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BACK WITH V2.1!!!!!!
Few Things before we get to the list:
- This is the first draft made in about 10 minutes with no fine tuning.
- Made for Tournament Play
- Only reply if you can comment on the army in genoral or about each unit, so no 'OMG YOU HAVE NO FA DUDE!?!?'
- I make my armies Fluffy, so there may be things here that you don't like so much, Deal and remenber, insulting is bad.
I guess we can get onto the list now, the reason for that is because I've had some bad experiances.
---Hard Wired Multi Tracker
NOTES: I changed it, see? *NEW*
---2 Close Combat Weapons
Notes: Figured with me rushing forwards I could use some extra assurances to make sure I don't run off the board. No Change
---Twin-Linked Burst Cannons
---Hard-wired Multi Tracker
NOTES: this was made for my Friend's Eldar, but is still useful in that general Anit-troop/Light Tank. No Change
--- Multi Tracker
Notes: Your basic Fire Knife. *NEW*
notes: Who wouldn't take stealths? No change.
-Fire Warrior Team 1
-Fire Warrior Team 2
-Fire Warrior Team 3
Notes(FW Teams): Basically teams 1+2 are my 'assault' teams, they move forward to take things and possibly do some FoF together. Team 3 is made to stand and shoot infront of the Broadsides mainly, but they could end up doing something else. No change
-Kroot Carnivore Squad
Notes: I love Kroot and thier ability to infiltrate, plus they can be awsome on the charge. No Change
Fast Attack (0)
-Gun Drone Squadron
--8 Gun drones
Notes: I like Drones. â€˜nuff said. *NEW*
-Kroot Hound Pack
I had Extra points! *NEW*
Heavy Support (315)
---Smart Missile System
Notes: Made it into a Ionhead, added Decoy Launchers and Disruptor Pod. *NEW*
-Broadside Team 1
---Twin Linked Railguns
---Smart Missile System
-Broadside Team 2
---Twin Linked Railguns
---Smart Missile System
Notes: I know I've Said I'll never Take Broadsides, But I need them, as my Hitting record with my sole Hammerhead in 1500pts says I need them. *NEW*
This is a DRAFT.
Constructive Commments would be nice btw
Thats it! AGAIN and AGAIN!
Hmm... I don't really see any real issues. Other then I think paying for kroot armor save is a big waste of points unless you only want it for leadership. Then it only becomes a small waste of points. It's tacticaly better to place them in cover and get the save for free. Besides, 6+ isn't a save, it's false hope.
There once was a Lord named Vlad,
Who's fighting skillz really were mad.
He killed and he maimed,
He spilled blood in Khorne's name.
And the fact that he's legal makes me glad
(special thanks to Uriel Zarium for the last line/touching it up)
Those are some very wise words Soviet.
However, miketehfox isn't using kroot for that purpose. He has decided to have an assaulty unit of kroot, instead of a static unit. I personally see static units the best way to use kroot, but he even has hounds thrown in. It really is uncomparable to 2 units of 10 used to push back infiltrators.
Miketehfox, I said it last time, and I'll say it again, those kroot and shaper are 157p. And why do you keep making a new thread?
Let's get into the powergaming side of things. The shield generator on the commander could go, you could have 2 unit of 10 kroot instead. And you can take the Shas'vre upgrade off the crisis, and in fact, equip the crisis with twinlinked missile pods and no burst cannon. That's still a good suit vs eldar.
With the 101p we just cleared up (that's a lot of points for a gain in firepower), first thing would be to twinlink a weapon on the fireknife. It is just more efficient this way. Twinlink the plasma rifle since the other suit has a twinlinked missile pod.
Buy targetting arrays on the devilfish. They give the devilfish extra fire power equivalent to a fire warrior, in other words, 10p of shooting for 5p.
Next would be to upgrade those broadsides to give them shield drones. I don't know of anything S5 AP2, do you? Majority toughness doesn't really matter, majority armour does, and those shield drones really help. (You hardwire the drone controller, making each suit a team leader.)
That's 102p. Leaving you with 6p spare.
I would give the twinlinked missile pod guy a flamer (1p), lose the disruption pod on the ion head, and bond the static unit of fire warriors. Your opponent often won't have much else to shoot at, those fire warriors are going to be shot. Or, instead, you can make the twinlinked missile pod guy a 'vre, for fluff reasons.
Here we go!
I keep making new lists because I feel like it, theres nothing wrong with that is there?
I'm using the Kroot the way I like them and have had victories in the past, and seeing as I haven't changed them yet, it may seem like there not changing. And the save is useful in CC, where most units don't have power weapons in aboundance so even a 6+ save is better than nothing.
I Don't like attached Drones, they can make you runaway, maybe if they fix it in the revision, but unit then, No attached Drones.
I was thinking of losing the SG on the 'O, but I'm not sure about it, I'll have to do some research into it.
I'm using 16 Kroot because I'm cheap, and theres lots for me to buy to achieve this list in a liitle under 2 months when my Mom dosen't want me buying models. (Won't stop me, but it will slow me down)
I have the Crisis equiped the way I like them.
Targeting Arrays on the 'fishes may or may not happen, it depends on the points.
Working on V2.2!!!
N'No (My word). He asked why you kept making new threads. Just post your newest list in the first thread, it takes up less server space. Plus, it's easier to go back and check things.
You list looks pretty good. I have no suggestions, as you seem to know what you want, and got it. Now just paint them up all pretty and kick some ass!
Half Gods are worshiped with Wine and Flowers. Real Gods are worshiped in Blood.
Blood for the Blood God! Beer for the Bronze Keg!
1) No. That Kroot squad is 156. Look at it like this. 17 * Normal Kroot = 119. Add 21 = 140. Add 16 = 156. I already know how your math is wrong, too. You are adding 17 pts, for the whole squad - you don't need to do that for the Shaper. The Shaper already has a 6+ save so why are you wasting a point giving him another 6+ save? So, glad to clear this up. You are wrong, he is right. Mmkay?Originally Posted by onlainari
2) He's making a new thread because it's just like everyone else making multiple threads of 1000 point armies or whatever. What's wrong with that?
3) Two squads of 10 Kroot are less effective than 1 squad of 17 Kroot w/ Shaper and 6 Hounds for what Mike wants. By the way, he's not (editted a typo!!) a powergamer.
4) What part about taking out three S5 shots makes that suit "just as good against Eldar"...? I like the suit the way it is. A Flamer is a complete waste on it.
5) Targeting arrays are almost a complete waste on Fishies. They get shot down. Why upgrade them more than he has to?
6) I agree with Mike on this one - Drones suck with the rules right now when it comes to using them as Wargear.
7) Bonding is almost worthless in most cases. Shas'ui upgrades are more fluffy and more effective, IMO.
Overall, Mike, I really do think this is a good list and you shouldn't change it too much if you like it as well.
Me?!?!Originally Posted by Lost Nemesis
This list is more about How I want to play the Tau, not about winning, I haven't even run any 'In-head' trials yet.
The Hounds are there cause I had 40 extra pts left and couldn't use them on anything but the Kroot, which add an awsome CC boost to the kroot squad.
I have to spend quite a bit of money in less than 2 months to get this army finished:
Kroot Hounds: 42$
I just hope I can get it finished in time.
And why would you want to look at the older and obsolet versions of this list? I'll keep posting new ones as they come thank you. Its not Like I have a new list for every day of the year!