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Compared to Crisis Suits. Since we know that ATS is best, we are just going to compare ATS Crisis vs ATS Stealth.
Crisis 42 + Burst 10x2 + ATS 8 = 70 pts for 2 Bursts, or 35 points each vs Stealth Suits 38 points each.
Single Suit
ATS - 8 * 1/2 * 2/3 * 1/2 = 1.33
Point Relation - 52.63
3 Crisis Suits will equal 6 Stealth Suits in number of Shots.
228 points vs 210 points, for 18 points difference...
You get more wounds, but with less toughness. As well Stealth Suit additional Stealth defenses. Oh and the option of having 2 different groups running around. Overall Burst Crisis Suits are probably not worth it. What about Vespids?
Core 15 x4
Core 8 * 1/2 * 2/3 * 2/3 = 1.77
Point Relation
Core - 33.75
Also to reach 210 points of Vespids, we end up with 14 Vespids.
Which is 2 more wounds than Stealth Suits, and 5 more wounds than Crisis Suits. Same T as Stealth Suits, but lower Toughness than Crisis Suits. Finally lower saves than either.
Edit - Let's check Gun Drones too!
28 Drones * 8 points each = 224 points
28 Drones = 56 * 1/3 * 2/3 * 1/3 = 4.18
With Drone Controller = 56 * 1/2 * 2/3 * 1/3 = 6.22 (Let's say this is 234 points, the cost of 2 Drone Controllers)
... and Fire Warriors... which is actually the exact same cost as Gun Drones
and have BS equal to Gun Drones with Drone Controller... So it's really just copy paste... 56 * 1/2 * 2/3 * 1/3 = 6.22
Point Relative - Lower is Better!
Gun Drones = 53.58
Gun Drones with Drone Controller = 37.62
Fire Warriors = 36.01
New Summary... Just use like the extra stuff in your army to kill MEQ. Don't use Battlesuits to kill MEQ.
ATS Airburst - 2 * 3.5 * 1/2 * 1/2 * 1/2 = 0.87
ATS Flamers - 2 * 3.5 * 1/2 * 1/2 = 1.75
... This is actually a little surprising
Point Relation
Airburst - 80
Flamers - 38
IMPORTANT EDIT!! I did the math for Gun Drones assuming they had 1 Pulse Carbine, they apparently have 2!!! Pulse Carbines!!!!!! FOR 8 POINTS!!!!!!!!!!!!!!! 28 Drones * 8 points each = 224 points
28 Drones = 112 * 1/3 * 2/3 * 1/3 = 8.29
With Drone Controller = 112 * 1/2 * 2/3 * 1/3 = 12.44
Point Relation
Normal = 27.02
DC = 18.81
This is so massive that there is basically no reason why you should use anything except for Gun Drones for killing MEQ.
Crisis Suits will literally exist as Anti Tank Firing Base and to carry Drone Controllers.
Supports the flamer love I've been feeling. Factor in the autohit on Overwatch and flamer suits are much more than just a niche configuration, imo.
Bach wrote: OK so after looking at the basics it's looking like GW wants less battlesuits on the table, which were basically the best part of the army. That is a real bummer as they are great models. But it also looks like other armies saw some significant price hikes when it comes to monstrous creatures and vehicles so I guess, in a competitive sense, it's a bit of a wash. But the nerf to markerlights seems to make Riptides near unplayable if you want to move them - as a 5+ BS is no go for a 350+ point unit. So am I to understand that anything with a heavy weapon for Tau, for practical purposes, is just stationary artillery? You really aren't going to want to move them if they start with a 4+ BS and it goes to 5+. Have the rules for the shield wall changed or can I start placing my heavy weapon suits on them to negate the penalty to move and shoot?
Watching the Tau and Khorne matched play...Kroot charging
bloodletters...lol. Well this might be a thing...
Target Lock = negates the penalty
70% of all statistics are made up on the spot by 64% of the people that produce false statistics 54% of the time that they produce them.
Boniface wrote: Does any one feel Tau got the nerf bat a bit too hard?
I can't help but feel the a lot of army is largely irrelevant now with mostly small unit count and poor BS.
They have some nice stuff like drones saviour protocolsand some of the suit systems,but with the overly heavy nerf to markers mostly they just miss.
I don't want to moan too much but feel like we got a bit too shafted in places.
I don't mind some of it, I think the markers +1bs is too hard to get and therefore makes it irrelevant.
Most of our units hit on 4+, so that's a 50/50 chance to hit from the get-go.
With 1 Markerlight in place, being able to re-roll 1s that chance increases
With 5 Markerlights in place, we hit on 3+ and can re-roll 1s
So, how do you come to the conclusion that we "mostly miss"?
The only thing that hits on 5+ are drones and they can benefit from a Drone Controller, putting them in line with the other stuff we have.
We also have Characters who hit on 2+, two of which come with Markerlight. Pathfinders hit Markerlights on 4+, Marker Drones on 4+ even after moving, if a drone controller is nearby.
How is landing 5 hits on 4+ too hard to get? 10 Pathfinders will do that for you on average, not to mention Darkstrider (2+), Cadre Fireblades(2+), Droneports(2+/3+/4+), Skyrays (3+) and Firesight Marksman (3+).
This message was edited 3 times. Last update was at 2017/06/07 17:21:25
I calculated the armour safe of the target like this: (2-APVALUE/6), for example : (2- -3/6) This was meant to simulate an armour safe of 3+ modified by AP. Since 5th grade math has been a while I completely forgot, that I have to use brackets to modify the armour safe properly, changing it to this: ((2-APVALUE)/6)
The difference with an AP-3 weapon: 2- -3/6 = 2- -0.5 = 2.5 while it should be (2- -3)/6 = 5/6
This actually makes a huge difference in effectiveness, but see for yourself: Missilepods seem massively overcosted and only worth considering, if you want to stay at great range
Regarding a Commander with plasma v CIB: 4 CIB suits are roughly the same points as 5 plasma. 48 shots v 40+ extra wounds/model. Seems pretty well balanced.
This message was edited 1 time. Last update was at 2017/06/08 12:36:53
Boniface wrote: Does any one feel Tau got the nerf bat a bit too hard?
I can't help but feel the a lot of army is largely irrelevant now with mostly small unit count and poor BS.
They have some nice stuff like drones saviour protocolsand some of the suit systems,but with the overly heavy nerf to markers mostly they just miss.
I don't want to moan too much but feel like we got a bit too shafted in places.
I don't mind some of it, I think the markers +1bs is too hard to get and therefore makes it irrelevant.
Most of our units hit on 4+, so that's a 50/50 chance to hit from the get-go.
With 1 Markerlight in place, being able to re-roll 1s that chance increases
With 5 Markerlights in place, we hit on 3+ and can re-roll 1s
So, how do you come to the conclusion that we "mostly miss"?
The only thing that hits on 5+ are drones and they can benefit from a Drone Controller, putting them in line with the other stuff we have.
We also have Characters who hit on 2+, two of which come with Markerlight. Pathfinders hit Markerlights on 4+, Marker Drones on 4+ even after moving, if a drone controller is nearby.
How is landing 5 hits on 4+ too hard to get? 10 Pathfinders will do that for you on average, not to mention Darkstrider (2+), Cadre Fireblades(2+), Droneports(2+/3+/4+), Skyrays (3+) and Firesight Marksman (3+).
I think I'm just a little sore that a mostly shooty only army is only bs4 with now less options to boost bs.
I often compare Tau to Necrons (I blame Dawn of War) and often feel the BS values on those armies should be swapped.
Necrons have loads of other factors to offset lower BS such as getting up again, potentially larger numbers, general use weapons that reduce save.
Compare that to Tau (now) where we have small expensive elite units that only have 50/50 shooting. In previous versions it wasn't as much of an issue because BS increases were easier.
I realise I have to change my army setup and strategy (which isn't an issue) I just don't feel the latest Tau iteration is entirely 'right'.
I think I'm just a little sore that a mostly shooty only army is only bs4 with now less options to boost bs.
I often compare Tau to Necrons (I blame Dawn of War) and often feel the BS values on those armies should be swapped.
Necrons have loads of other factors to offset lower BS such as getting up again, potentially larger numbers, general use weapons that reduce save.
Compare that to Tau (now) where we have small expensive elite units that only have 50/50 shooting. In previous versions it wasn't as much of an issue because BS increases were easier.
I realise I have to change my army setup and strategy (which isn't an issue) I just don't feel the latest Tau iteration is entirely 'right'.
I understand your problem, but I don't think it is really that bad. Fire Warriors are pretty cheap and, when buffed, can unleash quite the firestorm
As you said, it will come down to using different list archetypes than before. The all suits approach took a hit, but fielding multiple Commanders (Supreme Command Detachment) does seem to be a good alternative in that case.
Aeri wrote: Silly me, I made a mistake in my spreadsheet.
I calculated the armour safe of the target like this: (2-APVALUE/6), for example : (2- -3/6)
This was meant to simulate an armour safe of 3+ modified by AP.
Since 5th grade math has been a while I completely forgot, that I have to use brackets to modify the armour safe properly, changing it to this: ((2-APVALUE)/6)
The difference with an AP-3 weapon: 2- -3/6 = 2- -0.5 = 2.5 while it should be (2- -3)/6 = 5/6
This actually makes a huge difference in effectiveness, but see for yourself:
Missilepods seem massively overcosted and only worth considering, if you want to stay at great range
Ps: if you find any mistake, please notify me!
That sheet is incredibly useful. Thank you! Any chance you can run the same numbers for Commanders and see what shakes out? Also, I think you've mistakenly used 4 hard points instead of the 3 Crisis suits have.
Aeri wrote: Silly me, I made a mistake in my spreadsheet.
I calculated the armour safe of the target like this: (2-APVALUE/6), for example : (2- -3/6)
This was meant to simulate an armour safe of 3+ modified by AP.
Since 5th grade math has been a while I completely forgot, that I have to use brackets to modify the armour safe properly, changing it to this: ((2-APVALUE)/6)
The difference with an AP-3 weapon: 2- -3/6 = 2- -0.5 = 2.5 while it should be (2- -3)/6 = 5/6
This actually makes a huge difference in effectiveness, but see for yourself:
Missilepods seem massively overcosted and only worth considering, if you want to stay at great range
Ps: if you find any mistake, please notify me!
The section that should be for three fusion blasters with ATS you have listed as plasma rifles. The numbers also seem a bit weird on those ones.
Not sure if this has been discussed, but I have a questions regarding special characters/Septs.
So I am starting a Farisight army, mostly because I love Farsight and all the fluff that goes along with him. Red is also a nice colour scheme, and suits are my jam.
However, I also really like Longstrike and his ruleset. Having him along another Hammerhead or two could be really powerful in the backline, taking care of vehicles.
This is where the problem comes in, using a Farsight list, with "Farsight" as the Sept (or would it be Vior'la..? Is Farsight Enclaves even a Sept?), could I even take Longstrike in the first place? And if I can, does he have to be T'au Sept, along with the Hammerheads he would support? The "Fire Caste Exemplar" rule says he only buffs nearby T'au Sept Hammerheads.
I think the Sept system is strange. I can understand Chaos legions and Space Marine Chapters, but do Tau Septs really differ that much in tactics and style of warfare? I know Farsight does his own thing with his enclaves, but are they technically a Sept?
MilkmanAl wrote: That sheet is incredibly useful. Thank you! Any chance you can run the same numbers for Commanders and see what shakes out? Also, I think you've mistakenly used 4 hard points instead of the 3 Crisis suits have.
Thanks a lot, Commander will certainly come this evening or tomorrow.
Crisis can carry up to 3 Weapons + 1 Support system or 2 Weapons and 2 Support Systems.
Mud Turkey 13 wrote:
The section that should be for three fusion blasters with ATS you have listed as plasma rifles. The numbers also seem a bit weird on those ones.
That's a simple naming error, the values are actually correct.
The numbers seem off, because the additional AP value does not bring any benefits against MEQ units, since you can't get worse than no safe :-P
Therefore, 3 FB with ATS are actually worse than 3 FB because of the additional cost with no additional value.
MilkmanAl wrote: That sheet is incredibly useful. Thank you! Any chance you can run the same numbers for Commanders and see what shakes out? Also, I think you've mistakenly used 4 hard points instead of the 3 Crisis suits have.
Thanks a lot, Commander will certainly come this evening or tomorrow.
Crisis can carry up to 3 Weapons + 1 Support system or 2 Weapons and 2 Support Systems.
Where did you read that?
because I would absolutely love that!
So far everyone else who read Crisis has agreed it's 3 total.
Altho there might be room for arguing that they can take 3&3.
Since the it's written 3 Weapon and/or Support systems.
Then again, it does say 'upto 3'... so not likely.
This message was edited 1 time. Last update was at 2017/06/09 07:51:26
I've put together a Sheet that allows you to input :
* unit names, (as spelled in codex, replace dashes with spaces, all lower case),
* quantity of models in unit,
* Weapon name,
* Quantity of weapon,
* BS of guy holding the gun,
In the red and Orange blocks,
* ap and S of the guy shooting at your unit (for Effective wound calc)
*Toughness and Sv+ of the model you're shooting at
It gives you the total point value of your unit, Its effective wounds, its Wound output (firepower), its Cost per eff wound /firepower / combined, and a modifier to value firepower more (i like 4-6 here)
The sheet has a few tabs
Frontpage is where it does the things,
Backpage is where the info you put into frontpage gets math done to it
Unit calc is a copy of the calculator backpage uses to come up with its numbers. If you tamper with it, nothing will break regarding frontpage/backpage
The weapons and units tabs hold the stat-lines for weapons and units, and the names you need to type into frontpage to call those units
*you can add stat lines for other armys to calculate their data too.
Melee weapons is a bit unfinished. Use at your own risk, there are no melee weps in the "weapons tab" to use right now
I use it by plugging in 1 unit, recording its data, then plugging in another to see which i like more for the job at hand (anti-armour/ horde clearing etc..)
ps. the drone names are all named weird, a gun drone is "drone gun" a stealth drone is "drone stealth"
Please make any use of this sheet in any way you can and share it with anyone you think it will help. I ask only that you keep in mind the Greater Good when doing so.
After playing a few games with tau trying all different kinds of units in 8th my opinion is:
Gun drones are our new savior, 4 shots, hit on 4's with dc, can soak wounds and so cheap
Ive mixed marker drones with gun drones in squads and also 1 of each when you purchase for your suits, keep wounds allocated on gun drones and makes your opponent split fire
Minimum squads of fire warriors with a markerlight are great for filling the detachment and provide screening for commanders/assault
Commanders are our new spam unit, load up with 4x CIB to deepstrike or 4x Missile Pod to keep back and provide the twin link buff when needed
Crisis suits have never done that well for me in games, plasmas are cheap but never do well, hitting on 4's even with reroll 1's isnt great with no shots, thinking about trying 2x burst cannon and ats for volume, other weapons seem wasted when you can take another commander, 6 flamers could be a cheap unit to stop assaults/support fire with
Stormsurge ive tried in 1 game - did really well, lots of shots and combined with ats you really strip down units, missiles seem a bit underpowered if you roll poor but no wound roll needed
Broadsides are expensive when commanders can load up on missiles and be way cheaper, also dont like been static, may give them another try
Markerlights are always just go for the 1 on key units, the rest arnt needed uness you have seekers/destroyers. Really reliable on single shot sources where you dont waste all your shots. Move and shoot doesnt matter as you just take target locks, cover seems really pointless in 8th so far in my games and +1 to hit requires to much dedication
Ghostkeel i find ok, its quite tough, moves fast and my opponents never really shoot it as its -2. Stealth suits are similar but i find gun drones put out way more shots for cost.
Riptide i find really overcosted for its damage output, for 100pts more i can have stormsurge which just provides so much more firepower unlessi m using it incorrectly
Still want to try hammerheads with longstrike, vespids to replace the crisis suits and wait for the new forgeworld book to see if we get any goodies there. Ive gone on a bit but these are my findings so far. Way different to how tau play in 7th just got to adjust.
Wow, exceptionally useful spreadsheets, guys. Thanks! That's good confirmation of my early suspicions that spamming Commanders would be a points-efficient strategy and that fusions are a good option for our suits. Range is a bit of an issue as danger-close is not exactly somewhere you want a 150-pt melee invalid to be. I guess you need to make sure you clean house when you get in range!
alleus wrote: Not sure if this has been discussed, but I have a questions regarding special characters/Septs.
So I am starting a Farisight army, mostly because I love Farsight and all the fluff that goes along with him. Red is also a nice colour scheme, and suits are my jam.
However, I also really like Longstrike and his ruleset. Having him along another Hammerhead or two could be really powerful in the backline, taking care of vehicles.
This is where the problem comes in, using a Farsight list, with "Farsight" as the Sept (or would it be Vior'la..? Is Farsight Enclaves even a Sept?), could I even take Longstrike in the first place? And if I can, does he have to be T'au Sept, along with the Hammerheads he would support? The "Fire Caste Exemplar" rule says he only buffs nearby T'au Sept Hammerheads.
I think the Sept system is strange. I can understand Chaos legions and Space Marine Chapters, but do Tau Septs really differ that much in tactics and style of warfare? I know Farsight does his own thing with his enclaves, but are they technically a Sept?
I don't see anything that would forbid mixing different Sept keywords within a detachment - they all share the T'AU EMPIRE keyword, so they can be in the same detachment. Just be aware of what aura buffs affect what Sept: for example, as you noticed, Longstrike only affects T'AU SEPT, while Farsight only affects FARSIGHT ENCLAVES (which is a <SEPT> keyword, as far as I can tell, whether it's actually a Sept in the fluff sense or not). Also, yes, Longstrike does have to be from the T'au Sept - he always has the T'AU SEPT keyword, and no <SEPT> for you to fill in with a different one.
Fluffwise, no, the Septs aren't all that different in their modes of warfare, usually. The Farsight Enclaves aren't really a Sept in the same sense as Vior'la or some of the others, but for mechanical purposes they're essentially the same sort of subdivision of the faction. Also, the future T'au codex may introduce other mechanics that depend on the <SEPT> keyword.
I don't see anything that would forbid mixing different Sept keywords within a detachment - they all share the T'AU EMPIRE keyword, so they can be in the same detachment. Just be aware of what aura buffs affect what Sept: for example, as you noticed, Longstrike only affects T'AU SEPT, while Farsight only affects FARSIGHT ENCLAVES (which is a <SEPT> keyword, as far as I can tell, whether it's actually a Sept in the fluff sense or not). Also, yes, Longstrike does have to be from the T'au Sept - he always has the T'AU SEPT keyword, and no <SEPT> for you to fill in with a different one.
Fluffwise, no, the Septs aren't all that different in their modes of warfare, usually. The Farsight Enclaves aren't really a Sept in the same sense as Vior'la or some of the others, but for mechanical purposes they're essentially the same sort of subdivision of the faction. Also, the future T'au codex may introduce other mechanics that depend on the <SEPT> keyword.
I'm pretty sure that the initial rules for building a T'au Empire army is that you need to have the same Sept across the entire detachment. Like Chapter, Regiment, whatever do as well.
I don't see anything that would forbid mixing different Sept keywords within a detachment - they all share the T'AU EMPIRE keyword, so they can be in the same detachment. Just be aware of what aura buffs affect what Sept: for example, as you noticed, Longstrike only affects T'AU SEPT, while Farsight only affects FARSIGHT ENCLAVES (which is a <SEPT> keyword, as far as I can tell, whether it's actually a Sept in the fluff sense or not). Also, yes, Longstrike does have to be from the T'au Sept - he always has the T'AU SEPT keyword, and no <SEPT> for you to fill in with a different one.
Fluffwise, no, the Septs aren't all that different in their modes of warfare, usually. The Farsight Enclaves aren't really a Sept in the same sense as Vior'la or some of the others, but for mechanical purposes they're essentially the same sort of subdivision of the faction. Also, the future T'au codex may introduce other mechanics that depend on the <SEPT> keyword.
I'm pretty sure that the initial rules for building a T'au Empire army is that you need to have the same Sept across the entire detachment. Like Chapter, Regiment, whatever do as well.
You don't need the same Chapter, Regiment or whatever across your entire army. The only army this *might* be true for is Ynarri. No one else.
Drones and FB deployed in Devilfishes. When they get in range move out Drones and FB, Deepstrike the commander. Effectivly you habe 29 Drones with 6 Schots each on 9" or 4 at 18" + 4 BC's coming out at 190 Shots S5. With ML support to reroll 1s this would be pretty brutal and well worth the 500 points considdering the amount of bodies you would also get from this.
alleus wrote: Not sure if this has been discussed, but I have a questions regarding special characters/Septs.
So I am starting a Farisight army, mostly because I love Farsight and all the fluff that goes along with him. Red is also a nice colour scheme, and suits are my jam.
However, I also really like Longstrike and his ruleset. Having him along another Hammerhead or two could be really powerful in the backline, taking care of vehicles.
This is where the problem comes in, using a Farsight list, with "Farsight" as the Sept (or would it be Vior'la..? Is Farsight Enclaves even a Sept?), could I even take Longstrike in the first place? And if I can, does he have to be T'au Sept, along with the Hammerheads he would support? The "Fire Caste Exemplar" rule says he only buffs nearby T'au Sept Hammerheads.
I think the Sept system is strange. I can understand Chaos legions and Space Marine Chapters, but do Tau Septs really differ that much in tactics and style of warfare? I know Farsight does his own thing with his enclaves, but are they technically a Sept?
I don't see anything that would forbid mixing different Sept keywords within a detachment - they all share the T'AU EMPIRE keyword, so they can be in the same detachment. Just be aware of what aura buffs affect what Sept: for example, as you noticed, Longstrike only affects T'AU SEPT, while Farsight only affects FARSIGHT ENCLAVES (which is a <SEPT> keyword, as far as I can tell, whether it's actually a Sept in the fluff sense or not). Also, yes, Longstrike does have to be from the T'au Sept - he always has the T'AU SEPT keyword, and no <SEPT> for you to fill in with a different one.
Fluffwise, no, the Septs aren't all that different in their modes of warfare, usually. The Farsight Enclaves aren't really a Sept in the same sense as Vior'la or some of the others, but for mechanical purposes they're essentially the same sort of subdivision of the faction. Also, the future T'au codex may introduce other mechanics that depend on the <SEPT> keyword.
Right, this makes a lot of sense, thank you! I guess you could just take a patrol detachment with Longstrike and two Hammerheads as well, if you don't want them in the same detachment. As long as they all share the "T'au Empire" keyword, it should be fine.
Drones and FB deployed in Devilfishes. When they get in range move out Drones and FB, Deepstrike the commander. Effectivly you habe 29 Drones with 6 Schots each on 9" or 4 at 18" + 4 BC's coming out at 190 Shots S5. With ML support to reroll 1s this would be pretty brutal and well worth the 500 points considdering the amount of bodies you would also get from this.
It's actually a little better than this, since I didn't parse the Commanders BS2. Tho it's only 8 shots out of 190, so meh.
It's adding practically to the numbers, but the problem is that the Devilfishes are a huge drain in efficiency.
Am I reading and interpreting the rules correctly here?
If I'm using a Tidewall part (any which one really), I can't then use the Fireblades ability to add shots? According to the data sheets, they are transports, and the unit/characters in it are technically embarked.
In the transport rules it says: "Unless specifically stated, abilities that affect other units within a certain range have no effect whilst the unit that has the ability is embarked".
Isn't this a bit strange? I mean, they are on top of the ramparts, not really "embarked". Rules wise they are, but is this intended? Was this the only way to get the units "in" the platform?
I am asking this because I found a quite interesting way to field a Droneport; with a squad of Pathfinders and a Fireblade in it. The Fireblade controls 4 Marker Drones from the Droneport, making them BS2+. This is really enough to make it worthwhile, as the Pathfinders will use the Markerlights more often than not, however it would be nice to get the extra Pulse Carbine shots if the enemy gets close.
This message was edited 1 time. Last update was at 2017/06/14 13:13:28
Vector Strike wrote: Auras don't work from inside to outside, but I think they work from outside to inside if the unit is inside an open-topped transport
Okay, but the Fireblade have to be inside the Droneport for the Drones to use his BS, so he needs to be in it as well.
Vector Strike wrote: Auras don't work from inside to outside, but I think they work from outside to inside if the unit is inside an open-topped transport
Okay, but the Fireblade have to be inside the Droneport for the Drones to use his BS, so he needs to be in it as well.
Yes, but them you won't have this aura working. He's so cheap, I wouldn't mind. I rather grab another fireblade to buff nearby folks and get BS2+ MLs from the first fireblade
Vector Strike wrote: Auras don't work from inside to outside, but I think they work from outside to inside if the unit is inside an open-topped transport
Okay, but the Fireblade have to be inside the Droneport for the Drones to use his BS, so he needs to be in it as well.
Yes, but them you won't have this aura working. He's so cheap, I wouldn't mind. I rather grab another fireblade to buff nearby folks and get BS2+ MLs from the first fireblade
Yeah, that works. I have two Fireblades on the way, but I wanted to try the Drone tactic someone in this thread wrote, with a Fireblade and a BUNCH of Gun Drones in two Devilfish transports, and a Commander with a Drone controller that deep strikes when the Devilfish unload all the Drones. Could be REALLY fun. Love Drones, so I need to try it
Drones and FB deployed in Devilfishes. When they get in range move out Drones and FB, Deepstrike the commander. Effectivly you habe 29 Drones with 6 Schots each on 9" or 4 at 18" + 4 BC's coming out at 190 Shots S5. With ML support to reroll 1s this would be pretty brutal and well worth the 500 points considdering the amount of bodies you would also get from this.
As I proved in my other post, there might also be an issue of overkill if you're using 2 Devilfish full of Drones
A Single Fish would be 111 points and carries 13 Drones = 104 || Total Package 215 Points
3BC/DC Commander is 76+30+5 = 111 points and another 16 for 2 Drones || 127 Points
Finally, Fireblade at 42 points
So 384 points.
15 Drones with 6 shots each (+4 from Devilfish BC) = 94 * 21/36 * 2/3 * 1/3 = 12.18 wounds
Commander with 12 shots = 12 * 35/36 * 2/3 * 1/3 = 2.59
12.18+2.59 = 14.77 wounds
384 / 14.77 = 25.99 points per MEQ wound
Devilfish with 14 Drones instead of Fireblade, 350 points
16 Drones with 4 shots each (+4 from Devilfish BC) = 68 * 21/36 * 2/3 * 1/3 = 8.81 wounds
Commander with 12 shots = 12 * 35/36 * 2/3 * 1/3 = 2.59
8.81+2.59 = 11.4 wounds
350 / 11.4 = 30.70 points per MEQ wound, Well at least that confirms that Fireblade is pulling his weight. Not to mention would be the source of the Markerlight that I have included in the math. This paragraph would need a different Markerlight source, thus hurting overall efficiency.