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Got to test out a list with the new codex today, while this will not be a battle report I did want to post some thoughts on Tau's newest toy. Some SM landspeeders worked out nicely as proxies for the time being.
I used a pair of Piranha for my third FA choice (other two being pathfinders), while I sure some people are itching to sink a great deal of points into gear on them I simple stuck two seeker missiles on each. I must be noted the Seeker mssls may be fired regardless of the distance the vehicle moved during that turn, it also must be noted that the mssls fire from the firing vehicle directly to the target (I realize this is not new but this might not have occurred to some people), not line of sight required. Which is what I did, running up the flanks to start getting side shots on tanks.
With the ability to turbo boost, the Piranha can be at the enemy lines in one turn and well behind in two. Pathfinders now a seeker missile platform that can be flanking or that can find rear arcs of armor in one or two turns (not to mention then weapons the speeder itself brings to bear). This leaves your opponent with a very difficult decision of which vehicles he will bring down, Piranha are about as difficult to bring down then Hammerheads, but then they can still launch there missiles even if shaken, stunned, or anything other then destroyed, which on a glance is 33% (22% with decoys), and you will have multiples of them.
Another interesting idea that has been addressed (Thank you, T0nka) was using the Piranha as Drone delivery drivers. The Piranha is opened topped, so if I'm not mistaken the drones may assault out of the them, thatâ€™s a 20'' assault capability (12", 2", 6"). While drones aren't great in CC, it's a VP-less squad that can tie a squad up for a turn or two.
Next time I play, I think I will upgrade the guns to fusion blasters, it's a very cheap upgrade, and can go after tanks or can hunt expensive single models, like special characters, HQ's, or things like Crisis suit, Carnifex's, or termies.
Who brings a Hammerhead to a 500 point fight?!
-Local 'Nid Player
Originally Posted by The Badger
Piranha are open topped. So they're actually quite a bit more fragile than Hammerheads or Devilfish.
Also, I'd recommend re-reading the section in the rulebook on assigning hits to squadrons of vehicles. You assign hits based on which is closest to the firer, so you can bring an extra Piranha without Seekers as a "meat shield" of sorts in order to give you a better shot at sucessfully delivering the payload with the vehicles that do have Seekers.
Points wise (no details), would you consider it worth it? Looking at the Taros book right now, I can tell you that they seem a tad expensive for my tastes.
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.
Originally Posted by T0nkaTruckDriver
Thank you for the correction, that had slipped my mind.
Who brings a Hammerhead to a 500 point fight?!
-Local 'Nid Player
I had a 1000pt battle against a GW employee testing out the new tau codex. The list was in no way polished, more a case of.. hmm, 1000pts, what can I get?
Not being familiar with tau terminology yet, this is roughly what he had:
3 squads of fire warriors about 12 troops each, 'sargeants' with markerlights.
2 crisis suits - missiles and burst cannon(?)
Broadside with shield drone
Commander with shield drone + Cyclic Ion Blaster (and missiles I think)
2 Pirahnas.. unsure of their weaponry
6 man squad of vespids
I played a pretty standard guard army:
2 squads of 10 grenadiers (2x plasma 2x grenade launchers)
1 Infantry platoon (10 man squads with Lascannons/Plasma, HQ squad with heavy bolter)
1 Hardened vet squad (10 man, 3 plasma, Heavy bolter and storm bolter)
1hq squad with attached anti tank squad (3x missiles)
1 Leman Russ (SS HB's, HH
While not very experienced against tau (only my second time playing against them), I had heard great things about the new codex goodies available, and about the potential nastiness of the pirahnas. They of course were my first priorities as was the broadside. Not wanting to turn this into a battle report, I'll focus on the 'new' units I faced, namely the pirhanas and vespids. Losing turn one actually turned out in my favour as the pirhanas raced forwards towards my front line and into range of a number of squads. While they inflicted a couple of casualties from their guns, they did little else. Firing at them with a number of high powered weapons (plasmas, krak grenades, a lascannon) I managed to glance both of them and due to their open topped nature, destroyed them both. Needless to say I was quite suprised (and my opponent crestfallen) that these awesome vehicles had died so quickly and with very little return on investment, about 3-4 grenadiers. My post battle thoughts on these vehicles being that they are far more fragile than I had anticipated, and that in fact they will be much harder to use effectively than first thought. While probably finding a spot in a more mechanized tau list, they do not seem to be the type of vehicle that a static army might try to employ in order to lend it a more mobile weapons platform. Basically, its the type of vehicle that needs to work with other units, and not go solo (at least in my opinion).
Onto the sting wings.. These guys again, after initial good thoughts, seemed to be a bit of a mixed bag in practice. What they did was the following.. by turn 2 and losing only 1 man they had raced into shooting range of what remained of a squad of grenadiers (about 6-7 men), they killed all but 2 of them in shooting, and massacred the last 2 in combat.. consolidating into a 10 man infantry squad that was in close order drill (+1 init, +1 ldrshp). Over the next 4 assault steps we managed to kill off about 1 man each per turn until the final assault where he failed to kill anyone and his last man(vespid) broke off and ran. So what it boils down to is a vespid team seems to be a one hit wonder.. keeping in mind that my grenadier team is only has the normal WS and S/T/I of a guardsman.. 2 marines on the other hand might have been able to take on and beat thos vespid in the initial CC step.
The final thing I will say is regarding the CIB the commander carried. He almost single handedly wasted an entire grenadier squad over 2 turns from shooting. Although not a marine killer, he is pure death against any 4+ saves and the simple massive rate of fire he can dish out is quite something to see.
The game ended in a victory for IG.. end of the game tau had 2 fire warrior squads left at about 75% size. Guard still had its Russ (no damage), vet squad at 50%, HQ squad(80%) and 2 infantry squads, one at 75% other at 90%.
What Guardsmen dont want to hear...
"Ok boys, time to fix bayonets!"
Where do you get the rules for the new Tau Codex? Is it something only at your GW store?
they have the codex at almost every hobby shop/GW now. And i am starting to get afraid of the vespids already, just seeing as how they have AP 3, S 5.
it scares me. and my grey knights. thank god i have S 6 in CC... lol
Daemons shall crumble before my might!
There utter POO trust me 1 shot wonders at 12 Inches then dead, expensive as well :yes:
Looking at the Piranhas having them with fusion guns and 2 seekers knock up their price to 90pts which Is a bit steep, maybe In bigger games they would be useful but at 1500pts for extra seekers, It's just better to place them on the skyray or HH's or even devilfish surely? I think there are more valuable units to consider e.g HH, Skyray, Stealths, Crisis, FW, Pathfinders etc
Last edited by Cadian7th; February 20th, 2006 at 15:52.
it looks like the vespids did well for their price.
and don't be worried about the fragility of the phiranhas. they were just mis-used. it just goes to show that you can't throw them at any enemy and hope that they survive. ESPECIALLY teams with heavy weapons.
TAU PLAYER - GREY KNIGHTS PLAYER - WOOD ELVES PLAYER (kind of)
"Grey Knight terminators aren't 'good.' THEY'RE F****N AWESOME!!"