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I was playing an amazing game against nids today. I carfully jumped my stealth suits (no upgrades) to be exactly 18 in from the enemy, took my shots, and jumped back behind a box of thin mints. I did this for about 4 turns and killed a squad of genestealers, a squad of termagaunts, and a squad of hormagaunts. And I only lost 1 suit at the end!
GOODBYE FIREWARRIORS, HELLO STEALTHS!8Y
Last edited by Lost Nemesis; January 26th, 2008 at 04:49.
Stealths are good, but you just got some lucky rolls. You really shouldn't take more than one squad of Stealths (but upgrade that one squad all you want). Crisis are more important for whatever you have them doing.
Last edited by Lost Nemesis; January 26th, 2008 at 04:50.
5+ \ 0 \ 0 - 3'000+ Pts - Dal'yth Sept
0 \ 0 \ 0 - Work In Progress - Hive Fleet Hammerhead
0 \ 0 \ 0 - WIP
Victory \ Draw \ Defeat
Credit to Legionnaire for the bars.
I would always preffer Stealths to Firewarriors. Fire warriors cost 8.28 points per shot (with a fish) while stealths cost 10, but Stealths have 18" range, JSJ (these first 2 mean stealths can fire almost every turn, firewarriors do not have this luxury), Stealth field, smaller footprint and better armour. The only thing going for the Firewarriors is they have more wounds.
Unfortunately I do not have the Elites choices to spare, and I only take 2 Fire Warrior squads anyway.
Stealths are awesome. I am happy for you. I love mine very much.
However, they do have their limitations.
Firewarriors are necessary. They bring the weighty squads necessary for a pitched battle.
They have many wounds, lots of shots, and intimidating power.
But of course stealths are better, they are elites.
Additionally, you will need more plasma and missile to support your pulse fire, so one stealth squad is usually all that you need.
They are so good at killing hordes, they really don't need much else.
I love that about Tau. No matter what I do, I have some of the best anti-horde firepower in the game, and it is mandatory. So whatever I do to my list, I have that covered.
Turtles For the Turtle God!
Shells For the Shell Throne!
[quote=sniper drones kill things;1086303]and jumped back behind a box of thin mints./quote]
hahahaha thats utter genius!!
yeah stealths are amazing. they are usually the first target for any army i play that has less than a MEQ save.
but as everyone says they can be tied up in H2H and killed by fast moving assualters if your not careful.
Im going to say keep one squad of Firewarriors as they can rapid fire the crap out of just about anything, I cant count how many guardsmen ive lost to those stupid pulse whatever the f$%^ they're called. But yeah steath suits are good.
A box of thin mints, evidently I you weren't using my scenery for this game.
however becarefull cuase eventually Tim(The 'Nid player hes talking about) will have mutliple squads of genestealers and they will over run you real quick. - Please work on your typing. Thanks. - Katie D
Last edited by Katie Drake; January 27th, 2008 at 02:51.
No, it wasn't him, it was actually Too Tall.
Posts merged. Please, don't double post. - Katie D
I was thinking about using a farsight squad to get the spots for crisis suits with low ap weapons and mp's, and then using all 3 of the elite slots for stealths. Then I'd use 1 or 2 squads of vespids, a squad of pirahnas, and 1 or 2 squads of pathfinders. For heavies I'd use 3 railheads, or 2 railheads and 3 broadsides. I'd also take a squad of kroot to use for screening, and stopping the enemy from advancing.
What do you think?
Last edited by Katie Drake; January 27th, 2008 at 02:52.
The first part is great. It is actually quite unique and imaginative. I would love to see 3 squads of stealths and some crisis teams in there. However, don't include vespid. They suck. Period. Those points would be better spent on your hammerheads and firewarriors, anything, even marker drones (which are also not that good).
Your army will be horrendously expensive, so expect to be outnumbered. Try it out.
Also, some gun drones would be nice for slowing down enemy fast assaulters.
Turtles For the Turtle God!
Shells For the Shell Throne!
Thanks for the advice! But I believe that the vespids can be very advantageous if employed correctly, even though they do die easily. For example...Say you have a squad of marines, or power armoured enemies, flanking one side of the board. You could get a squad of vespid and maybe some gun drones or crisis suits, and take out the squad. If The deceased were far enough away from the enemy, the vespid won't be shot at during your opponent's turn! This takes some strategy, but I feel it is worth it since
Vespid are my only cheap choice for an ap3 weapon, or one that can beat power armor, besides sniper drones and the ionhead (both being taken up by railheads and broads). Basic crisis suits with twin linked plasma rifles cost 40 pts, I think - and that is the cost of about 3 vespid.
I believe that with skill vespid can be very worthwhile warriors if good tactics (which I so do love to employ) are used.
As for the 3 squads of Stealths, well it is not a good idea. For a start it comes to 540pts (and that is on top of the "compulsory" FW squads cost, 60pts min) as opposed to three units of Fire Warriors, same cost per shot but you only have 18 wounds in the Stealth squads (36 in the FW squads). You also lose proportionately more shots per casualty then you do if you lose a FW. You also are much more susceptible to casualty testing due to lack of ablative wounds.
If you take so many Stealths they will have to be placed in the line of fire much more than a single squad, as they will be expected to do the bulk of infantry killing, this makes them much more vulnerable to being assaulted or caught out by shooting and somewhat negates the Stealth advantage.
The other thing is you will have a very small XV8 presence and this is never good, most of the Tau's effective mid strength and or low AP weaponry is carried on the XV8 and you will really restrict your army by not taking them.
As for the Farsight squad, well if you use Farsight rules then you cannot take 2 or 3 Hammerheads, no Vespid, Pathfinders are 0-1 (only one can be taken) and definitely no Kroot.
What do I think? well what I think is you would be advised to re-read the codex (Blueman I am surprised you missed the Farsight restrictions dude).