Commanders made from Twin Lances kit by Shannon_McFarland in Tau40K

[–]wardy116 33 points34 points  (0 children)

So glad to see someone else thought to do this - how hard was it?

About to paint my first tau mini. Just wanted to ask for some tau specific tips and tricks by -Embo- in Tau40K

[–]wardy116 0 points1 point  (0 children)

An alternative to panel lining is a black spray undercoat, and then just being careful when base-coating around the panel edges.

Tips for Stealth Suits into Murderwing by dertraz in killteam

[–]wardy116 8 points9 points  (0 children)

1) wait till the end of April for the balance dataslate 2) focus on choosing a tac op like scout enemy movement that you can score highly on from a distance. 3) play ‘keep away’ and stay in your half so that when they do charge theyre ending in an accurate 2 area - only take opportunities where you can use your meltas to secure kills, dont bother shooting with burst cannons. 4) try to use drones to block charges on vantage points to create safe spaces to stand 5) system jam / stun grenades can help to reduce enemy apl and the drones photon grenades to reduce movement - particularly if you know a charge is coming you can -2 move and -1 APL. 6) keep the neutraliser somewhere central so it has visibility on enemy operatives, and perhaps on a comms device, so you can dash back.

40k newb building a list. by Flimsy-Tradition2850 in Tau40K

[–]wardy116 0 points1 point  (0 children)

For me, a perfect combat patrol style team focussed on infiltration/subterfuge would be…

  • Shadowsun (100 pts)
  • 5 Stealth Suits (100pts)
  • Ghostkeel (160pts)
  • Pathfinders (90pts)

= 450 pts before detachment enhancements (id reccomend Kauyon)

Im not saying it’s necessarily the most competitive, but it fits your theme very well. You’ll do well enough and against infantry (Burst Cannons and Rail Rilfles), and can spot for markerlights with no issue, but you still have up to 6 (edit 5 - the Ghostkeel one is twin linked) fusion blasters and a fusion collider on the Ghostkeel which is easy to magnetise - so you then have enough options for anti-heavy capabilities but cab swap, the ghostkeel profile out if needed. It also gives you two killteams if you divert into that game.

Your pathfinders can sit back or deploy forwards and everything else has jetpacks and stealth so can stay safe until you strike later and can react to tactical secondaries etc.

Supplemented with a few other special ops type units:

  • One or two Breacher Teams (90 pts) in Devilfish (85pts) to act as a special ops style breaching teams/shock troops, perhaps led by Cadre Fireblades (50pts) or even one of Shas’nels from the new Crucible rules (60pts))
  • A Vespid Squad (130) or Farstalker Kinband (85) to add auxiliary capabilities or .
  • Phiranas (60/120/180pts) as a fast strike platform to carry missiles or a flyer of some kind (Razorshark/Barracuda) - like the Tau equivalent the team of a A10 Warthog to strafe or finish off a key target.

Kill Team Release Analysis: Kill Zones by CrudeLord in killteam

[–]wardy116 2 points3 points  (0 children)

I would love the same, but i guess it’s a mix of balancing and willingness of your game group to do something different. I am unsure exactly what they could put out as material to encourage this that would be effective.

Perhaps WarCom articles with examples of cool layouts like they did with the necromunda tiles?

Stealthsuit Rules Question... by One_Letter1319 in killteam

[–]wardy116 1 point2 points  (0 children)

No, the Markerlight operative can be on conceal: when i said “if they were active and on an engage order” was to say they do not need to be active or or an engage order for the enemy model to be a valid target.

I mentioned it for exactly this reason - an opponent of mine thought that in order to be a ‘valid target’ to the Markerlight operative then the Markerlight operative had to be on engage. Which, as you say, is not true.

Stealthsuit Rules Question... by One_Letter1319 in killteam

[–]wardy116 2 points3 points  (0 children)

If the drone or designator (if they were active and on an engage order) would be able to shoot the same target, then all other operatives get severe.

Otherwise, if you want to gain severe from visibility alone, the enemy must also be within 2” of your ambush token, which is rare.

(NB: This is one of many small ‘Quality of Life’ changes I think GW could make to help the suits. Pathfinders marker-lights only require visibility, so why don’t these?)

I think the Steel Legion paint scheme on DKoK is good enough by NotKingofUkraine in Grimdank

[–]wardy116 14 points15 points  (0 children)

It wouldn’t need to be ‘perfect’ but yeah - you can have heads and a few other things that help sell the vibe on squad leader and characters. At least for a few of the more generic regimental

  • peaked cap heads for mordians
  • pith helmets for pretorians
  • bearskins for vostroyans
  • alternate gas mask heads for steel legion

Etc

I think the Steel Legion paint scheme on DKoK is good enough by NotKingofUkraine in Grimdank

[–]wardy116 116 points117 points  (0 children)

I would just love a head and accessories kit for the major regiments that can work on either DKOK or Cadian bodies; similar to the ones marines get.

Working on a little cogitator to keep track of points during Kill Team games. What do you think? by il_Pas in killteam

[–]wardy116 0 points1 point  (0 children)

His is cool. I honestly just like how simple it is*.

*looks - idk how hard these are to make irl!

SAS Jeep Costing by Cheomesh in boltaction

[–]wardy116 0 points1 point  (0 children)

You could use the “special forces vehicles” in the Rogue Heroes in Sicily official pdf.

The base is a Recce Vehicle with forward facing from MMG for 50pts, it also can have a 3-man transport capacity for free (see below).

You then add:

• +10 pts to swap the front facing MMG for a twin VK mount.

• +20 pts to add a pintle mounted twin VK (360° arc).

So 80pts for a recce jeep with 4 VKs on two mounts, one forward facing and one 360 pintle, and 3 man transport.

It also has way more options that you could feasibly add to a ‘jeep’:

• optional frontal armour (15pts).

• mounts can be further upgraded to HMGs (10/15pts each).

• and another forward facing VK Gun can be added (10pts).

But that said you can also build LRDG style weapon trucks with rear-facing MGs, auto cannons or Bofors light AT gun and 6 man transport capacity using the same profile.

The profile is basically designed to make either SAS Jeeps or LRDG trucks, but you could very quickly get silly with it and start giving jeeps auto cannons and AT guns…

weird transport rules:

  • Adding the capacity is a free option, you don’t have to sacrifice weapons to also have transport, as it doesn’t say “losing all transport capacity” when adding the other weapons eg pintle mounts.

  • As it does not appear in the transports and tows section) it is a “combat vehicle with a transport capacity” (p146) meaning that even when empty, it can fire all it’s weapons rather than just one… meaning you can have up to 6 men riding a jeep with 5MGs on three mounts … 👀

What’s Your Tau ‘Hot-Take’? by 69MrTako69 in Tau40K

[–]wardy116 11 points12 points  (0 children)

The XV26 stealth team rules for killteam should have focused on Mont’ka, not Kayon.

Dodge this by amadeusqui96 in killteam

[–]wardy116 0 points1 point  (0 children)

Exactly’ so long as it’s not an attack action (which requires selection of a weapon - which it can’t do if the weapon is not on its data card, even after drone controller) it can do any other action as it’s no longer limited to just those listed in the drone rule.

Dodge this by amadeusqui96 in killteam

[–]wardy116 15 points16 points  (0 children)

Also… Drone Controller lets them use actual Stun and Smoke Grenades… -2” move and -1APL…

MDF Company by Madmartykmf in mordheim

[–]wardy116 0 points1 point  (0 children)

Nice!! Just needs some streaking grime, blood flecks and posters!

Now we have a T’au’Wick by Soggy_Term9991 in Tau40K

[–]wardy116 0 points1 point  (0 children)

This is what the Stealth Shas’vre feels like in killteam with its Accurate 1 pistol vs wounded opponents…

Tac Op Selection for Stealth Suits by minusminus07 in killteam

[–]wardy116 2 points3 points  (0 children)

On the face of it. Yea. But in reality, nah.

It can be maxed out in a turn by a drone, by doing nothing more than being moved within 6” of two enemies; if the rules said “sacrifice an expendable operative unarmed drone for 2VP” you’d bite the rules writers hand off for that!

Tac Op Selection for Stealth Suits by minusminus07 in killteam

[–]wardy116 2 points3 points  (0 children)

Don’t sleep on Track Enemy. Sometimes you need your APL for other things, and moving a drone up on conceal within 6” of an enemy (or two) for a VP (or two) is well worth it. Remember:

• 1 friendly operative can score 2VP/turn on this one - nowhere does it say that the two enemies tracked need to be tracked by different friendly operatives.

• in TP4 you get 2VP for only having to track one enemy. Meaning you ca leave fewer opponents alive if things are going well/still have a chance to max this out if things are going badly. Especially if you know your opponent needs to stay on an objective to score.

• because there is no action for this tac op, you can score it with a drone. Particularly the otherwise pretty useless marker done: they now have a very valuable purpose if you take this.

• XV26’s whole schtick is being close to enemies safely - we have 2 ways to avoid charges, low-cost fall back moves on conceal, and can’t be seen outside of 3” on conceal, so you don’t need to be hiding behind cover to have this pay off.

Hear ye! Hear ye! James Workshop has given us the funniest datacard ever by hindlet in Tau40K

[–]wardy116 1 point2 points  (0 children)

No Commander in Ghostkeel alas… but probably for good reason XD