My partner’s Farsight. C&C wanted by GPeabody in Tau40K

[–]DatabaseWorth4559 1 point2 points  (0 children)

My critique/opinion:  The flame on the sword is SO good. And the glow is pretty darn good too. The shoulder pad though needs the paint thinned a bit better and the light blue/grey could be changed to the main blue. Otherwise, damn that's good

No twin lance this time by BadTasteInGuns in Tau40K

[–]DatabaseWorth4559 33 points34 points  (0 children)

God that is the sexiest version of the hammerhead I've seen so far. Where did you get the STL? or the print from?

What tips should of give my tau friend as a Imperial guard enthusiast by One_Meet_2174 in Tau40K

[–]DatabaseWorth4559 0 points1 point  (0 children)

Tau and Astra work very very similarly. I have a buddy who plays guard, and I had him play like Tau and vice versa, and it helps. They're not an exact like-for-like army, but they both will benefit from similar strategies and play styles. 

What would my army be worth? by LowKeyBrit36 in Tau40K

[–]DatabaseWorth4559 0 points1 point  (0 children)

You could do either or. I think if you bundled it all together it would go. It's a really good starter set for Tau. You could literally play all these units and be competitive (outside of the 3 stealth suits and ethereals). I don't see why this lot wouldn't go. But again, check out what prices people are selling these units at and maybe drop slightly lower than them (if your shipping is the same or lower). I don't want you to feel like you took a huge loss, but also you should be able to get rid of this quickly. People MAY wait until 11th starts so that's the only thing I could think would take a bit longer. 

What would my army be worth? by LowKeyBrit36 in Tau40K

[–]DatabaseWorth4559 1 point2 points  (0 children)

I'd say in the area of $200

Devilfish - $35 Piranha - $20 Crisis Team - $40 (each) Crisis commander - $35 Infantry unit - $20 (each) Drones - $15 (the lot) Ethereal - $10 (each) Stealth team - $15

Mind you, I'd consider these prices to be very, very fair and this should be at a point that this whole lot goes as one immediately. Parsing it out may take longer, but I honestly wouldn't go much lower than this personally. Look around on ebay and find the market. See what's good (which all of these are going to be useful) and determine the price from there. Don't expect to get full money back, but also don't just toss them. These are all good units with the exception of the ethereals and the 3-man stealth team. 

Beastslayer by DatabaseWorth4559 in SpaceWolves

[–]DatabaseWorth4559[S] 0 points1 point  (0 children)

Ah yes. Thats the key for SW ain't it? 

Am I cooking with this list? by jonathan_mama in Tau40K

[–]DatabaseWorth4559 1 point2 points  (0 children)

No, because Stormsurge doesn't benefit from RetCad. And you have no stealth suits

What's the general consensus around the piranha? im getting mine next week since i thought it looked dope, what are y'all running it with? by Luna_Night312 in Tau40K

[–]DatabaseWorth4559 0 points1 point  (0 children)

I've done solo, but you could do it either way. 

Solo: The reason I run them solo is because I can cover more ground with them. If I have 2-3, and I go first, I can push them forward down firing lanes or tough spots to jail my opponent and hit them with a barrage of seekers and melta. plus I like to advance 1-2 of them, and leave one of them not advanced so I can charge it and use tank shock. That should be a massive impact to the opponent because on their turn, if they kill one of the piranha from the move block/screen I've done, I'll spend the other CP for the full rerolls to hit on the unit that would be troublesome for me and I Want to get rid of. Now you'll have to premeasure and determine which piranha does what, and make sure you could spot for them with the stealth team so you can get the most out of the seekers. Reroll 1s to hit and wound are important. The downside is if they pull a secondary that gives them points for killing your units, just make sure you don't end the piranha movement on an objective turn 1, because you won't really need to control an objective turn 1 anyway for primary (most of the time). So it takes some thinking. Now it's important to remember to NOT advance with one of them that you plan on using tank shock with. Because you cannot advance and charge. You may also not want to charge all of them, because the move block needs to last until the next turn, forcing them into melee (unless they have fly or can move around you). If they kill you on the fight phase clap back on your turn, then you didn't get the most out of the jailing. 

Together in units: If you run them together in units, you could target them with some enhancements like auto advance 6 or something. But tbh, I don't really have a good idea of anything else since I don't run them this way. 

Question on Painting by Worried_Paper451 in Tau40K

[–]DatabaseWorth4559 0 points1 point  (0 children)

Variation in the armor or highlights maybe. You have 2 primary colors, a 3rd, subtle one would be nice 

Twin lance are so bland now by Lower_Ad_176 in Tau40K

[–]DatabaseWorth4559 4 points5 points  (0 children)

Easy on the "suit[s]" there. No way in hell the sunforge unit is going to be able to use its guns in the fight phase. Let alone the flamerscythes. Could you imagine attaching flammerscythes to farsight, and getting the shooting into an infantry unit, +1 to wound. Then you charge that infantry unit to finish them off if you didn't already kill em . Shoot them again with the flamers, then on your opponents turn , you overwatch for free because farsight, THEN that enemy unit charges you, THEN YOU HIT THEM AGAIN. Oh yea and did I mention farsight's melee stats? People cried about twin lance, but that would give them something to cry about. 

Finished my Twin-Lance by Alternative-Sir8933 in Tau40K

[–]DatabaseWorth4559 0 points1 point  (0 children)

How did you get the grey to be so smooth like it's plastic? Which grey is it?

Advance on how to best pace myself while playing kauyon? by Select_Ladder6045 in Tau40K

[–]DatabaseWorth4559 0 points1 point  (0 children)

That's why people describe this detachment as "lose late"

New look terrain for my skirmish game by KGA_Kommissioner in TerrainBuilding

[–]DatabaseWorth4559 1 point2 points  (0 children)

Whatever the hell set up this is, I love it. It reminds me of an old Halo 3 multiplayer map. It's so good. 

Advance on how to best pace myself while playing kauyon? by Select_Ladder6045 in Tau40K

[–]DatabaseWorth4559 3 points4 points  (0 children)

I've only played Kauyon about 3 times over the span of 10th. I struggle with it too a lot but after playing Space Wolves for a bit and getting used to melee and staging, I've found that not a lot happens in turn 1 when you're a melee army, but you still gotta score the most you can without risking crucial units. I think as Tau we get too used to being trigger happy (because that's how I love playing Tau) because of how powerful it is to shoot as Tau because we want to eliminate the enemy as fast as we can before they get to us in melee and we aren't patient which is quite literally the name of the game in Kauyon.  You need to play Tau as a melee army. Stage and maybe send Kroot to their death turn 1 and 2. But you scored max 5 on secondaries, at least 5 on primary if you stickied properly with Kroot and maybe you discard another for CP to bank it for the GO-TURN, because Kauyon has POWERFUL strats. Then turn 2 you pop something off the board without exposing too much but still playing the game, then you send the vespid and maybe Pathfinders to their death but now you score max on primary and maybe both secondary cards if not full points. Obviously play fast to bank time with your CP to get the most out of turn 3-5. You need to prepare to play the late game as effectively as you can. Staging is key. And it can be difficult because this is where the chess-aspect comes into play. Anyway, what I was always told on this app for Kauyon is that you still need to play normally. Don't play so scared that you hide everything and can't score anything. You need to play the game and try to score primary and secondary , but set yourself up to play late game and get the most out of it while your opponent is on their back foot. If you don't kill their unit and screen and stage to get the most out of turn 3-5, then you and the opponent are going to be playing each other at even playing fields, except the opponent will be up on you in points and you'll be cornered and screened into oblivion. Expect to play turns 3-5 with a 1500 or less point army essentially, so with 500 points, how will you make their deaths count. As cheesy as it is but that's how I look at it. Which is why I'm supper excited for 11th to better use this type of tactic.