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Im wondering how do mech players equip their FW squads. Do you go for the whole 12 rifles and hope you can bring em down be4 getting assaulted, or do you use max carbines and try to keep farther than 12" out?
In almost all cases, the Pulse Rifle is considered to be much better; first, much more firepower.Originally Posted by gen.nehring
I suggest you read up on the Fish of Fury tactic, often shortened to FoF. It's very effective, if you can do it right.
The problem with the Pulse Carbines, too, is that only half of your Fire Warriors can use them; meaning, less firepower at 18" (though, at 12", you have less firepower anyways than a standard Pulse Rifle), which then means less casualties and a higher likelihood of getting killed.
If a FW squad could take all Carbines, it would be a different story, IMO. I'd love to have a mobile FW squad, with Carbines, running around and shooting at things and the likes. Like Pathfinders, only without Markerlights, and with higher numbers in the squads. Would be a wonderful mobile unit, capable of getting a few decent-ranged kills, and capable of causing pinning.
Alas, until that day, I will always put Pulse Rifles on them. :yes:
well for my mech tau i take 8 warriors in a devilfish and give two of them carbines. I found this to very affective and you still have a decent chance to pin an enemy without sacrificing alot of shots.
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In a mech tau army, you need at least one unit of fire warriors in a devilfish.
Taking a look at the fire warrior, I notice a few things. They can survive a single average round of firepower with their decent armour, but are not likely to survive a round of combat with their low initiative. They shoot the enemy very efficiently at a close range. And they can take a very durable transport that has a high capacity.
Put these together, and you get a tactic called the Fish of Fury.
What is the FoF?
The FoF is a manouvre where fire warriors are unloaded from a devilfish, rapid fire at their enemy, and are then unable to be assaulted due to the enemy having to move around the devilfish.
I'm not going to start praising this tactic as a game winner, it is far from that. The FoF is a highly overated manouvre that will never get the results you expect. It is however still a viable tactic that can be used at the right time to gain a small advantage.
There are better uses for fire warriors in devilfish.
The most common use for fire warriors is the rapid fire drop. The FoF is a varient of the rapid fire drop, but it assumes there are enemy left. The best rapid fire drops are those where the enemy unit is finished off. Work out how many you should kill, and have a HQ or elite unit or two to backup just in case luck goes against you. Rapid fire drops should be done on 3 marines, 6 storm troopers, or 8 guardsmen in cover, no more. Double rapid fire drops are safer, and can be done on up to 6 marines, with backup if needed.
That's the damage side of fire warriors, the rest of their uses are tactical advantages that benefit your whole army.
Fire warriors in devilfish are great anti-tank dilution. Give the devilfish decoy launchers, multitracker, and targetting array, and you have a tank that can shoot as well as 6.2 fire warriors, and more importantly, will absorb some anti-tank fire that is now no longer directed at your hammerheads. This works in practice more than in theory.
Lastly, fire warriors in devilfish are scoring units. They can move 12" a turn and ignore terrain, they are an expensive scoring unit, but one that can be relied upon to stay alive until the end of the game, and then able to make a dash for the objective.
After all that, we've come to the conclusion that fire warriors are an impact unit, designed to apply a concentration of firepower when needed, and otherwise get shot at instead of hammerheads, and if they survive, they can score relatively easily.
So, what is the best combination?
12 Fire Warriors in Devilfish - decoys, multi, targetting array 220
I sometimes field 6, just to act as a purely tactical unit rather than an impact one.
All other upgrades are not worth their cost, they're solutions you can avoid by not making a mistake in the first place.
i have a completely diffrent idea for mech tau (this has been tested and works most of the time). you get your cheap-ish but effective stealth suits near the enemy on one side of the table to draw his army away from the other side and/or to strand their heavy wepons team. when the coast is clear you can scoot your devilfish w/ troops down the empty flank to take them out like you said. i know waving a devilfish under the nose of a heavy weapons team is asking for trouble, but it either gets ig nored for jucier targets harrasing the other flank, ordraws heavy fire from then. either way you end up with a fire warrior squad 18"-12" away on the next turn to unload some fire on them.
if there is no heavy weapons team, then you can sit in his deployment zone and shoot rear armour or take out dangerous squads.
Last edited by squall14; December 20th, 2005 at 11:02.