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Made in se
Jealous that Horus is Warmaster





I posted this in the general discussion Tau thread, but I realized it should be posted here instead, so here goes.

Am I getting the Homing Beacon from Stealth suits correctly? So this is the wording:
"A homing beacon may be used during your movement phase by placing it within 1" of its unit. If there are any friendly homing beacons on the battlefield at the end of your movement phase, one of your <Sept> units that has been set up in a Manta hold can perfom a low-altitude drop instead of a Manta strike. Set up the unit wholly within 6" of the homing beacon. The homing beacon then shorts out and is removed from the battlefield. Homing beacons are deactivated and removed from the battlefield if an enemy model ends a move within 9" of it".

So, this is my thought: deploying Farsight in this way, he should be able to get a guaranteed charge in the first turn. The Stealth suits deploy 12" from the enemy you want dead (probably the enemy Warlord most of the time). In the movement phase they walk up their 8" move, and place the homing beacon. Then Farsight jumps in using low-altitude drop, and he can place himself within 6" of this beacon. This means he can be placed right beside an enemy, 2" away and get the guaranteed charge. Another squad of Battlesuits with Gun drones jump in as well (using Manta strike, since the homing beacon is now gone) to provide fire support, and clear the path to Farsights target if it is bubble-wrapped.

It says nothing about not being able to charge after, and being a certain distance from the enemy. The only issue I can see is that the stealth suits are vurnurable before placing the beacon down if I do not get first turn, however since they have the -1 modifier to hit as well as 2 wounds and 3+ save they should survive one turn. They could deploy in cover as well for more protection, and walk their 8" closer. With the 6" homing beacon range, that's 14" of "move" for Farsight.

Since I'm building Farsight Enclave army, I have been looking for a better way to get Mr Looks Far a more guaranteed charge, and this sounds really fun! I will try it out when I can (if I haven't misinterpreted something) and note the results.

Alpharius? Never heard of him.  
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

Yes, it's how it's been seen by the community

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Made in se
Jealous that Horus is Warmaster





 Vector Strike wrote:
Yes, it's how it's been seen by the community


That's awesome! I guess I'm not the first to think of it Anyway, that's great. Seems like a fun way to get Farsight into combat. Will try it for sure.

Alpharius? Never heard of him.  
   
Made in us
Prescient Cryptek of Eternity





East Coast, USA

I'd say giving the T'au Empire a guaranteed way to get into combat on the first turn isn't exactly game breaking. It's not like Farsight is going to rampage across the board, killing unit after unit in close combat. It's also not like anything else dropping out of a Manta is any good in melee.

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Made in se
Jealous that Horus is Warmaster





 Kriswall wrote:
I'd say giving the T'au Empire a guaranteed way to get into combat on the first turn isn't exactly game breaking. It's not like Farsight is going to rampage across the board, killing unit after unit in close combat. It's also not like anything else dropping out of a Manta is any good in melee.


Who said anything about game breaking? I want a fun way to get him into melee, and this seems to be just that Just wanted to know if I read the rule correctly really.

Alpharius? Never heard of him.  
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 Kriswall wrote:
I'd say giving the T'au Empire a guaranteed way to get into combat on the first turn isn't exactly game breaking. It's not like Farsight is going to rampage across the board, killing unit after unit in close combat. It's also not like anything else dropping out of a Manta is any good in melee.


2 BS2+, S6, AP-3, D1 plasma shots followed by 4 WS2+ (re-rolling 1s), S5, AP-4, D3 attacks is pretty good. Point him at multi-wound models with 2+ saves ideally, or a character and let him get stuck in.

I must admit, I found it pretty amusing that Farsight actually got a points decrease in these rules when he gained +1T, +2W, WS2+ against everything with re-roll 1s in Fight phase and Kau'yon and Mont'ka abilities with another use of Mont'ka,

This message was edited 4 times. Last update was at 2017/06/15 14:40:56


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Regular Dakkanaut




I think doing it with 9 flamer Crisis teams is going to be very effective. Not for the charge, but for 18d6 of flamer attacks before anything gets into melee with them. Plus gun drones and Flying Fall Back. Great for sweeping the rear after dedicated assault has moved forward.
   
Made in se
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xmbk wrote:
I think doing it with 9 flamer Crisis teams is going to be very effective. Not for the charge, but for 18d6 of flamer attacks before anything gets into melee with them. Plus gun drones and Flying Fall Back. Great for sweeping the rear after dedicated assault has moved forward.


For sure! I think the humble Homing Beacon has much potential for some awesome alpha strikes. Will definetely try some out when I get the chance. Maybe switch out one flamer/suit for ATS? Get some AP in there.

As a side not I got a hold of some old metal XV15 Stealth Suits. I love these models, and will be using them for my stealth teams, with a X25 suit as Shas'ui. Lovely

This message was edited 1 time. Last update was at 2017/06/16 06:08:36


Alpharius? Never heard of him.  
   
Made in us
Longtime Dakkanaut





xmbk wrote:
I think doing it with 9 flamer Crisis teams is going to be very effective. Not for the charge, but for 18d6 of flamer attacks before anything gets into melee with them. Plus gun drones and Flying Fall Back. Great for sweeping the rear after dedicated assault has moved forward.


9 Crisis Suits with Flamers?
By the way, Crisis Suits can now use and fire 3 Weapons each. Meaning 9 Suits would be 27d6.
This would also be 69 points per suit, or 621 points.

As far as TriFlamers vs TwinFlamer ATS
vs MEQ
27 * 3.5 * 1/2 * 1/3 = 15.75
18 * 3.5 * 1/2 * 1/2 = 15.75

vs GEQ
27 * 3.5 * 2/3 * 2/3 = 42
18 * 3.5 * 2/3 * 5/6 = 35

vs BEQ
27 * 3.5 * 1/2 * 5/6 = 39.37
18 * 3.5 * 1/2 * 6/6 = 31.5

vs TEQ
27 * 3.5 * 1/2 * 1/6 = 7.87
18 * 3.5 * 1/2 * 1/3 = 10.5

vs Rhino/Dread
27 * 3.5 * 1/3 * 1/3 = 10.5
18 * 3.5 * 1/3 * 1/2 = 10.5


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
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This message was edited 1 time. Last update was at 2017/06/19 13:22:27


 
   
 
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