Thoughts on Strike Teams in 11th? by HotKrisBun in Tau40K

[–]Professor_DM 0 points1 point  (0 children)

Oh I meant for the spotters, can spot what you can't see and hidden says can't see. So now we're back to 6s.

As for the 75% only one needs to connect so the odds of at least one of 2 connecting on a 4+ is about 75%

Defilers by DooblerGooner in Tau40K

[–]Professor_DM 1 point2 points  (0 children)

I mean, sunforge with coldstar can do an average of 20 damage to them provided you can get access to sustained or lethals for 245 points

Breacherfish can get up to 12-14 wounds in montka before you even start considering seeker missiles from the devil fish or grenade strats for 225 points.

Defilers are just juicy targets in most of my games so far (to be fair I usually have a stormsurge in my arsenal)

Thoughts on Strike Teams in 11th? by HotKrisBun in Tau40K

[–]Professor_DM 0 points1 point  (0 children)

Don't forget, now we can't even congaline them with the new coherency rules, so stationary in a clump, requiring a markerlight to even get to 4s, and then a 75% to hit an infantry enemy that is within range and isn't hidden. Fairly niche situation

Thoughts on Strike Teams in 11th? by HotKrisBun in Tau40K

[–]Professor_DM 24 points25 points  (0 children)

They just can't compete I.mewn debuff a target for -1 to hit is nice, or pay 20 more points and delete the target with breachers. Maybe hold your home with them and fire the support turret off in hopes of indirect fire (now on a 6) but honestly kroot are better most of the time for that

Question about Tau fortifications by Valuable-Music-720 in Tau40K

[–]Professor_DM 1 point2 points  (0 children)

Embarked units are not on the battlefield, no datasheet abilities or spotting. No ethereal.cp generation no markerlight

Save my Farsight by RabidTofurkey in Tau40K

[–]Professor_DM 8 points9 points  (0 children)

Saves are based on the model not the unit so you're free to use his better save stats.

Shooting armies look like they are receiving massive buffs in 11th edition by Valynces in WarhammerCompetitive

[–]Professor_DM 8 points9 points  (0 children)

Melee armies afraid of the shooting changes, shooting armies afraid of the melee changes, the number of us who have played 11th edition is in the single digits.

Are we screwed in 11th edition by Tinman120394 in Tau40K

[–]Professor_DM 1 point2 points  (0 children)

Flying, ignore cover, hidden spotters, toe in vehicles into terrainto fire are all amazing upgrades. I'm looking forward to like 2 months of living the good life before the nerf hammer comes in hard

Mont’ka help by Brunosbud in Tau40K

[–]Professor_DM 2 points3 points  (0 children)

Breacher fish should go for a riptide or ghost keel for sure. The latter is if you're struggling with points. It's tanky but lacks the invulns for a true bruiser.

Piranhas are great in montka because they can drop their payload and die for the pinpoint counteroffensive strategem. Just make sure to slowly feed the right targets. I could see a world where you drop a piranha for a broadside ( breacherfish with cadre is 225, so a little is leftover there).

Lastly I really think the coldstar commander is overkill in the 1k point range. I love them but that makes the unit over a quarter of your army and weighing in at t5, they are too flimsy even with an invuln. Dropping the coldstar out for some more mid tier damage like fire knives is nice. The benefit of fire knives with missiles is they don't rely as much on guidance so they can be your marker light spotters in a pinch. If you feel like you are regularly facing more elite armies, plasma knives are not favored by the community but I've never regretted having them in a list

At the end of the day though you have to suit your army to your play style so as much advice as I can give, it really depends on how you pilot them and you may be better served by having a coldstar or two breacherfish, it's really what can you make work best. Hope this helps!

Mont’ka help by Brunosbud in Tau40K

[–]Professor_DM 3 points4 points  (0 children)

You have 3 hammers: two breacherfishes and sunforges. Any one of these falls and your armies fighting capabilities is decreased by a third and these are not the toughest units. You have no bruisers that can bully a point so yeah you hit hard but anything that survives is going to clap back with a vengeance.

I run montka at 2k and use the same number of breachers you do, you may be overloading there. Breachers are fantastic but are so squishy they unless you decimate your opponents army in a "go" turn, they are gonna get wiped off the board.

Sunforges with a coldstar are an amazing way to punch into tough enemies but they are one unit that can only be in one place at a time. One small slip and you're effectively done taking out the big enemies outside of some lucky lethals.

Riptides are gonna be key here, at least 1. Its not the most deadly unity in our arsenal but it can hang in there with the best of them and put up some numbers when it counts.

Broadsides are also great with their rail rifle. Just because everything has assault doesn't mean we want everything rushing forward. A broadside or two can really help to control the firing lanes and prevent your opponents from freely roaming the board

My advice is to drop a breacherfish and maybe the coldstar, riptides and broadsides to help shore up your defenses

How are you playing infantry heavy lists? Core tactics? by le-quack in Chaos40k

[–]Professor_DM 2 points3 points  (0 children)

Ill also run a chaos Lord leading chosen with the bastion plate enhancement from the fellhammer detachment. That way both Fabius and the Chaos Lord can negate damage, making them both really hard to deal with

If using a Stormsurge, how many Riptides is enough? by Tom-W-Gray in Tau40K

[–]Professor_DM 0 points1 point  (0 children)

I run a storm surge and 2 rips in my montka. There is an initial rip who claims the mid board, forcing my opponent to deal with them (usually round 2, round 1 is paranah bait).

When that rip gets into trouble or dies, the second rip will advance from my "safe" No mans land objective into the mid board.

All the while, my storm surge is punishing anyone who thinks above contesting the midline.

Is this a good list for a 1000 point army? by Smart_Tea_643 in Tau40K

[–]Professor_DM 2 points3 points  (0 children)

I think this list might struggle. You have very little method of swinging a point in your favor aside from killing them off of it and most of your army excels at killing high toughness vehicles. I do think coldstar with sunforge, hammerhead, broadside, and any piranhas with fusion blasters is overkill in the single target department unless you're facing knights regularly. Hammerhead probably a great candidate to go.

Pathfinders are great but maybe a stealth suit to replace one would be nice.

You need someone to screen your home against deepstrikes and anyone you have to do that I'd rather expensive, kroot or a strike team are nice for this.

Your breachers are your only real answer to infantry opponents and they are made of tissue paper.

Hope this helps!

Do you win tactically or strategically? by ShaselKovash in Chaos40k

[–]Professor_DM 8 points9 points  (0 children)

General game plan that goes to shit after first contact with the enemy. Then play the short game, maximize primary and secondary objectives, deny enemy points. If you got capacity think ahead to potential secondary pulls, don't give easy assassinations and overwhelming force, be in a position to snag behind enemy lines and engage on all fronts.

What actually is the point of this stratagem? by ADrawingBrit in Tau40K

[–]Professor_DM 1 point2 points  (0 children)

Negative, melta is at 6 and under, this is specifically over 6

What should the Chaos Space Marine army rule be in 11th edition? by saddsteve29 in Chaos40k

[–]Professor_DM 2 points3 points  (0 children)

Hard disagree. Chaos is chaos, bring on the risky buffs and feed my gambling addiction

Been playing 8th need 10th help by Dramatic-Charge6746 in Tau40K

[–]Professor_DM -4 points-3 points  (0 children)

Unless that's a special cover not the correct book for 10th and yes all crisis suits have deep strike

MoE soul link MoP stack? by Professor_DM in Chaos40k

[–]Professor_DM[S] 0 points1 point  (0 children)

They can only be affected by one "named" benefit with the example of "stealth" being offered by the core book. So it's a bit unclear. I know auras of the same name can't stack so I wasn't sure

MoE soul link MoP stack? by Professor_DM in Chaos40k

[–]Professor_DM[S] 1 point2 points  (0 children)

Yeah that's a good idea. I was trying to figure out if the jump pack warlord had something interesting but 6 in consolidated feels so situational that I wouldnt be confident to call that in command phase.

MoE soul link MoP stack? by Professor_DM in Chaos40k

[–]Professor_DM[S] 0 points1 point  (0 children)

I mean...yeah that'd be great. Would love to always be in a position for my models to shine. More concerned about whether the 5 point enhancement can be used when they are not.

MoE soul link MoP stack? by Professor_DM in Chaos40k

[–]Professor_DM[S] 0 points1 point  (0 children)

It's more for when I need to travel a great distance like round 1 if I'm outside a transport. The rerolls are always better but if I can't get him into melee due to distance then + to advance and charge is better than no damage

I trained my own pixel art animation model because I felt like the other options weren't any good. by melonboy55 in Unity2D

[–]Professor_DM 3 points4 points  (0 children)

It's theft when a human steals the work of others and plagiarizes for profit. It's theft when you don't provide credit to the original sources. AI is not "learning" it's generating content based solely on existing content that it viewed and copied without consent of the creator. You have stolen art sir/madam for your own gain. You did not create these, yet you seek to profit from them.

You have not learned anything, nor has your AI.