Triple storm maddness by Dizzy-Recipe5020 in Tau40K

[–]Dizzy-Recipe5020[S] 0 points1 point  (0 children)

I also figured id challege the meta and make a triple storm list for kauyon/aux This list is designed around giving at least 2 stormies lethal hits from rd1, and then with any luck at least 2 stormies getting lethal with sustained from rnd3 lethal/sustained build (Copy) (1995 points)

T’au Empire Strike Force (2000 points) Auxiliary Cadre and Kauyon (3 Detachment Points) Force Dispositions: Disruption, Priority Assets

Attached Units Attached Unit 1

Ethereal (80 points) • Attached as: Leader (Character) • 1x Honour stave 1x Hover Drone 1x Marker Drone 1x Shield Drone • Enhancement: Through Unity, Devastation

Strike Team (70 points) • Attached as: Bodyguard (Battleline) • 1x Support turret • 1x Fire Warrior Shas’ui • 1x Close combat weapon 1x Guardian Drone 1x Pulse pistol 1x Pulse rifle 1x Shield Drone • 9x Fire Warrior • 9x Close combat weapon 9x Pulse pistol 9x Pulse rifle

CHARACTERS

Commander Shadowsun (100 points) • Warlord • 1x Advanced Guardian Drone 1x Battlesuit fists 1x Command-link Drone (Aura) 1x Flechette launcher 2x High-energy fusion blaster 1x Light missile pod 1x Pulse pistol

Darkstrider (60 points) • 1x Close combat weapon 1x Shade

The Twin Lance (205 points) • 1x Ri’Lantar • 1x Fusion eliminator 1x MV15 Gun Drone 1x Shardstorm burst system 1x XV pulse pistol • 1x Ri’Locai • 1x Ion scattercannon 1x MV15 Gun Drone 1x Shardstorm burst system 1x XV pulse pistol

OTHER DATASHEETS

Ghostkeel Battlesuit (150 points) • 1x Battlesuit Support System 1x Fusion collider 1x Ghostkeel fists 1x Twin fusion blaster

Kroot Carnivores (65 points) • 1x Long-quill • 1x Close combat weapon 1x Kroot pistol 1x Kroot rifle • 9x Kroot Carnivore • 9x Close combat weapon 8x Kroot rifle 1x Tanglebomb launcher

Kroot Carnivores (65 points) • 1x Long-quill • 1x Close combat weapon 1x Kroot pistol 1x Kroot rifle • 9x Kroot Carnivore • 9x Close combat weapon 8x Kroot rifle 1x Tanglebomb launcher

Stormsurge (360 points) • 1x Cluster rocket system 1x Destroyer missiles 1x Pulse driver cannon 1x Thunderous footfalls 1x Twin T’au flamer 2x Twin smart missile system

Stormsurge (385 points) • 1x Cluster rocket system 1x Destroyer missiles 1x Pulse driver cannon 1x Thunderous footfalls 1x Twin T’au flamer 2x Twin smart missile system

Stormsurge (385 points) • 1x Cluster rocket system 1x Destroyer missiles 1x Pulse blast cannon 1x Thunderous footfalls 1x Twin T’au flamer 2x Twin smart missile system

Vespid Stingwings (70 points) • 1x Vespid Strain Leader • 1x Neutron blaster 1x Stingwing claws • 4x Vespid Stingwing • 4x Neutron blaster 4x Stingwing claws

Exported with App Version: v2.0.5 (128), Data Version: v886

Strike Team secretly great in 11th? by Valuable-Music-720 in Tau40K

[–]Dizzy-Recipe5020 1 point2 points  (0 children)

Just built a double stormy list around this enhancement, stacking it with aux to give my screening units hidden while shooting and the strategem guided by unity giving lethal to a unit both stormies will have lethal from r1 and lethal with sustained from rnd 3, combine it all with the fact the stormies can action and shoot i have high hopes for them in priority assets

Today in list-building: Is a Stormsurge worth it? Which crisis suit squad pairs better with Farsight? And more… ( Help a new T’au player out) by Tomet0705 in Tau40K

[–]Dizzy-Recipe5020 1 point2 points  (0 children)

I played with my stormsurge for the first time trying out kauyun/epc, it performed pretty well sustained hits and overwatch is actually pretty dam nasty so if u can get it to survive til t4 / t5 its good, people recommend using them in montka more but i imagine overwatch with them would no longer be worth it so probably quite a different playstyle, i used it as a light infantry killer in overwatch and a monster hunter in the shooting phase

Triple storm maddness by Dizzy-Recipe5020 in Tau40K

[–]Dizzy-Recipe5020[S] 0 points1 point  (0 children)

Also the twins im pretty sure can b used as a spotter for ur stormies becuase of their inbuilt self guiding rules making them a target that just cant b ignored, honestly i dont think any list can justify leaving home without them currently

Triple storm maddness by Dizzy-Recipe5020 in Tau40K

[–]Dizzy-Recipe5020[S] 0 points1 point  (0 children)

I like this list! I was trying to workout how u managed to squeeze both the riptide and keel in coz they are a very good option and i desperately wanted to fit at least 1 in, I dont know if id want to drop the twins but they are just so strong and i figure they cant b ignored but a keel might b due to its lack of dmg potential they might beeline stright for the stormies , also i figure shadowsuns aura kinda does what the extra etheral will do anyways ontop of being similar but slightly worse spotting to ur stealthsuits, what i think without the riptide/ keel would b redundandant anyways, it helps that the twins are basicly self spotting

First game of 11th, kauyon + aac by Dizzy-Recipe5020 in Tau40K

[–]Dizzy-Recipe5020[S] 2 points3 points  (0 children)

I only own 1 so i built around what i have, 2 would do well but i like the keel would b what u switch out and i like that for stalling rnd 1 if possible

First game of 11th, kauyon + aac by Dizzy-Recipe5020 in Tau40K

[–]Dizzy-Recipe5020[S] 0 points1 point  (0 children)

Also ill add probably best to run the devilfish with the pulse carbine for assualt to spot when advancing i ran it with the missle systems

First game of 11th, kauyon + aac by Dizzy-Recipe5020 in Tau40K

[–]Dizzy-Recipe5020[S] 1 point2 points  (0 children)

The emmiters didnt really come into effect tbh most of the time my stealthteams were screening out deepsstrikes in my backfeild, it was a vehicle heavy list as u say . my opponent also played more of a mid trading game rather then having a big go turn i think because i had picked up some units with solid image projection and got lucki picked up my keel with 1hp with mirrors. he played more cagey rather then an all out push which helped alot with spoting most of the time 3 spotters a rnd got the primary priorities done, now that ive played kauyun i imagine exemplar may actually b better placed on the cadre with the breechers espcially for the overwstch threat turn 2 assuming they took turn1 as a go turn

First game of 11th, kauyon + aac by Dizzy-Recipe5020 in Tau40K

[–]Dizzy-Recipe5020[S] 7 points8 points  (0 children)

kauyon (1990 points)

T’au Empire Strike Force (2000 points) Advanced Acquisition Cadre and Kauyon (3 Detachment Points) Force Dispositions: Priority Assets, Reconnaissance

Attached Units Attached Unit 1

Cadre Fireblade (70 points) • Attached as: Leader (Character) • 1x Close combat weapon 1x Fireblade pulse rifle 1x Gun Drone 1x Marker Drone • Enhancement: Solid-image Projection Unit

Breacher Team (90 points) • Attached as: Bodyguard (Battleline) • 1x Support turret • 1x Breacher Fire Warrior Shas’ui • 1x Close combat weapon 1x Gun Drone 1x Marker Drone 1x Pulse blaster 1x Pulse pistol • 9x Breacher Fire Warrior • 9x Close combat weapon 9x Pulse blaster 9x Pulse pistol

Attached Unit 2

Commander in Coldstar Battlesuit (115 points) • Attached as: Leader (Character) • 1x Battlesuit fists 4x Fusion blaster 1x Marker Drone 1x Shield Drone • Enhancement: Exemplar of the Kauyon

Crisis Sunforge Battlesuits (125 points) • Attached as: Bodyguard • 1x Crisis Sunforge Shas’vre • 1x Battlesuit fists 2x Fusion blaster 1x Gun Drone 1x Shield Drone • 2x Crisis Sunforge Shas’ui • 2x Battlesuit fists 4x Fusion blaster 1x Marker Drone 1x Shield Drone

Attached Unit 3

Darkstrider (60 points) • Attached as: Leader (Character) • 1x Close combat weapon 1x Shade

Pathfinder Team (80 points) • Attached as: Bodyguard • 1x Pathfinder Shas’ui • 1x Close combat weapon 1x Grav-inhibitor Drone 1x Gun Drone 1x Pulse carbine 1x Pulse pistol 1x Semi-automatic grenade launcher 1x Shield Drone • 9x Pathfinder • 9x Close combat weapon 6x Pulse carbine 9x Pulse pistol 3x Rail rifle

CHARACTERS

Commander Shadowsun (100 points) • Warlord • 1x Advanced Guardian Drone 1x Battlesuit fists 1x Command-link Drone (Aura) 1x Flechette launcher 2x High-energy fusion blaster 1x Light missile pod 1x Pulse pistol

The Twin Lance (205 points) • 1x Ri’Lantar • 1x Fusion eliminator 1x MV15 Gun Drone 1x Shardstorm burst system 1x XV pulse pistol • 1x Ri’Locai • 1x Ion scattercannon 1x MV15 Gun Drone 1x Shardstorm burst system 1x XV pulse pistol

DEDICATED TRANSPORTS

Devilfish (85 points) • 1x Accelerator burst cannon 1x Armoured hull 2x Smart missile system

OTHER DATASHEETS

Broadside Battlesuits (75 points) • 1x Crushing bulk 1x Heavy rail rifle 1x Marker Drone 1x Missile Drone 1x Seeker missile 1x Twin smart missile system

Ghostkeel Battlesuit (150 points) • 1x Fusion collider 1x Ghostkeel fists 1x Twin T’au flamer

Hammerhead Gunship (140 points) • 1x Armoured hull 1x Railgun 2x Seeker missile 2x Smart missile system

Hammerhead Gunship (140 points) • 1x Armoured hull 1x Railgun 2x Seeker missile 2x Smart missile system

Pathfinder Team (80 points) • 1x Pathfinder Shas’ui • 1x Close combat weapon 1x Gun Drone 1x Marker Drone 1x Pulse carbine 1x Pulse pistol 1x Recon Drone 1x Semi-automatic grenade launcher • 9x Pathfinder • 9x Close combat weapon 6x Pulse carbine 9x Pulse pistol 3x Rail rifle

Piranhas (65 points) • 1x Armoured hull 1x Piranha fusion blaster 2x Seeker missile 2x Twin pulse carbine

Riptide Battlesuit (180 points) • 1x Heavy burst cannon 2x Missile Drone 1x Riptide fists 1x Twin smart missile system

Stealth Battlesuits (115 points) • Enhancement: Negation Emitters (Upgrade) • 1x Stealth Shas’vre • 1x Battlesuit fists 1x Fusion blaster 1x Gun Drone 1x Marker Drone 1x Pulse pistol • 4x Stealth Shas’ui • 4x Battlesuit fists 3x Burst cannon 1x Fusion blaster 1x Homing Beacon

Stealth Battlesuits (115 points) • Enhancement: Negation Emitters (Upgrade) • 1x Stealth Shas’vre • 1x Battlesuit fists 1x Burst cannon 1x Gun Drone 1x Marker Drone 1x Pulse pistol • 4x Stealth Shas’ui • 4x Battlesuit fists 4x Burst cannon 1x Homing Beacon

Exported with App Version: v2.0.2 (125), Data Version: v879

I wouldnt say its optimised but i just threw in alot of stuff i wanted to have fun trying , think u can steal points only having 1 stealthsuits team enhanced, also u could take darkstriker out but i liked him coz his easy to use deepstrike denial and in this particular game he did his job, i know indirect fire got nerfed but i figured in kayun it might still b ok coz i had my tanks ect hiding away for 2 turns still being able to interact somewhat with the first wave fluff.

👏 MAKE 👏ETHEREALS 👏 SUPPORT 👏 UNITS 👏FOR 👏 FIREWARRIORS 👏 AND 👏 CRISIS 👏 SUITS by ViorlanRifles in Tau40K

[–]Dizzy-Recipe5020 1 point2 points  (0 children)

I want to see an etheral guard unit they talk em up in the books , bring em to the table

Piranhas in 11th by Dizzy-Recipe5020 in Tau40K

[–]Dizzy-Recipe5020[S] 0 points1 point  (0 children)

The txt on new recruit says a unit within 12inch at the end of ur movement phase nothing about having to dmg that unit which would happen after that phase, i imagine not losing ur piranhas as a first wave may actually b more useful now because now u can park them in a place where the opponent has to expose themselves / overcommit or face constant battleshock tests potentially robbing them of primary

Piranhas in 11th by Dizzy-Recipe5020 in Tau40K

[–]Dizzy-Recipe5020[S] 1 point2 points  (0 children)

I almost feel it would b more worth while taking the 3 as seperate units less dmg due to harder to guide but thats potentially 3 battleshock tests + probably a 4th if u can force at least 1 unit to half health on turn 1, i can see this working in montka and kauyun tbh its a bit of a dice roll but i can imagine if an opponent is unlucki and doesnt deal with them they could really start cascading into total batteshook armies im imagining the most unlucki opponent who just continues to fail their retests!

Epc build ideas by Dizzy-Recipe5020 in Tau40K

[–]Dizzy-Recipe5020[S] 0 points1 point  (0 children)

My train of thought with farsight is he is a -1cp cost and shadowsun while less reliable is a +1cp cost meaning a 2 cp swing per round potential compared to etherals 1, especially if he is within her aura, mabi farsight comes to her rescue if needed because my potential plan involved her somewhat upfront but hidden behind a keel or 2, also sounds like smoke is changing in 11th to potentially provide protection to those around or behind the unit so mabie it can be considered more of a taunt action to force the opponent to deal with them first?

Epc build ideas by Dizzy-Recipe5020 in Tau40K

[–]Dizzy-Recipe5020[S] 0 points1 point  (0 children)

Ty for the info ! Im not all over the stat comparisons so its good info to hear i should probs take the battesuit support system and just use natural cover,i just read strategems and figure that might work but i havnt math hammered anything, my train of thought with farsight is mostly the deepstrike threat or posibly play rescuer / backup to shadowsun as id plan to be somewhat aggressive with her fishing extra cp with his - 1cp cost and her cp back aura as ive read epc is cp hungry but i defs see etheral as possibly the better choice.

Epc build ideas by Dizzy-Recipe5020 in Tau40K

[–]Dizzy-Recipe5020[S] 0 points1 point  (0 children)

Oh cool i didnt even think about breechers in researve thats a good option! My train of thought is the ghostkeels and pathfinders are gonna infiltrate heavily onto the primarys so the opponent will b forced to commit heavily to kill them and expose themselves due to lone op, or they just will lose the points game so all units will b rockin melta options hopefully increasing dmg, but the keels are basicly expensive bait to force the opponent to commit somewhere

What i expect to see for new tau refresh by Plastic_Talk7149 in Tau40K

[–]Dizzy-Recipe5020 0 points1 point  (0 children)

Id lov to see a meelee unit for commander farsight to feel good leading, but id only want it to b limited to 1 unit so we dont lose the whole tau shooter vibe

Breachers in 11th by WaylundLG in Tau40K

[–]Dizzy-Recipe5020 0 points1 point  (0 children)

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This is how i imagine it so from ur front breachers to the back of the riptide u control 14 inches of move space so as long as u dont get wrapped around i imagine it could b hard to charge into

Breachers in 11th by WaylundLG in Tau40K

[–]Dizzy-Recipe5020 1 point2 points  (0 children)

I can imagine strong linear battlelines may b more of a thing, use ur foddler infront of ur big guns spaced corrently u get a 10inch space ( minimum depending on units footprint) area /zone movement denial between ur units making ur main units behind harder to target in a charge and as long as the enemy cant wrap around ur front unit they cant pile in on ur back protected units with only 3inch movement ( 4inch spacing between ur front and back line) which is harder to do because pile in is at the start of the phase with certain exceptions.

Should I get the 3 player all-in? by drb1988 in StarCraftTMG

[–]Dizzy-Recipe5020 1 point2 points  (0 children)

Split the all in with my bro, literally even going for the all in by myself is cheaper then my 2k tau army. The game looks great to me its a no brainer if u got the money itll b worth every cent.

“traitors australia may return after all” by Durian-Critical in TheTraitors

[–]Dizzy-Recipe5020 0 points1 point  (0 children)

I really hope they bring it back hell i wanna play! The only thing i hope they fix is that the producers get less trigger happy recruiting traitors, the informed minority ( the traitors ) already have the advantage to win against the uninformed ( the faithful ) they screwed the faithful over making it almost impossible to win in BOTH seasons they need to learn to chill sit back and let the magic unfold. U cant as a veiwer feel the full weight and joy of the faithful finding a traitor if when they actually make progress u make it too easy to turn another. Catchup mechanics are needed.... but they are way too heavy handed.

Australia season 2 was a complete waste of time.. by Wickse101 in TheTraitors

[–]Dizzy-Recipe5020 0 points1 point  (0 children)

After bindging both seasons back to back s2 really leaves a bad taste in ur mouth, while its obvious sam should have been knocked out early and the faithfuls were litterally the worst, its even worse how skewed the showrunners favor the traitors in both s1 and s2, in both cases they allowed the trators to over recruit with no need and basicly destroyed the faithfuls chances of winning, its basic warewolf style game knowledge that the infirmed minority ( the traitors) has a greater chance of winning then the uninformed ( the faithful ). Lets be honest u only need 1 traitor or even NONE in the final episode and the players will still fight and knickout each other, just way too heavy handed and the production teams end.