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Posted: Thu Jul 26, 2007 5:48 pm
Is the cost of Burst Cannons included in the cost for Stealth Suits?
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Posted: Thu Jul 26, 2007 7:21 pm
The Fear Returns Is the cost of Burst Cannons included in the cost for Stealth Suits? Yes, yes it is.
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Posted: Thu Jul 26, 2007 11:39 pm
Ok so Between work I have finished my new army list. Using all the old components I have designed this army list to use the Kauyon style.
HQ Shas'O Equipment: Cycllic Ion Blaster Burstcannon Shield Generator Wargear:Multi-Tracker Stimulant Injector Total=136pts
Elites Crisis Team 1xShas'Vre Equipment: Twin-Linked Fusion Blaster Missile Pod Targeting Array 2xShas'Ui Equipment* 2xFusion Blaster 2xMissile Pod 2xTargeting Array Wargear: Bonding Knife Total=101pts
*Gear is Split Between two Shas'Ui
Stealth Team 1xShas'Vre 2xShas'Ui 3xBurst Cannon Total=100pts
Troops 4-12xFire Warriors Equipment Pulse Rifles 1-12xFire Warriors Equipment Pulse Carbines Mounted in Devilfish Transport with Burst Cannon, Two Gun Drones, Decoy Launchers 5xShas'ui Wargear: 5xBonding Knife Total=760pts
Fast Attack Pathfinder Team 7xShas'La 1xShas'Ui Devilfish Transport with Burst Cannon, Two Gun Drones, Decoy launchers Total=191pts
Heavy Support 3xSniper Drone Team Total=240pts
2xHammerhead Gunship Equipment: Railgun Smart Missile System Target Lock Multi-Trackers Decoy Launchers Disruption Pods Total=370pts
Total Point Cost for Army=1898pts
So my question, is this a legal army and what do you think?
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Posted: Fri Jul 27, 2007 12:32 pm
For the Crisis Teams, you have run out of space when it comes to those support systems. Of the two Shas'ui, you have 8 systems, they can only have six, unless the support systems are hardwired, and Shas'ui cannot take hardwired equipment. I suggest dropping the multi-tracker because if you're firing at tanks, the plasma rifle and especially the burst cannon aren't going to do anything. Im not sure about the target lock either, since your main anti-tank weapon has a range of 12 inches, it will be hard to get into the range of two tanks at once. I suggest the targeting array, which increases your BS.
Also, I could very well be wrong, but I don't think you can get seeker missiles on the Devilfish while retaining the Gun Drones or Smart Missile Systems.
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Posted: Fri Jul 27, 2007 10:27 pm
1.I can have eight systems since they are all allowed 100 points of wargear. The Slots are equipment, then I add wargear. Wich I have hard-wired, I didn't state that, because I know it. 2.Yes I can have 2 seeker missiles per devilfish and hammerhead.
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Posted: Sat Jul 28, 2007 10:04 am
Okay, rules violations: - As has been pointed out, you have 8 pieces of equipment for two Shas'ui with only 6 slots to put them. Shas'ui Crisis suits do not have access to wargear, so they can't possibly be hardwired. Eliminate two pieces. - 3 Sniper Teams cost 240 points, not 160.
Sanity is wrong on the seekers.
Advice: HQ: Get rid of Iridium Armor. It slows your assault phase move, and it;s better to be completely immune to fire behind terrain than to have a 2+ save and chance getting caught out in front of lascannon battery. Other than that, not too bad. I prefer the Plasma Rifle over the CIB, but that's a personal choice.
Elites: As mentioned, you need to lose some of the upgrades. However, looking at what you have given them, this unit is totally schizophrenic. It has no purpose. It has three different weapon types, only one of which is consistent. I make two suggestions. Either keep it simple, and make the suits Fire Knives; Missile Pods, Plasma Rifles, and Multi-Trackers. On the team leader, he can take a Targeting Array and hardwire the Multi-tracker, giving him a better BS. Or, you can give every suit a Fusion Blaster, Missile Pod, and Targeting Array, for tank-hunting suits that aren't useless beyond 12" and can be on the board from Turn 1, instead of needing to deep strike in to be effective.
Troops:That's a lot of Ld 7 troops with no Ethereal to help them stick around. Simple Morale checks and Target Priority are really going to hurt them without a Shas'ui. Also, I think you negate one of the advantages of carbines by putting them in a 'fish, I.E. their ability to fire on the move. The 'Fish is more useful for getting rifles into rapid fire range. Put Decoy Launchers on the Fish.
Fast: Looks good. Put Decoy Launchers on the Fish and you're golden.
Heavy: Lose Disruption Pods. Put Multi-trackers, Target Locks and Decoy Launchers on the Hammerheads and just remember to move them over 7" every turn.
I personally do not rely on seekers, For the 6 seekers you have here, I could have a Crisis Suit that gets 12 shots over the course of the game instead of just 6, is more accurate, and doesn't need Markerlights. But that's just my playstyle.
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Posted: Sun Jul 29, 2007 2:07 pm
Ok then, I took Oryn's advice and fixed my Crisis team and my squads. I still have it so my carbines are mounted, but I can easily change that on paper. I also added the things to my Fish and Hammers'. So now my army is 21 more points. No worries. I also dropped all the Seeker missiles because I get like nine shots per turn for my crisis team. Plus the 108 shots I could get from the Fire Warriros. xd
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Posted: Tue Jul 31, 2007 11:58 pm
I have saved up at least 1000 dollars (pounds dollar differnece), and sence I've paided my part of the bills and I have food stocked up for the next payday. http://www.forgeworld.co.uk/scalemanta.htmI'm getting the tau manta, I just want to ask one thing are the hammer heads, battle suits, and troop carriers come along with it, and if they do are able to be deployed (I.e able to move out of the damn thing.)
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Posted: Wed Aug 01, 2007 12:12 am
Durahan2 I have saved up at least 1000 dollars (pounds dollar differnece), and sence I've paided my part of the bills and I have food stocked up for the next payday. http://www.forgeworld.co.uk/scalemanta.htmI'm getting the tau manta, I just want to ask one thing are the hammer heads, battle suits, and troop carriers come along with it, and if they do are able to be deployed (I.e able to move out of the damn thing.) From the description on the FW site..: "On the lower deck are eight Tau Battlesuits, two Devilfish troop carriers and two Hammerhead battle-tanks." The Battle suits are resin casts and not usable in games, the four skimmers however can be deployed as they are normal plastic kits
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Posted: Wed Aug 01, 2007 11:57 am
Thanks man, and those extra tanks are going to be nice when that apoc. codex comes out razz (supa-'eavyz!)
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Posted: Thu Aug 02, 2007 5:40 am
I like to see a big piece of terrain that was modeled around a manta that was shot down, think of all the possibilities! fighting through and inside parts of it. or even make a senario over it.
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Posted: Thu Aug 02, 2007 12:24 pm
Durahan2 I have saved up at least 1000 dollars (pounds dollar differnece), and sence I've paided my part of the bills and I have food stocked up for the next payday. http://www.forgeworld.co.uk/scalemanta.htmI'm getting the tau manta, I just want to ask one thing are the hammer heads, battle suits, and troop carriers come along with it, and if they do are able to be deployed (I.e able to move out of the damn thing.) Better save up some more. I think it's currently two and some thousandths of a dollar to one pound. The Manta's going to run you close to $1800.
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Posted: Thu Aug 02, 2007 1:05 pm
Well snap, o well thats just 2 more weeks then razz .
Also I'm not sure about the manta terrain, unless they come out with one. Cause there is no way I'm going to butcher my manta lol.
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Posted: Sat Aug 04, 2007 8:20 pm
Has anyone else noticed that Fire Warriors are pretty...well, unimpressive? It's taken me a long time to realize it, but Fire Warriors need to be either in Devilfish with rifles, or minimum size. Either you take a lot of them, or they're a waste of points.
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Posted: Sat Aug 04, 2007 8:32 pm
Oryn Has anyone else noticed that Fire Warriors are pretty...well, unimpressive? It's taken me a long time to realize it, but Fire Warriors need to be either in Devilfish with rifles, or minimum size. Either you take a lot of them, or they're a waste of points. Hey they get the job done, but adding some pathfinders to mark and using about 3-6 carbines per squad really brings out the hidden potential.
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