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I'm trying to gather as much information as I can about the Tau to decide if they're the right force for me (as compared to IG, which right now has about 51% of my vote).
If I did employ the Tau as my fighting force, I would like to know the most effective use of Gue'Vesa, who I find quite interesting. Any comments (pros, cons, analysis, ect) would be greatly appreciated.
Last edited by Zouflain; December 20th, 2005 at 10:59. Reason: Spelling error correction
I've been playing with Gue'vesa for a good few games now. I've found they weren't up to scratch. If you want bad guns, bad combat and bad saves... you should go with an IMP force.
Even Kroot can hold their own. Weapons, Assault, and generally a distraction tactic.....
I had Gue'vesa in my army before Andy Chambers worte their rules in Chapter Approved, after all this time with them, I can't wait to expand my Fire Warriors......
VESPID ARE COMING!!!!
Oh and go with Tau.... It the right thing to do....
Correct me if I am wrong but I believe the gue'vesa are 6 points and for that price you can afford a kroot with no save that would still be more worth the points. The kroot rifle and shooting is very underestimated and their combat skill is decent while the the gue'vesa are basically firewarriors with weaker guns and stats or the same. At lest the kroot can infiltrate and are a decent counter-charge unit.
About the only use for gue'vesa that I can think of would be Kamikaze EMPs. For a fairly small price (9 pts a model), you get a weapon that can take down a Land Raider on a 4+. The only problem is getting them close though. If they had a transport it would work much better.
I agree with the above, the only credible use for Gue'vesa is suicide troops. Quite morbid, but if you had the right conditions, a kill on a Land Raider (or some other vehicle) from them could be an influential turn in the game.
2H - LEGIO HYDRA
Best advice for Gue'vesa= dont use them, what possible benefit do they bring to any Tau list?.Originally Posted by TwoHats
Tau dont use suicide troops by the way (just fluffy)
My Tau do.
I have put together a minimum-sized squad with pulse carbines and EMP grenades. Its very inexpensive, and though the firepower isn't great tactically it gives me some options:
1. If the enemy shoots at it, that's a unit that's not shooting at my more valuable stuff for a turn.
2. If the enemy ignores them, I get to sneak in extra pulse carbine shots (if I'm lucky, pin a unit) or get close to a vehicle.
Never got a chance to playtest it though. If anyone wants to come to Hiroshima though and help me out they're more than welcome.
Yeah if the enemy unit gets within 18" and then fails the LDS test, why not just give them then PR and let the FW squad have the option of 2 more shots while the unit gets within carbine range, also EMP grenades WHY?. they dont bloody workOriginally Posted by JOHIRA
Also why do you think an experienced player would shoot at your inexpensive unit over a more expensive tacticaly sound target unit?.
There's only two reasons to use Gue'Vesa.
2) Fun modelling and conversion chances.
Other then that. They are plain useless unless you just want to fufill your minimum troop choices at a very low cost.
Record as of 26 December for my Static Tau Cadre.
10 wins, 0 losses, and 1 draw.
Last game: Victory over Necron in a 600 point "kill em all" that lasted til turn 10 ending with a phase out.