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Messages - knightperson

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Forces and Allies of the Imperium Army Lists / Re: 2k Tau MC list
« on: January 11, 2014, 02:45:23 AM »
Well done, UnusualSuspect. I was going to the same thing, but I would have used more words and not gotten the point across as clearly. Unless the Rune Priest has some warlord trait that mimics the IG's "get back in the fight", then no Jaws after he goes to ground.

General 40k and Expansions / Re: YOUR Infamous Villains and Famous Heroes
« on: December 15, 2013, 08:30:12 PM »
Sadly, Shaper Omata met his end facing a foe more deadly than any he could have imagined. He was knocked off his shelf by my cat and eaten by the vacuum. I don't have the heart to throw his parts away, and live on in the hope I can someday repair him.

"Gentlemen, we can rebuild him. We have the technology. We have the capability to build the world's galaxy's first bionic man kroot. Steve Austin Shaper Omata will be that man kroot. Better than he was before. Better, stronger, faster."

General 40k and Expansions / Re: Xenos Aegis Defence Lines?
« on: November 30, 2013, 08:01:01 AM »
No idea on the Mr Dandy stuff, but the Spartan Scenics can be ordered for 25 pounds. That probably makes them at least as expensive as the actual GW Aegis, but it's the principle of the thing!

General 40k and Expansions / Re: YOUR Infamous Villains and Famous Heroes
« on: November 30, 2013, 07:58:31 AM »
Oh, lemme see. I once had a shield drone kill a terminator in close combat. We sort of envisioned it as a shield protected grand piano slamming into him!

My commander model, which I still use, earned the nickname "Commander Deathwish" in his first few battles in 4th edition. He was really the only model I had with the high strength / low AP weaponry that could take on things like carnifexes, but he had to be close to do it. I always botched the range and got him too close, where the monstrous creature would quickly squash him. More recently, that same model has earned some infamy for strapping on iridium armor, shield drones, and an onager gauntlet, and escorting a bunch of marker drones around the field while soaking up all the fire that's aimed at them. He once insta-killed a chaos champion of some kind with his onager.

Finally, I have a couple of amusing conversions in my daemon army. There's a horror-pink model of every other faction to represent The Changeling, but the game in my area was always so Space Marine heavy that he's usually played by the pink space marine. Then I have my Masque conversion. It's a daemonette where I green-stuffed a screaming yellow tailed coat and wide-brimmed hat, and painted the face green. Few enough people got it, though, so I had to write "Ssssssmokin!" on the base. (I hope SOMEBODY here gets it.)
Spoiler (click to show/hide)

General 40k and Expansions / Re: Xenos Aegis Defence Lines?
« on: November 20, 2013, 11:19:37 PM »
To be honest, I'm surprised GW hasn't included race specific fortifications in new codexi (to the best of my knowledge).

I'll be honest, as a tau player I prefer Mr Dandy's to the SpartanGames ones. But all things considered, I like this idea best:

I was close to building one out of medium flyer bases and shield generators, with some improvised tripods and cabling to string them all together, thinking that that would be a lot more Tauish: carry a bunch of tripod-mounted shield generators to the battlefield, set 'em up, plug 'em in, and hide behind them

Depending on how much (or how little) I like the Spartan Scenics one when it gets here, I might revisit the tripod shield generator option. Even if I love the SS, I might still make it out of sheer coolness!

General 40k and Expansions / Xenos Aegis Defence Lines?
« on: November 18, 2013, 11:41:38 PM »
For those of you who don't play Imperium of Man armies, what do you use for an ADL? I know it's perfectly normal, and even expected, to use the official GW one, but unless you're playing a Space Marine army it looks kinda silly. So what alternatives are available? I've seen some interesting conversions, from a kroot-themed sharpened picket wall, to improvised orcish barricades, to some Eldar-themed force fields. I was close to building one out of medium flyer bases and shield generators, with some improvised tripods and cabling to string them all together, thinking that that would be a lot more Tauish: carry a bunch of tripod-mounted shield generators to the battlefield, set 'em up, plug 'em in, and hide behind them. What I'm doing instead, however, is buying a set of these.

I think the list is a bit top-heavy. You have two commanders that are basically support suits, and that's an awful lot of points that isn't directly shooting anything! I would concentrate on markerlights instead of the MSS (unless you're running Farsight Bomb, which is the best place to put one). I wouldn't worry about the shield generators unless you're worried about winding up in assault, as a J-S-J model can usually rely on getting a cover save from the heavy weapons. My favorite config is a commander with iridium armor, stims, 2 missile pods, and a drone controller (he usually gets another toy or two like the Onager also) escorting a squad of marker drones.

YMMV, of course, but I find the pathfinders a far inferior choice to marker drones as a markerlight source. If you're going to run Darkstrider with them or something, then maybe it would be worthwhile, but I just don't like how static they are in the current game.

You know, you COULD actually twin-link one of the fusion-blasters on your tank-killer suit there. I would actually run a second monat of the same configuration, because when you need a suit to drop in and destroy the land raider you need it right now! At least you've got Longstrike for vehicle-killing, but in my experience he takes a lot of fire. He's already so expensive that it might be worthwhile to give him the repair system and/or sensor spines. Depending on how terrain-heavy your local area is, I would vote for sensor spines instead of disruption pods on most of your vehicles (Longstrike being the exception, as I think he deserves both).

Your troops are awfully light. Troops are, almost by definition, the Tau's weakest suit, but squads of 5 models at Leadership 7 are going to stupidly easy to scare off the field. The "scoringfish" is a viable strategy, but it's really the only troop you can remotely count on.

Assuming you can squeeze out 5 points, I would twin-link the missile pod on the Sunshark. I really like that model, even if it's only a delivery device for the awesomeness that is the interceptor drones!

Past Contests / Re: Big Guns Contest 2013 [Voting]
« on: October 22, 2013, 08:49:22 PM »
Yeah, as usual I never got around to taking and uploading pictures  :facepalm001:

Battle Reports / Re: 1850(ish) Tau versus Chaos Marines
« on: September 23, 2013, 09:07:00 PM »
I think Aun'Shi's value is that he has half a chance in a melee challenge. Basically, he comes with an honor blade, a shield generator, and melee stats good enough to beat a couple of Space Marines. Most importantly, in a challenge he chooses between making his honor blade rending or rerolling his invulnerable saves.

The skyray is mostly an anti-air platform as it's one of the few entries in the codex that doesn't have to pay through the nose for the velocity tracker. Unfortunately, it is severely hampered by the fact that it can't be a Fast vehicle and can only fire one weapon at full BS if it moves. Most of the time, I find I need to buy it sensor spines, find it some good cover, and leave it there. When the flyers do show up it's decent at taking them down (although interceptor would be awfully nice), but the interceptor drones from the bomber are better. In the first turn before the flyers show up, or if there aren't going to be any, it's still nice as an alpha strike platform if you have a good markerlight source, like my commander / marker drone combo!

Battle Reports / 1850(ish) Tau versus Chaos Marines
« on: September 19, 2013, 10:16:05 PM »
As usual I didn't take notes at the time, but I had a good game of 40k last Friday. The mission was Big Guns Never Tire on the diagonal deployment. My opponent had a fairly well-rounded list of one Maulerfiend, one ranged version of the Maulerfiend (whatever that's called), one Helldrake, a Land Raider filled with Possessed Space Marines, a champion of some kind with the Black Mace and some truly nasty close combat abilities, and a couple of squads of Noise Marines. His warlord was basically the Chaos version of the Techmarine.

My list included two foot-slogging squads of fire warriors, a third one in a devilfish, my old friend Longstrike in an ionhead, a Skyray, a sniper team of one marksman and 5 drones, Aun'Shi the Ethereal, and a Sunshark bomber. Crisis suits and markerlights consisted of two squads: an HQ with missile pods, and burst cannons, and an Elite squad of plasma rifles and fusion blasters. Both of them had 4 marker drones and 2 shield drones. There were also two suicide solos of twin fusion blasters and a flamer sidearm. Finally, I had a kroot squad, and this is where I was unintentionally cheating. I misread my list and played them as 15 models with sniper ammo rather than 10 models without. My apologies to my opponent!

I won the roll-off and chose to go second since it was an objective-based mission with four objectives. My opponent standard-deployed almost nothing, basically the 2 siege engines and the land raider, since his warlord trait allowed several units to infiltrate. I put the skyray in the back, propped in a building, since its weaponry doesn't allow both effective firing and a jink cover save at the same time. The center was occupied by the two fire warrior squads, Aun'Shi, and the sniper team since they all benefit from the ethereal's Storm of Fire ability only when closely packed. The large crisis squads and Longstrike deployed to either side of the static units, and the kroot infiltrated even farther off-center. After my opponent's infiltration, I decided to try seizing the initiative, and to my amazement, succeeded.

Longstrike's infamous markerlight-assisted, cover-ignoring, Marine-armor-piercing, gets-hot-rerolling, instant-death-causing, large-blast-of-doom pretty much wiped out one squad, while pulse and sniper fire softened up another one. Chaos siege engines advance at an alarming rate, and I started to get nervous, but the only casualty on my side by the bottom of turn one was Longstrike, who died to the first shot that got through his armor.

In the top of 2, concentrated fire immobilized the assault-maulerfiend, giving me a turn of breathing room (or so I thought), and softened up the other one. The kroot snipers (who weren't really supposed to be snipers) used a couple of markerlights to become BS5 against the shooty maulerfiend, getting quite a few hits. Only one of those hits rended, but I rolled a 6 on the second roll for a glancing hit that finished it off. I could almost picture the Shaper holding his shot until the last moment, after the rest of the squad was starting to scatter, and putting the final shot through the fiend's eye, then calmly explaining to the rest of them "that's how it's done, boys."

In the bottom of three or whatever we're up to, things started to go badly for the Tau. The Land Raider rolls forward and drops off Possessed and the warlord-techmarine, who detaches, strides up to the immobilized maulerfiend... and repairs it! The Possessed assault the sniper team, and the suddenly-remobilized maulerfiend charges into one of the fire warrior teams. Thinking that I don't have much chance of scratching the AV12 vehicle I pour all available overwatch into the Possessed. I soften them up some, but enough get through to do unpleasant things to the sniper team. On the other side of the field, the lone champion attempts a 10 or 11 inch charge into my command squad... and makes it! The only thing loopier than that is that one of the melta-flamer suits, who missed his deep strike target, gets to do supporting fire with his flamer because he's less than 6 inches behind the target of the charge. He's probably over 18 inches from the charging model, but rules are rules, and he gets his 1d3 hits with the flamer! The champion challenges my warlord with something like nine S9 AP2 Instant Death attacks, so my warlord responds by "bravely running away" and calling for his bodyguards to earn their title. Since the champion's ridiculous melee abilities only apply when he is in base contact with his target (my warlord), he "only" slaughters about 3 drones.

By now there isn't a whole lot left on either side. The champion is steadily slaughtering my command squad, my bomber and its drones are trying to finish off the maulerfiend, and most of the troops on both sides are gone. The skyray has downed the helldrake, the landraider is firing lascannons at the skyray, and the melta-gun crisis suits are trying to safely get into attack range of the land raider. My kroot shaper, knowing that the Chaos champion must offer and accept a challenge whenever possible, tries to charge him in the small amount of base contact that is available (courtesy of the fact that he's clobbered most of the squad now), but they don't get there.

My skyray holds one objective (because of Big Guns Never Tire making heavy support choices scoring), and my kroot and fire warriors have another. His land raider holds one, and two surviving noise marines models hold the last one. I have First Blood, but Linebreaker is up for grabs and both warlords are down. It looks like a narrow Tau victory, but we played it out until the dice determined the game should actually end. The land raider finally scores a direct hit on the skyray, destroying it at the end of turn 6, and had the game ended then the score would have been something like Tau 5, Chaos 7. Fortunately, the game continued for one more round, and after missing 7 of the last 8 shots, my melta crisis suits finally destroy the land raider and seal the victory!

Post Mortem:

  • It's too early to make a definitive call on whether Aun Shi is worth it, but he's definitely not worth it for the reasons I've been taking him. An EMP grenade and shield generator are not worth the 60 points or whatever he costs over a standard ethereal, and if I always have him attached to a fire warrior team with squad leader I don't need to worry so much about his ability in challenges. It's more effective to just equip the fire warriors with their own EMP grenades even if I don't want them that close to a vehicle. My opponent won't always give me the choice!
  • Daemon engines from the Chaos Marine codex are just all-around nasty. They're not quite indestructible, but they're very tough, very fast, and very dangerous. I miss broadside railguns!
  • The more I play them, the more I like sniper drone teams. With an ethereal nearby, 3 BS 5 sniper shots per model  at 24 inches is dangerous to everything but a heavy vehicle. I haven't tried it yet, but attaching a commander with a puretide engram for Monster Hunter would make them truly disgusting against Monstrous Creatures.
  • The skyray is basically an immobile turret without the option of a vehicle multi-tracker, but it's still one of our best anti-flyer platforms, followed closely by the Sunshark and its drones. It's also a good source of seeker missiles.
  • I've tried the command squad and marker drone combo a couple of times now, and I just don't like it as well as the commander joined to a Fast Attack drone squad. The stealth team with 3 markerlight launchers works well as a secondary source, but I think packing marker drones into a crisis team doesn't.

Past Contests / Re: "Big Guns" Contest - Rules
« on: September 03, 2013, 08:10:49 PM »
The models are of comparable size: 1 inch for the little ones, up to maybe 8 for the dreadnoughts. Of course, what they represent is a wee bit different size. I believe 1/20,000 rather than 1/72!

Past Contests / Re: "Big Guns" Contest - Rules
« on: September 03, 2013, 06:41:22 PM »
Hmmm, how about a battleship from Firestorm: Armada?

Or a heavy warbeast from Hordes, as long as it has a ranged attack?

In Firestorm there are Dreadnoughts that are bigger than battleships, and Hordes has 1 or 2 classes of beast beyond heavy. I think it's Colossal and War Engine for the two sides. Neither one is found very often in average-size games.

Just trying to figure out what my options are.

Forces and Allies of the Imperium / Re: Two Tau questions
« on: September 03, 2013, 04:40:29 PM »
It's well established that the support help line is not authoritative. You are getting the interpretation of whatever flunky answers the phone at customer support, and there's no consistency. I've heard one or two rumors (or rumours) of an internal database where they store answers to rules questions so that the answers are consistent from one call to the next, but there's very little evidence to support that such a thing exists. My suspicion is that there is one guy who home-brewed something, and he's the only one who uses it. If you happen to get that same guy a second time you'll get the same answer, but other than that there's no guarantee.

In the US most people use the Adepticon INAT FAQ as the 40k rules bible, but different countries have different ideas of how authoritative it is.

Forces and Allies of the Imperium / Re: Two Tau questions
« on: August 31, 2013, 11:23:28 PM »

Quote from: BRB FAQ 1.4 April 13, page 4
Q: Can the BS1 of a Snap Shot ever be modified by special rules that
modify the BS of a model’s Shooting attack (such as Space Marine
Signums or Sergeant Telion’s Voice of Experience)? (p13)
A: No

As I said you're probably right, and I wouldn't argue that I can use a BS 5 seeker in overwatch, but the rulebook citation is hardly definitive. The Tau Codex specifically states that the +1 BS ability of a markerlight CAN increase the BS of snap shots, either in overwatch or when shooting at a flyer. Since codex overrules rulebook when they conflict, that's a valid reductio ad absurdum argument.

Forces and Allies of the Imperium / Re: Two Tau questions
« on: August 30, 2013, 05:16:54 PM »
They can be used to fire weapons over strength 8 (it's not really the vehicle firing it, but the effect of the markerlight).
In the current codex, a Markerlight token allows a vehicle to fire a Seeker Missile "with the following rules".  So, yes, it is actually the vehicle firing it now.

You're probably right that an overwatching vehicle can't fire a seeker ... unless it's Longstrike. Longstrike could actually snapfire seekers, or with a markerlight counter from some other unit I think he could fire one normally, since the restrictions on high-strength weapons doesn't apply to him.

It is arguable whether the seeker stays bs5 or snapfires.
In a Snap Fire situation, a Seeker launched with a Markerlight boost would not retain the BS 5 as this rule does not specifically override that rule like the one that increases BS.  It would still retain the other benefits, though.

You're probably right, although it's still arguable. Does "resolved at BS5" override  "snapshot, therefore resolved at BS1"? Probably not, but it does need to be FAQ'd. I won't be terribly surprised if the FAQ rules otherwise.

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