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I am a Space Marine player, and I had a few questions regarding the Broadside. Earlier today I had a battle with my friend (Tau) and I was amazed at both how damaging the Broadside was and how resilient they are. First, their resiliency. My friend tends to run his Broadsides with Shield Generators for the 4+ Invulnerable save, giving it a 2+ for most things and then a 4+ to fall back on. What recommendations are there to get around this? I haven't been able to kill a single Broadside as of yet...
The second question is about the Smart Missle System. We got into an argument over this, and the flavor text on it seems to be leading us in the wrong direction. I am reading that it is another weapon, and without a multi-tracker you could not fire it in addition to the Railgun. My friend reads it as firing independently of the Broadside, firing on its own at anything within 24". Who is right?
On the topic of the Smart Missles, what are your opinions on it? With the Broadside always being stationary, that's 4 S5 AP5 hits from one unit each turn. Is it better for my friend to fire those if possible, or stick with the single shot from the Railgun? What are the strengths and weaknesses behind the smart missles?
Thanks in advance!
im sure he needs the multi-tracker to fire both.
best way to kill broadsides is to hit them with the demo cannon, plasma weapons, or las cannon. it you got a vindicare assassin thats a better beat. of course there is also assault with power weapon. power fist would be my pick.
use smart missiles for mass infantry but with tanks on the table use the railguns.
I am an Indestructible master of War.
Lots of ap2 shots at one time.
get into melee with them with anything that has a power weapon and is reasonably tough (or, heck, any unit that is reasonably competant in CC). You'll probably kill at least one of them, and tie them down for a LONG time. The way he's running them is 90 points apiece minimum (and not particularly favored around here), even denying him a turn or two of shooting is going to HURT his game plan.
The SMS is a weapon system like any other, he needs a Multitracker to fire it and the railgun at the same time. He's getting confused (or is deliberately misleading you) with the Seeker Missile vehicle upgrade. THAT one is not fired by the vehicle, instead being called by a Markerlight hit.
The Smart Missile system is good for three things: Ignoring night-fight, ignoring LOS, and killing more than one lighter target a turn. I happily use them on pulse-vulnerable targets when the pulse shots don't have a good way to get there or when I really need a horde to die.
I fight for the Greater Good. Too bad for you it's MY Greater Good.
Snow Forces of T'olku W/L/D : 3-4-2... I like to think I'm learning, though.
If your friend is playing his Broadsides with just a Shield Generator on each for protection against AP2 weapons, all you need is a weapon that is x2 its Toughness with an AP of 2. This will force him to use his invulnerable save, and if he fails it then the Broadside is killed outright due to the double toughness rule.
If he runs a unit of 2 or 3 of these guys, hit it with lascannons. The more hits you cause the more saves on that invulnerable level he will have to make. Alternatively, as PsyBomb suggested, combat is a good way to take the unit out of service.
A better way for him to field this unit would be as a unit of 2 Broadsides equipped in the following way:
Advanced Stabilisation System
Team Leader upgrade. The T-Ldr takes Hard-wired Target Lock, Hard-wired Drone Controller, 2 Shield Drones, Bonding Knife and perhaps a Hard-wired Multitracker. 210pts, but darn hard to shift especially if in cover. Adding a third Broadside with ASS brings the total to 290pts which is a bit excessive.
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
Awesome, thanks for the responses. I've got a pretty good idea of the kind of strategy I'll want to use now, and thanks for the clarification on the SMS. That was really starting to become annoying.
well, what u need to do is pump them EVERYTHING U CAN! and about the smart missiles, u are correct, if he has no multi-tracker he can only fire one or the other, and which ever one he picks both broadsides have to fire the same weapon.
The SMS is just like he railgun, you have to say that you're going to fire with it other wise you can't fire it and yes, you do need a MT in order to fire both the Railgun and SMS. But, I'd stick with the Railgun as it's twin-linked and has a longer range.
1. Shield drones aren't really hard to kill. In fact, massed small-arms fire usually does the trick. One or two tact squads, with HB and PG, seems to be my bane...
2. You need a multi-tracker to fire both the RG and SMS in the same turn. You have your two weapon systems and you're left with the choice of picking the one support system. I don't see anything in the "fluuf" which would give your friend their idea, nor would the"fluff" effect the game unless stated otherwise.
3. SMS are quite nice, actually. Being able to fire, without LoS, has huge benefits. Plus the 'night fighting' rules are also ignored. Both the RG and SMS have good benefits, you just need to decide what to place in that support system slot. Will it be a multi-tracker (to fire both RG/SMS in the same turn) or the ASsystem (can fire heavy weapons after moving) ?
Quick newb question about Smart Missile systems for Broadsides and Tanks...
Do the 2 SMS model parts on both the Broadside and Hammerheads/SKyRays count as ONE Smart Missile system (ie. ONE Heavy 4 shot) or TWO Smart Missile systems (ie. TWO Heavy 4 shots)?
Just checkin to see how many dice i need to roll....