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![[Post New]](/s/i/i.gif) 2006/04/12 18:42:02
Subject: Broadsides- Advanced Stabilisation System or Target Array?
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Tough Tyrant Guard
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I've heard all the new hype about Broadsides now being able to move and shoot, but I'm starting to wonder if the ASS is a better investment then the Target Array. The way I see it, when I was using Broadsides before the new codex came out, I used to plunk them in cover and blast away. Not very often did I regret not being able to move and fire, or even felt the need to leave my piece of cover...currently I have my monat broadside configured like-wise:
XV88 (Team Leader) - Railgun, SMS, Target Array, Hard-wired Multi-tracker
Any thoughts on the ASS or Target Array?
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(Behemoth - 2,000 Points Painted)
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![[Post New]](/s/i/i.gif) 2006/04/12 18:44:01
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Longtime Dakkanaut
Los Angeles
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For the Suits to work, you're going to need the ASS. Period. You need to be able to move and fire.
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"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias |
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![[Post New]](/s/i/i.gif) 2006/04/12 18:58:53
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Fresh-Faced New User
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Actually, my friend Jon's thought process runs pretty similar to yours. His Broadsides rarely move, and work very effectively. He actually bought the shield genetators for his, along with shield drones, and just sits out in the middle of the table for most of the game, plunking shots left and right.
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![[Post New]](/s/i/i.gif) 2006/04/12 19:07:56
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Longtime Dakkanaut
Los Angeles
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That's all fine and dandy until your opponent moves the armored targets behind size 3 area terrain and you just sit there without a decent target at which to shoot.
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"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias |
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![[Post New]](/s/i/i.gif) 2006/04/12 20:34:26
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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[MOD]
Anti-piracy Officer
Somewhere in south-central England.
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I'm planning to go with the ASS myself. My thinking is that twin-link railguns already have a good "to hit" chance, and if I need to improve it I'll use a markerlight, so I don't need the targetting array. The team leader can take drones and a target lock as hardwired gear.
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![[Post New]](/s/i/i.gif) 2006/04/13 00:53:44
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Regular Dakkanaut
Flame On!
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yea ASS seems pretty mandatory. at the least, it lets you LOS-snipe, woot! (ie use the movement to position the suits such that you can only see the model you want to eliminate)
and also lets you position such that you see the target, but minimise the potential for return fire. which is important. also, ass-sides can stomp around the board now, which means the opponent cant count on the firelanes remaining fixed.
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![[Post New]](/s/i/i.gif) 2006/04/13 03:39:41
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Longtime Dakkanaut
Dives with Horses
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I am sure I will catch hell for this but I decided not to go with any broadsides, I have (still on sprue) 3 Hammerheads & 3 sniper drone teams, I figure my heavies would either be 2 HH + 3x Sniper Drone Teams (1 heavy slot) OR 3 HH's b/c the HH is not really any good having only 1 and the sniper teams are totally killer (36" range, marker lights & stealth make them near impossible to hit/kill.)
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Drano doesn't exactly scream "toy" to me.
engine
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![[Post New]](/s/i/i.gif) 2006/04/13 03:42:46
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Widowmaker
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All of the heavy choices are good. Just make sure you have an answer for Armor 14 in your army somewhere.
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![[Post New]](/s/i/i.gif) 2006/04/13 04:39:54
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Longtime Dakkanaut
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Yeah, GW went and made it hard to choose a HS slot. I think that when I get around to finishing my Tau, I'll end up with an HH, 3 sniper teams, and 2 broadsides with shield drones and ASS.
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![[Post New]](/s/i/i.gif) 2006/04/13 05:07:57
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Infiltrating Broodlord
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You mean...a (gasp) balanced army...?!? C'mon! I think everyone on this board agrees that the only choice for HS, Elites, or Fast Attack is 3 of whichever unit has the highest DAKKAVALUE ( TM). The DAKKAVALUE ( TM) is equal to the calculated point value of kills / point cost of the unit, amortized over a 6 turn game. Pro-rate for survivability, assuming that you're facing a standard UltraMauleen army that is in 5+ cover 25% of the time, and 4+ cover 25% of the time. Remember to calculate in the odds of reserves coming in for Escalation missions, extra turns for random game length, and the probability of playing Omega of course. Sheesh! I'm afraid that if you post something like your balanced HS selection on the army list forum, the dakka tough guys will rip off your head and CaptAnderson down your neck for your folly...
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-S
2000 2000 1200
600 190 in progress
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![[Post New]](/s/i/i.gif) 2006/04/13 05:51:07
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Longtime Dakkanaut
Dives with Horses
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And that is why every 'nid army I have ever faced of your 750pts + has had two hive tyrants? :p
BTW, your gear got here today
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Drano doesn't exactly scream "toy" to me.
engine
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![[Post New]](/s/i/i.gif) 2006/04/13 06:25:20
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Regular Dakkanaut
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Exactly! The tyrants do it better than anything else and as so are a must for "competetive" play (why they are designed to do EVERYTHING better is beyond me.....)
Generally though if you want to make a fun list then you can use whatever you like, you dont really need advice on how to make a fun list as you will know best, however people come to forums to make lists more competetive, some like to keep with their own ideas and just need a little tweeking help and others are looking for true power/tactics/whatever...
These are what these forums are for.... (also a good laugh on occasion) On a related how many of you are actually willing to take sniper drones despite their non scoring status, that is what holds me back the most.
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The Plasma Gun is a game altering force of unspeakable power |
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![[Post New]](/s/i/i.gif) 2006/04/13 06:53:31
Subject: RE:Broadsides- Advanced Stabilisation System or Target Array?
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Infiltrating Broodlord
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Posted By happypants on 04/13/2006 10:51 AM And that is why every 'nid army I have ever faced of your 750pts + has had two hive tyrants? :p
BTW, your gear got here today
Don't you remember the Broodlord who I forgot to move on the first turn after infiltrating deep in your corner? With bad difficult terrain rolls, and NO FLEET (!), it was turn 6 before he made contact with your scouts - by then his entire retinue was dead and he ate maybe 3 of the scouts. The last time I fielded him against Necrons, he never even made contact. If they had given the Broodlord fleet, then he might be worth his points. Actually I'm very impressed that the new Tau Empire codex is making people agonize over their selections...it's great that there aren't so many 'no-brainer' choices (like the 2 HTs for Nids).
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-S
2000 2000 1200
600 190 in progress
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![[Post New]](/s/i/i.gif) 2006/04/13 07:34:56
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Longtime Dakkanaut
Dives with Horses
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Sniper drones are non scoring but broadsides won't be scoring either for the most part because you won't get them to the objective. I am super stoked on the sniper drones and expect to field a lot of them, they are near impossible to hit.
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Drano doesn't exactly scream "toy" to me.
engine
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![[Post New]](/s/i/i.gif) 2006/04/13 08:45:20
Subject: RE:Broadsides- Advanced Stabilisation System or Target Array?
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Road-Raging Blood Angel Biker
Canfield, OH
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Posted By Strangelooper on 04/13/2006 10:07 AMYou mean...a (gasp) balanced army...?!? C'mon! I think everyone on this board agrees that the only choice for HS, Elites, or Fast Attack is 3 of whichever unit has the highest DAKKAVALUE ( TM). The DAKKAVALUE ( TM) is equal to the calculated point value of kills / point cost of the unit, amortized over a 6 turn game. Pro-rate for survivability, assuming that you're facing a standard UltraMauleen army that is in 5+ cover 25% of the time, and 4+ cover 25% of the time. Remember to calculate in the odds of reserves coming in for Escalation missions, extra turns for random game length, and the probability of playing Omega of course. Sheesh! I'm afraid that if you post something like your balanced HS selection on the army list forum, the dakka tough guys will rip off your head and CaptAnderson down your neck for your folly... I feel the same way just because it's not max DAKKAVALUE (TM), people lose it that makes the game no longer fun. The game should be fun right or should a be in accounting class?
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"...THIS IS THE INTERWEBZ! Where people aren't about to let the lack of having the slightest idea what they are talking about slow them down one bit! ;-).....And they'll get angry at others for disagreeing." - jmurph
"Disclaimer: I am not one of those who is going to tell you that you must change your list to find success. If these are the models and the list that you want to play, then play them." - Feldmarshal Goehring |
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![[Post New]](/s/i/i.gif) 2006/04/13 16:30:34
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Been Around the Block
Québec
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Note that the A.S.S. won't always effective, as you might roll a one or two for that Slow and Ponderous move, which won't amout to much. Still, it's cool as it allows the Broadsides to sit behind cover for added protection, then move a bit once all of his targets in a particular corridor are out.
Still, for hard-to-reach targets, you should rely upon Railheads or Crisis suits instead.
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![[Post New]](/s/i/i.gif) 2006/04/13 19:12:22
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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[ARTICLE MOD]
Longtime Dakkanaut
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The problem with examing the ASS is that its effects are hard to quantify mathematically. Maneuverability is huge, though...if I were taking Broadsides, I'd definitely take 'em.
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"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers
Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. |
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![[Post New]](/s/i/i.gif) 2006/04/13 19:51:22
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Stone Bonkers Fabricator General
A garden grove on Citadel Station
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Anarchyman99: "The game should be fun right or should a be in accounting class?"
Heheheheh...
"So you are applying to be an accountant at our company. What previous experiance do you have?" "I play Warhammer 40000." "You've got the job!"
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ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence. |
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![[Post New]](/s/i/i.gif) 2006/04/14 06:32:34
Subject: RE: Broadsides- Advanced Stabilisation System or Target Array?
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Longtime Dakkanaut
Dives with Horses
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Another problem with broadsides is that you don't get any real versatility out of them. A HH can hit either armor or infantry HARD (at a measly 175pts - 225pts depending on options) Broadsides w/ ASS get to fire one weapon per turn, if there is little/no armor facing off against you, they are almost useless, you are spending 90pts to kill .7 marines per turn, that means an average of 63pts per game killed if you don't get to shoot at choice targets. Heavies have to set up first so it is easy enough for your opponent to figure out lines that they can run up to keep as much high value models out of sight.
Just my 2 cents.
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Drano doesn't exactly scream "toy" to me.
engine
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![[Post New]](/s/i/i.gif) 2006/04/15 10:51:36
Subject: RE:Broadsides- Advanced Stabilisation System or Target Array?
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Clousseau
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Posted By Spooky on 04/13/2006 5:53 AM yea ASS seems pretty mandatory. at the least, it lets you LOS-snipe, woot! (ie use the movement to position the suits such that you can only see the model you want to eliminate)
and also lets you position such that you see the target, but minimise the potential for return fire. which is important. also, ass-sides can stomp around the board now, which means the opponent cant count on the firelanes remaining fixed.
I think this is really the key point; the problem with b-sides was that their fire lanes were effectively fixed the whole game; while it meant that you could have total dominance over those lanes, it gave your opponent an opportunity for target denial. With A.S.S, you have the ability to reposition as necessary. While the snipers are neat, I don't see enough there to make me want to field a unit, even at small-points games (my paycheck thanks me for it, too). I'll stick with two 'heads and a squad of Broadsides.
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Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.
I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil |
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