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I've played Mech tau for a long time and just recently finished my emperor's children army. I really am sick of any armor and tried to make my list work without it so keep that in mind, other than that constructive critisism is always welcome. Tested this army twice, necron & eldar for one game, and IG for the other game so i'll be commenting how each performed and hopefully you can all help with suggestions
Chaos Sorceror w/ 8 minor powers of slaneesh, MoS, and wind of chaos, warp talisman and demonic flight
this dude has served me well, i deployed him as close as i could, i debated giving him infiltrate but i decided that i could stand him not doing anything for the first turn if it saved me 15 points. I think he's self explanatory, he flew around and crippled an IG ratling squad, heavy weapons squad, and a few infantry squads, against eldar he crippled a squad of warp spiders, striking scorpions and wounded both his avatar and wraithlord. He never died or even got close to failing siren yet so thats good :yes:
218 10x Marines w/ Mos and an Aspiring Champion w/ power weapon and d-strength
ok squad, the champion killed a few crons which turned the tide of the close combat however didnt get even close to the IG tho not much i could do against a direct hit from the basalisk
224 8x Marines w/ Mos, Inf, 2 meltas, and an Champion w/ power weapon and d-strength
infiltrated them 18" exactly from the IG's hellhound, poped it first turn after sustaining HEAVY casualties, the champ reached CC w/ a guard squad, took down everyone cept the junior officer who got him after two rounds of CC.
230 6x Havocs, mos, inf, tank hunter, and 4x autocannons
tank hunter is an obvious choice, the squad DID take down a viper squad of 3 and a fire prysm, oh yah, lucky shot against the monolith, destroyed it on first turn. Infiltrate is there just so that i deploy them AFTER enemys armor is on the table.
234 7x Havocvs, mos, tank hunter, and 4x Blastmasters
again tank hunter makes the blastmasters las cannons with a less range, but the squad can relocate if it needs to without loosing a turn of fire, due to the assault firing option. They killed the lamen russ and pinned a few pesky ig squads when they needed to move. never died so thats a plus right?
175 Dreadnaught, twin lascannon, mutated hull and perasitic possesion
i'm not sure if it was bad luck or what, but this thing died the first turn that something with an armor hunting weapon saw it. The posesion didnt help so i assume that its something to drop from it? I think its just my bad feelings toward armor, the only reason i took it in the first place was because a friend said that you cant play marines w/out a dreadnaught, he's been playing for a while so i trusted his judgment, said they are just too good to not take.
218 5x Raptors, inf, furious charge, 2 meltas, champ w/ power weapon
again i have no clue why these did so little.. they killed three warriors before they got kiled by the crons, so they didnt even try eldar, and against guard they didnt make it halfway to close combat, HELP!?!
so thats that... what did i do wrong? please help?
If this is an Emperors Children list then everything should have mark of slanesh and should generally be in favoured units. This will get you free aspiring champion upgrades.
HQ: This guy doesn't even have a power weapon or even a bolt pistol . Remind me what minor psi power you are attempting to get with 8 rolls of the dice and why do you think it is worth all those points? You only have a 76.7% chance of getting it you realise [1-(5/6)^] . I would go for a statured demon prince with Aura (maybe WOC but it's expensive), 2xCCW, Strength, resilliance, (Flight or speed), MOS and visage. Combat drugs are fun if you can spare the points.
Upgrade the 10 man squad to 12 or split it into 2 units of 6. Add 1 or 2 special weapons Cut the 8 man squad to 6. If the squads have meltas give the rest bolt pistols & CCW. If they have plasma give them bolters.
If you want a more expensive shooty squad considder
AC pw, BP & D Strength, 1 Blast master, 4 Sonic blasters. (Maybe swap in a plasma gun.)
You now have 2 or 3 free aspiring champions. Keep them with power weapon and D strength.
Havoc squad 1
The infiltrate helps in army deployment phase to get the non movable autocannon into a good firing position once you see the enemy tanks. I would like this unit but for one thing. I think it is illegal to have a mark and 2 veteran skills (or is it only illegal for MOCU?). You are a 6 man unit so take the free aspiring champion. Only give him wargear if you have points to spare as this unit should keep from combat.
Havoc squad 2
Cut the squad to 6 men and get a free aspiring champion. Give this guy a powerfist as the squad is semi mobile and could easily see combat. Normaly power weapons are better to make use of the MOS initiative advantage but he has got tank hunter so you may as well take advantage of it against enemy dreads that charge you etc.
Too expensive. Take mutated hull or possession but not both. Considder taking neither to save points to upgrade the infantry. Smoke is useful if stunned or if you roll blood frenzy.
Again check the rules about 2 veteran skills (no codex with me). Upgrade them to 6 and get the free asp champ and definatly give him D strength.
Generaly a well balanced list but if you are taking Emperors Children then favoured units are your biggest advantage. 5 or 6 free AC upgrades goes a long way to victorious pleasure.
I really like two units of 6 demonetts in a slanesh army. The rending and warpscream work well together and if you summon them from infiltrators they get into combat quickly and this keeps them from being easily gunned down. If you get tired of the dread dying all the time, get demons.
ok your right this isnt entirely emperors children, i realise that free champions are nice but i dont think they are worth it if less your getting it for free with a 12 man squad, which i wouldnt really like to do either, i just think that six guys is too small. in any case its not full emperors children, just very very heavy in it
The sorcerorer with 8 minor powers is goin for siren, which he did in both games. He flies around the enemies lines, wounding anything with a toughness on a 4+ with a flamer template, assuming you pass the psychic test. he worked well against everything besides necrons, so in response to the no bolt pistol of cc weapon, if he's in assault then he's failed and if hes not using the 8" long template that wounds everything with a toughness on a 4+ then there probobly isnt anything worth shooting at with a bolt pistol and as for the chances of getting the minor power i want, i think its a little better than that.. dont know how to calculate the ability to reroll doubles, which you do.
both of the troop squads are meant for assault, sorry didnt put down that everyone had pistols and cc weapons.
in response to the havoc squads, i dont remember having a limit on the number of vetren skills, perhaps there is, mighta missed it, but i do know that it does say they can take one OR more vet skills in their entry, might change with the mark... i'll look into it as i dont have my dex with me right now. But the blastmaster squad isnt goin to see combat, i took the blastmasters and tank hunter to make "cheap" lascannons, while the assault firing mode of the blastmaster will allow them to relocate without loosing a firing turn
after debating the dreadnaught, i think i might just throw him out in favor of an obliterator, and i think the raptors might have to go as well, both games they did nothing so i'll give them a few games more before i give up on them entirely.