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#1 (permalink) |
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Shas'Saal
![]() Join Date: Jun 2009
Location: morthamptonshire
Posts: 180
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one question, how do you kill it?
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#2 (permalink) |
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Shas'Ui
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If you're in apocalypse, go with Hydras. They should deal with it easily.
Outside of apocalypse (which it really shouldn't be used in unless you have AA, you can deny permission for them to use forgeworld rules), then it'd probably be best just to hurl autocannon shells at it & hope they can hit it.
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#3 (permalink) |
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Shas'El
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Location: Ramstein, DE
Posts: 2,618
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You just laugh a lot at the other Tau player and eventually he will leave.
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#4 (permalink) | |||
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Shas'O
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Location: That bitter taste in the back of your throat, the one kinda wrapped around your uvula that is all that's left of your Pride.
Posts: 5,841
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How exactly would the Barracuda work outside of Apoc? If you made it into a fast skimmer it would be minced by just about anything. Unless you let it keep flyer rules.
The fact that vendetta count as Fliers in Apoc pisses me off to no end though. They are only 1 AV off a Manta. Fortuntly they are not elegable for the Interceptor rules. Which is a bit of a plus.
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#5 (permalink) |
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Kroot Shaper
Join Date: Nov 2009
Posts: 72
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Flyer rules used to have the flyer in question move during the opponent's turn lagging one phase behind & showed up according to dice rolls. Now they've been reworded to follow Apoc rules regardless of what type of battle it is. Heck you could have one in Planetstrike and it'd make sense more or less.
For Tau (don't know who you play field marshal), the main ack-ack are Sky Rays. If you've got IA3 then you can have them hit flyers on a 4+ with markerlights but unfortunately any seeker missiles fired using these lights will only hit on another 4+ instead of 2s. The alternative is spamming it with markerlights & praying for 6s. Any of these lights allow the regular 2+ to hit for seekers. As Barracudas have the lightest armor possible its hard not to score a penetrating hit & which has a 50% chance to kill it. Then just pray he doesn't make his save.
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#6 (permalink) | |||
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Shas'O
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2009
Location: That bitter taste in the back of your throat, the one kinda wrapped around your uvula that is all that's left of your Pride.
Posts: 5,841
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The Marshall is a treadhead, He will need Hydras.
It says in the flyer rules that you can only glance a skimmer.
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#7 (permalink) | |
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Kroot Shaper
Join Date: Nov 2009
Posts: 72
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This is especially important for Hydras as they ignore this cover save, have extreme range and gain AA mounts in Imperial Armour rules, which the marshal has every right to use if a Barracuda shows up. Note the whole package has AA mounts including the heavy bolter. Fire away boys!
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It's time you saw the future... while you still have human eyes. -Kane You'll come for the sunshine, but stay for the people. -Kane |
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#8 (permalink) | ||
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Ethereal
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As an owner of a 'cuda, which as long as SILK isn't on my team does fine, I can tell you my biggest fear is hydra's. Barracuda's are sticky to use though - the FW model rules are fine, but the FW movement rules are shit. GW movement rules are cool, but the model rules are shit - to get decent use out of it, then you need to combine the two decent rule sets. Not an issue in a friendly game with a decent opponent. HOWEVER, you should take hydra's. Use the normal guard rules but give them the AA rule (no additional cost, they should have it anyway). Lets you hit the 'cuda on normal BS. I'd like to point out, your opponent should not be using his 'cuda unless you both agree, and if he has a problem with you giving AA to your hydra's for free, then he can shove his 'cuda back in its case.
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#9 (permalink) |
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Shas'Saal
![]() Join Date: Jun 2009
Location: morthamptonshire
Posts: 180
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this was in an apoc game it was all legal. he has been complining that hydras, according to him only deny skimmers thier save and flyers still get it.i think hes is clutching at straws
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#10 (permalink) | |
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Shas'O
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