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DogsInSpace!
Sep 11, 2001


Fun Shoe

lokipunk posted:

Picked this up today since it was on sale and I cannot be trusted with a debit card. Is there a good in game tutorial or should I look other places?

The first couple of missions are your tutorial and really easy. Feel free to check youtube for little bits but start off on the missions. Do normal or easy to learn and have fun. Also feel free to RAM any ships with Imperial or Ork as that is half the fun. Manoeuvring thrusters on Imperial ships are amazing and utilise those always. Skirmish is a nice way to play around and test favours and whatnot before you head into multi. Also if you are playing Eldar or Tau in multi or skirmish avoid getting rammed by Orks and Imperials. I almost lost a match versus my usual Orks by greatly overestimating Tau speed and manoeuvrability. For Single Player: Suffer not the Heretic to live and remember "Only in Death does Duty end". Praise be the Golden Throne.

If you do multi and see an Ork named Capn Teemoojin or a Tau named Trotsky in SPAAACE that is me. Von_D00M is my steam handle.

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lokipunk
Jan 16, 2007
I don't think I'm gonna play multi unless it's with goons on discord with a few beers.

caedwalla
Nov 1, 2007

the eye has it

lokipunk posted:

I don't think I'm gonna play multi unless it's with goons on discord with a few beers.

2v2 queue can be fun as long as you have a good partner, honestly. Or it used to be at least, I've only played a few games since Space Marines released and those matches were utterly miserable. Rank 1/2 SM admiral with unleveled ships wasn't much fun against rank 8 people running max level battleships and such.

I don't think my old 2v2 partner is interested in playing again. I'm caedwalla on Steam if anyone else wants to try.

OctaMurk
Jun 21, 2013
The Tau upgrades that increase turret range to 3K and make turrets do 1 DPS are a bit ridiculous right now. Basically 9 or 12 free DPS, omnidirectional, on all your light cruisers and cruisers. Either the enemy stays at range and gets eaten by railguns and mantas or they get close and die to the turret aura.

Also, the Messenger doesn't show it but it actually increases the accuracy of the surrounding ships within 3K range.

DogsInSpace!
Sep 11, 2001


Fun Shoe

ubercrunchy posted:

2v2 queue can be fun as long as you have a good partner, honestly. Or it used to be at least, I've only played a few games since Space Marines released and those matches were utterly miserable. Rank 1/2 SM admiral with unleveled ships wasn't much fun against rank 8 people running max level battleships and such.

I don't think my old 2v2 partner is interested in playing again. I'm caedwalla on Steam if anyone else wants to try.

Yeah I just did a long run of my old 2v2. Played Orks the whole time as Green is best. Lots of fun. Give her a try. Starting over at lvl 1 sucks but I like a challenge. Mostly Tau with a couple of Orkz and a lone beakee. No Eldar strangely. Sad as I want to see how they fare nowadays - plus, I miss killing them. Marines do not seem as sturdy cheese as they were a bit ago. No complaints.

OctaMurk posted:

The Tau upgrades that increase turret range to 3K and make turrets do 1 DPS are a bit ridiculous right now. Basically 9 or 12 free DPS, omnidirectional, on all your light cruisers and cruisers. Either the enemy stays at range and gets eaten by railguns and mantas or they get close and die to the turret aura.

Also, the Messenger doesn't show it but it actually increases the accuracy of the surrounding ships within 3K range.

Ahhh... does that carry over to the demi-urg ship? That bastard hits hard close. Still killed it every time it popped up but still..... ouch. Yeah noticed my guys don't seem to last that long but... Orkz haven't been able to slug it out in a while. Zzaps are still good as is ramming so I'm happy.

pedro0930
Oct 15, 2012

OctaMurk posted:

The Tau upgrades that increase turret range to 3K and make turrets do 1 DPS are a bit ridiculous right now. Basically 9 or 12 free DPS, omnidirectional, on all your light cruisers and cruisers. Either the enemy stays at range and gets eaten by railguns and mantas or they get close and die to the turret aura.

Also, the Messenger doesn't show it but it actually increases the accuracy of the surrounding ships within 3K range.

Ah, I notice a bunch of targeting drones flying around between my ships, but not sure if that's just an visual effect or actually doing something. That must be it then. Any idea how much accuracy increase it actually does?

I am thinking about making a stealth fleet that fights at 12K or even 15K with the stealth alloy upgrade. Using one ship as a lure while the whole fleet fly around with stealth alloy then focus fire to melt a ship or two while the lure ship try to disengage with silent running. After firing two to three volley the stealth fleet re-position then do the same thing again. For favor anything beside fire caste should work well. Air caste for more speed, earth for extra upgrade slot, water caste for free escort since hit and run tactic will naturally lengthen the game.

Edit: I looked it up, and apparently what it does is that it allows each of your defensive turret to roll again if it misses.

pedro0930 fucked around with this message at 09:17 on Sep 9, 2016

Soulfucker
Feb 15, 2012

i,m going to kill myself on friday #wow #whoa
Fun Shoe
All my old multiplayer Admirals seem to be gone; is it because I'm playing the beta?

DogsInSpace!
Sep 11, 2001


Fun Shoe

Soulfucker posted:

All my old multiplayer Admirals seem to be gone; is it because I'm playing the beta?

Yeah. I'm hoping that they isolated the stored beta profiles as some people might throw a tantrum. I'm cool with it and its not unusual but there are people on the internet just looking for a good reason to lose their minds. If there was a warning I didn't spot it. I am having fun rebuilding tho....


edit: As an aside: I am sad there have been no Eldar in multi and am considering running Eldar as SOMEONE should play them. Sucks as Orkz and Imperials really fit my inclination and temperament far better. I really, utterly, totally and completely have way too much fun ramming my ships into other ships.

DogsInSpace! fucked around with this message at 19:06 on Sep 9, 2016

lokipunk
Jan 16, 2007
So played a bit last night: dodged an ork ship by a few meters with a last minute full ahead and gravity turn. This game is awesome.

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?

Von_Doom posted:

edit: As an aside: I am sad there have been no Eldar in multi and am considering running Eldar as SOMEONE should play them. Sucks as Orkz and Imperials really fit my inclination and temperament far better. I really, utterly, totally and completely have way too much fun ramming my ships into other ships.

The Eldar are pretty unfun to play as and against right now. It felt like at less than scrub levels Eldar vs. anything was an interesting game, orkz could blitz an Eldar player that was using Pulsars, Imps damage raced them really effectively thanks to mass novas and Chaos could play hide and seek as well as Eldar could. Now that Eldar can't do damage with pulsars very effectively, they're kind of stuck going carrier since they buffed their carrier play,, staying at 12K without that delay period facing the enemy to fire and without having to be front facing. It takes forever to win if you can, it causes a load of draws and it's simply boring.

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?
Tip on starting as the Tau: Start with 3 Sa' Cea. The wardens aren't actually free, you pay about the full price for each of them. A Bork'An has about the same loadout but costs 175, two wardens cost 74 points together so you're paying 101 for the Bork'An and 74 for the wardens.

You can replace the Sa'Cea later on when you have some upgrades so you can switch over to the Nicassar Dhows which are underpriced at 47 per. This means you'd be paying 81 for the Bork'An which is a pretty good cost and you're getting two really powerful escorts for 47 each. Of course if you don't like escorts you'll want to stick with the Sa'Cea but you need to be able to run 2 Sa'Cea in 250 point games and 1 Sa'Cea and 1 T'Olku at 300 points, or a Sa'Cea and other light cruiser of your choice.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

Floppychop posted:

There's nothing wrong with having a campaign where you "lose" in the end.

How did the Damocles Crusade go, Navy-wise? I wouldn't mind playing a fighting retreat from the sector as the tau and 'Nids advance.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
I'm not impressed by the Dhows. They don't actually have forward firepower like the shipyard screen says they should, and even if they did they still seem woefully undergunned compared to wardens. The only thing they've got going for them is excellent shields and health for an escort, but that's not really worth paying an upgrade and a firepower downgrade for.

pedro0930
Oct 15, 2012
I played a bunch of games with IN today, all vs Tau of course. Tau ship's forward fire power is pretty strong, especially their alpha as you charge in. My Dauntless with brace for impact could barely close in under the combined firepower of 2 LC and a crusier.

Tau's wide ships are very vulerable against tropedos though. They are sitting duck at close range. I landed more full spread of tropedos than I could count.

I recommend boosting with an escort or LC that's a bit apart fron your main fleet a few seconds before you get in range. This will draw the enemy fleet's torpedos since most people put it on auto-cast. You can dodge heavy seekers with a LC or escort of most races pretty easily. Once you get into melee range, IN ship out ram Tau fairly easily.

DogsInSpace!
Sep 11, 2001


Fun Shoe

DatonKallandor posted:

I'm not impressed by the Dhows. They don't actually have forward firepower like the shipyard screen says they should, and even if they did they still seem woefully undergunned compared to wardens. The only thing they've got going for them is excellent shields and health for an escort, but that's not really worth paying an upgrade and a firepower downgrade for.

Most of my experience with Tau has been skirmish so caveat emptor: they have some good situational effectiveness. In my skirmish and especially multi, set them to ai and let them do their broadside volley. They drop shite fast. People (not everyone but way too many) in multi still tend to ignore escorts and you don't want to ignore Dhow. Waster Caste favour has been a bloody boon with every station being upped by one member and a summon of a Dhow akin to Imperial Navy favour. I love the IN favour and it has won me games repeatedly.

Favour talk (for any who haven't opted in the open beta and curious if they should) :
Fire Caste - +5 troop and +3 to value if successful boarding plus they set things on fire. Keep in mind most ships have boarding and not lightning strike.
Water Caste - +1 crew point to every position and you can summon a dhow - very nice and on all my cruisers
Earth Caste: extra upgrade slot and an experimental railgun shot that goes in a straight line with insane range .....I put this on my fast cruisers and its done some nice damage. I really like the extra upgrade slot.
Air Caste: Speed +50 and turn 5 degrees. When going all ahead or doing a turn special manoeuvre enemy gets -40 to hit. Insanely nice but I like water and earth more. My fast cruiser that had it is bloody lightning.

BattleCruisers: You get Auxiliary ships. I liked this quite a bit. Something different.
DemiUrg. You get one thats quite a bit faster but a little less troop and guns or one that is slower and just covered with guns.
Stronghold is the brick and 216 points whereas the faster Bastion is 156. 50 All around armour with shield strength 200 or bastion and 400 for stronghold. Health is 800 and 1000 for the same two in the same order. You get in these bad boys
1) Flight deck with the usual fighter, bombers and boarding drones.
2) torpedoes
3) a short range beam of death attack
4)tons of macro cannons
Its a beefy slow weapons platform that will melt a ship that gets close but does not do well with ramming. My Orks love to get stuck in with these guys as they turn like poo poo and are so massive that ramming them is easy mode and they are a nice shield while you are ramming. You don't take damage while going through asteroids but can't do any other manoeuvres other than all ahead full, can't execute if the ships decides to leg it and can't upgrade the crew.

Kroot WarSphere: All the Aux guys look wicked but there is something I really dig on the WarSphere. Just looks cool. Nobody ever choose this is multi as...
1k armour -
200 shield
75 Speed
70 default troop value
360 degrees firing
15 Turrets
BUT weapons are missiles. 2 attack at 10 damage with 10 second reload and the range is 6k. They can lightning strike and board but there is a definite catch. You don't have regular thrusters. Instead you hit the all ahead full type thrusters and use that to point where you want your giant sphere to go. You better hope there isn't a minefield or asteroid field nearby or you are going to hit it. Same with your ships. It will go where it goes. It would be more irritating but for one thing: 108 points. Its cheaper than your cruiser and anything that isn't your cheapest fast cruiser. If it was up to me I would buff the offensive ability a little. Increased range or greater rof. Both Aux ships get 4 skills so that is nice. You can only take water favour for any of the aux but demiurg dont show troop value and its not working for kroot. Neither one can you summon the escort but I figure that's bugged. They need to otherwise its a waste of 1.6k.

pedro0930 posted:

Tau's wide ships are very vulerable against tropedos though. They are sitting duck at close range. I landed more full spread of tropedos than I could count.
Once you get into melee range, IN ship out ram Tau fairly easily.

Yeah I've buggered them up hard by ramming and torps. Its a fluffy flaw as its the design flaw a race new to space combat would make. Love it and hope they never change that. Also if you play Tau please disable auto fire once you get close as I have nailed my own ships as much as I have the enemy. Kinda funny that. Everyone should opt in the beta as its a blast.

Lassitude
Oct 21, 2003

CommissarMega posted:

How did the Damocles Crusade go, Navy-wise?

Badly, but it was plagued by warp storms which of course the Tau were unaffected by. In the interim, though, they underestimated the Tau fleets and suffered heavy losses, but were nonetheless able to allow the Crusade to invade multiple Tau worlds until eventually recalled to fight a tendril of Hive Fleet Behemoth.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Von_Doom posted:

If you do multi and see an Ork named Capn Teemoojin or a Tau named Trotsky in SPAAACE that is me. Von_D00M is my steam handle.

These are great names by the way.

Thanqol
Feb 15, 2012

because our character has the 'poet' trait, this update shall be told in the format of a rap battle.
I haven't grocked Tau formations or tactics yet. I think I could do a lot more with them if there was a move in formation order; that's by far my biggest wish for this game.

I feel like there are two possibilities. Battleship+Light Cruisers with tonnes of disposable escorts with the turret upgrades, each one will do 9 damage/second while within 3k. The other one is setting up as forward-facing gun platforms and just trying to alpha strike down enough damage.

The problem with option 1 is that all the tau ships with escorts are stupendously expensive. The problem with option 2 is that I'm used to playing Eldar, and the tau damage output is disappointing in comparison. Maybe the key to tau is in their carrier abilities which seem incredibly strong. But they're just so slow and clunky, even with the air caste upgrade.

I really, really like the Demiurge fortresses but it hurts that they're costed like battleships for all their upgrades - and they can't take crew upgrades. It makes them pretty much unviable in ranked.

What I'd really like is for some Tau player to just kick my rear end and in so doing demonstrate what the race looks like when everything just comes together, but that hasn't happened yet.

pedro0930
Oct 15, 2012
Had a fun planetary invasion mission earlier. At first I was expecting to be running around avoiding combat to get to the bombardment markers. This caused my fleet to be completely out of position in the first fight. But thanks to ramming and torpedoes I still came out on top, destroying the entire Tau fleet with the loss of all my ships except an LC at around 300 hull. With nothing except the weapon platform to stop me it should be an easy win. Then I decided ramming a nearby platform on my way to the next objective is somehow a good idea. This ram caused heavy damage to my LC and the weapon platform triggered an engine surge and blew up my engine.

I lost that game within 5 seconds to the objective and the last LC blew up during the ending camera pan.

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?

Thanqol posted:

I haven't grocked Tau formations or tactics yet. I think I could do a lot more with them if there was a move in formation order; that's by far my biggest wish for this game.

I feel like there are two possibilities. Battleship+Light Cruisers with tonnes of disposable escorts with the turret upgrades, each one will do 9 damage/second while within 3k. The other one is setting up as forward-facing gun platforms and just trying to alpha strike down enough damage.

The problem with option 1 is that all the tau ships with escorts are stupendously expensive. The problem with option 2 is that I'm used to playing Eldar, and the tau damage output is disappointing in comparison. Maybe the key to tau is in their carrier abilities which seem incredibly strong. But they're just so slow and clunky, even with the air caste upgrade.

I really, really like the Demiurge fortresses but it hurts that they're costed like battleships for all their upgrades - and they can't take crew upgrades. It makes them pretty much unviable in ranked.

What I'd really like is for some Tau player to just kick my rear end and in so doing demonstrate what the race looks like when everything just comes together, but that hasn't happened yet.

I feel like you want to get a back line of dedicated long range railgun/carriers that can pummel people from behind vision range while you frontline with tanky, aura damage generating ships. Been having good luck going demiurg ships out front backed by Dal'Yths but that isn't ranked. In ranked I'd probably have to go with Bastions instead of strongholds but could probably otherwise do the same strategy. The Nicassars with the boosted sensor range and extended special orders are extremely good at going in, getting vision and not dying as they do it since they can be braced almost all the time unlike standard escorts.

Basically, the demiurg stronghold is another battleship choice rather than being a heavy cruiser. If you want the expensive support vessel, take the Custodian but if you want a more conventional brick, take the Demiurg fortress. If you want to take the custodian though, level up some demiurg bastions instead I guess.

Alternatively, you could probably just mash into a fleet with Sa'Ceas and demiurg bastions at close quarters with auras and have all of them all wanking eachother off with their repair drones if you don't like their escort carriers.

DogsInSpace!
Sep 11, 2001


Fun Shoe

Thanqol posted:

I haven't grocked Tau formations or tactics yet. I think I could do a lot more with them if there was a move in formation order; that's by far my biggest wish for this game.
...
The problem with option 1 is that all the tau ships with escorts are stupendously expensive. The problem with option 2 is that I'm used to playing Eldar, and the tau damage output is disappointing in comparison. Maybe the key to tau is in their carrier abilities which seem incredibly strong. But they're just so slow and clunky, even with the air caste upgrade.

....

What I'd really like is for some Tau player to just kick my rear end and in so doing demonstrate what the race looks like when everything just comes together, but that hasn't happened yet.

Yukitsu posted:

I feel like you want to get a back line of dedicated long range railgun/carriers that can pummel people from behind vision range while you frontline with tanky, aura damage generating ships. Been having good luck going demiurg ships out front backed by Dal'Yths but that isn't ranked. In ranked I'd probably have to go with Bastions instead of strongholds but could probably otherwise do the same strategy. The Nicassars with the boosted sensor range and extended special orders are extremely good at going in, getting vision and not dying as they do it since they can be braced almost all the time unlike standard escorts.

Basically, the demiurg stronghold is another battleship choice rather than being a heavy cruiser. If you want the expensive support vessel, take the Custodian but if you want a more conventional brick, take the Demiurg fortress. If you want to take the custodian though, level up some demiurg bastions instead I guess.

The Custodian is quite nice. Seems to do blast and carrier better than Chaos. It moves decently. Only drawbacks I can think of are lack of Pulsars like Eldar and can't ram as well as IN or Orkz.
The demiurg Stronghold and bastion as battleships are nice if you can hug close range without getting rammed. Bastion as a faster and lighter battlecruiser still does nicely. Still think both are way too easy to kill with IN or Orkz. I'm betting Eldar could hit full Pulsar load with their eyes closed. Chaos just dances around them and whittles them down with las. I wish the Kroot WarSphere wasn't a gimmick only weapon only good for skirmish. I want to love it so but man... 6k range with a giant ball you can only occasionally point where it moves at 75 speed is just... not viable for multi. Maybe if it was resistant to asteroids, bit arder and faster if might be a fun bit of chaos.

I hope for a sequel or DLC a way to auto pair an escort to a larger vessel. The escort stays nicely snug next to it and will target either a ships in range that the parent also targets OR a enemy vessel in range that is targeting its parent ship. I guess like it would in real life. There are times I really just want an escort to use its sensor range and guns to add a little bit more deflection to the larger ship its escorting.

Anti-Chaos with Tau Talk:
The best way to counter kiting Chaos as Tau is targetted missiles+recon probe+grot on a rok (%t stationary probe that I can only remember the Ork name). I normally let the light cruisers have the recon probe for far away shots and the cruisers have the grot on the rock. If Chaos gets close in the beginning you will drop the shields and get a stationary probe and they are screwed. If they stay at long distance forever play probe placements, target engine and send bombers (upgrade them to do an additional boarding) and torps. This wins. Alternate which guy goes out front to take the blasts and when he gets too injured have him fall back to your healing probe ship. That healing probe is beautiful. I've been able to heal a cruiser and two faster cruiser on 1 v 1 with an occasional escort. If I take a BC or BS it will always have that ability as its gold. They shouldn't nerf as they are still screwed if ships close in and do close range. It shines with kiters. Also the water caste and IN favour is bueno with cruisers. You get your fighter screen and have a point with every crew. Your summoned ship keeps popping up every so often and kiting Chaos soon finds itself running out of room between those previously mentioned tactics and a nice mob of summoned escorts.

I almost wish Pulsars were back to their old range but that is so hard on my Orkz. They would do better vs Tau and SM tho.

If I had to make a summary for the OP:
Tau are expensive but fairly well rounded. They don't have the range of chaos but drat lethal once you get in range (3000-9000 seems to be their sweet spot though I like 6k-9k). They are fairly manoeuvrable and ok speed (better than imperial) but tend to be giant large targets as the race is new to this. They are good at offence due to tons of forward facing guns and good frontal ablativeness but, again, their spread out profile make them easy to hit. They can take a hit but don't ram as well as Imperials or Navy. Any Tau vessel (exception are the Allied races of Kroot and Demiurg) can't lightning strike but decent boarding stats that can be increased by favours, the usual way or a sweet upgrade which lets the Ethereal Crew rank add to it. The healing probe skill needs to be on every ship cruiser and above as its a beautiful way to keep everyone in an area around you alive. Can prevent a ship from going kabloom before you win the game. Also beware auto enabling homing torps as they can and will kill your own ships.

Forgive the tons of words but I love this bloody game and am always willing to get more people playing. I do not work for the company btw.

P.S. Orkz still da best

Honky Dong Country
Feb 11, 2015

Man I don't get these Tau ships. Should I be doing attack runs like the Eldar or long range broadsides like Chaos? I'm an idiot and this 270° firing arc has got me all hosed up. If I go broadsides will the weapons on both wings fire at once or only the wing facing the enemy?

Also holy loving hell do I hate fighting Orks with Tau. They just eat me alive.

So far my favorite thing about the Tau is that their weapons are individualistic. You don't have no-poo poo broadsides, just turrets. So a lucky few shots can't make one side of your ship completely toothless and that's pretty cool.

Honky Dong Country fucked around with this message at 04:00 on Sep 11, 2016

DogsInSpace!
Sep 11, 2001


Fun Shoe

Honky Dong Country posted:

Man I don't get these Tau ships. Should I be doing attack runs like the Eldar or long range broadsides like Chaos? I'm an idiot and this 270° firing arc has got me all hosed up. If I go broadsides will the weapons on both wings fire at once or only the wing facing the enemy?

Also holy loving hell do I hate fighting Orks with Tau. They just eat me alive.

So far my favorite thing about the Tau is that their weapons are individualistic. You don't have no-poo poo broadsides, just turrets. So a lucky few shots can't make one side of your ship completely toothless and that's pretty cool.

Face forward and do attack runs or face forward and use manoeuvring thrusters to keep yourself facing forward and dodging rams. Watch the Ork and do your best to dodge the ram. Second ship is facing the sides or back of the Ork and nailing him. Facing forward gets more of your guns firing AND the front of your shield and armour are the best there. You can dodge Orks fairly easy as long as you use thrusters but it does require some micro. My bigger Ork ships often have to use the Traktor Kannon if it looks like the Tau is doing to dodge.

Another way is do an attack run and knock out the shield of one of the bigger ships, pop a sticky probe/grot on a rock on it and then sail away as you are faster than Orkz. After that you homing torp them to death. Target engines if it all possible. Its annoying (for your Ork opponent) but it works.

Don't feel bad as Orkz with tau are a little hard. Tau are normally beefy to most and do well in short range. Ork frontal armour is tough and they are built to constantly face your front kinda like you. The Tau ships are rather large spread out targets just made for Ork ramming. They will normally out number you to boot. Best bet you have is to try and isolate when you can and focus one ship at a time with multiple Tau ships. You are more manoeuvrable so use that. You got better shields, faster and homing torpedoes so use that. I always set everything but the one type of escort to face front.

You got this.

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?
I've been doing sweeping rams across the orc lines with my demiurg stronghold pushing like, 3 ork ships along due to sheer frontage size and then focusing down one of them with the carriers. I think this only works because my opponents were bad though. If you can get this happening though, the ork ship exploding usually does enough collateral damage that another one may be really close to exploding which often knocks out my stronghold which often knocks out the third ork ship.

The damage on the custodian is a little bit too stupid right now, I'm guessing it'll get toned down a little. I think it has a potential of 1080 damage in one pass which is probably just a little bit too much for some ships, especially space marines which don't have much in the way of counter ordinance.

Thanqol
Feb 15, 2012

because our character has the 'poet' trait, this update shall be told in the format of a rap battle.
Theorycrafting out the Tau artillery strategy a bit based on a successful naval torpedo spam run:

Turtletau

Composition: Everything water caste favoured, the frontal deflector shield option, generally build for survivability and immobility.

- If you have torpedo superiority, corner camp. With all your ships FRONT TOWARDS ENEMY then you can prevent yourself getting flanked and buy plenty of time to summon the free nisscars.
- Extra Turrets+Markerlights+Seeker missiles on the nisscars. Set them to 3k and broadside and right click them onto enemy ships. They're there to orbit and chew through health with seekers and slow down enemies in your gunline
- Augur probes may be necessary to help gain torpedo superiority so you can fire the homing torpedoes. The draugur ships have conventional torp spreads.
- The Custodian should be second line in the formation because it can't turn

So the formation looks a bit like

EEE.......EEE
...CC...CC
........B

This gives you clean torpedo firing lines, flanks covered by durable fodder, and a big immobile gun platform. If they attack the flanks then just rotate and engage frontally, if they advance into the centre then flank and focus down. The escorts also provide picket sensors against stealth lists and have good turret coverage against carriers which hopefully lets you effectively duel with your own carrier wings and homing torpedoes. The BB having the knockback cone can be really effective if you're being bumrushed by a full charge which can spin ships, crash them into each other, and waste valuable boost energy.

The main vulnerability is a Navy list that does your thing better, in which case then form a screening line of escorts in front of your more valuable ships as you advance. Also a flank might get rolled up while you're unprepared or you could face 15K lance sniping, in which case again fall back on your own carriers and use things to boost your combat range. And there's a clock on the enemy not engaging because you're summoning more ships.

I'm pretty confident in the theory; I am worried by tau damage output seeming a bit weedy in practice but hell if they've got anything else going for them except frontal firepower. If nothing else this can force engagements on your terms.

Thanqol fucked around with this message at 10:23 on Sep 12, 2016

Nickiepoo
Jun 24, 2013
Oh god I hope corner camping doesn't become 'the thing'.

At least with this game you can just warp out and not feel like it's a total waste of time (even though it is).

Thanqol
Feb 15, 2012

because our character has the 'poet' trait, this update shall be told in the format of a rap battle.

Nickiepoo posted:

Oh god I hope corner camping doesn't become 'the thing'.

At least with this game you can just warp out and not feel like it's a total waste of time (even though it is).

Well, it's the case that if you have the advantage at range then you have no reason to move from that range, and therefore your opponent has to come to you. This is a basic axiom of strategy games.

Since torpedoes give you map-wide range then there is literally no reason to move from the starting area if you have the torpedo advantage. It's like, you have artillery and they don't.

Practically speaking, though, you need to commit pretty heavily to torpedoes to actually hit anything at cross-map ranges, but it's enough to force them to engage you on your terms.

Nickiepoo
Jun 24, 2013

Thanqol posted:

Well, it's the case that if you have the advantage at range then you have no reason to move from that range, and therefore your opponent has to come to you. This is a basic axiom of strategy games.

Since torpedoes give you map-wide range then there is literally no reason to move from the starting area if you have the torpedo advantage. It's like, you have artillery and they don't.

Practically speaking, though, you need to commit pretty heavily to torpedoes to actually hit anything at cross-map ranges, but it's enough to force them to engage you on your terms.

Yeah, but 'sitting at range' normally means maneuvering at 12k rather than 'ships in the corner so that we can use the bounding box of space'.

But anyway, I'm not doubting your tactics, I'm just hoping that every other match isn't a guy doing this because it sounds stupidly not fun to fight. IG do it a bit with Nova Cannons, for sure, but it's always been niche and rare. With Tau I can see it being semi-meta.

pedro0930
Oct 15, 2012
I don't think this will work that great honestly. Especially when you immediately listed a bunch of things that might force you to abandon this strategy yourself...

Thanqol
Feb 15, 2012

because our character has the 'poet' trait, this update shall be told in the format of a rap battle.

pedro0930 posted:

I don't think this will work that great honestly. Especially when you immediately listed a bunch of things that might force you to abandon this strategy yourself...

No point theorycrafting if I don't know my own counters!

I think that imperials/orks will have the edge torpedo shelling because they don't require vision to make it work. If you don't know, by the way, the proper response to a torpedo heavy strategy like this is to form all your ships up into a vertical line while closing. With chaos I lead with my Battleship because it's got 4 wings of fighters and can body block for my battlecruisers that follow it Fleet-of-the-Line style. Won't take more than one or two hits getting my ship across the map that way. If someone's torpedo spamming you and you don't have good stealth options that's the best solution.

But if you have torpedo superiority it's a good way to compensate for a lot of tau's weaknesses.

Nickiepoo posted:

Yeah, but 'sitting at range' normally means maneuvering at 12k rather than 'ships in the corner so that we can use the bounding box of space'.

But anyway, I'm not doubting your tactics, I'm just hoping that every other match isn't a guy doing this because it sounds stupidly not fun to fight. IG do it a bit with Nova Cannons, for sure, but it's always been niche and rare. With Tau I can see it being semi-meta.

Yeah, but the major thing to me to recommend this is that the Custodian can't power turn. It can only all-ahead full. It's back arc is not only a dead zone but it's a dead zone that it's almost trivial to remain in barring the odd MWJ. Maneuvering at 12K is a luxury Chaos has.

It's also 407 points, which is almost two regular battleships, which means you better be drat sure you get value out of it. I think it's almost worth thinking of Tau as dwarves; rigid and slow as poo poo but big heavy gunlines.

Thanqol fucked around with this message at 12:31 on Sep 12, 2016

Excelsiortothemax
Sep 9, 2006
Oh, ships faster than my Orky ships all sitting nice in a row for me to ram? Why thank you!

Tanith
Jul 17, 2005


Alpha, Beta, Gamma cores
Use them, lose them, salvage more
Kick off the next AI war
In the Persean Sector
I don't understand dhows. Is there any compelling reason to take them instead of wardens? (not that anyone takes anything but the Sa'Cea or whatever the 102 point cruiser is)

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?

Tanith posted:

I don't understand dhows. Is there any compelling reason to take them instead of wardens? (not that anyone takes anything but the Sa'Cea or whatever the 102 point cruiser is)

Twice as many hit points and shields, one weapon type instead of two if you want upgrades on them, more up time on special orders, better at slipping between torpedoes, IMO broadside weapons are stronger than front facing weapons.

Wardens you take if you want to save that upgrade, want to fire lance shots from long range and don't plan on using water caste.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Dhow weapons are utter garbage though. Wardens have way more firepower, don't cost an upgrade slot to bring and really easy to leave in AI hands. The only advantage Dhows have is their toughness, but they still have the escort double AoE damage weakness so they're not that tough. And what good are tough ships if they can't hurt poo poo.

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?

DatonKallandor posted:

Dhow weapons are utter garbage though. Wardens have way more firepower, don't cost an upgrade slot to bring and really easy to leave in AI hands. The only advantage Dhows have is their toughness, but they still have the escort double AoE damage weakness so they're not that tough. And what good are tough ships if they can't hurt poo poo.

The one side DPS on the Dhow is the same as the combined front facing DPS of the Warden. It's 3 in both cases, 6 total for the Dhow.

DogsInSpace!
Sep 11, 2001


Fun Shoe

Excelsiortothemax posted:

Oh, ships faster than my Orky ships all sitting nice in a row for me to ram? Why thank you!

Yeah had someone do something like this and used my traktor kannons to make them ram into each other and, in the Chaos I had a ramming party. Also softened em up with my torps. I'm happy I'm seeing more Orks about and there is one Eldar that is doing ok. Chaos is still a pain. With Tau less so but still a pain. Tau mix well with other races in 2v2. They seem to compliment another race quite nicely.

Also wish I could level up new armies in customer games or something as I remade my Tau and started an Imperial force and early levels blow goats. Makes me want to keep playing Orkz.

Dhow are ok. I really only choose them with Water Caste and they are alright for free but I prefer Warden to them. Dhow do have an easier time dodging torps tho.

Lord Koth
Jan 8, 2012

Started up BFG, to try out the Tau fleet, for the first time in months. They're, uh, interesting. Long range seeking torpedoes combined with extremely heavy frontal armaments and armor/shielding is pretty powerful. And they've got enough ordnance bays to be extremely dangerous on that front as well.

I AM getting tired of my ships shooting torpedoes when there is another one of my ships directly in front of them though. Seriously, that should not be something hard to add a check for when they're automated - it really shouldn't have even made it to beta.

What are people picking for their Auxiliary ship(s)? Went with the Demiurg Bastion because holy poo poo that firepower and health/shielding on technically not a battleship (slot-and-costwise. Yeah, i know it's labeled one). Slow, but I'm not exactly in desperate need of speed for the main line.

Lord Koth fucked around with this message at 06:58 on Sep 13, 2016

Yukitsu
Oct 11, 2012

Snow=Yuki
Fox=Kitsune
Snow Fox=Yukitsu, ne?

Lord Koth posted:

I AM getting tired of my ships shooting torpedoes when there is another one of my ships directly in front of them though. Seriously, that should not be something hard to add a check for when they're automated - it really shouldn't have even made it to beta.

What are people picking for their Auxiliary ship(s)? Went with the Demiurg Bastion because holy poo poo that firepower and health/shielding on technically not a battleship (slot-and-costwise. Yeah, i know it's labeled one). Slow, but I'm not exactly in desperate need of speed for the main line.

Stronghold in persistent, Bastion in ranked.

The Stronghold is a battleship before battleship tier and is almost impossible for equal level admirals to properly deal with, it's absolutely bullshit. There isn't really any battlecruiser in the game that could match one except maybe an ork one or the Eclipse if the Eldar player is in top form.

The Bastion because it's one of the cheapest ships for renown costs which are really important in ranked. The Kroot War Sphere and the Stronghold both pay too much renown so upgrading them would stop me from getting upgraded ships elsewhere. I've upgraded all my protectors, emissaries and a bastion as well as the messengers. Upgrading even one battleship tier ship would be too much renown and it would be more efficient upgrading the custodian for that format.

Lord Koth
Jan 8, 2012

I actually meant the Stronghold anyways and just mixed the names up. :v:

Again, first time back in months and I'm just playing around in Skirmish to get a feel for the ships, so haven't been doing ranked.

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DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Yukitsu posted:

The one side DPS on the Dhow is the same as the combined front facing DPS of the Warden. It's 3 in both cases, 6 total for the Dhow.

A third of the Wardens DPS is also armor piercing and it's got much better arcs. In practice escorts spend a lot of time chasing - where a broadside-only ships can do 0 dps. Having less speed doesn't help broadside-only ships either (the faster rotation is nice though, but Dhows eat up an extra-ordinary amount of micro if you want to make use of that).

DatonKallandor fucked around with this message at 11:37 on Sep 13, 2016

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