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  1. #1
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    So far i have got :
    -3 battlesuits
    -12 Fire Warriors
    -12 Kroot
    -1 Ethereal

    I want my army to be extremely mobile what else should i get??


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    -1 Ethereal(jet packed)
    Huh? How did you give an ethereal a jetpack?

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    im pretty new to tau, but id say put a lot of devilfish, mount all your firewarroirs in the devilfish

    yah and im pretty sure you cant "jetpack" a ethereal

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    Originally posted by Shas'vre Xinhua Kais Myen@Nov 18 2003, 11:18
    So far i have got :
    -3 battlesuits
    -12 Fire Warriors
    -12 Kroot
    -1 Ethereal(jet packed)

    I want my army to be extremely mobile what else should i get??
    Why not give your kroot a jetpack while you're at it? They'd have more use for it.

  6. #5
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    Why not give your kroot a jetpack while you're at it? They'd have more use for it.
    Good one...
    and i dont see anywere saying ethereal can have jetpacks... :blink:

  7. #6
    Senior Member Jon23516's Avatar
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    Originally posted by Shas'vre Xinhua Kais Myen@Nov 18 2003, 10:18
    So far i have got :
    -3 battlesuits
    -12 Fire Warriors
    -12 Kroot
    -1 Ethereal(jet packed)

    I want my army to be extremely mobile what else should i get??
    I think you have it covered Xinhua. Once you get that Ethereal jet-packed* you've got the ultimate extremely mobile army. You need nothing else. Because of your mobility you can take on armies many times your size and come out victorious.

    I would be afraid to play a game against you.

    <grin>

    Okay, I was kidding.

    1) An Ethereal does not have the option for a jetpack (according the the Codex)

    2) The phrase "Extremely Mobile" is a relative term. In a literal sense you would then field an army comprised entirely with Crisis suits, Stealth suits and FireWarriors with Devilfish transports. This would be costly in both money and points and would leave you with an unbalanced army that would either fail miserably or be so successful and cheesy that no one would want to play you.

    i.e.
    HQ1 Shas&#39;o w/2 Shas&#39;vre bodyguards
    HQ2 Shas&#39;o w/2 Shas&#39;vre bodyguards

    Elite1 3 Crisis battlesuits
    Elite2 3 Crisis battlesuits
    Elite3 3 Crisis battlesuits

    Troop1 12 Firewarriors w/Devilfish
    Troop2 12 Firewarriors w/Devilfish
    Troop3 12 Firewarriors w/Devilfish
    Troop4 12 Firewarriors w/Devilfish
    Troop5 12 Firewarriors w/Devilfish
    Troop6 12 Firewarriors w/Devilfish

    Besides, while it seems cool to have a FireWarrior that can jump in and jump out of a Devilfish and be ferried around the battlefield at a moment&#39;s notice, the actual game rules make it unlikely that your FireWarrior unit will accomplish much in a standard 6-turn game.

    A balanced force is more important than "mobility" and how you achieve that balance is really up to your tastes.

    Enjoy,
    Jon

    *sure, that&#39;s a verb <grin>
    [COLOR=DarkRedI got my tournament t-shirts at mathhammer.net[/COLOR]

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    Well, if I remember correctly, there is some artwork in the Tau Codex showing an Ethereal with a Jetpack next to two Crisis Suits landing on the battlefield.

    Maybe that was the Idea behind all of this.

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    Other than their is no rules for jetpacking a ethereal i dont see any use for it, to get it killed faster? :blink: Any way i have house rule that i use at my local gw that i can give the firewarriors a jetpack(that alows assualt moves even if not moving into an assualt) for 15 pts and all have pulse carbines its awsome but like i said those are house rules.
    If you are interested in lizardmen check out
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  10. #9
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    Originally posted by Jon23516@Nov 19 2003, 098
    successful and cheesy that no one would want to play you.

    i.e.
    HQ1 Shas&#39;o w/2 Shas&#39;vre bodyguards
    HQ2 Shas&#39;o w/2 Shas&#39;vre bodyguards

    Elite1 3 Crisis battlesuits
    Elite2 3 Crisis battlesuits
    Elite3 3 Crisis battlesuits

    Troop1 12 Firewarriors w/Devilfish
    Troop2 12 Firewarriors w/Devilfish
    Troop3 12 Firewarriors w/Devilfish
    Troop4 12 Firewarriors w/Devilfish
    Troop5 12 Firewarriors w/Devilfish
    Troop6 12 Firewarriors w/Devilfish

    Besides, while it seems cool to have a FireWarrior that can jump in and jump out of a Devilfish and be ferried around the battlefield at a moment&#39;s notice, the actual game rules make it unlikely that your FireWarrior unit will accomplish much in a standard 6-turn game.

    A balanced force is more important than "mobility" and how you achieve that balance is really up to your tastes.

    Enjoy,
    Jon

    *sure, that&#39;s a verb <grin>
    why would this be cheesy at all??
    <insert witty remark here>

  11. #10
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    Originally posted by The Exploited@Nov 19 2003, 13:25
    Other than their is no rules for jetpacking a ethereal i dont see any use for it, to get it killed faster? :blink: Any way i have house rule that i use at my local gw that i can give the firewarriors a jetpack(that alows assualt moves even if not moving into an assualt) for 15 pts and all have pulse carbines its awsome but like i said those are house rules.
    sounds fun but too expensive.

    25 pts is alot to risk when you only have WS 2 T 3 and a 4+ save.

    Do you play with alot of terrain? if you could feasably hide your firewarriors with the assault move almost every turn that&#39;d be a sweet way to go. jump forward and pin then jump back into cover.

    [edit: and I don&#39;t think Jon was saying it was cheesy, he was saying that it would be if it worked. I disagree though, I think it would just be clever if it worked, though it wouldn&#39;t. I doubt very much that such an army would ever work, unless you were playing very particular scenarios or the dice were with you big time.]

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