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| [V8] [1000pts] Detachments vs Orks et vs Tyranids | |
| | Auteur | Message |
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Alvi Shas'la
Nombre de messages : 265 Age : 45 Date d'inscription : 16/02/2016
| Sujet: [V8] [1000pts] Detachments vs Orks et vs Tyranids Jeu 1 Juin - 1:58 | |
| Au vu et lu des "leaks" de règles disponible sur le Net, quelques amis de mon club ont décidé de tester quelques parties Samedi prochain. Du coup, j'ai commencé à travailler sur des listes. Voici la première : - Patrol Detachment 1:
+++ Tau V8 (Warhammer 40,000 8th Edition) [999pts] +++
++ Patrol Detachment (T'au Empire) [999pts] ++
+ HQ [150pts] +
XV86 Coldstar Commander [150pts]: Advanced targeting system [8pts], High-output burst cannon [20pts], Missile pod [24pts], Shield generator [8pts] . Coldstar, For the Greater Good, Manta Strike, Master of War
+ Troops [75pts] +
Breacher Team [75pts]: MV36 Guardian Drone [8pts] . Drone Support, Guardian Field, Saviour Protocols . Fire Warrior [8pts] . . Pulse blaster . Fire Warrior [8pts] . . Pulse blaster . Fire Warrior [8pts] . . Pulse blaster . Fire Warrior [8pts] . . Pulse blaster . Fire Warrior [8pts] . . Pulse blaster . Fire Warrior [8pts] . . Pulse blaster . Fire Warrior [8pts] . . Pulse blaster . Fire Warrior Shas'ui [11pts]: Markerlight [3pts], Pulse pistol . . Markerlights, Pulse blaster
+ Elites [358pts] +
XV104 Riptide Battlesuit [358pts]: Advanced targeting system [8pts], Ion accelerator [107pts], Target lock [12pts] . Drone Support, For the Greater Good, Nova Reactor, Riptide Shield Generator . 2 plasma rifles [22pts]: 2x Plasma rifle [22pts]
+ Fast Attack [100pts] +
Pathfinder Team [40pts] . Bonding Knife Ritual, Drone Support, For the Greater Good, Vanguard . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder Shas'ui [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine, Pulse pistol . . Markerlights
Vespid Stingwings [60pts] . Plunge from the Sky . Vespid Stingwing [15pts]: Neutron blaster . Vespid Stingwing [15pts]: Neutron blaster . Vespid Stingwing [15pts]: Neutron blaster . Vespid Strain Leader [15pts]: Neutron blaster
+ Heavy Support [189pts] +
XV88 Broadside Battlesuits [189pts] . Bonding Knife Ritual, Drone Support, For the Greater Good . Broadside Shas'vre [189pts]: Heavy rail rifle [63pts], Target lock [6pts] . . Two smart missile systems [40pts]: 2x Smart missile system [40pts]
+ Dedicated Transport [127pts] +
TY7 Devilfish [127pts]: Burst cannon [10pts] . Attached Drones (TX4 Piranha), Attached Drones (TY7 Devilfish), Explodes, Hover Tank, Turret Mounting . 2 Gun Drones [16pts]: MV1 Gun Drone [8pts], MV1 Gun Drone [8pts]
++ Profile Summary ++
. TY7 Devilfish (Transport): Capacity:A Devilfish can transport up to 12 INFANTRY or DRONE models. It cannot transport BATTLESUITS. It can transport only a single MB3 Recon Drone, but it does not count towards the total number of models embarked on the Devilfish. . Broadside Shas'vre: M:5"|WS:5+|BS:4+|S:5|T:5|W:6|A:3|Ld:8|Save:2+ . Fire Warrior: M:6"|WS:5+|BS:4+|S:3|T:3|W:1|A:1|Ld:6|Save:4+ . Fire Warrior Shas'ui: M:6"|WS:5+|BS:4+|S:3|T:3|W:1|A:2|Ld:7|Save:4+ . MV1 Gun Drone: M:8"|WS:5+|BS:5+|S:3|T:4|W:1|A:1|Ld:6|Save:4+ . MV36 Guardian Drone: M:8"|WS:5+|BS:5+|S:3|T:4|W:1|A:1|Ld:6|Save:4+ . Pathfinder: M:7"|WS:5+|BS:4+|S:3|T:3|W:1|A:1|Ld:6|Save:5+ . Pathfinder Shas'ui: M:7"|WS:5+|BS:4+|S:3|T:3|W:1|A:2|Ld:7|Save:5+ . TY7 Devilfish: M:*|WS:6+|BS:*|S:6|T:7|W:12|A:*|Ld:8|Save:3+ . Vespid Stingwing: M:14"|WS:4+|BS:4+|S:3|T:4|W:1|A:1|Ld:5|Save:4+ . Vespid Strain Leader: M:14"|WS:4+|BS:4+|S:3|T:4|W:1|A:2|Ld:8|Save:4+ . XV104 Riptide Battlesuit: M:*|WS:5+|BS:*|S:6|T:7|W:14|A:*|Ld:8|Save:2+ . XV86 Coldstar Commander: M:20"|WS:3+|BS:2+|S:5|T:5|W:6|A:4|Ld:9|Save:3+ . Advanced targeting system: Description:A model equipped with an advanced targeting system increases the AP characteristic of all its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2). . Shield generator: Description:A model with a shield generator has a 4+ invulnerable save. You cannot take this support system on a Riptide battlesuit. . Target lock: Description:A model with a target lock does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons. The model can also advance and fire Rapid Fire weapons, but must subtract 1 from its hit rolls when doing so. . Burst cannon: Range:18"|Type:Assault 4|S:5|AP:0|D:1|Abilities:- . Heavy rail rifle: Range:60"|Type:Heavy 2|S:8|AP:-4|D:D6|Abilities:For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage. . High-output burst cannon: Range:18"|Type:Assault 8|S:5|AP:0|D:1|Abilities:- . Ion accelerator (Nova-charge): Range:72"|Type:Heavy D6|S:9|AP:-3|D:3|Abilities:- . Ion accelerator (Overcharge): Range:72"|Type:Heavy D6|S:8|AP:-3|D:D3|Abilities:If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. . Ion accelerator (Standard): Range:72"|Type:Heavy 3|S:7|AP:-3|D:1|Abilities:- . Markerlight: Range:36"|Type:Heavy 1|S:-|AP:-|D:-|Abilities:See Markerlights. . Missile pod: Range:36"|Type:Assault 2|S:7|AP:-1|D:D3|Abilities:- . Neutron blaster: Range:18"|Type:Assault 2|S:5|AP:-2|D:1|Abilities:- . Photon grenade: Range:12"|Type:Grenade D6|S:-|AP:-|D:|Abilities:This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn. . Plasma rifle: Range:24"|Type:Rapid Fire 1|S:6|AP:-3|D:1|Abilities:- . Pulse blaster (Close range): Range:5"|Type:Assault 2|S:6|AP:-2|D:1|Abilities:- . Pulse blaster (Long range): Range:15"|Type:Assault 2|S:4|AP:0|D:1|Abilities:- . Pulse blaster (Medium range): Range:10"|Type:Assault 2|S:5|AP:-1|D:1|Abilities:- . Pulse carbine: Range:18"|Type:Assault 2|S:5|AP:0|D:1|Abilities:- . Pulse pistol: Range:12"|Type:Pistol 1|S:5|AP:0|D:1|Abilities:- . Smart missile system: Range:30"|Type:Heavy 4|S:5|AP:0|D:1|Abilities:Smart missile systems can target units that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. . TY7 Devilfish - Wound Track 1: Remaining W:7-12+|Characteristic 1:12"|Characteristic 2:4+|Characteristic 3:3 . TY7 Devilfish - Wound Track 2: Remaining W:4-6|Characteristic 1:6"|Characteristic 2:5+|Characteristic 3:D3 . TY7 Devilfish - Wound Track 3: Remaining W:1-3|Characteristic 1:3"|Characteristic 2:6+|Characteristic 3:1 . XV104 Riptide - Wound Track 1: Remaining W:7-14+|Characteristic 1:12"|Characteristic 2:4+|Characteristic 3:4 . XV104 Riptide - Wound Track 2: Remaining W:4-6|Characteristic 1:8"|Characteristic 2:5+|Characteristic 3:3 . XV104 Riptide - Wound Track 3: Remaining W:1-3|Characteristic 1:4"|Characteristic 2:5+|Characteristic 3:2
++ Selection Rules ++
. Attached Drones (TX4 Piranha): When a Piranha is set up, its accompanying Gun Drones are attached, and are treated as being embarked. Whilst the Gun Drones remain attached, the Piranha is considered to be equipped with the Drones' weapons in addition to its own.
Both Drones can detach at the start of any of your Movement phases by disembarking. From that point onwards, the Drones are treated as a separate unit. They cannot reattach during the battle.
. Attached Drones (TY7 Devilfish): When a Devilfish is set up, its accompanying Gun Drones are attached, and are treated as being embarked, though they do not count towards the total number of models embarked on the Devilfish. Whilst the Gun Drones remain attached, the Devilfish is considered to be equipped with the Drones' weapons in addition to its own.
Both Drones can detach at the start of any of your Movement phases by disembarking. From that point onwards, the Drones are treated as a separate unit. They cannot reattach during the battle.
. Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
. Coldstar: When this mode Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a D6.
. Drone Support: When a unit is set up, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
. For the Greater Good: When an enemy unit declares a charge, a unit with this ability that is within 6" of one of the charging unit's targets may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn.
. Guardian Field: Guardian Drones have a 5+ invulnerable save. Breacher Teams within 3" of any friendly Guardian Drone have a 5+ invulnerable save. Strike Teams within 3" of any friendly Guardian Drone have a 6+ invulnerable save.
. Hover Tank: Distances must be measured to and from the hull of this model rather than its base.
. Manta Strike: During deployment, you may set up Crisis Battlesuits in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases, they can use a Manta strike to enter the fray - set them up anywhere on the battlefield that is more than 9" from any enemy models.
. Markerlights: If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T'AU EMPIRE models have when shooting at a unit that has markerlight counters. All benefits are cumulative.
1 - You can re-roll to hit rolls of 1 for T'AU EMPIRE models attacking this unit. 2 - Destroyer and seeker missiles fired at this unit use the firing model's Ballistic Skill (and any modifiers) rather than only hitting on a 6. 3 - T'AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons. 4 - The target unit does not gain any bonus to its saving throws for being in cover. 5 or more - Add 1 to hit rolls for T'AU EMPIRE models attacking this unit.
. Master of War: Once per battle, at the beginning of your turn, a friendly COMMANDER can declare either Kauyon or Mont'ka.
Kauyon: Until the end of the turn, you can re-roll failed hit rolls for friendly TAU EMPIRE units within 6", but these units cannot move for any reason. Mont'ka: Friendly TAU EMPIRE units within 6" can both Advance and shoot as if they hadn't moved this turn.
. Nova Reactor: In your Movement phase you can choose to use a Riptide Shas'vre's Nova Reactor. If you do, the Riptide Shas'vre suffers a mortal wound. Choose one of the following effects to last until the beginning of your next turn.
Nova Shield: The Riptide Shas'vre has a 3+ invulnerable save. Boost: The Riptide Shas'vre can move 2D6" in your charge phase (even if it doesn't declare a charge). Nova-charge: The Riptide Shas'vre's ion accelerator or heavy burst cannon can fire using its nova-charge profile.
. Plunge from the Sky: During deployment, you can set up a unit of Vespid Stingwings high in the sky, instead of placing them on the battlefield. If you do so, they can plunge from the sky at the end of any of your Movement phases - set them up anywhere that is more than 9" from any enemy models.
. Pulse blaster: When attacking with this weapon, choose one of the profiles below.
. Riptide Shield Generator: A Riptide Shas'vre has a 5+ invulnerable save.
. Saviour Protocols: If a DRONES unit is within 3" of a friendly T'AU EMPIRE INFANTRY or BATTLESUIT unit, you can choose to allocate any wounds to the Drones instead of the target unit.
. Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you may choose which is targeted.
. Turret Mounting: Units attacked by a Devilfish with an MB3 Recon Drone embarked within it do not gain any bonus to their saving throws for being in cover.
. Vanguard: At the start of the first battle round but before the first turn begins, you can move this unit up to 7". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
Seconde Liste - Patrol Detachment 2:
+++ Tau V8 2nd (Warhammer 40,000 8th Edition) [1000pts] +++
++ Patrol Detachment (T'au Empire) [1000pts] ++
+ HQ [209pts] +
Cadre Fireblade [58pts]: Markerlight [3pts], MV1 Gun Drone [8pts], MV1 Gun Drone [8pts] . For the Greater Good, Markerlights, Volley Fire
Commander Farsight [151pts] . For the Greater Good, Genius of Mont'ka, Manta Strike, Master of War (Commander Farsight), Shield Generator, Way of the Short Blade
+ Troops [192pts] +
Strike Team [96pts] . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior Shas'ui [8pts]: Pulse pistol, Pulse rifle
Strike Team [96pts] . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior Shas'ui [8pts]: Pulse pistol, Pulse rifle
+ Elites [294pts] +
XV8 Crisis Battlesuits [294pts] . Bonding Knife Ritual, For the Greater Good, Manta Strike . Crisis Shas'ui [98pts]: Advanced targeting system [8pts], 2x Missile pod [48pts] . Crisis Shas'ui [98pts]: Advanced targeting system [8pts], 2x Missile pod [48pts] . Crisis Shas'vre [98pts]: Advanced targeting system [8pts], 2x Missile pod [48pts]
+ Fast Attack [142pts] +
Pathfinder Team [75pts]: MV31 Pulse Accelerator Drone [8pts] . Bonding Knife Ritual, Drone Support, For the Greater Good, Pulse Accelerator, Saviour Protocols, Vanguard . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder Shas'ui [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine, Pulse pistol . . Markerlights . Pathfinder w/ Special Weapon [27pts]: Rail rifle [22pts]
Pathfinder Team [67pts] . Bonding Knife Ritual, Drone Support, For the Greater Good, Vanguard . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder Shas'ui [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine, Pulse pistol . . Markerlights . Pathfinder w/ Special Weapon [27pts]: Rail rifle [22pts]
+ Flyer [163pts] +
AX39 Sun Shark Bomber [163pts]: Markerlight [3pts], Missile pod [24pts], 2x Seeker missile [10pts] . Airborne, Attached Drones (AX39 Sun Shark Bomber), Crash and Burn, Hard to Hit, Markerlights, Pulse Bombs, Supersonic . MV17 Interceptor Drone [22pts]: Ion rifle [7pts] . . For the Greater Good, Saviour Protocols . MV17 Interceptor Drone [22pts]: Ion rifle [7pts] . . For the Greater Good, Saviour Protocols
++ Profile Summary ++
. AX39 Sun Shar Bomber: M:*|WS:6+|BS:*|S:6|T:6|W:12|A:*|Ld:6|Save:4+ . Cadre Fireblade: M:6"|WS:3+|BS:2+|S:3|T:3|W:5|A:3|Ld:8|Save:4+ . Commander Farsight: M:8"|WS:2+|BS:2+|S:5|T:5|W:6|A:4|Ld:9|Save:3+ . Crisis Shas'ui: M:8"|WS:5+|BS:4+|S:5|T:5|W:3|A:2|Ld:7|Save:3+ . Crisis Shas'vre: M:8"|WS:5+|BS:4+|S:5|T:5|W:3|A:3|Ld:8|Save:3+ . Fire Warrior: M:6"|WS:5+|BS:4+|S:3|T:3|W:1|A:1|Ld:6|Save:4+ . Fire Warrior Shas'ui: M:6"|WS:5+|BS:4+|S:3|T:3|W:1|A:2|Ld:7|Save:4+ . MV1 Gun Drone: M:8"|WS:5+|BS:5+|S:3|T:4|W:1|A:1|Ld:6|Save:4+ . MV17 Interceptor Drone: M:20"|WS:5+|BS:5+|S:3|T:4|W:1|A:1|Ld:6|Save:4+ . MV31 Pulse Accelerator Drone: M:8"|WS:5+|BS:5+|S:3|T:4|W:1|A:1|Ld:6|Save:4+ . Pathfinder: M:7"|WS:5+|BS:4+|S:3|T:3|W:1|A:1|Ld:6|Save:5+ . Pathfinder Shas'ui: M:7"|WS:5+|BS:4+|S:3|T:3|W:1|A:2|Ld:7|Save:5+ . Advanced targeting system: Description:A model equipped with an advanced targeting system increases the AP characteristic of all its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2). . Dawn blade: Range:Melee|Type:Melee|S:User|AP:-4|D:D3|Abilities:- . Ion rifle (Standard): Range:30"|Type:Rapid Fire 1|S:7|AP:-1|D:1|Abilities:- . Ion rifle(Overcharge): Range:30"|Type:Heavy D3|S:8|AP:-1|D:1|Abilities:If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. . Markerlight: Range:36"|Type:Heavy 1|S:-|AP:-|D:-|Abilities:See Markerlights. . Missile pod: Range:36"|Type:Assault 2|S:7|AP:-1|D:D3|Abilities:- . Photon grenade: Range:12"|Type:Grenade D6|S:-|AP:-|D:|Abilities:This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn. . Plasma rifle: Range:24"|Type:Rapid Fire 1|S:6|AP:-3|D:1|Abilities:- . Pulse carbine: Range:18"|Type:Assault 2|S:5|AP:0|D:1|Abilities:- . Pulse pistol: Range:12"|Type:Pistol 1|S:5|AP:0|D:1|Abilities:- . Pulse rifle: Range:30"|Type:Rapid Fire 1|S:5|AP:0|D:1|Abilities:- . Rail rifle: Range:30"|Type:Rapid Fire 1|S:6|AP:-4|D:D3|Abilities:For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage. . Seeker missile: Range:72"|Type:Heavy 1|S:-|AP:-|D:|Abilities:A unit hit by this weapon suffers a mortal wounds. Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model's Ballistic Skill or any modifiers. . AX39 Sun Shark Bomber - Wound Track 1: Remaining W:7-12+|Characteristic 1:20-50"|Characteristic 2:4+|Characteristic 3:3 . AX39 Sun Shark Bomber - Wound Track 2: Remaining W:4-6|Characteristic 1:20-30"|Characteristic 2:5+|Characteristic 3:D3 . AX39 Sun Shark Bomber - Wound Track 3: Remaining W:1-3|Characteristic 1:20-25"|Characteristic 2:5+|Characteristic 3:1
++ Selection Rules ++
. Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
. Attached Drones (AX39 Sun Shark Bomber): When a Sun Shark Bomber is set up, its accompanying Interceptor Drones are attached, and are treated as being embarked. Whilst the Interceptor Drones remain attached, the Sun Shark Gunship is considered to be equipped with the Drones' weapons in addition to its own. However, a hit roll of 1 when firing the ion rifle on overcharge setting results in one of the Drones being slain rather than the Sun Shark Bomber.
Both Drones can detach at the start of any of your Movement phases by disembarking. From that point onwards, the Drones are treated as a separate unit. They cannot reattach during the battle.
. Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
. Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
. Drone Support: When a unit is set up, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
. For the Greater Good: When an enemy unit declares a charge, a unit with this ability that is within 6" of one of the charging unit's targets may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn.
. Genius of Mont'ka: Once per battle, Commander Farsight can declare Mont'ka even if Kauyon or Mont'ka has already been declared. Mont'ka and Kauyon cannot both be declared in the same turn.
. Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
. Manta Strike: During deployment, you may set up Crisis Battlesuits in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases, they can use a Manta strike to enter the fray - set them up anywhere on the battlefield that is more than 9" from any enemy models.
. Markerlights: If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T'AU EMPIRE models have when shooting at a unit that has markerlight counters. All benefits are cumulative.
1 - You can re-roll to hit rolls of 1 for T'AU EMPIRE models attacking this unit. 2 - Destroyer and seeker missiles fired at this unit use the firing model's Ballistic Skill (and any modifiers) rather than only hitting on a 6. 3 - T'AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons. 4 - The target unit does not gain any bonus to its saving throws for being in cover. 5 or more - Add 1 to hit rolls for T'AU EMPIRE models attacking this unit.
. Master of War (Commander Farsight): Once per battle, at the beginning of your turn, a friendly COMMANDER can declare either Kauyon or Mont'ka.
Kauyon: Until the end of the turn, you can re-roll failed hit rolls for friendly FARSIGHT ENCLAVES units within 6", but these units cannot move for any reason. Mont'ka: Friendly FARSIGHT ENCLAVES units within 6" can both Advance and shoot as if they hadn't moved this turn.
. Pulse Accelerator: T'AU EMPIRE INFANTRY units within 3" of a friendly Pulse Accelerator Drone have the range of their pulse pistols, pulse carbines and pulse rifles increased by 6".
. Pulse Bombs: A Sun Shark Bomber may drop one pulse bomb as it flies over enemy units in its Movement phase.To do so, after the model has moved, target one enemy unit that it flew over. Then, roll a D6 for each model in that unit (up to a maximum of 10), adding 1 to the result if the enemy model is INFANTRY. For each roll of 5+, the target unit suffers 1 mortal wound.
. Saviour Protocols: If a DRONES unit is within 3" of a friendly T'AU EMPIRE INFANTRY or BATTLESUIT unit, you can choose to allocate any wounds to the Drones instead of the target unit.
. Shield Generator: This model has a 4+ invulnerable save.
. Supersonic: Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
. Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you may choose which is targeted.
. Vanguard: At the start of the first battle round but before the first turn begins, you can move this unit up to 7". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
. Volley Fire: Models in units within 6" of any friendly Cadre FIreblade may fire an extra shot with pulse pistols, pulse carbines and pulse rifles when shooting at a target within half of the weapon's range.
. Way of the Short Blade: You can re-roll hit rolls of 1 for friendly FARSIGHT ENCLAVES units within 6" of Commander Farsight in the Fight phase (or any phase if the target is an ORK unit).
Troisième Liste : - Vanguard Detachment 3:
+++ Tau V8 3rd (Warhammer 40,000 8th Edition) [999pts] +++
++ Vanguard Detachment (T'au Empire) [999pts] ++
+ HQ [156pts] +
Commander [156pts]: Advanced targeting system [8pts], 3x Missile pod [72pts] . For the Greater Good, Manta Strike, Master of War
+ Troops [96pts] +
Strike Team [96pts] . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior [8pts]: Pulse rifle . Fire Warrior Shas'ui [8pts]: Pulse rifle
+ Elites [605pts] +
XV25 Stealth Battlesuits [124pts] . Bonding Knife Ritual, Camouflage Fields, For the Greater Good, Infiltrator . Stealth Shas'ui [35pts]: Burst cannon [10pts] . Stealth Shas'ui [35pts]: Burst cannon [10pts] . Stealth Shas'vre [54pts]: Fusion blaster [21pts], MV1 Gun Drone [8pts]
XV8 Crisis Battlesuits [302pts] . Bonding Knife Ritual, For the Greater Good, Manta Strike . Crisis Shas'ui [98pts]: Advanced targeting system [8pts], 2x Missile pod [48pts] . Crisis Shas'ui [98pts]: Advanced targeting system [8pts], 2x Missile pod [48pts] . Crisis Shas'ui [106pts]: Advanced targeting system [8pts], 2x Missile pod [48pts], MV1 Gun Drone [8pts]
XV95 Ghostkeel Battlesuit [179pts]: Advanced targeting system [8pts], Counterfire defence system [5pts], Fusion collider [44pts], 2x MV5 Stealth Drone [20pts] . Drone Support, For the Greater Good, Ghostkeel Electrowarfare Suite, Infiltrator, Saviour Protocols, Stealth Field . 2 burst cannons [20pts]: 2x Burst cannon [20pts]
+ Fast Attack [142pts] +
Pathfinder Team [75pts]: MV31 Pulse Accelerator Drone [8pts] . Bonding Knife Ritual, Drone Support, For the Greater Good, Pulse Accelerator, Saviour Protocols, Vanguard . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder Shas'ui [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder w/ Special Weapon [27pts]: Rail rifle [22pts]
Pathfinder Team [67pts] . Bonding Knife Ritual, Drone Support, For the Greater Good, Vanguard . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder Shas'ui [8pts]: Markerlight [3pts], Photon grenades, Pulse carbine . . Markerlights . Pathfinder w/ Special Weapon [27pts]: Rail rifle [22pts]
++ Profile Summary ++
. Commander: M:8"|WS:3+|BS:2+|S:5|T:5|W:6|A:4|Ld:9|Save:3+ . Crisis Shas'ui: M:8"|WS:5+|BS:4+|S:5|T:5|W:3|A:2|Ld:7|Save:3+ . Fire Warrior: M:6"|WS:5+|BS:4+|S:3|T:3|W:1|A:1|Ld:6|Save:4+ . Fire Warrior Shas'ui: M:6"|WS:5+|BS:4+|S:3|T:3|W:1|A:2|Ld:7|Save:4+ . MV1 Gun Drone: M:8"|WS:5+|BS:5+|S:3|T:4|W:1|A:1|Ld:6|Save:4+ . MV31 Pulse Accelerator Drone: M:8"|WS:5+|BS:5+|S:3|T:4|W:1|A:1|Ld:6|Save:4+ . MV5 Stealth Drone: M:12"|WS:5+|BS:5+|S:4|T:4|W:1|A:1|Ld:6|Save:4+ . Pathfinder: M:7"|WS:5+|BS:4+|S:3|T:3|W:1|A:1|Ld:6|Save:5+ . Pathfinder Shas'ui: M:7"|WS:5+|BS:4+|S:3|T:3|W:1|A:2|Ld:7|Save:5+ . Stealth Shas'ui: M:8"|WS:5+|BS:4+|S:4|T:4|W:2|A:2|Ld:7|Save:3+ . Stealth Shas'vre: M:8"|WS:5+|BS:4+|S:4|T:4|W:2|A:3|Ld:8|Save:3+ . XV95 Ghostkeel: M:*|WS:5+|BS:*|S:6|T:6|W:10|A:*|Ld:8|Save:3+ . Advanced targeting system: Description:A model equipped with an advanced targeting system increases the AP characteristic of all its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2). . Counterfire defence system: Description:A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch. . Burst cannon: Range:18"|Type:Assault 4|S:5|AP:0|D:1|Abilities:- . Fusion blaster: Range:18"|Type:Assault 1|S:8|AP:-4|D:D6|Abilities:If the target is within galf range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. . Fusion collider: Range:18"|Type:Heavy D3|S:8|AP:-4|D:D6|Abilities:If the target is within galf range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. . Markerlight: Range:36"|Type:Heavy 1|S:-|AP:-|D:-|Abilities:See Markerlights. . Missile pod: Range:36"|Type:Assault 2|S:7|AP:-1|D:D3|Abilities:- . Photon grenade: Range:12"|Type:Grenade D6|S:-|AP:-|D:|Abilities:This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn. . Pulse carbine: Range:18"|Type:Assault 2|S:5|AP:0|D:1|Abilities:- . Pulse rifle: Range:30"|Type:Rapid Fire 1|S:5|AP:0|D:1|Abilities:- . Rail rifle: Range:30"|Type:Rapid Fire 1|S:6|AP:-4|D:D3|Abilities:For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage. . XV95 Ghostkeel - Wound Track 1: Remaining W:6-10+|Characteristic 1:12"|Characteristic 2:4+|Characteristic 3:3 . XV95 Ghostkeel - Wound Track 2: Remaining W:3-5|Characteristic 1:8"|Characteristic 2:5+|Characteristic 3:2 . XV95 Ghostkeel - Wound Track 3: Remaining W:1-2|Characteristic 1:4"|Characteristic 2:5+|Characteristic 3:1
++ Selection Rules ++
. Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
. Camouflage Fields: Your opponent must subtract 1 from all hit rolls for attacks that target this unit.
. Drone Support: When a unit is set up, any accompanying Drones must be placed in unit coherency with it. From that point onwards, the accompanying Drones are treated as a separate unit.
. For the Greater Good: When an enemy unit declares a charge, a unit with this ability that is within 6" of one of the charging unit's targets may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn.
. Ghostkeel Electrowarfare Suite: Your opponent must subtract 1 from hit rolls for models attacking a Ghostkeel Shas'vre from more than 12" away.
. Infiltrator: During deployment, this unit can be set up anywhere on the battlefield that is not within your opponent's deployment zone and is more than 12" from any enemy unit.
. Manta Strike: During deployment, you may set up Crisis Battlesuits in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases, they can use a Manta strike to enter the fray - set them up anywhere on the battlefield that is more than 9" from any enemy models.
. Markerlights: If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T'AU EMPIRE models have when shooting at a unit that has markerlight counters. All benefits are cumulative.
1 - You can re-roll to hit rolls of 1 for T'AU EMPIRE models attacking this unit. 2 - Destroyer and seeker missiles fired at this unit use the firing model's Ballistic Skill (and any modifiers) rather than only hitting on a 6. 3 - T'AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons. 4 - The target unit does not gain any bonus to its saving throws for being in cover. 5 or more - Add 1 to hit rolls for T'AU EMPIRE models attacking this unit.
. Master of War: Once per battle, at the beginning of your turn, a friendly COMMANDER can declare either Kauyon or Mont'ka.
Kauyon: Until the end of the turn, you can re-roll failed hit rolls for friendly TAU EMPIRE units within 6", but these units cannot move for any reason. Mont'ka: Friendly TAU EMPIRE units within 6" can both Advance and shoot as if they hadn't moved this turn.
. Pulse Accelerator: T'AU EMPIRE INFANTRY units within 3" of a friendly Pulse Accelerator Drone have the range of their pulse pistols, pulse carbines and pulse rifles increased by 6".
. Saviour Protocols: If a DRONES unit is within 3" of a friendly T'AU EMPIRE INFANTRY or BATTLESUIT unit, you can choose to allocate any wounds to the Drones instead of the target unit.
. Stealth Field: Models shooting at a Stealth Drone or any Ghostkeel Battlesuit within 3" of a friendly Stealth Drone subtract 1 from their hit rolls (This is cumulative with the Ghostkeel Electrowarfare Suite ability).
. Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you may choose which is targeted.
. Vanguard: At the start of the first battle round but before the first turn begins, you can move this unit up to 7". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
Dernière édition par Alvi le Ven 2 Juin - 12:57, édité 1 fois | |
| | | Malthus Conseil Suprême
Nombre de messages : 4201 Age : 40 Humeur : no more scatter dice? Date d'inscription : 12/11/2009
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Jeu 1 Juin - 12:36 | |
| Marrant le pulse pistol sur shas'ui, qui pourra taper à F5 au cac? ^^' - Citation :
- Advanced targeting system: Description:A model equipped with an advanced targeting system increases the AP characteristic of all its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).
Pour 8pts cet upgrade semble un auto-include sur les unités d'élite. Contrairement à l'injecteur qui me semble peu intéressant (une chance sur 6 d'ignorer une blessure mortelle). Tu as utilisé un list maker qui a déjà intégré les codex V8? Si oui lequel? _________________ Si tu mets de l'eau dans un vase elle devient le vase. Si tu met de l'eau dans une tasse elle devient la tasse. L'eau peut couler. L'eau peut se briser. Sois comme l'eau mon ami. Bruce Lee. Mon armée Mon blog | |
| | | Alvi Shas'la
Nombre de messages : 265 Age : 45 Date d'inscription : 16/02/2016
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Jeu 1 Juin - 13:04 | |
| - Malthus a écrit:
- Marrant le pulse pistol sur shas'ui, qui pourra taper à F5 au cac? ^^'
- Citation :
- Advanced targeting system: Description:A model equipped with an advanced targeting system increases the AP characteristic of all its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).
Pour 8pts cet upgrade semble un auto-include sur les unités d'élite. Contrairement à l'injecteur qui me semble peu intéressant (une chance sur 6 d'ignorer une blessure mortelle).
Tu as utilisé un list maker qui a déjà intégré les codex V8? Si oui lequel? Je peux essayer de voir à prendre l'ATS sur la Riptide mais ça me ferait 1pt de trop ^^ Pour le list maker, j'ai utilisé la dernière version ALPHA de Battlescribe et nous sommes plusieurs à travailler sur les catalogues de données pour la V8. Je dois corriger des choses dans l'index T'au : la riptide n'a pas la bonne valeur en points par exemple https://github.com/BSData/wh40k/tree/40k8eprep | |
| | | kielran Mentor Kroot
Nombre de messages : 178 Date d'inscription : 22/09/2010
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Ven 2 Juin - 2:12 | |
| C est generateur de liste ou c est fait maison ? | |
| | | Alvi Shas'la
Nombre de messages : 265 Age : 45 Date d'inscription : 16/02/2016
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Ven 2 Juin - 2:31 | |
| C'est un outil pour construire ses listes : https://github.com/BattleScribe/Desktop-Alphas/issues/133 | |
| | | Alvi Shas'la
Nombre de messages : 265 Age : 45 Date d'inscription : 16/02/2016
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Ven 2 Juin - 12:58 | |
| Edition du premier post avec les 3 listes que je compte jouer demain. | |
| | | kaliasfr Shas'ui
Nombre de messages : 726 Date d'inscription : 27/04/2016
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Ven 2 Juin - 13:41 | |
| HS au sujet de battlescribe.
J'ai un peu fouillé partout, mais je n'ai pas réussi à trouver le lien pour télécharger le ficher .bsi de la V8.
Tu l'aurais s'il te plait ? | |
| | | Endloril Shas'la
Nombre de messages : 427 Date d'inscription : 12/12/2016
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Ven 2 Juin - 14:07 | |
| | |
| | | Alvi Shas'la
Nombre de messages : 265 Age : 45 Date d'inscription : 16/02/2016
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Ven 2 Juin - 14:47 | |
| - kaliasfr a écrit:
- HS au sujet de battlescribe.
J'ai un peu fouillé partout, mais je n'ai pas réussi à trouver le lien pour télécharger le ficher .bsi de la V8.
Tu l'aurais s'il te plait ? 1) Vous téléchargez/installez et lancez la version ALPHA de Battlescribe. 2) Ensuite avec l'explorateur Windows vous allez dans le dossier C:\Utilisateurs\"votre nom d'utilisateur"\BattleScribe_ALPHA\data 3) Vous créez un dossier s'appelant exactement "Warhammer 40,000 8th Edition" 4) Vous téléchargez le fichier suivant https://github.com/BSData/wh40k/archive/40k8eprep.zip (venant du fork des données 40K pour la V8 https://github.com/BSData/wh40k/tree/40k8eprep) 5) Vous dézippez le contenu du fichier en question dans le répertoire "Warhammer 40,000 8th Edition" que vous avez créé précédemment (le fichier zip contient le.gst de 40K v8 et les .cat de chaque faction) 6) Vous relancez Battlescribe et voilà ! A noter que pour 40K V7 il faudra réindiquer à Battlescribe l'url du fichier BSI correspondant. | |
| | | Malthus Conseil Suprême
Nombre de messages : 4201 Age : 40 Humeur : no more scatter dice? Date d'inscription : 12/11/2009
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Sam 3 Juin - 17:51 | |
| Merci Alvi! Je viens de faire une liste et c'est fou comme 3000pts c'est le nouveau 2000pts. Blague à part ça reste un chiffre sur lequel les 2 joueurs doivent s'entendre. _________________ Si tu mets de l'eau dans un vase elle devient le vase. Si tu met de l'eau dans une tasse elle devient la tasse. L'eau peut couler. L'eau peut se briser. Sois comme l'eau mon ami. Bruce Lee. Mon armée Mon blog | |
| | | Endloril Shas'la
Nombre de messages : 427 Date d'inscription : 12/12/2016
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Mar 6 Juin - 16:21 | |
| J'ai l'impression qu'il y a des erreurs dans la troisième liste.
Je pense que tu ne dois pas ajouter les 3 points des Markerlight car ils sont compris dans le profile et tu dois prendre soit 5 soit 10 Pathfinders (pour cette dernière je ne suis pas certains)
Edit 1 J'ai l’impression que je me trompe en fait, quelqu'un pourrait me confirmer qu'il est nécessaire de compter les 3 points de Markerlight ?
Edit 2 Effectivement je dis n'importe quoi, on doit mettre le 3 points en plus. Par contre pas certains si on peut prendre autres choses que des pack de 5 ou 10
Edit 3 Donc à priori, on peut avoir 6 - 7 - 8 - 9 Pathfinder par exemple mais si on passe de 5 à 6 on doit rajouter 3 PP d'office meme si on en prend pas 5 de plus. | |
| | | Alvi Shas'la
Nombre de messages : 265 Age : 45 Date d'inscription : 16/02/2016
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Mar 6 Juin - 18:08 | |
| - Endloril a écrit:
- J'ai l'impression qu'il y a des erreurs dans la troisième liste.
Je pense que tu ne dois pas ajouter les 3 points des Markerlight car ils sont compris dans le profile et tu dois prendre soit 5 soit 10 Pathfinders (pour cette dernière je ne suis pas certains)
Edit 1 J'ai l’impression que je me trompe en fait, quelqu'un pourrait me confirmer qu'il est nécessaire de compter les 3 points de Markerlight ?
Edit 2 Effectivement je dis n'importe quoi, on doit mettre le 3 points en plus. Par contre pas certains si on peut prendre autres choses que des pack de 5 ou 10
Edit 3 Donc à priori, on peut avoir 6 - 7 - 8 - 9 Pathfinder par exemple mais si on passe de 5 à 6 on doit rajouter 3 PP d'office meme si on en prend pas 5 de plus. C'est beau d'arriver à répondre soi-même à ses interrogations Je suis d'accord avec tes conclusions Donc sinon, au final j'ai affronté 1000pts de Tyranids composés d'un gros groupe de Genestealers accompagnés par un Broodlord (Seigneur de guerre), de gaunts, de guerriers, de rôdeurs, d'un Carnifex et d'un Lictor. Je jouais avec ma liste 4 (pas listée ici) composée d'un Cadre Fireblade, d'un Ethéré, de 3 escouades de 5 guerriers de feu, de 2 escouades de 6 cibleurs + 3 armes spéciales (3 ions, 3 rail), d'un groupe de 6 Stealth (dont 1 fuseur) et d'une Broadside Rail, le tout saupoudré de quelques Gun drones, 2 missiles drones, et les drones spéciaux des cibleurs. On tire une mission Eternal War où l'on dispose 4 objectifs (on en met un dans chaque 1/4 de table) qui valent 3pts chacun à la fin de la bataille. Mon adversaire termine son déploiement en premier (il a quelques réserves) et logiquement doit commencer...mais je lui prends l'initiative sur un magnifique 6 Au premier tour, je lui élimine les 3/4 de ses Genestealers ainsi qu'un groupe de Guerriers (ce qui lui imposera des comportements instinctifs sur quelques unités). Je ne vais pas tout décrire ici mais en résumé il y a eu un peu de malchance chez mon adversaire : Carnifex qui rate sa charge 2 fois, Lictor qui se fait tuer au corps à corps par des drones, Rôdeurs qui n'ont jamais pu atteindre mes Stealth et un Broodlord qui tape ma Broadside et lui inflige 2 blessures qui seront allouées sur les missiles drones (la tronche de mon pote sur ce coup vu les dégâts que cela aurait du faire sur la Broad :p), ma Broadside qui désengage, le Brood qui se fait sérieusement tirer dessus du coup puis qui charge à nouveau au tour d'après, qui échoue toutes ses frappes sur la Broadside qui du coup lui élimine le dernier PV du Tyranid d'un coup de boule bien placé ^____^ Abandon des Nids à la fin du tour 4 Le second combat était contre une armée Nécron : je jouais la liste 3. Mon adversaire avait une unité de 10 Immortels, 2 unité de 5 snipers, 1 véhicule avec 20 tirs, 1 Cryptek, Anrakyr (en seigneur de guerre) et une unité de 20 guerriers. On a joué la mission Relique et c'était plutôt à sens unique : protocole de réanimation à 4+, CT augmentée de 2 grâce au Cryptek et Anrakyr sur les guerriers, les snipers qui ne ratent rien et font des 6 pour blesser sur ma Ghostkeel, le tir F10 (qui n'est plus unique) d'Anrakyr, etc. Au premier tour, une unité complète de cibleurs disparait et ma Ghostkeel perd 4PV. J'arrive à éliminer tous les Immortels et le véhicule mais impossible de faire quoi que ce soit contre les Guerriers vu leur nombre et le protocole à 4+. Au final ceux qui s'en sont le mieux sortis c'est mon unité de 12 guerriers de feu et le fusil rail des cibleurs. Je suis allé chercher la relique mais impossible de la conserver, une salve de tirs et piouf l'unité était vaporisée. Je constate tout de même un bon up de l'infanterie GdF et cibleurs, les armes spé (surtout le fusil rail) sont bien plus intéressantes, les drones spé (pulse accelerator) sont utiles et sont en synergie avec le Cadre Fireblade par exemple pour améliorer le nombre de tirs et la distance de mi-portée des GdF. J'ai beaucoup aimé les Stealths également. Assez déçu par les Crisis missiles et la Broadside pour le coup vu leur prix en jeu mais cela nécessite plus de tests. | |
| | | Kurkulem Carnivore Kroot
Nombre de messages : 80 Date d'inscription : 06/02/2015
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Mar 6 Juin - 20:55 | |
| - Citation :
- CT augmentée de 2 grâce au Cryptek et Anrakyr sur les guerriers
Je crois que tu t'es fais un peu dauber, le cryptek ne file pas ce bonus, et si jamais tu t'es trompé de perso les règles bloquent la possibilité de mettre 2 fois ce buff sur la même unité. Mais bon la différence aurait peut être pas été flagrante^^ Merci pour ces premiers rapports, ça conforte les premières impressions. | |
| | | Malthus Conseil Suprême
Nombre de messages : 4201 Age : 40 Humeur : no more scatter dice? Date d'inscription : 12/11/2009
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Mar 6 Juin - 21:21 | |
| - Citation :
Assez déçu par les Crisis missiles Réflexion faite l'ATS ne semble pas indispensable sur les crisis. Le plasma est parait vraiment cheap comparé aux autres armes et passer -3 à -4 PA pas un gain si énorme (comme de F6 à F7 ). Amha avec les crisis il faudra jouer sur la synergie avec les drones(contrôleur) ainsi que sur la mobilité(Target Lock). Tout de même surpris que les missiles+ATS ne t'ai pas conquis...en même temps, même en V7 je trouvais qu'une unité de 3 c'était limité niveau output. Merci pour ces retours riches d'enseignements! _________________ Si tu mets de l'eau dans un vase elle devient le vase. Si tu met de l'eau dans une tasse elle devient la tasse. L'eau peut couler. L'eau peut se briser. Sois comme l'eau mon ami. Bruce Lee. Mon armée Mon blog | |
| | | Endloril Shas'la
Nombre de messages : 427 Date d'inscription : 12/12/2016
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Mar 6 Juin - 21:37 | |
| Il fait quoi le target lock déjà ? | |
| | | Alvi Shas'la
Nombre de messages : 265 Age : 45 Date d'inscription : 16/02/2016
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Mer 7 Juin - 0:29 | |
| - Kurkulem a écrit:
-
- Citation :
- CT augmentée de 2 grâce au Cryptek et Anrakyr sur les guerriers
Je crois que tu t'es fais un peu dauber, le cryptek ne file pas ce bonus, et si jamais tu t'es trompé de perso les règles bloquent la possibilité de mettre 2 fois ce buff sur la même unité. Mais bon la différence aurait peut être pas été flagrante^^
Merci pour ces premiers rapports, ça conforte les premières impressions. Après discussion et vérification, en fait son cryptek était Nemesor Zahndrek qui en faisant un bon jet de dés dans la table Transient Madness et en utilisant la capacité My Will Be Done peut donner un +2 à la CT. Par contre, au final mon adversaire n'avait pas de 4+ au Protocole de Réanimation... | |
| | | Kurkulem Carnivore Kroot
Nombre de messages : 80 Date d'inscription : 06/02/2015
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Mer 7 Juin - 1:20 | |
| A oui combo un peu chanceux effectivement c'est la seul possibilité d'aller chercher le +2! Mais bon ce sont des erreurs pardonnables pour ces premières parties . Tu a réussi à lui bloquer son protocole en décimant des escouades entières? Comment t'es tu servi des fusils rail (les cibles, positionnement en tir rapide) ? Je fais ma première partie jeudi je partagerai également! | |
| | | Alvi Shas'la
Nombre de messages : 265 Age : 45 Date d'inscription : 16/02/2016
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Mer 7 Juin - 11:27 | |
| - Kurkulem a écrit:
- A oui combo un peu chanceux effectivement c'est la seul possibilité d'aller chercher le +2! Mais bon ce sont des erreurs pardonnables pour ces premières parties . Tu a réussi à lui bloquer son protocole en décimant des escouades entières? Comment t'es tu servi des fusils rail (les cibles, positionnement en tir rapide) ? Je fais ma première partie jeudi je partagerai également!
Il n'y a que l'unité d'Immortels que j'ai réussi à éliminer entièrement (suffisamment de pertes lui ont fait échoué son test de Moral qui a retiré les figurines restantes). Pour les fusils rail, contre les nécrons, j'ai visé son véhicule puis ses snipers. Contre les Tyranids, j'ai concentré les tirs sur le Carnifex, ce qui a plutôt été efficace. Je n'ai pas cherché à bénéficier du Tir Rapide, mais c'est venu par la force des choses car les Nids avancent bien vite Si tu affrontes du Nids/Nécrons/Orks, je ne peux que te conseiller d'amener un Sunshark Bomber et de viser les unités à 10+ figurines | |
| | | Malthus Conseil Suprême
Nombre de messages : 4201 Age : 40 Humeur : no more scatter dice? Date d'inscription : 12/11/2009
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Mer 7 Juin - 15:16 | |
| @Endoril Le Target Lock permet de te déplacer de D6ps de plus pendant la phase de mouvement et de tirer full CT avec armes d'assaut et -1CT avec des armes à tir rapide...donc un bon upgrade pour crisis en mal de mobilité. Par contre l'efficacité du plasma risque d'en pâtir. _________________ Si tu mets de l'eau dans un vase elle devient le vase. Si tu met de l'eau dans une tasse elle devient la tasse. L'eau peut couler. L'eau peut se briser. Sois comme l'eau mon ami. Bruce Lee. Mon armée Mon blog | |
| | | Endloril Shas'la
Nombre de messages : 427 Date d'inscription : 12/12/2016
| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids Mer 7 Juin - 15:41 | |
| - Malthus a écrit:
- @Endoril
Le Target Lock permet de te déplacer de D6ps de plus pendant la phase de mouvement et de tirer full CT avec armes d'assaut et -1CT avec des armes à tir rapide...donc un bon upgrade pour crisis en mal de mobilité.
Par contre l'efficacité du plasma risque d'en pâtir. J'ai eu l'occasion d'avoir le livre de règle FR ce matin en main et effectivement je ne comprenais pas le terme Advance mais ça correspond à l'avancé lors de la phase de mouvement ;-) Sinon oui du coup c'est pas super utile avec les plasma je trouve car on perd en CT en cas de d'Avancé. D'après moi on ne devra pas utiliser d'Avancé avec les Crisis Plasmas sauf si on sait que l'on ne tirera pas avec ceux-ci. | |
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| Sujet: Re: [V8] [1000pts] Detachments vs Orks et vs Tyranids | |
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| | | | [V8] [1000pts] Detachments vs Orks et vs Tyranids | |
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