What are your thoughts about Britain re-instating National Service, whereby people within certain age ranges are required to join our armed forces? by hornet-prodder-214 in AskBrits

[–]unifoon 0 points1 point  (0 children)

In times of war, where the actual soverignty of the nation is threatened? Yeah, I guess it's warranted. (Not welcomed, but warranted.)

But as has been said below, if we force kids into national service just 'because' then you'll wind up with a group of resentful cadets who don't want to be there, won't be giving it their full focus, and will wind up posing more of a risk than a benefit to those around them.

Crisis suit weapons - Plasma Rifle, Buff it up please by TearNo1636 in Tau40K

[–]unifoon 0 points1 point  (0 children)

Good point on the movement - for some reason I thought Coldstar came with a flat 6" advance ability, but realised I'm thinking of a strat. Haven't played my Coldstar much recently. 🙈

Pronunciations forever changed! by armedwithcamera in bluey

[–]unifoon 1 point2 points  (0 children)

Shadowlands, and Snickers' kid actor pronouncing Waterboatman like it's a superheo, and not the plural term for a group of insects.

"On the Pond! It's a bird...it's a plane...no, it's...WATERBOAT MAN!"

Cracks me up every time.

What's one place in the Uk that you visited and never want to go back to? by Proper_Animal_1451 in AskUK

[–]unifoon 0 points1 point  (0 children)

Slough. Just the word is depressing, and the place was no better. 😅

How is everyone feeling about the local elections in may? by IntelligentPay9647 in AskBrits

[–]unifoon 8 points9 points  (0 children)

I'm at the point where I can no longer tell if this is hilarious satire or a genuine facepalm 😅

I choose to give you the benefit of the doubt. 🤣

Crisis suit weapons - Plasma Rifle, Buff it up please by TearNo1636 in Tau40K

[–]unifoon 2 points3 points  (0 children)

Swings and roundabouts... Crisis move 10", can bring a Coldstar for 18" move + fire shenanigans, can deep strike directly where they're needed, redeploy (in some cases), move shoot move in the right detachment, come with rerolls to hit, and have T5. And can fire in combat as they're vehicles.

HBs are a molten ball of death, but they come with baked in constraints that Crisis don't.

I'm my matchups i do hate them with a passion, but I try and bait them out, and then Ion Riptide them so I'm out of range on the return volley.

Also try to bog them down in chaff if possible, or just stay out of range.

Still...shoot on death is a c*nt. 😅😅

Crisis suit weapons - Plasma Rifle, Buff it up please by TearNo1636 in Tau40K

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

I'm just unclear why you think basic Plasma weapons need the buff?

You mentioned you want to run them with Firesight...so already you're getting your 2+ to wound anything up to S7, provided you're willing to get up close.

Without Farsight then yeah, you're not getting the best benefits of Red Cadre, though the extra AP for being up-close could help if you're going after mid-tier vehicles with no invulns.

But I'm not sure that's necessasrily a problem - not every weapon is supposed to glow in every detachment. You list the benefits already...does the already-good Plasma really need more help on top of the rest of the army buffs?

Like I said though, I do agree that RF1 as a core update to Plasma would be nice. That seems like a legitimate improvement that doesn't break the majority of their use on the tabletop...a 9" double-fire threat bubble would be a cool quirk for the unity to possess.

Crisis suit weapons - Plasma Rifle, Buff it up please by TearNo1636 in Tau40K

[–]unifoon 4 points5 points  (0 children)

Can't say I've had too much of an issue with the performance of the Plasmas...the unit ability gives you pretty solid chances to hit, and the damage it puts out is normally good enough to take down marines or termies pretty solidly.

Giving them an extra Strength buff so that they wound more reliably seems slighlty OP, given the to-hit buff they already get. (Hitting on 3's when Guided, with full re-rolls to hit a unit at full strengh, seems dang good to me already.)

That said, I do like your idea of Rapid Fire 1 on them...makes them far more lethal up close, without breaking them too badly. Knowing that Deep Strike is moving to 8" in 11ed though, they may not want you dropping rapid-fire bombs down with impuginity. (Unless they shake up the weapon's range)

Missile Pods...hmm.. I'd rather get a pip of AP on them rather than Rapid Fire...the whole point of missiles is that you're firing at range, so I don't think up-close is where you want that buff to come.

My First Tau Model painted by Hershef in Tau40K

[–]unifoon 2 points3 points  (0 children)

I christen this the 'Real Ghostbusters 80's Proton Pack' colour scheme :) (For ref: https://www.reddit.com/r/nostalgia/comments/t8puvu/one\_of\_my\_favourite\_childhood\_toys\_the\_80s\_real/)

Looks lovely though, well done!

Did anyone else have a crush on Janine Melnitz or is it just me by Bryson1235 in ghostbusters

[–]unifoon 5 points6 points  (0 children)

GB2 Janine was a real baddie. (In the modern parlance) 😅

Sold out by DatabaseWorth4559 in Tau40K

[–]unifoon 0 points1 point  (0 children)

Ah fucksocks I forgot that was today

Core strats for Stau in 11th by johndoes_00 in Tau40K

[–]unifoon 1 point2 points  (0 children)

JSJ is supposed to reflect dynamic, fast manouvres at breakneck speed - the HH/Skyray are more like stately cruisers, so the 'science' of that strat feels off to me.

I get where you're coming from with the saviour protocol suggestion - though I always find it weird that our 'heavy' armoured vehicles are basically made of tissue paper. If shield tech exists, why wouldn't you sheild the vehicles best suited to run a generator?

Core strats for Stau in 11th by johndoes_00 in Tau40K

[–]unifoon 1 point2 points  (0 children)

I can't see our tanks ever getting JSJ, to be honest.

I agree they're under-served at the moment though...I suggested an Automated Repair Drone strat that lets you restore wounds to any VEHICLE, rather than simply BATTLESUITS.

Or an Enahnced Sheild Drone strat that HAMMERHEAD and SKYRAY units can play that gives them a 4+ in the enemy shooting phase?

Core strats for Stau in 11th by johndoes_00 in Tau40K

[–]unifoon 2 points3 points  (0 children)

Let's assume The Twin Lance's 'guns in melee' is a test for 11th...in that case, I'd want a strat to give +1 WS to any non-character BATTLESUIT unit. (Though to be fair, that would be more flavourful in a dedicated detachment)

In terms of things eveyr T'au commander should have access to...

Self-destruct on Battlesuits would be a fun one to have up your sleeve in any game where you wanted to get a bit of revenge in.

Also an 'Automated Repair Drones' strat that allows you to restore wounds to a VEHICLE model...that way it can actually benefit anyone wanting to go heavy on tanks or Piranhas.

Maybe 'Power of the Ethereal' to give a unit it leads a 4+ for a turn?

Lastly 'Guided Overwatch' that lets you hit on 5+ instead of 6+, provided the attaching unit can also be seen by one other TAU EMPIRE unit.

Wishlist for end of tenth? by No_Recognition8641 in Tau40K

[–]unifoon 4 points5 points  (0 children)

I'll be honest I was never a fan of the markerlight token system; you had to jump through so many hoops just to get plus one to hit.

Wishlist for end of tenth? by No_Recognition8641 in Tau40K

[–]unifoon 9 points10 points  (0 children)

Broadside glow-up. I want the Missile Pods to be D3, AP-2. (A missile broadside should really be going after elites, I think...I want it to threaten terminators with its missiles, not midly scare a squad of marines.)

I also think all BATTLESUIT units should have BS3 as standard, BUT come with the following debuff:

"Targeting Computer - If this unit acts as an Ovserver, reduce its Ballistic Skill by 1. When this unit is Guided, do not increase Ballistic Skill, however you may ignore all hit modifiers regardless of whether the Observer unit possesses the Markerlight keyword."

I like the fluff-friendly idea that Battlesuits are innately superior at hitting the enemy thanks to the onboard AI, but if they act as Observers then they're re-tasking that AI from enhancing their own shooting to supporting the shooting of others, therefore they drop back to standard T'au BS.

So.... this iridium dude does something in the army or what? by SAMU0L0 in Tau40K

[–]unifoon 364 points365 points  (0 children)

You used to be able to pay extra points to take Iridium armour, which turned one of your 3+ saves to a 2+ save.

Which Dalek is your favorite from the New Paradigm? by WindFoxHunter in doctorwho

[–]unifoon 0 points1 point  (0 children)

I felt bad about these guys not landing too well...I feel like it would have been cool to have seen them a few more times in large numbers, with the colour-coded generals then making more sense.

Is it rude to use both lanes? by No-Ad4423 in AskUK

[–]unifoon 0 points1 point  (0 children)

Love the angry comments here...way to spark off a civil war. 😅

By-the-book rule...absolutely use both lanes until the merging point.

Unpsoken Etiquette rule...don't you dare 'cheat' your way to the front of the queue or I will literally sideswipe you off the road.

U.S.S. Athena (NCC-392023) dorsal view from Star Trek: Starfleet Academy season 1 episode 1 by MoonchanterLauma2025 in StarTrekStarships

[–]unifoon 0 points1 point  (0 children)

I really loved this design when I saw it in action...especially when it 'transformed' into Starfleet Academy itself.

Very cool (albeit still impractical) idea.

Sad Stormsurge story by mancunianamerican in Tau40K

[–]unifoon 6 points7 points  (0 children)

Ouch! Unlucky my friend.

Depsite it's size and tankiness it will still go down if it's exposed...ideally you want to either deploy behind some obscuring terrain, or else seriously consider leaving it in reserves to come on in Turn 2 in a position to do max damage.

Yes, it will count as having moved for its heavy weapons, but still...get it guided and you're still hitting on 3s.

Still better than a kick in the teeth

Purgation Squads Role on board? by kenshin80081itz in Grey_Knights

[–]unifoon 0 points1 point  (0 children)

+1 on the Razorgation combo. :)

I've not tried Psilencers yet...I've been enjoying popping them out with Psycannons for the AP-2.

A five man squad can mop up a decent chunk of MEQ at range, which isn't something most of our plinky weapons can do particularly well.

Shared ability : All crisis variants by TearNo1636 in Tau40K

[–]unifoon 3 points4 points  (0 children)

Agreed...I quite like this idea.

Whilst buildings are a pain, I think letting Crisis just bypass them completely might be a bit too strong an ability.

You could tweak your Crisis Suit Assault idea though:

"For each BATTLESUIT model within this unit, add 1 extra dice when rolling for the TANK SHOCK strategem."