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Zuul the Cat posted:Now I want to play against Tau and see how I do. I'll have to check the local scene and see if anyone has any. Tau have two settings. They either punch you in the face so hard you wonder why you bothered getting your poo poo out, or they get blown away and they wonder why they bothered getting their poo poo out. If you don't bring enough anti-infantry firepower to clear away drones, then you aren't going to get to their suits anytime fast. This is, by the way, the only way I have managed to get my Tau army to work at all. I don't use any forgeworld stuff, but I can say that when I've brought my Longstrike + Hammerhead friends as the basis of the list, I just die. Predators (especially) and Dunecrawlers are just superior. In particular, Onager Dunecrawlers + Cawl play much more like the hammerheads of old, with moving and firing without penalty and 4+ "Jink" saves and amazing accuracy. To the point that I seriously considered just putting my Hammerheads on the Onager base and using my Tau with Admech rules instead. Neutron Laser + Dual Stubbers even has the same basic weapon setup as the Railgun + Burst Cannon hammerhead. And of course, unlike Cawl you can't hide or screen Longstrike, and once he goes down the rest of the Hammerheads really drop off in effectiveness. I've found that Tau depend immensely on people not knowing the tricks that they play. Stealth Suits can deploy anywhere they want more than 9-inches away from the enemy. Then they can move, and at the end of their movement phase plant a beacon that lets a single (1) unit deepstrike. That (1) unit can deepstrike anywhere within 6-inches of the Beacon, and then the beacon fizzles out forever. So plan for a single commander with BS2+ and 4 meltaguns landing in your face if the Tau go first. If you have a big screening unit like Conscripts, you can at least prevent the commander from landing within Melta range of your big thing. If they have more than one stealth suit squad, they can each bring in a homing beacon, and each homing beacon is one additional commander or some other unit that can come in. Then the commander will typically try to charge something with dangerous shooting. They can fly over your screening units for the charge, so keep that in mind. If the Tau player is smart they will declare multiple charges, one on the screening unit right next to it and one on a dangerous thing further away you were trying to hide. They probably have a couple of Shield Drones to eat lucky lascannon overwatch hits, but again plan ahead for this. Coldstar Commanders can move 20 inches a turn, and when they advance they go a total of 40 inches. Gun Drones units next to a Cadre Fireblade get six shots each at half range (9-inches). Longstrike hits on a 2+ and and wounds vehicles/monsters on a 2+ with his railgun (and causes extra mortal wounds against vehicles/monsters on a 5+) in addition to giving himself and other hammerheads around him +1 to hit. He's just a tank with no defensive bonuses. Kill him first. Also don't expect crisis suits to be anything except for Commanders carrying four weapons. Quad Fusion gets most of the press, but quad Missile Pods and quad Cyclic Ion Blasters can both make a big dent in what you're doing. Missile Pods are basically autocannons, and the Cyclic Ion Blaster is either 3 shots Str7 Ap-1, or d3 shots Str8 AP-1 that also does d3 damage. Gun Drones can only ever target the closest unit (Vehicle weapon gun drones are an exception to this, because the vehicle pilot is using their guns). They also have crap leadership. You can use this to your advantage by putting tough things that gun drones don't want to shoot at in front of more squishy things. If you bring an army not prepared to deal with these things, then you are going to be really stifled. If you bring an army that can deal with these sorts of things, then the Tau are just gonna pick their poo poo up by the handfuls. Also, killpoints make tau lose.
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# ? Sep 6, 2017 01:45 |
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# ? May 17, 2024 10:02 |
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Big McHuge posted:Space Wolves Time: I was able to identify about half the pieces in this army using the GW site, however if anyone can help out with some of the pics below, it'd be much appreciated. For the record, this is one of my favourite Space Wolf minis of all time, and I am sad that mine got destroyed.
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# ? Sep 6, 2017 01:59 |
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Yeah that was my first time fighting longstrike and hammerhead buddies so I didn't do well at it. I was worried about the riptide and sent a lot of my AT capabilities after it, but I should've waited to see where longstrike would be and put everything on that side of the board.
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# ? Sep 6, 2017 02:05 |
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OptimusWang posted:I just bought the dark imperium box and have a question before I paint all my new space barbies: do the space marine chapters mean anything game-wise, or is it all just fluff? It goes both ways. You can play a Space Marine and whatever colors you want and that's cool and fine and just fluff. But there are some factions that have specific rules, like blood angels or space wolves. If you want, you can be your own colors and say you're a successor chapter of the blood angels so you use blood angels rules instead of space marine rules. Either way, you pick one thing for your rules and then you can color them however the gently caress you think looks cool
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# ? Sep 6, 2017 02:05 |
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As long as what you have looks cool to you and you aren't doing some weird poo poo with the posing or pretending a cultist is secretly a Land Raider then nobody is going to give a poo poo outside of the types of people you don't want to play with to begin with
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# ? Sep 6, 2017 02:41 |
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Liquid Communism posted:Come over to the goon painting challenge thread and we'll roll you up a chapter you can then stick whatever rules on you like. How do you think I got into painting space mans? I just didn't know the rules surrounding chapters and whatnot - didn't want to gimp myself because red guys can't be ultramarines or whatever.
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# ? Sep 6, 2017 02:43 |
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There are plenty of red Ultramarine successor chapters so you're fine
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# ? Sep 6, 2017 02:47 |
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Hey, it's 40k's 30th birthday! And how do you celebrate a birthday in style? With lists! Top 5 Squigs Top 5 Mutations Popular rumours abound of diminutive, intrepid humans called Squats, but such talk is surely rumour and happenstance.
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# ? Sep 6, 2017 03:36 |
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The rules say you can Fall Back from combat but says nothing about how to do it except you must get farther than 1" away from the Enemy. There's nothing in the FAQ, either. Uh, wot?
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# ? Sep 6, 2017 03:48 |
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They keep hinting at either bringing squats back or releasing something like Demiurg. If they do space dwarfs any justice at all I'm going to have to buy them.
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# ? Sep 6, 2017 03:52 |
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Pendent posted:They keep hinting at either bringing squats back or releasing something like Demiurg. If they do space dwarfs any justice at all I'm going to have to buy them. By this you mean Land Trains, Zeppelins, and more guns than Guard?
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# ? Sep 6, 2017 04:03 |
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Post 9-11 User posted:The rules say you can Fall Back from combat but says nothing about how to do it except you must get farther than 1" away from the Enemy. You move back during the movement phase, so you move your normal distance.
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# ? Sep 6, 2017 04:09 |
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Pendent posted:They keep hinting at either bringing squats back or releasing something like Demiurg. If they do space dwarfs any justice at all I'm going to have to buy them. Squats are gonna get a release before sisters will.
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# ? Sep 6, 2017 04:13 |
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dexefiend posted:By this you mean Land Trains, Zeppelins, and more guns than Guard? If anyone gets Land trains, it better be AdMech.
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# ? Sep 6, 2017 06:30 |
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Zuul the Cat posted:If anyone gets Land trains, it better be AdMech. It would just be a human-centipede of servitors with guns bolted to their spines.
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# ? Sep 6, 2017 07:23 |
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Sharks Dont Sleep posted:It would just be a human-centipede of servitors with guns bolted to their spines.
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# ? Sep 6, 2017 07:28 |
Pendent posted:They keep hinting at either bringing squats back or releasing something like Demiurg. If they do space dwarfs any justice at all I'm going to have to buy them. I've been told the studio did a bunch of concept art for them a while back for space based squats that fled their destroyed homeworlds. I don't know if anything was done with it though.
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# ? Sep 6, 2017 08:06 |
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I was pretty down on the Redemptor dread from the first pictures, but now I've built and painted one I'm way more into it. Great kit.
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# ? Sep 6, 2017 08:26 |
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Cannot unsee shocked Dreadnought face in the second picture.
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# ? Sep 6, 2017 08:44 |
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WAYNES WORLD
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# ? Sep 6, 2017 08:47 |
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a cock shaped fruit posted:WAYNES Even in death I still party
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# ? Sep 6, 2017 08:48 |
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Cooked Auto posted:I would honestly want to see the final result of that. Because I think tallboy Wulfen would look neat and stand out really well. Some guy on 'Eavier Metal made a squad. I don't remember his name, but they're rad as poo poo.
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# ? Sep 6, 2017 10:39 |
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BirdieBedtime posted:Some guy on 'Eavier Metal made a squad. I don't remember his name, but they're rad as poo poo. Yeah that's pretty good. Mostly because he left the feet unchanged.
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# ? Sep 6, 2017 10:52 |
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BirdieBedtime posted:Some guy on 'Eavier Metal made a squad. I don't remember his name, but they're rad as poo poo. I was skeptical but that works extremely well.
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# ? Sep 6, 2017 10:52 |
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BirdieBedtime posted:Some guy on 'Eavier Metal made a squad. I don't remember his name, but they're rad as poo poo. Wait, so what kits went into this? Because they're rad.
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# ? Sep 6, 2017 11:09 |
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Shockeh posted:Wait, so what kits went into this? Because they're rad. Looks like basic Intercessors plus Wulfen, maybe with a few generic extra SW bits thrown on. They look good, shows that the main issue with the Wulfen kit are their furry legs and power-jorts.
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# ? Sep 6, 2017 11:19 |
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Reivers would be a better fit for them but yeah they're rad.
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# ? Sep 6, 2017 11:25 |
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Corrode posted:I was pretty down on the Redemptor dread from the first pictures, but now I've built and painted one I'm way more into it. Great kit. I agree. I have 2 ... and I kinda want 4. Good job on this one! dexefiend fucked around with this message at 12:26 on Sep 6, 2017 |
# ? Sep 6, 2017 11:56 |
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Post 9-11 User posted:The rules say you can Fall Back from combat but says nothing about how to do it except you must get farther than 1" away from the Enemy. You just move. It's a regular move made during the movement phase. Use the normal rules for movement, and end further than 1" away from the enemy.
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# ? Sep 6, 2017 12:31 |
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How does Berserk Rampage work on Old One Eye? The way my Tyranid friend has been reading it, he's making another attack for each successful hit that Old One Eye makes, which seems kind of bullshit to me because with the 2+ to hit (including the aura) he's getting like 4-5 extra attacks on top of the 5 base attacks. Unless this is the way it's intended?
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# ? Sep 6, 2017 13:08 |
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That's exactly how it works per the text.
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# ? Sep 6, 2017 13:12 |
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Well poo poo, now I know what I've got to aim the plasma incinerators at
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# ? Sep 6, 2017 13:15 |
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What's the preferred loadout for the Redemptors?
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# ? Sep 6, 2017 14:19 |
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Rules question: In the most recent FAQ for the 40k rulebook, this paragraph was added in: quote:Page 178 – Re-rolls I ask because no one at NOVA (at least in the narrative) was playing it that way. There were tons of single dice re-rolls as part of a larger roll. I was certainly guilty of it!
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# ? Sep 6, 2017 14:26 |
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No, the stratagem specifically says "a single D6" which is why it works differently.
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# ? Sep 6, 2017 14:31 |
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The Sex Cannon posted:Rules question: The FAQ has the words "unless otherwise stated". Since the command point states "reroll any singe die", that would fall under being otherwise stated, and you would just reroll one of the two dice for charges, psychic tests, etc. It specifically states in the stratagem to roll just one die. That's how we're ruling it at the renegade open.
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# ? Sep 6, 2017 14:31 |
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The Sex Cannon posted:Rules question: My hyper-rules-lawyery interpretation: The Strategem reads "You can re-roll any single dice." The FAQ specifies "re-roll a result". Because there is no obligation for a specific result (for example a Chapter Master allowing for rerolls of misses) the FAQ doesn't apply. Also the FAQ is fun because it makes modifiers super powerful. Your Hellblaster rolled a 2 against something which gives -1 to hit? Congrats he's dead and your nearby Captain can't force a reroll.
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# ? Sep 6, 2017 14:36 |
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Good to know. Thanks, guys!
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# ? Sep 6, 2017 14:39 |
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I'm just glad all three of us agreed on something.
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# ? Sep 6, 2017 14:40 |
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# ? May 17, 2024 10:02 |
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That modifiers thing makes the Chapter Master re-roll really annoying when you have to remember to discard 3s because they haven't technically missed yet.
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# ? Sep 6, 2017 14:53 |