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Messages - Mabbz

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1
I've gotta say, I think your opponent needs to rethink his army somewhat. The Custodes don't seem like a good core for an army. I feel like they'd work better as a massive golden distraction, charging forward and drawing fire while filling the rest of the list with powerful glass cannons, like basilisks and manticores.

Also, Tyranids are coming up? That'll be interesting, I haven't seen a Tyranid player in years.

2
"Wait..." said the Farseer, "Didn't...  Didn't your Kabal fight Vect and Lady D'ysperax not that long ago?  Didn't we... nearly kill them?"
Heh,I remember that battle. I may have to go back and reread it.

You know, I enjoy all your characters, but Bella is definitely one of my favourites. She's adorable! And so is the image of a talos in a party hat!

Anyways, you said DE are more powerful than Tau, and since you won your previous battle that pretty much proves that you'll win this one. Still, I look forward to seeing how you manage it.

Quick question, you fought the guard a few times now. Would you say they're more or less powerful than the Tau? I've been thinking of reviving my old mech guard army since I can't seem to win with tau without using a nearly pure gunline which I find boring.

3
Woohoo! Great to see the Tau actually pulling off a decent win here. I was worried that this just wouldn't be a good edition for them.

Coldstars are awesome. I've been experimenting by going more gunline recently, but I just can't help loving their ability to more or less go anywhere and cripple anything. Combine that with their Character ability to hide until the right moment, and they really do become the perfect explanation of the Mont'ka. Mont'ka in the codex is usually described as being all about striking key targets, hard and fast, at exactly the right moment. Attack too early and they die unsupported, too late and the target has probably already done too much damage.

I have to admit, I'm a little suprised at how pro-kroot you are. I've usually found that they just die and flee too easily, and while I understand the need to block deep strikers and other fast units, I haven't found them all that good at it. Then again, most of my local opponents don't really deep strike all that much, so maybe it's just differences in local metas.

As for your own tale, I don't think that two Piranhas are really enough to deal with... anything really.  Other than board control, have you been liking them?  Haven't tried them yet, but I'm always open for suggestions!
Depends on what you use them for. They put out moderate firepower (about the same as a three man stealth team, whilst being cheaper), but they wont usually kill anything on their own. But they're small and non-threatening enough to avoid being a priority target for you're enemy, and their speed and toughness makes them very effective roadblocks. In my last game I had one hide behind some ruins for a few turns, only to suddenly park it in front of a incoming CC blob. My opponent couldn't go around it, was built mostly for anti-infantry so it couldn't easily go through it, and I'd taken out enough of their anti-tank that they couldn't kill it with the rest of their army. It basically saved my gun line from being disrupted long enough to let me wipe them out with mass shooting the next turn.

As far as suggestions go, I personally like them a lot. Most of my games these last few months have been 35 power level, yet I've happily spent 16 out of that 35 power level on a speed themed outrider detachment. It wasn't always effective, but having the slowest thing in the army be a devilfish team with 12" movement is a lot of fun.

I do have one unrelated question though. Have you ever use any of the Tidewall fortifications? I ask because I've been really tempted lately, especially since a fireblade in a droneport could be an interesting alternative to pathfinders, or even a good way to keep them alive...

EDIT. Quick point, you mentioned at one point that your Vior'la Commander used his stratagem to wipe out a Leman Russ. What stratagem was that? Because the Vior'la specific stratagem is infantry only.

4
Sorry for the delayed response. It's nice to see you sticking with tau at least a little bit longer. I really hope this went better for you than your last game, at least to prove that the Tau aren't totally awful this edition.

As far as the lists go, three coldstars with fusion blasters should deal with some of the tanks, the only question is whether they'll survive long enough to finish then off. At least you're better equipped than I was in my last game against IG. Two broadsides and two fusion piranhas really isn't enough to deal with a baneblade  :P

5
I'm mostly just annoyed that units outside of LoS now prevent targeting characters. I understand the reasoning (I myself have deliberately moved a unit to let my models target a character by ensuring they can't see a closer unit) but this seems like a heavy handed way of doing it.

I also find it weird that the Bork'an stratagem is now even less useful. You now have to use it before determining the number of shots you get, meaning that if you get a 6 then you've wasted a CP for no reason.

6
Granted, I had mobility.  The Commander, Riptide and Hammerhead all move 12" or higher, but I was saddled with trying to keep the infantry alive.

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That's a thought.  Maybe I should move away from Fire Warriors then.  Granted, they're useful, but they need to be able to do serious damage when I need them.  And if they don't survive past Turn 1... That's a problem.
Devilfish?  Hmm... not sure.

In any case, I need to cogitate on the issue while being in awe of the Dark Kin.

I'm SO tempted to bring out Y'stral and Bella for a spin.  I managed to get my hands the Codex and so much is better.  Just STRAIGHT better both in crunch and the fluff is pretty epic too.  Vect (probably) planning his own assassination to bring out his rivals to his own funeral, murdering them all with the Prophets of Flesh Coven and then using their blood and souls to reincarnate him as a LIVING MUSE?  That's... pretty epic.  The Dark Kin... call to me...

What do you all think?
Ouch. Yeah, that was brutal.

I'd say that maybe you would have done better to deploy further back (with maybe the kroot staying forward to provide a slight buffer), but with Dark Eldar speed, I don't know how much good that would have done.

As far as your points about going more mobile go, I personally had fun with an outrider detachment full of pirhanas, although I scrapped it because I wasn't playing on big enough table to make it worthwhile.

One thing I had been considering was that maybe combining the gunline with Tidewalls would work. After all, you can still shoot, you get more durability and you can fly out of combat. Combine that with either Bork'ans range or Vior'la for some point blank fun, and maybe a separate detachment for a more mobile element, and see how that goes. Although the downside is that I don't think you can benefit from buff auras while on the tidewalls, but at least you can disembark for them.

(actually, re-reading the rules, provided the fireblade is disembarked you probably can benefit from him. He just specifies all pulse weapons in range with the Sept keyword, no mention of the Infantry keyword. Which also means that gun drones can benefit, even whilst on vehicles. Interesting)

Still, if you want to go Dark Eldar yourself, I wont be complaining. Y'stral and Bella are always fun characters, and if you don't think that Tau are going to work out this edition then don't try to force it. Use whatever you want, and have fun with it, and I guarantee I'll have fun reading it  ;)

7
Ah, the gun line. Never been my preference, but it does look good for tau this edition. Also I have to say I've never considered allying farsight with another Sept. It's an interesting idea that I may have to steal (although I would have combined the fusion blades with a Coldstar)

Having a fireblade as warlord is something I've thought of, although I haven't actually tried it. I'll be interested in seeing how well that goes. I also feel like I should be offended on Shi'va's behalf.

Speaking of Shi'va, I never really pegged her as being jealous of Lorilune for some reason. And now she gets to be annoyed by a disrespectful old fireblade, with should be fun. Plus more Voxi is nice, I remember liking him back when he last showed up.

And of course, YAY LADY D RETURNS!

8
Yeah, that went more or less how I thought it would. The Custodes were tough, but not really deadly enough. And when Eldar maneuverability let's you attack the squishy guardsmen at the back, there were just too many targets and the Custodes couldn't possibly bring them down fast enough.

What I didn't expect was for Lorilune to go back to the Orks, although in hindsight I'm not sure why. If she really wanted to rejoin the Eldar, I have no doubt that she would have some time ago.

9
House Rules / Re: Minor rules changes
« on: March 27, 2018, 11:53:22 AM »
The first rules I've been thinking of recently are the various Explodes rules. The gist of them are that when a vehicle is reduced to zero wounds, roll a d6. On a 6, the vehicle explodes, inflicting mortal wounds on nearby units.

I want to change it so that you can overkill vehicles to increase the chance of explosion. I was thinking something like "for every wound lost after its last one, roll a d6. If any 6s are rolled, the vehicle explodes"

For example, a tank is on 2 wound left, when a lascannon successfully wounds it, and rolls a five for damage. As such, the player rolls 3d6, and any 6s result in an explosion

Thoughts?

10
House Rules / Minor rules changes
« on: March 27, 2018, 11:42:09 AM »
Ever thought of a rule that doesn't exist, but you wish it did? And you don't make a new topic here to discuss it, because it's such a minor rules change?

Much like the battle anecdotes thread for people to share fun moments without writing a full battle report, this thread is for house rule ideas that don't really warrant a full thread.

For some examples of the kind of minor rules changes I mean, see the Tweak a unit contest here

11
Hmm. On the one hand, you'll need a lot of firepower to bring the Custodes down. On the other hand, are they really that dangerous? Hurricane bolters aren't particularly deadly... (I've not fought Custodes yet)

Fluff wise, as a fan of the emperor's text-to-speech device, I approve of Custodes being weird. And it's nice to get a glimpse of what the Orks are up to.

Looking forward to the report.

12
Forces and Allies of the Imperium / Re: New Tau Codex
« on: March 25, 2018, 10:03:57 PM »
Before the new codex, my army was 4 piranhas, a Coldstar, and some pathfinders with a fireblade and devilfish (I only play small, 35 power level games lately). The general tactic was to never get in combat, because everything was fast enough to dodge. It didn't always work (especially since I often played on 2'x4' boards) but it was fun and fluffy and kinda effective.

With the new codex, I'm probably going to stick with it. The main problem was a lack of heavy firepower, and a quad fusion Coldstar (optionally with fusion blades) should help nicely with that. Maybe throwing in a hammerhead or two as well, or some devilfish strike teams. Basically stay very mobile and treat every game as a bullfight, taking objectives only at the very end.

I'm still undecided on the Sept. Vior'la for boosted fish of fury? Dal'yth for a bit more ranged defence and emergency redeployment? Enclaves for fusion blades?

13
Forces and Allies of the Imperium / Re: New Tau Codex
« on: March 23, 2018, 10:43:06 AM »
So I've had the chance to look at the fluff side of the codex. It's mostly just more of the same stuff from before 8th, except for the 4th and 5th spheres of expansion. Here's a quick rundown:

Just before 8th, the imperium set the Damocles Gulf on fire (don't think too hard about how), and since Tau ships aren't warp capable, they're basically stuck with no good places to expand. But, it turns out that they've been experimenting on wrecked imperial ships, and have made their own warp drives,with moderate success in testing.

So, naturally, they build a big fleet and activate all the warp drives at once, accidentally making a huge warp rift that consumes the whole 4th sphere expansion fleet. Oh, and they were broadcasting this live across the empire. Genius.

Anyways 10 years of moping pass, until the Tau pick up a signal from the 4th sphere fleet. Following the signal they find a probe orbiting a stable wormhole of some kind, that they call the startide nexus. They send the 5th sphere fleet (led by Shadowsun) through without any problems and find what's left of the 4th sphere fleet.

The survivors are mostly ok, although they have some lovely stories about being toyed with and slaughtered by monsters, and they claim that... something... rescued them, creating the wormhole in the process. Also the survivor are unusually xenophobic, even massacring prisoners and a kroot uprising when the Tau start capturing nearby planets.

I don't know where the other end of the nexus is in relation to the rest of the galaxy, but the death guard are now attacking and the codex implies thathat Shadowsun might not win this one.

14
Forces and Allies of the Imperium / Re: New Tau Codex
« on: March 20, 2018, 09:32:02 PM »
I have the Codex as well, and I'm going to play Eldar for a bit longer until the first FAQ drops.

I'm not sure if the Sa'cea trait works first turn and well...  I'm not sure what's really stellar yet.

Nothing really seems that survivable and in the current meta of lots of 1 wound models, all of the multi-wound guns that the Tau have seem a bit overpriced.

Then again, the temptation to take Bor'kan with the potential for a 21" triple tapping Fire Warriors is tempting...

Best,
-BT
the Sa'cea traits just a Ld and Shooting buff. I'm guessing you actually meant the Dal'yth trait (cover when stationary) in which case RAW I'd say no.

Also, Bork'an is cool, but is it as cool as Vior'la 6 shots at 18"?

15
Forces and Allies of the Imperium / Re: New Tau Codex
« on: March 19, 2018, 07:16:45 PM »
Well, I have the codex, so here's my first impressions on the rules (I haven't had a chance to look at the fluff yet).

Firstly, they look very familiar. In most units and weapons remain unchanged aside from cost. I only play power levels these days, so I haven't checked points much, but mostly the changes in cost look straightforward and sensible. Coldstars and Drones have gone up and most other things have stayed the same or gone down.

Speaking of Coldstars, I suspect they'll be the new gem in the codex. There's little else in the game capable of accurately firing 3-4 melta weapons and moving 40" in a single turn. Not to mention the possibility of taking signature systems to increase durability and strength (Coldstar with fusion blades sprang to my mind)

The stratagems are decent enough, nothing really stood out as overly good or bad there (except Bork'ans, which is literally just a single dice re-roll with for certain weapons. You know, because the main rulebook doesn't already have tha covered  :P)

Similarly, the Sept traits seemed fairly balanced, since I kept changing my mind on which I wanted to use (I'm currently leaning towards Da'lyth).

Final thoughts are basically that the codex has helped the Tau quite a bit, but we still aren't nearly as powerful as many of the others, like Eldar. Trouble is, we're still hampered by an average Bs.

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