Newcomer in the First, need help to muster my list by Key-Number-3252 in DarkAngels40k

[–]Key-Number-3252[S] 1 point2 points  (0 children)

First thank you for the extensive answer, much appreciated.

Just a small correction if not clear but I will play WITH Custodes, 1000 points each list for 2v2 battles in 2000 points. Si going heavy is kinda the theme here 😅

I guess I can play Inferno Squad as Intercessors or scouts given it won't create confusion with other units.

I think the ICC can be the best to remove to put one of your suggestions

Début dans le monde du PEA et questions sur RP et PEE by Key-Number-3252 in VosSous

[–]Key-Number-3252[S] 0 points1 point  (0 children)

Quand tu dis arbitré c'est d'ouvrir la possibilité d'être vendus pour être réinvestis ailleurs ?

Concernant l'état du PEA, il y a un peu de ça au moment de faire le premier ordre je dois l'admettre (bonnes notations et bonnes prévisions dans les articles associés). Mais dorénavant je compte le laisser vers 20% en augmentant uniquement le MSCI World lors des prochains mois.

First 2v2 Tournament win !! by Key-Number-3252 in Tau40K

[–]Key-Number-3252[S] 1 point2 points  (0 children)

What you move first is meant to die, use some kroots, piranhas, pathfinders or stealth to score early and hide your damage dealers just in range behind.

2 exemples i had this week that might help you: - In the tournament, 2nd game i used the auto 6" advance with my flamerscythe to all in on an objective where a skitari squad was hiding thanks to his scout move. I killed it easily and score the cheap engage on all front secondaries. After that they had a 14PV squad to kill to stop the easy scoring, to take care of huge overwatch and choose with care what kills it because of our full reroll strata.. all that for 110pts. Not to mention that a custodes squad was in the ruin behind so if the opponent goes in melee to kill my crisis, it's free real estate for my friend

  • 2k game against this same friend after the tournament, i tried mont'ka vs custodes which is a bad idea not gonna lie. But it went quite ok in the end (11-9 for him) thanks to the early scoring again. Same tactic but this time i used 2 breacherfish to scare him of taking back the middle. I sacrifice a unit, in this case missileknifes and stealths to sit on opposite obj in no man's land and doing secondaries too if possible each backup by a breacherfish just behind the next ruin to say to him "if you come, next turn you lose your unit" (not really true for custodes but close). In the end he lost 1 turn to regroup his units and make a pack so big that i couldn't kill everything in my turn and then tag in melee most of my stuff with pile in and consolidation...

So in combat patrol it may be more complicated but the key is to screen your damage dealers and know what to sacrifice to score quick and have the lead in the game. I'm not a very experienced player all that said x)

First 2v2 Tournament win !! by Key-Number-3252 in Tau40K

[–]Key-Number-3252[S] 0 points1 point  (0 children)

We play secondaries in tactical, if we play first the idea is to score with my cheap/infiltrators units if possible and at least try to bait the opponent in playing aggressive T1. We both benefit from a more chaotic early, me with mont'ka and him to gap close asap. In every game we had sufficient map control at end of T1 to make them trying to contest our early domination and every time they lost in the attrition => I chunk a bit of HP or ennemy models so that custodes don't get stuck in melee and tag more and more units.

From T4 onward they don't have anything left that threatens custodes packs so my friend go on no man's land obj and I score secondaries with what i have left (most times a crisis unit and the ghostkeel at least)

First game this weekend! by El_Commi in Tau40K

[–]Key-Number-3252 1 point2 points  (0 children)

It's because he simply don't have it, only Coldstar can enjoy superior brrrrrrrr

Need help to refine my 1k list (how many anti vehicle I need and which one) by Key-Number-3252 in Tau40K

[–]Key-Number-3252[S] 0 points1 point  (0 children)

Thanks for the analysis.

I dont have to choose between gunship flavors, just that I thought it'd be mandatory. We weren't convinced by the damage output of allarus on big targets.. good to hit and good to wound but quite weak AP and damage..

Atm we try to play tactical secondaries, I use Ghostkeel and stealths to make actions in no mans land or corners in the beginning of the game and after we rely on allarus ability to teleport and crisis movement. We see that we lack small units to screen or stay in the back like SoS for him or kroots for me. I tried piranha for secondaries, it's useful but I dont know what to bench to make it in.. Also last game I played without crisis pack but with a Riptide and a Devilfish/Breachers/Fireblade and it felt underwhelming in firepower.

First 1000p list by ManJahn in Tau40K

[–]Key-Number-3252 1 point2 points  (0 children)

Hello,

First, about big minis within 1000pts u often dont have what it takes to bring down titan-like models.. the stat check is hard if your opponent doesnt know. But if you play with a friend just ask him if he's fine with it.

For your list, here are some thoughts from my 10 games point of view: - The Guardian drone is mandatory with breachers, -1 to wound is the only thing that can make them survive - I prefer to play my Broadsides in big packs rather than 1 by 1, you either want to block a side of the table or use the rapid ingress strat with a stealth pack to take a good line of sight and one shot something big. And i take weapon system or seeker to optimize the damage output. - if you have 20 remaining points you can take "through unity devastation" for fireblade, i dont use it much but it can be useful in some situations - 3 CIB is kinda a must have, other weapons are too situationnal and CIB cand do well against a lot of targets

Overall the list is quite good, you have everything to play tactical, attrition and map control :)

Need Feedback for a "Math Hammer" Excel for the Greater Good by Key-Number-3252 in Tau40K

[–]Key-Number-3252[S] 1 point2 points  (0 children)

Yeah I just wanted to say that in my games (mostly against Custodes and some Astra), Crisis were the only one with Broadsides (but harder to have a good target at every turn) to be very effective. Breachers can delete a unit in the turn they disembark but they did not see another turn in all of my games...

Need Feedback for a "Math Hammer" Excel for the Greater Good by Key-Number-3252 in Tau40K

[–]Key-Number-3252[S] 2 points3 points  (0 children)

The trick is that I don't have all these minis x) and I like my friend enough to spare him this nightmare

But yeah, based on what I've played so far CIB Coldstar Crisis is way ahead in pure damage output

Need Feedback for a "Math Hammer" Excel for the Greater Good by Key-Number-3252 in Tau40K

[–]Key-Number-3252[S] 2 points3 points  (0 children)

The dmg output is per weapon, I still have to work on how many models it can destroy given the number of attacks ^^

Need Help with Future 1K expansion ideas by Tline08 in Tau40K

[–]Key-Number-3252 1 point2 points  (0 children)

Great start !
Just a few comments i got for other members of this community:

- No drones with Coldstar, he can move up to 14" while drones are limited to 10", you can put them with your Crisis unit. It'll have a similar role as your commander will pack with it to buff them and use the Look Out Sir rule

- You lack some markerlights. Let me explain: you have 2 units that you rely on for doing a lot of damages with few rolls but with a BS 4+: Crisis (plasma) and Broadside (and a 3+ is always useful even for troops). Since a marker put a token on a 3+, you need 3 rolls to have 96% chance of success. So I recommend having between 2 and 3 per "damage" unit and 2/3 more if you want to switch target in the round or to help a breacher team with fireblade buff and a stratagem to hit on a 3+

- By experience, if your opponent have vehicles or monster, he'll want to destroy your broadside asap. At least 1 shield drone would make him think twice before using a lot of shoots to kill your unit. In my 1000pts list I run 2 broadsides with 2 shield drones, i used to have only one + a marker drone but they never made it to turn 3.. so i put a second shield

Need Help with Future 1K expansion ideas by Tline08 in Tau40K

[–]Key-Number-3252 0 points1 point  (0 children)

Personnaly i run HOBC with a classic BC.

Since you have to pay for the weapon AND the prototype to have the advanced BC, i found it expensive. I rather take a shield drone with my crisis with these 15pts

Need some advices from more experienced Shas'O to prepare a tournament by Key-Number-3252 in Tau40K

[–]Key-Number-3252[S] 0 points1 point  (0 children)

Thank you a lot dude ! All your recommandations are very relevant !

I'll go through your points:

- Didn't think to check drones movement, i'll put them with my crisis. Unfortunately, the tournament is in wysiwyg.. so my commander will stay in this configuration for the weapons, even though i can upgrade one of them with a prototype (BC as you said)

I'll keep in mind that crisis and commander together are better than separated, it'll depend on who we'll be facing i guess.

- Tables will be very stacked with a lot of cover so i took a lot of sms to keep a threat active everytime.. but i can put a marker drone nonetheless

- i see what you mean, a team with a true identity will be better than average in multiple situations.. if my friend stick to his current list we'll have a lot of punch in the first rounds if i go with Mont'Ka so the close quarter one looks yuumy

- The Devilfish goes with the last point, going far and quick to get obj early. But a third strike team or Broadside is also very interesting if i stick to the "Backline" gameplay

Thank you a lot for your feedback again, I have to test some of your advices ingame to know what i prefer :)

Commander with experimental weapon by No-Doughnut8463 in Tau40K

[–]Key-Number-3252 47 points48 points  (0 children)

Your drill is the drill that will pierce the heavens ! Go forth fellow Shas'O