supposed to say...sorry I got copy and paste happy Automatically Appended Next Post: cmspano wrote:Quick tip I like to use: drop one of the target locks on your melts crisis team and give him a vectored retro thruster for the points. You never need 3 TLs and a VRT gives move through cover, allowing you to deep strike into cover with no dangerous terrain tests. I give 1 model in every crisis team one so they can fly through ruins without taking wounds or losing drones. Thanks for the tip...that's actually a really good idea, I'm going to try it out. Automatically Appended Next Post: D6Damager wrote:I would find a way to get the Puretide chip on one of those commanders. I usually make this standard issue for a commander build like mine, but I'm not really concerned about vehicles with this list. I'm tempted to drop a drone for it though just because. Automatically Appended Next Post: Zagman wrote:The FE Riptide needs the HBC with its ECPA. I would also strongly recommend getting a Puretide chip on your Warlord. Joining a VT HBC Riptide with Tankhunter is awesome, pretty much takes down a flyer in one go. I would consider dropping two Marker Drones per Squad to accomodate this. Could also give him the MSS and C&CN just in case. oops sorry, as previously stated thats what the fourth riptide was supposed to be, just got a little cpy and paste happy It is in MHO that the HBC riptide with the special item can handle a flyer in one turn without any further points being spent on it. I also don't feel comfortable getting rid of too many marker drones, marker drones give my overall army much more versatility and make my firepower much more efficient than dedicating a commander peace suit to the riptide.
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This message was edited 5 times. Last update was at 2013/10/10 17:44:59
7000pts
(In Progress)
"I don't need to hold a single objective to win any of the missions" -FlingitNow |
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![[Post New]](/s/i/i.gif) 2013/10/10 18:37:24
Subject: 2000 Competitive Tau with 4 Riptides
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Trustworthy Shas'vre
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ajsnips44 wrote:
It is in MHO that the HBC riptide with the special item can handle a flyer in one turn without any further points being spent on it. I also don't feel comfortable getting rid of too many marker drones, marker drones give my overall army much more versatility and make my firepower much more efficient than dedicating a commander peace suit to the riptide.
That doesn't make your opinion right. Without Puretide assistance an HBC ECPA Ritpide with a VT cannot take down any of the heartier fliers, especially a Helldrake. 1.16pens vs AV11/12 before Invuln or Jink, .77 after, and .13 Destroyed Results. With my suggestion it becomes 2.7 Pens, 1.82 after Invuln only, and .3/.45 Destroyed Results.
Those points spent on the Commanders are fulfilling the same role those Marker Lights are doing, Increasing chance to hit and removing cover except its far more reliable.
I would simply discard one entire squad of marker drones and make the Iridium Commander have FNP, a Shield, and the kitchen sink of buffs to dedicate to a Riptide everturn. Tank wounds and make the Riptide Twinlinked, Ignore Cover, and either Tank Hunter or Monster Hunter every turn. Fufills the same role as the Maker squad more reliably and more consistently.
You've got 23 markerlights but not enough squads to utilize them, so its your Riptides who need them. My suggestion is cheaper and more effective.
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![[Post New]](/s/i/i.gif) 2013/10/10 18:40:30
Subject: 2000 Competitive Tau with 4 Riptides
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Trigger-Happy Baal Predator Pilot
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cmspano wrote:Quick tip I like to use: drop one of the target locks on your melts crisis team and give him a vectored retro thruster for the points. You never need 3 TLs and a VRT gives move through cover, allowing you to deep strike into cover with no dangerous terrain tests. I give 1 model in every crisis team one so they can fly through ruins without taking wounds or losing drones. Not sure where you got that info, as the VRT gives fleet and hit & run, not move through cover. Edit: If it gave move through cover, that would be a mandatory upgrade for every squad of suits because of how good it would be.
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This message was edited 1 time. Last update was at 2013/10/10 19:36:43
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