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Made in us
Longtime Dakkanaut





 jeffersonian000 wrote:
1500pts, 2 Ghostkeel, two squads of 3 Stealthsuite, 16 Marker Drones, 1 Riptide, 1 Missile Pod Commander, one squad of Missilesides, and three solo Crisis suits. Add a third Ghostkeel and more Drones to push that up to 1750, or hgher.

I see it as a perimeter patrol calling in reinforcements to spring an ambush. Or something like that.

SJ

The one thing I don't like is the single Broadside as it feels like you're missing out on a lot of power from Relentless Broadsides, since they're already insanely strong and the Relentless makes them kind of over the top.

I'll pluck you like a flower.

Tau Painting Blog [Updated: 12/27/15 Happy Dronecember!] : http://www.dakkadakka.com/dakkaforum/posts/list/662024.page#8088404

LVO List Data Base (Submit your list if you played! Growing All the Time!): https://www.dropbox.com/sh/y28px3mgjeergdn/AADDpUf3n_u2QfkiYzDzHSh0a?dl=0 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Retaliation Cadre is usually around 1k points when you use it. Thats not maxed out, thats with a commander, one riptide, full broadside, and 3-4 crisis suits split between the 3 units.

Though the Retal Cadre to me is basically a squad number tax for relentless broadsides. The +1BS when DSing isnt super amazing, though its a nice perk, and unless you have a small broadside squad you CANT deepstrike them otherwise your odds of mishap are pretty damn high, which removes the "all arrive automatically" part since the entire formation isnt in reserves.

Personally, relentless broadsides > auto T2 deepstrike. Far too many times the main target i wanted with my broadsides are either around a wall or JUST out of range, so i shoot a less favorable target.

Ive also been running the Hunter Cadre instead of a CAD lately in friendly games because 50-60 firewarriors with run + shoot or shoot + run is hilariously effective. Not sure if it would be worth it in a competitive scene though.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

 Tinkrr wrote:
 jeffersonian000 wrote:
1500pts, 2 Ghostkeel, two squads of 3 Stealthsuite, 16 Marker Drones, 1 Riptide, 1 Missile Pod Commander, one squad of Missilesides, and three solo Crisis suits. Add a third Ghostkeel and more Drones to push that up to 1750, or hgher.

I see it as a perimeter patrol calling in reinforcements to spring an ambush. Or something like that.

SJ

The one thing I don't like is the single Broadside as it feels like you're missing out on a lot of power from Relentless Broadsides, since they're already insanely strong and the Relentless makes them kind of over the top.

It's one SQUAD of Missile-sides, not ONE Missile-side. I like 3, with 6 Missile Drones.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Longtime Dakkanaut





 jeffersonian000 wrote:
 Tinkrr wrote:
 jeffersonian000 wrote:
1500pts, 2 Ghostkeel, two squads of 3 Stealthsuite, 16 Marker Drones, 1 Riptide, 1 Missile Pod Commander, one squad of Missilesides, and three solo Crisis suits. Add a third Ghostkeel and more Drones to push that up to 1750, or hgher.

I see it as a perimeter patrol calling in reinforcements to spring an ambush. Or something like that.

SJ

The one thing I don't like is the single Broadside as it feels like you're missing out on a lot of power from Relentless Broadsides, since they're already insanely strong and the Relentless makes them kind of over the top.

It's one SQUAD of Missile-sides, not ONE Missile-side. I like 3, with 6 Missile Drones.

SJ

Ah ok, that makes a lot more sense. The drones are actually really good when you're running the Drone Network too, since they're basically Missile Pods for one less point than what you'd spend on a Missile Pod on a Crisis Suit. Just throw them in the back and pew-pew with mobile Broadsides that have bonus missile pods.

I'll pluck you like a flower.

Tau Painting Blog [Updated: 12/27/15 Happy Dronecember!] : http://www.dakkadakka.com/dakkaforum/posts/list/662024.page#8088404

LVO List Data Base (Submit your list if you played! Growing All the Time!): https://www.dropbox.com/sh/y28px3mgjeergdn/AADDpUf3n_u2QfkiYzDzHSh0a?dl=0 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

Yeah, I noticed that, too. The Commander just has Missile Pods as well, no sig systems. Originally want to run thise Missile Drone with a Drone Controll ... until it was pointed out I can't, hence the Drone-Net!

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Longtime Dakkanaut





Are you slotting the Commander in with the Broadsides? I've considered that but then you lose out on the JSJ benefits he normally gets.

Right now I'm planning to basically run a Ret Cadre with the following as my base:

1x Commander (2x Plasma Rifles, Stim Injector, Shield Generator [I wish I could get Iridium])

3x Crisis Suits (2x Plasma Rifles, Counterfire Defense Systems) (Commander joins these)

1x Crisis Suit (Fusion Blaster, Twin Linked Fusion Blaster)

1x Crisis Suit (Fusion Blaster, Twin Linked Fusion Blaster)

1x Riptide (Stim Injector, EWO, Earthcaste Pilot Array*, Ion Accelerator)

3x Missile Sides (EWO maybe)
Xx Missile Drones (based on points of list)

I'll pluck you like a flower.

Tau Painting Blog [Updated: 12/27/15 Happy Dronecember!] : http://www.dakkadakka.com/dakkaforum/posts/list/662024.page#8088404

LVO List Data Base (Submit your list if you played! Growing All the Time!): https://www.dropbox.com/sh/y28px3mgjeergdn/AADDpUf3n_u2QfkiYzDzHSh0a?dl=0 
   
Made in au
Lady of the Lake






I just finished revising 1850 list and wondered what you guys would think of it.
Spoiler:
Tau 1850
Retaliation Cadre - Primary
Commander 165
Iridium, 2x plasma, Stimulant, Drone Controller

XV8 Crisis 200
3, 6x Missile Pods, 3x Marker Drone, Drone Controller
XV8 Crisis 156
3, 6x Fusion Blasters
XV8 Crisis 200
3, 6x Plasma, 3x Marker Drone, Drone Controller

XV88 Broadside 219
3, Heavy Rail Rifle 2X Marker Drone
XV104 Riptide 220
Ion Accelerator, SMS, Stimulant Injector, Early Warning Overide

Optimised Stealth Cadre
XV25 Stealth 190
6, 1x Fusion Blaster with Target Lock
XV25 Stealth 190
6, 1x Fusion Blaster with Target Lock
XV95 Ghostkeel 310
2, Ion Raker, TL Burst Cannon, 2x VT

Originally I had the OSC a bit more minimal with only one ghost with raker and burst cannon, the stealths were full sized with marker drones and such and the broadsides were missilesides for antiair. But I realised I wasn't using the ghosts to anywhere near better potential and wanted to use the hrr on the broadsides, watching a battle report having one of the few times you wanted the hrr over the missiles and really though you want the missiles 9/10 probably, I like the look of the rifle and that 1/10 when it's better its sort of punishing not to have it. I think I'm all set on the OSC with the retaliation though I was thinking about the xv8 loadouts and if the target locks on the broadsides could be better used elsewhere. I made the mistake when assembling xv8s before so have 3 stuck with dual missiles and 3 stuck with dual fusion.

 Bach wrote:
Hey all! This may be a YMDC but figured that someone may have either thought of this or tried it...

Has anyone tried to roll on Nova Reactor right before the Riptide Deepstrikes on the board? Nova Reactor is supposed to occur at the beginning of the Riptide's movement phase and whether or not you succeeded might influence where you Deepstrike the unit, assuming you can do that. Couldn't the placement marker and scatter roll be considered part of the Riptide's movement phase? I plan on running the Retaliation Cadre, and never really considered Deepstriking a Riptide before.

Whether I wanted the Str 9 Ordinance Blast or the 12 rending shots... I can see a failed Nova Reactor roll changing my initial plan for the unit.

Wishful thinking?




You roll for DS at start of turn which happens before you roll for nova at the start of movement. All reserves have to be rolled for and placed before movement phase starts.

   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

 Tinkrr wrote:
Are you slotting the Commander in with the Broadsides? I've considered that but then you lose out on the JSJ benefits he normally gets.

Right now I'm planning to basically run a Ret Cadre with the following as my base:

1x Commander (2x Plasma Rifles, Stim Injector, Shield Generator [I wish I could get Iridium])

3x Crisis Suits (2x Plasma Rifles, Counterfire Defense Systems) (Commander joins these)

1x Crisis Suit (Fusion Blaster, Twin Linked Fusion Blaster)

1x Crisis Suit (Fusion Blaster, Twin Linked Fusion Blaster)

1x Riptide (Stim Injector, EWO, Earthcaste Pilot Array*, Ion Accelerator)

3x Missile Sides (EWO maybe)
Xx Missile Drones (based on points of list)

He's with the Broadsides, which are Relentless. There is no loss of JSJ, as he still only moves 6", he just won't be jetting back in the Assault phase while still attached.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Purposeful Hammerhead Pilot






 jeffersonian000 wrote:
 Tinkrr wrote:
Are you slotting the Commander in with the Broadsides? I've considered that but then you lose out on the JSJ benefits he normally gets.

Right now I'm planning to basically run a Ret Cadre with the following as my base:

1x Commander (2x Plasma Rifles, Stim Injector, Shield Generator [I wish I could get Iridium])

3x Crisis Suits (2x Plasma Rifles, Counterfire Defense Systems) (Commander joins these)

1x Crisis Suit (Fusion Blaster, Twin Linked Fusion Blaster)

1x Crisis Suit (Fusion Blaster, Twin Linked Fusion Blaster)

1x Riptide (Stim Injector, EWO, Earthcaste Pilot Array*, Ion Accelerator)

3x Missile Sides (EWO maybe)
Xx Missile Drones (based on points of list)

He's with the Broadsides, which are Relentless. There is no loss of JSJ, as he still only moves 6", he just won't be jetting back in the Assault phase while still attached.

SJ


that is literally the definition of losing the ability to JSJ

2500 2500 2200  
   
Made in us
Longtime Dakkanaut





 jeffersonian000 wrote:
 Tinkrr wrote:
Are you slotting the Commander in with the Broadsides? I've considered that but then you lose out on the JSJ benefits he normally gets.

Right now I'm planning to basically run a Ret Cadre with the following as my base:

1x Commander (2x Plasma Rifles, Stim Injector, Shield Generator [I wish I could get Iridium])

3x Crisis Suits (2x Plasma Rifles, Counterfire Defense Systems) (Commander joins these)

1x Crisis Suit (Fusion Blaster, Twin Linked Fusion Blaster)

1x Crisis Suit (Fusion Blaster, Twin Linked Fusion Blaster)

1x Riptide (Stim Injector, EWO, Earthcaste Pilot Array*, Ion Accelerator)

3x Missile Sides (EWO maybe)
Xx Missile Drones (based on points of list)

He's with the Broadsides, which are Relentless. There is no loss of JSJ, as he still only moves 6", he just won't be jetting back in the Assault phase while still attached.

SJ

JSJ is literally the assault phase movement, not the Jetpack Infantry rule set :/.

I'll pluck you like a flower.

Tau Painting Blog [Updated: 12/27/15 Happy Dronecember!] : http://www.dakkadakka.com/dakkaforum/posts/list/662024.page#8088404

LVO List Data Base (Submit your list if you played! Growing All the Time!): https://www.dropbox.com/sh/y28px3mgjeergdn/AADDpUf3n_u2QfkiYzDzHSh0a?dl=0 
   
Made in us
Shas'ui with Bonding Knife






arthorn wrote:
Tinkrr, do you have a list I imagine you need atleast 2000 pts before playing the air cadre? Jeffersonian000 how many point is it, 3 ghost keel one big suit drop or how do you play it? Also marko mander?


@2000
DBC
Retaliation -
Fusion blade commander, VRT, shield, warscaper shield drone.
x3 broadsides, plasma, 2 target locks
2x3 crisis, dual burst
x3 crisis, dual plasma
Riptide, ion, fusion, Stim, EWO

Air Superiority -
3x fighters, MPs

Allied OSC -
x2 Ghostkeel, CIR, fusion, EWO
2x3 stealthsuits, vre, homing beacon


Haven't lost a game yet. Fighters are devastating. D3 markers is all you need. Feel free to load out crisis suits to flavor. I like this loadout and know what it can handle.




Automatically Appended Next Post:
 Vineheart01 wrote:
Retaliation Cadre is usually around 1k points when you use it. Thats not maxed out, thats with a commander, one riptide, full broadside, and 3-4 crisis suits split between the 3 units.

Though the Retal Cadre to me is basically a squad number tax for relentless broadsides. The +1BS when DSing isnt super amazing, though its a nice perk, and unless you have a small broadside squad you CANT deepstrike them otherwise your odds of mishap are pretty damn high, which removes the "all arrive automatically" part since the entire formation isnt in reserves.


The retaliation I posted just above comes to ~1060 points. On the contrary, the +1BS is giving you 5 free markerlights and is a huge bonus. Especially If you have a few extra to give around. Running a commander with warscaper drone I can drop on any terrain I want and not worry about testing (MTC), and their effective range allows extreme flexibility to land safely. Also... Running homing beacons goes along way


Automatically Appended Next Post:
Oh and counterstrike cadre is amazing in maelstrom!

Cheers!

This message was edited 3 times. Last update was at 2016/01/10 07:08:27


Take a look at my painting blog! Always looking to improve, please feel free to comment with thoughts and advice!

Play TE or FSE, check out my useful guide for New players! 
   
Made in gb
Towering Hierophant Bio-Titan



UK

notredameguy10 wrote:
 jeffersonian000 wrote:
 Tinkrr wrote:
Are you slotting the Commander in with the Broadsides? I've considered that but then you lose out on the JSJ benefits he normally gets.

Right now I'm planning to basically run a Ret Cadre with the following as my base:

1x Commander (2x Plasma Rifles, Stim Injector, Shield Generator [I wish I could get Iridium])

3x Crisis Suits (2x Plasma Rifles, Counterfire Defense Systems) (Commander joins these)

1x Crisis Suit (Fusion Blaster, Twin Linked Fusion Blaster)

1x Crisis Suit (Fusion Blaster, Twin Linked Fusion Blaster)

1x Riptide (Stim Injector, EWO, Earthcaste Pilot Array*, Ion Accelerator)

3x Missile Sides (EWO maybe)
Xx Missile Drones (based on points of list)

He's with the Broadsides, which are Relentless. There is no loss of JSJ, as he still only moves 6", he just won't be jetting back in the Assault phase while still attached.

SJ


that is literally the definition of losing the ability to JSJ
You can still JSJ with mixed models, the only limitation is that those models must remain in coherency.

I've used it before to get range on missile drones,whilst repositioning them to buffer (or hide) from incoming firepower.

 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
Purposeful Hammerhead Pilot






Razerous wrote:
notredameguy10 wrote:
 jeffersonian000 wrote:
 Tinkrr wrote:
Are you slotting the Commander in with the Broadsides? I've considered that but then you lose out on the JSJ benefits he normally gets.

Right now I'm planning to basically run a Ret Cadre with the following as my base:

1x Commander (2x Plasma Rifles, Stim Injector, Shield Generator [I wish I could get Iridium])

3x Crisis Suits (2x Plasma Rifles, Counterfire Defense Systems) (Commander joins these)

1x Crisis Suit (Fusion Blaster, Twin Linked Fusion Blaster)

1x Crisis Suit (Fusion Blaster, Twin Linked Fusion Blaster)

1x Riptide (Stim Injector, EWO, Earthcaste Pilot Array*, Ion Accelerator)

3x Missile Sides (EWO maybe)
Xx Missile Drones (based on points of list)

He's with the Broadsides, which are Relentless. There is no loss of JSJ, as he still only moves 6", he just won't be jetting back in the Assault phase while still attached.

SJ


that is literally the definition of losing the ability to JSJ
You can still JSJ with mixed models, the only limitation is that those models must remain in coherency.

I've used it before to get range on missile drones,whilst repositioning them to buffer (or hide) from incoming firepower.


And then you are still missing the point of JSJ is getting your entire squad out of range/LoS so they cannot be shot at during the enemies turn.

2500 2500 2200  
   
Made in nl
Regular Dakkanaut




Grizzlyzz, 6 burst Canon's on xv suits while you have stealts isn't that a lot of bc? because I would think cib, air fragment combo would do well as well
   
Made in us
Pyromaniac Hellhound Pilot






What is the best way to use the Piranha Firestream Wing?

Here is my 1850 list:

Dawn Blade Contingent

Retaliation Cadre:

Commander:2xPlasma Rifle, Drone Controller, Target Lock, 2xMarker Light Drones
3xBroadsides:All TL-High Yield Missile Pod, 3xTL-Smart Missilies, 2xVelocity Trackers, 1xTarget Lock, 4xMissile Drones
2xCrisis Suits:2xPlasma Rifle, Target Lock, 2xMarker Drones
2xCrisis Suits:2xPlasma Rifle, Target Lock, 2xMarker Drones
1xCrisis Suit:2xFusion Blasters
Riptide:Ion Accelerator, TL-Fusion Blaster, EWO

Drone-Net VX1-0:

4xMarker Drones
4xMarker Drones
4xMarker Drones
4xMarker Drones

Piranha Firestream Wing:

1xTarget Acquisition Team Piranha:Fusion Blaster, 2xSeeker Missiles, Disruption Pod
2xPiranhas:2xFusion Blasters, 4xSeeker Missilies
3xPiranhas:3xFusion Blasters, 6xSeeker Missilies
5xPiranhas:6xSeeker Missiles


Most likely TOs will rule that you can not leave the same turn you come on, so I am playing with that assumption. I decided to transform the formation into a seeker missile farm more so than a drone farm. If I have to stay on for one turn may aswell fire a storm of seeker missilies, the list has 1 unit of 1 with 2 seeker missiles as required 1 unit of 2 with 4 seeker missiles another unit of 3 with six seekers, and one unit of 5 with 6 seekers.

If I go first I am capable of doing a massive seeker attack that should catch most opponents off guard and possible disable my enemy. I can potentially easily kill 3 scatbike units, 3 rhinos, or even a wraithknight. Using Killing Blow for the re-roll to wound and target acquisition for up to 2 sources of tank-hunter I should be able to do this rather easily or atleast the numbers will be in my favor.

I am concern about not have enough bite in the list. I have some ap 2 with the riptide, crisis suits, and the piranhas but no where near the amount that Tau is known for, this is my major concern.

I have dakka because of the RELENTESS broadsides and their missilie drones and the drone farm! The drone farm will create 10 man drone squad, 6 man drone squad, 4 man drone squad, and a 2 man drone squad. When they come back on turn 3 they will create another 22 drones and have 18 more seeker missilies . The main problem with a drone farm is that using it just for drones is not worth it. Drones will never do that much damage but seeker missiles quickly make up their value. The formation is 659 points on turn 3 you get 408 points worth of free drones and seeker missiles and if they managed to kill a piranha but not the squad the piranha comes back, and hopefully 36 seeker missiles can do 251 points worth of damage

Turn 3 is when the list gets insane at this point I will have 44 gune drones, 2 of those being 10 man squads. I will also let loose another storm of seeker missiles so they will have to survive another potential alpha strike. The drone network increases the bs of all the drones so the gun drones will put in work against infantry. What do you guys think?

This message was edited 3 times. Last update was at 2016/01/10 19:05:54


   
Made in gb
Fresh-Faced New User




For a battlesuit army, how do people feel the optimal way of constructing one is? The way I see it we have 3 options with different advantages however I would be interested in hearing other people's opinions!

1) A DBC which gives us The Killing Blow special rule along with relentless Broadsides, however this means we are stuck with the FSE signature systems and Warlord traits.

2) A FSE CAD giving us Obsec Crisis Suits along with access to FW Riptide Variants/Tetras/Skyrays, but with the same problems as a DBC.
,
3) Just running a Tau Empire Retaliation formation giving us Buffmander access and letting us use the stronger TE Warlord traits.

I really want a battleship army but the different options all make me feel like I'm being taxed, and it's hard to choose!
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

I posted a DBC Ret Cader + Drone-Net + Piranha Firestream in the Army list forum, but can't seems to have disappeared. I'll posted it here to show a maxed Firestream wing:

+++ Drone Factory (1850pts) +++

+Retaliation Cadre (930pts)+
Commander Crisis Suit, Drone Controller, Multi-spectrum Sensor Suite, Puretide Engram Neurochip
1x Riptide Battlesuit, Bonding Knife Ritual, 2x Shielded Missile Drone, Early Warning Override, Ion Accelerator, Stimulant Injector, Twin-linked Smart Missile System
1x Crisis Battlesuit, Bonding Knife Ritual, 2x Cyclic Ion Blaster, Early Warning Override, 2x MV1 Gun Drone
1x Crisis Battlesuit, Bonding Knife Ritual, 2x Cyclic Ion Blaster, Early Warning Override, 2x MV1 Gun Drone
1x Crisis Battlesuit, Bonding Knife Ritual, 2x Cyclic Ion Blaster, Early Warning Override, 2x MV1 Gun Drone
3x Broadside Battlesuit, Bonding Knife Ritual, 6x Missile Drone, Target Lock, Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System


+Drone Net XV1-0 (280pts)+
5x Marker Drone
5x Marker Drone
5x Marker Drone
5x Marker Drone


Piranha Firestream Wing (640pts)
1x Piranha, 2x Gun Drone, Burst Cannon
5x Piranha, 2x Gun Drone, Burst Cannon
5x Piranha, 2x Gun Drone, Burst Cannon
5x Piranha, 2x Gun Drone, Burst Cannon


Totals: 90 models, 66 Drones, up to 128-192 additional spawned Drones over 5-7 turns.


SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Pyromaniac Hellhound Pilot






I like that I think I will make some adjustments to mine, Your broadside unit is really strong, I never really thought of making a deathstar out of it are you concered about ap 2.

   
Made in us
Longtime Dakkanaut




TheBoy wrote:
Load breachers and an ethereal in a devilfish with drones and use storm of fire when it gets in close. 9" away the devil fish is spitting out 10str 5 shots plus it could take two seekers.


Really just needs the Ethereal. If you give it the overwatch upgrade, then having the breachers makes for a fun Fish of Fury response to assaults.
   
Made in us
Purposeful Hammerhead Pilot






Just want to verify:
Shielded missile drones attached to Riptides that are in a riptide wing also benefit from the Riptide Hailfire, correct?

2500 2500 2200  
   
Made in us
Pyromaniac Hellhound Pilot






notredameguy10 wrote:
Just want to verify:
Shielded missile drones attached to Riptides that are in a riptide wing also benefit from the Riptide Hailfire, correct?


It says unit so I believe you are good to go!

   
Made in us
Purposeful Hammerhead Pilot






 CKO wrote:
notredameguy10 wrote:
Just want to verify:
Shielded missile drones attached to Riptides that are in a riptide wing also benefit from the Riptide Hailfire, correct?


It says unit so I believe you are good to go!


Hmm if thats the case I could see that being really good paired with a Drone net. If you maxed a squad of riptides to a unit of 3 in the riptide wing and had 6 shielded missile drones, that would be 24 extra Str 7 AP4 shots during that Riptide Hailfire at BS3 instead of BS2 and any additional Markerlights as well obviously.

So a squad of 3 Riptides with IA, SMS, Target Locks, and 6 SMDs would put out (assuming Ripple Fire Nova Charge)

6 Str 8 / AP2 / Large Blasts @ BS4 (or BS5 if shooting at something another riptide shot at)
48 Str 5 / AP5 / Ignore Cover and LoS @ BS4 (or BS5 if shooting at something another riptide shot at)
24 Str 7 / AP4 shots @ BS3

at a max of 4 different targets. And with Drone net you would have a minimum of 16 marker lights at BS3 buffing those shots as well..

This message was edited 3 times. Last update was at 2016/01/10 23:37:23


2500 2500 2200  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

They still have the same problem nobody takes them for. Theyre really easy to remove compared to the Riptide, force leadership tests when they die, and are really expensive. They are 2 drones merged into one without any extra wounds, but cost just as much (1 more actually, but they are T6 so i guess its not "quite" twice as much).

Much like my problem with Shield Drones in general, they die to bolters too easy. Its somewhat rare my drones get their armor pen'd unless there wasnt any other targets for the ap4+ guns to shoot at, so i might as well use Gun/ML drones so it DOES something before it dies.

Shielded Missile Drones are essentially in the same boat because of their cost.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Purposeful Hammerhead Pilot






 Vineheart01 wrote:
They still have the same problem nobody takes them for. Theyre really easy to remove compared to the Riptide, force leadership tests when they die, and are really expensive. They are 2 drones merged into one without any extra wounds, but cost just as much (1 more actually, but they are T6 so i guess its not "quite" twice as much).

Much like my problem with Shield Drones in general, they die to bolters too easy. Its somewhat rare my drones get their armor pen'd unless there wasnt any other targets for the ap4+ guns to shoot at, so i might as well use Gun/ML drones so it DOES something before it dies.

Shielded Missile Drones are essentially in the same boat because of their cost.


Just stick all 6 behind your three riptides, Your riptides will be the ones hit and not your drones, but you can still do a look out sir if someone shoots an AP2 weapon at you if you so choose

This message was edited 1 time. Last update was at 2016/01/11 00:22:53


2500 2500 2200  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Actually if you could LoS i would take them, since that guarantees the shield gets used and not the armor against a bolter shot.

Riptides cannot be characters sadly. O'Vesa is the only one we can get, and hes unusable now thanks to the "formation" hes in.

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 Vineheart01 wrote:
Actually if you could LoS i would take them, since that guarantees the shield gets used and not the armor against a bolter shot.

Riptides cannot be characters sadly. O'Vesa is the only one we can get, and hes unusable now thanks to the "formation" hes in.


oops thats my bad about LoS. But you can still keep them behind your 3 riptides and that would all but guarantee they would not be shot at unless you wanted them to

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arthorn wrote:
Grizzlyzz, 6 burst Canon's on xv suits while you have stealts isn't that a lot of bc? because I would think cib, air fragment combo would do well as well


S5 is very flexible and the stealth suits aren't really offensive. They provide the beacons for me and generally camp objectives. CIBs and Air bursts are great. More expensive though, so in my list they won't fit. Plus I try to be wysiwyg and don't own more then like 3 CIBs haha

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 Grizzyzz wrote:
arthorn wrote:
Grizzlyzz, 6 burst Canon's on xv suits while you have stealts isn't that a lot of bc? because I would think cib, air fragment combo would do well as well


S5 is very flexible and the stealth suits aren't really offensive. They provide the beacons for me and generally camp objectives. CIBs and Air bursts are great. More expensive though, so in my list they won't fit. Plus I try to be wysiwyg and don't own more then like 3 CIBs haha


I make my own CIBs using Burst Cannons and Plasma Rifles. Cut the ends of the Burst Cannon barrels off and glue on the end of a plasma rifle in their place. Simple and cheap but it gets the job done

This message was edited 3 times. Last update was at 2016/01/11 01:09:15


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The problem with Shielded Missile Drones isn't that they are easier to kill, it's that they're 25 points for a Missile Pod. A Missile Pod simply isn't worth the 25pts when we have so many possible options of gaining one in other places, and the extra cost is from the Shield Generator, which you never really want to use as you'll try to body block with the Riptide, or simply JSJ out of range.

There will usually just be a better place to gain Missile Pod equivalent shots than the Shielded Drones due to points cost.

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 Tinkrr wrote:
The problem with Shielded Missile Drones isn't that they are easier to kill, it's that they're 25 points for a Missile Pod. A Missile Pod simply isn't worth the 25pts when we have so many possible options of gaining one in other places, and the extra cost is from the Shield Generator, which you never really want to use as you'll try to body block with the Riptide, or simply JSJ out of range.

There will usually just be a better place to gain Missile Pod equivalent shots than the Shielded Drones due to points cost.


Normally I would agree with that. I was just putting it out there that it could be worth the points if used in an alpha strike Riptide Wing in which it gets double the shots for one turn as well as an auto +1BS from Drone Net

This message was edited 1 time. Last update was at 2016/01/11 01:15:20


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