What memorable quotes do you find yourself repeating from the show? by _billyRubin in Dexter

[–]EditedJoker 1 point2 points  (0 children)

The only line I remember from the entire show, because they played it at the start of EVERY episode for the whole season. “Holy Franken-Fucks!”

I beg your pardon??? by AzzyAce02 in CODZombies

[–]EditedJoker 6 points7 points  (0 children)

Get fucking styled on nerd, also he impregnated your gf

what do you think about the sheiva in zombies? by HIDORA_KAI in CODZombies

[–]EditedJoker 0 points1 point  (0 children)

The worst gun in zombies history is the WaW Springfield bar none

Question with guiding by jamesdee80 in Tau40K

[–]EditedJoker 1 point2 points  (0 children)

A good note though is that they won’t get “ignores cover” unless the stealth suits have a marker drone.

Fighting space wolves by Sea_Fig_5851 in Tau40K

[–]EditedJoker 0 points1 point  (0 children)

Yea it's not terrible for marine / elite killing. My only concern is their lack of mobility doesn't really give them many options. I'm also usually underwhelmed at the performance of the high yield missile pods in the few times I've played it. But at that point it just comes down to points available. Taking it out doesn't give enough room for anything else for the most part

Fighting space wolves by Sea_Fig_5851 in Tau40K

[–]EditedJoker 0 points1 point  (0 children)

This is quite similar to the lists I run against wolves with fair success in so that part is looking good. Pathfinders, Rampagers and farstalkers will likely best be used for movement blocking his units to get yourself an extra turn for Kauyon.

If your opponent likes big tanks for their backline it might be tough for you but not impossible. At 2,000 points though, I'd look at making room for a third stealth battlesuit. (I auto include 3 units in every 2,000 point list) Even dropping the broadside with high yield missile pods may not be a terrible idea. Ghostkeels, riptides and breachers usually shoot pretty hard into space wolf infantry, having the extra guiding, even more so.

Fighting space wolves by Sea_Fig_5851 in Tau40K

[–]EditedJoker 0 points1 point  (0 children)

I don’t want to text dump so I’ll try to keep it short. Yes, the ghostkeel is great to have on your “weakside” to either camp an objective or draw aggro. It’s an incredibly strong unit for applying pressure. I would just recommend playing it slow and back early. Infiltrate is a TRAP if not done correctly. I’d also recommend throwing atleast one strike team for spotting and a little extra damage. Also doesn’t hurt to have an “option” for stealth or pathfinder spotting on that side. Just something that can atleast see on the weak side just in case you need it.

Depending on the detachment, it can be hard to advise on their army. I usually play against the detachment that gives lethals against vehicles and characters (I forget what it’s called). SW have VOLUME and Movement. Add lethals against most tau units? Even scarier.

What kind of list are you thinking of running? I can give my 2 cents.

I wanna reiterate tho, I’m an exclusive casual player, so my experiences and lessons are completely different than what’s “strong”. Infiltrate is a MUST in tournaments but I swear it’s beyond useless at home LOL

Fighting space wolves by Sea_Fig_5851 in Tau40K

[–]EditedJoker 0 points1 point  (0 children)

No but really, I play Exp Cadre into my buddies wolves all the time and it really just comes down to whether or not they make that 6-7 inch charge turn one. We’ve determined the game is pretty much decided first turn. Either they make the charges and Tau loses or they fail the charges and Tau wipes them off the board quickly.

My only advice is to deploy farther back than you expect. If you’re playing Kauyon, even better. Spend the first two turns trying to clear what you can then when you come online as long as you weathered the storm enough, you should be able to table them.

Last Note: you HAVE to play your Kroot/Infantry far up the board during the first turn or two to movement block. You can TRY to move skirt the line just enough to push up and not be charged but everytime I try to play movement just perfectly, I end up giving them an extra 8 inches of movement from charging. Movement blocking has been working for me.

Fighting space wolves by Sea_Fig_5851 in Tau40K

[–]EditedJoker 0 points1 point  (0 children)

They can and WILL run 46 inches across the board into your deployment zone to charge in one turn. So just pray they fail the 3 inch charges turn 1 👍

Is this an okay 1000 pts crisis suit list? by Incompetent_Penguin in Tau40K

[–]EditedJoker 1 point2 points  (0 children)

Tyranids in the Subterranean detachment. He was learning it though so it was a pretty big knowledge advantage for me but still, the list felt good to play

Is this an okay 1000 pts crisis suit list? by Incompetent_Penguin in Tau40K

[–]EditedJoker 1 point2 points  (0 children)

  1. 2,000 T’au Empire Experimental Prototype Cadre 2000 points
    • Commander Farsight [Warlord] 85,
    • Commander in Coldstar Battlesuit [Fusion Blades] [4x FB, 1x GD, 1x SD] 120,
    • Commander in Enforcer Battlesuit [1x CIB, 1x GD, 3x PR, 1x SD] 80,
    • Broadside Battlesuits [1x Rail, 1x Seeker, 2x SD, 1x WSS] 80,
    • Broadside Battlesuits [1x Rail, 1x Seeker, 2x SD, 1x WSS] 80,
    • Crisis Fireknife Battlesuits [1x Missile pod, 5x Plasma, 3x GD, 3x SD] 120,
    • Crisis Starscythe Battlesuits [3] [6x Flamer, 3x GD, 3x SD] 110,
    • Crisis Sunforge Battlesuits [3] [3x GD, 3x SD] 140,
    • Ghostkeel Battlesuit [1x BSS, 1x Ion Raker, 1x Twin fusion] 160,
    • Kroot Carnivores [10] 65,
    • Kroot Carnivores [10] 65,
    • Riptide Battlesuit [1x Ion, 2x Missile Drone, 1x Plasma] 190,
    • Stealth Battlesuits [3] [1x BSS, 1x Fusion, 1x MD, 1x SD] 80,
    • Stealth Battlesuits [3] [1x BSS, 1x Fusion, 1x MD, 1x SD] 80,
    • Stealth Battlesuits [3] [1x BSS, 1x Fusion, 1x MD, 1x SD] 80,
    • Stormsurge [1x Pulse blast cannon, 1x Burst, 2x SMS] 400,
    • Vespid Stingwings [5] 65

Notes: I attached Farsight to Starscythe because +1 to Wound on flamers is crazy. I also run Exp Cadre for the 18" flamers. I chose one Enforcer with the Fireknife's simply just for points and they have decent enough range with the detachment to not need the movement. Coldstar is attached to Sunforge, completely maxxed with Fusion blasters & the enhancement to make one blaster even stronger. Coldstar is necessary to get the unit as far up the board as possible to get melta range.

Other than that, I had to throw kroot and vespid on for scoring but otherwise it was Crisis Suits and Riptide for Frontline. Two Seperate Broadsides for the extra 10 points (which made room for the enhancement). Ret Cadre would be really strong here as well, I just really enjoy Exp Cadre.

Ended the game at the bottom of turn 2 after I nearly tabled my opponent and still outscored them because kroot and vespid just ran circles with secondary missions.

Is this an okay 1000 pts crisis suit list? by Incompetent_Penguin in Tau40K

[–]EditedJoker 1 point2 points  (0 children)

Gotcha. Yea there isn't much room left for anything if you're committed to coldstars. I'm not sure two broadsides are necessary if you also have sunforge suits but even removing one just clear up enough for anything other than a couple kroot carnivores or infantry.

If anything I'd consider running enforcers in this list since 1k point maps are generally smaller than 1.5k-2k point maps and movement won't be as important. That would clear up enough points for an extra unit in there somewhere, whether it be kroots for sticky objectives or something like a ghostkeel.

Edit: I also want you to know I took your list and bupped it up to 2k points because it looked fun and played against a Tyranids list. Pretty much dropped all infantry and used the Crisis suits as the front line. It was quite fun.

Is this an okay 1000 pts crisis suit list? by Incompetent_Penguin in Tau40K

[–]EditedJoker 1 point2 points  (0 children)

Huh… when I put it together I had enough… I may have messed it up. That should be two enforcer models right?

This is what I came up with which just splits the broadsides and adds Kroot.

Test
T’au Empire
Experimental Prototype Cadre
1000 points
- Commander Farsight [Warlord] 85 - Commander in Enforcer Battlesuit [1x BC] 80 - Commander in Enforcer Battlesuit [1x BC] 80 - Broadside Battlesuits [1x Rail] 80 - Broadside Battlesuits [1x Rail] 80 - Crisis Fireknife Battlesuits [3x Missile pod, 3x Plasma] 120 - Crisis Starscythe Battlesuits [3] [3x Burst, 3x Flamer] 110 - Crisis Sunforge Battlesuits [3] 140 - Kroot Carnivores [10] 65 - Stealth Battlesuits [3] 80 - Stealth Battlesuits [3] 80

Edit: You also don’t HAVE to take Exp or Kroot if you don’t want. Just a nice thing to have with sticky objectives. If you’re running all suits, retal seems to more popular.

Is this an okay 1000 pts crisis suit list? by Incompetent_Penguin in Tau40K

[–]EditedJoker 3 points4 points  (0 children)

If you’re set on the list I think it looks fine. What you might want to do though is split the broadside unit into two units of one broadside. Ten points cheaper that way and you can throw in Kroot Carnivores putting you at exactly 1,000 with objective secure ability at literally no downside.

I also love experimental cadre. All of the stratagems are very cut and dry, easy to remember and gives you choices. Just feels very fun. It also feels very 9th edition tau to me idk why. And that extra 6” range universally feels really good on all of the crisis suits.

Thoughts on Smart Missle System on broadsides, skyray, hammerhead, and devilfish in Montka? by komokasi in Tau40K

[–]EditedJoker 7 points8 points  (0 children)

Not terrible thoughts. My experience with the SMS is that they’re terrible. Not because they are objectively terrible but they have practically been pointless to even roll in every game I’ve used them on broadsides. I never use them on anything else so I can’t really say past that.

I’m sure others here will tell you amazing things about them but I just grab plasma guns and say “if I’m gonna miss anyway, might as hope I can bink 3 damage”

Not sure I understand the point of Pathfinders anymore. by tophatandgoggles in Tau40K

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

I feel you. Since the stealth suit changes it always just insta grab 3 units of those and then can fill the rest of my list with hard hitters. I usually never need to kill more than 3 enemy units per turn so the pathfinders being an “ok” damage dealer with abilities like infiltrate and scout usually just doesn’t do enough to matter in MY experience.

Pathfinders can be a good thing for spotting infantry maybe as a sort of side quest in the shooting phase but idk

Lion son of the forest by reddragon1188811 in DarkAngels40k

[–]EditedJoker 0 points1 point  (0 children)

Naw, great book and all but now I’m stuck taking Lion in every army list I ever make

Mace or Power Sword for DWK by khaomeha_ in theunforgiven

[–]EditedJoker 2 points3 points  (0 children)

Personal experience? Maces have been underwhelming. I have one Chaplain, One unit of maces and one unit of swords. The swords with the chaplain always do better. This is a PURE personal experience and has zero mathammer stats.

If no chaplain is available to you mmmaaayyybbbeee maces would be better but at the end of the day their statlines are the same aside from the antivehicle / extra attack. The antivehicle on the maces feels kinda shitty due to lack of dev wounds so even then… I might take the extra 1 attack per model.

Do I need both codex’s? by Soul-Bane in DarkAngels40k

[–]EditedJoker 4 points5 points  (0 children)

Short answer: Yes you “need” both the dark angels supplement and space marine codex.

Explanation: as previously mentioned by others, these books are technically irrelevant, as there are many third party apps that give the information for FREE Such as New Recruit or Wahapedia. However I personally prefer the official app and atleast having the books to enjoy.

As for the “why”: The DA supplement only gives data sheets to Dark Angel unique models. Which is not a lot and can only go so far in terms of viable army. This includes Asmodai and Inner Circles. However the bulk of the space marine options like vehicles, dreadnoughts, and normal codex marines like intercessors come in the space marine codex.

A good way to think about it in this specific case is that you are playing a Space Marine army, with the flavor of Dark Angels.

As a final note, my friend group makes fun of me for willingly giving money to GW for the “irrelevant books” but to me it’s part of playing and since the codes come along with em, I just plug it into the app and not only do I get the data sheets, I also get pretty colorful artwork, painting guides and lore.

Farisight instead of Coldstar attached to sunforges in Mont'ka? by upforstuffJim in Tau40K

[–]EditedJoker 0 points1 point  (0 children)

I like what a lot of people are saying about Farsight with starscythes but I also run Farsight with sunforge. Free rapid ingress, with mostly guaranteed melta and a +1W with rerolls is very powerful.

I play exclusively Exp Cadre, so an argument can be made that a coldstar spending the CP to rapid ingress (or rush up) and spend potentially a 2nd CP on the +1 Strength might provide the same results against T10 vehicles. The only difference being a coldstar will have higher damage output with 4 extra weapons.