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I want to start a fairly fun thread, put the unit, weapon or wargear that you would take if it had some slight modification trying not to make it overpowered just useable. You can also list about appearence at the moment but i reserve the right to withdraw this if its all the thread becomes.
So if you dont use something list it and say what it would have to do to make you use it.
Go into as little or as much detail as you wish. I will start.
I would take vespid if they had a 12" charge range
Reason: At the moment you move to shoot range cant charge cant go anywhere so you get rapid fired back. For a supposed Meq killer a full unit cant even kill a unit of normal SM.
With a 12" charge they can just go into an assualt against the remaining foe with their higher initiative thus avoiding rapid fire. They may kill the enemy they may not but they'll survive better than against rapid fire.
Lol I think you just picked the unit that most tau players would change. I know my friend would take vespid if they had rending.
Rending would even make sense, given the diamond sharp claws and all, and it wouldn't be especially overpowered given that they only have one attack base.
Yeah I guess I did but it was the unit i thought of a solution at short notice for.
I would take a Hammerhead if...
Rending wouldnt actually do much really
Against Meq with rending full squad of Vespid
11 shots 5.5 hits rounding up to 6
1 rend 3 wounds
Against Meq no rending
5.5 hits not rounded to give rending full advantage
If bothh were rounded up the same would die.
Pre 5th rending may of done something but if your wounds are the same ap as Meq saves anyway how would it do anything
Though i may of mistaken the rending in shooting for rending in CC.
To get into CC you have to be within 18" of the enemy at the start of your turn if you want to shoot aswell ( would you pass up 4 kills.) How many people would move troops with rapid fire weapons to 18" as you would of had to move in anticipation of charging. So the opponent would have a turn with you in rapid fire range.
So even against 5 sm thats 4.44 kills rounding down you have 7 in your squad left thats 2 kills for you then you assault. Thats 3.5 kills congratulations youve killed the enemy by 11 points when you started with a 107 point advantage.
Last edited by 16Ogretyrant07; October 23rd, 2008 at 02:45.
I meant rending in melee.
5 vespid charge a squad of marines, they get to attack first.
10 attacks, 5 hits, 0.833 normal wounds and 0.833 rends, as opposed to 1.667 normal wounds (of which 0.556 are failed saves).
So giving them rending in melee would mean you pretty much get one guaranteed dead marine on the charge, as opposed to how it is now, where I would prefer they get into melee with me.
I would use Sniper drones if
They took up a FA slot, moved like Jet packs, had no drone controller and came in squads of 2-8.
(To be honest I still wouldn't probably take em)
I Would take Vespid if
They moved like Jet pack Troops, had 18" range
(To be honest I still wouldn't probably take em)
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
If the Vespid models were plastic and looked like the original concept sketches, I'd probably take them even with their current rules! The new models aren't bad, but if I'm gonna use them, I want better rules. Giving them rending and making their guns Assault 2 would do it.
I know, not a unit, but I really want to put rail rifles into my list. Very cool concept.
I'd consider sniper teams if they were Elites instead of Heavies. However, I do really dislike how vulnerable the squad is to losing the drone controller model.
I'd put rail rifles into my pathfinders ... except markerlights are too important.
I very much like the Forgeworld Piranha variant that allows you to mount rail rifles as the primary weapon. I'd use that regularly if it were available.
If it were possible to create an all rail rifle-equipped infantry unit, infiltrating, as Elites, I'd strongly consider that.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
I would take Piranhas if they were non open topped (like Landspeeders) and had a fusion with 24" range (12" half range). This is what they should have been from day one. Tau do not believe in expendable and placing FW's in a tissue paper vehicle that needs to operate at close (dangerous) range just does not fit the fluff.
I would also take Vespids if they had jetpacks, this would give them a fighting chance to survive. They could take away the CC elements as a balance because the shooting should be what they are about.
XV88 if it had an option for submunnition, I tried them again in my last list and just was still not impressed.
Sniper Drones if they were not classed as the same as the spotter. They should be able to move as a Drone unit and benefit from the spotters ML if in LOS and range of the spotter. They should also be relentless, How stupid is it that the Tau would create a Drone with a Railrifle and jetpack (it has to have a jetpack or it would just lay on the ground doing a good impression of a dustbin lid) and not give it the option to move and fire as per every other Jetpack equipped model (yes I know controlled Drones are classed as the unit they are with). Would also be nice if they were actually snipers and used sniper rifle rules.
CIB if it did not need luck to perform. Strength 4 with AP 3 would be so much better
Etheral if it had an armour save and some decent rules benefits. Soemthing like a multiple choice beneift table would be nice I/E ,makes troops fearless if joined to a unit or re-roll tests in one phase per turn (fall back tests for instance or pinning etc). You could choose one benefit per turn.
Last edited by Rikimaru; October 23rd, 2008 at 16:01.
Would you rather charge than shoot because unless yoopponent moves u run you cant get into combat without being rapid fired.
Start at 24" move to rapid fire, fire tehn to far away to charge
start at 19" move then run then assualt no shooting
start at 18 inches however on the privious turn the opponent being 18" away would have rapid fired.
The only way you could take advantage of both shooting and charging the opponent with 24" range would of had to move intsead of shoot stopping 182 away to allow you to move shoot and charge.