6-8 Psykers is ideal (-6 leadership is plenty and 8 in order to ID toughness 4 if you ever have to use the blast). Always take them in a Chimera. They can still use the power out of the top and are...
Type: Posts; User: Nungunz
6-8 Psykers is ideal (-6 leadership is plenty and 8 in order to ID toughness 4 if you ever have to use the blast). Always take them in a Chimera. They can still use the power out of the top and are...
Once Aun'va bites it you're screwed. Once the stealth suits bit it, you're screwed.
I'm sorry, but I'm going to tell you flat out. This is probably the worst Tau list I have ever seen. I'd...
All for the budget price of 340 points.....for 7 T3 majority guys with one 3+ to put one wound on....which are also mediocre at CC.
Why are you doing this again?
This is covered by the IG FAQ (actually might be in the main rulebook now that I think about it).
Though it does depend on the codex. For example Ork Trukks can only be taken if the mob numbers 12 models or less.
You need to read the specific unit entry to see if there are any restrictions.
No, this doesn't work. As others have stated, the IC must move out of coherency with the unit. The unit can't move out of coherency with the IC.
If you want Obryon to Ghost Walk and not take the...
In my years of playing this game....why have I not thought of this?
Chimeras(4-8 in an army) with Vendettas/Valks (2-3) as fire support.
Similar to what Twilight Fade said.
Look at straight-up mathhammer and nothing else:
Warscythes: Hit like a brick, though the WS4 makes them a little bit subpar as CC units go. I2 also...
Honestly mech lists will kinda laugh at this and sit back and shoot you to death as you don't have the range to really hurt them turn 1 and have no protection from night-fight without a solar pulse....
Well considering that of what you listed, he has nothing that can reliably deal with vehicles. I'd go with hive guard or zoans (preferrably hive guard).
At 1500 I'd honestly run about 6 Hive...
Well you don't really have the range or the protection of night-fighting to out-shoot an enemy. I'm seeing mech lists sitting back and giggling at this (and scarabs are easy to ID plus are very weak...
Wrong. Turn always mean "Player Turn" unless otherwise specified.
The necron player may choose to use the solar pulse in his turn OR the opponents turn. Rules are pretty clear on that.
It depends. Check the unit entry and then read the rules on synapse.
Hoo-boy this list needs some work.
You have this a bit backwards:
1) Infantry kill tanks
2) Tanks kill infantry (and take shot at vehicles if no other decent option)
3) Artillery kill...
Unfortunately you also need the valkyries to try and hurt vehicles......and they suck at it honestly.....so you're in a bit of a catch 22 there.
Sure you cant convert the Valkyries over to...
(2/3) * (1/2) * (1/6) = 5.56% chance of causing a wound with a splinter rifle shot.
So as you say, an average of 72 shots to kill a dreadknight. Averages generally don't tend to mean jack on an...
No. The only rule that Lumbering Behemoth overrides is the moving and shooting part. Nowhere does it mention shaken/stunned so you have to default to the BRB in this case.
Going to play Devil's Advocate here and agree with above for the sake of discussion. Roll Psychic test, roll to hit first target, if first target is hit then draw the line and the power carries out...
Codex still trumps BRB so they are stuck unfortunately.
824 points for that unit? Yeesh.
Drones can only soak up so many wounds before instant deaths start chewing up suits. Lascannons, meltaguns, battlecannons, missiles, demolishers, dark lances,...
Nope, Stormravens are still just Fast Skimmers.
Main rulebook, page 48, 4th bullet point of the second column.
I've done alright in tournaments playing Tyranids, but it is difficult to pull off. We absolutely need long-distance anti-transport in order to do well. Sometimes even Hive Guard don't cut it...
My bad, didn't have the codex in front of me.