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				<title>Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ <br /> Assuming broadsides aren't overcosted in this edition (and they may well be), I had a few thoughts about broadsides.<br /> <br /> Railguns are finally good(ish) with their <span class="glossaryitem" onmouseover='gp(24);'>d6</span> wounds and all, but just like in 7th, I find myself eyeing that missile spam- high-yield missile pod, smart missiles; at two apiece that's eight s7 shots with d3 wounds, and 8 s5 shots that ignore cover bonuses. The only real downside is the mediocre <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and the equally mediocre markerlights making hits harder.<br /> <br /> My thoughts are two:<br /> <br /> A target lock. This would allow the broadside to move and fire normally, making it WAY different from before, able to move around the battlefield. Of particular note is the idea of sticking it behind the corner of a building if your opponent has the first turn, then popping out with your missiles once he's done, or just using it to catch up with units that moved out of its range/reposition to catch units out of sight.<br /> <br /> Secondly, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>. It's both better and worse than before. Worse, because it is a 12' range now, rather than the full range of its weapons. Better, because the wording doesn't specify that you can't shoot the next turn- in essence it's a free round of shooting, but in most cases this would just translate to making any teleporting assault units really wary of ending up anywhere inside a 12' bubble of your broadside, which could potentially be really useful. <br /> <br /> Personally I lean more toward the target lock; the ability to hide your artillery and then move it forward and fire as normal feels really tempting. Thoughts?]]></description>
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				<pubDate><![CDATA[Wed, 5 Jul 2017 10:50:50]]> GMT</pubDate>
				<author><![CDATA[ SevenSeasOfRhye]]></author>
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				<title>Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ Personally I think broadsides are bad. That said, these are my thoughts on support systems for them. <br /> <br /> Both the options you suggest have merit. They aren't the only good things though. <br /> <br /> Missile drones actually seem reasonably efficient. It therefore makes sense to have a broadside with a dc. Maybe stick a dc on a rail rifle guy. <br /> <br /> I think the ATS is an excellent choice for a broadside with <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> and <span class="glossaryitem" onmouseover='gp(388);'>SMS</span>. Adding -1AP to 16 shots makes it a lot scarier. <br /> <br /> So I think maybe the way I'd set up broadsides would be to have two guys with <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> and ATS, then one guy with rail rifle and <span class="glossaryitem" onmouseover='gp(349);'>DC</span>. <br /> <br /> You could also/instead have some marker drones around. They could benefit from the dc, tank hits for the broadsides, and potentially light things up enough to let the broadsides move and shoot. ]]></description>
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				<pubDate><![CDATA[Wed, 5 Jul 2017 11:56:51]]> GMT</pubDate>
				<author><![CDATA[ Mandragola]]></author>
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				<title>Re:Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ -1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> is a good choice indeed for a missileside, I'll be sure to keep that in mind. Some drones should be good too, if only to soak up some wounds- people *really* seem to hone in on the broadsides.<br /> <br /> Why would you say they are bad? The cost?]]></description>
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				<pubDate><![CDATA[Wed, 5 Jul 2017 12:34:44]]> GMT</pubDate>
				<author><![CDATA[ SevenSeasOfRhye]]></author>
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				<title>Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ Well, they are pretty overcosted now. 1 Commander with 4xMP will do most of a <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> job for 2/3 of its price. However, It's not the point of the thread - so, moving on...<br /> <br /> I'd say <span class="glossaryitem" onmouseover='gp(658);'>EWO</span> is mostly better in a Stormsurge; <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> need ATS, in my view. As <span class="glossaryitem" onmouseover='gp(658);'>EWO</span> is only 12" now, filling your zone with models are a better proposition (especially drones nearby the Broadies).<br /> <br /> HRR could get a Target Lock to be mobile or a Velocity Tracker to take down aircraft (but that might be better in a Commander or, again, Stormsurge). <br /> I don't think <span class="glossaryitem" onmouseover='gp(658);'>EWO</span> is good at all on a Broadie - 2 HHR shots won't make it against whatever comes nearby your units.<br /> Drone Controller can be another option]]></description>
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				<pubDate><![CDATA[Wed, 5 Jul 2017 12:36:07]]> GMT</pubDate>
				<author><![CDATA[ Vector Strike]]></author>
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				<title>Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ I personally get a squad of 2 XV88 with Railrifles and <span class="glossaryitem" onmouseover='gp(388);'>SMS</span>.<br /> the equipment is 2 Velocity Trackers to get that juicy <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2+ against flyers.<br /> But both ATS and <span class="glossaryitem" onmouseover='gp(658);'>EWO</span> are good options.<br /> If I have Stealthsuits or Ghostkeels I usually dont take <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>, because my enemy simply will not be able to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> close enough.<br /> <br /> I like the <span class="glossaryitem" onmouseover='gp(658);'>EWO</span> the least because of it's 12'' range.<br /> In most cases the enemy will simply <span class="glossaryitem" onmouseover='gp(471);'>DS</span> somewhere else so the <span class="glossaryitem" onmouseover='gp(658);'>EWO</span> just denies a landing zone. Something other units can do as well.]]></description>
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				<pubDate><![CDATA[Wed, 5 Jul 2017 12:59:38]]> GMT</pubDate>
				<author><![CDATA[ Aeri]]></author>
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				<title>Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ I agree that Broadsides are prohibitively costed at the moment. they need a solid 40-50pt decrease to be worthwhile. In any event, <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> Broadisdes would get ATS in my army every time. that's a whoe lot of extra pain for 8pts. Railsides...I'd probably do a target lock. Mobility is a big deal, and keeping your big, expensive suit out of harm's way is really important.]]></description>
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				<pubDate><![CDATA[Wed, 5 Jul 2017 13:03:58]]> GMT</pubDate>
				<author><![CDATA[ MilkmanAl]]></author>
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				<title>Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> is pretty pointless when other's are doing a better job with the same guy for cheaper<br /> <br /> That leaves us with Railsides which are still uniquely useful<br /> <br /> Luckily Railsides don't really need ATS so they don't mind carrying <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>.<br /> VT a nice option, and VT affects the squad. Meaning technically you could get multiple Broadsides in a Squad, but then we are talking about an explosion in costs.]]></description>
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				<pubDate><![CDATA[Wed, 5 Jul 2017 13:04:40]]> GMT</pubDate>
				<author><![CDATA[ Talamare]]></author>
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				<title>Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e1108dc2b347a1b362bc29818d39cf0e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/731680/9473942.page"><b>Talamare wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> is pretty pointless when other's are doing a better job with the same guy for cheaper<br /> <br /> That leaves us with Railsides which are still uniquely useful<br /> <br /> Luckily Railsides don't really need ATS so they don't mind carrying <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>.<br /> VT a nice option, and VT affects the squad. Meaning technically you could get multiple Broadsides in a Squad, but then we are talking about an explosion in costs.</div></blockquote><br /> <br /> Given that a missileside is good at dealing with infantry (<span class="glossaryitem" onmouseover='gp(388);'>SMS</span>) and monsters/medium tanks (<span class="glossaryitem" onmouseover='gp(657);'>HYMP</span>), which units do this better?]]></description>
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				<pubDate><![CDATA[Wed, 5 Jul 2017 13:10:07]]> GMT</pubDate>
				<author><![CDATA[ SevenSeasOfRhye]]></author>
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				<title>Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ Oh, forgot that Ghostkeels are good <span class="glossaryitem" onmouseover='gp(658);'>EWO</span> platforms as well<br /> <br /> <blockquote><div><cite>Aeri wrote:</cite>I personally get a squad of 2 XV88 with Railrifles and <span class="glossaryitem" onmouseover='gp(388);'>SMS</span>.<br /> the equipment is 2 Velocity Trackers to get that juicy <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2+ against flyers.<br /> </div></blockquote><br /> <br /> Might remember you that 1 VT is enough for the entire squad, so one of the XV88s can carry a different support system  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 5 Jul 2017 13:27:18]]> GMT</pubDate>
				<author><![CDATA[ Vector Strike]]></author>
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				<title>Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ with 1 VT you only get <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3+<br /> With 2 you get 2+ ;-)]]></description>
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				<pubDate><![CDATA[Wed, 5 Jul 2017 15:01:41]]> GMT</pubDate>
				<author><![CDATA[ Aeri]]></author>
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				<title>Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/731680/9474176.page"><b>Aeri wrote:</b></a><br/>with 1 VT you only get <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3+<br /> With 2 you get 2+ ;-)</div></blockquote><br /> Nope. The new <span class="glossaryitem" onmouseover='gp(36);'>FAQs</span> state that bonuses don't stack with themselves. Stuff like VTs and <span class="glossaryitem" onmouseover='gp(349);'>DCs</span> don't stack.<br /> <br /> That said, there's definitely a case for putting a VT on one member of a railside squad. You could have a <span class="glossaryitem" onmouseover='gp(349);'>DC</span> on one, a VT on another, and I'm not sure what on the third. <span class="glossaryitem" onmouseover='gp(126);'>TL</span>, shield generator, and various other options exist.<br /> <br /> I tend to agree that missilesides lose out to commanders with missile pods, except that those commanders will tend not to have an ATS - and definitely won't have 2 <span class="glossaryitem" onmouseover='gp(388);'>SMSs</span>. So there's a vague case for bringing missilesides still.<br /> <br /> They do just need quite a big drop in points though - I think. Maybe they cost this much because drones are really good at keeping them alive, so they keep firing all game. But ultimately it feels like you're paying more than the cost of a predator for less than half its firepower and toughness. It doesn't feel like a good deal.]]></description>
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				<pubDate><![CDATA[Wed, 5 Jul 2017 15:39:05]]> GMT</pubDate>
				<author><![CDATA[ Mandragola]]></author>
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				<title>Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ i believe they had good reason to price broadsides so high.<br /> <br /> ATS on a HRR broadside ignores all armor for the most part; no armor can stop a HRR with ATS, especially now it is two shots. Seriously, one salvo from them could punch through<br /> <br />  While with <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span>, the shear amount of shots coming from a single model at high amor pen and strength...<br /> <br /> If they didn't have such a high price tag every tau army would have 3 rail sides on overwatch with 3 missile sides in front of them with a commander with a drone controller  between them controlling missile drones, waving his hands as he conducts an orchestra of doom<br /> <br /> For the moment I'm digging O'Railai a lot. He can dink something valuable from a distance with his hIgh density sabot that is assault 2, strength 9. And if a vehicle is stupid enough to get close to him, his emp rounds can throw 4 mortal wounds on it before even rolling for damage. That's assuming there are any vehicles left with XV109s summer salting  around like fething leprechauns of the apocalypse <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 6 Jul 2017 05:13:33]]> GMT</pubDate>
				<author><![CDATA[ ravenor890]]></author>
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				<title>Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ ATS on HRR is essentially overkill<br /> <br /> <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> is basically overcosted<br /> <br /> HYMPsides are basically garbage, ESPECIALLY if you use <span class="glossaryitem" onmouseover='gp(388);'>SMS</span><br /> A Monat can do what it does but better, cheaper, tankier, and more mobile. The only unique thing that HYMPsides can do is be a decent source of <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>. Which I would bet that a Monat could still do a better job at it.<br /> <br /> Also <span class="glossaryitem" onmouseover='gp(388);'>SMS</span> are overcosted. <span class="glossaryitem" onmouseover='gp(388);'>SMS</span> on a Broadside is only ever worth it if you're using ATS. Otherwise an <span class="glossaryitem" onmouseover='gp(388);'>SMS</span> isn't very efficient. If you're using ATS on a Broadside tho, then again... Monat does it better.<br /> <br /> To recap...<br /> Broadsides are about 30-40 points overpriced.<br /> If they were 20 points cheaper then we could start talking about seriously using them in builds. At their current status, only Railsides are close to being viable. That is only because Tau has issues with finding truly heavy weapons.<br /> <br /> HRR + Plasma + <span class="glossaryitem" onmouseover='gp(658);'>EWO</span> is probably your best option.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3ac692c0f9b2e8469113f719699b27b0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/731680/9473948.page"><b>SevenSeasOfRhye wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e1108dc2b347a1b362bc29818d39cf0e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/731680/9473942.page"><b>Talamare wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(657);'>HYMP</span> is pretty pointless when other's are doing a better job with the same guy for cheaper<br /> <br /> That leaves us with Railsides which are still uniquely useful<br /> <br /> Luckily Railsides don't really need ATS so they don't mind carrying <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>.<br /> VT a nice option, and VT affects the squad. Meaning technically you could get multiple Broadsides in a Squad, but then we are talking about an explosion in costs.</div></blockquote><br /> <br /> Given that a missileside is good at dealing with infantry (<span class="glossaryitem" onmouseover='gp(388);'>SMS</span>) and monsters/medium tanks (<span class="glossaryitem" onmouseover='gp(657);'>HYMP</span>), which units do this better?</div></blockquote><br /> <br /> Given that <span class="glossaryitem" onmouseover='gp(657);'>HYMP</span>+<span class="glossaryitem" onmouseover='gp(388);'>SMS</span> costs 210? points...<br /> A lot of stuff does it better for a cumulative 210 points.]]></description>
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				<pubDate><![CDATA[Thu, 6 Jul 2017 08:05:37]]> GMT</pubDate>
				<author><![CDATA[ Talamare]]></author>
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				<title>Re:Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ The hell is a "Monat"?]]></description>
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				<pubDate><![CDATA[Thu, 6 Jul 2017 10:09:23]]> GMT</pubDate>
				<author><![CDATA[ SevenSeasOfRhye]]></author>
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				<title>Re:Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3ac692c0f9b2e8469113f719699b27b0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/731680/9476178.page"><b>SevenSeasOfRhye wrote:</b></a><br/>The hell is a "Monat"?</div></blockquote><br /> <br /> 'Monat' is a Tau term used for a Crisis unit survivor that doesn't want to join another group of Crisis. He/she keeps operating alone until he/she dies.<br /> In game terms, is fielding a lone Crisis model (with/out drones). It was quite useful in 7th, but now Crisis units are forced to field at least 3 models.<br /> With the new <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>, you can have <b>one</b> understrength unit of 1 Crisis, if you don't have enough models to field a 3-man one and not paying the full price of the unit - thus bringing back the idea of Monat.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/731680/9475862.page"><b>ravenor890 wrote:</b></a><br/><br /> For the moment I'm digging O'Railai a lot. He can dink something valuable from a distance with his hIgh density sabot that is assault 2, strength 9. And if a vehicle is stupid enough to get close to him, his emp rounds can throw 4 mortal wounds on it before even rolling for damage. That's assuming there are any vehicles left with XV109s summer salting  around like fething leprechauns of the apocalypse <br /> </div></blockquote><br /> <br /> Sadly, that's not what his rules say. It only lets you roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> if targeting a vehicle and, on a 3+, deal a mortal wound in addition. It's not 1 die per attack.<br /> It should be similar to <span class="glossaryitem" onmouseover='gp(27);'>DE</span> Scourge's haywire blaster ability (on each 4+ to wound vs vehicles, target suffers a <span class="glossaryitem" onmouseover='gp(494);'>MW</span>; on each 6+; D3 MWs)]]></description>
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				<pubDate><![CDATA[Thu, 6 Jul 2017 11:01:20]]> GMT</pubDate>
				<author><![CDATA[ Vector Strike]]></author>
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				<title>Re:Broadside tactics- target locks/EWO?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3ac692c0f9b2e8469113f719699b27b0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/731680/9476178.page"><b>SevenSeasOfRhye wrote:</b></a><br/>The hell is a "Monat"?</div></blockquote><br /> Commander Suit]]></description>
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				<pubDate><![CDATA[Thu, 6 Jul 2017 20:26:58]]> GMT</pubDate>
				<author><![CDATA[ Talamare]]></author>
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