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I've returned to my (very dusty) Tau army after putting my IG on long term loan to a friend. I'm building new crisis suits suited to the 5e environment and am curious why the missile pod + fusion combination is considered so bad on many forums. Allow me to try to make a case for it, and I would really appreciate feedback (I have three crisis suits bodies gluing right now and weapons are later this week).
1) Tau really need high strength / low AP weapons.
2) In the end, we always find ourselves at point blank range anyways.
3) Everything seems mechanized nowadays. Fusion helps where plasma and burst don't.
4) Range mismatch matters less later in the game.
5) Sometimes, melta is good.
So... what's the fatal flaw here? Is there anyone who has run a crisis team using MP+Fusion? How does it actually play?
in games of 2000 or more i use a twin-linked fusion and fusion missile pod combo with TAs. i see nothing wrong with it, they are great tank poppers, and have paid for themselves more than once with a dead land raider.
There are three kinds of people in this world, those who can count and those who cannot.
I use it and like Blasterdude3 I think it is a solid combo, especially if you face a fair bit of heavy armour.
Main reason I have seen is the range disparity. It is a good combination, but players here harp on 'efficiency' and having all weapons fire as much as possible increases statistics X amount over the range stretches like Fusion + MP combo.
My case for plasma is this.
We have BS 3, yes we do get into point blank a lot... plasma can double tap, Fusion cannot. Firing two shots gives me a better chance to score hits than 1 shot with the fusion, and the plasma can do it longer.
Guess the new XV9 suits with str6 melta D3 might be a good tankdropper too, but they seem kinda pricy
If you are within 6" of something to melta it, your unit will most likely die. If you're going to go and blow up a land raider, the guys inside will eat you up, and from then on you can only act as very expensive bait. Railguns seem far better for popping these things, especially because there are things immune to the melta rule. The only reason I have a fusion blaster in my list is because I lack the models to not field my stealth suits.
There is one possibility, though, for them to be very effective, and I think that would be 2 suits (one a leader with HWTarget Lock), and given stuff like twin-linked fusion blasters and targeting arrays, to deepstrike in with reroll because of the pathfinder fish, and melta 2 side-by-side tanks/transports, preferrably with a positional relay to get them in on turn 2. This would be great against mech lists, I think.
Other than that, I would go with the units of 3x fireknives, or if I want to save points, then 2x maybe deathrains for half the price. Your heavy support can take care of what they can't.
I disagree with several of your assumptions.NO! No no no NO! Tau should never find themselves at point blank range anyways. The way the army is played must do everything it can to avoid being at point blank range. The list must be built with screening defense in mind. It must be built with maximizing long-range firepower each and every game turn. Tau cannot ever be caught in assault. Being at close range risks assault. NEVER build your list to try and make up for your inability to survive close range encounters. Counter close range threats by building defenses against it and maximizing your long-range offense.Originally Posted by mcharletPlasma is almost as useful at damaging the kinds of targets missile pods are also meant for: light armour. They synergize perfectly when you want to take out transports like Rhinos and Chimeras -- or walkers -- which are exactly the targets you'll be aiming at.3) Everything seems mechanized nowadays. Fusion helps where plasma and burst don't.
And plasma is better than fusion on all non-vehicular targets than fusions because of the range and rate of fire. You want plasma over fusion when you have to stop MCs, for example.Again, NO! Tau must maintain the range mismatch at all stages of the game. Tau must utilize long range at all times to counter their abysmal performance at short range.4) Range mismatch matters less later in the game.And railguns >> melta. We can get plenty of railguns, we can't get plenty of melta without sacrificing everything else that is of utmost performance. The only place Tau should have meltas is on Piranhas because Piranhas are fast enough to put them to good use, and you don't care if piranhas get killed, and fusion-equipped piranhas are genuine threats that draw enemy attention that would otherwise be targing your battlesuits and devilfish and hammerheads.5) Sometimes, melta is good.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
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You can tell I come from playing IG for several years because you always do end up at point blank range in the end. From what you are saying, then, it sounds like fusion is almost never the right pick unless you are intending on suiciding the unit.
What's a better approach to increasing anti-vehicle in our crisis suits?
I have fusions in my list as back-up's. Sometimes bad rolling will mean that our railguns "fluff" it and it is very handy having a backup plan. Also, when you come against AV13 spam (like bloodangels) some will get through and I like to have an extra Ace up my sleeve for when you can't get into a flank position.
Fast AV 13 tanks make it very hard on the old Tau.
2: Only if you deploy and/or build your list wrong
3: yes/no; XV8's are always a good thing, and no plasma stays useful at all times.
4: No, it remains at all times, especially early on...
5: sometimes, not all the time, and not for everything...
I would HIGHLY suggest you read the stickied guides for HQ's and vehicles as well as the following:
that last one actually has me reconsidering the paranha's usefulness, but seriously read em.
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