Welcome to Librarium Online!
Alright... first off I am a new player and only own 12FWs and 1 hammerhead *Gift*
I've been studying all the armies that I have access too, seeing as i only get chances to actually look at them from peoples codexes who are at my local gaming store. I decided on the tau after watching one battle, Tau vs. Nids. I decided to play Tau off that game and the fact the player shred with me, Tau have the biggest gun in the game. Anyway I have been reading the forums here and compiling EVERYTHING that I can learn on them. There are a two things that I am having some trouble with.
2. The other Players that are in my area
The first - I might be looking into this too far but would it be worth it to know/have all the probobilities worked out against all if not most of the people i would play agains. Such as knowing the probobility of a FW killing a Necron warrior at range(1:18 or 5.5%). Or am i just thinking too far into this.
Second - I really dont know the three races i have to compete with areound here.
please somone help
ps: excuse any spelling/grammer mistakes as I am not so good at proper english.
if you're basing army selection on probability tables,
you have a high probability of loosing.
IT'S A GAME
when you look into the mathematics of it too much, it's not longer a practice of tactics and respect, it's just number crunching.
when armies are reduced to just numbers, they no longer have a personality. and personality is the core of gaming. the most numerically superior army in the world can loose to bad karma and an army that's actually respected by it's player...
Pictures of the Smigs Army for your amusement....
Eagles may soar, but weasels don't get sucked into jet engines.
"Crush your enemies, see them driven before you, and hear the lamentations of their women"
"JESUS SAVES! the rest of your models each take a wound."
Since you decided to start tau. I will TRY to give u a brief overview of most of the units.
Fire Warriors are are arguably the best standard unit in the game. They have a reasonable save and the best standard issue gun. Rapid fire is awesome. But like most tau units, they stink in cc.
Kroot- they are cheap, can get 3 attacks in cc on a charge and they have a reasonably good gun. They can infiltrate, so a small unit can be used as bait.
Pathfinders- They have to be taken in a DF, but they have markerlights.
Broadsides- they have twin linked railguns, very good. They have a 2+ armor save and can be given shield drones.
Hammerhead- It can have a railgun or Ioncannon, Twinlinked burst cannon or SMS. They can take a veriety of upgrades, the most vaulble is the disruption pod.
Stealth Suits- They have jump packs and benefit from night fighting rules all the time. They have Burst cannons and are pretty efficiant horde shredders. (my Favorate unit)
Crisis suits- have jump packs and can be fitted with a large variety of wepons.
Devil Fish- the best transport in the game. It can hold 12 Fireworriors and is very durable. Just always give it a disruption pod.
I hope this basic overview has helped.
(could someone that is more knowledgable than me expand upon this)
i need to find something interesting to put here
Ok Scotty, jokes over... NOW BEAM UP MY CLOTHES!
First off i must say it a game so lighten up a little bit,
Second the armys in your neighborhood spell kryptonite for Tau especially a well equipped Eldar and even a basic Necron, you may have a bigger chance against deamonhunters but you would need a lot of high AP weapons to pierce the armor
Or for s*** and giggles just put all the names of tau units on a dartboard and throw darts until you think you have a good enough army.
my army includes
5 path finders
2 hammer heads
I have some comment on this oneOriginally Posted by cllzzrd19
1 ) Kroots: Even though they look like cc units in the codex don't use them so. They are better if you step out of cover and rapid fire with them
2 ) Crisis: the fireknife is the best config on them (missile pod, plasma rifle and multi tracker
3 ) Devilfish: Not the best transport in the game but it is good indeed, worth being taken
4 ) Hammerhead: Remember to give it multi tracker, more valuable than the disruption pod (take both)
5 ) Ethereal: good to have but keep them away from everything (put them in a devilfish often works)
6 ) Broadsides: Good units, but don't use them in smaller battles. I only uses them in 2000+ battles. Until that Hammerheads is better IMO, because you won't need the twin-linked railgun before there
7 ) Drones and bodyguards: Don't use them on HQs and other suits, because of the majority toughness rules
8 ) We gets a new codex in about 2 months so we will have some changes in our units but mostly on our suits. And we gets vespid - I don't exactly know what they are, but I think they are some kind of assault units
9 ) Pathfinders: Hard to use requires alot of practice to use well
Else I only have to say Enjoy the game and welcome to fight for the Greater Good
I wasn't saying that its not a game... duh it is. I was just thinking knowing probobilities would help me manage points ie: dun have to take one weapon if another is statistically better. In any case maybe I was looking into it too far, I was just wondering if I was. However, I did get to look at the Deamonhunters codex and OMG the grey knights are scary. I think I have decided on the army that I would like to try.
3x Firewarior teams of 12 (360pts)
3x Devilfish *one for each team* (240pts)
2X Hammerhead Tanks w/ Railguns, SMS (320pts)
1X Hammerhead Tank w/ Ion Cannon, SMS (140pts)
1X Shasel (50pts)
Plasma Rifle (16pts)
Missile Pod (14pts)
2X Shasvre Bodyguards (90pts)
Twin Linked Plasma Rifle (48pts)
Target lock (10pts)
Leaves me with about 200pts left... dun know what to take...
Also i looked up the new Vespid unit, just simple google search images. If what came up was the new unit then omg the thing is a bug. Looks like a bug un Tau armor. Somone enlighten me please.
Well, not only does figuring out all the probability and crap take the majority of fun out of playing, but what you figure out is usually wrong. The second time I had a 1300 point battle with my friend, I had all my tactics figured out before hand, how many casualites all my units could inflict, etc... it comes down to a mountain of D6's, and you can't predict those unless you cheat, and that's not fun either.
I dunno what I'm trying to say there XD
Just have fun and figure out tactics, not numbers :]
Gloria Imperator, The Firstborn Stand!
- 2000pts Inquisition, 2000pts Vostroyans, 3000pts Vampire Counts, 1400pts Daemons, [WIP] 2500pts Death Guard
I play Daemonhunters, Grey Knights are indeed scary, but they are also uber expenisve point wise. When you play them keep in mind that they are the ultimate in close combat, good in shooting but they have very little antiarmor and they are very slow and unmobile. Bring Railguns and Ion Cannons, by the first turn you'll have taken down their anti armor, then spend the rest of the game running circles around them while you gun them down. Just don't get into Close Combat with them, whatever you do.
As to probabilities, don't bother. After you play the game enough you start get a feel for what is good and what is bad. Also, diff weps in this game are suited to different roles. You don't really need to know probabilities to work out which is best. Example, a pulse rifle has a 30 inch range, rapid fire and is high stength but low armor penetration gun. A plasma gun has a shorter range, higher strength and can penetrate most armor types. The pulse rifle is cheap, the plasma expensive. Just knowing this tells you that pulse rifles are decent and cost effective general use guns that will do ok against light infantry units, conversely a plasma gun is put to better use against hight armor hight point heavy infantry.
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
Well, the thread starter actually has a good point. Probabilites should be a factor in a game involving dice.
Here are some probabilites:
Stealths kill marines better than elite fireknives (plasma, missile, multi) 12"-18" point for point.
Fire warriors kill the same as stealths 12-18", twice as good within 12".
Kroot kill marines better than fire warriors within 24" point for point.
What this means is that for infantry killing, specifically marines to guard, kroot can take care of most of the fire warrior targets, and stealths can take care of the rest, while fireknives can take care of the high strength ranged firepower stealths and kroot don't provide.
Fire warriors are good though, even if stealths and kroot can replace them.
Another two probabilities:
Statistically, decoys are worth more than 10pts on devilfish, more than 15pts on hammerheads. This makes them practically compulsory.
A devilfish with decoys, multi, and targetting array shoots better point for point than a devilfish with decoys and multi.
An elite crisis with twinlinked missile pods, compared to a fireknive, is just as good at killing anything with a 4+ save or less from 12-24", but it costs 9pts less. It is also the most efficient unit in the tau army when firing at AV10, 11, 12, and 13 skimmers, and AV10, and 11 non-skimmers. It is still better than a 165pt railhead against AV12 non-skimmers, only the 75pt broadside is more efficient.
The same crisis suit is better than a railgun submunition against 4+, 5+, and 6+ saves unless 7 models or more could fit under the template.
Railheads are more efficient than ionheads against AV12 non-skimmers, the ionhead is slightly better against AV10, and 11 non-skimmers and AV10, 11, and 12 skimmers.
Both hammerheads are better as anti-infantry rather than anti-tank. (Usually though it's just too tempting to fire at, say, a lemun.)
I would like to point out that, essentially, it is a game of numbers. Basically, there is no data you don't have besides what the dice will roll, and their results are predictable to a degree. Failing to use that information would be silly.
There is character to armies, a narrative element to the game, and 'tactics' that end up applying to the game. Don't give up the flavourful elements of the game just to win (unless you really only care about the game as a mental excersise, and there's really nothing wrong with that).
Trying to play without looking at statistics, though, is denying yourself the best and most reliable route to victory that could possibly be had out of a game like this. Learn to do the math necessary to know your probabilities and use them. Don't let them destroy the narrative aspects of the game, but also refrain from getting so bogged down in 'telling a story' that you forget that the point of a game is to compete--and to win .