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Posted: Mon Jan 21, 2008 12:22 am
Robthebob Maybe sold off a kidney or something? I dunno. Those things cost like.... 500? Nope. They're about 900 pounds sterling, which means they are at least $1800 USD, probably closer to $2000. Each.
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Posted: Tue Jan 22, 2008 6:16 am
Some Forgeworld stuff is rediculous. Others, I don't mind smile
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Posted: Tue Jan 29, 2008 1:27 pm
So I played my friend this weekend and he told me that I could only use one ammo type per game, Sub or solid. Now I won't be able to visit Gamesworkshop for another two weeks and I need to know before then so I can use the answer at our private tournament this coming weekend. Can someone elaborate?
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Posted: Tue Jan 29, 2008 1:40 pm
As with missile launchers and grenade launchers, you can choose your ammo type each turn, not before the game. If your friend is still an a**, call your GW store for a clarification or GW help desk.
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Posted: Tue Jan 29, 2008 1:53 pm
silence-jester So I played my friend this weekend and he told me that I could only use one ammo type per game, Sub or solid. Now I won't be able to visit Gamesworkshop for another two weeks and I need to know before then so I can use the answer at our private tournament this coming weekend. Can someone elaborate? First off, ask him to show you exactly where it says you have to select one ammo type per game. The Tau Codex only says that the railgun can fire both types of ammunition, it does not say that you have to select one type of ammo per game, so he'll be unable to point out the exact rule. Then point out that all other guns with dual statlines (and beleive me, there are alot of them out there) are not required to select a singe firing mode before starting the game. Examples include the Blastmaster, Missile Launchers, Grenade Launchers, Kannnons and Disintegrators. Eldar Missile Launchers used to have the same ability, but I haven't seen their new stats, so I dunno if that's accurate anymore. If he brings up the fact that the Wargear book doesn't have a note next to the Railgun shots it stating that the Railgun can pick either every time it fires, point out that 1)The Wargear book is out of date, 2)the Wargear book is notoriously inaccurate, listing Terminators with a 3+ save, and 3) the Wargear book was never a rulebook, just a reference guide.
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Posted: Tue Jan 29, 2008 2:01 pm
Cool. That's what I thought when I first read the codex, but he was a more experienced player and said no. So I never thought to diagree until Oryn said so. So now I have the key to his ultimate downfall. I don't think I will get Broadsides. I want another squad of Suits instead.
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Posted: Tue Jan 29, 2008 2:29 pm
silence-jester Cool. That's what I thought when I first read the codex, but he was a more experienced player and said no. So I never thought to diagree until Oryn said so. So now I have the key to his ultimate downfall. I don't think I will get Broadsides. I want another squad of Suits instead. I'm not usually very pushy, but I think every Tau player needs to try out Broadsides at least once. Granted, I don't play Mech Tau, but I've found that tanks are so easily neutralized that you need to have some anti-tank somewhere in your list that isn't vehicle based. I played a game against another Tau player last night and absolutely destroyed him because he didn't have enough reliable anti-tank. I glanced his Hammerheads so they couldn't shoot and he did the same to me, but I had Death Rain suits and Broadsides to make up the difference and he didn't. The result was a total slaughter on his part, with his giving up 1100 VP's to my 235.
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Posted: Tue Jan 29, 2008 2:45 pm
I have a dedicated squad of crisis and piranha. With two teams of pathfinders that shadow them. I usually end up losing both hammer, but I bring in the last squad of crisis and run the piranha's out of his Leman's range. He always concentrates all his fire on the suit, but with shields and a wall of devilfish he has to take four turns to even destroy one. By then all his tanks are gone and I have wiped the map clear of his storms. Though thats when he pulls out the heavy squads. Now I can protect the hammerheads and wait unil at least both leaman russ' are gone before pulling them up. My entire army is mobile. Both squads of fire warriors have their own fish and both squads of pathfinders have their own. I usually leave them with the fire warriors and make a moving wall of S5 shots.
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Posted: Tue Jan 29, 2008 2:51 pm
I have tried Broadsides. They weren't effective. He had more mobility and focused two leman russ' on them. They were destroyed before I could move them out of range. By the way we play 2000-3000 point battles using the standard rules, except no turn limit until we are tired of the chaos, which amounts to turn fifteen. Also we always play annihilation or till we have lost three fourths our armies. The board we use is 8'*4'
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Posted: Tue Jan 29, 2008 3:32 pm
silence-jester I have tried Broadsides. They weren't effective. He had more mobility and focused two leman russ' on them. They were destroyed before I could move them out of range. By the way we play 2000-3000 point battles using the standard rules, except no turn limit until we are tired of the chaos, which amounts to turn fifteen. Also we always play annihilation or till we have lost three fourths our armies. The board we use is 8'*4' Wait, what? How did he manage to kill your whole Broadside team with only a couple Russes? If they were using battlecannons, they're only AP3 and shouldn't be able to spat a whole team, especially with Shield Drones. If he was using a Demolisher, well, it's AP 2 but it only has a 24" range and doesn't ignore cover. The main advantage to Broadsides is that when in cover and with 2 or more Shield Drones, they're so survivable that any tank that pokes it's nose out to take a shot at them is going to be eating railgun fire in the next turn, probably killing it.
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Posted: Tue Jan 29, 2008 11:18 pm
Oryn, in regards to the eldar missile launcher, its the same as 3rd ed, two different firing types: krak and plasma.
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Posted: Wed Jan 30, 2008 6:41 pm
Well there in lies the problem. No Drones and bad rolls. that was the problem. You have never seen so many 1's.
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Posted: Wed Jan 30, 2008 7:15 pm
Well you can hardly base the effectiveness of a unit of of a single series of bad rolls in a single game, especially without one of the unit's most important survivability upgrades.
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Posted: Sun Feb 10, 2008 12:22 am
i gave my team 2 shield drones and the ADV stablisers. and i dont see how a couple of russ could kill them. 3 str 10 ap 1 twin-linked shots usually lay down the pawnage. besieds if u have hammers heads u just dont let the stuff get that close.
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Posted: Mon Feb 11, 2008 11:13 am
Shadow Paladin Blue i gave my team 2 shield drones and the ADV stablisers. and i dont see how a couple of russ could kill them. 3 str 10 ap 1 twin-linked shots usually lay down the pawnage. besieds if u have hammers heads u just dont let the stuff get that close. I haven't found the AdvSS all that useful. Yeah, it ocasionally lets you get off a better shot at something you'd like to hit, but most of the time, by Broadsides are in one spot with good firelanes and don't need to move. I've found Targeting Arrays are a better buy for the same points.
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