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Caleidah

Eloquent Lunatic

PostPosted: Tue Mar 31, 2009 11:10 pm


Neogoth666
>.< so no thoughts on my kroot?

If they're burrowing, why not give them the ability to lay in ambush underground and spring out to immediately assault your opponent at I10 with extra attacks?
PostPosted: Wed Apr 01, 2009 5:03 pm


mmmm... i like the idea, but that isnt too much?
and any idea how thatd work?
like, would they have to move higher of 2d6 (like difficult terrain) because theyre burrowing? how could i "hide" their position from my opponent, cuz if i just move the unit, with a marker, that'd defeat the purpose of a suprize attack wouldnt it?
and if i just took a single token, they'd ask what it is... and i think, legally, id have to tell, else they'll refuse my turn, make me destroy my kroot, or reset them at table edge or something

RevlinHeartsblood


Inenor

PostPosted: Thu Apr 02, 2009 8:44 am


you don't have to tell them anyhting, space marine players don't have to tell you if group in reserve has been split into combat swuads untill it hits the feild. Least that is the way i see it. sweatdrop
PostPosted: Thu Apr 02, 2009 8:47 am


Neogoth666
Caleidah
Van Evok
well, courtesy of 6 ed rules you can have use for bs 6 on shas'o, consider it smile
imagine look on the enemys face when he sees you rolling 1 on fusion blaster targetting his land raider, then proceed to re-roll it and roll a 6 smile
also, "big template of cover denying" aka airburst frag launcher with bs 6 is very likely to be scourge of all cover-hugging light infantry.

5th Ed. And, as best as I know, they can only have BS5 unless there's a wargear upgrade to pull it off.

exactly
i know fora fact markerlights only allow up to BS of 5
not sure about the targetting array, i know it adds 1 BS but i dont know if it has a cap too or not

there is a cap at BS:5 crying crying crying

Inenor


RevlinHeartsblood

PostPosted: Thu Apr 02, 2009 7:32 pm


@1st post
i guess that makes sense... but i could see everyone ive ever faced throwing a fit cuz its not in the rulebooks

@2nd post
there is a cap at BS5 with targeting array? bummer
PostPosted: Thu Apr 02, 2009 9:39 pm


they're your special rule set up, if they agree to the game they agree to the terms of which you set your rules up for the mission.

Inenor


Caleidah

Eloquent Lunatic

PostPosted: Thu Apr 02, 2009 9:55 pm


Neogoth666
mmmm... i like the idea, but that isnt too much?
and any idea how thatd work?
like, would they have to move higher of 2d6 (like difficult terrain) because theyre burrowing? how could i "hide" their position from my opponent, cuz if i just move the unit, with a marker, that'd defeat the purpose of a suprize attack wouldnt it?
and if i just took a single token, they'd ask what it is... and i think, legally, id have to tell, else they'll refuse my turn, make me destroy my kroot, or reset them at table edge or something

My suggestion is that you use it like a Deepstrike. Or have the Kroot lay in Ambush akin to the rule in Codex: Catachan. Pick a piece of terrain and if your enemy comes anywhere within it, you can spring an ambush on them in your next turn. For an ambush, your models appear anywhere outside of 2 inches from that squad within the terrain and you are allowed to go through your normal turn order.
PostPosted: Fri Apr 03, 2009 2:38 am


Inenor
you don't have to tell them anyhting, space marine players don't have to tell you if group in reserve has been split into combat swuads untill it hits the feild. Least that is the way i see it. sweatdrop


Inenor
they're your special rule set up, if they agree to the game they agree to the terms of which you set your rules up for the mission.


Difference here being that combat squads is something you can see coming, not necessarily in that particular game, but it's a rule in the Space Marine codex and if you've ever played against Marines before, or even just picked up their codex, then you know they have that capability, and can at least anticipate its use in game. You spring this unit on an unsuspecting opponent and be he veteran or greenhorn, he will never know what the capabilities of the unit are until you tell him, and frankly, at that point if I was playing against someone who sprang something like this on me, I'd start claiming 2+ re-rollable bounce saves.


If you're using homebrew rules, you do in fact, have to discuss them with your opponent. Seeing as they're not even tangentially official the way Forgeworld units are, he has the right to hear them out and decide if something like that would be fair to play against. You can't all of a sudden spring on a guy in the middle of the game that your special ambush Kroot come out of nowhere. What are you going to respond with when he asks to see their entry in your codex? "They're not in the codex, I made them up."


Neogoth666
@1st post
i guess that makes sense... but i could see everyone ive ever faced throwing a fit cuz its not in the rulebooks

@2nd post
there is a cap at BS5 with targeting array? bummer

1) That's why you discuss it before the game, introduce it with "Do you mind if I playtest/play with a homebrew unit? It costs X, does ABC, an takes a (blank) slot." After the game discuss if he thought they were fairly priced and powered.

2) No, there's no cap on Targetting Arrays. Not that it's particularly helpful; only one model in the army can get BS6, and it's not worth the hardpoint slot for the shots it will save.


Caleidah
Neogoth666
mmmm... i like the idea, but that isnt too much?
and any idea how thatd work?
like, would they have to move higher of 2d6 (like difficult terrain) because theyre burrowing? how could i "hide" their position from my opponent, cuz if i just move the unit, with a marker, that'd defeat the purpose of a suprize attack wouldnt it?
and if i just took a single token, they'd ask what it is... and i think, legally, id have to tell, else they'll refuse my turn, make me destroy my kroot, or reset them at table edge or something

My suggestion is that you use it like a Deepstrike. Or have the Kroot lay in Ambush akin to the rule in Codex: Catachan. Pick a piece of terrain and if your enemy comes anywhere within it, you can spring an ambush on them in your next turn. For an ambush, your models appear anywhere outside of 2 inches from that squad within the terrain and you are allowed to go through your normal turn order.

When building homebrew units, it always causes less bad blood if you borrow rules from other armies rather than building your rules from scratch. If you insist on inventing your own rules, keep them simple. In this case, I think the ambush rules from Codex Catachan or the Lictor Deepstrike assault rules would work best.

Oryn


RevlinHeartsblood

PostPosted: Fri Apr 03, 2009 9:34 pm


so far i love the idea of the ambush rules. i may also incorporate deepstrike ideas, such as, if i dont want them to come out of terrain, and just spring outta the ground.

and thankyou Oryn and Caleidah for the input.
im gonna finish painting up the rest of my kroot (for simplicities sake, units cant leave tent until a full squad is formed....that means 10 min, ive only got 7 kroot painted lol) ... rest of my kroot, and play a couple test games against my space marines, which are growing ever stronger now that im basically out of tau units to build lol, jus got 5 kroot left, then im done sad need to go shopping. firewarriors and maybe a crisis suit... oh, and a broadside. Str10 <3


hey, are vespids any good? i understand that theyre fast attack, so, thy move fast, they have a decent gun. But, in a static army, would they just die too fast to be worth fielding?
PostPosted: Fri Apr 03, 2009 9:37 pm


they are highly annoying against small elite armies like marines.

Inenor


Van Evok

Dangerous Hunter

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PostPosted: Fri Apr 03, 2009 11:30 pm


Vespids are proverbial glass cannon - fast, firepower-packed and fragile. Used right can trouble MEQs but only until some bolter rapid fire kills them. Still they can draw attention away from scoring units which is good.
PostPosted: Sat Apr 04, 2009 9:40 am


Vespid are a funny case of "give us something new that isn't human and can hurt marines".

Funny enough nobody wants them as they are either too ugly, too weak or too niche. A bit like with the Forge World Mukaali riders, some people are just too hard to please!

Hoxtalicious

Greedy Partner


RevlinHeartsblood

PostPosted: Sat Apr 04, 2009 6:24 pm


hmmm, so considering im going to be fighting mostly marines in my adventures, it sounds like it might actually be a relatively good idea to pick up a box of them then?
PostPosted: Sat Apr 04, 2009 7:02 pm


Neogoth666
hmmm, so considering im going to be fighting mostly marines in my adventures, it sounds like it might actually be a relatively good idea to pick up a box of them then?


I advise against it. I find Vespid entirely lacking. They're speedy, and they've got a decent punch, but they have little rules synergy. Vespid are supposed to be a rapid response unit that flits around and annihilates 3+ save enemies right? They've got a AP3 gun, and Jump Pack movement WITH Fleet to this end. The high movement compensating for the abysmally low range on their guns.

Great, but this is where it stops looking good and all falls apart. The Guns are only Assault 1. So you need a stupid number of Vespid to wipe a Marine unit. 10 Vespid put out 10 shots, 5 hits, 3.33 wounds on a Marine Squad, assuming they aren't in cover. The return fire from the depleted Marine Squad will put out a probable 14 shots, 9.32 hits, 4.66 wounds. Against the sort of enemy they are purportedly supposed to fight, the Vespids give up more points than they take down even when they're hitting first. If firing at a more dangerous Assault Squad, they take down the same number, and then get beat in the face as they get assaulted and crumple with their 5+ armor.

They're a glass cannon that has too much glass and not enough cannon. They get my vote for the worst unit in the codex, outstripping the Krootox by a wide margin.

Oryn


Van Evok

Dangerous Hunter

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PostPosted: Sat Apr 04, 2009 10:34 pm


If you need marine killing reliably, crisis suits give you ample good ap firepower with twin-linked plasma guns and targetting array or plasma rifle+fusion blaster+multitracker. First pattern is better at anti-heavy infantry while second gives you additional tank hunting power.
Alternatively even basic fire warriors with pulse rifles can make marines do more saves than is good for health. 10 of them at close range are equivalent of the rumored new IG toy weapon with heavy 20, and can be guided with markerlights!
And if you want to sacrifice heavy slot 3 sniper drone teams can make some big dents in marines at relatively low cost. Note that railguns are priority usually though to combat predators,vindicators, land raiders and ironclad dreads.
damage analysis follows
tl pr crisis = 2*8/9*5/6 to marines at short range = 1,48, at cost of 65 points, it is efficiency of 0,22 meq/point
pr+fb crisis = 3*1/2*5/6 = 1,25, at cost of 62 points, efficiency 0,20
basic fire warriors = 20*1/2*2/3*1/3 = 2,22 , 100 points, efficiency 0,22
sniper team = (1/2*3*1/2*5/6)+(1/2*3*2/3*5/6) = 1,46, 80 points, efficiency 0,018
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