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![[Post New]](/s/i/i.gif) 2016/02/26 14:54:14
Subject: Re:For the greater good! Tau 7th edition tactica.
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Longtime Dakkanaut
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Fairly unlikely behaviour, given there's better reasons to nova charge for, that it's unusual to nova every turn, and that you have to do it the turn before: But sure, you can kill a small number of troops that way. Say... about one tactical marine on average. 2 or 3 if you have intercepting markerlights.
and ignoring cover & LOS?
AP5.
I'm not sure why anyone is particularly convinced ignoring line of sight with a longer ranged burst cannon is amazing in the first place, frankly.
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![[Post New]](/s/i/i.gif) 2016/02/26 15:01:02
Subject: Re:For the greater good! Tau 7th edition tactica.
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Trustworthy Shas'vre
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changemod wrote:AP5.
I'm not sure why anyone is particularly convinced ignoring line of sight with a longer ranged burst cannon is amazing in the first place, frankly.
anything that needs that cover is going to die to AP5. Genestealers-EQ? it allows us a defensive curtain around our riptides, and remember our opponents want them in combat; then they cannot shoot.
and 4 shots almost certainly won't kill the squad. but it might force a Morale check. and that is more than enough.
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This message was edited 2 times. Last update was at 2016/02/26 15:02:42
'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
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![[Post New]](/s/i/i.gif) 2016/02/26 15:09:17
Subject: Re:For the greater good! Tau 7th edition tactica.
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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changemod wrote: Kanluwen wrote:SMS with EWO is friggin' obnoxious as all get out to deal with, and is one of my biggest beefs with Tau.
It's four S5 shots. That's killing basically nothing.
It's four S5 shots that are twin-linked, Ignore Cover, and ignores the basic LOS requirements of a shooting attack.
It's also the basic secondary weapon system on Broadsides and Riptides, with no points investiture required.
You can pretend that "four S5 shots" isn't a big deal, but S5 is nothing to sneeze at when we're talking about a four shot weapon which Ignores Cover and LOS.
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![[Post New]](/s/i/i.gif) 2016/02/26 15:16:40
Subject: Re:For the greater good! Tau 7th edition tactica.
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Longtime Dakkanaut
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changemod wrote:
Fairly unlikely behaviour, given there's better reasons to nova charge for, that it's unusual to nova every turn, and that you have to do it the turn before: But sure, you can kill a small number of troops that way. Say... about one tactical marine on average. 2 or 3 if you have intercepting markerlights.
and ignoring cover & LOS?
AP5.
I'm not sure why anyone is particularly convinced ignoring line of sight with a longer ranged burst cannon is amazing in the first place, frankly.
What better reasons are there to Nova Charge for than doubling the shots of an already powerful weapon that is fully self sufficient? If your Riptide isn't being actively hunted, you don't need the 3+ invulnerable save. If your Riptide isn't in charge proximity to enemy units or needed to grab an objective, you don't need the 4D6 Jetpack. If your Riptide isn't erroneously trying to shoot at a Land Raider with an Ion Accelerator or using the Heavy Burst Cannon, you don't need the buff to the primary weapon. Ripple Fire on a Twin-Linked Smart Missile System is useful in almost any scenario imaginable, especially when Intercepting.
I don't think you understand the value of Ignores Cover, even on AP5 weapons. You're denying units like Ravening Bikers their 2+ re-rollable Jink save. You're denying those new Genestealer Cult models any possible saving throw. You're denying light skimmers the ability to claim a cover save. You're denying Objective Secured Scouts camping on an objective from getting their 2+ cover saves. The mass of Strength 5 wounds forced by Smart Missile Systems, especially as they ignore line of sight and can thus pick off units or models that would otherwise be safe hiding in ruins, will do the rest of the work even against medium armored units. Being able to ignore line of sight means you can kill that tiny unit hiding on an objective behind line of sight blocking terrain that a Tau army would otherwise have to actively move towards to kill. It also gives you free reign to deal with oncoming reserves that try to use terrain to hide and then pop out to do their work in a subsequent turn. Players that hide their light skimmers in the early turns will find that there is no safe place to be had from the Smart Missiles.
Seriously, I can't believe we are even having this discussion. Smart Missiles are widely regarded as one of the most useful weapons in the game for numerous reasons, especially because they are so cheaply accessed throughout the army. For the Riptide specifically, they best supplement its long to medium ranged light tank-hunting and squad killing capabilities while also giving it an avenue to shoot at something that would otherwise be able to advance unmolested, they gain the most benefit from Ripple Fire and don't require the Riptide to be dangerously close to enemies so as to get the full effect out of the guns (12" for plasma, 9" for fusion). Besides, unless you are specifically fighting 2+ armored units or AV12+ tanks (the former is handled by the Ion Accelerator, the latter by the Heavy Burst Cannon) the Smart Missiles do the most damage over the course of a game compared to the other two guns against the widest range of targets; Smart Missiles excel at killing infantry, pinging wounds off of monstrous creatures and destroying light skimmers. Plasma Rifles only kill elite models more efficiently, and Fusion Blasters are only better when attacking heavy vehicles.
Long story short, always take Smart Missiles on your Riptides. It is far and away the best option overall. Also, anyone trying to undersell how great Smart Missiles are has probably never played against a cover-reliant army like Ravenwing, Tyranids, Dark Eldar, Orks, even Adeptus Mechanicum (Smart Missiles tear up anything from those two codices that aren't Onagers or Kastelans). But please, try to enlighten us - and the tournament scene - as to why Smart Missiles aren't that impressive.Try your best.
Also, this argument reeks of the dummies that said "the Cluster Fire Rockets are crap because they are only S5 AP5".
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This message was edited 1 time. Last update was at 2016/02/26 15:17:37
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![[Post New]](/s/i/i.gif) 2016/02/26 15:46:18
Subject: For the greater good! Tau 7th edition tactica.
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Unshakeable Grey Knight Land Raider Pilot
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Who takes SMS when you can take plasma for +0 points?
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![[Post New]](/s/i/i.gif) 2016/02/26 17:05:20
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 i never understood the hate for SMS ignoring line of sight. There isnt a single thing in our codex that can abuse that because every unit that has SMS has another far more powerful/important gun that DOESNT have ignore line of sight bonuses.
Aside from the Skyray after he fires off his seekers, ive never used the indirect shooting for SMS. Stormsurge sees over everything anyway.
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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) 2016/02/26 18:03:37
Subject: For the greater good! Tau 7th edition tactica.
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Shas'ui with Bonding Knife
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Hmmm so numerous times people have talked about ripple fire and intercept...
i am like 95% sure that is not a thing.. and it states its during your shooting phase only. Let me know if i am wrong, don't have my book on me at the moment.
But yeah otherwise I think i covered all the use cases for each secondary weapon pretty well like a page or two ago
Bottom line.. there is no "best" way to load out anything because it 100% depends on who you are playing and if you try and bring an all comers list, totally depends on what else you have.
For me personally, my lists have a lot of ap2 and high str weapons already, so loading out a riptide with sms is actually very nice. It gives me that extra ROF which is something people ignore but is a huge factor in a game of random dice.
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![[Post New]](/s/i/i.gif) 2016/02/26 18:07:40
Subject: Re:For the greater good! Tau 7th edition tactica.
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Longtime Dakkanaut
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Caederes wrote:What better reasons are there to Nova Charge for than doubling the shots of an already powerful weapon that is fully self sufficient? If your Riptide isn't being actively hunted, you don't need the 3+ invulnerable save. If your Riptide isn't in charge proximity to enemy units or needed to grab an objective, you don't need the 4D6 Jetpack. If your Riptide isn't erroneously trying to shoot at a Land Raider with an Ion Accelerator or using the Heavy Burst Cannon, you don't need the buff to the primary weapon. Ripple Fire on a Twin-Linked Smart Missile System is useful in almost any scenario imaginable, especially when Intercepting.
Generally speaking, you avoid using the nova entirely most turns. It's a reckless measure for getting out of a pinch, and dual firing a crisis suit quality weapon isn't worth it.
Certainly, I'll admit you've presented literally the only reason I've ever seen to consider using ripple fire. Still a pretty harsh reason to risk wounding yourself once per turn though, and if I had a reroll on Nova I'd normally be using that to make the HBC viable.
I don't think you understand the value of Ignores Cover, even on AP5 weapons. You're denying units like Ravening Bikers their 2+ re-rollable Jink save. You're denying those new Genestealer Cult models any possible saving throw. You're denying light skimmers the ability to claim a cover save. You're denying Objective Secured Scouts camping on an objective from getting their 2+ cover saves. The mass of Strength 5 wounds forced by Smart Missile Systems, especially as they ignore line of sight and can thus pick off units or models that would otherwise be safe hiding in ruins, will do the rest of the work even against medium armored units. Being able to ignore line of sight means you can kill that tiny unit hiding on an objective behind line of sight blocking terrain that a Tau army would otherwise have to actively move towards to kill. It also gives you free reign to deal with oncoming reserves that try to use terrain to hide and then pop out to do their work in a subsequent turn. Players that hide their light skimmers in the early turns will find that there is no safe place to be had from the Smart Missiles.
This is again, a four shot weapon (8 at risk of wounding a unit who's primary asset is durability) in an army that's entirely full of S5 AP5 spam, on units that don't have a primary weapon with an incompatable profile.
Seriously, I can't believe we are even having this discussion. Smart Missiles are widely regarded as one of the most useful weapons in the game for numerous reasons, especially because they are so cheaply accessed throughout the army. For the Riptide specifically, they best supplement its long to medium ranged light tank-hunting and squad killing capabilities while also giving it an avenue to shoot at something that would otherwise be able to advance unmolested, they gain the most benefit from Ripple Fire and don't require the Riptide to be dangerously close to enemies so as to get the full effect out of the guns (12" for plasma, 9" for fusion). Besides, unless you are specifically fighting 2+ armored units or AV12+ tanks (the former is handled by the Ion Accelerator, the latter by the Heavy Burst Cannon) the Smart Missiles do the most damage over the course of a game compared to the other two guns against the widest range of targets; Smart Missiles excel at killing infantry, pinging wounds off of monstrous creatures and destroying light skimmers. Plasma Rifles only kill elite models more efficiently, and Fusion Blasters are only better when attacking heavy vehicles.
You have a S8 AP2 pie plate or 12 S6 rending shots, and your primary targets aren't elite units?
I have a million burst cannons and high yeild missile pods to handle squads and light tanks.
You know why Smart Missiles are the worst riptide weapon option? Because playing a Tau army is about building synergies between units, having redundant specialists to efficiently overkill their preferred targets. A Riptide does not operate in a vacuum, and the ability to harrass things without it's main gun is a trivial trade off.
Long story short, always take Smart Missiles on your Riptides. It is far and away the best option overall. Also, anyone trying to undersell how great Smart Missiles are has probably never played against a cover-reliant army like Ravenwing, Tyranids, Dark Eldar, Orks, even Adeptus Mechanicum (Smart Missiles tear up anything from those two codices that aren't Onagers or Kastelans). But please, try to enlighten us - and the tournament scene - as to why Smart Missiles aren't that impressive.Try your best.
Also, this argument reeks of the dummies that said "the Cluster Fire Rockets are crap because they are only S5 AP5".
Your passion for writing a huge wall of text to defend this aside, your only real arguments have been a questionably valuable interception trick and that hordes don't like weapons with burst cannon profiles.
Incidentally, the rerollable 2+ cover trick?
Shoot the darkshroud first. It's an even more obvious case of a buffing unit painting a gigantic target on itself than synapse creatures.
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![[Post New]](/s/i/i.gif) 2016/02/26 20:15:50
Subject: For the greater good! Tau 7th edition tactica.
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Water-Caste Negotiator
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Grizzyzz wrote:Hmmm so numerous times people have talked about ripple fire and intercept...
i am like 95% sure that is not a thing.. and it states its during your shooting phase only. Let me know if i am wrong, don't have my book on me at the moment.
Nova reactor bonuses apply until the start of your next movement phase. So as long as you've NOVA charged the turn before, you can ripple fire in your opponent's movement phase with interceptor. You obviously can't try to activate the NOVA reactor in your opponent's turn.
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![[Post New]](/s/i/i.gif) 2016/02/26 21:18:28
Subject: For the greater good! Tau 7th edition tactica.
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Shas'ui with Bonding Knife
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Asura Varuna wrote: Grizzyzz wrote:Hmmm so numerous times people have talked about ripple fire and intercept...
i am like 95% sure that is not a thing.. and it states its during your shooting phase only. Let me know if i am wrong, don't have my book on me at the moment.
Nova reactor bonuses apply until the start of your next movement phase. So as long as you've NOVA charged the turn before, you can ripple fire in your opponent's movement phase with interceptor. You obviously can't try to activate the NOVA reactor in your opponent's turn.
Initially I thought that was the case, but I think under ripple fire it specifically states during your "shooting phase".
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![[Post New]](/s/i/i.gif) 2016/02/26 21:56:50
Subject: For the greater good! Tau 7th edition tactica.
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Grizzyzz wrote:Asura Varuna wrote: Grizzyzz wrote:Hmmm so numerous times people have talked about ripple fire and intercept...
i am like 95% sure that is not a thing.. and it states its during your shooting phase only. Let me know if i am wrong, don't have my book on me at the moment.
Nova reactor bonuses apply until the start of your next movement phase. So as long as you've NOVA charged the turn before, you can ripple fire in your opponent's movement phase with interceptor. You obviously can't try to activate the NOVA reactor in your opponent's turn.
Initially I thought that was the case, but I think under ripple fire it specifically states during your "shooting phase".
There's no specifics regarding Ripple Fire.
It simply states:
The Riptide Shas'vre can fire its twin-linked fusion blaster, its twin-linked plasma rifle, or its twin-linked smart missile system twice this turn. Even though these weapons are fired twice, each still only counts as firing one weapon.
Since it applies until your next Movement phase, the argument could easily be made that it would still be active during a turn of firing as Interceptor.
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![[Post New]](/s/i/i.gif) 2016/02/26 23:24:51
Subject: For the greater good! Tau 7th edition tactica.
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Shas'ui with Bonding Knife
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Kanluwen wrote:
It simply states:
The Riptide Shas'vre can fire its twin-linked fusion blaster, its twin-linked plasma rifle, or its twin-linked smart missile system twice this turn. Even though these weapons are fired twice, each still only counts as firing one weapon.
Indeed... twice THIS TURN
a Turn unless specified is defined as a player turn in the BRB. Therefore as much as we all want it too... the ripple fire only happens during your shooting phase.
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This message was edited 2 times. Last update was at 2016/02/26 23:26:52
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![[Post New]](/s/i/i.gif) 2016/02/26 23:37:00
Subject: For the greater good! Tau 7th edition tactica.
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Grizzyzz wrote: Kanluwen wrote:
It simply states:
The Riptide Shas'vre can fire its twin-linked fusion blaster, its twin-linked plasma rifle, or its twin-linked smart missile system twice this turn. Even though these weapons are fired twice, each still only counts as firing one weapon.
Indeed... twice THIS TURN
a Turn unless specified is defined as a player turn in the BRB. Therefore as much as we all want it too... the ripple fire only happens during your shooting phase.
Unfortunately, Nova Reactor supercedes that. Because of the fact that Nova Reactor is active until your next Movement Phase, Ripple Fire can certainly be used twice in a row.
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![[Post New]](/s/i/i.gif) 2016/02/26 23:47:57
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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really dont think it overrides the BRB when it says "this turn" on that specific nova charge effect. Nova lasts until the next movement phase because some of his effects would be absolutely pointless if it didnt linger (3++).
Also note that the main weapon nova charge profile doesnt specify "this turn" while ripple fire does.
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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) 2016/02/27 00:58:26
Subject: For the greater good! Tau 7th edition tactica.
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Longtime Dakkanaut
Moscow, Russia
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Plasma is actually mathematically inferior to, or insignificantly different from, both of the other secondary weapons options against most targets except within 12" (or, in comparison with the fusion blaster, within 18"-24").
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This message was edited 1 time. Last update was at 2016/02/27 00:59:42
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![[Post New]](/s/i/i.gif) 2016/02/27 14:11:33
Subject: For the greater good! Tau 7th edition tactica.
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Longtime Dakkanaut
Moscow, Russia
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Against MEQ for instance the SMS does 0.667 wounds, while the PR does 0.625. Against T6 3+ the SMS does 0.333 vs. the PR's 0.375 -- very close to each other.
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![[Post New]](/s/i/i.gif) 2016/02/29 12:41:52
Subject: For the greater good! Tau 7th edition tactica.
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Shas'ui with Bonding Knife
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So I had some crazy ideas with the new Space Wolf formations that are coming out.. specifically the furrtide formation..
If you take a full sized formation you have: 5x 15 dogs + Cyber wolf. That gives you 75 models on terminator bases for 650 points. (Probably don't even need the full amount). But essentially the formation lets all five units join together similar to the greentide.
So my thoughts.. I realize for space marines you can get some absolutely obnoxious combinations, however, what does this do for the greater good?
Wouldn't it be nice to bubble wrap your entire army from turn 1 assault (now that Tyranids can do it too); Have a melee threat outside of a couple select models (note models not units..).
So here is what i am thinking.. ~50 dogs is ~500pts..
2000 pts:
Furrtide:
50 Muts, cyber muts
FSE CAD:
Fusion blade buffmander
3x3 Crisis, plasma/fusion
3x1 Tetras
Riptide Wing:
2x1 IA, SMS, EWO, Stim
1x1 HBC, Plasma, VT, Stim
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![[Post New]](/s/i/i.gif) 2016/02/29 15:10:04
Subject: For the greater good! Tau 7th edition tactica.
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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Cry havoc, and release the dogs of war!
SJ
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“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
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![[Post New]](/s/i/i.gif) 2016/02/29 15:19:43
Subject: For the greater good! Tau 7th edition tactica.
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Shas'ui with Bonding Knife
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I think as it stands, kroot are the cheapest bubble wrap option (points wise ~4 pts a model i think?), but the wolves come out ~8 points a model and i think they are worth twice the cost in terms of stats and formation bonuses.
You wouldn't "have" to join them into one giant unit either.. if there is no reason too, you could run them as 5 units just to help claim objectives.
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![[Post New]](/s/i/i.gif) 2016/02/29 16:01:27
Subject: For the greater good! Tau 7th edition tactica.
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Towering Hierophant Bio-Titan
UK
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Grizzyzz wrote:So I had some crazy ideas with the new Space Wolf formations that are coming out.. specifically the furrtide formation..
If you take a full sized formation you have: 5x 15 dogs + Cyber wolf. That gives you 75 models on terminator bases for 650 points. (Probably don't even need the full amount). But essentially the formation lets all five units join together similar to the greentide.
I mean its not a bad idea! How durable / hitty / fast are they?
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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. |
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![[Post New]](/s/i/i.gif) 2016/02/29 16:09:45
Subject: For the greater good! Tau 7th edition tactica.
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Shas'ui with Bonding Knife
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Razerous wrote: Grizzyzz wrote:So I had some crazy ideas with the new Space Wolf formations that are coming out.. specifically the furrtide formation..
If you take a full sized formation you have: 5x 15 dogs + Cyber wolf. That gives you 75 models on terminator bases for 650 points. (Probably don't even need the full amount). But essentially the formation lets all five units join together similar to the greentide.
I mean its not a bad idea! How durable / hitty / fast are they?
I need to double check the stats with my friend who actually has all the books.
But from what i do know, or would assume they are T4, they do move 12" and have some other rules.. The cyber wolves essentially have power fists i am pretty sure. I think they may also be beasts which gains them some special rules such as "ignore terrain" i think.
One of the bonuses of the formation i only know from BoLs which is 20+ models and they gain +1 attack and monster hunter, but I am assuming they have other tier bonuses as well. Automatically Appended Next Post: I could also see some rather neat conversions as well...
Such as using kroot shapers on drones or their own dogs as "jump pack librarians", and running a librarious conclave with it. I only say this because of the absurd combinations that can ensue from this.
hammerhand.. invisibility.. giving stealth or shrouded.. amongst other chapter tactic bonuses. Automatically Appended Next Post: Razerous wrote: I mean its not a bad idea! How durable / hitty / fast are they?
My friend got back to me. ws5 bs0 s4 t4 w1 A2 I4 L8 av -
They are beasts which gives them ignore terrain and what not, and have some other rule that i can't remember now.
The no armor save thing is kinda meh though, i mean Kroot practically don't have a save anyway and our T3.
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This message was edited 3 times. Last update was at 2016/02/29 18:19:46
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![[Post New]](/s/i/i.gif) 2016/02/29 19:02:09
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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Tried out the ghostwing again and they performed dramatically better this time. Went against admech/skittari. The ghostkeels themselves didnt do a TON but they did clean up on some 4+ armor dorks footslogging up the field. That stealth bubble though saved my bacon. Throughout the game i dont know how many 3s i rolled on a normally 4+ cover save. Would have lost my pathfinders and the devilfish transporting my breachers by turn2 at the latest if i didnt have that stealth bubble. Ironically this guy is the only friend i have that has issues with the ghostkeels in general. Cause hes the only one that insists on killing them lol. After 3 turns of trying to kill my pathfinders, commander squad, and the 2+ jinking devilfish he decided to try and get rid of the stealth bubble...w/o assault so that completely worked in his favor *cough*. Did kill 1 of them, but he needed to kill 2 of them.
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This message was edited 1 time. Last update was at 2016/02/29 19:04:14
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) 2016/02/29 19:14:48
Subject: For the greater good! Tau 7th edition tactica.
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Shas'ui with Bonding Knife
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Vineheart01 wrote:Tried out the ghostwing again and they performed dramatically better this time.
Went against admech/skittari. The ghostkeels themselves didnt do a TON but they did clean up on some 4+ armor dorks footslogging up the field. That stealth bubble though saved my bacon. Throughout the game i dont know how many 3s i rolled on a normally 4+ cover save. Would have lost my pathfinders and the devilfish transporting my breachers by turn2 at the latest if i didnt have that stealth bubble.
Ironically this guy is the only friend i have that has issues with the ghostkeels in general. Cause hes the only one that insists on killing them lol. After 3 turns of trying to kill my pathfinders, commander squad, and the 2+ jinking devilfish he decided to try and get rid of the stealth bubble...w/o assault so that completely worked in his favor *cough*. Did kill 1 of them, but he needed to kill 2 of them.
Yeah i am not surprised he has issues with the Ghostkeel. Admech and any other 4+ majority save have trouble with them. IG for example.. pretty much everything they can field can be killed by a ghostkeel with ease. Everything outside of super heavies, but even those can be damaged lol.
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![[Post New]](/s/i/i.gif) 2016/02/29 19:16:30
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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He normally uses Necrons. Same problem lol. He actually prefers i use the riptides, which is just hilarious to think about.
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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) 2016/02/29 19:38:05
Subject: For the greater good! Tau 7th edition tactica.
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Trustworthy Shas'vre
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nvm
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This message was edited 1 time. Last update was at 2016/02/29 19:44:20
'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
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![[Post New]](/s/i/i.gif) 2016/02/29 19:43:47
Subject: For the greater good! Tau 7th edition tactica.
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Shas'ui with Bonding Knife
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carldooley wrote:A question about the Bonding Knife Ritual: are drones a legal target for them now? or just the non drone models in the unit?
Drones do not need to purchase BKR and thus will not benefit from the rule if they are a unit of entirely drone models. Automatically Appended Next Post: Vineheart01 wrote:He normally uses Necrons. Same problem lol. He actually prefers i use the riptides, which is just hilarious to think about.
Idk about your riptides but my IA always gets hot.. or scatters by 12"
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This message was edited 1 time. Last update was at 2016/02/29 20:00:16
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![[Post New]](/s/i/i.gif) 2016/02/29 21:10:54
Subject: Re:For the greater good! Tau 7th edition tactica.
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Purposeful Hammerhead Pilot
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ITC results are in.
Looks like Piranha Wing lost both votes (immobilized count as destroyed as well as destroyed models are not replaced)
Ghostkeel's were not nerfed which is very nice.
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![[Post New]](/s/i/i.gif) 2016/02/29 21:27:26
Subject: Re:For the greater good! Tau 7th edition tactica.
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Shas'ui with Bonding Knife
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notredameguy10 wrote:ITC results are in.
Looks like Piranha Wing lost both votes (immobilized count as destroyed as well as destroyed models are not replaced)
Ghostkeel's were not nerfed which is very nice.
Glad to see the ghostkeel got a little love here.. Sad that the pirahna will be lost to the wind again. Did this rule not come from an older apoc formation where it specified that lost pirahna also return?
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![[Post New]](/s/i/i.gif) 2016/02/29 21:35:41
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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My riptide is a total flop every 3rd game it seems. 1-2 games it does really well, even without markers, then i get that one game where even if i boost it to BS8 because i landed far more marks than i needed and had no other plans to hit that target except the riptide i STILL flop thanks to gets hot. Had one game where he got hot 3 turns in a row, scattered 8" after my BS was factored in and hit my own crap (byebye crisis suit...), and charged a rhino only to fail with all 4 hits...to hit not to pen. He literally did nothing all game except take out my own damn suit. Part of the reason i stopped using them. That and theyre a little strong for friendly games...one in a 2k is fine i feel but i prefer the ghostkeels anyway. Bit more versatile. Course i still have 3 riptides lol. Just recently finished painting the 3rd one actually, shows how often i use all 3 if i took 2 years almost to paint the third lol. Originally had LEDs in his gun that pulsed on/off slowly, but the electronical doodads i used to do that were too bulky so i couldnt make the base not look massive. Figured since it was a very subtle effect anyway to just say screw it and clip the wires off his foot (getting 3 wires through his foot, ankle, leg, waist, torso, arm, then positioned right in the gun was not fun rofl) Now im painting a Ta'unar. About 10hrs painting so far...painting not assembling...and i got his arms and the cod-piece done lol. So damn huge...
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This message was edited 2 times. Last update was at 2016/02/29 21:40:06
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) 2016/02/29 21:43:49
Subject: For the greater good! Tau 7th edition tactica.
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Shas'ui with Bonding Knife
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Pretty much how my riptides perform, which is why i usually take 2. well did up until Montka dropped (where i only take one). I haven't actually used the riptide wing yet, but I probably will in my next game for the lolz. Hobby wise.. I have been so unmotivated to paint anything lately.. or build anything for that matter, i have 3 units of tetras i need to assemble! Automatically Appended Next Post: i have been trying to sell a ton of stuff as well.. successfully sold my Grey knights.. but my tyranids are being difficult.. Not to mention you would think selling Imperial knights would be easy.. nope =/
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This message was edited 2 times. Last update was at 2016/02/29 21:48:50
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