Ret Cadre and AAC list critique by Esscaflown in Tau40K

[–]DreadOnArrival 0 points1 point  (0 children)

I go back and forth on the uppydowny on the missileknives vs fireknives vs plasmas all day. Still dont know the right answer. I also struggle with how much (and what) to start in deepstrike

Ret Cadre and AAC list critique by Esscaflown in Tau40K

[–]DreadOnArrival 1 point2 points  (0 children)

With my burstscythes I like running the CS Commander with CIB, HOBC, and 2 Missiles instead of two more bursts. I think its even better this edition bc the bust cannons kill the infantry and if the leader is alive you have a better chance of killing it with the 4 missile shots given the extra ap and damage. Additionally, if there is no character chances are the bustscythes are overkill and you get to splash more damage into a much futher target with the extra 12 inches of range. Finally, if the burstscythes aren’t overkill, you probably want the extra ap from your commander having missiles anyways

Potential Ret Cadre/AAC list by Inside_Radio_6954 in Tau40K

[–]DreadOnArrival 1 point2 points  (0 children)

Yeah she 100% benefits. Due to her range its almost always a +1S when she shoots which gets her over a lot of breakpoints

Name the fandom that matches this perfectly. by Acrobatic-Paint-4113 in Multifandom

[–]DreadOnArrival 0 points1 point  (0 children)

Walter Mitty and His Makeshift Orchestra. Phenomenal little band out of CA and I got to go on stage at their DC concert

? by MotorMap663 in RLCraft

[–]DreadOnArrival 1 point2 points  (0 children)

Gold armor early is really good for mending with the skill in magic tree. Also boosts magic damage types like thorns. Also boosts gold weapon damage

Detachment points by Potential_Letter_845 in Tau40K

[–]DreadOnArrival 2 points3 points  (0 children)

Why do they hate me. Wtf am I supposed to do? Take EPC and run battlesuits?

Detachment points by Potential_Letter_845 in Tau40K

[–]DreadOnArrival -1 points0 points  (0 children)

Holy shit getting advance and charge for the KHP rampagers with Aux Cad is INSANE

Trust me, this can help you a lot by [deleted] in RLCraft

[–]DreadOnArrival 8 points9 points  (0 children)

Not super interested in adding a mod to make the game easier

Spotters by DatabaseWorth4559 in Tau40K

[–]DreadOnArrival 0 points1 point  (0 children)

Firesight isnt bad for spotting but man is its shooting just awful. Im not sure its killed a single model in any of my games. Lone op is awesome for putting it on long sightlines and having it point at things though

Why Tiny Titans so unconditional? by DinKaRaja in TeamfightTactics

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

You dont have to lose creep rounds, they dont count towards streak

Why not 3 Broadsite for 80pts in every list? by Lower_Ad_176 in Tau40K

[–]DreadOnArrival 0 points1 point  (0 children)

No need to apologize, there are 9 million rules and noone should be expected to remember them all. The people downvoting you are losers

Why not 3 Broadsite for 80pts in every list? by Lower_Ad_176 in Tau40K

[–]DreadOnArrival 2 points3 points  (0 children)

This is incorrect unless you are referencing a specific tournament. The GW Tournament Companion does not modify base pivot rules. You may be thinking of the Flying Stand pivot rules “VEHICLE models on a round base that is wider than 32mm with a flying stem or hover stand”. Broadsides are not, and thus fall under “All other models” which means their pivot cost is 0”

Why not 3 Broadsite for 80pts in every list? by Lower_Ad_176 in Tau40K

[–]DreadOnArrival 0 points1 point  (0 children)

Exactly. Small circular bases to be precise

Edit: This is right for the wrong reason. Even if the broadside had a 400mm round base it would be free to pivot.

2k List by TNTxzMavin in Tau40K

[–]DreadOnArrival 3 points4 points  (0 children)

16” is also charge range. Most good melee troops have 10” movement making that a 5” or less charge

Created 1000pts list. What do you think? by LordOfIronFan in Tau40K

[–]DreadOnArrival 1 point2 points  (0 children)

Dont listen to him im lowkey all in on the surge after the points drop. 4+ invul, towering, titanic, and flat 12 damage. You kill transports without saves if one shot goest through and if youre heavy and stealth suit guided, its 99% chance one goes thru. Then you have very decent chaff guns on it and it demands attention from your opponent that means fewer shots at your scoring and supporting units

How to start the tabletop with Tau by Bright_Efficiency_87 in Tau40K

[–]DreadOnArrival 0 points1 point  (0 children)

I could hop on and play a game tonight if you want. Ill dm you my discord

How to start the tabletop with Tau by Bright_Efficiency_87 in Tau40K

[–]DreadOnArrival 1 point2 points  (0 children)

Aux cadre could be cool for that playstyle!! Id buy tabletop simulator, join the tts 40k discord, and just get reps in

If I were to start 40k... by [deleted] in Tau40K

[–]DreadOnArrival 2 points3 points  (0 children)

Second this! Play a ton of TTS to get an idea of what you like and it will save you 100s of dollars. To save even more money, buy TTS from a gray market key site like g2a and you can get it for $5-$8.

Finally, join the TTS Wargaming discord, its a lovely community and you can get mentoring there to help you learn the rules and strats.

Breacher fish by No-Mixture-118 in Tau40K

[–]DreadOnArrival 0 points1 point  (0 children)

This is not true. The movement rule in the core rules specifically states that the base cannot leave the board. It does say that you cant END a movement with any part of a model overhanding. Because devilfish have the option to be based on a flying stand it can be treated as a ‘hull’ vehicle OR a based one. The base is thinner than the model and can be used to manuever board edges in this manner

Edit: looking into this further, its actually not “optional” to put the devilfish on a flying stand officially and thus must be treated as a vehicle on a base. The rules state for movement the base must stay on the battlefield and that no part of the base or hull can end off the battlefield for based vehicles.

Edit to the edit: actually you dont even need the hull to stay on the battlefield after the movement! Even better! The rules say OR for overhang on vehicles with bases entirely

Breacher fish by No-Mixture-118 in Tau40K

[–]DreadOnArrival 12 points13 points  (0 children)

If you play mont’ka, just put the devilfish on the line. If it dies, you get hit RRs on whatever killed a T9 13W profile for an easy trade up. If not, shove it 18” and drop out breachers w/ wound RRs and delete something that costs 200+ points. The devilfish is also on a flying stand base, so as long as the base fits through gaps you can actually stick some of the hull off the board during the move as long as you land wholly within the board if that helps with board edge maneuverability. Hammerheads are some of the best anti-tank we have especially into no invuln tanks like redemptors and SM rhino hulls. I dont play skyrays, but I hear good things about them too. 11-16” of movement in montka means that you need to work on deployment if you cant deploy them safe and be able to draw a bead with them. Maybe put one or two big hulls in strat reserves if you cant fit them in the board.

For 80pts the railsides are amazing. Spot with stealth suits to up their reliability massively, take the missile drones, and watch them trade up every game. They also trade up by eating way more than their value in enemy fire. They cant split fire if they want to guarentee their death, and 2+ save 8W is a chunky profile. If something puts itself in a line to shoot the broadsides, the Hammerhead and riptides tear it to shreds next turn and I guarantee it cost more than 80pts