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This years Battleforce boxes have been revealed.
Some nice deals in there depending on the price.
Ill get the EC one. I got the army launch box and combat patrol so besides Lord Kakophonists, I've got just about everything I'd want. It would give me 6 FB and I already have 6 so maybe just sell them to recoup some cost? Would I ever need 12?

Im sorely tempted to get the Tau one because im starting to get a dream to run max crisis suits but no idea on the rest.
 
I'm going to defend the T'au battle box here and say this is the perfect set for a Kauyon supplement. It's not amazing but it has all the pieces people would actually use. Last year's biggest let down was the exclusion of crisis suits and only the commander. Having not only crisis suits but Farsight who can lead them makes this force usable without extras. Riptides as well are standalone centerpiece units that just got buffed and are a fairly solid choice. A single broadside is an odd decision but considering you don't buy them in bulk I guess it's not that weird.

I would actually buy this set and I think it would do well. Farsight is the only issue. Because he's a named character if you already own him there isn't anything you can do with him other than resell it. I already own Farsight so that might be what I end up doing.
 
The Christmas boxes seem aggressively lame outside the krieg box. Also that space marine helmet box is super lame. They know the helmets people actually want. Theyre just too prideful.
I mean, the kreig one is barley 500 points though.


also
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wtf are some of these heads.

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Shame there arent any Ork boxes. Though, the last one was kinda meh and the stompa isnt really worth it.
 
I'm going to defend the T'au battle box here and say this is the perfect set for a Kauyon supplement. It's not amazing but it has all the pieces people would actually use. Last year's biggest let down was the exclusion of crisis suits and only the commander. Having not only crisis suits but Farsight who can lead them makes this force usable without extras. Riptides as well are standalone centerpiece units that just got buffed and are a fairly solid choice. A single broadside is an odd decision but considering you don't buy them in bulk I guess it's not that weird.

I would actually buy this set and I think it would do well. Farsight is the only issue. Because he's a named character if you already own him there isn't anything you can do with him other than resell it. I already own Farsight so that might be what I end up doing.
Sell me on Riptides and Broadsides as I'm only interested in Tau's mechs but outside 9 of each crisis suit I know nothing.
 
Sell me on Riptides and Broadsides as I'm only interested in Tau's mechs but outside 9 of each crisis suit I know nothing.
Riptides got a buff to their Ion Accelerator. It's now S9 standard, S10 supercharged. This let's it compete with everything that isn't strictly heavy armor. It comes with Battlesuit Support System and Weapon Support System built in. This means it can be in engagement with say another vehicle, suffer no penalty from Big Guns, and is allowed to fall back and shoot anyways. Even against heavy armor if you run Kauyon you can use A Tempting Trap to add 1 to wound rolls anyways against an objective marker. Or you can Nova Charge once per game if you have the means to fish for Dev Wounds. The biggest boon I think is it comes with a 4+ invuln. With 14 wounds it's a monster to chew through. It's basically a giant scary mech that can threaten an objective. Even if your opponent can charge it, they can never lock it down. It has Fly so even if you surround it, there is no desperate escape. Or if you want to get crazy you can charge enemy tanks, preferably something with Blast weapons that can't shoot in engagement range. WSS negates any penalties from shooting with Big Guns, and you can fall back and still shoot on your next turn. Your opponent will mostly likely have to skip their turn falling back so something else can shoot at the Riptide, or abandon the objective.

It's just strong enough that you can't ignore it, but it's tanky enough that you hesitate to commit fire to it. For a model that big it's highly mobile which makes it pretty easy to reposition and cover multiple sight lines. At 190 points you are paying a premium for it, but you can bring 3 of them and they can form the main thrust of your aggression. You'll want to bring Crisis Suits still simply because they are massive, and expensive, and you will still need other units to support them. They wont carry games for you.

Broadsides sort of offer what Hammerheads do with access to the Heavy Rail Rifle, but they have a smaller profile. Even if you only brought one for some reason, for 80 points it gets you access to an extremely threatening "fuck this guy in particular" gun. They hold your back line and will immediately punish any heavy armor that tries to enter their firing lane. They can even take a seeker missile if you really want extra anti-tank for cheap. Something I hadn't considered, but might decide to try, is placing them in strategic reserves. If your opponent is foolish enough to leave their backline open, you can squeeze one in and do some serious damage to artillery that is sitting on their home.

What I've seen broadsides used for lately is in Experimental Prototype Cadre. Take High-yield missile pods, Twin smart missles systems, and weapon support systems. Broadsides love both Experimental Ammunition and Threat Assessment Analyzer. Broadsides have a natural FNP 4+ against mortals, which means you can turn your missiles hazardous from those stratagems and still have a 4+ to ignore damage if you fail.

Compared to other Crisis Suits the main draw is that both Broadsides and Riptides easily outrange them. A Sunforge team must get within 12" to melt their target. Depending on your table this is going to be more or less difficult. If playing on GW terrain you will always have at least one or two lanes that a Broadside can guard from deployment. A Sunforge has to either Deep Strike or run up the board. Starscythes likewise have to be within 12" because if you run Burst cannons you're just wrong. Fireknives are the only team that have any kind of range, and they are solidly meh.

TL;DR Riptides are big stompy tanks that are highly mobile and hard to take off the board, but do enough damage that they can't be ignored. They are big bullies. Broadsides offer a lot of backline firepower that can cover firing lanes (assuming GW layout). Heavy rail rifles do the work of Sunforge teams without having to get within 12". With missiles a single broadside can output more shots than a whole Fireknife team.
 
Riptides got a buff to their Ion Accelerator. It's now S9 standard, S10 supercharged. This let's it compete with everything that isn't strictly heavy armor. It comes with Battlesuit Support System and Weapon Support System built in. This means it can be in engagement with say another vehicle, suffer no penalty from Big Guns, and is allowed to fall back and shoot anyways. Even against heavy armor if you run Kauyon you can use A Tempting Trap to add 1 to wound rolls anyways against an objective marker. Or you can Nova Charge once per game if you have the means to fish for Dev Wounds. The biggest boon I think is it comes with a 4+ invuln. With 14 wounds it's a monster to chew through. It's basically a giant scary mech that can threaten an objective. Even if your opponent can charge it, they can never lock it down. It has Fly so even if you surround it, there is no desperate escape. Or if you want to get crazy you can charge enemy tanks, preferably something with Blast weapons that can't shoot in engagement range. WSS negates any penalties from shooting with Big Guns, and you can fall back and still shoot on your next turn. Your opponent will mostly likely have to skip their turn falling back so something else can shoot at the Riptide, or abandon the objective.

It's just strong enough that you can't ignore it, but it's tanky enough that you hesitate to commit fire to it. For a model that big it's highly mobile which makes it pretty easy to reposition and cover multiple sight lines. At 190 points you are paying a premium for it, but you can bring 3 of them and they can form the main thrust of your aggression. You'll want to bring Crisis Suits still simply because they are massive, and expensive, and you will still need other units to support them. They wont carry games for you.

Broadsides sort of offer what Hammerheads do with access to the Heavy Rail Rifle, but they have a smaller profile. Even if you only brought one for some reason, for 80 points it gets you access to an extremely threatening "fuck this guy in particular" gun. They hold your back line and will immediately punish any heavy armor that tries to enter their firing lane. They can even take a seeker missile if you really want extra anti-tank for cheap. Something I hadn't considered, but might decide to try, is placing them in strategic reserves. If your opponent is foolish enough to leave their backline open, you can squeeze one in and do some serious damage to artillery that is sitting on their home.

What I've seen broadsides used for lately is in Experimental Prototype Cadre. Take High-yield missile pods, Twin smart missles systems, and weapon support systems. Broadsides love both Experimental Ammunition and Threat Assessment Analyzer. Broadsides have a natural FNP 4+ against mortals, which means you can turn your missiles hazardous from those stratagems and still have a 4+ to ignore damage if you fail.

Compared to other Crisis Suits the main draw is that both Broadsides and Riptides easily outrange them. A Sunforge team must get within 12" to melt their target. Depending on your table this is going to be more or less difficult. If playing on GW terrain you will always have at least one or two lanes that a Broadside can guard from deployment. A Sunforge has to either Deep Strike or run up the board. Starscythes likewise have to be within 12" because if you run Burst cannons you're just wrong. Fireknives are the only team that have any kind of range, and they are solidly meh.

TL;DR Riptides are big stompy tanks that are highly mobile and hard to take off the board, but do enough damage that they can't be ignored. They are big bullies. Broadsides offer a lot of backline firepower that can cover firing lanes (assuming GW layout). Heavy rail rifles do the work of Sunforge teams without having to get within 12". With missiles a single broadside can output more shots than a whole Fireknife team.
Sell him on the Ghostkeel next. Not that it should be hard if they're anywhere near the bullshit they were in 7e where they got a 4+ cover save just by standing out in an open field and with some sizable terrain pieces to use as cover could bump that up to a 3+ pretty easy.
 
@Spilled Spaghett

Commander Farsight
27 Crisis Suits
1-2 Riptides
2-4 Broadsides

Am I meching right?
Don't forget to bring some Ghost Keels. Ghost Keels have Infiltrate, Stealth, and Lone Op. They are sort of like a lesser Riptide that can bully points, bring some solid anti armor, and are a pain to kill. They have no invuln save but have all those other abilities to help keep them alive, plus stealth drones that can negate two wounds. So even if your opponent is able to nail you with their biggest gun, you can change the damage to 0. Ghost Keels are also the only unit in the entire army that has the Smoke keyword. It then loses the smoke keyword if it falls back to shoot. I literally have no idea why this exists.

Apparently Infiltrate is good but whenever I use it, my unit either dies turns 1 or helps my opponent charge into a point.

It doesn't have the sheer firepower that Riptides have, but it can use Wall of Mirrors to jump into reserves and appear on another board edge when needed. Because it has Lone Op you can force your opponent to approach you, preferably into your kill zone. Even if it gets charged, Battlesuit Support Systems let's it fall back and charge. And of course it flies so you'll never make a desperate escape. Cyclic Ion Raker won't compete with tougher vehicles or one shot terminators, but it's good for clearing Space Marines. Or bring a Fusion Collider, sneak up on some poor tank and melta the fuck out of them.

Even better if using Retaliation Cadre for +1 strength within 12" and an extra AP at 9". Compared to Sunforge it won't put out as many shots, but it will wound a Rogal Dorn tank on 3s and there's nothing more satisfying than telling your guard friend that his Rogal Dorn does not get a save because it is now AP-5 and 9" also just happens to be Melta range so please take D6+2 damage, and possibly more if both hit and I brought twin fusion blasters.

TL;DR Ghost Keels add an extra level of annoying for your opponent to deal with. They can be terrific tank hunters but really thrive on being an annoying mosquito picking at your opponent. Downside is less firepower, and more careful positioning. Upside is these are 3 more big mechs that don't have to get Tetris fit into your deployment zone.
 
For those unaware of just how utterly, fucktardedly stupidly busted the Ghostkeel was in 7e...
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Stealth gave it a 6+ cover save by default, having any drones also gave it Shrouded for a 5+ which stacked with Stealth to bring it to a 4+ (but the drones were only a 6+ cover save since they only got Stealth) , the Ghostkheel Electrowarfare Suite doubled that save to a maximum of 2+ for anything that shot at it from more than 12" away (so the suits were there to take hits, not the drones as you'd expect), and the Holophoton Countermeasures gave you a once-per-battle opportunity to make a unit that shot at it fire Snap Shots, so BS1, or if the weapon had a rule that it couldn't be fired as a Snap Shot it just couldn't be used. And since Ghostkeels had two slots for Support Systems you could snag a Stimulant Injector for 35 points to give you Feel No Pain as a backup in case your cover save failed you for whatever unimaginable reason, but since you're T5 and with 4 Wounds the only way you'd need something like that is if you get targeted by so much plasma you'd think you were facing half of Ryza.

Oh, and the best part? The Holophoton Countermeasures are per model. So a unit of three Ghostkeels and 6 drones for 390 points could shut down three attempts to vaporize them per game, have a 2+ cover save on the important guys so long as they stayed beyond 12", and since the Cyclic Ion Raker is 24" S7 AP4 and Assault 6 and the Fusion Collider the standard 18" S8 AP1 for Tau fusion weapons but with a fucking three-inch pie plate there's no need to get closer than 12" to wipe out even Terminators or even an entire gunline of Marines in a single round since for a lowly 5 points each for Target Locks each Ghostkeel gets to vaporize a different target with that deliciously and dangerously cheesy melta pie. Oh, and the Fire Team rule meant that if you had a full squad of three they all got boosted up to BS4, so there's zero hope of escape when it comes to getting pied in the face.

Oh, and Jet Pack units got a free 6" move in the Assault Phase, letting them rope-a-dope you with a tactical retreat in the same round they obliterate three of your best units.

TL;DR: AN ENTIRE EDITION WHERE EVERYONE HAD MORE CHEESE THAN A BAG OF CHEETOS DUMPED OVER A WHEEL OF CHEDDAR AND THEN SPRAYED WITH A FULL CAN OF VELVEETA.
 
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