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Ok here we go, I'd consider myself a fairly veteren tau player, I've used them exclusively for 40K since thier release many moons ago, I've recently ditched my old army though in favour of one where I can take advantage of the new 40k rules and Tau dex. My old army was your standard static tau army using mass firepower, it generally dominated the first few turns but then it became and bloodbath at the end once my opponent reached combat, so I've set about making a new army which could theoretically wipe out any army whilst taking very few casualties. Shas'O Spoon's Cadre -
Shas'O - Flamer, A-BFL, Shield Gen., VRThrusters, MT
x2 Shas'ui XV8
x2 Shas'ui XV8
x2 Shas'ui XV8
x2 12 FW with Devilfish (SMS, TA, TL)
10 Gun Drones
x2 Railhead (SMS, DP, TL)
The main plan with this list is to skim around behind terrain with my tanks, firing SMS at anything fast with antitank weapons, which the battlesuits jump about killing anything with Anti-tank weaponry, once thats all gone, the battlesuits target whatever I feel like, the Hammerheads start Submunitioning everything and the FW fish of fury any survivors. Obviously this tactic will need altering for certain armies (necrons etc) and I might add a stealth unit or kroot in some games but generally I think its pretty sound (though feel free to point out anything you think need improving). What I really need help with is the load out for my XV8's, my commander has enough template weaponry to massacre lightly armoued troops, so what I really need is anti-tank and anti-power armour weaponry on the other suits, but Im not sure how to balance them between the six suits. Cheers in advance.
I would suggest to take plasma rifles against armoued troops.
Against tanks of all kind, the Fusion Blaster is the standard of choice. Equip one of your Crisis Teams with FBs and use the ability to deep strike behind tanks. Then just melt some holes in it. It workes great! (FBs are very good against everything. But their range is rather short.)
You can make
1) them all with PR, FB and a target lock. So they can deal with everything.
2) one anti-tank-deep-strike-team with TL FBs each and something else , and one with one or two PR each and something else for terminator hunting. The third is depending on your opponent (depending on the number of his tanks). The something else might be drones or a shield gen.
3) one antitank team (TL FBs, DEEPSTRIKE!), one anti-power-armour-team (TL or two PRs), and one like in 1).
I hope it will help you.
TL plasma rifle ruin anything infantry. plus, having TL weapons means you don't need a multi tracker, so you can add a fusion blaster to the other slot so you can take out infantry and tanks sperately. personally i'd rather use missile pods for light tank busting, they're safer.:yes:
“You can live to be a hundred if you give up all the things that make you want to live to be a hundred.” ~ Woody Allen
I would also consider losing a team of two XV8's and the Shas'O and taking two Shas'El helios, why in gods name are you giving a Shas'El (75pts basic) a flamer and A-BFL the Shas'El has a BS of 5 so why do you want to waste that, also a flamer is way to close range to risk losing all the points paid for a Shas'O, do you really want to be that close to a unit with a Shas'O and risk getting caught in CC or shot to pieces (think about it).
Last edited by Rikimaru; October 8th, 2006 at 11:15.
Some good advice there, I was thinking of going mainly plasma with a few fusion blasters sprinkled in, taking into consideration what you've all said heres my current plan -
2x Crisis with Twin Linked Plasma Rifles, Shield Generator
2x Crisis with Twin Linked Plasma Rifles, Shield Generator
2x Crisis with Twin Linked Fusion Blaster, Missile Pod, Multi-tracker, Target Lock
This way I've got a potential of eight plasma shots per turn which is going to be useful against light and heavy armoured infantry.
The last XV8 team are then equipped to take out Light and Heavy vehicles, if the tanks have infantry support I can just sit back and missile them to bits before jumping in.
I was wondering if its worth equipping Battlesuits with two different weapons and a multitracker for volume of shots, or keeping them twinlinked for increased accuracy?
Rikimaru, I see your point with the Shas'O's ballistic skill being wasted with template weapons, but I find the WS-4 the extra wound and attack to increase its survivability when its caught in combat, which due to the nature of its weapons it happens alot, also, no one expects to be beaten in combat by Tau (for good reason) so it does have a certain psychological effect on my opponents when he polishes off the survivors of the unit that just got templated to death.
I should have clarified that that unit of gun drones is two 5 'man' squads, I use them mainly to shield my battlesuits from anything fast and nasty (assault marines, hormagaunts) and as they're usually ignored when theres 7 battlesuits buzzing around and 4 untouchable tanks missiling your elites, they can sometimes pin a crucial unit.
Also, your absolutely right that monat's are much, much more effective than two or three man teams, however I'm hoping that I'll be able to balance this disadvantage out with the increased number of suits and the fact that my suits only have to win half a game, the second half can be carried by my tanks and infantry. hopefully =)
Also, because of the jetpack rule for the gun drones, they can zip in front of my Shas'o after he's fired to shield him from a counter charge, should they be wiped out (happens alot) he can always use his hit & run special rule to escape.
Also, I've unfortunately be lumbered with three Pirhanas, I've seen the other threads that seem to say that they're useless - should I use these equipped with fusion blasters against tank heavy armies, or just cannabalise the things for conversion material for my tanks?
Also why the over reliance on twin linked plasma go for fireknives and you have 3 high strength shots a turn minimum and 4 when in rapid fire range, you have much more versatility with the missile pod and plasma.
Also the twin linked fusions with MP are a waste of time, they are not range compatable go for basic helios multis at 62pts each again you have the plasma and still have the anti armour fusion, but you also have much more impact against any target with 3 shots at 12", if you take the four fireknives you have the MP anyway and these can work at range, but you have two helios XV8 suits who can do the close up anti-armour work while being supported by the 4 fireknives.
So you would have
2X Fireknife XV8 (PL/FU/MT) I would make one a team leader and give him TL (129pts for the team)
2X as above 129pts
2X Helios (PL/FU/MU) 124 pts
With this you have a potential of 6 plasma shots a turn (12 at rapid fire range), 8 Missile pod shots at a potentail 4 different targets a turn and 2 Fusion blaster shots each and every turn and you have much more anti light armour plus much more anti anything.
If you lose the shield gens you will have the points to take these and the MP should help to keep the suits safe with their range.
Your right no one expects to be beaten in CC by Tau because they usually aren't and anyway tying your commander up in pointless CC is actually working in your opponents favour by potentially removing wounds from your premier weapons platform resource, think about it where would you ather have him, running around killing things with all his wounds or tied up in a pointless combat for a turn maybe dying or losing wounds, lose the VRT's and flamer they make it to tempting to get close and risky, use his JSJ move, IC status and the drones to keep him alive but give him weapons to exploit his superior statline.
You should be using the commander as your premier tough target killing unit and flamers and A_FBL) dont cut it in this role, in fact lose both these weapons and never dirty your list with them again LOL
I see your point with the commander issue, I'll replace him with two Shas'el and shift the points about, also I agree that the flamer is a bit to close for comfort, I still want to have at least one or possibly both of them with A-BFL's though, I find a lot of opponents under estimate these weapons, much like the Railgun's subs, potentially they could wipe out an entire Space Marine tac squad in one turn. Unlikely, but it has happened. I'll probably replace the flamer with a fusion blaster though, as you said, they are really for killing nasty things whilst the rest of the suits take on the bulk of the army.