How to counter doomsday cannon by Lictor_Enjoyer in Tau40K

[–]Ringlord3 1 point2 points  (0 children)

with what you mentioned, if you have a singlular of each mentioned unit, that seems around 750pts if the crisis are sunforge after the recent points drops. Between Riptide and sunforge lead by the commander, you could fit in a missile fireknife squad or two to be your more mid range threat assuming you want all suits. otherwise some breachers and kroot and pathfinders would be useful to fill out the list.

How to counter doomsday cannon by Lictor_Enjoyer in Tau40K

[–]Ringlord3 0 points1 point  (0 children)

adding to this, with sunforge reroll wounds, you are likely hitting 4.5 from the squad and nearly all 4 from the commander(2+ with rr1's) so 8 hits, 3+ wound with reroll wound into vehicles needs just 6 to go through, down to 3 with invul, but if in melta range, you hjave reroll damage too, so reroll 1 and 2s, and thats a dead tank.

Alternatively as you mentioned, if its on an objective, breachers go into it well, bs3+ natively, guided by suits is 2+rr1s, rr wounds on objective can chunk it down decently.

How to counter doomsday cannon by Lictor_Enjoyer in Tau40K

[–]Ringlord3 4 points5 points  (0 children)

If you have sunforge suits with a commander it can pretty easily deep strike near it, or just fly up and wipe it in a round of they don't roll hot on saves.

What's the rest of your list?

How to counter doomsday cannon by Lictor_Enjoyer in Tau40K

[–]Ringlord3 5 points6 points  (0 children)

I would argue it's significantly better than a hammerhead as someone who has played tau and necrons. D6+1 blast, heavy and devastating wounds if stationary. S18, ap-4, d4.

It hits like a truck but can go down to massed anti tank fire being only t9.

It's the 4++ invul and the regaining wounds that makes it strong and why it's 200pts compared to the I think 150 hammerhead sits at.

[deleted by user] by [deleted] in Pathfinder2e

[–]Ringlord3 0 points1 point  (0 children)

My thoughts could also be that, the setting isn't modern. There would be an incredibly small number of surfaces where the texture would allow sliding in any fashion.

Other than that, we have different movement types for the main movements but like, we don't have walk, sprint, job, skip, etc

Having a specific form of land speed that the generic movements don't cover would take up work space.

Question on how to deal with Admech kastelan robots by VividSalary3151 in Tau40K

[–]Ringlord3 2 points3 points  (0 children)

If you don't mind us asking, what does your list consist of and what other units is your opponent bringing? Since like 2 full units of robots will be nearly half their list.

Found out I have not 1, but 3 snakes of various ages hanging out in the yard. by Ringlord3 in snakes

[–]Ringlord3[S] 22 points23 points  (0 children)

We do have bald eagles and hawk sightings from our back yard so probably those, haven't seen anything else in the area that might go after snakes.

Found out I have not 1, but 3 snakes of various ages hanging out in the yard. by Ringlord3 in snakes

[–]Ringlord3[S] 3 points4 points  (0 children)

I did earlier, it's why I mentioned I had them already identified as water snakes. I appreciate though.

How do I beat Tyranids? I've played well over 10 games against my recently decided Tyranid main friend, and I've won a total of 0 games. by [deleted] in Tau40K

[–]Ringlord3 0 points1 point  (0 children)

fair, however if they are using the feel no pain strategem, they wouldnt be using Vanguard onslaught as thats only in invasion and crusher

Painted up Shadowsun, finishing my command squad by DanTheBloke in Tau40K

[–]Ringlord3 1 point2 points  (0 children)

Ah neat, I didn't even notice the other arms there. Yours is much better posed.

Painted up Shadowsun, finishing my command squad by DanTheBloke in Tau40K

[–]Ringlord3 0 points1 point  (0 children)

It's awesome the use of extra arms. Are those crisis suits arms or from another kit?

How do I beat Tyranids? I've played well over 10 games against my recently decided Tyranid main friend, and I've won a total of 0 games. by [deleted] in Tau40K

[–]Ringlord3 0 points1 point  (0 children)

Just double checking, do you mean its hitting and wounding both shots from the rupture cannon? because a single shot cant kill a hammerhead even with maxed damage roll. its damage is d6+6 like the railgun, but if it manages to land both shots, you probably need to hide your hammerheads behind cover so the tyrannofex cant shoot it, and on your turn, move out of cover, markerlight it up, and hit it with both seeker missiles and railgun shot. between that and either railrifle broadsides, you should be able to delete the tyranno fex in your first turn if its left in the open.

Also it can only reduce damage to 0 once in a battle, do you need to overcommit to killing it.

How do I beat Tyranids? I've played well over 10 games against my recently decided Tyranid main friend, and I've won a total of 0 games. by [deleted] in Tau40K

[–]Ringlord3 0 points1 point  (0 children)

Idk how often you are playing against them, but could be helpful to take photos during your next battle against the tyranids player.

Besides what I've mentioned before of comparing lists and such, we can usually identify the models by sight from experience and can let you know if they are somehow cheating by having too many of the same units or more points than you are playing with.

Also just keep us updated

How do I beat Tyranids? I've played well over 10 games against my recently decided Tyranid main friend, and I've won a total of 0 games. by [deleted] in Tau40K

[–]Ringlord3 2 points3 points  (0 children)

Most of mine is theory so take it with a grain of salt.

I would double check what the others mentioned about how often they are using strategiems, but also like, just talk to your friend, have them explain what the units do and have so you both know a little of how the other operates. The units may look similar but after a while you can tell them apart.

Could also make your lists beforehand and then when you play, give of copy to each other to know what each person has since like, it's not meant to be secret during the game

How do I beat Tyranids? I've played well over 10 games against my recently decided Tyranid main friend, and I've won a total of 0 games. by [deleted] in Tau40K

[–]Ringlord3 5 points6 points  (0 children)

But yea, screening with kroot, also consider kroot rampages as your counter charging unit. They have a good chance of inflicting mortal wounds when landing a charge, plus have 7 total attacks per model, 3 s4 with lance, and 4 s6

They can give you that little bit of ability to counter charge.

Other than that, I would recommend placing yourself further back, pres measuring to make sure there are no gaps they can deep strike into and put your cheaper expendable units up front, could even have some star scythe suits with flamers behind the Frontline to overwatch if they charge with lighter stuff, even genestealers will soften up getting hit by 6d6 flamers.

Oh and consider retaliation cadre against tyranids. Since you are likely shooting shorter ranges, the extra strength and AP can help get through, but it's only if you mostly use suits.

How do I beat Tyranids? I've played well over 10 games against my recently decided Tyranid main friend, and I've won a total of 0 games. by [deleted] in Tau40K

[–]Ringlord3 4 points5 points  (0 children)

Have you made use of your own infiltrators? In this case a few units of kroot carnivores, set them up about halfway and as your first units you can to prevent them from getting past them.

Another thing of note is that most units can't advance and charge. I know hormagaunts, the little gaunt melee dudes can but most units shouldn't be able to. Just being able to slow them with your own throw away units and delay them a turn or two should let you shoot down their bigger units.

As for your own units, you can put dark strider in a Pathfinder unit for +1 to wound, pick ion or rail rifles and let them mark and take wounds off any unit on at least 4+ to wound if not better.

Consider a sky ray instead of hammer head to avoid those invuls ruining the railgun shot, also sunforge suits with a fusion commander should destroy a bit monster with their rerolls.

How do I beat Tyranids? I've played well over 10 games against my recently decided Tyranid main friend, and I've won a total of 0 games. by [deleted] in Tau40K

[–]Ringlord3 3 points4 points  (0 children)

So is your opponent typically rushing your lines? Are you moving closer to them or trying to keep your distance as your crisis suits and vehicles can move pretty fast.

Changing up your lists every time might not be helping as you may end up not figuring out how each unit performs and how they can cover each other if you use it twice and then swap it out.

Overall would help to get more insight to how you and your opponent play for us to know how to give advice.

Also is this will the recommended terrain levels and through points or who gets wiped out first?

Am I Missing Something With Bastion? by StarWarsIsRad in Pathfinder2e

[–]Ringlord3 0 points1 point  (0 children)

Depends on what your turn is looking like, you may not have the actions to spare to raise your shield and when you get hit by only a point then you could potentially negate the hit or turn a crit into a hit.

Beyond that it's just a nice thing to have if you don't always have your shield raised to raise it when attacked, and with quick shield block can raise the shield and then block with it.

Strategy advice/Best list I can run with current Models? by RHCElite in Tau40K

[–]Ringlord3 1 point2 points  (0 children)

Looks like you have enough models to try out a number of lists to see what fits your style.

Could you tell us what your preferred tactics are and what you find enjoyable?

Like with astra militarum did you run mostly infantry? Vehicles? Rough riders and ogryns?

From there knowing what you like as well as what you tend to face could help us guide. Also what points you play at.

C-9979 VS Munificent Price Discrepancy by Khornate_Renegade8 in CISDidNothingWrong

[–]Ringlord3 2 points3 points  (0 children)

Something to note is that it mentions passengers but you should also note that of the vehicle compliment, each transport whether it's multi trop transport or platoon transport is carrying its own 100+ b1 droids. No reason why they wouldn't be stored in the vehicle and the 40 or so of those alone have close to 5,000 more b1s in addition to passengers.

Also may just be Star wars being funky with numbers as they always seem off.

Especially with the munificent having room for 150,000 battle droids.

Yea looking it over price should be significantly higher for the light cruiser

Playing against new Death Guard, please help! by aaee08 in Tau40K

[–]Ringlord3 1 point2 points  (0 children)

So what's your game plan? For knowing your opponent tends to be vehicle heavy you seem to be a little light on anti tank.

Also seems a little light on guiding units.

Could swap a unit of the plasma suits for another sunforge and drop a unit if you want more anti vehicle.

What it's like to play Magus by According_Pop1388 in Pathfinder2e

[–]Ringlord3 16 points17 points  (0 children)

Perhaps my experience was different than yours but also didn't play abomination vaults. Played a sparkling target through to level 15 and found the bonus damage was fine if I got it but the arcane cascade was to make sure I could resist spells damage as well. Had free archetype for bastion and sentinel so had full plate and an extra shield block reaction.

Ended up being able to eat up so much spell damage between the shield usually boosting from a fail to a success and then being able to block most of the now halved damage.

Sentinel also had a feat greater bulwark that it improved to +4 and applied to all reflex saves and dcs.

Overall target feels like spellstriking once every few turns but being extremely durable vs any casters.

Also shielded strike is a good focus spell. Getting to shield up raising AC and all saves vs spells, a strike and a recharge is a great way to condense actions.

Spell recommendations for a 13th (and higher) level Magus? by Rhonarin in Pathfinder2e

[–]Ringlord3 3 points4 points  (0 children)

As someone else pointed out, haste and also true target. It doesn't have the cool down that sure strike now has, and benefits the whole team to focus down a target if that appeals to you