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Tau Tanks are very strong. I need help with what i should put on my devilfish and my 2 hammerheads. muitlitracker, target lock, missles, im confused.:cry: I would like you opionion, or insults. Just to let you know that the tanks so far have 2 full fire warroirs(screw the pathfinders:ninja: ) with makerlights, kroots w hounds, crisis suits, gun drones so Far to back them up. My Army is building up so fast and i can keep putting off the tanks to the side. please tell me what you think i should do. Thx much.
P.S. Xbox rocks, PS2 sucks, and does anyone want to join my xbox live clan?
Hey or the tanks i dont know because i only have the battleforce. but maby you can do somthing with magnets so you can switch weapons if you need to. But my Xbox Gamertag is Anabis Xero Send me a friend request
Magents? Why didn't i think of that! Thats a good idea. Interchangable parts. That way i can bring certain things for certain eneimes.:argh: Thank you so much. Tonight ill be getting magents, or at the very least carving some holes where i can insert the ungrades, and putting Anabis Xero on my friend list of couse. Thanx much for the great idea.:w00t:
Essential Tau tank gear is multitracker and decoy launcher, and a target lock for the Hammerhead (the 'fish only has one weapon, so why would you need one?).
Hammerhead should be armed with railguns, unless you absolutly know you're up against a Necron or infantry-heavy Marine army. Smart missile systems are damned sweet too. Longer range then the burst cannons, and having no need to draw LoS is beyond useful.
Well I can only give you my opinion based on experience.Originally Posted by Bladeweaver
Hammerheads, I always take 3 in 1500 or 2000pts games all with Railgun, Burst cannons, Multi and decoys. The railgun is ny favoured option and not for the solid shot but for the sublime submunnition round, if you have Markerlights use them to guide the subs onto infantry units. This means 2+ to hit and 2+ to wound 99% of infantry, the 4+ AP means it will deal with the majority of troops and give them no save, but it handles 3+save models well.
The subs does not scatter so you can put it exactly where you want, its only 1 point of strength lower than an Ion and deals out more damage when facing 4+ or worse troops.
The solid shot is not to shabby either will auto penetrate most standard tanks/armour and insta kills anything upto toughness 5.
I always support my HH with anti armour XV8 suits which allows them to concentrate on the infantry type stuff.
Always take multi, it is THE LAW you should always keep a HH moving and the decoys mean an immobalised result re, roll, meaning extremely annoying hard to stop tank that can still move 12" and hurt stuff.
I never use ION or missile pods to middle of the road for me and other things in the Tau list do the job better.
So for me HH with ailguns everytime (but my way may not suit you dude)
Devilfish just give em decoys and keep the points down, they are a transport so make sure they survive to transport stuff. I use one with a full FW squad as mobile support and it works well.
You mentioned Markerlights on your 2 FW squads, why bother to many points for 2 ML hits, to be honest I never use them, I do well with BS3 on the HH and seekers are glorified Krak missiles and we all no what the miss in missile means.
Sounds like your going down the right path with your list, maybe lose the hounds, get some more FW and another DF.
Decoy launchers are compulsory on all tau tanks, and more and more people are starting to agree that multitrackers are essential on devilfish as well as hammerheads (they have always been essential on hammerheads). Targetting arrays are good on devilfish and target locks can be good on hammerheads. Generally don't touch anything else, however disruption pods can be helpful for a skilled player (although skilled players don't use them, go figure).
Aren't burst cannons and SMSs "defensive weapons"? I don't have the rules with me, but I'm pretty sure you will always be able to fire your burst cannon on your fish.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
well ive foud that the distruption pod works rather great against eldar! on the bright lance only thoug cuz of the 36". but its the most dangerus weapon the have.