Welcome to Librarium Online!
I will be competing in a mini league during my half-term break at the local GW. I would like a little help as to what sort of tactics to employ as i will be playing the following armies:
Space Marines (x2)
those i know for definate but i might have to play others as well. My army list goes something close to lines of this:
fire warrior's (x11)
fire warriors (x11)
That totals up to about 996pts.
If you guys have any suggestions as to how i could improve the list or have any ideas of how to play the army then feel free to post.
Your list looks very good. There are just a few nuances that I would change.
1. Drop the Bonding off of your FireWarriors. Bonding is hardly ever worth it on rank and file FireWarriors.
2. Use the points you save on Bonding to maybe upgrade one of your XV8s to a Team Leader (not a Shas'Vre, just a Team Leader, and he get's access to the armory. Heheh, he's the Team Leader of himself). Then you can twin link either the Missile Pod, or the Plasma Rifle, and hardwire your Multitracker (since XV8s have pretty lousy accuracy, this will really help.)
3. How many Stealths are you fielding? Stealths are the only team I would recommend Bonding, good choice.
I still don't get the point of multi-trackers on devilfish. I don't see how its worth the points. I'd drop the multi-trackers and upgrade the other xv8 as well.
Your HQ kills 1.56 marines in a turn of shooting with rapid fire, for 106p. A shas'el with twinlinked plasma, fusion, hardwired multi is 96p. He kills 2.04 marines in a turn of shooting. You are facing 2 marine armies. There's not much else that can kill 2 marines a turn.
Nice list. You really should field 2 more stealths. Drop all bonding. If you don't I would like to know how many times you used it. I bet none. Drop 4 fire warriors as well. When you have to unload fire warriors, it's really hard to keep the front out of assault range and the back in rapid fire range, and as you're replacing them with stealths you don't lose any fire power. Another thing that would be good is to upgrade a fireknife into a fireknife-6, which is a fireknife with a twinlinked plasma rifle.
As for strategy, you will need to be shooting the fireknives at vehicles mostly. You could deep strike them and have a go at rear armour. Or put them amongst your troops to hit any transports/dreadnoughts approaching. That way if any terminators deep strike, your guys are close enough to rapid fire plasma into them before they assault.
The stealths must stay out of assault range at all costs. If you can't get a turn of shooting because of this, it's a sacrifice you should make. I'm sure you know the part about not being able to rely on their stealth armour when the unit you're shooting at shoots back, stealth armour protects them from longer range units. Employ jump shoot jump if you can! This tactic is what tau do, find a piece of terrain, walk into it, shoot, and jump behind it.
I tend to not use the fire warriors in the devilfish. They run around hiding, waiting for the opportunistic time to unload and take out a unit. The FoF is not the greatest tactic. You don't get assaulted you just get shot. A double rapid fire warrior drop is good against a small unit of marines, but don't expect to take 10 guys out. The best thing about the fire warriors in the devilfish is capturing objectives.
Try to keep the hammerhead hidden from as much anti-tank as possible. The devilfish are good at diluting some of this antitank, but generally, if they can shoot at the hammerhead, they will.
the m-t's work differently on tanks and suits. on vehicles, the m-t allows the vehicle to move 12 inchs and fire as if it were a fast vehicle.Originally Posted by Shortstop
@ psteve; those are some good suggestions there thanks. especially the fireknife-6.
I figure that instead of starting the game with the fire warriors in the devilfishs i should start with them out. not only will this allow me to have more first turn shooting, but it will supprise my opponant as i am the only mech tau player at my GW. this should also keep the devilfishs alive for longer.
@ mobiusprime; i am fielding 5 stealths
I know what it does, but is being able to fire a burst cannon worth the points? I don't like m-t's on devilfish are worth it. I always take them for hammerheads where they are invaluable, so that I can fire the turret, but that many points for a burst cannon. Not worth it IMO.
yeah well if you think about it though, a devilfish with burst cannon and m-t effectivly has a 30 inch weapon. So it helps to keep the gun in range.
But its your personal preference as to what you want to equip your vehicles with.
That's a good thing to question actually. For 10p, you can shoot the devilfish. Is it worth that of 1 fire warrior? To answer that, I'll say I believe so. But still, we can't all conform and if your don't think it's a great upgrade, then it's a good idea to question why others think it is.Originally Posted by Shortstop
I myself also love to put targetting arrays on my devilfish. For the extra 15p, I'm shooting effectively the same as 4 fire warriors. If you minus the cost and shots of the gun drones, it's double the points, and a lot harder to kill.