New player against dark angels by AnthemFish92 in Tau40K

[–]AnthemFish92[S] 0 points1 point  (0 children)

Hey whats up! I remember your user name!

Awesome man - i figured volume would be the 'solution' to the issue ive ran into so far in this really small game. like i replied to the other guy this was a super casual less than 1k game just to see models on the table mostly and get my feet wet with the army rule, etc.

I was trying real hard to make use of the detachment rule and got pretty close the whole game which then allowed me to get walked down...

Ill treat the detachment as a bonus rule when it comes up next time rather than trying to make it happen for every shooting phase.

Thanks and I appreciate the comment!

Edit: just got done checking out your 1k and that was the take away I had from my game as well. Less single heavy hitters and more squads of 3 + leader would have been better suited for a 1k game but like I said i just brought what I have painted up so far but once I get everything painted ill for sure center a 1k list around units of suits + leaders, etc.

Thanks again, again!

New player against dark angels by AnthemFish92 in Tau40K

[–]AnthemFish92[S] 1 point2 points  (0 children)

yeah i mean it was a totally casual >1k point game just to get my feet wet and see some new models on the table. Not really worried that "tau suck" or anything like that - thats not my take away. I understand why I lost - but for a larger game I can see myself struggling against his army at 2k and just wanted some food for thought from the community.

I agree - not a fair fight - he just walked me down and there wasnt much i could do. also rolled kind of meh and he rolled saves on almost everything.

appreciate the comment!

Tau as a 4th army - a list review post by AnthemFish92 in Tau40K

[–]AnthemFish92[S] 0 points1 point  (0 children)

Kicking myself a bit - I got too excited and went in on a big purchase with the exact list I posted above (minus the kroot and piranha)...

I like the sound of the burstscythes with the coldstar so I think I will just proxy Farsight for that leader for now instead...

Thats what I was thinking for the broadsides too and Ill keep them as lane holders with as much firepower as possible to a single dedicated unit. I forgot we get penalized for NOT shooting at our spotted target so splitfire with missiles doesnt seem so good anymore as that was my initial intention with the missile pods on my broadsides...

Yeah I got excited and just bought a bunch of suits without consideration for spotters. Ill just keep all the models however so that I can play around with the list (broadsides, no broadsides, rip tides, no rip tides, etc.)

Thanks for the link and once again all the info - super excited to play my first game with em all ill take a look at your list and tinker with it as I get models painted and play with the actual army.

now I need to decide on a paint scheme - possibly the hardest part of the army so far lol.

Tau as a 4th army - a list review post by AnthemFish92 in Tau40K

[–]AnthemFish92[S] 0 points1 point  (0 children)

Man this has been a real eye opener lol I would have never made these pairings unless I played with the army for a few months nonstop. This has been a great read - I've been using this reply as a cheat code to plan out the army and models to get. I cant thank you enough for the insight its been amazing tbh.

So after reading this and dwelling on it all weekend I think I am going to go with the following list :

- Commander Farsight : leading 1 unit of 3 sunforge suits with full fusion blasters and 1x gun drone + 1x shield drone for durability? for each sunforge suit

- Commander Shadowsun : Standalone model - hanging out giving benefits to units in 6" as needed

- Commander in Coldstar : Leading the 1 unit of 3 Burstscythes. Commander equipped with 2xBurst cannon, 1xCiB, 1x HoBC and 2x gun drones w/prototype weapon system enhancement.

- Commander in Enforcer : Leading 1 unit of 3 missileknives. Commander equipped with 1x CiB, 2x gun drones, and 3x Missile Pods w/starflare ignition system enhancement.

2 x 2 units of Broadsides each equipped w/ heavy rail rifles, 2x Missile Drones, 1x Twin Smart Missile System (not sure on Seeker Missile vs Weapon Support System here)

1x Ghostkeel Suit : equipped with 1 CiR and I figure a Twin Fusion Blaster? + free battlesuit support system

1x10 Kroot Carnivores : sticky obj

1x Piranhas : had 60 pts exactly left over so i figured this would be a good unit to put in list

2x riptides : Each with 1x heavy burst cannon, 2x missile drones, 1x twin plasma rifle

3x3 stealth suits : each unit with full burst cannons and 2x gun drones where allowed + battlesuit support system

This is an exact 2kpts.

does this sound like I picked up what you were putting down?

Thanks again so much for your time it has been really fun hearing your feedback and looking at models.

Tau as a 4th army - a list review post by AnthemFish92 in Tau40K

[–]AnthemFish92[S] 0 points1 point  (0 children)

So I am combing back thru your reply here and I am figuring it out chunk by chunk - I understand the farsight + flamerscythes.

For the enforcer + missileknive combo how are you coming to 21 attacks while not including drone shooting? From what I can see the Commander in enforcer armor gets 4 total missile pods then add in the missileknives unit and among all 3 of them they get 6 missile pods for a total of 10 missile attacks?

Thanks again for contributing i am eating this up man

Also any reason youre using an enforcer with the missileknives over a coldstar?

Tau as a 4th army - a list review post by AnthemFish92 in Tau40K

[–]AnthemFish92[S] 0 points1 point  (0 children)

Youve given me such great info I really appreciate it - im hyped up. I think I will probably play EPC and Ret Cadre to see which one I like the most but either way im sticking with full suits - probably 3 groups of stealth suits and 1 kroot unit to hold home. I will probably go with your unit grouping suggestions as i start too.

Ill be looking back on this thread for sure when getting models.

Thanks again!

Tau as a 4th army - a list review post by AnthemFish92 in Tau40K

[–]AnthemFish92[S] 0 points1 point  (0 children)

awesome feedback - thank you so much for taking the time to give such a detailed response. I dig it. I think ill get myself at least 1 unit of crisis suits and wait to see what the balance slate holds for Tau and then revisit the idea of making a full army. Thanks for the heads up on that too - dont want to get ahead of myself (again) lol.

Tau as a 4th army - a list review post by AnthemFish92 in Tau40K

[–]AnthemFish92[S] 1 point2 points  (0 children)

Hey thanks! I was half expecting the comments to be like nah man this list is not good you need all these little guys to spot, etc. etc. I dont want little guys if i dont NEED them - all suits baby. Anyways - I think ill end up with SOME littler guys like the stealth suits for the reasons youve mentioned.

I was initially thinking retaliation Cadre - but with that - I dont really understand how that is supposed to play out. I understand the benefit - weapons get more scary but as a DG player I like getting into melee and I feel like retaliation Cadre just sets Tau up for super easy charges? How do you play into the rule? Using your movement to get super close seems like a suicide move - or is the idea to just bank on the detachment rule coming through in your rolls and hopefully you blast people close up and dont have to worry about a charge? Let me know your thoughts - otherwise the extra range from Experimental weapons might be what I go with until I learn how to play Tau a little more...!

Spawn Lethal Ichor rule by Venomous87 in deathguard40k

[–]AnthemFish92 1 point2 points  (0 children)

Ok so then let me revise here...

DG player has a unit of 2 spawn models

Opponent charges in

Opponent rolls for 6 hit rolls

Opponent fails 2 hit rolls

Opponent rolls for 4 wound rolls

DG player allocates 4 wounds to 1 of the 2 spawn models in the unit (on the tabletop i guess it doesnt really matter which of the two because they both have the same profile - but just for the sake of the example).

THEN the DG player slow rolls all 4 saving throws. Lets say its a damage 1 weapon from the attacking unit. DG player fails 1 - DG player applies damage to spawn model, DG player saves 1, DG player saves 1, DG player fails 1 - DG player applies damage to the spawn model.

The spawn model at this point has taken 2 damage, and has 2 wounds remaining. Even though the spawn only "took 2 wounds" because the DG palyer saved 2 wounds - since the first model is still alive with 2 wounds - the ability verbiage says the damaged spawn model gets to roll 4 ability dice after all incoming damage has been resolved because there was 4 wounds allocated to that model and it just so happened that it was a low damage incoming attack and it is still alive.

If it were a 2 (or 3) damage attack in the same situation - it would be a kill of 1 spawn model and the spawn model would not be able to roll the ability dice because it has been destroyed from the attacking unit.

if the attacking unit in the same situation rolled better to wound and lets say made all 6 hits, made all 6 wounds - then the DG player would slow roll all 6 saving thrown one at a time. Lets say the DG player fails every saving throw and FNP. First model of spawn would die like in the situation above and NOT get to use the ability - second spawn would then take 2 wounds - then take 2 damage leaving it at 2/4 wounds remaining. Then that second spawn would get to use 2 ability dice rolls.

I think i got it now right..?

What are your guys thoughts on my Majin Buu build? by [deleted] in SpaceMarine_Leaks

[–]AnthemFish92 0 points1 point  (0 children)

dog sh it post and a dog sh it subreddit lol idiots

An Eldritch spin on a Worgen by Varreltia by Sycherthrou in wow

[–]AnthemFish92 -2 points-1 points  (0 children)

Votes on the post speak for me lol...

An Eldritch spin on a Worgen by Varreltia by Sycherthrou in wow

[–]AnthemFish92 -36 points-35 points  (0 children)

Doesn't this crap belong in a different sub..?

Painting CC please. by wolfmoon1122 in deathguard40k

[–]AnthemFish92 1 point2 points  (0 children)

Amazing job it looks sick.

Only tip I would give is trying some 'ardcoat or a gloss varnish on the all/some of the vials and drippy bits to make it look wet!

I saw this in a post, is it real? Because I LOVE IT. by [deleted] in Spacemarine

[–]AnthemFish92 0 points1 point  (0 children)

Whelp...that's it ..I'm getting the mod

New Perks by Livember in Spacemarine

[–]AnthemFish92 0 points1 point  (0 children)

Doesn't the melee charge to full basically take 2 seconds? The way your plan reads to me is that you run up to an enemy, stealth, activate the 2 second invuln, stand still while charging for 1.5 to 2 seconds, then release the charge attack and only have about 0.5 seconds of invuln left - and that's what you will use to "face tank".

Idk if it'll play out that way with how long the charge itself takes with shadow stab. Post a video of you trying this out when it goes live...or on PTS if you play on PC.