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In the new codex you can upgrade stealth suits not only with 1:3 fusion blasters, but you also get a hardpoint to stick a target lock on the two with fusion blasters.
but how often will you be within a foot of a tank and within 18" of a unit of light infantry? Seems like killer against eldar or IG, but i am not sure about the usefulness of it against the average 3+ save army.
To me, the replacing the burst cannon is a waste of points. True you can get within a foot of tanks with a deep strike, but why risk it when you just have 2 railguns near the front taking out enemy armor left and right?
i need to find something interesting to put here
Ok Scotty, jokes over... NOW BEAM UP MY CLOTHES!
Foot of a tank? quite possible as infiltrating behind 6" of cover lets you get 13" away from an enemy who can't see you. Within 18" of infantry? It's nearly impossible not to since you can infiltrate at 19" even if the enemy can see you. You can also deepstrike them and hope you get several hits on their back armor.Originally Posted by Xofek
Against 3+ saves burst cannons aren't greatly effective, but they can still be great armor poppers, especially if you do take a fusion gun.
Last edited by mephistophales; May 24th, 2006 at 19:34.
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I really don't know what GW was thinking by giving them the ability to take 1:3 fusion blasters. If they could all take blasters it would be awesome, but I see no reason to cripple their anti-horde firepower when two other fusion platforms exist (and the pirhana is more capable and cheaper), and rail guns exist. Giving them 1:3 misslepods would have been nice and fitted with the stealths role much better.
About burst cannons not being effective against space marines;
I did some math, and if you are firing on a space marine in cover of any more than 6+ ( obviously applies to invaunderable saves as well) our basic pulse weapons and smart missiles are much better points cost wise compared to plasma or fusion.
So keep thoes plasma rifles, ion cannons, and fusion blasters firing on units without a cover or inv. save, and use our trusty S5 guns for taking out the marines in cover.
A burst cannon isn't very good against 3+ armor. But 6 Burst Cannons is pretty darn good.
Remember the golden rule. If it's easy to kill, there are a lot of them. If it's hard to kill, there are few. This is the case with Space Marines. There will be 10 at most. You take down three and you've forced a 25% shooting test. Sure they'll probably pass, but what if they don't?
I've added a Targetting Array onto all 6 of my Stealths, because when I did the figures (along with personal experience) those 10 points would more than be worth it. Instead of a "50%" chance to hit, you've moved to "66%". However, I seem to roll 3's more often than other numbers. Here's a rough example...
18 Burst Cannon shots from Stealths with TA's will make 12 hits.
6 of these will wound and 2 will not be saved (this is against Marines, and is VERY general).
18 Burst Cannon shots from Stealths WITHOUT TA's, which make 9 hits.
Only 5 will wound, and only 1 will not be saved. (Note: Figures rounded up...)
I've found that Stealths are best used as either Flank holder or a Reserve unit. If possible, have them Deep Strike. Any smart player will be rushing your Tau trying to get into HtH, so come turn 2 or 3, thier rears will be exposed by empty board. Drop the Stealths (I also add 2 Crisis Teams) and get them in a Cross-Fire.
If you can't Deep Strike, put them on a Flank and try to rush them into the same position. Remember, those Burst Cannons can blow away other armies Troop Transports (except 'Liths, Land Raiders, and Falcons*IIRC*) and once those guys are foot slogging it, you can pick them apart even easier.
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my best experience with stealths is to infiltrate (not to say Deep-strike doesn't work, i just never use it). i infiltrate my stealths 18"-20" away, and;
-if i get first turn (rare nowadays) i move into range, shoot, hide then fall back to my lines as they chase me with assault marines/bikes/fast attack option.
-if i lose first turn, i run back to my lines (and shoot if i can) and draw out those assault marines/bikes/fast attack option.
once those assault marines/bikes/fast attack option are out of the way, i generally move in and finish them off. please note that this won't work against slow armies, but there you can just J-S-J anyway. oh yes, and The Doctor is dead right they are great at holding flanks and blowing up Rhinos. just don't leave them stranded for too long.
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