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The army list is in the army list sections, but i have a few general questions
1. What is a good ratio of pulse carbines to pulse rifles in a firewarrior squad?
2. Are marker lights in firewarrior squads a smart idea (with or without Hardwired target lock)?
3. Stealth suits a definate must? or is it better to have a 10 man firewarrior squad instead?
Thanks in advance
With point #2, if you do that, then you have to have another unit (with or without seeker missiles) to gain any effect from the markerlight hits - since the single man with a markerlight still fires with his squad and no one in that squad will take advantage of the markerlight, only someone who fires after the markerlight hits.
Plus, you have to consider that you have to get a shas'ui to do this and get the markerlight as well, tripling the cost above a regular FW. And, you'll have to give him a target lock as well since without it your FWs will be setting up a shot at a target they probably can't harm just to get the markerlight hit.
Later Edit - I really didn't answer the question, but as you can see that I don't feel it's worth it. If you want markerlights you might as well take pathfinders.
1. The correct proportions I think are either going to be 0:1 (PCR) or 1:1 (PCR).
Really, if you want pulse carbines, bring some squads of gundrones; the twin linked BS2 is actually more accurate than a single BS3, and the jump packs make them much more maneuverable and ultimately useful than firewarriors (not to mention easier to keep alive). The poor leadership is a problem, but it can be dealt with (bring seven+ and it won't really matter, though; by the time you're at 3, you're at <1/2 strength anyway, so you're not scoring anymore). Also, you can attach a commander to a gundrone squad quite easily (and detach him whenever it's convenient) which can help keep him alive a little longer and them from fleeing a little longer.
2. No. Even with Target Locks, they're not all that wortwhile (though they get more worthwhile when you bring seeker missiles). For 15-22 points, it's definitely not worth it.
3. Stealth suits rock. Don't put a whole lot of points into them for a 400 point game, you will want your troop choices, but bringing one squad of about four along is probably going to be worth it. They stay alive well, put out an excellent amount of firepower, and are very mobile. Plus, the infiltration is excellent if you can use it.
I think for small point games (which also involve small boards) there's hardly anything better than pure FW. Stealth suits get the same shots per point but they get less wounds. (mitigated slightly by having a better save) Their principle advantages are mobility and a certain immunity to long range attacks, and infiltrating, all of which are less good on a small board. Chances are your FW will be able to fire on most of what they have LOS on.
Really, just your commander (or in 400 pts or less, just a crisis suit), or an ethereal, and as many FW as you can fit are pretty viable in small point games. kroot are good too, since you're likely to get assaulted, but you might not have the points for the numbers of kroot you need to be effective.
double post, sorry.
thanks for all your help.
i got one more questions tho :rolleyes:
I've got enougth space for 24 FW total, is it better to have two 12 FW squads bonded, or three 8 FW squads bonded?
2 12 FW squad. Easier to be mechanized. Fill up Devilfish with 12 guys, not 8. It helps with the experience games. They have to kill 6 guys instead of 4 to bring your unit to half-size. What are the advantages for 8 man squads?
What lies at the bottomless gulf between the soul and the heart?
400 points, cant afford a devilfish for each squad.
advantages? split opponents fire, more flexability, easier deployment etc. but these things are general, i dont know if this holds true to tau.
It depends on how many times you'll need to take a Morale check - with four less wounds per squad, they'd have to take morale checks faster. But that's only if they take that many wounds (i.e. you fail that many armour saves!.Originally posted by Incoherence@Dec 27 2004, 19:41
400 points, cant afford a devilfish for each squad.
advantages? split opponents fire, more flexability, easier deployment etc. but these things are general, i dont know if this holds true to tau.[snapback]287489[/snapback]
I'd say go for the three 8-man squads, as they will be easier to maneuver and they'd be able to fire on different enemies, or even fire on enemies from different sides.
The advantages are a definite plus, and there isn't much of a disadvantage for that small of a game. (Y)
Plus in small games, where 8 is a relatively large squad anyway, you have 3 scoring units instead of two; more flexibility when trying to take table quarters; you can force the enemy to divide his fire, hopefully leaving at least one of your units relatively unscathed; you can pick 3 targets for your shooting instead of 2; if one unit gets tied up (and lost) in an assault, it's only a third of your force instead of 1/2.
I'd deffinitely go with 3 squads of 8 instead of 2 squads of 12.
Stealth suits are also good because of the tactical advantages they offer. I'd be sure to take a crisis team, at least one drone squadron (of 7-, and a largish squad of kroot (12-16) before I concerned myself with a stealth team, though. I believe the other units are more useful for their points.
Purge all the heretics,
Kill the alien scum,
Suffer not the unclean to live,
And have a beer when you're done.