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So I came in to the tau mostly for the fire warriors, Battlesuits and Tanks and i love them.
But I recently read up on the stats and playstyles of the aliens in the tau.
I have been using Kroot, but not really to much success (I put this down to originally thinking they were assaulting units, which i now see is not true)
I have read the stats for the vespids and I have to say, they do not seem too bad, the armor save could be upped by 1 and the leadership is dire without the strain leader but other than that they seem ok for their cost in points.
So why are they avoided so much?
Last edited by decoinferno; July 10th, 2009 at 21:20.
Eldar: Hakan-eth Craftworld - Lead by Head Farseer Jaraith 2500pts
Tau: Yihe'ya Sept - Lead by Shas'O Yihe'a Montro Myen Kauyon 1500pts
Sum of it is that they're overcosted by a fair bit (only really decent on the cost once you get 6-7 or more Stingwings), and they're FRAGILE. They die easily to bolter fire if they're not in cover, and a Flamer will wreck them.
The other problem is that they have a lot of contradictory design choices. Their gun is a Marine-killer, but a maximum team with full markerlight assistance will only kill 6-7 marines a turn, and it's a very short-range weapon that leaves them vulnerable to countercharge and return fire. They're quick on the field and in melee, but with only one wound and a poor save you'll still lose them before they make much impact.
Now, that doesn't keep me from using them in friendly games anyway. They're fun, with unique abilities in our army. Just understand that they are expensive bait if you're facing a serious opponent.
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I have actually been using them in my list lately and have had great success with them.
I either keep them in reserve or use kroot as a screen for them, 4+ cover save is pretty good. They are a counter-attack unit IMO, not an assault unit.
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Just a thought...would keeping them in reserve to use as a sort of Anti-deep-strike unit work? my brother is a CSM player who LOVES to deep strike around his icons, would deep striking the vespid in return work as a way to help neutralize the threat? i realize that it'd probably be serving them up to the wolves, so to speak, but it might keep the units away from softer, more effective units, like FW...am i thinking right or am i setting myself up for wasted money and points on fancy winged speedbumps?
never used them but always thought they were a little overpriced. However, if i did i would take them in reserve and strike them from behind a tank a with any luck KABOOM!!!!!!!
i have vespid but their not really as effective for how much they cost and they tend to come in small numbers. their neutron blasters are very short range and their assault ability is mild at best. they do move fast because they count as jump infantry. so thats a plus.
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I think that dropping them behind a tank is a really bad idea, as they lack enough firepower to really make an impact...use fusion-equipped battlesuits or stealthsuits for that purpose, it will probably work much better. maybe a bit pricier (i don't have access to my codex right now) but a better choice. as i see it, vespid are better at being a pricey meatshield for assaults, maybe taking a few down before they get into CC. not exactly anti-khorne bezerkers, but it might soften the blow...again, pricey.
i supose u have a point. i guess there hust SM killers in the long run.
Also there fast attack slot. I already use mine with 2 groups of parans to help control enemy movement and a path finder squad.