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![[Post New]](/s/i/i.gif) 2015/07/21 23:34:18
Subject: [1850] - Tau
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Death-Dealing Devastator
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Does this sound half way decent? The commander would go with the XV-9's and the ethereal will hang out with the fire warriors and pathfinders.
Tau Farsight enclave CAD
Ethereal 50
Crisis team 174
x3 suits each with 2 missile pods and early warning override
Crisis team 174
x3 suits each with 2 missile pods and early warning override
Pathfinder team 60
x5 pathfinders
Tetras 70
x2 tetras
Tetras 70
x2 tetras
Tau empire allied detachment
Commander 162
Command and control node, multi-spectrum sensor suit, neuroweb jammer, iridium armour, Stim injector
Fire warrior team 54
x6 fire warriors
XV-9 Hazard team 390
x3 suits all with shields, and 2 fusion cascades
Fire support cadre
Riptide 225
Ion accelerator, stim injector, early warning override
Broadside team 210
x3 broadsides missiles, smart missiles, early warning override
Broadside team 210
x3 broadsides missiles, smart missiles, early warning override
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![[Post New]](/s/i/i.gif) 2015/07/22 00:45:28
Subject: Re:[1850] - Tau
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Veteran Knight Baron in a Crusader
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I must say, LordRogalDorn, it does seem rather heretical for someone with a username such as yours to be dealing in Xenos scum.
Ethereal makes an excellent warlord, pack him in with the Fire Warriors.
Missile crisis suits are good. Not my preference but many swear by them.
Pathfinders, pretty good unit. Great for their markerlights.
I don't know much about Tetras, so I have no comments there.
Commander is a tad expensive in my opinion, I would drop a few of those upgrades (choose according to your playstyle)
Fire warriors for obligatory troops, still a threat even if there's only six.
I don't know much about XV-9's.
Riptide, great.
Missile-Sides, great.
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Aside from the unit's I don't know, looks pretty solid.
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3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)
2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)
Wargaming's no fun when you have a plan! |
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![[Post New]](/s/i/i.gif) 4646/07/22 05:07:37
Subject: [1850] - Tau
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Fixture of Dakka
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1. Missile Pods are a poor choice, actually:
a. given how many Drop Pods exist now. The drop pod is going to come in very close to the Crisis Team, so the MP's longer range is negated. FBs are of course, far better for busting Drop Pods within 18" or 9" inches.
b. Broadside teams have STR7 more than covered.
2. How good is the XV-9 Fusion Cascade? I dunno what it does, so I dunno if to recommend to reconfig your Buffmander...
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"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 |
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![[Post New]](/s/i/i.gif) 2015/07/22 05:53:25
Subject: Re:[1850] - Tau
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Death-Dealing Devastator
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The fusion Cascade is 18in range Str 6 Ap1 assault D3 melta. Each suit has two of those.
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![[Post New]](/s/i/i.gif) 2015/07/22 06:19:50
Subject: [1850] - Tau
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Scuttling Genestealer
Waterloo
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I dont know much about tau but I feel that swapping the xv9s for standard suits with meltas and dropping the stim on the riptide could give you enough points to get another riptide. Extra points could be for drones in the missle suit unit that buffmander joins.
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![[Post New]](/s/i/i.gif) 2015/07/22 19:22:00
Subject: Re:[1850] - Tau
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Fixture of Dakka
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LordRogalDorn wrote:The fusion Cascade is 18in range Str 6 Ap1 assault D3 melta. Each suit has two of those.
Nice gun, but at 130 points a guy ...
I'm not fishing for FW's Intellectual Property, but do their stats come in close to an HQ's ?
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"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 |
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![[Post New]](/s/i/i.gif) 2015/07/22 19:35:44
Subject: Re:[1850] - Tau
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Unrelenting Rubric Terminator of Tzeentch
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Brothererekose wrote: LordRogalDorn wrote:The fusion Cascade is 18in range Str 6 Ap1 assault D3 melta. Each suit has two of those.
Nice gun, but at 130 points a guy ...
I'm not fishing for FW's Intellectual Property, but do their stats come in close to an HQ's ?
Yeah they're really cool, and I love the idea of CQC tau suits, but just wayyyy too expensive. I believe they are about the same as a regular Crisis Suit, but with T5 and possibly VRT built in
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"Backfield? I have no backfield." |
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![[Post New]](/s/i/i.gif) 2015/07/22 19:46:23
Subject: Re:[1850] - Tau
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Poisonous Kroot Headhunter
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astro_nomicon wrote: Brothererekose wrote: LordRogalDorn wrote:The fusion Cascade is 18in range Str 6 Ap1 assault D3 melta. Each suit has two of those.
Nice gun, but at 130 points a guy ...
I'm not fishing for FW's Intellectual Property, but do their stats come in close to an HQ's ?
Yeah they're really cool, and I love the idea of CQC tau suits, but just wayyyy too expensive. I believe they are about the same as a regular Crisis Suit, but with T5 and possibly VRT built in
I think Fusion Cascade is still 12in to be honest.
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![[Post New]](/s/i/i.gif) 2015/07/22 20:03:12
Subject: [1850] - Tau
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Dakka Veteran
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Don't know that the fusion cascades are worth it unless you are facing down an all Knights list or something. D3 melta shots x 2 on 3 suits, so that's an average of 12 melta shots, twin linked, tank hunter, ect. With marker support that's enough melta to overkill most vehicles, even super heavies. I like the twin liked burst cannon ones with commander and gun drones, not enough to give up t5, they are cheaper and can help compliment an all suit army with some close range fire support.
Why not put the whole list in one CAD? You have enough slots, the ethereal is only good with enough fire warriors or sniper drones to justify his cost. Automatically Appended Next Post: Also drop the pathfinders, with tetras on field they are just going to give an easy first blood up.
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This message was edited 1 time. Last update was at 2015/07/22 20:10:58
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![[Post New]](/s/i/i.gif) 2015/07/22 21:09:31
Subject: Re:[1850] - Tau
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Death-Dealing Devastator
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I forgot that fusion cascades were 12in range and not 18. I'm taking the allied detachment so that I can take the buffmander and have suits with Obj Sec. The Ethereal is the cheapest option to make that happen. The point of this list was to take my XV-9s because they are pretty models and I own them. So I'm trying to build a list around that squad. XV-9s are also decent at taking out heavy infantry like thundercav and centurions. Knowing that, here are some changes I made to the list. thoughts?
Tau Farsight enclave CAD
Ethereal 50
Crisis team 174
x3 suits each with 2 plasma rifles and early warning override
Crisis team 58
2 fusion blasters and flamer
Crisis team 58
2 fusion blasters and flamer
Crisis team 58
2 fusion blasters and flamer
Tetras 70
x2 tetras
Tetras 70
x2 tetras
Tau empire allied detachment
Commander 162
Command and control node, multi-spectrum sensor suit, Puretide engram neurochip, neuroweb jammer, iridium armour,
Fire warrior team 54
x6 fire warriors
XV-9 Hazard team 390
x3 suits all with shield generators, and 2 fusion cascades
Sniper Drones 58
x3 sniper drones, 1 drone controller
Fire support cadre
Riptide 225
Ion accelerator, stim injector, early warning override
Broadside team 210
x3 broadsides missiles, smart missiles, early warning override
Broadside team 210
x3 broadsides missiles, smart missiles, early warning override
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![[Post New]](/s/i/i.gif) 2015/07/23 07:05:56
Subject: [1850] - Tau
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Dakka Veteran
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Even better than buffing bad units is to buff bad units and have the broadsides close enough for the leadership boost. Leadership ten on broadsides is a HUGE deal a 6+ FNP to all surrounding units with a model within 12" can multiply a gunlines effectiveness and 6 broadsides is the ultimate gunline. The trick is to keep the ethereal out of LoS. He actually broadsides effectively too
Do not give them all shield generators. That doesn't even make sense at that points cost. Give the commander and 1 guy that, and give the rest target lock or something and put the extra 32 points somewhere else
Also since you aren't using any other fast attack I'd space it out over 3 units. It can be really helpful if one doesn't have to jink.
Brothererekose wrote:1. Missile Pods are a poor choice, actually:
a. given how many Drop Pods exist now. The drop pod is going to come in very close to the Crisis Team, so the MP's longer range is negated. FBs are of course, far better for busting Drop Pods within 18" or 9" inches.
b. Broadside teams have STR7 more than covered.
2. How good is the XV-9 Fusion Cascade? I dunno what it does, so I dunno if to recommend to reconfig your Buffmander...
Why would you care about breaking the drop pod.
That's all I got for now
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This message was edited 7 times. Last update was at 2015/07/23 07:57:02
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![[Post New]](/s/i/i.gif) 2015/07/23 13:54:55
Subject: [1850] - Tau
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Dakka Veteran
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Drop the flamers on the crisis suits and the sheild generators on the suits. That should free up some points to buff up that sniper drone squad some.
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![[Post New]](/s/i/i.gif) 2015/07/23 14:35:16
Subject: [1850] - Tau
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Dakka Veteran
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Epartalis wrote:Drop the flamers on the crisis suits and the sheild generators on the suits. That should free up some points to buff up that sniper drone squad some.
Sniper drones are awesome, but dropping them in also completely reasonable to free up points for other things as well. Definitely drop the flamers.
Totally reasonable to leave one shield generator, but use it on the commander who is going to tank for them
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This message was edited 2 times. Last update was at 2015/07/23 14:36:40
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![[Post New]](/s/i/i.gif) 2015/07/23 17:08:25
Subject: [1850] - Tau
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Death-Dealing Devastator
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I have not played my Tau since 5th edition, and I just noticed that suits no longer have to take 3 options..... My mind is blown!
jakejackjake wrote:Also since you aren't using any other fast attack I'd space it out over 3 units. It can be really helpful if one doesn't have to jink.
What unit in my list can jink? They are all jetpack infantry or infantry. If I spread them out over 3 slots, then I wouldn't benefit from the buffmander who is giving them ignores cover, twin-linked, and one of tank hunters, monster hunter, counter attack, or furious charge per turn. They are also taken as part of an allied detachment, so I can only take 1 FA choice. If they were all in one CAD, I have 2 squads of Tetras which are also FA, leaving me 1 slot. I'm not trying to be rude here, just explaining my reasoning thoroughly.
Updated list:
Tau Farsight enclave CAD
Ethereal 50
Crisis team 159
x3 suits each with 2 plasma rifles, bonding knife ritual (mandatory)
Crisis team 53
2 fusion blasters, bonding knife ritual (mandatory)
Crisis team 53
2 fusion blasters, bonding knife ritual (mandatory)
Crisis team 53
2 fusion blasters, bonding knife ritual (mandatory)
Crisis team 53
2 fusion blasters, bonding knife ritual (mandatory)
Tetras 70
x2 tetras
Tetras 70
x2 tetras
Tau empire allied detachment
Commander 202
Command and control node, multi-spectrum sensor suit, Puretide engram neurochip, neuroweb jammer, iridium armour, shield generator, stim injector
Fire warrior team 54
x6 fire warriors
XV-9 Hazard team 360
x3 suits all with target locks, and 2 fusion cascades
Sniper Drones 58
x3 sniper drones, 1 drone controller
Fire support cadre
Riptide 225
Ion accelerator, stim injector, early warning override
Broadside team 210
x3 broadsides missiles, smart missiles, early warning override
Broadside team 210
x3 broadsides missiles, smart missiles, early warning override
1850/1850
The other option would be to lose the buffmander, grab shadowsun an extra double fusion suit and a gun drone with the XV-9's. The only problem is that I don't own shadowsun or another fusion suit.
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![[Post New]](/s/i/i.gif) 2015/07/26 04:20:20
Subject: [1850] - Tau
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Fixture of Dakka
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jakejackjake wrote: Brothererekose wrote:1. Missile Pods are a poor choice, actually:
a. given how many Drop Pods exist now. The drop pod is going to come in very close to the Crisis Team, so the MP's longer range is negated. FBs are of course, far better for busting Drop Pods within 18" or 9" inches.
Why would you care about breaking the drop pod.
That's all I got for now
Because the opponent will put his Drop Pod on an objective (and it'll stay there 1/3 the time), scoring points throughout a Maelstrom game. Also, if it is right on the Objective, you can't get *your* ObSec dude within the 3" to contest, unless you've assaulted it.
That's why one should care about breaking a drop pod.
At both the last LVO and BAO GTs, I drew 4 outta 5 opponents with Drop Pods. They're everywhere.
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"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 |
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![[Post New]](/s/i/i.gif) 2015/07/26 06:02:13
Subject: [1850] - Tau
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Dakka Veteran
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LordRogalDorn wrote:I have not played my Tau since 5th edition, and I just noticed that suits no longer have to take 3 options..... My mind is blown!
jakejackjake wrote:Also since you aren't using any other fast attack I'd space it out over 3 units. It can be really helpful if one doesn't have to jink.
What unit in my list can jink? They are all jetpack infantry or infantry. If I spread them out over 3 slots, then I wouldn't benefit from the buffmander who is giving them ignores cover, twin-linked, and one of tank hunters, monster hunter, counter attack, or furious charge per turn. They are also taken as part of an allied detachment, so I can only take 1 FA choice. If they were all in one CAD, I have 2 squads of Tetras which are also FA, leaving me 1 slot. I'm not trying to be rude here, just explaining my reasoning thoroughly.
Updated list:
Tau Farsight enclave CAD
Ethereal 50
Crisis team 159
x3 suits each with 2 plasma rifles, bonding knife ritual (mandatory)
Crisis team 53
2 fusion blasters, bonding knife ritual (mandatory)
Crisis team 53
2 fusion blasters, bonding knife ritual (mandatory)
Crisis team 53
2 fusion blasters, bonding knife ritual (mandatory)
Crisis team 53
2 fusion blasters, bonding knife ritual (mandatory)
Tetras 70
x2 tetras
Tetras 70
x2 tetras
Tau empire allied detachment
Commander 202
Command and control node, multi-spectrum sensor suit, Puretide engram neurochip, neuroweb jammer, iridium armour, shield generator, stim injector
Fire warrior team 54
x6 fire warriors
XV-9 Hazard team 360
x3 suits all with target locks, and 2 fusion cascades
Sniper Drones 58
x3 sniper drones, 1 drone controller
Fire support cadre
Riptide 225
Ion accelerator, stim injector, early warning override
Broadside team 210
x3 broadsides missiles, smart missiles, early warning override
Broadside team 210
x3 broadsides missiles, smart missiles, early warning override
1850/1850
The other option would be to lose the buffmander, grab shadowsun an extra double fusion suit and a gun drone with the XV-9's. The only problem is that I don't own shadowsun or another fusion suit.
The tetras dude I was talking about the tetras which are your fast attack slots and no they seem to be in your regular CAD and so I'm not sure what you are confused about. You weren't being rude just talking down to me when you were wrong. Break one squad of 1 into 2 obviously making it 3. Helpful if they don't jink because then they get more hits. You force them to target three units if they want them all jinking.Trust me this is pretty good strategy for them
Disagree with the fusion blasters by the way. You can shoot high strength shots and stay out of range with the pods. JSJ with more range and high strength is great, but you'll see. Generally Tau within 9" of a drop pod means 9" of a unit that can mess their day up so fast
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This message was edited 11 times. Last update was at 2015/07/26 06:18:40
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![[Post New]](/s/i/i.gif) 2015/07/26 18:52:12
Subject: [1850] - Tau
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Fixture of Dakka
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JJJ, just how often do you play versus opponents with Drop Pods?
I ask because your advice of staying with Missile Pods doesn't wash with my experience with Drop Pods. Yeah, you're right if the Drop Pod is within 9", the tau player is in trouble, but dude, *that* is how the game is now played, pretty much unavoidably ( EWO, of course, mitigating the situation with those marines).
"High" STR 7 of a dual missile pod suit:
2 dice out of 4 hit at BS3. 2 chances of rolling a 5 or 6 result to Penetrate. So one of those now needing a last  to have Open Topped push the result to Explodes!
I think, a grand total of 2 dice times 1/6 to Pen times 1/6 to get a  to Explode!, 2/36 chance of a dead Drop Pod.
A dual FusionB suit:
1 die out of 2 will hit at BS3. The Drop Pod is likely to be within 9", so rolling two dice for the Pen yields a 32/36 chance to glance/pen, and 31 out of 36 to just Pen. Then on a 4 or better, the Drop Pod will Explode!
A grand total of 1 dice times 31/36 to Pen, times 1/2 to get a '4' to Explode!, 15/36 chance of a dead Drop Pod.
dual Missile Pod suit : 2/36 chance of a dead Drop Pod
dual Fusion B suit : 15/36 chance of a dead Drop Pod
jakejackjake wrote:Disagree with the fusion blasters by the way. You can shoot high strength shots and stay out of range with the pods. JSJ with more range and high strength is great, but you'll see. Generally Tau within 9" of a drop pod means 9" of a unit that can mess their day up so fast
But that's avoiding the real issue of Drop Pods. *You won't have the protection of being far away from those marines*.
The marine player will place the DP close to your Crisis Suits, hoping to scrag them off, via SkyH assault or GravGuns or simple double-tap bolters, melta-spam, be in your Deployment Zone, and make life tough for the Greater Good.
Which brings me back to something I left off for LordRogalDorn:
Putting EWO on many more of your suits is a good idea. It's how I dealt with 4 outta 5 Drop Pod lists at BAO. Out of those, 3 had "assault from Reserve" SkyH goofery. Not one, not one  jumper marine got off a SkyHammer assault because the Riptide and Crisis Team (dual PRs) killed off enough jumpers to halt their charge from Reserve.
JJJ, Drop Pods pretty much ended the usefulness of Missile Pods' extended range, a couple years ago, because there are likely to be two Drop Pods fulla 10 to 20 marines, in your deployment zone Turn 1. Thus, the lack of need for a longer range gun, over a more powerful one that is far more effective at killing. The Marines themselves will shrug off the Missile Pod wounds with armor saves. But AP2 PRs and AP1 S8 Fusion is far more useful at getting rid of those marines, and maybe even a well placed LineOfSight 'snipe' shot with S8 to remove a IndCharacter.
Missile Pods really only have a place on the Cmdr XV8 who baby-sits a MarkerD unit with Drone Controller, because that unit will be all 36" range, boogying away from everything anyhow, often deploying on the flank, away from objectives. A place the marine player will less likely commit a whole Drop Pod and crew to get rid of.
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This message was edited 1 time. Last update was at 2015/07/26 18:52:56
"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 |
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![[Post New]](/s/i/i.gif) 2015/07/26 23:20:22
Subject: [1850] - Tau
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Dakka Veteran
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Yes because theyll drop pod right next to your fusion blasters... It's cool that you play players that are TERRIBLE then, but that doesn't equate to skills. If they suck that bad then you could bring absolutely any list
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This message was edited 1 time. Last update was at 2015/07/26 23:20:52
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![[Post New]](/s/i/i.gif) 2015/07/27 02:08:20
Subject: [1850] - Tau
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Fixture of Dakka
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jakejackjake wrote:Yes because theyll drop pod right next to your fusion blasters... It's cool that you play players that are TERRIBLE then, but that doesn't equate to skills. If they suck that bad then you could bring absolutely any list
...
I'm not going to be sarcastic, nor rude. Just, gently laying it out. Nicely.  Smiley-faced emoticon.
What you have said goes smack against, what is to my experience, the opposite way Drop Pods are played. And I've played them before GW made models, having made my own (foamcore) when that Codex: SM came out some years ago (3 books ago?). I don't understand why you think players would drop DPs far away from the enemy (in any mission, except Kill Points of course). Maelstrom Objective based missions are the thing in 40k, and mainly in the tourneys I attend, so wonderfully ObSec drop pods are just what a marine player wants.
1. Given RB maelstrom missions have objectives all over the board, and Line Breaker and playing ITC missions, my many different opponents' Drop Pods are often placed *right* where I've deployed Crisis Teams, jetbikes, Dark Reaper gun-line, etc, near units, right in my Deployment Zone. All.The.Time. That's what SkyHammer is entirely *for*. That's its intent. That is what Drop Pods are for, to bring your SM troops *right* into the enemy's grill. Otherwise, they'd be in rhinos.
Again, Drop Pods are supposed to be dropped onto Objectives, often, guarded by the enemy. Not being patronizing, here. The time a Drop Pod doesn't end in my zone is when it's mid-game, and with an All-Drop-Pod army, opponent needs one on *his* home objective.
2. Marine ranged shooting isn't great. Never has been. In a shoot out, Tau win. HYMP b-sides, JSJ, Crisis teams, SMS, FireWarrior guns. Railguns of 4e, FireKnife Crisis Teams, such good times.  Marines can only answer with Dev squads. Meh. Only 5th edition Space Wolves could out shoot tau (Long Fangs, Las- Plas Razorbacks); and briefly, 5th edition Grey Knights could, too. So SM/power armor strategy versus Tau is to get in close & fast, survive the EWO and then assault.
Otherwise, it makes no sense to use Drop Pods any other way.
May I ask, JJJ, how do you feel Drop Pods should be properly used, given, let's say, Emperor's Will or any Maelstrom mission?
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I play in the big pool of Los Angeles, CA. GTs like the Las Vegas Open, Bay Area Open, etc. So, yeah, baby-seals show up now and then, but for the most part, I think the calibre of guys I regularly play against are good. Maybe we're deluded and we do suck.  But then again, two of my buddies were at the top tables of BAO. Again. With Drop Pods 3 outta 4 times.
Not me though. I'm a medicore player.
You wouldn't, by chance, live in the Southern Calif? I own Drop Pod marines and Tau. Challenge?
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"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 |
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![[Post New]](/s/i/i.gif) 2015/07/27 04:02:11
Subject: [1850] - Tau
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Dakka Veteran
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Brothererekose wrote:jakejackjake wrote:Yes because theyll drop pod right next to your fusion blasters... It's cool that you play players that are TERRIBLE then, but that doesn't equate to skills. If they suck that bad then you could bring absolutely any list
...
I'm not going to be sarcastic, nor rude. Just, gently laying it out. Nicely.  Smiley-faced emoticon.
What you have said goes smack against, what is to my experience, the opposite way Drop Pods are played. And I've played them before GW made models, having made my own (foamcore) when that Codex: SM came out some years ago (3 books ago?). I don't understand why you think players would drop DPs far away from the enemy (in any mission, except Kill Points of course). Maelstrom Objective based missions are the thing in 40k, and mainly in the tourneys I attend, so wonderfully ObSec drop pods are just what a marine player wants.
1. Given RB maelstrom missions have objectives all over the board, and Line Breaker and playing ITC missions, my many different opponents' Drop Pods are often placed *right* where I've deployed Crisis Teams, jetbikes, Dark Reaper gun-line, etc, near units, right in my Deployment Zone. All.The.Time. That's what SkyHammer is entirely *for*. That's its intent. That is what Drop Pods are for, to bring your SM troops *right* into the enemy's grill. Otherwise, they'd be in rhinos.
Again, Drop Pods are supposed to be dropped onto Objectives, often, guarded by the enemy. Not being patronizing, here. The time a Drop Pod doesn't end in my zone is when it's mid-game, and with an All-Drop-Pod army, opponent needs one on *his* home objective.
2. Marine ranged shooting isn't great. Never has been. In a shoot out, Tau win. HYMP b-sides, JSJ, Crisis teams, SMS, FireWarrior guns. Railguns of 4e, FireKnife Crisis Teams, such good times.  Marines can only answer with Dev squads. Meh. Only 5th edition Space Wolves could out shoot tau (Long Fangs, Las- Plas Razorbacks); and briefly, 5th edition Grey Knights could, too. So SM/power armor strategy versus Tau is to get in close & fast, survive the EWO and then assault.
Otherwise, it makes no sense to use Drop Pods any other way.
May I ask, JJJ, how do you feel Drop Pods should be properly used, given, let's say, Emperor's Will or any Maelstrom mission?
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I play in the big pool of Los Angeles, CA. GTs like the Las Vegas Open, Bay Area Open, etc. So, yeah, baby-seals show up now and then, but for the most part, I think the calibre of guys I regularly play against are good. Maybe we're deluded and we do suck.  But then again, two of my buddies were at the top tables of BAO. Again. With Drop Pods 3 outta 4 times.
Not me though. I'm a medicore player.
You wouldn't, by chance, live in the Southern Calif? I own Drop Pod marines and Tau. Challenge?
If they bring their units directly in range of units with EWO and bring them withing the 9" range they are terrible at warhammer. If they know how much intercetpor you have with high strength shots, play the un tactfully and you lose....
Yeah that's what skyhammer is for and Tau are the perfect counter. I'm not trying to be rude but if you lose to a mostly drop pod deep strike army with EWO on everything... How.. how does that happen. Of course you are supposed to drop bring drop pods down on objective but you don't plat your guys into a group of high power dudes with all interceptor. Sometimes you have to adjust strategy. If your opponents don't adjust and stick their dudes in front of you... when you get to erase them first well they are handing you the game all you had to do was show up. I like to put ewo on a commander when he has drones too and you pop him first. Should delete two devastator squads easy and possibly a assault squad. You'll kill the other in overwatch with supporting fire. It's worked like this for me every single time the other person did exactly what you said. They lost 800 pts before turn 2 was over just from that.
I don't I live in West Hartford. I also play Tau and marines though and my buddy plays marines. He is very good. We both constantly try to optimize and talk strategy/ play test. I'd be down to tape the next time this match up happens. I only go for the pods depending on the likely hood of them getting a point from it before my next turn
How well do fusion blasters stack up outside the 9inch range? Now how well do they stack up against missile pods for the entire game when 1 shot is going to hit instead of 2 on average and the variance will be WAY WAY higher on performance throughout the entire game
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This message was edited 8 times. Last update was at 2015/07/27 04:13:26
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![[Post New]](/s/i/i.gif) 2015/07/27 06:03:12
Subject: [1850] - Tau
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Fixture of Dakka
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Ah. Well.
jakejackjake wrote: I'd be down to tape the next time this match up happens. I only go for the pods depending on the likely hood of them getting a point from it before my next turn
Tape? As in record a battle for a batrep? Cool.
jakejackjake wrote:How well do fusion blasters stack up outside the 9inch range? Now how well do they stack up against missile pods for the entire game when 1 shot is going to hit instead of 2 on average and the variance will be WAY WAY higher on performance throughout the entire game
x2 S7, AP 4 versus x1 S8, AP1? Just by that you can tell the FB is a better tank buster. And Monster Wounder. And character killer, S8 causing ID. But back to killing Drop Pods:
The MP pens on a '6', the FB on 5 or 6, but the MP is rolling an additional die, so that actually balances equally. The big factor remains AP1. MP blows the Drop Pod up on a '6', the FB on a '4'. An MP *won't* one shot kill anything not open topped. The FB will, many times more often.
As for the "Entire game", the 36" range versus 18" can't be factored in mathematically Turn after Turn. The MP suit will likely survive over the Fusion suit, no argument there.  But, against marines, what will his AP4 kill? And if he's not killing the Emprah's Best, what use is he to the Greater Good?
But that'd be getting away from my point: the 36" range of the MP is no longer as good and safe as it used to be, especially because of Drop Pods. 7e is a very fast, highly mobile game, compared to 4e and 5e. Models cover the distance across the table far faster than they did 10 years ago, when the FireKnife MP/PR was the best Crisis Suit load out. In 4e, all I would run was MP/PR and an occasional dual MP. Fusion? Heck, no. 12"? Pbtbtth.  I cut up a few FB bits for Obliterator conversions.
Plus, the Vehicle Damage table was different then (though Drop Pods didn't exist), a table that had a '6' as killing a vehicle, open topped or not. And the MP's range kept your suit alive and out of assault danger for an almost guaranteed 3 turns (this was well after Rhino Rush went away).
Not now though. Think of it this way, JJJ which do you prefer?
1. a several shot .32 calibre rifle, great at nailing the target from far away
2. a shotgun. Only good at close range, but it *will* kill, pert near guaranteed!
The Drop Pod is a magic, angry bear that drops down next to you. So, is that shotgun lookin' better?
Back to this:
jakejackjake wrote:I also play Tau and marines though and my buddy plays marines. He is very good. We both constantly try to optimize and talk strategy/ play test.
Everyone does, optimize and talk strategy.
Is he your only opponent? That's how it reads.
I ask as I've played 10 different people just this month, league, practice (garage games) and a GT. At the monthly RTT there's nearly always a guy I haven't played before. One anyway. The rest is a pool of ... I dunno, 20+ players.
If he is your only opponent, then may I submit, that you seek out other players (certainly not to replace your buddy), but to get a bigger, larger view on how units play out?
Drop Pods are here to stay, and you have not made a case, an argument on why MPs are better than FBs. I think I have.
a. MP's Greater Range? No longer likely. Maybe your buddy doesn't put Drop Pods close, but nearly everyone here on the west coast does. And I do lose games because of it ... half the time.
b. FB's better Str and AP1. The MathHammer favors FB in every case.
c. Maelstrom/Objective missions. Missions at tourneys are often ITC missions, and objectives are half the score.
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"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 |
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![[Post New]](/s/i/i.gif) 2015/07/29 01:36:49
Subject: Re:[1850] - Tau
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Death-Dealing Devastator
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I think that killing the models that are dropped by the pod is better for reducing damage coming in for that crucial strike. To that aim I think the fusion blaster and the plasma rifle are better than the Missile Pod by bypassing saves. Also broadsides have more than enough missiles to throw down range, and more often than not will have tank hunters. As long as all of your key targets and objectives are within range of your units the pods will have to come in near your units unless they want to waste the alpha strike opportunity allowing you to set up shots and take out units at your pace.
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