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Kelharis

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Posts posted by Kelharis

  1. 3 minutes ago, paxmiles said:

    I recall something about not being able to pile in on a transport. 

    No, embarking and disembarking is start of the unit's move. Deep strikes are end of their move. 

     

    I'm just thinking that If I can't outright deploy the drones and pathfinders in two different transports, I could at least use the vanguard move to embark each unit in different transports

    I think as long as you achieve a "move" action and end it within 3" of the transport, it works.  Manta strike I see is defined as a "set up" action, even though the unit "counts as " having moved, so it doesn't qualify.

  2. Just now, Kelharis said:

    "...end their move within 3" of a friendly transport, they can embark..."

    I suppose so, unless vanguard move doesn't actually count as a move, but I don't see an FAQ that changes the terminology.

    This also means you could manta strike a unit of tac drones around a devilfish and embark them on the same turn I suppose.

  3. 7 minutes ago, paxmiles said:

    I forgot about the vanguard rule. This might work.

    So, the "accompanied" term is actually defined. In the unit entry, it states that the unit is 5 pathfinders. Then then it describes the oppontion to have the pathfinders accompanied by drones, but doesn't describe them as being in their unit. At no point are the drones described as being part of the pathfinder's unit. 

    The drone support rule doesn't describe them as a unit that divides, it instead refers to the unit and the accompaning drone unit as having to set up in coherency. It clearly states that they are seperate units in all respects after deployment.

    Although the vanguard rule references the accompanying drones, it doesn't reference them as being part of the pathfinder unit. I believe the drones can move in the opposite direction as the pathfinders, as they are definitely different units and clearly defined as seperate units after deployment (which is before the vanguard rule takes effect). 

    So, can I used the vanguard rule to embark my pathfinders in a transport?

    "...end their move within 3" of a friendly transport, they can embark..."

    I suppose so, unless vanguard move doesn't actually count as a move, but I don't see an FAQ that changes the terminology.

  4. Interesting, the rules for drones state that:

    "When a unit is set up on the battlefield, any accompanying drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit."

    Pathfinders have Vanguard which reads:

    "At the start of the first battle round, but before the first turn begins, you can move this unit and any accompanying Drones up to 7"."

    So order of operations means that drones can never vanguard, since they are no longer part of the unit.  Unless we all decide to define a rule for accompanying to mean "deployed with but no longer part of" ? *grumbles about GW rules again*

    • Like 1
  5. 1 hour ago, paxmiles said:

    Okay, TAU question. Regarding Drone Support rule:

    If my TAU unit is deployed inside a transport, how is coherency determined for the deployment of the drone unit?

    FAQ doesn't really address this for regular transports, but they do address it for Fortifications. Says the drone unit must be placed within 2" of the transport.

    So, my real question, can the drone be deployed within a separate transport, provided the transport is within the distance? I think it can.

     

    I want to put a pathfinder recon drone in a devilfish that doesn't have any pathfinders in it. The drone must be bought with them, but they are two different units.

    I think the issue here is that you technically have to deploy only one unit (in its entirety) at a time.  So when you deploy your pathfinders in the fortification, the recon drone HAS to deploy at the same time, but can't in your example as you would have to deploy the Devilfish with the drone inside of it.  That's how I read deployment anyway.  I am by no means a rules expert though, so could be persuaded probably.

  6. 3 hours ago, paxmiles said:

    Wow. Tau Gun Drones sure cost a lot. $6 each from GW is the cheapest they come and you have to buy 2. https://www.games-workshop.com/en-US/Tau-Drones-2015

    And each includes extra pieces to arm more gun drones that it includes bodies or bases.

    I'm tempted to make a cast of that Drone body with putty. Shouldn't be hard. I'd rather buy them, but even 3rd party, there's not a whole lot of cheap gun drone options out there. I mean, the body is basically a nickel, with two distinct sides and clear line between them. Should make a really easy 2-piece mold and doesn't need much putty/resin. It really shouldn't expensive or hard to make 100 slightly different ones on the cheap, but nobody is making them like that.

    And army-wise, the Drones are really important towards a functioning TAU army.

    It's one of those things, when you're just starting the army, it feels like you need to cast or 3d print or steal a million of them. Once you've established a sizeable Tau army, you'll start considering using them as objective markers, or conversions because there's no way you'll use all of the ones you have.

  7. 8 hours ago, paxmiles said:

    Hmm...well the other consideration with regards to the ATS on the Stormsurge is that it has those foot spikes to get +1 to hit, but if they are planted, he can't attack back in the fight phase. Doesn't prevent him from falling back, but it would mean that in order to attempt that one dead marine, I'd be sacrificing +1 to hit...

    Unfortunately, stabilizing anchors get deployed AFTER the shooting phase, so you have to be immobile through a fight and movement phase in order to get the plus 1 to shooting.

  8. 20 minutes ago, Lyraeus said:

    If I recall correctly the latest Chapter Approved fixed that. I am most likely wrong as I haven't picked up CA2018 yet but I am pretty sure Forge the Narrative brought that up as one of the few actual dataslate changes in the book

    The Stormsurge doesn't have <BATTLESUIT> but the Ta'unar does, which is kinda weird. Maybe because of the lack of arms...

  9. 3 minutes ago, paxmiles said:

    Personally, I find running special characters somewhat distasteful. It's a throwback to earlier editions where fielding special characters was only allowed at a certain point level and required opponent's permission. I'd steer away from special characters in a soft list.

    That said, do whatever. I'm aware that my attitude towards special characters is dated.

    I will say that when you run special characters in every list, doesn't seem like you have a good grasp on the concept "under-powered." GW's special characters are notoriously under-priced, and quite often overpowered.

    I get that, it makes sense.  Other than being able to Master of War twice, I personally think Shadowsun is pretty tame compared to, say, a quad fusion commander.  I'm trying like crazy to make a viable list that:

    1. Isn't dependent on marker lights

    2. Isn't deliberately made crappy (choosing the worst weapons just because they're worse)

    3. Feels unique to play

    4. Has a low model count.

    Maybe Tau is the wrong race to be playing for me, I don't know. 

  10. 54 minutes ago, Lyraeus said:

    They have no entry. 

    In the unit composition it says that it has 6 Krew, 1 manning the gun and 5 that have to be within an 1" but do not count for any measurements or line of sight....... 

    It's rather annoying 

    So....5 have to be within 1 inch, but don't have to be on separate bases...Totem Pole!

  11.  

    11 hours ago, Lyraeus said:

    Fair enough. They shoot amazingly well. The lack of marker lights will be telling I think. 

    I figured with Shadowsun, I get 2 turns of rerolling all misses (Kauyun sp?), which kind of makes markerlights useless unless I'm going all the way to the +1 to hit at 5 ML.  It's actually hard to make a Tau list that's underpowered at this low point level. I also struggle with a desire for low model count and low infantry count. 

    • Like 1
  12. 44 minutes ago, Ish said:

    The walking bullet hose an especially nasty choice against Orks, I will admit. OTOH, it won’t be so great once we get into higher point values and more anti-tank weapons start showing up. The Redemptor is T 7, 3+, and only has thirteen Wounds, with no Invulnerable Save, so isn’t all that durable.

    Edit to Add: See that Tau list? That’ll slag my Dreadnought in two turns, tops. Could probably do it in one if the Dice Gods favor him.

    Yeah.  Apparently I'm good at making lists that are either very underpowered or overpowered? I was kind of thinking the list wasn't too bad, due to the shortage of CP and model count, but maybe at this low point value those are dwarfed by the sheer amount of dakka in the list?

    I kinda have no idea what I'm doing :laugh:

     

    • Like 1
  13. If I were to somehow be able to play, pretty much deploy right in your grill, or on top of an objective.

    ++ Vanguard Detachment +1CP (T'au Empire) [47 PL, 750pts] ++

    + HQ +

    Commander Shadowsun [10 PL, 132pts]: 5. Exemplar of the Kauyon, 2x MV52 Shield Drone, Warlord

    + Elites +

    XV104 Riptide Battlesuit [14 PL, 254pts]: 2x Plasma rifle, Advanced targeting system, Heavy burst cannon

    XV25 Stealth Battlesuits [13 PL, 200pts]: 2x MV4 Shield Drone
    . Stealth Shas'ui w/ Burst Cannon: Burst cannon, Shield generator
    . Stealth Shas'ui w/ Burst Cannon: Burst cannon, Shield generator
    . Stealth Shas'ui w/ Burst Cannon: Burst cannon, Shield generator
    . Stealth Shas'ui w/ Burst Cannon: Burst cannon, Shield generator
    . Stealth Shas'vre: Burst cannon, Shield generator

    XV95 Ghostkeel Battlesuit [10 PL, 164pts]: 2x Burst cannon, Advanced targeting system, Fusion collider, 2x MV5 Stealth Drone, Shield generator

    ++ Total: [47 PL, 750pts] ++

    Created with BattleScribe

  14. 18 minutes ago, Ish said:

    Here’s the six step process to amazing looking tanks: 

    • Buy the Anarchy Models HD Stencil Patern of your choice. I’m partial to “Hexocam” for Tau.

    • Buy three cans of Rustoleum Camouflage Spraypaint. I’d recommend Black, Army Green, and Khaki.

    • Follow Anarchy Model’s instructions on their YouTube channel.

    • Basecoat all the gun barrels/muzzle, vents, and other such things in gunmetal of your choice. Wash with basic black wash.

    • Pin wash all the recessed details and panel lines with black or brown wash.

    • Use Microsol and Microset to apply decals.

    My old armored battlegroup had twenty-some tanks in it. I had to use painter’s tape for the camo masking, since the Anarchy Models stencils weren’t around. The Rustoleum Camo sprays are the best thing ever for wargamers that want any kind of earth tones for their base layer.

    Yes, but I want my Tau to be decked out in Glorious Crystal Blue! I suppose I could use a stencil, but I don't really like the asthetic. :(

  15. 17 minutes ago, paxmiles said:

    You have 100pts invested in seeker missiles. Then another 80pts invested in seeker missiles hitting on better than just 6s (pathfinders). If you don't care if they hit or not, might want to ditch them altogether. Could get a whole extra tank for the points you have invested in seeker missiles and markerlights.

    Depends on the opponent, as to if spam is an issue or not. Not different than running imperial knights. Just depends if the opponent wants to play that or not.

    Longstrike's +1 to hit within 6" does not apply to the FW hammerhead variants. They don't have the same keyword as the ability requires. Might be altered in the FAQ. Might be able to convince an opponent that the RAI is meant to apply, but you'd have to do that every time it came up. Regarding Skyrays, they already have a built in Velocity Tracker, so they already hit on 2+ vs anything with the FLY keyword.

    Painting wise, you need to fix that. It's one thing to get wiped by a spammy list with 2x cheesy special characters and a block 9 other cheesy tanks, and it's something totally different to lose against an amazingly painted army (which elimininates any mention of spam or cheese). And if you are painting 10x of the same tank, you really should get better at it if you do them one at a time.

    Like I said, not entirely happy with the Pathfinders and seekers.

    The +1 to hit applied to the Heavy Bombardment Hammerhead in the Imperial Armour index due to HAMMERHEAD keyword once they FAQd Longstrike. The Imperial Armour Xenos FAQ added HAMMERHEAD to the Fire Support Hammerheads, so now all HH benefit from Longstrike's +1.

    I'm not sure how to respond about the painting. Are you saying that there's an unwritten rule that says your painting ability determines what units you're "allowed" to field?

     

  16. The seeker missiles were basically for more 'splosions, with not much care given for if they hit or not. Pathfinders are the "not much" part of that caring. Though I would normally use a cadre fireblade for the marker light hit, pathfinders give me a few more bodies for objectives. Pathfinders and seeker missiles were the last additions to the list, and I'm not sold on them. 

    I do realize I'm sorely lacking in CP. However, I pretty much always forget to use stratagems, aside from the marker light strat. I probably need to play more to get in the habit of using them.

    Part of the issue with Tau is, Tank spam isnt really any different than using tanks and large suits. The large suits that I could bring (riptide and ghostkeel) might have a different look and slightly different loadouts, but are in essence walking (jetpacking) tanks. Does that make them feel less spammy for the opponent? I dont know myself, but maybe?

    I could run sky rays, but would have to drop other tanks. The pathfinders are much cheaper than a single sky ray. Also, sky rays do not benefit from Longstrikes +1 to hit ability as the other hammerheads do.

    As for Shadowsun, she allows you to "Master of War" twice in the same game (well, one has to be Kauyun).

    I'm fully aware that this list basically gives up all objectives. That is the major "event" downfall to me, but something I'd be able to live with.

    I would run all burst cannons, but I run short of them, since some of my tanks are built from devilfish kits, which contain a single burst, not 2 per like the HH/sky ray kit.

    One of the main goals of the list was to try and be as infantry free as possible, although I may have to just swap around and put in stealthies for objective management and drone control.

    I'm a terrible painter, whether I paint a ton of models or only a few, results will be lackluster, and I'm ok with that.

    The FW HH variants were dropped to 100 without gear, same as the HH itself. Sky rays dropped to 70 though.

    Thanks to the deep, dark interwebs, nothing is truly out of print... 🤐

  17. Hi guys. I've been wanting to try an army like this since I started playing 40k.  I would love some feedback on the list, mainly as an opponent. Would you enjoy yourself playing this list?  I love the idea and fluff behind the list, and love the small number of models in the list, but does it work as an OFCC type of list? Or is it just too much? Thanks for the feedback!

     


    ++ Spearhead Detachment +1CP (T'au Empire) [67 PL, 1237pts] ++

    + HQ +

    Longstrike [10 PL, 202pts]: 2x MV1 Gun Drone, Ion cannon, 2x Seeker missile

    + Heavy Support +

    TX7 Hammerhead Gunship [9 PL, 165pts]: 2x MV1 Gun Drone, Ion cannon, 2x Seeker missile

    TX7 Hammerhead Gunship [9 PL, 165pts]: 2x MV1 Gun Drone, Ion cannon, 2x Seeker missile

    TX7 Hammerhead Gunship [9 PL, 165pts]: 2x MV1 Gun Drone, Ion cannon, 2x Seeker missile

    TX7 Heavy Bombardment Hammerhead Gunship [10 PL, 180pts]: 2x MV1 Gun Drone, 2x High-yield missile pod, 2x Seeker missile

    TX7 Heavy Bombardment Hammerhead Gunship [10 PL, 180pts]: 2x MV1 Gun Drone, 2x High-yield missile pod, 2x Seeker missile

    TX7 Heavy Bombardment Hammerhead Gunship [10 PL, 180pts]: 2x MV1 Gun Drone, 2x High-yield missile pod, 2x Seeker missile

    ++ Spearhead Detachment +1CP (T'au Empire) [46 PL, 761pts] ++

    + HQ +

    Commander Shadowsun [10 PL, 116pts]: 5. Exemplar of the Kauyon, MV62 Command-link Drone, Warlord

    + Fast Attack +

    Pathfinder Team [3 PL, 40pts]
    . 5x Pathfinder: 5x Markerlight

    Pathfinder Team [3 PL, 40pts]
    . 5x Pathfinder: 5x Markerlight

    + Heavy Support +

    TX7 Fire Support Hammerhead Gunship [10 PL, 190pts]: 2x MV1 Gun Drone, 2x Seeker missile, Twin T'au plasma cannon

    TX7 Fire Support Hammerhead Gunship [10 PL, 190pts]: 2x MV1 Gun Drone, 2x Seeker missile, Twin T'au plasma cannon

    TX7 Fire Support Hammerhead Gunship [10 PL, 185pts]: 2x MV1 Gun Drone, Seeker missile, Twin T'au plasma cannon

    ++ Total: [113 PL, 1998pts] ++

    Created with BattleScribe

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