Tau painting log.
part 1
I know some of you will be wondering why, when things like space wolvesand the dark eldar are running about willy nilly would someone opt for a race now so clearly handicapped by its out of date codex.
T the truth is i have alway been a big fan of the Tau. strangely not in how they look but in how they play, the mechTau concept was something I was īn"on from the start really. when i first used the old fish,ķ fury it was obviously how the Tau should work. the idea of feilding a rapid deployment force that could deliver a punch and get out before the badguys come back just seems to work with my play style.
That said, i do like the Tau models. I just think they could look a bit more modern..
so, with that in mind. I have raided the interwebs for inspiration and now have a number of awesome painting and conversion ideas rattling about upstairs. i have a few left over parts from the old Tau army and im going to use them for parts/converting.
before i start, i would just like to thank people like tael for being a big inspiration for this, and i hoipe i do their work justice with my flagrant plagerism. well you know copying and flattery and all.
ok.
first things first, we have the list
The first port of call for something like this is obviously tthe HQ and the clear winner has to be the crisis suit commander, I'm not going to waste time explaining why, i think that point has been long since done to death,m im not yet sold on the configuration yet, im thinking basically a fireknife combo (plasma + missiles) with some cool bits added on. hes obviously going to need a couple of sheild drones, and i think i can probably justify the use of a crisis team of bodyguards, the hitting power of this unit will help offset some of the more scary stuff ill be upp against, for the time being ill say team of 3 with fireknife combo. im not sure about bonus sheild drones. ill worry about that later.
for elites, i am a little undecided. im definately going to take 1 fireknife combo team and one deathrain (2 Twin Linked missile pods). and ill probably take a stealth team, but i think ill stick to 3 of them with 1 FUsion Blaster. it will help keep the points down, and teams of 3 attract alot less attention.
the troops for me is basically a no brainer. the 12 man firewarrior team, no drones in a Devil Fish is definately my favorite flavour. 2 teams minimum, probably 3 if i can fit it into whatever points limit im playing. i dont understand why people lament the unit so much. they are tactically speaking an awesome unit. yes they are weak in combat, so dont let them fight (yes i know easier said than done) but jif thats an issue make sure yyou sell your men at a good price. If your going to drop your fw, make it count. Dont chage your devilfish into the thick of the fighting unload your 12 guys. Rapid fire into a unit of space wwolves and see them get wiped out for maybe 2 marines.... Take your time. Set up an attack where you can drop 2 units of 12 and a stealth team or one of your crisis teams on them in 1 turn. Smack 7 kinds of hell out of them and as long as your clever you can get out of there having taking minimal losses. Remember the psychological damage you will cause with a strike like that will have a real impact on ho your opponant fights. Make him play defence. A space wolf player wants to charge at you... Make him work for those inches.
Fast attack
Ok, this is my real weak point. I genuinely dont know what to put here..
I think the cost of pathfinders for what is basically a glorified markerlight cloud is a bit too much for me. I think i would rather take the piranahs and use another set of annoying vehicles for my enemy to waste his heavy weapons on. Not only that, but in the openening of the game those fusion bnlasters will do some good work against things like rhinos and those pesky leman russ tanks.
Heavy
Ha, ok time for some contraversy....
Im a big fan of the broadside suits. Personally i think of theese guys as the terminator smashing unit. They are a great attraction to assault marines, but in the past i have made good use of that. Turn 2 should see their assault marines charging directly for my broadsides, a sudden strike can wipe out ALOT of my opponants points for very little risk on my part. But then that is relying on a space marine player being brash and impetuous,, and lets face it.. That never happens. :p.
So, that said i think i will try to rrun 1 BS team and 2 Rail Heads
That is the simple plan for the tau. I'm not worrying about points costs at the momentt,, im aiming for somewhere near the 1750 mark. The bodyguuard might push me closer to thee 2k side, we will have to see.
If you have any comment about any of this im happy for people to post wwhat they think, im all up for an open forum on tacctics and play styles, just so long as everyone is willing (myself included) to accept that playstyle and enjoying th game makes a big difference. And come before winning.
That all said. Ill be posting up later on with the first part of my army. Ill be converting my commandder from the crisis box, ill try and step by step it if i can, most of what im doing is not origional and can be found out there on the interwebs, but it cant huurt to heelp reach a few more people and spread the greater good. Ill credit the people i get the ideas from and post up links as and when I steal someones ideas :p
For now thanks for reading and i hope to have something up soon.![]()


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