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points cost aside, the biggest drawback to outfitting a suit with iridium armour is the D6" assault instead of 6"
been thinking about it, and a very viable use for iridium armour is to give it to the ninja'o (assuming you elect that the ninja'o is a viable option to begin with. i'm not saying it isn't; i remain neutral on that point)
why the ninja'o specifically?
the ninja'o is the one unit in the tau army that, because of the way he is used, minimizes if not outright ignores this disadvantage. The ninja'o is used to shoot then charge the enemy and then breakaway at the end of the opponent's assault phase, to repeat the maneuver. if used in this fashion, it never uses the jetpack move, and so never suffers from this dissadvantage. when it charges into cc, it is doing so not using its jetpack(as stated in the rulebook under the jump infatry section, all infantry enter combat on foot) move, and so is a normal 6" assault charge, rather than the jetpack assault move.
When he breaks away from combat using the thrusters, it benefits from the hit and run rule. 3D6" movement in any direction. this is also not a jetpack move, but a hit and run 3D6" move. Next turn, you are charging again and not using the jetpack move.
also, the ninja'o, becuase of the amount of time spent in close combat, does far better in close combat with a 2+ save than 3+. not to mention that he does not have to worry about being shot by low ap weapons, which are abundant in many races' armouries, and so gets saves from most cc attacks dealt to him (barring power weapons and such). what i'm saying is, on regular, shooting suits, the 2+ save is not much advantage (relatively) to the 3+ due to the opponent's low ap weapons. whereas in cc, that 2+ save is much more valuable.
taking the iridium armour as well as the sheild gen gives your ninja'o a 2+/4+ save. quite impressive, but that's 40pts right there on top of the cost of the shaso as well as weapons, Thrusters, etc.
i dont take the ninja myself, i just saw the utility of the iridium on a ninja'o. who here takes the ninja?? i'd like to hear what your opinions are
I'd like to know your definition of 'low AP weapons'
AP2 is more common than AP3, and unless you're charging gaunts or guardsmen, you'll see power weapons.
I don't like the Ninja'O as a concept (why does he even charge? what will it accomplish besides him taking wounds?), and I like it even less with Iridium armor to make him worth more VP.
I don't see how the Ninja can be effective enough to warrant the steep cost for something that will very rarely (if at all) earn its points back in both units killed and strategical value. If I'd use a unit like that I'd keep it as cheap as possible, not sink even more points in it =/ I mean the minimum cost of said Ninja is 111p.
Personally I'd take the 97p Shas'el w. Plasma, Pod, TA, HWMT any day of the week.
I see and understand your line of reasoning, unfortunately I think it's better suited for a different kind of army, but not Tau.
"Luck often enough, will save a man, if his courage hold".
Weapons that 2+ armor will save you from that 3+ armor will not:
Missile Launcher (Marines, Guard, Eldar, Chaos)
Battle Cannon (Guard, Chaos)
Some kind of chaos bolter (Don't remember which ones carry those)
Weapons that will ignore both 2+ and 3+:
Plasma (Pistol, Gun, Cannon, Rifle)(Tau, Marines, Guard, Chaos)
Demolisher cannon (Marines, Chaos, Guard)
Prism Cannon (Focussed)
and various conditional AP1 weapons, Including Cyclic Ion Blasters, Assault Cannons, and Eldar Long Rifles.
I'm sure I've forgotten some on both sides, but point is that there is a lot more that will ignore 2+ armor and 3+ armor than there is that will just ignore 3+ and not 2+.
This is my main point of my response. However, others may have found differently in their own experiences.
~ Raven ~
In competitive games, Plasma guns and Lascannons are far and away the most popular (3rd being melta) special weapons for marine squads.
Bright Lances are more popular than EMLs
Railguns are more popular than Ion Cannons
Plasma is more popular than most weapons on suits
Pulse Lasers, Exorcists, and disintegrators are all staple weapons for their respective armies.
I'm going to disagree.
you guys do forget one thing..... APOC is where u really want the iridium armor. think about it...... when u face imp guard what are alot of them going to have? the emperor's fist tank company as well as basalisk batterys galore. now with orcs you got the green tide....... massive amounts of firepower can come out of this. not even termys can withstand 100 sluggas being fired at them so any improvement in armor is a good thing here. space marines is probably the same only more heavy weapons. the 2+ can help to if u get caught in melee. course u might be better f with shield generator for this cause it saved my shas'o when i got caught in cc with KHARN and won. go lucky dice x)