Tau Artillery - Warhammer 40K Fantasy
 

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Thread: Tau Artillery

  1. #1
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    The Tau's firepower is lacking in one area.
    Besides the SMS they have nothing that can hit pesky stuff BVR (beyond visual range) Since they don't have any true 'fast' vehicles to take out well hidden mortar teams and Basilisks, I think GW or FW should come up with an upgrade for the Hammerhead something like this......

    Range: Between 72" and 120" S: at least 6 Ap: at least 3 Heavy 1 Ord/Blast

    Unlike less technologically advanced races the Tau Ord. would not scatter.....

    He He He......

    Any thoughts......


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    I DON'T THINK SO!!!!!
    The tau already have the most destructive weaponry in the 40K universe. In terms of shooting they have nothing lacking. To give the tau something like that would make an already strong army nearly invincible. Unless you like playing by yourself i wouldn't even think about something like that beacause no one would bother playing you.

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    yeah i agree the tau are powerul enough now as it is. and now the pathfinders have more weaponry it is even worse. anyway if you look at what you have written then you will realise that would only work on a big table not a normal 4*4

    if you need to kill mortars etc. use a squad of kitted out pathfinders in devilfish. move towards mortars and then when in range and line of sight.
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    Senior Member slackerhauk's Avatar
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    Yeah, that gun is kinda well... they said it, but any way i always thought like firewariors on bikes would be cool but that just cause i wanna paint'um!
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    Ya'll are right that would be cheap.

    Has OmniJackal ever come up with rules for his AWESOME tank conversion?

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    i think deepstriking stealth and crisis suits is good enough for hitting hiding stuff. can you assault move on the turn you deepstrike?
    Warhammer is expensive.

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    no only alowed to shoot on deep striking turn i think (dont use deep strike often so not 100% sure)
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    the tau could do with some decent ordanance but min range 72" sh** or what?
    you would have to be playing on a massive battle field to not make it a waste of points. personally i reckon ap3 st8 range 120" minimum range 24" armour 12 11 10 points 200 (because it fills in one of the tau's weaknesses and i'm not using vdr rules scince i dont know the tau ones and neither can i right this moment pin point wher i left the basic ones. but ordanance (decent one) just doesnt fit into the tau way of war, not the imperial way of fire and if your ordanace hits a non-imperial unit so much the better it's precision aim and wait correct aim, fire with small, ap rounds.

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    Tau are strong, but they really need a better melee unit, the kroot are absolutly Useless, i have 12 of em and never field them cause there garbage

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    i think a bike that would be like a viper for eldar except it would have a ion cannon.

    another thing is tau should have heavy weapons in there fire warrior squads like maybe missle pods or fusion blaster.

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