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![[Post New]](/s/i/i.gif) 2014/01/08 11:39:36
Subject: 1350 tau list, feedback
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Fresh-Faced New User
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Hey guys, could I just get some feedback on this list? Still painting up some of it and haven't gotten a chance to have a game with it yet.
Commander: flamer; Puretide Engram Neurochip; Multi-spectrum Sensor Suite; Command and Control Node. 140
This guy will be attached to my R'varna riptide, granting tank hunter and essentially negating its need for marker lights and will stay on the quad to fire it during intercept phase)
XV104 Riptide: early warning override; velocity tracker; ion accelerator; twin-linked fusion blaster. 210
1 XV8 Crisis Team: Crisis Shas'vre (fusion blaster; fusion blaster; XV8-02 Crisis 'Iridium' Battlesuit); Crisis Shas'ui (burst cannon; plasma rifle; target lock). 139
8 Fire Warriors 72
8 Fire Warriors 72
8 Fire Warriors 72
7 Pathfinders 77
7 Pathfinders 77
R'varna Riptide 260
Sky Ray Missile Defence Gunship: disruption pod; twin-linked smart missile system. 130
Aegis Defence Lines: Gun Emplacement with Quad-gun. 100
1,349 points
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This message was edited 2 times. Last update was at 2014/01/08 11:43:08
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![[Post New]](/s/i/i.gif) 2014/01/08 14:57:53
Subject: 1350 tau list, feedback
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Been Around the Block
Australia
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Add a Blacksun Filter to the Skyray. If you have a the quad gun and a skyray you could drop the VT on the Tide as it is a 1350 point game. I would add Kroot and a hound I'd maybe change up the Suits, either to fit 3 suits with MP or 2xFusion 2xFusion,Target lock Might be a tad much on ML and not enough firepower, but with the 2 tides then that could actually work. Just play it and tweek. R'varna is one scary unit.
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This message was edited 1 time. Last update was at 2014/01/08 14:58:39
- Tautron
- Butt Knights
- Dancers |
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![[Post New]](/s/i/i.gif) 2014/01/09 02:15:12
Subject: 1350 tau list, feedback
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Monstrous Master Moulder
Space Cowboy Cruising Around Olympus Mons
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You poured to many points into your commanders specialty stuff. Flamer on a commander is a bad idea haha
Problem with that is when a unit gets close or is closing in you don't get ANY shots until they are within template range.
Go with dual plasmas honestly
Same with the xv8s use dual missiles or dual plasmas....you could go with dual fusions but they only get 18 inch range. Missiles are awesome long range attacks. Also don't upgrade the the xv8s to shas'vre
Skyray looks good same with pathfinders and the firewarriors. I'd add some drones to the xv8s.
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![[Post New]](/s/i/i.gif) 2014/01/09 02:38:13
Subject: 1350 tau list, feedback
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Perturbed Blood Angel Tactical Marine
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chiefbigredman wrote:You poured to many points into your commanders specialty stuff. Flamer on a commander is a bad idea haha
Problem with that is when a unit gets close or is closing in you don't get ANY shots until they are within template range.
Go with dual plasmas honestly.
I don't think you understand what a buffmander is, what he has is a pretty standard loadout and the flamer is there to overwatch anything that tries to engage him in CC.
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Purge the heretic. |
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![[Post New]](/s/i/i.gif) 2014/01/09 02:50:02
Subject: 1350 tau list, feedback
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Monstrous Master Moulder
Space Cowboy Cruising Around Olympus Mons
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Ya but I was just saying I don't like that setup. Just my personal opinion. It just won't make its points value back, my suggestion was just so it would make close to its points back.
But everyone plays differently
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![[Post New]](/s/i/i.gif) 2014/01/09 04:55:55
Subject: Re:1350 tau list, feedback
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Regular Dakkanaut
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Ok few things. First, your finder teams are to big. Go with 3 squads of 4/5 if you insist. That way you can split ml's if need. I would only run 2 teams of 5. Next, run a full FW squad. They are to squishy to run low numbers. Then run a 20 man kroot sniper squad with hound. Sniper rounds crush MC's and can strip fliers with rending, needless to say they can pop transports reliably. Personally I would run 2 kroot squads and no FW. Not having your squishy troops on the board as a target is very effective.
Now the r'varna. That's the forgeworld model right? Forgeworld stuff isn't allowed in 40k tournaments, it has to at least be escalation if not apoc. But that's just some FYI, if your group doesn't care, rock out with your fusion gun out. I'm not familiar with the rules but if it doesn't have a template profile for its gun(s) then your losing to much versatility. You can get low ap shots elsewhere.
Your riptide isn't complimenting itself. Fusion doesn't go with IA the ranges are wacky, use something longer like pods. Also the IA is laughably ineffective at AA with only three shots, if you want the IA that's fine but lose velocity and go stims or something else. If you do want an AA tide then HBC all the way. I find the HBC more reliable anyway but you want stims with it as you will nova every turn.
The crisis suits are just a mess. Pick one thing they will do and do that. You have anti infantry in your tide and troops so you need a hunter-killer team. And go to 3 models.
Ok the big one is your mander. I don't have my dex in front of me, but I'm almost certain the pure tide chip only affects the unit it's on. I'm not 100% on that but if true, it's a total wash on that unit. I run one on my fightmander. A true buffmander is CnC node, multi spectrum, and I think retro thrusters, but I forget on the last one. Then you target lock his squad as needed. And the flamer, it's only 5 points I know but if you have ANY other use for the points do so. If he goes to cc he's a dead man anyway. Also you may need the hard point but I think manders have like 5 anyway.
Well that's what I see. Do tell me about that r'varna, I'm curious.
Automatically Appended Next Post: Edit: I didn't see you had the multi spectrum in the next line, but the puretide chip may still be an issue.
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This message was edited 1 time. Last update was at 2014/01/09 05:20:56
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![[Post New]](/s/i/i.gif) 2014/01/09 08:53:56
Subject: Re:1350 tau list, feedback
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Fresh-Faced New User
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Oscamus wrote:Add a Blacksun Filter to the Skyray.
If you have a the quad gun and a skyray you could drop the VT on the Tide as it is a 1350 point game.
I would add Kroot and a hound
I'd maybe change up the Suits, either to fit 3 suits with MP or 2xFusion 2xFusion,Target lock
Might be a tad much on ML and not enough firepower, but with the 2 tides then that could actually work. Just play it and tweek. R'varna is one scary unit.
Yeah I'll have a think about the suits, I kind of didnt want something soley aimed at vehicle popping, but it might be better considering how close they have to get and how much survivability that'll net them.
We also get a lot of hellturkey spam in my meta, so i dropped it on the riptide figuring better safe than sorry.
Krucho1986 wrote: chiefbigredman wrote:You poured to many points into your commanders specialty stuff. Flamer on a commander is a bad idea haha
Problem with that is when a unit gets close or is closing in you don't get ANY shots until they are within template range.
Go with dual plasmas honestly.
I don't think you understand what a buffmander is, what he has is a pretty standard loadout and the flamer is there to overwatch anything that tries to engage him in CC.
That was my thinking too, im hoping that combined with the R'varna, granting rerollable scatter, ignores cover and a choice of monster hunter or tank hunter will make up for the points but again, its two large eggs in a teeny tiny basket.
Imnewherewheresthebathroom wrote:Ok few things. First, your finder teams are to big. Go with 3 squads of 4/5 if you insist. That way you can split ml's if need. I would only run 2 teams of 5. Next, run a full FW squad. They are to squishy to run low numbers. Then run a 20 man kroot sniper squad with hound. Sniper rounds crush MC's and can strip fliers with rending, needless to say they can pop transports reliably. Personally I would run 2 kroot squads and no FW. Not having your squishy troops on the board as a target is very effective.
Now the r'varna. That's the forgeworld model right? Forgeworld stuff isn't allowed in 40k tournaments, it has to at least be escalation if not apoc. But that's just some FYI, if your group doesn't care, rock out with your fusion gun out. I'm not familiar with the rules but if it doesn't have a template profile for its gun(s) then your losing to much versatility. You can get low ap shots elsewhere.
Your riptide isn't complimenting itself. Fusion doesn't go with IA the ranges are wacky, use something longer like pods. Also the IA is laughably ineffective at AA with only three shots, if you want the IA that's fine but lose velocity and go stims or something else. If you do want an AA tide then HBC all the way. I find the HBC more reliable anyway but you want stims with it as you will nova every turn.
The crisis suits are just a mess. Pick one thing they will do and do that. You have anti infantry in your tide and troops so you need a hunter-killer team. And go to 3 models.
Ok the big one is your mander. I don't have my dex in front of me, but I'm almost certain the pure tide chip only affects the unit it's on. I'm not 100% on that but if true, it's a total wash on that unit. I run one on my fightmander. A true buffmander is CnC node, multi spectrum, and I think retro thrusters, but I forget on the last one. Then you target lock his squad as needed. And the flamer, it's only 5 points I know but if you have ANY other use for the points do so. If he goes to cc he's a dead man anyway. Also you may need the hard point but I think manders have like 5 anyway.
Well that's what I see. Do tell me about that r'varna, I'm curious.
Automatically Appended Next Post:
Edit: I didn't see you had the multi spectrum in the next line, but the puretide chip may still be an issue.
Yeah I think I'll try and work a kroot squad in eventually, but thats more spending and more painting, I dont have much experience with them, would you infitrate or outflank with them?
Any reason why you think theyre less squishy than firewarriors? Aside from numbers? Although with the new nids coming out I can definitely see the appeal of that much sniper.
Most of my group dont have a problem with dropping the odd forgeworld into friendly matches, so it should be fine...unless it proves too powerful haha.
I'm only new here so im not sure about what I can say about model rules, but you can find it all on the forgeworld website, just search for R'varna and the rules are in its little bio at the bottom.
Lets just say, its slightly tougher and drops large blasts that mince space marines, monsterous creatures and with my commander's puretide chip; most vehicles.
The riptide is a bit a bit all over the shop, mainly due to the fact most guys in my meta are fans of 2 landraiders or two helturkeys. Its mainly there as my defender who gets redeployed to try to stop anything thats about to hit my lines.
Yeah I stuck with the two suits so that the majority toughness was increased, but as I mentioned above, I may just make them fusion suits.
The puretide chip does only affect the unit its on, but aside from furious charge, every other rule only requires one squad member to have it and it is passed on. and yeah i had five points spare so it went to the commander's flamer, Aside from that, signiture systems dont use hardpoints at all.
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![[Post New]](/s/i/i.gif) 2014/01/09 10:23:05
Subject: 1350 tau list, feedback
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Ultramarine Chaplain with Hate to Spare
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Buffmander + R'Varna is great. That's the only part of your list that I like.
Dump the VT on the Riptide just a total waste of points. Dump the pathfinders there are better ways of getting ML support into the list (Mark'o commander for instance or more Sky rays). You should have at max 1 squad given you're taking a buffmander of no more than 6 (5 would be my preference).
Crisis suits are a mess take 2 with double fusion. Its what the list needs. Or double MP. You've enough Ap2-3 between the Riptides. I wouldn't waste expensive iridium on suits who need to be within 9" of the enemy to be effective. Their mission is a suicide one don't make it more expensive than it needs to be.
8s of Firewarriors makes no sense. 9s makes you need to lose 3 guys before a test with no Ethereal or even Shas'ui this makes a big difference. Taking 8 means that 2 casualties cause a test and that's more men your losing to a failed morale. Stick cheap at 6 or plumb up all the way to 9.
You're very low on AA and fairly low on AT. With AA if I kill your Quad gun you can kill maybe 1 flyer as the Sky ray is 1 use. By taking a 2nd Sky ray and making the suits double fusion (dropping the pathfinders to pay for this) you're AA is much healthier. You now have 2 Sky rays (and how many times will you see more than 3 flyers at this point level) which also ups your ranged AT meaning you're R'Varna can spend more time shooting marines and less time killing their Rhinos... It also gives you 4 Bs4 Skyfiring MLs so if needs be you can fusion a flyer out of the sky with the fusion team or the Riptide. If you don't need to do that you've got 12 Alpha striking seeker missiles and 4 Bs4 MLs to support the army.
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![[Post New]](/s/i/i.gif) 2014/01/09 10:36:21
Subject: Re:1350 tau list, feedback
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Fresh-Faced New User
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So more like this?
Commander: Puretide Engram Neurochip; Multi-spectrum Sensor Suite; Command and Control Node. 135
XV104 Riptide: early warning override; ion accelerator; twin-linked fusion blaster. 190
1 XV8 Crisis Team: Crisis Shas'ui (target lock; fusion blaster; fusion blaster); Crisis Shas'ui (fusion blaster; fusion blaster). 109
11 Fire Warriors 99
11 Fire Warriors 99
16 Kroot: kroot rifles sniper rounds. 112
• 1 Kroot Hound 5
5 Pathfinders 55
5 Pathfinders 55
R'varna Riptide 260
Sky Ray Missile Defence Gunship: disruption pod; blacksun filter; twin-linked smart missile system. 131
Aegis Defence Lines: Gun Emplacement with Quad-gun. 100
1,350 points
Or you're thinking something more like this FlingItNow?
Commander: Puretide Engram Neurochip; Multi-spectrum Sensor Suite; Command and Control Node. 135
XV104 Riptide: early warning override; ion accelerator; twin-linked fusion blaster. 190
1 XV8 Crisis Team: Crisis Shas'ui (target lock; fusion blaster; fusion blaster); Crisis Shas'ui (fusion blaster; fusion blaster). 109
9 Fire Warriors 81
9 Fire Warriors 81
14 Kroot: kroot rifles sniper rounds. 98
6 Pathfinders 66
R'varna Riptide 260
Sky Ray Missile Defence Gunship: twin-linked smart missile system. 115
Sky Ray Missile Defence Gunship: twin-linked smart missile system. 115
Aegis Defence Lines: Gun Emplacement with Quad-gun. 100
1,350 points
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![[Post New]](/s/i/i.gif) 2014/01/09 10:43:31
Subject: 1350 tau list, feedback
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Ultramarine Chaplain with Hate to Spare
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I like the 2nd one better.
It has more AT, AA and A-MC. More efficient MLs and more Skyfiring MLs.
Everything looks solid in both those lists with much fewer wasted points than the first list. So both are an improvement the 2nd by even more so (though if you could find 2 points for BSFs on the Sky rays that would be awesome, perhaps dropping 1 Kroot and putting that flamer back on the Buffmander or better yet a VRT).
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![[Post New]](/s/i/i.gif) 2014/01/09 11:02:02
Subject: Re:1350 tau list, feedback
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Fresh-Faced New User
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I might think about dropping in a hound for acute senses and put the BSFs on the sky rays, but a fifty fifty chance of breaking off from combat might not be a bad idea. Well I'll keep painting and hopefully will have some practice runs on my days off next week and I'll try to run both lists. Thanks for the help and your time guys!
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![[Post New]](/s/i/i.gif) 2014/01/09 18:24:10
Subject: 1350 tau list, feedback
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Regular Dakkanaut
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I really like the second list. But I would do two four man pathfinder squads, again so you can split up your ML's. Remember to get your rays up on the front line once they pop their missiles. They are great for disrupting troop movement with tank shock and the like. I use them to screen my kroot so assaulters have to run around them. Once the missile racks are empty nobody wants to take time dropping a missile pod, so you can scoot them all over without them usually taking any hits. Plus you need to be in range for the ML's. I also use the spines so I can tank shock units in cover.
I have to disagree with Flingitnow, Pathfinders are your bread and butter for markerlights. I can burn through 10 marker tokens per turn no problem. But I run four pathfinder teams @2000 pts (I ally farsight for the extra foc slot and for a scoring team of crisis)
The kroot. You want to outflank, and by giving them a hound you can reroll for board edge. Also snipers on them all, that sniper ammo drops MC's, often in a single volley. And run a full squad, just proxy them in for a game to test em out. I think you'll be pleased.
The reason people like kroot of FW's. Well there are a few Automatically Appended Next Post: Oops.
Ok first, the kroot don't start on the board, so no target. Then outflanking with a reroll (hound). Then cheap(ish) huge sniper squads. Then stealth (forests). Giving them a 3+ cover save in forest terrain. None of that is bad, and none of that can be done by FW's. Not to mention they will drop flyers and pop transports with rending from sniper rounds. But if caught in the open... Squish. They are a surgical tool to the fire warriors rusty spoon.
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This message was edited 1 time. Last update was at 2014/01/09 18:32:23
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![[Post New]](/s/i/i.gif) 2014/01/09 18:37:12
Subject: 1350 tau list, feedback
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Shas'la with Pulse Carbine
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A mark'o and drones or the skyrays are far better sources of markerlights and far less squishy them pathfinders. Also they are more mobile and can reorient without loss of effectiveness. And rememeber pathfinders are only BS3 so with 6 dudes thats only 3 hits. With two squads of 5 you will get 2.5 tokens per target that is just enough to strip cover and get no BS bonus. Its better to pick one target and make sure its dead. better to over spend the markerlights then not kill a target.
To the OP: a hound is a great choice for the kroot. Your second list looks good. It will clean up any MC list that isn't flying
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![[Post New]](/s/i/i.gif) 2014/01/09 18:43:57
Subject: 1350 tau list, feedback
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Regular Dakkanaut
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I can get on board with bigger pathfinder squads. In my meta my tiny lil finder squads don't usually draw fire because there are 4 of them and my army is coming. I'm going to try consolidate down to 2 next time. I'm going to try using markers from sky rays to boost bs for my 8 man pathfinder teams for even for markers. What a novel idea.
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![[Post New]](/s/i/i.gif) 2014/01/09 19:27:32
Subject: 1350 tau list, feedback
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Ultramarine Chaplain with Hate to Spare
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I really like the second list. But I would do two four man pathfinder squads, again so you can split up your ML's.
He has 2 Skyrays a Buffmander and a Pathfinder team. Why would he need another target? MLs are more making priority targets go away, at 1350 if your opponent had more than 4 priority targets that you have to deal with in 1 turn then just accept defeat. You don't need more MLs or more ML targets.
In my meta my tiny lil finder squads don't usually draw fire because there are 4 of them and my army is coming
Then your opponents are idiots. You clearly rely on MLs quite heavily and have 4 nice squishy kill points right there. Don't assume his opponents will be that dumb. Having 1 PF team as ML support and to draw early fire is OK otherwise Mark'o, Buffmander, Skyrays even Mark'ui are better options.
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