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Hey, I am about to start playing Tau, and one thing I've seen in a lot of armies, are Devilfish'. I've even been adviced to put some in my own army with my FWs, but I don't see the great thing about them.
The FW team moves twice as fast as they usually do, and they can still fire at full range(I think?).
The FW team have extra protection inside the vehicle.
There is a chance, that if i get hit by just, 1 big shot (Railgun as an example) It risc blowing up and the FW will take casualties.
They take up a troop choise.
The cost. For 80 points I could buy an extra FW or Kroot team.
This is just my opinion as a new Warhammer player. Since I've never played a game before, and only looked at people playing, I am probally very wrong :p
But please come with your opinions and tell why I should or why I shouldn't pick a DF :](Or add extra Good/bad things)
Last edited by DavidSS; December 30th, 2009 at 10:36.
"Second place, is just a fancy way of saying looser."
At a minimum, a Devilfish gives you an extra layer of protection for your scoring Troops that the opponent must destroy if he's to prevent you from claiming an objective. The Devilfish has the best overall AV of any transport in the game AND has the benefit of disruption pods for cheap as well. These features combine to make the Dfish a very tough nut to crack. Weaponry that can kill your fire warriors simply cannot touch the Dfish. And anti-armour weaponry that can hurt the Dfish must be strong enough to actually tackle bigger fish -- in a matter of speaking -- in the form of mainline battle tanks (like the Tau hammerhead, for example). Thus, your opponent must choose whether to demech you and expose your weak infantry for subsequent destruction -- not a guaranteed task -- OR to try and remove your hammerheads and/or broadsides (which require similar weaponry to effectively destroy). You know, the heavy support choices that you have bought to rain death and destruction down on your foe!
Beyond that, there are all the general benefits that mechanizing any 40K army gives you. Mobility, speed, greater range of tactical options, etc.
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
number6 did a pretty good job of describing why the DF is ESSENTIAL (capitalised for the emphasis) for FW squads. Another point is objectives; I find the Devilfish with Drones, flechettes and disruptions is possibly the best way to hold objectives for Tau. An objective can be occupied by a squad of Fire warriors IN a Devilfish, so place a squad of nine FW's in a Devilfish within 2" of an objective and the opponent has to:
(a) Destroy the Devilfish (immobilising is no good because the FW's are still safe in the DF and the objective is still held)
(b) Try to destroy it by shooting and it has the disruption pods, if shot at distances over 12" the DF gets 4+ cover save and good luck getting past the AV13 frontal armour as well
(c) Try to destroy it by assaulting and the Flechettes hit the attacking unit
(d) Drop the Drones if needed and the attacking unit has to either attack them first (Drones should be in front of the DF) or go around them to get to the DF
(e) If they do destroy the Devilfish it will usually be a wreck and you can place the FW's behind it. The FW's are still occupying the objective but the attacking unit has to cross difficult & dangerous terrain (the wreck is counts as both) to get to the FW's
(f) The FW can move into the terrain next turn and will have at least one turn of shooting at the enemy unit at rapid fire range
Moving a unit of FW's in a Devilfish from an objective is damned hard and usually takes at least two (often three turns). It is a damned site harder to do than shifting a naked unit of FW's without DF protection from an objective.
Anyway FW's on foot never last long and basically should never even be considered. We have a troops choice that works on foot and it is called the Kroot. Yep you could buy another FW team but you would then have two FW teams dying on foot.
Troops in 5th need to be protected, we have the best protection for our troops in the game. I do use my FW squads offensively when needed but usually they stay in the Devilfish where they are safe and the Kroot do the dirty work.
Without wishing to appear rude or nasty in any way, why not try out both army styles a few times: one without Devilfish and one with them? Some people *do* find that they prefer the static gunline style of play, although most Tau players will usually use DFs. If you played a few games using both types of playstyle you would find out which type suits your own style, but you will also see why Riki, No6 and I would all recommend using DFs with Disruption Pods.
There's really nothing more satisfying than watching your opponent's face grow redder and redder when those Disruption Pod dice rolls keep on working!
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
Thanks for replying all, I went to my local warhammer shop yesterday, and I started to realize to joys of having 2x12 fire warriors moving 12" and then to shoot 48 where half of them will hit :3I am pretty sure it does take up a troop choice. Unless you take it as a dedicated transport for the pathfinders. I am looking at the codex right now, and I don't see how it couldn't take up a troop choice, since it's in the troops section. If it wouldn't take up a troop choice, I think they would have put it elsewhere.First thing is Devilfish do not take up a troops choice they are a transport option. If you check out the codex entry for the DF you will see it clearly says 'Transport' on the left hand side of the page and not troops. Your poll is invalid as DF are not troops choices.
I have decided to buy a Devilfish once I get the money for it, so thanks for replying folks :3
Sorry about the no end date poll, must have missed that
"Second place, is just a fancy way of saying looser."
It is not possible to just take the Devilfish by itself. Most codexes will list their transports in the section that is most likely to take them as to make their stats more accessible as Riki pointed out.
Riki, o master of all that is codex related, the front AV on a DF is 12, not 13. However, the points you made are worthwhile and well noted. Again though, the Devilfish is a dedicated transport but can be used by any other unit that can utilize it.
I would suggest taking Devilfish in your army for many of the same reasons given earlier. Also, it is nice to have something that moves fast and is fairly well protected to move scoring units to the objective. On top of that, when you have a unit that gets hammered down to a few members it is nice to pick them up to try to keep your enemy from getting the kill point for that unit.
However, I would advise that you take the devilfish that are mandatory for pathfinder squads and not as dedicated transports for your fire warriors. I always recommend the pathfinders as their markerlights are just too handy not to use. On top of that, I have used my pathfinders, Devilfish and all, to outflank in tournaments. The extra fire power on your flank with possible pinning proved to be a winning factor in a few games. Not to mention the slight surprise of a new tactic my opponents weren't prepared for.
Of course I normally use the pathfinders to markerlight and not much else, I like having the option to do it if I see the need or if the tactical opportunity presents itself. I digress, back to the point, I highly suggest using Devilfish in your army. As Eigle pointed out, try them in your games. Nothing will help you decide the use and benefits of a unit more then trying them out yourself.
- Never underestimate the power of human stupidity.