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Babar_babar wrote: Well actually Centurions are a great target for the Super ION as it has great AP and minimun 4 damage
IMagine the level of consternation when they gotta lift three or four centurions off the board. oofta.
I can't wait for the nerf Tau rage to begin
8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves 4000 Kel'shan Ta'u "He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams
After getting the Greater Good, I have decided to adjust my close-combat Tau list as follows:
Switch from Tau Sept to Custom Sept Ds'rt, using hybrid weapons and stabilization systems (+ range on assault weapons and battlesuits move/shoot without heavy penalty)
Swap Darkstrider for Hover Drone Ethereal
Drop Target locks on Ghostkeels
Use points from that and chapter approved to get flamer crisis suits and 4 more drones.
This gives me the following list:
Spoiler:
Battalion Shadowsun, Dispersed Fusion
Ethereal on Drone
Crisis Team, 2 Flamers, ATS each
Crisis Team, 2 plasma, MP each
I really like the board control my list gives me, and I am trying to avoid getting too many new models. (besides new Shadowsun, just put her together today, and she is quite nice) Unfortunately I do not have much to use the cool new prototypes with, I could go with the ghostkeel anti-deepstrike one, or give my plasma suits the targeting gyros for re-rolls. I do have an ion riptide, but would have to go in a very different direction to fit it in my list, and I like the close combat theme with breachers, stealth suits, and now flamer crisis suits.
The problem with that is... for making the unit usable ... they put out a weapon that uses a relic slot. Just like the two shoot hammerhead railgun.
Those changes should have been baseline for those units to make them actually competent. Pathfinders should have speciall assault markerights baseline.
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
I think i found a way to kill the Broviathan Unkillable Dreadnought.
Needs a few things.
Marker lights for enough for 5 for +1
Stromsurge with Protoype Weaponry ANnihilation Warhead
A Character preferably like Darkstrider or Fireblade to throw EMP Grenade.
Optional if needed: Suicide Coldstar with 4 Fusion
Optional if Needed: Orbital Ion Beam Stratagem
So make sure you deploy your anchors at start of shooting phase. For +1
Shoot Markerlights to get 5 on the Leviathan for +1, use uplink markerlight strat if needed.
Now our Stormsurge has +2 hit with reroll 1s, so you shouldn't miss with any of the 4 missiles.
Put all 4 missiles into the Leviathan for 12 mortals
Use the EMP Grenade for D3 mortals (possibly having to use CP or Puretude 1/game reroll for damage to finish him off).
If he is still alive, send in the Fusion Coldstar.
You have to kill him all in 1 Turn or his ass is going to heal back up and you wont be able to get him.
Also, have to clear any surrounding Intercessor/Drones screeners with the rest of your army, likely riptides/commanders.
Make sure to take Kingslayer. Thoughts?
10000+
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8500+
3000+
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3500+ IK Plus 1x Warhound, Reaver, Warlord Titans
I think Kingslayer is getting 86'd by all accounts and that you're underestimating the durability of the list. I don't think your plan, which has a lot of moving parts and requires your stormsurge to stay in LOS for a turn, is likely to do what it intends in the timeframe allotted.
The fusion coldstar is unlikely to do any damage, given the invuln, damage reduction, FNP, and cogitated martyrdom. I doubt your stormsurge survives the round to fire with anchors deployed. I think the character you're trying to emp grenade with will get picked off by eliminators or by stalker bolt rifles with the sniper strat. But by all means, give it a spin and tell me how it goes.
This message was edited 2 times. Last update was at 2020/02/19 03:26:12
Stormsurge doesn't benefit from anchors until the turn after he deploys them, so your plan falls apart right there unless you're lucky enough not to roll any 2's to hit. And if you go 2nd against that list, bye bye Stormsurge
My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 21 | Current main painting project: Warhammer 40k Leviathan set
Mad Doc Grotsnik wrote: You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
BoomWolf wrote: Hardly efficient though.the eight are fluffy, but have nonsense equipment.
Yeah. So frustrating. Their weaponry is just such a mess of mismatched roles which results in them not being good at anything.
Like, I think Torchstar is a great name for a commander and I like her limited fluff of being a deserter who brought her cadre to the Enclaves (including some of the newer weapon systems which had been developed in the main empire in the years since the split). But putting flamers on a BS2+ model? And those are just base flamers, not even Vior'las signature flamer? Such a waste.
This message was edited 1 time. Last update was at 2020/02/19 14:03:44
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.
ZergSmasher wrote: Stormsurge doesn't benefit from anchors until the turn after he deploys them, so your plan falls apart right there unless you're lucky enough not to roll any 2's to hit. And if you go 2nd against that list, bye bye Stormsurge
Yeah. I guess deploy and hope for T2 and hope he lives. You can get him a 6+ FNP but might be right.
New plan. just wait for April FAQ to nerf it. XD
10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans
ZergSmasher wrote: Stormsurge doesn't benefit from anchors until the turn after he deploys them, so your plan falls apart right there unless you're lucky enough not to roll any 2's to hit. And if you go 2nd against that list, bye bye Stormsurge
Yeah. I guess deploy and hope for T2 and hope he lives. You can get him a 6+ FNP but might be right.
New plan. just wait for April FAQ to nerf it. XD
3 stormsurges would do it easiest. You wouldn't even need the relic. They might down one t1 but t2 you would still be firing 3. I've been using a devilfish full of breaches and darkstrider as a decent distraction from my stirmsure atm. Seems to work well as with new strategies they're almost dangerous!
I got my own copy of the PA:GG book tonight, and I was reading through it. A question; it IS only FSE that can take 2 commanders per detachment? There haven't been modifications elsewhere that increase the limit for other Septs?
'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
carldooley wrote: I got my own copy of the PA:GG book tonight, and I was reading through it. A question; it IS only FSE that can take 2 commanders per detachment? There haven't been modifications elsewhere that increase the limit for other Septs?
Correct. The specific amendment to the matched play rule is only found in the Farsight Enclave section of the book, therefore it only applies to detachments of that sept.
how are Tau countering the psychic shenanigans from Grey Knights
they can literally drop a single character anywere with in 3" of your line, and then target any unit they want within 7" and drop 10+ mortal wounds on a single unit (or character) from psychic stuff, not to mention 20-30 wounds just from smite alone which is 12" range (but is 24" range if unit is within 6" of a captain )
Gunrunner1775 wrote: how are Tau countering the psychic shenanigans from Grey Knights
they can literally drop a single character anywere with in 3" of your line, and then target any unit they want within 7" and drop 10+ mortal wounds on a single unit (or character) from psychic stuff, not to mention 20-30 wounds just from smite alone which is 12" range (but is 24" range if unit is within 6" of a captain )
You just need more screening, 3 or 4 units of kroot or even breachers works well against psychic and deepstrike. The ghotkeel prototype system is also a solid choice. They're not able to do all things at once so you're either getting 2 w smite or always in cover/-1 to hit. Also they take a while to all get across the board an they don't have great range with their weapons so you can castle on the backline and unlike all other marines they don't have loads of AP.
What do people think about using the Eight? I've thought about bringing the Eight along with two battalions full of breachers and fire warriors and then make a big squad of crisis suits, it could work. But there may be better options out there.
Quick question. In FSE lists is it best to take 1 quad Fusion Coldstar & then 2 x triple burst cannon or triple missile Coldstars with ATS to hop around objectives pushing infantry off them? 3 quad Fusion Coldstars feels overkill and too much of a suicidal play with them. Like Crisis suits Coldstars are vulnerable and surely need to survive more than a turn or two in order for FSE to win?
I would say it really depends on the rest of your list and what your meta is like. Since any of the coldstar builds are pretty good at what they do, and are fairly interchangeable in terms of points, you can probably use them to fill in at the end of your list depending on what you need more. If you have plenty of anti-infantry, fusions are good, if you have solid anti-tank and need infantry clearing, burst/mp/ats are good.
I do not do farsight, but my stealth/breacher list probably has similar goals of close in fighting and board control, and I went with a fusion coldstar since my firewarriors, breachers, etc tend to offer good amounts of infantry killing, and for a long time my meta was thick with imperial knights (one tournament all of my games were vs. knights. It was exhausing even though I tended to push them around). One think I do find with him is that 18 inches is long enough range for him to hide behind my ghostkeels or mass breachers much of the time, so he survives pretty well.
Can we use the new Stratagem, 'Promising Pupil' to give named characters a different Warlord Trait. For instance, if I make my Fireblade my warlord, can I give Longstrike 'Through Unity, Devestation' instead because it wasn't my 'initial' warlord selection?
'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
carldooley wrote: Can we use the new Stratagem, 'Promising Pupil' to give named characters a different Warlord Trait. For instance, if I make my Fireblade my warlord, can I give Longstrike 'Through Unity, Devestation' instead because it wasn't my 'initial' warlord selection?
No. You can use it to activate his innate WLT, but cannot give him a different one.