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I have questions about the skyray. I play most of the time mech tau i already got 2 railheads, 2 warfish with 12 FW, 5 crisis suits , 1 piranha and 6 stealth. I wonna have some markerlight's in my army and i already got pathfinders but they are expensive and easy to kill i think so i am thinking about the skyray.
He got 2 networked markerlights with target lock so he can mark 2 units?
He is equiped with 6 seeker missiles so he can only launch the 6 missiles and after they are used he only got the secondary weapons left and the networked markerlight?
Who can say that a skyray is verry effective when u play with it?
Hi there, I hope i can shed some light on these matters.
Your first point is correct, the tank will be able to light up two seperate units per turn.
Your second point is also right, the tank will be stuck with its missile pods or whatever else you have given it as its other weapon system once the missiles are fired. However this is not all bad, as chances are the enemy will ignore the tank once the missiles are gone, meaning you can keep going round and using the markerlights without much fear of return fire.
I have seen the skyray used to decent effect in a few games, and I plan to include one in my tau army, but you have to know how to use it. Firing off your 6 missiles in the first turn then just leaving it a sitting duck in the open is suicide. With the missiles (and missile pods) you can hide behind terrain and not have to worry about return fire at all.
Hope this helps,
Skyray + 2 Railgun-armed Hammerheads scares the you-know-what out of opponents. I am very fond of this set-up, taking the Skyray as the "command/spotter" tank for the Hammerheads as well as an initial "Where did those missiles come from?" first turn assault.
Having MLs which can move up to 12" and still fire is extremely useful and makes it awfully hard for your opponent to hide his big stuff from you. The Skyray also benefits from any other Markerlights in your army as you know, so you have a choice with its use in Turn One. EITHER: launch all missiles in an Alpha-Strike using any and every ML hit on the board OR: fire up to four Seekers, retaining the others for opportune moments throughout the game. Obviously there are other configurations of this "How many to fire?" idea, but those mentioned are what seem to be fairly widely chosen.
Two NWMLs mounted on the equivalent of a flying Predator with "extra help upgrades" to keep it in the air makes the Skyray quite an attractive proposition too. Whereas an 8-man Pathfinder unit can be taken out by heavy fire, it takes weapons of at least Str7 to be able to hit/glance/roll high on the results table while having the Decoys do their job as well in order to take down the Skyray. NWMLs cannot be removed with "Weapon Destroyed" results either, as this result requires the weapon to have a minimum strength in order to qualify for destruction. The NWML has no strength value at all.
The advantage of having a Skyray ML'ing for your Hammerheads is really only sort of curtailed by the range of the Markerlight itself, so initial deployment and subsequent movement has to be done 'in tandem' - that means that you need to be aware of where you are moving your vehicles to and what their resulting LOS capability is. No use ML'ing something juicy only to find that neither Hammerhead can actually draw an LOS to it!
I like using the Skyray but as Zezza said: you do need to learn *how* to use it. However, when allied to two Railguns it can certainly ruin your opponent's day!
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
What eiglepulper is very true. I tend to run mine with 2 railheads and a pair of forgeworld tetras to pretty good effect. It's all about planning and knowing where you want to be at least 1 turn ahead.