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![[Post New]](/s/i/i.gif) 2016/02/21 14:19:24
Subject: For the greater good! Tau 7th edition tactica.
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Big Mek in Kustom Dragster with Soopa-Gun
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Jumppacks, high as hell init, and hit and run makes me think theyre suppose to be an assault unit. Especially considering their weapons are basically fancy pistols that have a slightly better range than usual (fits in the tau methods anyway to have slightly longer reaching guns). But theyre still S3 and no melee weapons so AP-. The heck is the point of that high init and hit and run?
The models look like they have some kind of claws/talons built in biologically. No rules though.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2016/02/21 14:38:02
Subject: For the greater good! Tau 7th edition tactica.
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Longtime Dakkanaut
Moscow, Russia
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Vineheart01 wrote:Jumppacks, high as hell init, and hit and run makes me think theyre suppose to be an assault unit. Especially considering their weapons are basically fancy pistols that have a slightly better range than usual (fits in the tau methods anyway to have slightly longer reaching guns). But theyre still S3 and no melee weapons so AP-. The heck is the point of that high init and hit and run?
They are a "tie up enemy units in combat and keep them from shooting/moving" unit, I believe, which I suppose is some variant of an assault unit. The point of the high Int and hit and run is to let them leave such combats whenever they want. Which Crisis Suits cannot do without Vectored Retrothrusters, and then not very well.
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This message was edited 2 times. Last update was at 2016/02/21 14:39:55
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![[Post New]](/s/i/i.gif) 2016/02/21 14:51:46
Subject: For the greater good! Tau 7th edition tactica.
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Assassin with Black Lotus Poison
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Alcibiades wrote: Vineheart01 wrote:Jumppacks, high as hell init, and hit and run makes me think theyre suppose to be an assault unit. Especially considering their weapons are basically fancy pistols that have a slightly better range than usual (fits in the tau methods anyway to have slightly longer reaching guns). But theyre still S3 and no melee weapons so AP-. The heck is the point of that high init and hit and run?
They are a "tie up enemy units in combat and keep them from shooting/moving" unit, I believe, which I suppose is some variant of an assault unit. The point of the high Int and hit and run is to let them leave such combats whenever they want. Which Crisis Suits cannot do without Vectored Retrothrusters, and then not very well.
Crisis Suits are tougher (3+ save vs 4+), have more attacks (A2 vs A1), are stronger (S5 vs S3) and have higher base leadership (LD8 vs LD6). The Stingwings win on initiative (I6 vs I2, or I6 vs I4 if you take drones) and weapon skill (WS3 vs WS2).
If the Vespid lose their strain leader and lose the combat then they will break. A Crisis Team can lose their Shas'vre and still hold thanks to having a leadership above the 2D6 average.
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The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me. |
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![[Post New]](/s/i/i.gif) 2016/02/21 15:27:18
Subject: For the greater good! Tau 7th edition tactica.
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Big Mek in Kustom Dragster with Soopa-Gun
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Yeah, since hit and run happens AFTER sweeping advance for some reason. Since its such a rare ability it really should happen before resolving a failed combat, Makes no sense that if you charge in with the intent of "whack'm and leave!" that youre going to panic out and get caught on the way out if you lose the combat, but not if you win the combat. What keeps the enemy from chasing you anyway?
Hate sweep rules if it isnt obvious lol
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2016/02/21 16:07:52
Subject: For the greater good! Tau 7th edition tactica.
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Longtime Dakkanaut
Moscow, Russia
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A Town Called Malus wrote:
Crisis Suits are tougher (3+ save vs 4+), have more attacks (A2 vs A1), are stronger (S5 vs S3) and have higher base leadership (LD8 vs LD6). The Stingwings win on initiative (I6 vs I2, or I6 vs I4 if you take drones) and weapon skill (WS3 vs WS2).
If the Vespid lose their strain leader and lose the combat then they will break. A Crisis Team can lose their Shas'vre and still hold thanks to having a leadership above the 2D6 average.
The Crisis Team still cannot leave the combat, which is the important part. Unless they have VRTs. They also cannot close rapidly.
I think the point of Vespids is that they are supposed to be able to intercept and hold down enemy units long enough for other Tau units to reposition themselves and then open fire after the Vespids depart. That's my theory anyway.
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This message was edited 1 time. Last update was at 2016/02/21 16:08:21
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![[Post New]](/s/i/i.gif) 2016/02/21 16:20:08
Subject: For the greater good! Tau 7th edition tactica.
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Warplord Titan Princeps of Tzeentch
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A dead unit cannot leave combat either for all that matters.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2016/02/21 17:04:26
Subject: For the greater good! Tau 7th edition tactica.
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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You'e only comparing one thing there.
8 Burst cannon shots (which I wouldnt take since Cyclic Ion Blasters are so boss, but whatevs) is 1.5 unsaved wounds on a Marine with Markerlight support. For a Broadside if you get down to it, that is costing 28 points per wound.
Stingwings, to exceed the Crisis team at 1.7 unsaved MEQ wounds, need three shots with Markerlight support.
result? 32.33 points per wound.
That tells you two things: one is that if the Crisis suits get much more expensive, there will be almost no difference. the second thing it tells you is that you're paying a five point premium over that PARTICULAR Crisis suit build and so you look at what you get from it.
Comparatives:
Well the comparative Stingwings in this example have three wounds instead of two, and are immune to Instant Death (effectively).
12" move gives them a better ability to get the jump on their target compared to the Crisis team
Hit and Run
Move through Cover.
Stealth (ruins).
Downside: STR 3, no ability to move back after shooting.
So even if we use this somewhat less than exciting version of the Crisis suit for comparison (which seems pretty unfair to me but okay fine, some people do actually use a dual Burst cannon suit), we can see that things outside of a simple kill ratio work in the Stingwings favor here.
I don't think it's all that expensive to pay roughly five points for a slightly higher kill ratio plus get all this mobility, escapability and relative immunity to catastrophic loss.
It's not the terribad tradeoff it seems on the surface.
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This message was edited 2 times. Last update was at 2016/02/21 17:07:09
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2016/02/21 18:27:48
Subject: For the greater good! Tau 7th edition tactica.
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Longtime Dakkanaut
Moscow, Russia
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BoomWolf wrote:A dead unit cannot leave combat either for all that matters.
They are unlikely to die in a round to anything comparatively priced that is not a dedicated assault unit.
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![[Post New]](/s/i/i.gif) 2016/02/21 18:51:42
Subject: For the greater good! Tau 7th edition tactica.
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Pyromaniac Hellhound Pilot
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Jancoran wrote:You'e only comparing one thing there.
8 Burst cannon shots (which I wouldnt take since Cyclic Ion Blasters are so boss, but whatevs) is 1.5 unsaved wounds on a Marine with Markerlight support. For a Broadside if you get down to it, that is costing 28 points per wound.
Stingwings, to exceed the Crisis team at 1.7 unsaved MEQ wounds, need three shots with Markerlight support.
result? 32.33 points per wound.
That tells you two things: one is that if the Crisis suits get much more expensive, there will be almost no difference. the second thing it tells you is that you're paying a five point premium over that PARTICULAR Crisis suit build and so you look at what you get from it.
Comparatives:
Well the comparative Stingwings in this example have three wounds instead of two, and are immune to Instant Death (effectively).
12" move gives them a better ability to get the jump on their target compared to the Crisis team
Hit and Run
Move through Cover.
Stealth (ruins).
Downside: STR 3, no ability to move back after shooting.
So even if we use this somewhat less than exciting version of the Crisis suit for comparison (which seems pretty unfair to me but okay fine, some people do actually use a dual Burst cannon suit), we can see that things outside of a simple kill ratio work in the Stingwings favor here.
I don't think it's all that expensive to pay roughly five points for a slightly higher kill ratio plus get all this mobility, escapability and relative immunity to catastrophic loss.
It's not the terribad tradeoff it seems on the surface.
I am at work without my codex, but you are on to something! Some of your ideas I havent considered and I like unorthodox strategies but you just open pandora's box!
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This message was edited 1 time. Last update was at 2016/02/21 18:52:08
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![[Post New]](/s/i/i.gif) 2016/02/21 18:55:03
Subject: For the greater good! Tau 7th edition tactica.
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Longtime Dakkanaut
Moscow, Russia
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If we wanted to compare combat performance, we would have to compare something like 2 Vespids + a Strain Leader (64 pts) vs. a single crisis suit, since the thing is almost certainly going to have weapons on it which should bring it up to around that points level. That means not 1 attack vs 2 but 4 vs. 2; in fact, the Vespids are almost certain to get the charge, so that's actually 9 attacks vs. 2 attacks (3 if the suit charges). And 2 wounds vs. 3, not 1 vs. 2.
Anyway, Vespids appear designed around getting into and out of melee, not about winning while they're there.
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![[Post New]](/s/i/i.gif) 2016/02/21 19:07:34
Subject: For the greater good! Tau 7th edition tactica.
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Big Mek in Kustom Dragster with Soopa-Gun
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Now, that would be awesome if for instance they were unusually durable in melee, so that their job is literally tie everything up but odds are wont do much damage. Hit and run with init6 means at the end of the opponent's phase they almost guaranteed walk out of the combat so your army can shoot the guys they were attacking, then recharge in. Ultimate middle finger to melee units, especially the fast ones which are our main problems.
But if they try to tie up any of those units, they either wont have their armor or will get slammed with weight of dice. So they still cant tie up anything that matters for squat.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2016/02/21 19:19:32
Subject: For the greater good! Tau 7th edition tactica.
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Pete Haines
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Sounds like the "new" FSE codex is just a small update with the Mont'ka stuff and access to FSE & Empire Signature systems. The latter is pretty cool and a straight buff.
Unless your running lots of Fire Warriors/Pathfinders for some reason, does not seem like much reason is left to run an Empire CAD if you're going to run Crisis suits anyways.
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![[Post New]](/s/i/i.gif) 2016/02/21 19:42:17
Subject: For the greater good! Tau 7th edition tactica.
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Pyromaniac Hellhound Pilot
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Kenpachi walks in, will someone take a look at a certain signature system, and verify that you can get stubborn.
So, hypothectically if you charge with stubborn after the vespid unit, the commander, and other units using coordinated firepower to share markerlights than charge do enough damage with the shooting that they cant be killed in one phase than use hit run during there turn you have something that is really good, there are most likely flaws but I am not thinking about that now.
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![[Post New]](/s/i/i.gif) 2016/02/21 21:06:08
Subject: For the greater good! Tau 7th edition tactica.
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Tunneling Trygon
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Bryan01 wrote:Sounds like the "new" FSE codex is just a small update with the Mont'ka stuff and access to FSE & Empire Signature systems. The latter is pretty cool and a straight buff.
Unless your running lots of Fire Warriors/Pathfinders for some reason, does not seem like much reason is left to run an Empire CAD if you're going to run Crisis suits anyways.
Is there a source for this? Not being able to take Iridium on my FSE commander is the only reason that I'm running a tau empire CAD instead of FSE. If that changes, I will be pretty happy
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![[Post New]](/s/i/i.gif) 2016/02/21 21:12:00
Subject: For the greater good! Tau 7th edition tactica.
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Purposeful Hammerhead Pilot
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luke1705 wrote: Bryan01 wrote:Sounds like the "new" FSE codex is just a small update with the Mont'ka stuff and access to FSE & Empire Signature systems. The latter is pretty cool and a straight buff.
Unless your running lots of Fire Warriors/Pathfinders for some reason, does not seem like much reason is left to run an Empire CAD if you're going to run Crisis suits anyways.
Is there a source for this? Not being able to take Iridium on my FSE commander is the only reason that I'm running a tau empire CAD instead of FSE. If that changes, I will be pretty happy
People who own the FSE digital edition got it updated automatically. It now specifically says they can equip both sets
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![[Post New]](/s/i/i.gif) 2016/02/22 01:13:20
Subject: For the greater good! Tau 7th edition tactica.
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Tunneling Trygon
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Do we have confirmation of whether this includes any different formations or clarification as to whether normal Riptides can take an ECPA?
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![[Post New]](/s/i/i.gif) 2016/02/22 01:16:30
Subject: For the greater good! Tau 7th edition tactica.
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Purposeful Hammerhead Pilot
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luke1705 wrote:Do we have confirmation of whether this includes any different formations or clarification as to whether normal Riptides can take an ECPA?
No other formations I know of and they did not clarify anything more with ECPA and riptides unfortunately
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![[Post New]](/s/i/i.gif) 2016/02/22 03:05:57
Subject: For the greater good! Tau 7th edition tactica.
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Alcibiades wrote:If we wanted to compare combat performance, we would have to compare something like 2 Vespids + a Strain Leader (64 pts) vs. a single crisis suit, since the thing is almost certainly going to have weapons on it which should bring it up to around that points level. That means not 1 attack vs 2 but 4 vs. 2; in fact, the Vespids are almost certain to get the charge, so that's actually 9 attacks vs. 2 attacks (3 if the suit charges). And 2 wounds vs. 3, not 1 vs. 2.
Anyway, Vespids appear designed around getting into and out of melee, not about winning while they're there.
I dont think anyone would suggest they are melee units. I prefaced eevrything by saying Tau dont HAVE anything like that. Even kroot are hilariouly overpowered most of the time (though like many things, this absolutely does NOT mean they aren't worth taking). Automatically Appended Next Post: Vineheart01 wrote:Now, that would be awesome if for instance they were unusually durable in melee, so that their job is literally tie everything up but odds are wont do much damage. Hit and run with init6 means at the end of the opponent's phase they almost guaranteed walk out of the combat so your army can shoot the guys they were attacking, then recharge in. Ultimate middle finger to melee units, especially the fast ones which are our main problems.
But if they try to tie up any of those units, they either wont have their armor or will get slammed with weight of dice. So they still cant tie up anything that matters for squat.
Weight of dice assumes the weight is alive after being shot, does it not?
Just because you starte with an army doesnt mean the whol thing can or should be brought to bear. But objectively, the 5 point premium comes with a ton o benefits. Automatically Appended Next Post: CKO wrote:Kenpachi walks in, will someone take a look at a certain signature system, and verify that you can get stubborn.
So, hypothectically if you charge with stubborn after the vespid unit, the commander, and other units using coordinated firepower to share markerlights than charge do enough damage with the shooting that they cant be killed in one phase than use hit run during there turn you have something that is really good, there are most likely flaws but I am not thinking about that now.
One fun thing I did in order to use my Stingwings, was having a Commander Deep Strike with them. 12 Stingwings that you can't just shoot up? Pretty fun. Onager gauntlet in the unit? Also fun. Hit and run on the unit on init 5.... You guessed it. Pretty fun.
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This message was edited 2 times. Last update was at 2016/02/22 03:13:02
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2016/02/22 03:40:56
Subject: For the greater good! Tau 7th edition tactica.
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Loyal Necron Lychguard
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Necron player here, thinking about adding in some Tau with the express purpose of getting Stormsurges (since Necrons don't really have a decent LoW option).
How are Stormsurges without Markerlight support? I was thinking of just putting in the Heavy Retribution Cadre alongside some Wraiths and stuff and calling it a day, but then I can't activate the D guns or get BS4.
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![[Post New]](/s/i/i.gif) 2016/02/22 03:48:03
Subject: For the greater good! Tau 7th edition tactica.
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Requizen wrote:Necron player here, thinking about adding in some Tau with the express purpose of getting Stormsurges (since Necrons don't really have a decent LoW option).
How are Stormsurges without Markerlight support? I was thinking of just putting in the Heavy Retribution Cadre alongside some Wraiths and stuff and calling it a day, but then I can't activate the D guns or get BS4.
Markerlights are required to make the StormSurge good. Its Missiles only average 7 hits per turn without markerlights, and without Markerlights, you can't ue the D-Missiles AS D-Missiles. Plus the Big cannon on its shoulder is unreliable as usual for Tau Empire. so all in all, a Storm Surge is great but you need to remember that it really neds the help of the Markerlights. Not cheap. it's why its one of the few times you will see multiple Gargantuans allowed by the ITC. T6, 3+ save, expensive and truly requires the help of Markerlights, so allying it in could be expensive.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2016/02/22 04:09:05
Subject: For the greater good! Tau 7th edition tactica.
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Tunneling Trygon
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Requizen wrote:Necron player here, thinking about adding in some Tau with the express purpose of getting Stormsurges (since Necrons don't really have a decent LoW option).
How are Stormsurges without Markerlight support? I was thinking of just putting in the Heavy Retribution Cadre alongside some Wraiths and stuff and calling it a day, but then I can't activate the D guns or get BS4.
If you want to run two stormsurges (not a bad idea) just grab a FSE CAD:
Commander with drone controller
A single crisis suit
A single crisis suit
A squad of marker drones (attach commander and profit)
A stormsurge (or two, if you prefer)
Very few tax units (and really, a 27 point obsec 3+ armor save 2 wound deep striking flamer unit really is not a tax)
If you prefer to make your drones a little more durable, you can add 36 points to be able to take strike squads instead. Gives you the option to take a 2+ armor on the commander (which also makes him T5). Very worth it IMO but if you can't afford 61 points (cost with the armor) then at least you have options.
Stormsurges without markerlights are not anything special. With markerlights, they are monsters. Whatever you do, don't take that awful formation. If you want two stormsurges (and why shouldn't you?) they really should be as a single unit. Do the hunter contingent or just a simple CAD ( IMO CAD is better). Insert wraiths as counter-assault unit and profit
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![[Post New]](/s/i/i.gif) 2016/02/22 05:19:23
Subject: For the greater good! Tau 7th edition tactica.
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Yeah definitely attach the Buffmander to the Markerlight drones.
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This message was edited 1 time. Last update was at 2016/02/22 05:19:32
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2016/02/22 13:12:48
Subject: For the greater good! Tau 7th edition tactica.
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Pete Haines
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Two quick questions regarding the Skysweep Missile Defence formation (3 Skyrays, one command Devilfish).
I'm currently planning on running 3 skyrays and 2 Devilfishes (dedicated transports). If I was to run this formation, I assume I can still use the command D'fish as a transport? (ofc as part of the formation it would not be Objective secure).
2nd, the command override rule which lets all the seekers fire is completely redundant, shouldn't it have the line "at normal BS" included?! Otherwise it seems the only benefit is the 5+ cover save from shooting attacks by flyers, which even when running 3 skrays and D'fishes, seems debatable whether giving up objective secure on one transport would be worth that..
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This message was edited 1 time. Last update was at 2016/02/22 13:13:20
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![[Post New]](/s/i/i.gif) 2016/02/22 13:59:05
Subject: For the greater good! Tau 7th edition tactica.
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Unshakeable Grey Knight Land Raider Pilot
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Yes it's still a transport and yes the rule does nothing.
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![[Post New]](/s/i/i.gif) 2016/02/22 14:24:51
Subject: For the greater good! Tau 7th edition tactica.
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Assassin with Black Lotus Poison
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Jancoran wrote:
One fun thing I did in order to use my Stingwings, was having a Commander Deep Strike with them. 12 Stingwings that you can't just shoot up? Pretty fun. Onager gauntlet in the unit? Also fun. Hit and run on the unit on init 5.... You guessed it. Pretty fun.
Vespid are Initiative 6
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The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me. |
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![[Post New]](/s/i/i.gif) 2016/02/22 14:35:25
Subject: Re:For the greater good! Tau 7th edition tactica.
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Longtime Dakkanaut
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Not going to lie I'm actually kind of tempted to try out some Vespids now  . Also I wanted to inquire about what are everyone's thoughts that the FSE can actually benefit from both the standard Tau Empire signature systems and the FSE ones? Personally I'm loving it because now I have a way to actually run certain members of "The 8" without having to take the entire Formation.
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19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
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![[Post New]](/s/i/i.gif) 2016/02/22 15:18:39
Subject: For the greater good! Tau 7th edition tactica.
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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A Town Called Malus wrote: Jancoran wrote:
One fun thing I did in order to use my Stingwings, was having a Commander Deep Strike with them. 12 Stingwings that you can't just shoot up? Pretty fun. Onager gauntlet in the unit? Also fun. Hit and run on the unit on init 5.... You guessed it. Pretty fun.
Vespid are Initiative 6
well they only fail on a 6 but you're right: 6, not 5.
Also they are Fleet which I had forgotten, which helps them move and run to an objective or to DS and spread out etc...
Incidentally, This also dovetails well with the Ethereal ability Zephyrs Grace.
Either way, they are much better than people say and I've gotten wins against some well known opponents with them in my force. I think, like I said, economics more than reality plays a part here. People simply want the other toys first. Automatically Appended Next Post: Okay so pursuant to my last post here imagine this:
Step 1: Deep Strike Stingwings in. They auto-pass Difficult Terrain Tests because: Move through cover.
Step 2: Disembark or make sure Etheral ends up within 12" of that drop zone.
Step 3: Saturate target with Markerlights.
Step 4: RUN the Stingwings into a circular formation to nullify blasts from being effective.
Step 5: Use Zephyr's Grace to allow the running Stingwings to fire even though they have circled up, using Markerlight support.
Step 6: Admire the remnants of a once proud unit whose lives you have extinguished while leaving yourself in excellent position afterwards.
Step 7: Repeat.
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This message was edited 3 times. Last update was at 2016/02/22 15:28:13
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2016/02/22 15:58:13
Subject: Re:For the greater good! Tau 7th edition tactica.
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Shas'la with Pulse Carbine
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I was annihilated last week by an eldar player and need some advice.
It was a Damocles campaign mission. I was deployed near the center of the table. He was along the short edge. I deployed first, he went first. In the scenario, I got up to 200 pts of free fortifications, so I grabbed an aegis line and ammo dump.
I had 4 units of strike teams radiating out from 2" of ammo dump, behind the aegis line. Mixed in were 2 units of pathfinders and a stealth drone team. Wanted everyone to get the benefit of the ammo dump. Also had an ethereal there and a riptide.
Rest of my army was in DS reserve.
All of his units was in DSR. As per the scenario rules, his reserves could auto come in turn 2.
(also, the campaign allowed the eldar player, who was actually supposed to be an imperium player to take 3 transports as a ruse. They had to be deployed on the field in his 6 inch deployment zone - eldar trickery was used as a reason for him having 3 razorbacks with TL Las. He was late to join the campaign)
Turn 1
His 3 razor backs did nothing. My Riptide failed nova and took a wound. got hot on his IA attack. Marker lights and FW Strike teams out of range.
Turn 2.
He deep strikes in 2 units of 3 bikes with Shuriken Cannons. As well as 5 Wraithguard with D-scythe w/ a succubus that had a webway portal and a raider with 5 more scytheguard.
No one scatters. he lands them on opposite sides of my troop array. Kills everyone with his 2 units. My riptide interceptor killed one scythe.
Turn 3
My Optimized Stealth formation walks on. My Farsight/crisis/buffmander/marker drone bomb deepstikes in. my sky ray comes on. Kill all his rhinos. I want to stay the hell away from that nightmare in the middle of the table. My sky ray pops his raider with a seeker missile. So that team was now footslogging. He doesn't do anything
Turn 4
4 He deep strikes in, with no scatter, Falcon squad that has the cloud strike rule. out pours 3 dire avenger squads with Autarch - part of the avenger shrine. Also 2 venom? arrived with 5 kabalite warriors. 51 shots later my bomb is all but dead as my buffmander slinks off with 1 wound. 1 of my stealth teams is killed.
I conceeded turn 5 with my ghost keel and skyray left.
Thinking back, the only thing that i feel like i could have done was to not have bunkered down in behind terrain and my aegis line and to have spread everyone out so that he'd only kill 1 unit at a time with his scythes. but then i'd have no ethereal support or ammo dump support.
Maybe a different, less fluffy list with more interceptor? I ran 2 CADs and the OStealth formation.
Your thoughts?
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Knights / Assassins 800 |
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![[Post New]](/s/i/i.gif) 2016/02/22 16:09:34
Subject: For the greater good! Tau 7th edition tactica.
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Well the flawless DeepStrike with Wraithguard will be bruatal at all times. If you spread out and deploy in circles, blasts and Famers are FAR less effective. This is Warhammer 101, right there so that would be the absolute first thing i'd say. Also: Flamers cant kill anything beyond their reach so i mean... i theory he might kill four?
Interceptor is a no brainer to take. Preferably on a Riptide of course. The Drone Net from the Mnt'Ka comes with Interceptor so in thery you can hit the offending unit with Markerlights, then hit them vlawlessly with a Large blast. should end their hopes and dreams pretty abruptly.
I am also of the opinion that the mission you were playing probably favored having Cadre FireBlades to assist with your shooting by the Fire Warriors. Cheap and worth it. Conider that each round he is there in say a 12 man FireWarrior squad is another 6-12 FireWarriors worth of firepower! That is pretty darn significant, plus he can tank some wounds.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2016/02/22 16:40:30
Subject: For the greater good! Tau 7th edition tactica.
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Loyal Necron Lychguard
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luke1705 wrote:Requizen wrote:Necron player here, thinking about adding in some Tau with the express purpose of getting Stormsurges (since Necrons don't really have a decent LoW option).
How are Stormsurges without Markerlight support? I was thinking of just putting in the Heavy Retribution Cadre alongside some Wraiths and stuff and calling it a day, but then I can't activate the D guns or get BS4.
If you want to run two stormsurges (not a bad idea) just grab a FSE CAD:
Commander with drone controller
A single crisis suit
A single crisis suit
A squad of marker drones (attach commander and profit)
A stormsurge (or two, if you prefer)
Very few tax units (and really, a 27 point obsec 3+ armor save 2 wound deep striking flamer unit really is not a tax)
If you prefer to make your drones a little more durable, you can add 36 points to be able to take strike squads instead. Gives you the option to take a 2+ armor on the commander (which also makes him T5). Very worth it IMO but if you can't afford 61 points (cost with the armor) then at least you have options.
Stormsurges without markerlights are not anything special. With markerlights, they are monsters. Whatever you do, don't take that awful formation. If you want two stormsurges (and why shouldn't you?) they really should be as a single unit. Do the hunter contingent or just a simple CAD ( IMO CAD is better). Insert wraiths as counter-assault unit and profit
Is one unit of Drones really enough to support it? I feel awkward with it, like, putting in too many points and I'm now running Tau with Necron Allies (boo), put in too few and I have a useless GC (also boo).
How does the Riptide Wing work as a standalone next to Necrons? I can run that with a few Wraith units, they bring some pretty good shooting to go with the durability of Crons. Or do they want support too?
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