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Changed the list in major ways again. Put up another post. Thanks for the input.. keep it going on new thread.
Last edited by Kenshar; October 30th, 2008 at 08:04.
first off your comander is good except you shouldnt give him the a.s.s. because he doesnt need it, because he has a jetpack and he gets to move and fire his weapons no matter if there heavyweapons, or rapidfire weapons or not. the a.s.s. wont help him and if he uses it, it will actually hurt his abilities. instead i would drop the a.s.s. and just give him a regular multi tracker. this will sve you some points ( 10 ). other than that hes fine.
second, instead of having the body guards i would make them regular elite choices and for the same reason as the hq, drop the a.s.s. and give them a targeting array instead. the targetiong array will increase the chance of your shots hitting the target. by making them regular elites choices you will save points( 20 ) and because your hq is an independant character he can still choose to join this squad just like if they were his body guards. other than that there fine.
your troops choices seem to be pretty solid.
for your fast attack i would first only have one team of pathfinders. this will mean less markerlights but it will mean you can take more of other stuff. also i think you have your math wong for the points cost, each pathfinder is 2 more points than a fire warrior so with the 2 teams of pathfinders, you would have a total of 432 not 400. anyways, with the one team of pathfinders i wouldnt take the rail riffles because first off thats 2 less markerlight shots and second, you have heavy support to dish out the long range, high strength weapons shots. other than that the unit and its devilfish are fine. with the points you save from only taking one team and taking away the rail riffles you'll save(204) you can take more choices.
for your broadsides i personally dont like the a.s.s. at all and instead would give them either the multi tracker so they can fire both weapons which can be useful or the targeting array to give their rail gun shots a better chance of hitting the enemy. but if you like the a.s.s. (which a lot of people do, but it depends how you want to use them) then thats fine. either way you do it this unit is fine.
for the hammerhead i would consider giving it the multi tracker because this will allow it to move further but still allow it to shoot its railgun. also i would consider giveing it the gun drones instead of the burst cannons because most likely you will have moved and will have fired the railgun which means that you cant fire the secondary weapon, the burst cannons. but if you give it the gun drones, they can detach and form there own unit which means you still get there shots. i know this costs more points but not that many and i think its worth it.
in the end you'll save about 234 points bringing what you have left to 1,261 points which means you have room to add a lot more guys. like adding another team of fire warriors and giving your kroot squads some hounds (5 each maybe) and maybe using the rest of the points to add more kroot to the existing units or giving more protection or add ons to your existing squads.
these are just some things to consider.
But I do have questions:
Am I misunderstanding what multi tracker does?
It states "The Multi tracker is a sopjisticated fire control system mounted in a sensor node, often upon a battlesuit's shoulder. It enables the model to fire two battlesuit weapon systems in the same turn"
Doesn't this mean that it allows you to fire two weapons.... Example: in one turn fire two Burst cannons or a twin link weapon and something else
Another thing I don't understand. Broadsides only have their twin link railguns.... I don't need a multi tracker to fire both do I? I thought that twin linked weapons count as one when firing.
KK I checked my calculator. It's pathfinder calcs are wrong. Anyone know a better one?
first off welcome to the hobby
second I can't remember much from the tau dex I just wanted to drop by and say "hmm that looks like a fun list to play against" Not to overpowered and a bit fluffy will be interesting to see the final version of it.
yes the multi tracker allows you to fire 2 weapons in the same turn. this means that if you gave it to your commander, he would be able to fire the ion blaster and the plasma riffle in the same turn instead of just one or the other. if a weapon is twin linked you wouldnt need a multi tracker because the weapon is only one weapon it just means that you get to reroll it if it misses. so for another example: if you have a twin linked plasm and a missile pod and you have a hardwired multi tracker you would be able to fire the missile pod and the plasma in the same turn.
for the broadsides i think you need to reread what weapons the broadside has because broadsides have a twinlinked railgun AND a smart missile system. so, no, you wouldnt need a multi tracker to fire the twinlinked rail gun but you would need it to fire both the rail gun and the smart missile system in the same turn.
i hope this clarifys things.
Multitrackers will allow that but they willonly come into play if you use the railgun submission round. It is highly unlikely that youll be targetting AV11vehicles with a Railgun
I may be really new to this but, the tanks speed determines how many weapons you can fire. If you remain stationary you can fire all weapons, but if you move 6" you can only fire 1 weapon and if you move 12" you can't fire any weapons.
But if you have a multi tracker you can move 6" and still fire all weapons or if you move 12" you can fire one. It classifies your tank as a fast vehicle.