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2015/07/29 21:48:05
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
I am a returning Champ in this tournament. I would like to do a repeat performance . Since this tourney there has been some big changes in elder and Crons.
The tournament format mission are found here.
www.40kambassadors.com/index.php
If you live in the area it is a great tournament and lot of fun. Please join in the fun.
Here is the list I won with last year. Its not the normal list but it worked well. Had a great game vs westrider and I hope he is playing this year as well. He played Space wolves last time but I have no Idea what he will run this year.
Frozocrone wrote: Just had a flick through the top five Nid player's lists at ATC.
24 Flyrants between them lol. That's almost 5 per person (and exactly how it was run too, lol).
Interesting to see Corpsethief Claw mixed with 3 Flyrants from the 6th placed nid player tbh.
Mine was the one with "only" 4 Flyrants. There admittedly was a lot of repetition in the lists there, while what filled out the rest of the points did change a lot admittedly. For those interested, the top list was:
5 Flyrants
2 Crones with stinger salvo
Harpy with VC 2 Rippers
3 Mucolids
Venomthrope
It's interesting to see how the meta has "evolved".
Last year, I felt that a Pentyrant build was OP.
This year, I feel that you almost have to bring 4-5 flyrants just to compete with all the new stuff/armies coming out. It isn't OP by any means any more. It has become almost a requirement to spam flyrants just to remain competitive with the top armies. That just goes to show how rapidly the meta is changing.
Dozer Blades wrote: It seems like eldar are starting to finally eclipse the flying circus now. If the multiple WK build becomes a thing then I think it could be over.
I don't expect multiple WK to be a thing except in a very specific subset of the east coast. The self identified "Deathstar Alley". I think most tourneys will do 0-1 LOW.
2015/07/31 16:10:54
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
That's why I've only take two in most lists that I build these days and still try to be competitive, I feel it makes me better as a general if I'm not spamming Flyrants.
YMDC = nightmare
2015/07/31 23:40:01
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
For those that play the ITC they have a new poll up.
Their is a question that applies to us.They are looking at reversing the rule on the Pods guns only being 45% for shooting. To allowing to using RAW instead.
Their are other changes as well. If you play please vote. And vote pro POD as well LOL
This message was edited 1 time. Last update was at 2015/08/01 01:26:25
2015/08/01 12:55:32
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
I voted, but I don't normally play ITC. My gaming group is strictly pro-RAW so I have to live with all the destroyer weapons, Invisibility, the works lol.
YMDC = nightmare
2015/08/01 13:38:16
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Going the TAC route, and will probably playing my Nova missions for turn by turn scoring when able. Infilitrating the stealers and maybe lictors, otherwise DS'ing them when they become available for objectiving claiming. Plus I enjoy the extra obsec. I dont have to worry about countering Wraithknights or Knights, so they have their uses.
Thats my idea anyway. Hopefully its a fun list to play with and against.
Dozer Blades wrote: At the local level no one wants to play against five flyrants. It's a d*ck list.
There are many d*ck lists. Ravenwing, Firebase Cadre, multiple Imperial Knights, Centstar, Scatterbike Eldar, Decurion, Battle Company, FMC-Daemons, Daemon summoning, War Convocation....basically any top tournament build would be considered a "d*ck list" at the local level. But you bring them to a GT and they would be considered the norm.
Moral of the story? Don't bring a Formula 1 race car to a local race, but if you bring it to Nascar, then you're ok.
Iechine wrote: So I've decided on my Nova list the only way I knew how: I bought something and refuse to spend any more money.
And its...Genestealers!
3x Flyrants w/devs and electro
1x Superbeast w/RoO, scytal adrenal glands, old adversary, ymgarl factor, electro shock
Going the TAC route, and will probably playing my Nova missions for turn by turn scoring when able. Infilitrating the stealers and maybe lictors, otherwise DS'ing them when they become available for objectiving claiming. Plus I enjoy the extra obsec. I dont have to worry about countering Wraithknights or Knights, so they have their uses.
Thats my idea anyway. Hopefully its a fun list to play with and against.
Good luck! I won't be bringing my bugs to Nova because that would be too much stuff to bring on the plane with me (and after the tournament, I've going on vaca directly so will have to take my army with me).
BTW, the list looks good. Just make sure to put your objectives in some ruins.
Here is a list I am going to start testing. And the 4 missions for the tournament at the bottom. Would love some feed back on this list vs. the missions.
This list will depend on the ruling for the Tyrannocyte from the organizer.
If ruled raw that is a lot of templates hitting where I want most of the time.
The goal is to win the first round. Endless I get a bye for being the winner last year. Will have to see if we have even numbers.
the List can null deploy if needed. Start almost everything on the table. I was thinking of putting another venom so I can split my forces to go after both ternary objectives in the second mission at the same time but I felt that was a little greedy.
1 Question I did have was could you but shrikes in to a Tyrannocyte?? I think you can, Just wanting to make sure.
Carnifex Brood
··Carnifex [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms]
Carnifex Brood
··Carnifex [Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms]
++ Fortifications and Stronghold Assault (2013) (Fortification Detachment) ++
+ Fortification +
Aegis Defense Line [Comms Relay]
++ Tyranids: Codex (2014) (Allied Detachment) ++
+ HQ +
Hive Tyrant [Electroshock Grubs, Twin-linked Devourer with Brainleech Worms, Twin-linked Devourer with Brainleech Worms, Wings]
+ Elites +
Lictor Brood [Lictor]
+ Troops +
Mucolid Spore Cluster [Mucolid Spore]
The spoiler is a 4 mission pack it is a little long. You can look at the pact here with picture. Just clink on the tabs to see the different mission.
Spoiler:
The missions Scoring.
Each Primary Objective you claim is worth 9 Battle Points (BP).
Each Secondary Objective is worth 6 BP. Secondary Objectives will be announced after 30 minutes of play.
Tertiary Objectives are worth 3 BP. Tertiary Objects are as follows: Line Breaker, Slay the Warlord and First Blood.
Every mission will have these objectives. At the end of the mission time, Ambassadors with the most Battle Points are declared the victor of the mission. There are no ties. Numerous tie breakers will be in place for all missions to ensure only one victor. A judge will decide if tie breakers fail.
Mission one== Blitzkrieg
Modified TSHIFT mission
You must attack and detonate the buried communication equipment of the enemy to disrupt their ability to organize. Unfortunately the enemy had the same thought about you. Only the quickest forces will hope to accomplish all they must to both protect their own equipment while damaging the enemy's.
Setup
1.Roll for Night Fighting, and determine Psychic Powers, Warlord Traits and pre-game special abilities as normal.
2.Roll off. Winner chooses his deployment zone and deploys his Fortifications, followed by his opponent.
3.In order of deployment, each player places all 3 of his objective markers at once in the enemy deployment zone, but not within 8" of each other nor the center of the board. They are considered impassible terrain and do not block line of sight.
4.Roll off again. The winner Deploys first and will have the choice to go first or second as normal after Infiltrators and Scouts have moved.
5.Deploy Infiltrators and make any scout moves.
6.The enemy may try to seize the initiative.
Objectives
Primary objective: Each of the markers you placed in the enemy zone count as a primary objective if you hold them uncontested with a scoring unit at the end of the game.
Tertiary Objectives: Be contesting objectives in your own deployment zone at the end of the game. Each one contested like this counts as a tertiary objective.
Tie Breaker 1:The Ambassador with the most scoring units in their enemy’s deployment zone.
Mission 2== Super Eclipse
The Ion storm is closing in as the four moons move past each other in rapid succession, bringing intermittent darkness and unexpected blinding light plus chill temperatures and gravity disruptions. Getting a base set up is of critical importance. Capturing the lightning towers so that they can provide power for the underground complex you've discovered is the only way to do it in time.
Setup
Dawn of War Deployment, with 3 total objectives.
1.Night Fighting is in automatically effect in turns 2 and 5 instead of rolling.
2.Determine Psychic Powers, Warlord Traits and pre-game special abilities as normal.
3.Roll off. Winner chooses his deployment zone and deploys his Fortifications, followed by his opponent.
4.Place one objective in the center of the board
5.In order of deployment, place two more objective markers within 6" of the center line, and not within 12" of each other. They are considered impassible terrain and do not block line of sight.
6.Roll off again. The winner Deploys first and will have the choice to go first or second as normal after Infiltrators and Scouts have moved.
7.Deploy Infiltrators and make any scout moves.
8.The enemy may try to seize the initiative.
Special rules
Lightning Towers: The Primary Objectives attract lightning to harness their power. The player whose turn it is rolls randomly to see which tower gets hit in every player turn BEFORE any movement has begun but after reserves have entered the game. On a 1-2 the left tower is hit. 3-4, the center tower and 5-6 the right tower (like outflanking, it is always relative to the person rolling). Any vehicle within 6" of the tower being hit is Shaken and no war gear nor special rule/ability can negate this. Any non-vehicle unit within 6" suffers the effects of the Blind special rule (test as normal) until the end of their next turn, as their eyes and nerves readjust from the shock wave.Eclipse:Night Fight rules are in effect turns 2 and 5. This represents the moons rotating in and out of eclipse.
Objectives
Primary Objectives: Controlling the center objective uncontested with a scoring unit at the end of the game.
Tertiary objectives: Controlling any other objective uncontested until the beginning of your next turn. There is no limit to the points you may earn doing this.
Tie Breaker 1:The Ambassador that controlled a tertiary objective first.
Tie Breaker 2:The Ambassador with the most scoring units ENTIRELY within 12" of the center objective.
Mission 3== Secure the Escape Tarmac and Break their Force Cohesiveness
The storm has passed and the base is secure and powered up. Within the alien confines you have discovered a massive inventory of genome information and enormous stores of samples from a race you have not yet devoured/met/collected teeth from before. Now that the storm has passed it is important that your fleets be notified and landing areas be cleared for their arrival to lift you off planet again. Of course there is still the matter of the opposing forces who are finding equally interesting alien tech and there are very few places safe enough for landings. Your sensors have detected interlopers attempting to claim the landing zone mid day when the sun is blasting the planets surface, in hopes of facing less resistance from you. Do not allow them to escape with their own finds. Wipe them out, penetrate their lines, and cripple their combat effectiveness by targeting specific force elements to weaken the whole.
Setup
No Man's Land deployment:
1.Roll for Night Fighting, and determine Psychic Powers, Warlord Traits and pre-game special abilities as normal.
2.Roll off. Winner chooses his deployment zone and deploys his Fortifications, followed by his opponent.
3.Roll off again. The winner Deploys first.
4.In order of deployment, each player alternates placing their units. Declaring a unit is in reserve is considered deploying for this purpose.
5.Deploy Infiltrators and make any scout moves.
6.The player who deploys first will have the choice to go first or second as normal after Infiltrators and Scouts have been completed.
7.The enemy may try to seize the initiative.
Special Rules
No Mans Land: The suns rays blast the No mans Land and nightfall smooth's and cools it making it the perfect tarmac, The eclipses are causing gravity wells here that lighten everything as well.
All vehicles that can both start and end their movement in the No Mans Land without passing through other terrain of any kind may opt to add 6" to their movement. Despite this, all normal penalties apply to moving and this may cause you to go over cruising speed with the usual penalties and benefits of doing so. Unfortunately the sun is directly overhead and while infantry can nimbly avoid the occasional pockets of molten rock that form here and there, the tanks are not so fortunate at those speeds. If vehicles choose to go faster than normally allowed, they become immobilized after moving the first 6" on a roll of a 5+, as engine fans inadvertently suck up molten particles, or treads are melted by puddles of it.
Objectives
Primary Objectives: Removing all units with a given Battlefield Role is the primary objective. If you end the game and your enemy has no units in a particular Battlefield Role left on the table, you receive credit for achieving 1 Primary Objective. So for example, if the enemy ended the game with no Heavy Support choices, you achieved a Primary Objective (9 points). If they also have nothing with the Fast Attack Battlefield role on the board, that's another Primary Objective achieved, and so on. For purposes of this objective, Dedicated Transports and/or their Drones do not count as any type of Battlefield Role; therefore if all the enemy Troops Choices are dead, but their dedicated transports are still alive for example, you have still achieved a Primary Objective. If you do not include a Lord of War Battlefield Role unit in your army, ending the game without one does not grant the enemy a Primary Objective (but all other slots do, so make sure you have used every slot at least once!). If you do bring a Lord of War unit, and it is destroyed, it does grant the enemy a Primary Objective.
Tertiary Objectives: Each scoring unit that ends the game in the No Mans Land and is not falling back is a tertiary objective. Pinned units can still claim this.
Tie Breaker 1:Army with the most remaining Force organization chart types at or above half strength.
Mission 4 == Evacuation: The Battle for Armed Supremacy
The Landing Platform is secure and now the ships can land. The ground forces are in a state of disarray as bombardments have fragmented them badly. Enemy fleets have darkened the skies and a conflict rages above you. To keep you from escaping, your fellow Ambassadors have begun their purging protocols. It would be best if you hurried. Most of the enemy’s have not managed to get anything to the planet through the miasma of missile and gun fire...save one other faction. You must take the Landing pods by force to return to your ship with your valuable cargo. The enemy has no intention of letting you.
Setup
Diagonal Deployment, 3 objectives:
1.Roll off. Winner places objectives first. Alternate placing three total objectives anywhere that is more than 12" from a board edge and more than 12" from another objective. These are called Delta Objectives.
2.Roll Off. The winner chooses which opposing corner he wishes to deploy in, as indicated on the diagram. This defines the deployment zones. Starting with the winner of this roll, each player places one objective in their own deployment zones (Called Alpha Objectives).
3.Roll to see who deploys first and therefore goes first.
4.After all infiltrators are placed as normal and the scout moves completed, the opposing player may try to seize the initiative if he wishes.
Objectives
Primary Objective: Taking the most Alpha Objectives uncontested is a primary objective. Separately, taking the most Delta Objectives uncontested is a Primary objective. In addition, having the most Kill Points is a Primary objective.
Tertiary objectives: Controlling the Alpha objective in the enemy deployment zone with a scoring unit(s) at the beginning of your player turn is a tertiary objective. This may be accomplished on multiple turns, but only once per turn. In addition, killing at least one enemy HQ is a tertiary objective.
Tie Breaker 1:The Ambassador with the most Scoring units remaining at or above half strength on the board at the end of the game.
2015/08/05 15:10:44
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Lists are pre-submitted so no changing that, missions are Eternal War
Other than drop the Skyray first, anybody have any thoughts what I should do against the list?
You had better hope you get second turn and decent terrain if it's eternal war. A Bastion may have been more important then then spamming that 5th flyrant.
Lists are pre-submitted so no changing that, missions are Eternal War
Other than drop the Skyray first, anybody have any thoughts what I should do against the list?
paroxysm on the skyray is your friend, scream the riptides, mawloc centered over shadowsun, Egrubs on 2+ cover bomb can be better than devourers in some cases. Think you have a solid matchup.
2015/08/05 20:21:13
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Lists are pre-submitted so no changing that, missions are Eternal War
Other than drop the Skyray first, anybody have any thoughts what I should do against the list?
You had better hope you get second turn and decent terrain if it's eternal war. A Bastion may have been more important then then spamming that 5th flyrant.
Yeah maybe from a more TAC point of view but I kind of wanted to show how ridiculous this years GT pack is, my team mate is taking 3 Wraithknights at 1500.
997Turbo wrote:
Eldercaveman wrote: Going to a 1500 point GT warm up tournament this weekend, my first round match up is against this..
Lists are pre-submitted so no changing that, missions are Eternal War
Other than drop the Skyray first, anybody have any thoughts what I should do against the list?
paroxysm on the skyray is your friend, scream the riptides, mawloc centered over shadowsun, Egrubs on 2+ cover bomb can be better than devourers in some cases. Think you have a solid matchup.
Solid advise
What does bringing down Shadowsun do to the unit? I'm so unfamiliar with non-broadside spam Tau!
What does bringing down Shadowsun do to the unit? I'm so unfamiliar with non-broadside spam Tau!
Hey man, hope you're doing good. Shadowsun gives stealth and shrouded to the whole squad so definitely drop that guy with a Mawloc as soon as you can but for sure, drop the skyray too. once thats done you should have a good shot at taking the game. Good luck!
2015/08/05 22:08:02
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Lists are pre-submitted so no changing that, missions are Eternal War
Other than drop the Skyray first, anybody have any thoughts what I should do against the list?
paroxysm on the skyray is your friend, scream the riptides, mawloc centered over shadowsun, Egrubs on 2+ cover bomb can be better than devourers in some cases. Think you have a solid matchup.
Good advice overall. Just 1 change:
Mawloc centered on "buff" suit. He's not a character and so cannot LOS the wounds. If you can kill him, then the game becomes much, much easier.
Some other advice:
1. Unless playing VP's, you'd want to go 2nd obviously.
2. Objective placement - don't place them in or near ruins. He's ignoring your cover anyways and his bomb will be getting 2+ cover in them. Kroots can also g-t-g for 3+ cover. Cover in this instance benefits his army more than it benefits yours.
3. Psychic powers will be your friend here, especially Paroxysm. I've also put Horror into good use here, pinning riptides and broadsides (and even the bomb!) before in my games. Scream actually hasn't done much for me against Tau.
4. Use egrubs to clear out any drones and massed firepower will eventually wear out the suits over time.
Yeah that's true JY2, buffsuit is also a good shout even if shadowsun is T3. Maybe the guy will goof and place them next to each other. Try and place the template so it hits those two first, that way you'll be laughing.
FYI, you can't pin monstrous ( ala riptides) creatures so I wouldn't use the horror on them!
2015/08/06 13:29:34
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
FYI, you can't pin monstrous ( ala riptides) creatures so I wouldn't use the horror on them!
Yes you can.
The restriction that you are thinking about is you can't pin Fearless units. The riptide is not fearless. Thus he can be pinned, he can go-to-ground, he can fall back when he loses combat and he can be swept as well.
FYI, you can't pin monstrous ( ala riptides) creatures so I wouldn't use the horror on them!
Yes you can.
The restriction that you are thinking about is you can't pin Fearless units. The riptide is not fearless. Thus he can be pinned, he can go-to-ground, he can fall back when he loses combat and he can be swept as well.
Not in 7TH
"Monstrous Creatures can fire up to two of their weapons each Shooting phase – they
must, of course, fire both at the same target. They may never Go to Ground, voluntarily or
otherwise."
2015/08/06 14:11:37
Subject: Re:The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Lists are pre-submitted so no changing that, missions are Eternal War
Other than drop the Skyray first, anybody have any thoughts what I should do against the list?
paroxysm on the skyray is your friend, scream the riptides, mawloc centered over shadowsun, Egrubs on 2+ cover bomb can be better than devourers in some cases. Think you have a solid matchup.
Good advice overall. Just 1 change:
Mawloc centered on "buff" suit. He's not a character and so cannot LOS the wounds. If you can kill him, then the game becomes much, much easier.
Some other advice:
1. Unless playing VP's, you'd want to go 2nd obviously.
2. Objective placement - don't place them in or near ruins. He's ignoring your cover anyways and his bomb will be getting 2+ cover in them. Kroots can also g-t-g for 3+ cover. Cover in this instance benefits his army more than it benefits yours.
3. Psychic powers will be your friend here, especially Paroxysm. I've also put Horror into good use here, pinning riptides and broadsides (and even the bomb!) before in my games. Scream actually hasn't done much for me against Tau.
4. Use egrubs to clear out any drones and massed firepower will eventually wear out the suits over time.
Does the bomb have ignores cover by itself, or does it require Marker lights to do that? Because outside of the single Skyray, it has no marker lights.
FYI, you can't pin monstrous ( ala riptides) creatures so I wouldn't use the horror on them!
Yes you can.
The restriction that you are thinking about is you can't pin Fearless units. The riptide is not fearless. Thus he can be pinned, he can go-to-ground, he can fall back when he loses combat and he can be swept as well.
Not in 7TH
"Monstrous Creatures can fire up to two of their weapons each Shooting phase – they
must, of course, fire both at the same target. They may never Go to Ground, voluntarily or
otherwise."
Well, ok.
Thanks for the clarification. Good to know. I guess my mind was still stuck on 6th (which was the last time I played against Tau with my bugs). Lol.
Lists are pre-submitted so no changing that, missions are Eternal War
Other than drop the Skyray first, anybody have any thoughts what I should do against the list?
paroxysm on the skyray is your friend, scream the riptides, mawloc centered over shadowsun, Egrubs on 2+ cover bomb can be better than devourers in some cases. Think you have a solid matchup.
Good advice overall. Just 1 change:
Mawloc centered on "buff" suit. He's not a character and so cannot LOS the wounds. If you can kill him, then the game becomes much, much easier.
Some other advice:
1. Unless playing VP's, you'd want to go 2nd obviously.
2. Objective placement - don't place them in or near ruins. He's ignoring your cover anyways and his bomb will be getting 2+ cover in them. Kroots can also g-t-g for 3+ cover. Cover in this instance benefits his army more than it benefits yours.
3. Psychic powers will be your friend here, especially Paroxysm. I've also put Horror into good use here, pinning riptides and broadsides (and even the bomb!) before in my games. Scream actually hasn't done much for me against Tau.
4. Use egrubs to clear out any drones and massed firepower will eventually wear out the suits over time.
Does the bomb have ignores cover by itself, or does it require Marker lights to do that? Because outside of the single Skyray, it has no marker lights.
Yes, it is the "buff" suit which gives them them ability to ignore cover (as well as twin-linking and Monster Hunter or Stubborn). He is the glue that makes the unit deadly and he should be the highest priority target in the army.
At least he can't Look-Out-Sir because he is not a character (your opponent didn't put the wargear on an IC), so if you can force him to take wounds, you can kill him.
FYI, you can't pin monstrous ( ala riptides) creatures so I wouldn't use the horror on them!
Yes you can.
The restriction that you are thinking about is you can't pin Fearless units. The riptide is not fearless. Thus he can be pinned, he can go-to-ground, he can fall back when he loses combat and he can be swept as well.
Not in 7TH
"Monstrous Creatures can fire up to two of their weapons each Shooting phase – they
must, of course, fire both at the same target. They may never Go to Ground, voluntarily or
otherwise."
Well, ok.
Thanks for the clarification. Good to know. I guess my mind was still stuck on 6th (which was the last time I played against Tau with my bugs). Lol.
Lists are pre-submitted so no changing that, missions are Eternal War
Other than drop the Skyray first, anybody have any thoughts what I should do against the list?
paroxysm on the skyray is your friend, scream the riptides, mawloc centered over shadowsun, Egrubs on 2+ cover bomb can be better than devourers in some cases. Think you have a solid matchup.
Good advice overall. Just 1 change:
Mawloc centered on "buff" suit. He's not a character and so cannot LOS the wounds. If you can kill him, then the game becomes much, much easier.
Some other advice:
1. Unless playing VP's, you'd want to go 2nd obviously.
2. Objective placement - don't place them in or near ruins. He's ignoring your cover anyways and his bomb will be getting 2+ cover in them. Kroots can also g-t-g for 3+ cover. Cover in this instance benefits his army more than it benefits yours.
3. Psychic powers will be your friend here, especially Paroxysm. I've also put Horror into good use here, pinning riptides and broadsides (and even the bomb!) before in my games. Scream actually hasn't done much for me against Tau.
4. Use egrubs to clear out any drones and massed firepower will eventually wear out the suits over time.
Does the bomb have ignores cover by itself, or does it require Marker lights to do that? Because outside of the single Skyray, it has no marker lights.
Yes, it is the "buff" suit which gives them them ability to ignore cover (as well as twin-linking and Monster Hunter or Stubborn). He is the glue that makes the unit deadly and he should be the highest priority target in the army.
At least he can't Look-Out-Sir because he is not a character (your opponent didn't put the wargear on an IC), so if you can force him to take wounds, you can kill him.
Awesome so at least I have a decent POA now, Tau unnerve me so much. I could table his whole army and then his Riptides will still win it for him just by not dieing. It's what usually happens!
Wilson wrote: Yeah that's true JY2, buffsuit is also a good shout even if shadowsun is T3. Maybe the guy will goof and place them next to each other. Try and place the template so it hits those two first, that way you'll be laughing.
FYI, you can't pin monstrous ( ala riptides) creatures so I wouldn't use the horror on them!
Farsight's Body Guard has the "Sworn Protector" special rule. As long as a unit has a single model with this special rule, characters in the unit automatically passes LOS. So Shadow Sun will likely be the last model standing. Best to center on the non-IC Buff Suit or if that is already dead try to maximize the number of models under the template.
This message was edited 1 time. Last update was at 2015/08/06 17:43:58
Shadowsun should be pretty easy to deal with, particulary if he's Deep Striking the Bomb. Since the FAQ non-infiltrators can't join infiltrators, regardless of who has the special rule.
YMDC = nightmare
2015/08/07 23:00:31
Subject: The Strengths of the NEW Tyranids - Foundation for Competitive Tyranids (Eldar Tactica p.318 & 319)
Frozocrone wrote: Shadowsun should be pretty easy to deal with, particulary if he's Deep Striking the Bomb. Since the FAQ non-infiltrators can't join infiltrators, regardless of who has the special rule.
Only when infiltrating though, so I don't need to worry to much about the alpha strike just deploy far enough back to stay out of range. He could still pull it off with master of ambush but even then I'll just deploy my spores on the deployment line to push him back.