KX-139 Ta'unar Supremacy Armour discussion

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Panzer
Shas'La
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Re: KX-139 Ta'unar Supremacy Armour discussion

Post#321 » Oct 14 2016 06:36

CoffeeGrunt wrote:Tbh I never really thought it would make sense to have Rail weapons be a beam. If they're cutting through multiple units they're imparting minimal kinetic force upon each one. You want it to pierce the armour and have the round explode in a storm of interior spalling if you really want to confirm a kill, as modern APFSDS rounds do.

True but that's not how the 40k fluff goes.
40k != reality (obviously)

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CoffeeGrunt
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Re: KX-139 Ta'unar Supremacy Armour discussion

Post#322 » Oct 14 2016 06:38

Of course. :P

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shasocastris
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Re: KX-139 Ta'unar Supremacy Armour discussion

Post#323 » Oct 14 2016 09:08

I think some field testing of this new weapon, as compared to the pulse weapon, will be required. I see a few things that I like about the design of this weapon.

1) Range. Obviously, in normal 40k, this isn't going to matter, but in Apocalypse, even 72" sometimes feels a little short. 120" is definitely something that will cover most of a 6'x8' board.

2) Blast: This means that against the targets you're likely to aim at, you are probably not going to miss. I think that rule is less of "shoot once" and more of "you won't miss big targets". And of course, wrecking and squad that just arrived by deep strike and didn't have the smarts to run (if you've nothing better to do).

3) AP 1: For those moments when you don't get a six, a better chance of still doing more damage.

4) Mass Induction Targeting: I think this will be a devastating rule. As someone pointed out, this means only a 1/36 chance of failing to do something. And about a 1/3 chance of getting that sweet six.

5) Cluster shells: This may be the most useful aspect of this weapon over the pulse ordnance multi-driver. The weakness of the pulse weapon is that you have to choose which shot you want. WIth this you get both! Individually, they have weaknesses against their counterparts, but the fact that you get to shoot them together I think will show itself to be very powerful.

Last thought: It strikes me that the pulse and rail weapons serve a different purpose. The rail weapon is for one-shotting enemy superheavies (without the need for lots of markerlights like the stormsurge). The pulse weapon is for dealing with deathstars.

More importantly, one can use the rail weapon in the ITC. Bwahaha!

All in all, I'm exited and I'm getting one of these weapons. If only to finally have a mainstay rail weapon back in my army!

Cheers!

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CoffeeGrunt
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Re: KX-139 Ta'unar Supremacy Armour discussion

Post#324 » Oct 14 2016 09:14

Using a bit of quick pythagoras, on a 6x8 board you'd have a diagonal of 10 feet, which is the range of this weapon...so it'd be capable of corner-to-corner fire on that board size. :)

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Kael'yn
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Re: KX-139 Ta'unar Supremacy Armour discussion

Post#325 » Oct 14 2016 09:43

Too bad it was not a heavy railgun. The blast prevents the taunar to shoot at super heavy fliers and flying GC and with a 3'' blast, could have difficulties to shoot at small apoc units like ctan . I would have preferred a solid shot, maybe with a bs increase if necessary.
But the mass induction rule allow more potential against other super heavies.
The pulse remain more useful against anything and the nexus is not efficient enouh.

Jacket
Shas'Saal
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Re: KX-139 Ta'unar Supremacy Armour discussion

Post#326 » Oct 14 2016 09:45

Why a points increase for the Ta'unar? It's not like it doesn't get eviscerated by grav and other way more powerful stuff. I guess that means every other thing will be further nerfed as well. I actually like the Heavy Railcannnon a lot and it has its uses, but the Pulse Driver is still the go to weapon for the majority of encounters. Then again if my opponent brings a titan I could dedicate the railcannon to taking it down and it still offers good fire support capabilities. *scraps plans to buy more forgeworld*

The downside is the small blast meaning it will need a ton of markerlight support which brings further costs to the weapon. I'm not sure if I want it or not... I even went out of my way to buy a damn drill and magnets and everything just for the heavy railgun array.

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Vector Strike
Shas'La
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Re: KX-139 Ta'unar Supremacy Armour discussion

Post#327 » Oct 14 2016 09:54

Jacket wrote:Why a points increase for the Ta'unar? It's not like it doesn't get eviscerated by grav and other way more powerful stuff. I guess that means every other thing will be further nerfed as well. I actually like the Heavy Railcannnon a lot and it has its uses, but the Pulse Driver is still the go to weapon for the majority of encounters. Then again if my opponent brings a titan I could dedicate the railcannon to taking it down and it still offers good fire support capabilities. *scraps plans to buy more forgeworld*

The downside is the small blast meaning it will need a ton of markerlight support which brings further costs to the weapon. I'm not sure if I want it or not...


Because it's too cheap. It has more or less the durability and firepower of a barebones Warhound Titan, which costs 150p more than it.

Jacket
Shas'Saal
Posts: 202

Re: KX-139 Ta'unar Supremacy Armour discussion

Post#328 » Oct 14 2016 09:56

Vector Strike wrote:
Jacket wrote:Why a points increase for the Ta'unar? It's not like it doesn't get eviscerated by grav and other way more powerful stuff. I guess that means every other thing will be further nerfed as well. I actually like the Heavy Railcannnon a lot and it has its uses, but the Pulse Driver is still the go to weapon for the majority of encounters. Then again if my opponent brings a titan I could dedicate the railcannon to taking it down and it still offers good fire support capabilities. *scraps plans to buy more forgeworld*

The downside is the small blast meaning it will need a ton of markerlight support which brings further costs to the weapon. I'm not sure if I want it or not...


Because it's too cheap. It has more or less the durability and firepower of a barebones Warhound Titan, which costs 150p more than it.

Did they say how much they were going to increase it by? With anti-titan loadout Warhound wins most matches against the Ta'unar with its pulse Ordinance Driver. I am bad at mathhammer so I have no idea if the Railcannon will be better or worse for taking one down.

Edit
I just bought one. Haha. I didn't go through all this prep-work with getting my drill and magnets for nothing.

Locke
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Re: KX-139 Ta'unar Supremacy Armour discussion

Post#329 » Oct 14 2016 11:03

This weapon is interesting. At first glance, I looked at it and went "Oh, so it's still worse than the Pulse Driver...", but having thought about it more this morning I'm not sure that's true.

Some pros of the POMD:
Has built in ignore cover on the S8 AP3 version
Can D weapon lots of stuff on the 7" D weapon one

Those are two pretty strong arguments for it. On the other hand, the Heavy Rail Cannon, as shasocastris mentioned, is much more specialized. It is both anti-GMC\SHV and anti-infantry. The POMD does anti-infantry better, but if you want to hurt the infantry, you're sacrificing your D weapon. (Stating the obvious, but worth stating). HRC lets you keep damage up on GMC\SHVs that Tau normally have a hard time dealing with (anyone else find it hard to hurt a Wraithknight?) and still suppressing lots of other units.

The way the math works out, 11/36 chance of the "pick your model up", 24/36 standard D3, and 1/36 nothing happens. That is almost the same as "add +1 to the D table result." Just for some perspective on how good the weapon is.

I'm liking it comboed with the fusion arms. That thing is just a hard target monster, that doesn't die. Use the S6 AP4 to pepper things the same way you would with the SMS & burst cannons. It gives it an astounding 8 different guns to fire.

The biggest downside I see to it is the fact that it's a blast weapon, so it can't target invisible things, which means invis WKs are still a hard target to deal with.

Jacket
Shas'Saal
Posts: 202

Re: KX-139 Ta'unar Supremacy Armour discussion

Post#330 » Oct 14 2016 12:20

I think I actually like the Heavy RailCannon Array more than the Pulse Driver. It allows you to fire both the D and Cluster rockets at the same time at different targets. The pulse driver you can only pick one. Granted its barrage mode is stronger but then you don't also get the D shot. The D shot is also basically a 1/3 chance of getting the best result on the table which is insane.

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