It's not too much of a departure from the more common Stormsurge/Wing combos that are floating around, but as I know this community is aware of, in a Tau list the Devil is in the details! The Broadsides have been pretty durable with most of my opponents AP2 weapons being drawn to the Riptides. They see a Riptide with no Stimulant Injector and try to go for it's throat. One of the main things I have found Broadsides good for is giving the Fireblade some security. A nice tactical advantage I have enjoyed since moving from a Commander+Drones setup, is that now the enemy must make a tougher choice in target priority. They always know that Markerlights need to die, but now they can't simultaneously target my Warlord. It would be even more ideal if I could sneak a Drone on the Fireblade to give Grav a 4+ To Wound due to ties Armor Save mixture.eRa wrote:Overall pretty solid, what are your thoughts on the broadside survivability?
Ok, so I had a game against a game against one of our better local players, but he was using a slightly less competitive list than usual. He played a Elder Warhost with a Pale Court core w/Chris in the socal wrote:Let me know how your game goes Working on an ITC list have not been happy with the last 2. Tried several formations and see some huge advantages but having som difficulties with just having one Assassin in my army. Don't have any SOS so could be hard to get them ready before the 3rd of February.
That would give some added mobility to the otherwise slow Sisters. The thing I like about two squads, is that they are nice in Assault. With all that AP2 at I5, they can really do work in a pinch. The bunker would also offer nice deploy-able cover.Heldericht wrote:I'd suggest getting rid of one of the sisters squads and using a Wall of Martyrs Imperial Bunker with an escape hatch.
This way your sisters can stay safe inside and then quickly move out 12" from the bunker (using hatch) + 6" (movement) to cover a huge amount of distance to turn off powers from deathstars at key moments. It costs 80 points, so about the same cost as a sisters squad. Very much worth it.
I think I do. The Null Deployment lists here are usually all or nothing anti-deployment. 7-10 Drop Pods, double Skyhammer, and Genestealer Cult MSU are all pretty common. With most Marines still getting Armor saves against most Tau weapons, you really need to drown a simple Dev squad to take out the Grav. When it takes 15 wounds to kill 5 marines, at BS3 even if everything was wounding on 2s, that's 36 shots. Usually I can get buy with thinning 1 or 2 units out, but even under the best conditions, assuming AP2 weapons, with cover and intervening models, Interceptor is still just a backup plan. If I was running the Drone Net, and could Intercept with Markerlights, that would be a different story.Unicornsilovethem wrote:Do you really need that much EWO? Your opponent would have to drop some insane amounts of reserves on your head before EWO on Stormsurge and 2 broadsides isn't enough. Removing it from the riptides immediately frees up 20 points towards your Stim injector.
I tried it both ways. The impact of a Fireblade vs Ethereal was minor in the games I playtested them. The Ethereal cost me a Primary mission on one game because of the extra VP giveaway, but that was really situational. Mostly the Splitfire lets the Broadsides be effective while staying in one unit to bodyguard the HQ.Unicornsilovethem wrote:Unless splitfire is really important, trading the Fireblade for an ethereal (6+ FNP bubble, good for Broadsides and especially on the Riptides when they do their Nova Rolls and doubleshooting thing with Gets Hot) frees up another 10 points. Come to think of it, if Splitfire is so important, just take the Broadsides in two units of 1.
It's cheaper and can shoot at Fliers. When presented with multiple FMCs (Daemons, Flyrants), I like to Blastcannon one (fishing for 6s on D), unload the SMS and Rockets on another, then use the Blastcannon on a third (that the Broadsides/Riptides will also work on). If any one of those Fliers fails a Grounding Test (not unlikely), the Stormsurge can charge it, and attempt to Stomp. Neither does any real quantity of damage, so I prefer to have more options.Unicornsilovethem wrote:I don't see a single reason to take the Burstcannon over the AFP on the Stormsurge.
Plainshow wrote:It's cheaper and can shoot at Fliers. When presented with multiple FMCs (Daemons, Flyrants), I like to Blastcannon one (fishing for 6s on D), unload the SMS and Rockets on another, then use the Blastcannon on a third (that the Broadsides/Riptides will also work on). If any one of those Fliers fails a Grounding Test (not unlikely), the Stormsurge can charge it, and attempt to Stomp. Neither does any real quantity of damage, so I prefer to have more options.Unicornsilovethem wrote:I don't see a single reason to take the Burstcannon over the AFP on the Stormsurge.
You are correct.Unicornsilovethem wrote:They cost the same.
But I won't be able to use the Blastcannon aginst the Fliers. The whole point of the VT is to D-shotgun tough air targets. The Anchors would need to be already down, in which case no one will go within 10" it, and the Blastcannon then can't target Fliers. If I drop Anchors after moving in range they won't stay there, they'll just move away. I don't much see the point of the Anchors when facing multiple Fliers. The Rockets and SMS are good to have against FMCs, but don't do too much unless you get really lucky. Firing them twice in that situation doesn't really multiply the Stormsurge's output. While the AFP sometimes clip up to three models in a normal unit (less if the bases are bigger, four if you scatter lucky), the Burst Cannon will hit about the same, but at a higher strength. The Barrage is nice, but really the damage and range is so small from both weapons that I'd rather have the versatility of target selection, and have the chance to Stomp. I did deploy Anchors plenty while playtesting and competing with this list, but not in this particular situation, with 5-6 FMCs with T5-6 and either 3+ Armor or 2++ Invulns, potentially rerolling 1s.Unicornsilovethem wrote:You say that you'll charge, which means you aren't putting down your anchors, and you are sacrificing half your damage output. If you put down your anchors and switched to AFP, you'd have twice as powerful anti-flyer guns, and still be able to clear out two squads of runts that are about to charge you.
I went with these models from Puppetswar. I felt they were very "alieny" without being "Chaosy", but dissimilar enough from Kroot Hounds to avoid confusion. I love to use counts-as models when running allies. I like the representation of Alien Auxiliaries.Frederick wrote:What model are you using to proxy the sisters?
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