kyussinchains wrote:
from the fluff I've read, the R'Varna is meant to sacrifice speed and mobility for considerably heavier armour than the riptide, the 4+ RA was the armour I settled on when I drafted the first EUK Vior'la list which this version borrows from, they also lose their jetpacks and have their move dropped to 20cm to compensate, I do agree that having the 5+ deflector shield on top makes them frustrating and I think dropping to a token inv save is a good step
I tested AT4+ on the original list and it was just so potent with markerlights, it needed toning down a bit
I guess it makes sense. I'll try them with 4+/4+/6+ as gunslinger sugested.
kyussinchains wrote:
doubt it would be used often, and does the list really *need* hammerheads or is that just from a sense that Tau should have hammerheads *somewhere*?
It's not that I want them in the list because of thematic reasons. In fact, I'm fine with them not existing at all in this list, but I like versatility, and being able to add long range weapons to a fire warrior cadre could be useful.
For example, in my last game I added a BST formation that consisted of 8 fire warriors, 4 devilfishes and 1 skyray, which costed 375 points specifically so I could risk my Heavy Battlesuits more without being scared of giving my opponent a point.
Having that formation with a better long range shot could be useful.
gunslinger007 wrote:
Ethereal - I checked my copies and dont see them with Inspiring here or the Tournament Pack. Can you point out where you see a list with Inspiring so I can track the change and reconcil the lists?
I doublechecked and it seems Inspiring Ethereals were only a thing in Vior'la Tau Development v1.9 (
http://www.taccmd.tacticalwargames.net/ ... 23&t=24822), so I guess that was something that got discarded.
gunslinger007 wrote:
Riptides - the secondary shots are getting moved up to 45cm, but staying at 5/6. The Riptide is supposed to be the jack of all trades heavy suit, so I dont want to increase its shooting to make it the obvious pick. Especially with an AA shot. However, I think this really plays to the Tau style of combined tactics and using Marker lights to get the most out of your units instead of just straight up good shooting like Eldar. I'm hoping the range increase will allow for more sustaining as well, further dropping the hit roles.
Sounds fair. It would be a bad thing if one of the suits became the obvious choice and outclassed the others.
I played the last Saturday with this list:
Fire warriors cadre (with devilfishes) + sky + 2 fire warriors and a devilfish -> 375
Fire warriors cadre (with devilfishes) 225
Pathfinders 200
Pathfinders 200
2 Yvarha + 1 riptide 350
2 Yvarha + 1 riptide 350
2 Yvarha + 1 riptide 350
Supremacy (BP version) 275
Stealth group + 2 Ghostkeels 275
Razorsharks 200
Razorsharks 200
(3000 points)
I played against AMTL and I got a humiliating defeat, and against Eldar (I'm not sure which list it was) and I won, but sadly I didn't write any battle reports.
I got honestly surprised by the Supremacy. I wasn't expecting it to be anything other than an annoyance for my opponent, giving away blast markers from long range, but it managed to get enough damage to make it worth taking. It's also useful for waiting enemy activations out and for "chasing" broken non-fearless enemy formations to kill them.
About the Ghostkeels, I think bringing one or two formations is a great idea, both as a missdirection so Heavy Battlesuits survive for a bit longer and manage to get closer to the key enemy formations, and as a support formation which brings markerlight plus easy crossfire. I will bring them in every single game, no doubt.
I find Yvarha fun, as I really like the "big guns at short range" theme. I bring them with one Riptide for them to be able to shoot from far away at least to get some blast markers on an enemy formation.
I'm still unsure on how useful they are, and will try to keep using them until I can decide.
The non-WE BST was a great idea, as Heavy battlesuits come with a big target in their heads, and they tend to break after one or two TK shots (and then die to Blast markers from aircraft due to not being fearless).
Razorsharks feel really useful as AA defense, so even if I only had one Skyray I still didn't feel weak to air (Riptides helped there too), and I would totally bring three formations if I had them.
Firing enemy infantry is also a choice, but it's removing enemy aircraft what they are good at.
I don't like upgrading my Pathfinders to include tetras, as I prefer having more activations, but I will try it in the future, since bulkier markerlight formations can be very useful.
gunslinger007 wrote:
The 2.2 list will be out in a couple days and will have these changes and a few others.
Thanks! Keep on the good work with the list!
I hope I can write a battle report soon to help you getting this list approved.