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Thread: Tau In Ffa

  1. #1
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    Some of you probably remember my last thread about Tau in small games. I explained that a local store was having a 1000 point Tourney soon.

    Now the comic store has changed everything - the board size, the mission, the objectives, etc, I need help on developing an army list for this little tourney.

    Board is 8x8. As far as I know there are going to be about 10 people there. The objective, as far as I know, will be in the middle. Infiltrate and Deep Strike are not allowed. Still 1000 points. In my last thread people suggested using a tooled-up Stealth Team, now that Infiltrate is not allowed I'm starting to think that taking the Stealth Team would be a silly idea. Going with the standard load out...

    HQ:
    -1x Shas'O w/ PR, MP, SG. HW MT, HW DC w/ 2x Gun Drones.

    Troops:
    -12x Fire Warriors, Bonded.
    -12x Fire Warriors, Bonded.

    ...what else do you think I should take? I'm considering buying some Crisis Suits now that I know I can't Infiltrate...(wish I would have known that AFTER I had bought 3 blisters of them&#33

    Any help is appreciated.

    "Arguing online is like winning the Special Olympics. Even if you win, you're still retarded."
    <a href='http://www31.brinkster.com/teamwoo/40kinajiffy.htm' target='_blank'>Mmmm...40K in a Jiffy...</a>
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    <span style='color:orange'>-Tau (7/3/1) ~retired</span>

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    Well,

    If I was going to field a Tau Army in a large FFA I would use 1 of two strategies...

    1. Look as little a threat as possible.

    2. Spite points.

    Strategy 1:

    Take Human mercs(full squad, emp grenades, and as many pulse rifles as you can field), Kroot (10 man), fire warriors(full squad, bonded with gun drones and 6 carbines), Shas&#39;o w ML, PR, FB. Then Hardwire multi-tracker. That should cost you about 500 pts.

    Right there you have 33 models of little long range threat, so everyone should focus on other players. These guys could march up the field and cause havoc, especially if there are trees for the kroot. Now you have another 500 pts to play with.

    Strategy 2:

    This is a cheese army, and is intended as a joke.

    Two full squads of broadsides, SMS, and MT, target lock on the team leader, and hardwired multitracker. I believe 235 pts ea(been a while since I have seen the codex.

    Human mercs full squad and fire warriors full squad with &#39;ui and bonded 220pts

    full squad of stealth teams with gun drones 200pts

    use remaining points for HQ.

    As I said before, this list is total cheese, and you will attract a lot of the wrong kind of attention. Personally I would go with strategy 1.

    -Vycan
    Baghdad, Iraq (What do you mean you might extend us??&#33;&#33

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    Member Splan's Avatar
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    The next thing I&#39;d go for would definitely be a Hammerhead.
    Although expensive, stick a rail gun on it cos it&#39;ll give you nice flexibility as you won&#39;t necessarily know what armies you&#39;ll be up against. But to keep the overall cost down, maybe opt for Burst cannons instead of SMS. Also an MT is vital. I like the Decoy launcher too, but thats more of a whim. So you&#39;re looking at about 160pts.

    Then I&#39;d get some Crisis in. Pods, Plas & MT are a good all round loadout (like your commander) but you may want some specialist guns in there. 195ish pts.

    Kroot&#39;ll be less useful (no infiltrate) but I think I&#39;d still pop a squad in. Prolly something like 10 kroot, including a shaper & 4 hounds. 125ish pts.

    Approx 480pts in total. Nice and flexible firepower and good mobility.

    Good luck, FTGG.
    Do the things

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    Steath suits give the same amount of firepower as firewarriors (point-wise) but you get to be more mobility and they are hard to see, so stick with steath-suits.

    Gun-drones have more firepower then firewarriors, are much more mobile and cost only two points more, so go with gundrones.

    Then you need something to shoot the big nasties:
    XV88: Lot&#39;s of firepower at a long range, but very very slow.
    XV8: Good close range firepower but tau don&#39;t want to be to close.
    Hammerhead: Long range firepower, good mobility but rather expensive.

    Jozef

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    I was just thinking tactics-wise, if I were to pick off the main threats from afar with my 2x Broadsides and Hammerhead, it would clear a path to the center objective with my Stealth Team. I guess they would make an excellent unit for taking the objective in the center since everyone has to roll to even &#39;see&#39; them...good advice, Jozef.

    I haven&#39;t had much luck with Gun Drones. Perhaps I&#39;m using too few of them in a squad, I don&#39;t know. I&#39;ve used a squad of 6 in a few games and they were just cannon fodder, and I didn&#39;t wound anything with them. If I could make some room for them I would take them, as of now I don&#39;t have any points to spare. Somebody mentioned making a Gun Drone Squad and having my Shas&#39;O join it, and just rush for the center objective shielded by about 8 Drones.

    One of my friends (well, opponent now I suppose&#33 will be fielding a Bassy in his Imp Guard army. I&#39;m fearing the Str 9 AP 3 Ordinance. Right now my army list hasn&#39;t changed from my last thread, mainly because I don&#39;t want to draw a whole lot of attention to my army. As far as I know everyone (including myself) will probably be aiming at that Bassy, then my Hammerhead and Broadsides.
    &quot;Arguing online is like winning the Special Olympics. Even if you win, you&#39;re still retarded.&quot;
    <a href='http://www31.brinkster.com/teamwoo/40kinajiffy.htm' target='_blank'>Mmmm...40K in a Jiffy...</a>
    <u>Current Armies:</u>
    <span style='font-size:7pt;line-height:100%'>(W / L / D)</span>
    <span style='color:gray'>-Deathwing (7/1/1)</span>
    <span style='color:orange'>-Tau (7/3/1) ~retired</span>

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    Good tactic to let your Shas&#39;O join the gun-drones, it would give you quite a good shield, but now he can be targetted. I once let mine join a squad of 6 heavy gundrones, wich gave him awesome firepower (6 TL burst cannons).

    If you use stealthsuits to screen them, most opponents will try to see and shoot the steath-suits first altough they can fire at the commander and drones (special rules for stealth suits say they cannot screen other units). Only very experieced tau-fighters will know they can shoot at the commander .

    Jozef

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    Senior Member Jon23516's Avatar
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    @BrOOcH:

    Let me get this straight, there will 10 players all playing a single 8&#39; x 8&#39; game table? All starting on the perimeter and heading for an objective in the middle? Is it first one there wins? Or whomever controls the objective at the end of the last turn?

    To summarize what&#39;s already been said and including my own 2 cents, I would still stay with the Stealth suits even though you won&#39;t be able to infiltrate. In addition to the Stealth ability, their jetpacks allow them 12" of movement per turn which will get them to the objective as fast as anyone else packing troops into transports. Also, a 6-man team will last longer than a 3-model team of Crisis suits.

    The downside is that their 18" weapon range won&#39;t be effective until they get into range.

    Assuming you will have a pie-shaped wedge between your deployment zone you will want to protect your flanks with FireWarriors to shoot to pieces your adjacent players to slow them down.

    A Hammerhead would probably be the best: Highly mobile and hard to hit as long as you move at least 6" per turn. The rail gun will be good against both enemy armor as well as troops with the Blast weapon.

    The only advantage I can see with taking Crisis suits instead of Stealth suits would be the available weapon range.

    No idea of the points off the top of my head, but see what this adds up to:
    6-man Stealth + 2 Drones
    12-man FireWarrior, Bonded
    12-man FireWarrior, Bonded
    Hammerhead w/Railgun & multitracker

    Further clarification of the mission parameters and objectives would be helpful to guide how the list fills out.

    Later,
    Jon
    [COLOR=DarkRedI got my tournament t-shirts at mathhammer.net[/COLOR]

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    Ok Jon, great idea, just one flaw, no HQ. A good army list might include stealthsuits (hard to hit with ranged weapons, go first in cc) Also, take hammerhead, but instead of railfun, take ion cannon. It is great at killing multiple units at once with its AP 3. Fire warriors take less of, 2 squads of 6, and take CRisis&#33; 3+ save, 2 wounds and 5 S and 4T. Maybe try giving the Shas&#39;O the crisis suits just as protection. Wish I was you, id be havin a field day&#33;

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    Senior Member Jon23516's Avatar
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    Originally posted by Shas&#39;O&#39;J&#39;kaara&#39;D@Apr 20 2004, 226
    Ok Jon, great idea, just one flaw, no HQ. A good army list might include stealthsuits (hard to hit with ranged weapons, go first in cc) Also, take hammerhead, but instead of railfun, take ion cannon. It is great at killing multiple units at once with its AP 3. Fire warriors take less of, 2 squads of 6, and take CRisis&#33; 3+ save, 2 wounds and 5 S and 4T. Maybe try giving the Shas&#39;O the crisis suits just as protection. Wish I was you, id be havin a field day&#33;
    Shas&#39;O&#39;J&#39;kaara&#39;D: That&#39;s the thing, I wasn&#39;t attempting to present a full and complete army list. I was just suggesting a core mix of units that would better serve the mission objectives rather than something different. Obviously an HQ of some sort would have to be taken.

    Instead of taking out some of the "core" elements I listed above, I would suggest adding Crisis suits in the form of a Shas&#39;o w/Bodyguard instead of the Elite Crisis variety. Obviously if the points don&#39;t allow this than modify to fit.

    I left my suggestions open ended because I was unsure on several details regarding the mission objectives, etc.

    Until BrOOcH replies in answer to my questions I hesitate to make many more of my own.

    For instance, if the table had a high likelihood of having lots of intervening terrain, such as forests, then minimizing the amount of FireWarriors and packing in as many Kroot as you can would be an obvious answer.

    I hope to hear from BrOOcH sooner than later.

    As for the Railgun vs. Ion Cannon... As much as I have enjoyed taking the Ion Cannon because of its "3 Marines Per Turn" killing ability, my feeling is that the Railgun with its optional Blast ammo may be better. With the standard Railgun ammo you can punch tank-sized holes into every model made for WarHammer 40K (probably). With the Submunition ammo you aim, fire and if you hit, (3+ since you have a built on Target Array) you get to place the Large blast template on the target. It is not Ordanance so it Does Not Scatter.

    As for minimizing the FireWarrior squads... I just can&#39;t agree. 24 shots of 5/5 at 30"? How can you beat that? Assuming you replace half of them with Elite Crisis suits, while you have the mobility you just can&#39;t generate that many shots per turn, especially since both the FW and the Crisis have the same BS. I might minimize to a single 6-man FW squad if I were loading up on Kroot (see my Kroot/Forest thoughts above).

    Later,
    Jon
    [COLOR=DarkRedI got my tournament t-shirts at mathhammer.net[/COLOR]

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    If it is dense terrian your best option is lots of battlesuits for &#39;pop-up-attacks&#39; and lots of kroot hugging the cover to get thier 4+ save
    (EDIT) This is a good time to take stealth suits as in small games that many shots coming from such a mobile unit can cause alot of casualties.
    [/QUOTE]If your the last man standing, your not fighting hard enough.[QUOTE]

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