Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
1x Ethereal 50pts
6x Fire Warriors 54 pts
6x Fire Warriors 56 pts
1x Triptide with IA 555pts (It's like I saved 45pts on this thing, and that's some tasty Stim Packs D: )
6x Pathfinders 77 pts
Keep an extra 110 pts, or use them to buy all sorts of goodies, but I feel like within two shooting phases the Triptide will bring down that thing quite quickly. After all, it wounds on a 2+ as a Heavy 3 and has AP 2. So there's a chance it dies in one shooting phase, and this isn't optimized at all.
Edit: Actually I made a mistake in reading a chart when I made the list. Just pretend the Triptides are many Broadsides with HYMP instead, maybe even give the triptides their burst cannons back. It's basically the same point D:
This message was edited 5 times. Last update was at 2015/09/19 06:07:23
Unfortunately for the KX-139, it's only Initiative 2. Sixty BS5/6 shots that wound on twos and rend on sixes should be more than enough to kill it in one turn, even through its saves.
Unfortunately for the KX-139, it's only Initiative 2. Sixty BS5/6 shots that wound on twos and rend on sixes should be more than enough to kill it in one turn, even through its saves.
Not enough, sorry. Even assuming you would ever get to shoot with all those Spiders. The Rends will do roughly 2.8 wounds, and the rest will do slightly under 4 wounds. Meaning you're still more than 3 wounds short in an ideal scenario. Then all your stuff gets atomised, as it's only fair the Tau'nar gets to shoot twice since you got to shoot first in this pepsi challenge.
This message was edited 1 time. Last update was at 2015/09/19 06:09:26
Warp Spiders may be able to jumpto safety behind cover, Terrarin dependant though.
Automatically Appended Next Post: In an ideal world, I'd love to say GreenTide but really 3 S8 AP3 No Cover Apocalyptic Barrages would probably remove the Warboss, cause the guys to be pinned and then I'm a sitting duck.
This message was edited 2 times. Last update was at 2015/09/19 06:22:29
YMDC = nightmare
2015/09/19 06:27:02
Subject: Re:Kill the Tau Supremacy KX-139 challenge
Not enough, sorry. Even assuming you would ever get to shoot with all those Spiders. The Rends will do roughly 2.8 wounds, and the rest will do slightly under 4 wounds. Meaning you're still more than 3 wounds short in an ideal scenario. Then all your stuff gets atomised, as it's only fair the Tau'nar gets to shoot twice since you got to shoot first in this pepsi challenge.
Have you ever tried to shoot warp spiders? Though, 10 wounds is a lot to chew through.
Imperial Knights are actually a terrible counter, a D-blast plus 10 melta shots will put serious hurt on them while the IK's firepower does almost nothing to the Tau battlesuit, and you only get 1.5 knights for the cost of it.
Grav is the best counter, and with LD 9 it's also going to be vulnerable to unlucky psychic shriek rolls.
Hope is the first step on the road to disappointment.
A 240 point seeker blob will put 5 wounds on it on the charge, and will likely be within charge range at the top of turn 2. With grimoire and invisibility up the unit is functionally unkillable, so the unknown factor is whether the Tau player can bubble-wrap efficiently enough.
But yes, in a vacuum, a 20-man Seeker blob will make the charge and destroy it.
This message was edited 1 time. Last update was at 2015/09/19 07:44:35
2015/09/19 07:41:11
Subject: Re:Kill the Tau Supremacy KX-139 challenge
warboss wrote: Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
Kharn and hope to survive a few rounds, deepstrike a unit of 3 Obliterators and Lascannon them, Kharn hits on 2's always and S9 AP1 should make supremacy armour look like it's been built out of tin.
KillMaimBurn96 wrote: Kharn and hope to survive a few rounds, deepstrike a unit of 3 Obliterators and Lascannon them, Kharn hits on 2's always and S9 AP1 should make supremacy armour look like it's been built out of tin.
Kharn only wounds the KX-139 on 6s (even with furious charge) and the suit will still get 5++ and FNP. He also gets 4++ and FNP against lascannons so it will take about 90 BS4 Lascannons to kill it.
2015/09/19 09:31:42
Subject: Re:Kill the Tau Supremacy KX-139 challenge
Here's the challenge, without using allies or going unbound, and given 900 points, what legal list can you come up with that can drop the big guy before being killed?
My 590 point Helhammer tank is feeling embarrassingly inferior...
Grubass wrote: But how you modify snapshots if it's aswell stated it only can take them. Kinda of ymdc issue imho.
Possible that in a rush of it all I made it unclear.
You said lights do state they modify snapshots and I do get it
However the psychic power states the taste may only take snapshots.
I know it might be addressed in upcoming codex as for now the sheer way its stated is kinda unclear for me.
Markerlights specificaly state that they can increase the BS of snapshots. So you will still be fiering snaptshots, You will just be fiering them at a higher BS.
From the Tau Codex
*Pinpoint* *Markerlight cost 1+*
All models Firing at the target as part of this shooting attack gain a bonus to their ballistic skill for the duration of the shooting attack. The size of this bonus is equal to the number of markerlight counters expended on this ability. PINPOINT CAN INCREASE THE BALLISTIC SKILL OF SNAP SHOTS AND OVERWATCH
This message was edited 1 time. Last update was at 2015/09/19 10:47:12
Here's the challenge, without using allies or going unbound, and given 900 points, what legal list can you come up with that can drop the big guy before being killed?
My 590 point Helhammer tank is feeling embarrassingly inferior...
HQ:
Power Armor Captain
Combi-Grav
Bolt Pistol
100
Troops:
Crusader Squad
5 guys
Sword Brother has Bolt Pistol and Combi-Grav
One Initiate has Bolt Pistol and Grav-Gun
Another has Bolt Pistol and Grav-Cannon/Grav-Amp Last two have Bolt Pistol and Boltgun
Dedicated Transport: Drop Pod
175
Crusader Squad
5 guys
Sword Brother has Bolt Pistol and Combi-Grav
One Initiate has Bolt Pistol and Grav-Gun
Another has Bolt Pistol and Grav-Cannon/Grav-Amp Last two have Bolt Pistol and Boltgun
Dedicated Transport: N/A
140
Fast Attack:
Drop Pod
Storm Bolter
35
Bike Squad
3 guys
Sergeant has a Combi-Grav
Other two have Grav-Guns
103
Bike Squad
3 guys
Sergeant has a Combi-Grav
Other two have Grav-Guns
103
Heavy Support:
Devastator Centurion Squad
3 guys
All have Grav-Cannons/Grav-Amps and Hurricane Bolters.
240
Made it in Battlescribe quickly.
Couldn't fit in two Grav Cent Squads, so I put in Grav Bikers, then took away one of the Crusader Squad's Pods so I could put in another.
Or got an alternative one here:
Spoiler:
Combined-Arms Detachment - 900 points exactly!
HQ:
Power Armor Captain
Combi-Grav
Bolt Pistol
100
Troops:
Crusader Squad
5 guys
Sword Brother has Bolt Pistol and Combi-Grav
One Initiate has Bolt Pistol and Grav-Gun
Another has Bolt Pistol and Grav-Cannon/Grav-Amp Last two have Bolt Pistol and Boltgun
Dedicated Transport: N/A
140
Crusader Squad
5 guys
Sword Brother has Bolt Pistol and Combi-Grav
One Initiate has Bolt Pistol and Grav-Gun
Another has Bolt Pistol and Grav-Cannon/Grav-Amp Last two have Bolt Pistol and Boltgun
Dedicated Transport: N/A
140
Elites:
Command Squad
All 5 have Bikes and Grav-Guns
200
Fast Attack:
Drop Pod
Storm Bolter
35
Drop Pod
Storm Bolter
35
Heavy Support:
Devastator Centurion Squad
3 guys
Sergeant has Grav-Cannon/Grav-Amp and Missile Launcher
Other two have Grav-Cannons/Grav-Amps and Hurricane Bolters
250
Replaced the Bike Squads with a Biker Command Squad to move the DT Pod to a Fast Attack slot so the two Crusader Squads could share it, had 10 points left so I gave the Cent Sergeant a Missile Launcher.
This message was edited 2 times. Last update was at 2015/09/19 12:04:53
Don't believe me? It's all in the numbers.
Number 1: That's terror.
Number 2: That's terror.
Dark Angels/Angels of Vengeance combo - ???? - Input wanted!
Stomp is the issue, any dedicated Melee Units would be able to tarpit it the entire game if it wasn't for Stomp.
8th made it so I can no longer sway Tau onto the side of Chaos, but they will eventually turn aside from their idea of the Greater Good to embrace the Greatest of pleasures.
2015/09/19 16:05:37
Subject: Re:Kill the Tau Supremacy KX-139 challenge
hiveof_chimera wrote: Doesn't have barrage, Maugan ra will solo it over a long, long time with battlefocus and maugeter
It does have barrage. The alternative fire mode for the big guns is an apocalyptic barrage 3, no cover saves.
Anyway, as the challenge here is to kill the Taunar and not simply tarpit it in assault for the whole game, here's a list that could possibly do it:
Spoiler:
Mechanicum (points might be slightly off, my friend has my copy of the redbook, so I'm using HH3 for the values):
Magos Dominus: 65pts
Asecularis Covenant (10 Tech-Thralls): 35pts
Asecularis Covenant (10 Tech-Thralls): 35pts
Ursarax Cohort (6 Usarax, 2 Power Fists each): 410pts
Ursarax Cohort (5 Usarax, 2 Power Fists each): 345pts
The Ursarax are T5, so no Instant Death from any of the Taunar's guns (except the D). They're 3 wounds each, so not so easy to remove a lot of them with shooting. They'll have no armor save (only a 4+), but they do have a 5+ FNP. They're jump infantry, so can move quickly across the board, hopefully making use of terrain to also get cover saves (against the shots that allow it) or even get out of line of sight, possibly even deep strike in and just try to withstand a turn of shooting). Once they're within charge range, they can fire off their guns (with a lot of luck they'll score one wound with those, so not really worth considering), and then charge in with 4 S10 powerfist attacks each at WS4 (being jump infantry and thus more mobile than the Taunar, they're quite likely to get the charge). If enough of them make into assault with the Taunar, they'll kill it (but it will take 2-3 turns, unless the Taunar gets really lucky with its stomps). Just as a reference, if all 11 make it (by some small miracle), they'll do 8.6 wounds on the charge. If only 6 make it, that'll be 4.7 wounds.
Certainly, this list isn't a guaranteed kill, but the odds are favorable. And if anyone wants to complain "but it's a 30K list...", at least I'm offering an alternative to grav-spam or D-spam.
And if I just wanted to tarpit the thing, I would send a bunch of 80pt 20-man blobs of Fearless Tech Thralls at it.
This message was edited 1 time. Last update was at 2015/09/19 16:45:27
"Through the darkness of future past, the magician longs to see.
One chants out between two worlds: Fire, walk with me." - Twin Peaks
"You listen to me. While I will admit to a certain cynicism, the fact is that I am a naysayer and hatchetman in the fight against violence. I pride myself in taking a punch and I'll gladly take another because I choose to live my life in the company of Gandhi and King. My concerns are global. I reject absolutely revenge, aggression, and retaliation. The foundation of such a method... is love. I love you Sheriff Truman." - Twin Peaks
Harlequins with shadowseers and solidare. I don't have the time to write a list right now but it might actually work. Reducing ist range and then assaulting it with nasty relic whielding solidares
Inactive, user. New profile might pop up in a while