Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Ive having some sceptisim about mech tau.....After a game with demonettes, a group of 6 can have 18 attacks....and they hit and rend on a 6....so in 18 rolls....they would sure glance ur devilfish....So..all deamonettes need is 1 glancing hit ur devilfish goes useless...So hw do u guys counter this?
Well, with most armies there are a few guns on the field that don't have a problem with 12 armor but with the fast movement, glancing hits are to be expected.
The key is selective deployment. Even if one fish is taken out, there should be cover from other units so that the squad that attacked it wont last to attack the units that disembark.
You can't fear losses, just attempt to minimize them.
"I do not speak Tau, Gue'la"
Useless? What do you mean?Originally Posted by Vangoth
1-2: You can still move and disembark (good)
3: Can't move but can disembark (ok)
4: Can still move and disembark (good)
5: If you have a decoy, you get a reroll (1/3 of losing the fish, on a 5 or 6)
6: Now its useless
Just because you cant shoot doesnt make the 'fish useless, its real strength is FW inside. Summoned demons are always a challange for Tau, but mech tau is little more suited to face them because you move around and away from the units more easily then static tau, plus your guys are safe from assualt in 'fish. In Static tau the daemonettes would wreck them, mech tau you simply move away and shoot them up, you might lose a fish but the daemonettes are sitting out in the open, drop a template on them.
Dont give up just yet, Mech Tau has a greater degree of difficultly because its multi dimentional. The movement phase is an equally important part of mech tau, as the shooting phase. Static tau is more focused on the shooting phase, moving is not as important, not that there is anything wrong with that.
Who brings a Hammerhead to a 500 point fight?!
-Local 'Nid Player
yes the fishy is even good when it blows up, so on your table badger on 6 it should be free cover. move 12, deploy the Fw and rapid fire 24 pulse shots, that will kill alot of things.
mech tau is good, all types of themes are good in the different. it depends how you play with them and how you use them.
You have this a little wrong. When rending vehicles, you require a 6 on the armor penetration roll to be allowed another d6.Originally Posted by Vangoth
Divided by the 6 they need to hit = 3
3 pen rolls divided by the 6 they need for an extra die = 0.5
So, those demonettes with 18 attacks have a 0.5 chance of getting a rending roll that will give them an extra pen die. This may still not result in the required AP to glance the fish.
I think we can all agree that rending isnt something you really need to worry about. Probably why FOF works so brilliantly against Tyranids.
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC
Mech Tau is great against every army. Almost no army can match it for mobility (The exception being Eldar and Dark Eldar armies), it's main strength are in it's Crisis Suits, mounted Fire Warriors and Hammerheads, which are very powerful against all unit types (If not in quality, in quantity), and can be very frurtrating to fight, what with the tanks moving 12" and still shooting, and the battlesuit jump packs.
Burn the land and boil the sea. You can't take the sky from me.
Member of the Canadian Clan, eh.
Mech Tau Cadre: 2000 points, needs paint and magnets.
Paladins of Avalon (SW):-1500 points, needs paint.
Gun drones and kroot are also very good parts that can be included in mech tau. They can be very destructive and annoying to enemies but it seems some people always seem to overlook them.
Originally Posted by The Paint Monkey
Daemonettes are a specialised unit, and yes, they're very good against light armour.. But part of playing 40k is finding solutions to problems. Unfortunately, there's no army which will just allow you to win automatically.
I've had situations where my 6 girl daemonette squad hasn't glanced the rear armour of a rhino.. next turn the squad inside hopped out and killed them all.