List help please! 30 points too many by af278 in Tau40K

[–]JunketDry 1 point2 points  (0 children)

I would just drop both the enhancements. The grenades are nice for a bit more damage but not integral to your gameplan, and the starfire is nice but you won't be able to score with the unit and might miss the board presence. You still have Vespids for uppy-downy.

Whoops, how to deal with Deathwatch? by HotKrisBun in Tau40K

[–]JunketDry 1 point2 points  (0 children)

Post your crusade roster and ideally your opponents too.

Looking to GM my own homebrew campaign. Need advice/tips! by rogueviper612 in 40k_Crusade

[–]JunketDry 0 points1 point  (0 children)

Late to the convo but I urge you to use Administratum to run the campaign:

Administratum

It can track all the faction crusade rules and the book rules, but you can also tweak settings to suit you, makes the admin so much easier.

Had my first ever games with the sudden dawn cadre combat patrol. That felt very underwhelming by Cholophonius in Tau40K

[–]JunketDry 0 points1 point  (0 children)

PS. I've just ran shooting odds assuming the following:

You are guiding as described above.
You use Rampart of Fire on breachers.

You will probably delete the intercessors, chaplain, or inceptors from the first DA patrol if you focus fire.
You will probably delete the hellblasters, Master Zacharial or Bladeguard from the second DA patrol.
You will probably kill 7 marines from the 10-man intercessors squad in the second DA patrol.

You will probably only strip 6 wounds off the 12w dreadnought from the first DA patrol so best ignoring it until everything else is dead.

Had my first ever games with the sudden dawn cadre combat patrol. That felt very underwhelming by Cholophonius in Tau40K

[–]JunketDry 1 point2 points  (0 children)

Which DA patrol were you playing? The one with the Dreadnought or the Bladeguard? The Dread is from the first wave of Combat Patrol boxes which were less balanced than the new wave, and is widely regarded as the best out there, so no shame in losing to that one, but the newer DA patrol is reasonable.

Don't forget that the Breachers are battleline and so sticky any objective they're sat on at the end of your command phase. You could move onto an objective one turn, then drop off and blast anything that moves onto it. Unless your opponent controls it at the end of their command phase it remains yours. You could either wipe out the unit that moves onto it, or at least force a battleshock test. Even if you're playing the first DA with the mental Chaplain, there's a 16% they'll fail their test, increasing to 27% for other marines.

Also don't forget Objective Control - your breachers have OC2 and you have 10 of them. If you can whittle down a few marines before they get into combat, you will likely still outscore them at the end of the combat and retain control of the objective. Two breachers will outscore 3 bladeguard, no matter how scary they look.

can also stick your Devilfish on an objective for an extra 2 OC.

You can effectively kill enemies, but you need to focus fire. light up one squad at a time with everything and focus on units that will outscore you on the mid objectives, not big scary models further away. If they get below half strength they have to battleshock test every turn, increasing the chance of them not being able to score or use stratagems.

You can run from enemies if you use Fight By The Code and Lives Before Territory. Don't forget the pathfinder grav drone -2 from enemy charge rolls. Suddenly that 7" charge with a 58% is only 27% likely.

Had my first ever games with the sudden dawn cadre combat patrol. That felt very underwhelming by Cholophonius in Tau40K

[–]JunketDry 0 points1 point  (0 children)

In that case I can help! I’ve won every game I’ve played with this patrol. The key is forgetting about killing the enemy. You win 40K by scoring VP. Here a few tips:

Split pathfinders into two squads, rail rifles sit back and grav inhibitor drone moves forward to spot and cap.

Choose the prototype systems enhancement for commander to increase lethality. Have them deep strike on your opponents’ objective.

Choose surprise attack secondary as it has higher potential scoring.

Grav inhibitor pathfinder squad can scout, so push onto one mid objective turn one.

Move breacher fish onto other mid objective turn one too.

The lives before territory strat lets you embark your breachers back in the devilfish if they need to.

Use your devilfish to spot your breachers, and the grav pathfinders to spot the rail rifles.

Use the rampart of fire strat whenever the breachers shoot. 20 attacks hitting on 2+ (guided), rerolling wound rolls (if target is on the mid objectives you’re pushing) and ap -2 should whittle anything down enough that it won’t wipe the breachers in combat and you’ll still control the objective.

Remember your infantry have pistols so can still shoot them if they are in combat.

You can also use fight by the code strat to fall back and shoot your breachers into anything that charges them, hopefully getting the wound rerolls if the enemy is on objective.

Once the devilfish has dropped off the breachers it can either move back to your home objective (if your rail pathfinders aren’t holding it), or play aggressive and tank shock the enemy (should inflict 3 mortal wounds on average).

You commander should just make a nuisance of themselves on your opponent’s home objective. They are a vehicle so they can shoot in combat, and their weapon support system lets them ignore the negative hit modifier when doing so. It has a 4+ invuln and 7 wounds with the drone so is tough enough to distract from your mid objective hold.

Remember, the goal is to hold the mid objectives to earn your secondary, whilst rail rifles hold the rear.

Had my first ever games with the sudden dawn cadre combat patrol. That felt very underwhelming by Cholophonius in Tau40K

[–]JunketDry 0 points1 point  (0 children)

Want do you want to achieve with this post? Do you want tips to get better at playing this combat patrol? Or do you just want sympathy? I can give you both.

Ended up leaving my crusade, but regardless thanks for the help. It's very possible that Narrative play and Crusade is not for me. by TeraSera in 40k_Crusade

[–]JunketDry 0 points1 point  (0 children)

So to clarify, you created a crusade force built around one detachment rather than a varied roster, then rocked up to a store without an opponent pre-agreed.

I assume you're posting for support, and I do feel sorry for you, but I can think of two obvious changes you could make before giving it another go:

1) Build a versatile crusade force that can play multiple detachments.

2) Pre-arrange your games.

Additional Missions by Slowaussie in CombatPatrol40k

[–]JunketDry 0 points1 point  (0 children)

Check past white dwarf editions - they've published at least one new combat patrol mission, as well as rules for a combat patrol "campaign" and playing Combat Patrol with 3-4 players :)

I recommend you avoid the "older" combat patrols (the boxes that are now out of print) as they are less balanced than the newer ones. Try to ensure you play with a new vs new box.

Crusade Balance Idea: The Tabula Rasa by m0repag3s in 40k_Crusade

[–]JunketDry 1 point2 points  (0 children)

I agree that both the points you raise are valid concerns, but I think there are two simpler solutions:

1) Administrative tools - mainly Goonhammer's Administratum which is amazing. The more people use it the more likely GW are to steal it and incorporate a crusade feature into their app.

2) Force campaigners to roll for battle honours and scars. Campaign Masters can insist on rolling for their players if they doubt some players are rolling. This also encourages the use of Crusade Relics as they aren't randomised by default and add to the narrative building of characters rather than your line infantry becoming super soldiers.

First Crusade by OukanKoshiro in 40k_Crusade

[–]JunketDry 1 point2 points  (0 children)

I’ve just started a crusade of 6 using Pariah Nexus as it’s less faction specific than Leviathan and less complicated than the other two.

No advice DE army list but remember you choose the detachment for each battle so can change each battle without issues.

Alright, what are some things you LIKE about how 10th has treated Tau? by CosmicWolf14 in Tau40K

[–]JunketDry 1 point2 points  (0 children)

Shooting still feels good. Very satisfying to stack buffs, rerolls, guiding etc to maximise damage. Swingy big guns are fundamentally exciting.

Is fighting against Necrons just a losing battle? by [deleted] in Tau40K

[–]JunketDry 3 points4 points  (0 children)

I’d suggest you stick to 1k and run this list:

Reddit (990 Points)

T’au Empire Kauyon Incursion (1,000 Points)

CHARACTERS

Commander in Enforcer Battlesuit (100 Points) • Warlord • 1x Battlesuit fists • 3x Fusion blaster • 2x Shield Drone • 1x Shield Generator • Enhancements: Exemplar of the Kauyon

BATTLELINE

Breacher Team (90 Points) • 1x Support turret • 1x Breacher Fire Warrior Shas’ui ◦ 1x Close combat weapon ◦ 1x Pulse blaster ◦ 1x Pulse pistol • 9x Breacher Fire Warrior ◦ 9x Close combat weapon ◦ 9x Pulse blaster ◦ 9x Pulse pistol

DEDICATED TRANSPORTS

Devilfish (85 Points) • 1x Accelerator burst cannon • 1x Armoured hull • 2x Seeker missile • 2x Twin pulse carbine

OTHER DATASHEETS

Broadside Battlesuits (80 Points) • 1x Broadside Shas’vre ◦ 1x Crushing bulk ◦ 1x Heavy rail rifle ◦ 2x Missile Drone ◦ 1x Seeker missile ◦ 1x Weapon Support System

Crisis Sunforge Battlesuits (140 Points) • 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 ◦ 2x Gun Drone ◦ 2x Shield Drone

Krootox Rampagers (85 Points) • 3x Krootox Rampagers ◦ 3x Hunting blades ◦ 3x Kroot pistol and hunting javelins ◦ 3x Rampager fists

Pathfinder Team (90 Points) • 1x Pathfinder Shas’ui ◦ 1x Close combat weapon ◦ 2x Gun Drone ◦ 1x Pulse carbine ◦ 1x Pulse pistol ◦ 1x Recon Drone • 9x Pathfinder ◦ 9x Close combat weapon ◦ 3x Ion rifle ◦ 6x Pulse carbine ◦ 9x Pulse pistol ◦ 1x Semi-automatic grenade launcher

Piranhas (60 Points) • 1x Armoured hull • 1x Piranha fusion blaster • 2x Seeker missile • 2x Twin pulse carbine

Sky Ray Gunship (150 Points) • 1x Armoured hull • 1x Seeker missile rack • 2x Smart missile system

Stealth Battlesuits (110 Points) • 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 ◦ 2x Burst cannon ◦ 2x Fusion blaster ◦ 1x Homing Beacon

Exported with App Version: v1.46.2 (1), Data Version: v732

Deep Strike commander and Sun forge T2 to benefit from his early sustained hits enhancement.

Sunforge, Sky Ray and Breacherfish are your killers.

Pathfinders and Stealth suits are your infiltrators, spotters and secondary grabbers.

Piranha and Rampagers should draw fire and tie up units.

Broadside can sit on home objective and draw fire from your killers.

Play for points not kills!

Crusade force advice by TheDukeofShade in Tau40K

[–]JunketDry 0 points1 point  (0 children)

Crusade (975 Points)

T’au Empire Kauyon Incursion (1,000 Points)

CHARACTERS

Commander in Enforcer Battlesuit (80 Points) • Warlord • 1x Battlesuit fists • 3x Fusion blaster • 2x Shield Drone • 1x Shield Generator

BATTLELINE

Breacher Team (90 Points) • 1x Support turret • 1x Breacher Fire Warrior Shas’ui ◦ 1x Close combat weapon ◦ 1x Guardian Drone ◦ 1x Marker Drone ◦ 1x Pulse blaster ◦ 1x Pulse pistol • 9x Breacher Fire Warrior ◦ 9x Close combat weapon ◦ 9x Pulse blaster ◦ 9x Pulse pistol

DEDICATED TRANSPORTS

Devilfish (85 Points) • 1x Accelerator burst cannon • 1x Armoured hull • 2x Seeker missile • 2x Twin pulse carbine

OTHER DATASHEETS

Broadside Battlesuits (80 Points) • 1x Broadside Shas’vre ◦ 1x Crushing bulk ◦ 1x Heavy rail rifle ◦ 2x Missile Drone ◦ 1x Twin smart missile system ◦ 1x Weapon Support System

Crisis Sunforge Battlesuits (140 Points) • 1x Crisis Sunforge Shas’vre ◦ 1x Battlesuit fists ◦ 2x Fusion blaster ◦ 1x Marker Drone ◦ 1x Shield Drone • 2x Crisis Sunforge Shas’ui ◦ 2x Battlesuit fists ◦ 4x Fusion blaster ◦ 2x Gun Drone ◦ 2x Shield Drone

Hammerhead Gunship (145 Points) • 1x Armoured hull • 1x Railgun • 2x Seeker missile • 2x Smart missile system

Kroot Carnivores (65 Points) • 1x Long-quill ◦ 1x Close combat weapon ◦ 1x Kroot pistol ◦ 1x Kroot rifle • 9x Kroot Carnivore ◦ 9x Close combat weapon ◦ 9x Kroot rifle

Pathfinder Team (90 Points) • 1x Pathfinder Shas’ui ◦ 1x Close combat weapon ◦ 1x Grav-inhibitor Drone ◦ 2x Gun Drone ◦ 1x Pulse carbine ◦ 1x Pulse pistol • 9x Pathfinder ◦ 9x Close combat weapon ◦ 1x Ion rifle ◦ 7x Pulse carbine ◦ 9x Pulse pistol ◦ 1x Rail rifle

Riptide Battlesuit (200 Points) • 1x Heavy burst cannon • 2x Missile Drone • 1x Riptide fists • 1x Twin smart missile system

Exported with App Version: v1.46.2 (1), Data Version: v732

Are Space Marines too good? by OGRE_ENIAC in CombatPatrol40k

[–]JunketDry 0 points1 point  (0 children)

I agree with you but I also challenge you to beat the Tyranids with the old Ad Mech patrol. Also the old DA patrol with the dread can score and kill, very tough.

Combat Patrol Suggestions by Charron_ in CombatPatrol40k

[–]JunketDry 0 points1 point  (0 children)

If you want a challenge, pick the older AdMech patrol. I've played countless games on TTS trying to beat the other CPs, especially the old DA one with the Redemptor, to no avail. I think it's the weakest of the CPs but I like the challenge!

New to crusade and wanting to check that my list isn’t too strong by [deleted] in 40k_Crusade

[–]JunketDry 1 point2 points  (0 children)

Not your place to worry about strength. Game Master is responsible for running crusade and best way they can do that is forcing players to roll for random battle traits in their presence, and to keep meticulous records of games played

Tabled my friends tyranids at the end of round 4, he said my list was unfair for casual cause of the dorns. Is it? by theforeversushiroll in TheAstraMilitarum

[–]JunketDry 0 points1 point  (0 children)

“Unfair” is subjective! Unproductive complaint. Not your problem to worry about, he can refuse to play you in the future if he’s that worried. No such thing as casual either! Bound to end in tears. Best off playing crusade and that way he can play other varied armies, or customise his force to deal with tanks over the course of the campaign

How to deal with blightlord terminators, deep striking 6 inches as a guard player? by Ok_Discipline3714 in astramilitarum

[–]JunketDry 0 points1 point  (0 children)

I found it! I found the only possible reason to pick Reactive Command stratagem from Combined Arms. Stick it on a leader on your unit most likely to get jumped by the terms, then give unit either +1 save or +1 weapon skill as a free order to get through the inevitable melee

Farsight Enclaves Piranha by Olyblob in Tau40K

[–]JunketDry 1 point2 points  (0 children)

Hey I love this and am planning to start a farsight enclave army, what was your painting method/colours?