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I just ordered some tau and i would like to get your peoples opinions on if this could become a potentally good hybrid army. If not or so provide some killer segestions and ideas! thanks
battle force(firewarriors, kroot, 3 crisis, trees,and 10 gundrones)
Last edited by demonslayer908; November 3rd, 2005 at 03:08.
You need to get more than just one box of each suit, get a full squad of them. IMO.
Shas'o Sa'cea Mont'yr Tolka Ket'ra - Commander Warhawk
Commander of the 115th Expeditionary Force of Sa'cea
Yeah you seem to have the basics for a good solid army.Originally Posted by demonslayer908
2 Fire warrior squads, good solid firebase.
1 Kroot squad very good unit, use them as a basic squad no shaper no armour upgrade, use them in cover when possible and check out the codex for their special rules regarding their bonuses when used in cover.
1 Gun drone squad, I use a full Drone squad and keep it near my Shas'O (not attached) it keeps him alive because he cannot be targeted.
4 XV8 crisis suits, use one for your HQ possibly a Shas'el, for the points value list you will have he will be fine.
Use the other 3 XV8 suits as one lone suit and one two man team, check out some of the many threads on this forum for suit specs, the two most popular seem to be Plasma / Missile pod and multi or Plasma / Fusion and Multi.
Dont use Burst cannons or Flamers on XV8 suits.
1 Pathfinder squad, hmmm can be very hard to use correctly personally I would cancel that part of the order (or take em back to the shop) and get another Hammerhead, it will be much more usefull. If you want them badly buy them later when your more experienced.
1 Broadside, again I would cancel this and buy the DF and give a unit of FW some mobility, the lone Braodside will be very vulnerable and not offer much to your list, lose it.
1 Stealth squad(I hope you mean 1 squad and not one stealth suit), good choice dont use em myself but thats because they dont fit my play style, but they are a good strong unit, standard advice is!
1 dont rely on the spotting rule to kep them alive, use cover and the Jump shoot jump to keep them alive, the spotting is a back up and hould not be relied on as the sole means for survival.
2 Skirmish unit! use the to flank units take out HQ units and static heavy weapon squads, if you can target 5+ save or worse units with them as a prority, the shot volume works wonders. Always use a full squad and dont be tempted to think that they are a good assault unit, players think that because they count as being in cover when charged and they have two attacks with a 3+ save they are a decent CC unit, well they aren't they are meant to shoot and harrass use them for as intended not as an expensive assault unit.
You could give the Stealths a couple of gundrones HW to the Shas'Ui (upgrade one Stealth) if you want to use the 2 drones left from your battle force.
1 Hammerhead, excellent give it Railgun and Burst cannons, always give HH a multi tracker and decoy launchers this allows the HH to move 12" and still fire the railgun and gives it a re roll if immobalised, this is an extremely hard tank to kill. I would advise taking two by giving up the units I advised above and buying another.
So my advice for a decent list with what you have available is this.
1 Shas'El with Fusion / Plasma and Multi tracker (good anti armour and anti tough armour save unit)
1 XV8 lone suit Missile Pod / Plasma and Multi tracker
2 XV8's as a team with Missile pods / Plasma and multi trackers, one team leader with hard wired target lock (allows seperate targets for each suit)
6 Stealth suits basic squad.(possibly with 2 drones)
Fire Warrior squad, 1 Shas'ui all with pulse rifles.
Fire Warrior squad, 1 Shas'ui all with pilse rifles, in a Devil Fish with decoy launchers.
1 Kroot squad cant remember how many you get in the battle force, but max out the squad with all the models.
1 Gun drone squad,as advised use it to support the Shas'El they keep him alive and add a handy portion of firepower as well (8 twin linked shots nice)
2 Hammer heads with railguns, Burst cannons and multi Trackers and decoy launchers
This will give you a solid reasonably mobile easy to use list, when you get used to the Tau you can fine tune it to your preferences, it also gives you a taster of Mech and Hybrid.
Good luck if you want any more in depth advice on ant aspect of the list just ask, I have kept the advice simple to give you a basic idea, but happy to go into more depth if you need it.
what about thepathfinders and rail rifles?
well beacuse of the point cost and their BS it is not a good weapon. take those XV15! i use 12 of them
Pathfinders are possibly the worst unit in the Tau list, basically for the points they just do not perform well enough to justify taking them, why you ask?Originally Posted by demonslayer908
1 Any experienced 40K player will target the unit as a priority, the max unit size is 8, so there it does not take a lot to easily reduce this units effectiveness.
2 The Markerlight, what a realy crap idea, its a Heavy weapon so on the turn the Pathfinders disembark they cant fire it, if they move again they cant fire it, 8 shots at BS4 50% miss rate on average with 2+ needed to hit by the firing unit, with casualties it does not take long to render the Pathfinders very ineffective.
3 The Devilfish 80pts for what, you put it on the table and the Pathfinders always get out, they hardly ever travel in it, so basically you have an 80 point Burst cannon.
4 Railrifles, you either take 3 without target lock and your having to decide which your going to use, the Markerlights or the rails (most of the time Railrifles are used on infantry or MC etc not ideal ML targets) or you take target locks and chance frying the Pathfinders brains (good choices).
If your willing to pay the points and persevere with them, thaen go for it but I have rarely seen Pathfinders make the considerable points cost back, I would rather spend the points on something that performs.
Usually I don't find room for pathfinders in my squads either, but I contemplate replacing fire warriors with them on occassion.
They are fewer models, but they are more flexible (free move, tank busters via emp, markerlights, rail rifles, or just plain old transportable units with carbines).
To say they are worthless, then to say "any experienced 40K player will target the unit as a priority", is a bit of a contradiction, no?
There are a lot of things you'll prioritize as targets, and yeah, if you fire at it enough, it will go down, that doesn't make it worthless. You're only shooting them because you are afraid of them.
Last edited by Leviathan_3; November 4th, 2005 at 01:43.
I never said they were worthless, I said that they dont usually perform well enough to justify the points they cost.Originally Posted by Leviathan_3
The Pathfinders always draw fire and it only takes 3 or 4 casualties and your left with a useless unit.
Also if I want 8 carbine shots and mobility I will take a 96 point Drone unit, that can JsJ.
If I want to tank bust, I will take XV8's with Fusion, and Plasma is just as good at killing Marines but its also good for taking out termies etc.
That transportable unit with carbines costs 3 times as much as a Drone squad, cant use ML if they do move and tank busting well ok not the first thing that comes to mind when using PF. Why are you taking PF really why not just take a drone squad and some XV8's probaly cost about the same and be more versatile.
Just think how much a unit of PF with 3 Rail rifles with TL, Emp grenades and a DF with decoys will cost, no thanks I have not used Pathfinders for 18 months now and I have not missed the Markerlights one bit, the HH BS is plenty good enough and the points are used on other more productive units.
so you think i should get rid of the pathinders and put 2 xv15 ST's or wieght for the vespid to come out
I personally would replace the pathfinders with another squad of Fire Warriors, and put them in the 'fish. Gives the army more mobility.