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Guess the idea that they were moving to "all rolls" vs. "failed" was not true.
Not surprised up gunners won't work on the high-output or long-barreled burst cannon. Just disappointed.
Also, did they really need to FAQ nerf the breachers?
Does Borkan Sept only apply to the long range profile on the pulse blast cannon then?
Personally, I figured they did that on Shadowsun on purpose. Even as stupid as it is.
This message was edited 1 time. Last update was at 2020/03/11 19:28:28
Yaktan wrote: Yeah, the FAQ ruling on breachers is very annoying. I was looking forward to actually being able to use the short range profile.
I missed that, how did breachers get nerfed? Where they good for a second and I blinked?
The trait that gave them +4" to their range was interpreted by many to mean that all the profiles get an extra 4" range, meaning that their short range would have been 9" instead of 5". GWFAQ'd that to be only the long range gets the benefit, so bye bye 9" murder guns.
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.
Yaktan wrote: Yeah, the FAQ ruling on breachers is very annoying. I was looking forward to actually being able to use the short range profile.
I missed that, how did breachers get nerfed? Where they good for a second and I blinked?
The trait that gave them +4" to their range was interpreted by many to mean that all the profiles get an extra 4" range, meaning that their short range would have been 9" instead of 5". GWFAQ'd that to be only the long range gets the benefit, so bye bye 9" murder guns.
2 Logical extensions:
1. This means that the Bork'an trait 'Superior Craftsmanship' only buffs the Stormsurge's max range Blastcannon.
2. The 'Pulse Onslaught' Stratagem's max range isn't increased if you do use Hybridised Weaponry.
OTOH, Hybridised Weaponry does essentially give 'Wall of Death' back to flamers.
'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Hi guys! I can’t decide wether I want to build commander spam or a triptide list. Do you guys think there’s a way to combine the two? Something mike this?
FSE battalion
2 coldstar - 4 missile pod
3 breacher teams with guardian drones
FSE batallion
2 enforcer - 3 CIB, ATS
3 breacher teams with guardian drones
Custom sept vanguard - hardened warheads stabilisation systems
killerpenguin wrote: Hi guys! I can’t decide wether I want to build commander spam or a triptide list. Do you guys think there’s a way to combine the two? Something mike this?
FSE battalion
2 coldstar - 4 missile pod
3 breacher teams with guardian drones
FSE batallion
2 enforcer - 3 CIB, ATS
3 breacher teams with guardian drones
Custom sept vanguard - hardened warheads stabilisation systems
Ethereal - hover drone
3 riptides - burst, missiles, ats and
+28 shield drones total
Don't forget that saviour protocols is sept locked, so your FSE drones cannot saviour protocol for those riptides. Riptides without shield drones will die pretty quickly without drone support. I've seen some success using one riptide in an FSE army, use it to take the middle and give it drone support so it can hold the middle. However, this works best with good cover to keep your drones from getting murdered.
killerpenguin wrote: Hi guys! I can’t decide wether I want to build commander spam or a triptide list. Do you guys think there’s a way to combine the two? Something mike this?
FSE battalion
2 coldstar - 4 missile pod
3 breacher teams with guardian drones
FSE batallion
2 enforcer - 3 CIB, ATS
3 breacher teams with guardian drones
Custom sept vanguard - hardened warheads stabilisation systems
Ethereal - hover drone
3 riptides - burst, missiles, ats and
+28 shield drones total
It could work but simply put the list you have presented doesn't benifit much from being FSE you would be aswell making it mono spet or mixing Custom spet and TAU sept and being careful with placement of models.
Yeah, the main issue is going to be fitting the drones into the same detachment as the riptides. Unless you just have the riptides be Farsight as well, they may not benefit as much, but if someone tries to get in close to deal with them, they will be in for a surprise, eh?
Drones only work for the Sept they are from. So custom sept drones will not protect commanders. Commanders can't be targeted if they aren't the closest model, but... as per Yaktan, if they get around that, your commanders will get murdered.
I think the tripletide is still the alpha list, if you are playing casual I'd go commanders. If you are nuts like me, I own, enough for nearly ever concievable combination. I'm now thinking about a horde of 200 fire warriors. I've done the math, its great against everything except 2+ armor and 3 or worse negatives to hit. So the lord discordant -4 to be hit, possessed bomb is crazy hard to deal with.
killerpenguin wrote: Could the dark strider have a place in breacher heavy competitive FSE lists?
Darkstrider is a Tau sept named character. He has no effect on Enclave units.
He does have an effect and its negative. Adding Darkstrider into the FSE detachment will mean the FSE units lose Aggressive Footing.The same reason we cannot use Kroot or Vespid in an FSE detachment.
This message was edited 1 time. Last update was at 2020/04/05 10:32:00
I thought Kroot and Vespids did not break Sept tenets, or is FSE an exception to this?
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.
ZergSmasher wrote: I thought Kroot and Vespids did not break Sept tenets, or is FSE an exception to this?
Its not clear whether Aggressive Footing is considered a part of the FSE sept tenet (arguments can be made in either direction using the RAW, and both have merit). In classic GW fashion the PAFAQ created a mess in the course of attempting to solve another.
Hey everyone, Friday at 6pm EST we will be doing another live streamed game on our twitch channel. This time it’ll be a rematch of the Pro Tabletop finals with Nick's Ultramarines (eerily similar to his old Iron Hands brigade) versus Richard's revamped triple Riptide build! Also, we are continuing our daily paint stream series, join us on twitch every day at 3pm EST for our paint party! Don’t miss the action!
Richard's list: (I decided on an ion tide since people are excited to see it and out of all the matchups it should perform reasonably well into marines).
Custom Sept (Stabilization Systems + Hardened Warheads)
MasteroftheBloodAngels wrote: Hey everyone, Friday at 6pm EST we will be doing another live streamed game on our twitch channel. This time it’ll be a rematch of the Pro Tabletop finals with Nick's Ultramarines (eerily similar to his old Iron Hands brigade) versus Richard's revamped triple Riptide build! Also, we are continuing our daily paint stream series, join us on twitch every day at 3pm EST for our paint party! Don’t miss the action!
Richard's list: (I decided on an ion tide since people are excited to see it and out of all the matchups it should perform reasonably well into marines).
Custom Sept (Stabilization Systems + Hardened Warheads)
Riptide, Smart missile systems, Ion Accelerator, Advanced Targeting System, Velocity Tracker, 293 (prototype weapon system, Amplified Ion Accelerator)
Nick’s list:
Ultramarine Battalion
Librarian 88 (Telepathic assault and scryers gaze), Seal of Oath, additional warlord trait master of strategy
Chaplain- jump pack 90
5 intercessors- bolt rifles 85
5 intercessors- bolt rifles 85
5 scouts- combat weapons 55
5 company vets- storm bolters, storm shields 90
5 company vets- storm bolters, storm shields 90
5 company vets- storm bolters, storm shields 90
Whirlwind Scorpius 215
Relic contemptor dread- twin las, cyclone missile, chain fist 214
Company Ancient 63, Ultramarines relic banner
3 suppressors 90
3 suppressors 90
3 suppressors 90
5 devastators- 4 grav cannons, cherub 150
Drop pod 65
Auxiliary
Bobby G 350, Warlord
Hi Richard! Love your streams, they’re very entertaining and informative. Too bad I can’t watch them live, because they start a bit late for me here in Norway. A quick question, I’ve seen you running your commanders with four missile pods, but after my calculations, they’re exactly as effective against 3+ save Vehicles and MEQ’s as 3 missile pods + ATS. A 4 MP commander will statistically do a bit more against a GEQ, but won’t kill more and a 3 MP+ATS commander on a average round of shooting. Or is there a different reason you’re running 4 MP on your commanders?
Edit* sry, I was a bit quick to read there. I thought it was Richard writing. Love all you guys work, keep it up.
This message was edited 1 time. Last update was at 2020/04/26 10:53:13
My guess would be that they are on average the same but the extra missile pod gives a higher damage potential thanks to extra shots.
Maximum amount of damage you can do with 3 MP is 18. With 4 it is 24. So in the instances you roll above average (or your opponent rolls below average for their saves) you will get more damage out of the QuadPod commander.
This message was edited 4 times. Last update was at 2020/04/26 19:31:34
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.
A Town Called Malus wrote: My guess would be that they are on average the same but the extra missile pod gives a higher damage potential thanks to extra shots.
Maximum amount of damage you can do with 3 MP is 18. With 4 it is 24. So in the instances you roll above average (or your opponent rolls below average for their saves) you will get more damage out of the QuadPod commander.
Then the question is weather it’s worth the extra points for the extra MP or not.
A Town Called Malus wrote: My guess would be that they are on average the same but the extra missile pod gives a higher damage potential thanks to extra shots.
Maximum amount of damage you can do with 3 MP is 18. With 4 it is 24. So in the instances you roll above average (or your opponent rolls below average for their saves) you will get more damage out of the QuadPod commander.
Then the question is weather it’s worth the extra points for the extra MP or not.
Esentially it depends on what you expect to be shooting at.
Against -to hit more shots is always better.
Against hordes or invulnerable saves the shots are better than AP if your already hitting the invulnerable save.
So you need a trade off the otherway to make it more viable.
Not to mention more dice tends to lead to more avarage rolling.
Appreciate the kind words! In terms of the missile commanders, I don't think you can wrong, the loadout is meta dependent. Since I play in a meta with more good invulnerable save armies and a lot of hordes, I prefer having the extra shots and damage potential, but if I played in a more vehicle heavy army, I would test out the extra ap.
How do you differentiate all those units of drones?
MasteroftheBloodAngels wrote: Hey everyone, Friday at 6pm EST we will be doing another live streamed game on our twitch channel. This time it’ll be a rematch of the Pro Tabletop finals with Nick's Ultramarines (eerily similar to his old Iron Hands brigade) versus Richard's revamped triple Riptide build! Also, we are continuing our daily paint stream series, join us on twitch every day at 3pm EST for our paint party! Don’t miss the action!
Richard's list: (I decided on an ion tide since people are excited to see it and out of all the matchups it should perform reasonably well into marines).
Custom Sept (Stabilization Systems + Hardened Warheads)
I had been using colored tape to differentiate the squads, but I plan on buying squad marks so I can properly base the drones to match my army and have the squad marks denote squads.
I had been using colored tape to differentiate the squads, but I plan on buying squad marks so I can properly base the drones to match my army and have the squad marks denote squads.
- Richard
Is that like the decal sheets that come with the box sets?
No just regular old masking tape, but of different colors. It was a fairly rudimentary method but it was simple and quick. It was also easy to tear off the tape and put a different color on if I wanted to change the squads.