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Made in us
Longtime Dakkanaut





HQs
SS - Commander
A - Coldstar, Longstrike
B - Fireblade, Aun'va, Shadowsun
C - Ethereal, Fightsight, Darkstrider
D - Aun'Shi

Units
SSS - Gun Drones
S - Pathfinders, Vespids
A - Hounds, Ghostkeel, HRR Broadside
B - Strike Team, Breacher Team, Krootox, Crisis, Hammerheads, Sunshark
C - Carnivores, Stealth Suits, Crisis Guards, Piranha, Devilfish, HYMP Broadside
D - Shield Drones, Shaper, Marker Drones, Stormsurge
E - Razorshark, Sniper Drones
F - Riptide, Firesight, Skyray

Weapons
S - Fusion Blaster
A - Cyclic Ion Blaster
B - Flamer
C - Missile Pods, Plasma Rifle, Burst Cannon
D - Airburst Fragmentation Projector

Most of this is pretty self explanatory, but I will happily go into detail for any specific questions.
Note, a lot of this has already been discussed in https://www.dakkadakka.com/dakkaforum/posts/list/0/726989.page
Disclaimer - Spamming Top Tier Stuff doesn't make you auto win.

7/24 Edit - NEW FAQ! Sunshark Bomber gained 2 more Ion Rifles, buffed from C to B tier. Shield Drones gained 5+ FNP, buffed from F to D.

This message was edited 1 time. Last update was at 2017/07/24 18:38:05



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
 
   
Made in ca
Longtime Dakkanaut





I took stealth suits to my local and was not impressed with them very much. I would need to play a few more games. I do think they deserve the c rank, but how some people talk of them you would think they were equal to commanders.

I was surprised at how good Pathfinders with ions were. Definitely liked those.

Strikers are also great units. I wish I had proxied some breachers though because if I had game one might have gone differently as turn 1 I was basically within 10 inches of gulliman. Ah well would have been a hard fight even then since I got four corners and got basically one piece of terrain and a huge fortress blocking my line of sight so I couldn't get any shots off except with my Ta'unar which then got focused since of course.
   
Made in us
Stealthy Kroot Stalker





...OK, I'm intrigued by how Crisis Suits managed to get a B grade. If you're going to start anywhere in your explanation, I'd start there.
   
Made in us
Longtime Dakkanaut





 Unusual Suspect wrote:
...OK, I'm intrigued by how Crisis Suits managed to get a B grade. If you're going to start anywhere in your explanation, I'd start there.


It's pretty relative.

Crisis Suits are still capable of carrying a variety of weapons and perform fairly adequately with it.
I could say Flamer Crisis help this rating, but even without placing excessive consideration on it. Crisis Suits would still be around that ranking.

How about I turn the question around and ask why do you feel they should be lower?

They straight up mathematically outperform HYMP Broadsides while having higher mobility.
They have vastly more fire power than Stealth Suits or Piranhas.

Crisis Suits may be rated as B, but that doesn't inherently mean their great. Just that there are options that are worse than them.


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
 
   
Made in us
Fresh-Faced New User




 Unusual Suspect wrote:
...OK, I'm intrigued by how Crisis Suits managed to get a B grade. If you're going to start anywhere in your explanation, I'd start there.


Crisis suits are still top performers when it comes to raw damage. I created an Excel workbook that crunches the numbers for you. https://www.dakkadakka.com/dakkaforum/posts/list/733068.page

The problems I see are cost, not enough wounds for the cost, and depreciating firepower with casualties. The last being of most concern for unit value on the table after turn 3. A CIB team runs 288 and an FB team runs 315. Drones can help you survive for a price. They are an Alpha/Beta tool imo.
   
Made in us
Stealthy Kroot Stalker





 Talamare wrote:
 Unusual Suspect wrote:
...OK, I'm intrigued by how Crisis Suits managed to get a B grade. If you're going to start anywhere in your explanation, I'd start there.


It's pretty relative.

Crisis Suits are still capable of carrying a variety of weapons and perform fairly adequately with it.
I could say Flamer Crisis help this rating, but even without placing excessive consideration on it. Crisis Suits would still be around that ranking.

How about I turn the question around and ask why do you feel they should be lower?

They straight up mathematically outperform HYMP Broadsides while having higher mobility.
They have vastly more fire power than Stealth Suits or Piranhas.

Crisis Suits may be rated as B, but that doesn't inherently mean their great. Just that there are options that are worse than them.


They only outperform HYMP if you don't account for the other weapon systems the HYMP can take (two SMS on the broadside chassis, particularly with ATS, is nothing to sneeze at, and part of the cost of the Broadside chassis is paying to take those weapons).

Their firepower is pretty much always worse than another unit, and the comparably better "versatility" of the Crisis is only in how they're built, not in how they can adapt on the battlefield.

They are, aside from Flamers, never an efficient source of any sort of firepower (because being more efficient than HYMP Broadsides does not necessarily entail that the general term "efficient" is an appropriate discription).

I guess I understand your explanation, I think I just disagree on how you've weighed benefits versus worth.
   
Made in fr
Fresh-Faced New User




My list if you want to debate :

Green = Up from your list
Red = Down from your list

HQs
SS - Commander
A - Coldstar, Longstrike Fireblade, Aun'va
B - Shadowsun
C - Ethereal, Fightsight, Darkstrider
D - Aun'Shi

Units
SS - Gun Drones
A - Hounds, Ghostkeel,
B - Strike Team Crisis, Sunshark, Stealth Suits
C - Carnivores, Piranha, Devilfish, Vespids, Pathfinders, Hammerheads, Breacher Team , Stormsurge
D - Shaper, Marker Drones, Broadside, Krootox
E - Razorshark, Sniper Drones
F - Riptide, Shield Drones, Firesight, Skyray, Crisis Guards

Weapons
S - Fusion Blaster, Burst Cannon
A - Cyclic Ion Blaster
B - Flamer
C - Missile Pods, Plasma Rifle
D - Airburst Fragmentation Projector

This message was edited 2 times. Last update was at 2017/07/18 09:03:03


 
   
Made in us
Longtime Dakkanaut





 Unusual Suspect wrote:

They only outperform HYMP if you don't account for the other weapon systems the HYMP can take (two SMS on the broadside chassis, particularly with ATS, is nothing to sneeze at, and part of the cost of the Broadside chassis is paying to take those weapons).

Their firepower is pretty much always worse than another unit, and the comparably better "versatility" of the Crisis is only in how they're built, not in how they can adapt on the battlefield.

They are, aside from Flamers, never an efficient source of any sort of firepower (because being more efficient than HYMP Broadsides does not necessarily entail that the general term "efficient" is an appropriate discription).

I guess I understand your explanation, I think I just disagree on how you've weighed benefits versus worth.

Crisis Suits are definitely able to adapt to the battlefield better than a Broadside.
Considering Crisis Suits have 8" movement vs 5" movement. They have fly, and they have mostly assault weapons.

I suppose it was unfair for me to say Crisis Suits are strictly mathematically better, when I should have said something like S7 Weaponry.
S5 (potentially effectively) AP-2 is really strong, and shouldn't be ignored..
SMS Definitely tilt things in their favor for offensive, but not enough to overcome the mobility difference.


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
 
   
Made in fr
Fresh-Faced New User




A lot of thing are better than a broadside in 8th.

For the crisis, question is : why take crisis when you can take a commander ?
   
Made in us
Regular Dakkanaut





Plasma Rifles should be A, not C. Cheap and effective.

Triple Plasma Crisis are cheap and effective at 228 points, good vs anything that isnt horde, good against units that are in cover, and good vs T6 MC, and can help finish off big targets. I agree with the B rating.

Quad plasma Commanders are sick, but not popular due to lists needing fusion.

This message was edited 3 times. Last update was at 2017/07/18 15:29:46


 
   
Made in fr
Fresh-Faced New User




Plasma is only vaguely effective at mid range.

Look at the mathammer :

http://imgur.com/a/Vusl4
   
Made in us
Fresh-Faced New User




Listed in order of kills per turn of shooting at full strength.
MEQ
Unit Weapon Kills Points PPK
XV8 Flamer 5.25 207.00 39.43
XV8 Plasma Rifle RF 5.00 225.00 45.00
XV8 Cyclic Ion Blaster 4.50 288.00 64.00
XV8 Burst Cannon 4.00 216.00 54.00
XV8 Fusion Blaster 3.75 315.00 84.00
XV8 Cyclic Ion Blaster OC 3.75 288.00 76.80
XV8 Missile Pod 3.00 342.00 114.00
XV8 Airburst Frag Proj 2.63 216.00 82.29
XV8 Plasma Rifle 2.50 225.00 90.00

Unit Weapon Kills Points PPK
Commander Plasma Rifle RF 3.70 120.00 32.40
Commander Cyclic Ion Blaster 3.33 148.00 44.40
Commander Burst Cannon 2.96 116.00 39.15
Commander Fusion Blaster 2.78 160.00 57.60
Commander Cyclic Ion Blaster OC 2.78 148.00 53.28
Commander Flamer 2.33 112.00 48.00
Commander Missile Pod 2.22 172.00 77.40
Commander Airburst Frag Proj 1.94 116.00 59.66
Commander Plasma Rifle 1.85 120.00 64.80

TEQ
Unit Weapon Kills Points PPK
XV8 Fusion Blaster 5.75 315.00 109.57
XV8 Plasma Rifle RF 4.00 225.00 112.50
XV8 Cyclic Ion Blaster OC 4.00 288.00 144.00
XV8 Missile Pod 4.00 342.00 171.00
XV8 Cyclic Ion Blaster 3.00 288.00 192.00
XV8 Plasma Rifle 2.00 225.00 225.00
XV8 Flamer 1.75 207.00 236.57
XV8 Burst Cannon 1.50 216.00 288.00
XV8 Airburst Frag Proj 0.88 216.00 493.71

Unit Weapon Kills Points PPK
Commander Fusion Blaster 4.98 160.00 64.24
Commander Plasma Rifle RF 2.96 120.00 81.00
Commander Cyclic Ion Blaster OC 2.96 148.00 99.90
Commander Missile Pod 2.96 172.00 116.10
Commander Cyclic Ion Blaster 2.22 148.00 133.20
Commander Plasma Rifle 1.48 120.00 162.00
Commander Burst Cannon 1.11 116.00 208.80
Commander Flamer 0.78 112.00 288.00
Commander Airburst Frag Proj 0.65 116.00 357.94



Automatically Appended Next Post:
The most effective unit in the entire Tau faction against TEQ/Vehicle/Multi-wound targets in a single round of shooting we have is the 315 point Crisis Team with 3 Fusion Blasters each. The 160 point Commander with 4 fusion blasters is a close second. No other options in our force come close. Against multi wound models the XV8s will average 10.5 points of damage per round of shooting against a Dreadnaught type target, the commander rings in at 7.78 damage. The caveats are the limited number we can take and remain effective on the battlefield as an overall force, and their inherent squishy nature.

Stripping the supporting drones away that provide the ablative wounds for suit units and target priority protection for characters is fairly easy. The drones suffer from a weak morale, give up Kill Points very quickly, and are limited in shooting usage. Sure they are great against MEQ, but if there are *any* poorer targets for them that are closer their shooting is wasted. They are 8 point bullet magnets, nothing more.

It’s a new day for Tau. No more sitting back at 24 inches blazing away then jumping out of sight. No more wings of unkillable firepower shirking off the worst of the worst they could throw at us. We are fragile in small numbers, with synergies easily broken at the loss of a single unit. We have the weapon power of the Eldar and the talent to use them of an Ogryn. We have the in-your-face range of Marines and the fragility of guardsmen. We have to shift our focus from small elite units to blobs. We are orks. We are guard. We are blob.

This message was edited 7 times. Last update was at 2017/07/19 05:08:35


 
   
Made in us
Longtime Dakkanaut





7-Zark-7 wrote:
Listed in order of kills per turn of shooting at full strength.
[spoiler]
[/spoiler]



Automatically Appended Next Post:
CIB should always be used with ATC
How does a Commander with 4 shots kill 5 Terminators?







I say more, but it's still not perfect.

This message was edited 4 times. Last update was at 2017/07/19 08:38:22



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
 
   
Made in us
Fresh-Faced New User




I screwed up and copied damage per unit column rather than kills per unit. Not only that I used Centurion toughness... redoing the sheet.



Automatically Appended Next Post:



Uploaded a new sheet:
https://drive.google.com/open?id=0BxEmuyrPyz-6U25YcFM4Mms3S3M


Automatically Appended Next Post:
On a commander using ATS with CIB increases damage against TEQ by .28 damage for all 3 weapons, has no change in effective damage against MEQ, and reduces damage against GEQ by .69. It saves 10 points at the cost of rolling 3 more dice in overwatch and reduced effectiveness against squishy troops. If you need 10 points its a great place to grab them.

On a 3 Man Crisis Teams taking ATS instead of another CIB makes no change to damage to TEQ, reduces damage to Marines by .5 per turn and drops damage to GEQ by 1.88.

This message was edited 13 times. Last update was at 2017/07/19 10:20:38


 
   
Made in us
Longtime Dakkanaut





7-Zark-7 wrote:

Uploaded a new sheet:
https://drive.google.com/open?id=0BxEmuyrPyz-6U25YcFM4Mms3S3M


Automatically Appended Next Post:
On a commander using ATS with CIB increases damage against TEQ by .28 damage for all 4 weapons, has no change in effective damage against MEQ, and reduces damage against GEQ by .69. It saves 10 points at the cost of rolling 3 more dice in overwatch and reduced effectiveness against squishy troops. If you need 10 points its a great place to grab them.

On a 3 Man Crisis Teams taking ATS instead of another CIB makes no change to damage to TEQ, reduces damage to Marines by .5 per turn and drops damage to GEQ by 1.88.

On the Sheet on Crisis Squad Analysis, you forgot to list CIB OC for anything with multiple wounds.
As well as your TEQ states that against high AP weapon it's 83% unsaved, it should be 66% unsaved


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
 
   
Made in us
Fresh-Faced New User




RE 1: I left that sheet in the workbook but did not expand on it and focused on Squad & Weapon Analysis sheet.

RE 2: I updated the doc. The formula had a bad reference for resolving invuln vs reg saves.

The sheet is best used downloaded and opened in a program like excel which allows the functions to be utilised. You can select different targets, sort the data by multiple selectors and get a better overall feel for individual unit performance.

Updated R6

This message was edited 3 times. Last update was at 2017/07/20 00:39:10


 
   
Made in us
Longtime Dakkanaut





Updated the OP to account for the new FAQ


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
 
   
Made in fr
Fresh-Faced New User




Still don't understand the rating of some units. The broadside is heavily overpriced. In an other hand, burst is a very good anti GEQ and MEQ. The flamer is good but dangerous and difficult to use. Vespid is good too but not really better than crisis. Pathfinder is good but you can play easily without them.
   
Made in us
Omnipotent Necron Overlord






I would probably switch ghostkeels with fire-warriors on your units list - but everything else I think is in line. Firewarriors are much superior to crisis suits - they can't be in the same tier IMO. While ghostkeels can be kitted out with some nice weapons - they still have issues - and become quite expensive to overcome them.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Longtime Dakkanaut





Finger wrote:Still don't understand the rating of some units. The broadside is heavily overpriced. In an other hand, burst is a very good anti GEQ and MEQ. The flamer is good but dangerous and difficult to use. Vespid is good too but not really better than crisis. Pathfinder is good but you can play easily without them.

Broadside are overpriced, but it's basically the best Long Range Anti Tank in our Army.
HYMP gets a low rating because several other models are capable of doing basically the exact same thing for cheaper or with better mobility
You can also technically play without Commanders and Gun Drones, doesn't change the fact that those 2 are amazing.
Pathfinders are rated highly for their Rifles, not for Markerlights.

Vespids are amazing at Anti MEQ, and are better than Crisis Suits at it.
~75 points vs MEQ
Vespid 10 * 1/2 * 2/3 * 2/3 = 2.22
Crisis PR 6 * 1/2 * 2/3 * 5/6 = 1.66
Crisis BC 12 * 1/2 * 2/3 * 1/3 = 1.33
Crisis BC ATS 8 * 1/2 * 2/3 * 1/2 = 1.33
Crisis CIB 9 * 1/2 * 2/3 * 1/2 = 1.5
Crisis CIB OC 6 * 1/2 * 5/6 * 1/2 = 1.25
Crisis Flamer 3 * 3.5 * 1/2 * 1/3 = 1.75
Crisis FB 3 * 1/2 * 5/6 * 6/6 = 1.25

Xenomancers wrote:I would probably switch ghostkeels with fire-warriors on your units list - but everything else I think is in line. Firewarriors are much superior to crisis suits - they can't be in the same tier IMO. While ghostkeels can be kitted out with some nice weapons - they still have issues - and become quite expensive to overcome them.


Fire Warriors are pretty Great!
3 Squads of Fire Warriors bringing a Missile Pod is 180 points
and brings 15xS5 Shots and 6xS7
Comparable Crisis Suits would have 12xS5 and 6xS7 (Triple BC and Triple MP) for 186 points!
Not to mention that Fire Warriors would be a Troop Choice providing a ton of CPs!

However, Fire Warriors are pretty immobile in that scenario. Their primary usage is really just S5 shots which is still great!
Really Fire Warriors are about correctly placed, they are an excellent source of Efficient S5 guns, but they aren't incredibly mobile and don't contribute much of anything else.
The fact that their S5 have no AP is pretty brutal.

As far as them being on the same tier as Crisis Suits, you have to considered that those 2 aren't only being measured between each other. Crisis Suits are one of the better sources of Anti Tank in our Army.
Which brings us to the Ghostkeel which is also a great source of Anti Tank with it's ~4 Fusion shots per turn, solid mobility and great survivability.

In Summary, the Ghostkeel makes it into Tier A for it's Anti Tank abilities
Crisis holds onto it's Tier B for it's Anti Tank and Mobility
Fire Warriors are also Tier B for it's Anti Infantry and Command Points, but not higher due to the lack of AP on it's shots.


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
 
   
Made in us
Regular Dakkanaut





Gonna have to say stealth suits are B not C. They can get a Commander or Crisis team with fusion blasters in melta range on turn 1, and a flamer crisis squad in range on turn 1, nuff said. We wont even mention they now get 2 wounds each, and always -1 hit in the shooting phase, with 4 toughness and 8 inch movement for 30 points with a burst cannon. Take a look in any other index/codex and let me know if there is a unit that comes anywhere near what these guys offer for the same points cost. They are a bargain in 8th.
   
Made in us
Fresh-Faced New User




Hey y'all,

I am super new to the tau empire and just wanted to get some clarification on why the riptide is soooo bad? Is it mainly based on the point value of it with its upgrades or is it just not an optimally effective machine anymore.

What units should I be focusing on more then others? There are a lot of options that look sweet, but I'm still trying to work out the best tactics for them.

Thanks for all the information.
   
Made in us
Shas'la with Pulse Carbine





trinhm03 wrote:
Hey y'all,

I am super new to the tau empire and just wanted to get some clarification on why the riptide is soooo bad? Is it mainly based on the point value of it with its upgrades or is it just not an optimally effective machine anymore.

What units should I be focusing on more then others? There are a lot of options that look sweet, but I'm still trying to work out the best tactics for them.

Thanks for all the information.


Its a big bad-boy suit that costs as much/more than 2 quad las preds, fewer wounds than those 2 preds, worse shooting skill than those preds, less mobile than those las preds, less offensively capable than those las preds, just worse for the points than generally anyone elses survivable offensive platforms.
I mean... full health riptide moves 2 inches, hits on a 5+... the removal of relentless really hurt it.
   
Made in us
Fresh-Faced New User




 pumaman1 wrote:
trinhm03 wrote:
Hey y'all,

I am super new to the tau empire and just wanted to get some clarification on why the riptide is soooo bad? Is it mainly based on the point value of it with its upgrades or is it just not an optimally effective machine anymore.

What units should I be focusing on more then others? There are a lot of options that look sweet, but I'm still trying to work out the best tactics for them.

Thanks for all the information.


Its a big bad-boy suit that costs as much/more than 2 quad las preds, fewer wounds than those 2 preds, worse shooting skill than those preds, less mobile than those las preds, less offensively capable than those las preds, just worse for the points than generally anyone elses survivable offensive platforms.
I mean... full health riptide moves 2 inches, hits on a 5+... the removal of relentless really hurt it.


Not to be super dumb here but what are "las preds". I am a super noob and still learnign the lingo. Thanks for the info.
   
Made in us
Shas'la with Pulse Carbine





trinhm03 wrote:
 pumaman1 wrote:
trinhm03 wrote:
Hey y'all,

I am super new to the tau empire and just wanted to get some clarification on why the riptide is soooo bad? Is it mainly based on the point value of it with its upgrades or is it just not an optimally effective machine anymore.

What units should I be focusing on more then others? There are a lot of options that look sweet, but I'm still trying to work out the best tactics for them.

Thanks for all the information.


Its a big bad-boy suit that costs as much/more than 2 quad las preds, fewer wounds than those 2 preds, worse shooting skill than those preds, less mobile than those las preds, less offensively capable than those las preds, just worse for the points than generally anyone elses survivable offensive platforms.
I mean... full health riptide moves 2 inches, hits on a 5+... the removal of relentless really hurt it.


Not to be super dumb here but what are "las preds". I am a super noob and still learnign the lingo. Thanks for the info.


Space marine predator tanks, with twin-lascnanon main weapon, and las-cannon side sponsons.
   
Made in us
Longtime Dakkanaut





trinhm03 wrote:
What units should I be focusing on more then others? There are a lot of options that look sweet, but I'm still trying to work out the best tactics for them.

Thanks for all the information.

Remember to bring anti infantry and anti tank, and you're good.

The tier list gives you a pretty solid indication what you should be focusing on more than others.


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
 
   
Made in us
Fresh-Faced New User




Gotcha, Thanks for the info and help Talamare and Pumaman1!!!!
   
 
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