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  1. #1
    Senior Member Phoenix Guard 1988's Avatar
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    2000 Mech for Tournament

    HQ
    Shas'o...........................127
    -Cyclic Ion Blaster
    -Missile Pod
    -Shield Generator
    -HW Multitracker

    Elites
    6 Stealth Suits...............180

    Crisis Team 1.................136
    -Suit 1:TL Fusion Blasters, Shield Generator
    -Suit 2:Team Leader, TL Fusion BLasters, Shield Generator, HW Target Lock

    Crisis Team 2.................124
    -Suit 1:Plasma Rifle, Missile Pod, Multitracker
    -Suit 2:Plasma Rifle, Missile Pod, Multitracker

    Troops
    10 Fire warriors.............215
    -3 Pulse Carbines
    -Shas'ui
    -Markerlight
    -HW Target Lock
    -Devilfish (Decoy Launchers)

    10 Fire warriors.............215
    -3 Pulse Carbines
    -Shas'ui
    -Markerlight
    -HW Target Lock
    -Devilfish (Decoy Launchers)

    10 Fire warriors.............215
    -3 Pulse Carbines
    -Shas'ui
    -Markerlight
    -HW Target Lock
    -Devilfish (Decoy Launchers)

    Fast Attack
    6 Pthfinders...................162
    -Shas'ui
    -Devilfish

    3 Piranhas....................270
    -Fusion Blasters
    -Decoy Launchers
    -2 Seeker Missiles

    Heavy Support
    Hammerhead...............180
    -Railgun
    -Smart Missile System
    -Decoy Launchers
    -Target Lock
    -Multitracker

    Hammerhead...............180
    -Railgun
    -Smart Missile System
    -Decoy Launchers
    -Target Lock
    -Multitracker


    Basic Plan is, the Pathfinders run up, dismount somewhere with a clear view, Piranhas turbo up the side, hopefully getting side/rear armor with the seekers. Suits (minus Crisis Team 1) go up the middle and support the infantry going up the side opposite the Piranhas. Hammerheads will go between the suits and the piranhas, lending support to either of them. Crisis Team 1 drops behind armor.

    Last edited by Phoenix Guard 1988; May 2nd, 2006 at 20:10.
    1500 years ago everybody knew the Earth was the center of the Universe
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  3. #2
    Member Revolver's Avatar
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    give the hammerheads multitrackers instead of disruption pods. with multitrackers if you move right you can never suffer a penetrating hit which is very helpful, with disruption pods you suffer half of the penetrating hits. if you need to you can drop decoy launchers too in order to have the points for the multitrackers but they are a must have on any HH.
    Dark Eldar (2500)
    Iron Warriors (1500)
    Biel-Tan Eldar(2000)

  4. #3
    The deep down truth Rikimaru's Avatar
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    724 (x8)

    Quote Originally Posted by Phoenix Guard 1988
    HQ
    Shas'o...........................127
    -Cyclic Ion Blaster
    -Missile Pod
    -Shield Generator
    -HW Multitracker

    Elites
    6 Stealth Suits...............185
    -Bonding Knife

    Crisis Team 1.................121
    -Suit 1:TL Fusion Blasters, Target Lock
    -Suit 2:TL Fusion BLasters, 2 Shield Drones

    Crisis Team 2.................139
    -Suit 1:Airbursting Frag Projector, Missile Pod, 2 Gun Drones
    -Suit 2:Plasma Rifle, Missile Pod, Multitracker

    Troops
    10 Fire warriors.............215
    -3 Pulse Carbines
    -Shas'ui
    -Markerlight
    -HW Target Lock
    -Devilfish (Decoy Launchers, Disruption Pod)

    10 Fire warriors.............215
    -3 Pulse Carbines
    -Shas'ui
    -Markerlight
    -HW Target Lock
    -Devilfish (Decoy Launchers, Disruption Pod)

    10 Fire warriors.............215
    -3 Pulse Carbines
    -Shas'ui
    -Markerlight
    -HW Target Lock
    -Devilfish (Decoy Launchers, Disruption Pod)

    Fast Attack
    6 Pthfinders...................172
    -Shas'ui
    -Devilfish
    -Decoy Launchers
    -Disruption Pod

    3 Piranhas....................270
    -Fusion Blasters
    -Decoy Launchers
    -2 Seeker Missiles

    Heavy Support
    Hammerhead...............170
    -Railgun
    -Smart Missile System
    -Decoy Launchers
    -Disruption Pod

    Hammerhead...............170
    -Railgun
    -Smart Missile System
    -Decoy Launchers
    -Disruption Pod


    Basic Plan is, the Pathfinders run up, dismount somewhere with a clear view, Piranhas turbo up the side, hopefully getting side/rear armor with the seekers. Suits go up the middle and support the infantry going up the side opposite the Piranhas. Hammerheads will go between the suits and the piranhas, lending support to either of them.

    One of the things I'm not sure about is Crisis team 2 which will be joined by the commander. The whole setup of the weapons seems kind of off. Anyway, thanks a lot.
    Crisis team two, well i would get rid of the AFP and take a plasma and use them as distanced (24" and over) light armour, infantry killers, don't join the commander to them, use him as a lone suit and preserve his IC status, personally I think the cyclonic ion blaster is wasted on him and would go for a fusion and have him use his superior BS and his IC status plus the weaponry to take out armour and tough opponents, Shas'O's and Els definately work better as lone units NOT attached to any unit, by all means keep them close to another unit but do not attach them. Fact is you should keep another Tau unit between them and the opponents units to ensure survival.

    lose the sheild drones on team 1, upgrade one to a team leader give him hard wired target lock and take shield gens, slightly more expensive but a lot safer, lose the gun drones on the other team, do not take drones with XV8's they leave the suits open to moral checks and are not really worth the points spent on them.

    Dont bother with the bonding knife on the stealths, take a fusion instead (more use as an opportunistic armour popper ).

    Lose the Markerlights on the FW shas'Uis use the points to make the pathfinders 8 strong, the ML's are more usefull there as it allows more stacking of hits, and also makes the unit more capable of soaking up casualties, in fact if you want to take shield drones this is where you should take them, rather than on XV8's because most good oppponents will target pathfinders as a priority.
    So the pathfinders shopuld never be reduced in numbers, basically because they are BS3 and you need as many PF's as possible to get the hits.

    Hammerheads ohhh dear why have you not got multi trackers on your HH, this is law, it is punishable by the infliction of wounds/pain by the application of slapping around the head and body with a large wet fish, lose the SMS and take BC and multi, you should be moving your HH every turn over 6", this makes it much harder to destroy them, but to still fire the railgun you need multi, take it.

    3 Pirahnas seem fine.

    Hope this helps, but remember what ever happens take multis on your HH, I have some large wet fish waiting if you disobey.
    1984

  5. #4
    Senior Member Phoenix Guard 1988's Avatar
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    Thanks, list updated.

    I want to keep the markerlights on the Shas'uis because I want them as a defense against transports when the team is on the ground. I havn't played mech Tau much before, so I don't know if the teams are on the ground long enough for them to be effective.

    Sorry about the Multitrackers on the HHs, oversight on my part.

    I also seem to be 4 points over and I'm not sure what to take out. Any more help would be appreciated.
    1500 years ago everybody knew the Earth was the center of the Universe
    500 years ago everybody knew the world was flat
    5 minutes ago you knew humans were alone on the planet
    Imagine what you'll know tomorrow

    Imagine-John Lennon

  6. #5
    The deep down truth Rikimaru's Avatar
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    724 (x8)

    Quote Originally Posted by Phoenix Guard 1988
    Thanks, list updated.

    I want to keep the markerlights on the Shas'uis because I want them as a defense against transports when the team is on the ground. I havn't played mech Tau much before, so I don't know if the teams are on the ground long enough for them to be effective.

    Sorry about the Multitrackers on the HHs, oversight on my part.

    I also seem to be 4 points over and I'm not sure what to take out. Any more help would be appreciated.
    Lose the disruption pods on the Devilfish, they only make hits count as obscured and as long as you move the DF they count hits as glancing anyway. you will be under points then, really drop em you dont need disruption on DF and you have decoys anyway
    1984

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