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I've built, sold, and am in the process of rebuilding a Tau army. While I am currently aiming for the standard mechanized army there is an idea that keeps on tickling the back of my mind...
As 3 broadsides can be in a team and 3 teams in any standard Tau organization it would be simple to field 9 broadsides in an army.
The benefits are obvious:
9 - twin-linked railguns
36 - ignore line of sight smart missiles
9 - twin-linked plasma guns
(Or whatever combination of the two makes one jolly... And don't forget multi trackers!)
2+ armor saves with 4+ invulnerable option
Close combat: And again 2+ armor save
The problems are also pretty clear:
Only plasma guns can move and fire
Rather high price per model
Uncertain power against masses of lightly armored troops or masses with invunerable saves
This would bring a collection of high-powered weapons to the table. S10 will lay low any vehicle or multi-wound character with ease... In fact anything at all. Necrons would be denied WBB rolls, etc. Also, when I counted the points cost of such a heavy army it turned out to cost suprisingly little.
As I have already purchased a Hammerhead it's unlikely I'll field a full 9... But a vast number of Broadsides always amuses me.
Stats removed - Please read and follow LO forums rules, thanks
Last edited by Pocket Door; April 8th, 2005 at 03:33.
Im a noob but I would call it CHEESE.
1. Please don't post stats. Especially to the detail that you mentionned.
2. That'd be pretty evil. You have to realize though, not a lot of people would enjoy playing against an army like that. Also, your broadsides are very vulnerable with the low toughness that they have (i wish they'd flip the toughness / strength on them). They can be easily insta-killed using las-cannons, plasma, fusion, anything with the double str. And if it has it, it's probably AP1 or AP2 so you just get your invul save.
it'd be really fun to play with. and i'd have loved to have used it in my first tournament game. i was against an armoured company with no AP2 weapons on a completely open board. can you imagine the carnage this list would have caused? it wouldn't be very effective though. as you've said you have nothing to take out marines or power armour effectively (too many points in too few shots) and you'd be screwed against hordes (nids you might be able to handle with enough firewarriors backing you up as railguns will annihilate the TMC's) basically it would be fun to play, and i'd love to use it against anyone who thought an armoured company was a good idea but not effective, and definately having that many points tied up in Heavy support is horribly unbalanced.
When did Mech Tau become standard?Originally Posted by Pocket Door
That's one of the things that actually does make the idea of it so appealing. It really isn't a lot of points for them (assuming you don't bulk them up with too many extras). Coming to only 36% of an 1850 army total, I'm sure that other armies could cary the same with a decked-out HQ group. And you'd only have to make sure you have three troop choices (or 500 point in troops) to avoid taking a battle point hit (for Tourney purposes).Originally Posted by TzarNikolai
The one thing you have to realize is that thier initial placement IS key with them - and since heavy support goes first, an opponent will always plan not to get shot right from the start. This will force you to do the one thing you don't want to do with them, which is move them.
I've toyed with this idea myself, which is one of the reasons I have 9 broadsides. (The second is not having to pay for more down the line whenever the next price increase happens, but this is a different matter entirely...)
I think taking 2 teams of 3 (6 TL rails, 24 smart missiles, OR 6 TL plasmas) would probably provide almost all of the benefit, with fewer points sunk into the unit and allowing for more points elsewhere, in additiong to freeing a FOC slot.
Not many armies have enough heavy units/vehicles that you'll need 6 rail shots from the start. Having 2 full teams lets you position them both from the start to cover a ton of the enemy's deployment zone. Since he also deploys his heavies first, and railguns are generally ideal for taking out said heavies, you may (depending on who gets to deploy first) be able to position them in perfect positions for taking out his units. Even if he moves them before you can fire, it's probably not going to be what he had originally planned on doing with them. While the smart missiles/plasmas are nice, they aren't really the reason to take broadsides -- it's all about the rail. And, in my opinion, 6 is plenty, even in an 1850 point match. Once you take out the enemy vehicles/transports (which you would most likely be able to take out 2/turn with 2 teams -- not much can survive 3 rail shots), you can start pouring fire into heavy infantry with either rails, missiles, or plasma. I doubt a SM player would be happy to have 2/3 of his terminator squad get wiped out in one round of shooting from a group of broadsides. TMCs could easily go down in a round of shooting.
Definitely an interesting idea, but I think maxing out on them would be a mistake in an army. Not because of its cheese factor, but just because I think it's overkill. 6 seems to me, in most cases, to be equally effective, while not putting all of your points into the one shots. It also frees up points for firewarriors or other units which will help greatly against horde armies or even power armored armies.
The main thing you would need to watch out for is Veil of Darkness'ing necrons and deep strikers...so semi-clustered units and table edges will be their best friends, since you're investing so many points in the units.
Funny story happened to me last night.. my broadside tried to kill a hammerhead. Roll to hit, get's a 2. Re-roll, get's a 1. So it does nothing turn one. Next my own hammerhead takes a shot, it misses. Next turn, my broadside tries again on the side armour. Missed, then missed. Hammerhead decided not to waste it's shot on the blessed vehicle and submunitioned some Fire Warriors.. but missed. Turn three.. well you can kinda guess what happened.
Next game (also against a Tau opponent, there's too many Tau players...) almost the exact same happened. I didn't invest so many shots into taking down the hammerhead though.. I just didn't have enough faith in being able to. When I finally scored a glancing on it, it was from deepstriking gun drones at the rear armour that immobilised it, causing it to CRASH AND BURN.
Lesson from this story: Well.. there isn't really one, but it's interesting commentry on railgun behaviour. Don't put all your eggs in one basket. (If that's the case, why don't they sell eggs in seperate cartons?) I would consider 630 points, the lowest you could pay for 9 broadsides, quite a lot of eggs. For that, you could buy a whooping 63 Fire Warriors!! Personally I'd prefer 63 pulse rifles to 9 railguns in every situation.
I'm sorry about the detail in the stats. I'll edit the post if this thread allows it.
/edit Er, appears it's already been edited. That works.
Anyway, it's cool to see other people with the same idea about the broadsides. 6 is a definite possibility if Ebay so whims it.
I called mech tau standard as it seems to be stickied, Tonka. ^_^
What I would consider, in my little mind, a truly beautiful setup against the rusher armies I so often play would be a complete surrounding by Tau. The Devilfish tank shock foward and the Jetpacks deepstrike behind enemy lines while the Broadsides remain the immovable wall. Soon the enemy finds themselves encircled by Tau firepower with no means to escape...
(Oh, and as for the cheese I used to play Eldar and loved pimping out my units... The guys at GW called me Cheesedar. :lol: ... Though they were joking! )