Welcome to Librarium Online!
I am new to tau and was wondering If some of the vets could give me some advice on what Is good to take In an army, like uses, point worth, how many to take, etc. thanks in advance everybody
ok your main stay should be fire warriors. at least four squads of ten.
you havent said what you want your playing style will be so its up to if you mount maybe two sqads in a devil fish.
Crisis suit teams id say max two teams of three and then a shas'o with bodygurds (check forgeworld for different suit options *drools*)
for heavy support take a squad of broadsides and a hammerhead.
Also a unit of path finders
should give a pretty decent and balanced force
WELL SAID, NO MORE SQUATS THEY ARE DEAD GET OVER ITOriginally Posted by artificer
well for one everyone will tell you get some HH's, these would be your Railheads. and frankly if you want to be competitive in tournaments i would suggest taking a third being a Ionhead.
having FW in Devilfishe's is a standard, this just helps your troops get into position or use the fish-of-fury combo. getting your FW's with in 12" of your opp and unloading your FW's which now can use there rapid fire ability.
some people like Kroot because they are a cheap speed bump and...well...ok in combat if they get the charge, but they are awesome in forest.
crisis or stealth take your pick, they both are very good. i personally use as many stealth as i can and leave the crisis to the commanders.
HQ, you can either go with decked a out Shas'O or two standard Fireknifes (plasma, Missile Pod, Multi Tracker). itâ€™s really a tough call to chose, but i chose to go with the two Fireknifes.
i know i left out a lot point fillers but from here it would be best if you experimented with your own ideas, hoped i helped some.
thanks for all the advice everybody, it really helped
Hardly.Originally Posted by spec.ops
Static Tau is quite effective, especially when combine with some forms of vehicles. But any style can be used expertly; it depends on the player. Static, Hybrid, and Mechanized Tau is all useful and are completely different playing styles. I can't stand having my FWs in Devilfishes; they simply get too expensive and don't have enough shots for my taste. Plus, in my playing style, I sometimes don't get the most out of them.
Firewarriors are a good start; they are solid, have plenty of great shots, and have an amazing range. They still need to be protected, though. Devilfish or other units, it is your pick. Devilfish mean they survive longer, get a better position, but you lose firepower.
- Shas'els are the best for point-for-point firepower Commanders, overall.
- Ethereals are quite good if you keep them far away from the enemy. In Mech Tau, they have no place; however, if the majority of your force is sitting on the ground, easily able to be picked off, it is almost always worth it in my opinion to take an Ethereal. They're cheap, too.
- Stealths are useful, but basically only offer pulse shots, which can be taken through other means. If you are playing mech Tau, and do not have many Firewarriors, Stealths are amazing. However, if you are playing with a large firebase of Firewarriors, the Elites spot is probably better spent on Crisis Suits.
- Crisis Suits give your force strong medium-type shots, useful for picking off marines and light vehicles. Fireknife and Plasma/Fusion combos are the best, in my opinion, since the other weapons offer nothing original that the rest of your force could cover. Plasma/Fusion vs. marines and heavily-armored targets, Fireknife is good against anything else.
- Firewarriors are good, but not incredible great. They are a good base of fire that will assist any other branch, but they can hardly stand well on their own.
- Kroot are quite effective in a forest, but are very fragile otherwise. Cover is a must for them. Do not think of them as close combat troops; think of them as cheap auxiliaries who are close combat competent. They are superb for a Mechanized Force.
- Drone Squadrons are only useful to take advantage of the Independent Character status on HQ's. Fly in a circle formation around him and he'll rarely get even shot at.
- Pathfinders are superb. Period. Their markerlights aid every part of the force in a very good way, and they aren't that expensive per model. They are very fragile, though, and the devilfish makes them cost a load of points. Quite good for a Mech list, still pretty darn good in Static.
- Broadsides are excellent firepower. Anymore than 1 twin-linked Railgun is insanely good, however, most of the time, they will not last the game. They will get plenty of shots in the mean time. Great for static, poor for much else.
- Hammerheads, especially ones with Railguns, are incredible. They are almost a standard for any force; just by looking at army list, it seems the FOC requires 1 HQ, 2 Troops (1 firewarriors), and a Hammerhead. But they are definately worth every point. Give them decoy launchers at least; it protects the point investment quite well.
- All other types of squads refer to this: http://www.librarium-online.com/foru...new-units.html
Overall, Shas'els, a few Crisis Suits, Firewarriors, Pathfinders, and Hammerheads are probably the best for the force. There are other teams that are very, very useful in a certain type of force, but these teams are solid, proven, and effective, especially so for a new player.
Note: sorry for the long post. I wish I could keep things short and sweet, but I just always end up adding on so much. I hope all the extra stuff helped, though!
Last edited by Spinkycleft; May 4th, 2006 at 05:17.
Tut tut oni, now we all know FW in massive numbers are a no no, and in your list type (which I suspect is not much different from your old one, forgive my assumption if I am wrong) bare bones FW squads may well work, but in Hybrid lists like mine a solid FW base is essential, because you have to make the opponent think about two seperate components of the list, the FW/Kroot base and the mobile components, and thats a bit hard with a few teams of 6 FW.Originally Posted by onlainari
So mech with a heavy stealth contingent by all means take reduced FW teams, but for Hybrid at least 2 teams of 12 on foot and a 12 strong unit in a DF is optimal, and Oni the fire warrior has just taken a massive up in effeiciency if you use pathfinders, something I believe you championed, 24 shots at BS2 and wounding on 3+ is hardly to be ignored is it.
Fire Warriors aren't teh ub0r. They are ok, the way that storm troopers in guard and swooping hawks in eldar are ok. But the best lists only ever take 1 squad because they have to.
Reason #1: Percentage loss of fire power. Each fire warrior casualty will reduce the firepower of the unit by an equal percentage to the loss.
This problem is not common. Space Marines and guardsmen have what is known as ablative wounds. A lost marine or guardsman will not reduce the firepower of the unit by an equal percentage if there are special and heavy weapons in the unit, because the heavy and special weapons make up a larger portion of the unit's firepower.
Reason #2: Low resilience. Due to both low leadership, toughness, and moderate armour save, fire warriors die easily. They die easily because of the high chance of losing 25% casulties and running off the board.
Reason #3: Low mobility. Mainly a stationary force, unless they're mounted in devilfish.
Reason #4: Gravity. Fire Warriors use the resources of other units to keep themselves alive. Fire Warrior require support, thus slowing the rest of the army down. Units stay close to defend the fire warriors.
what do you take instead of FW? they are really the only troop choice that makes sense to me.
Kroot, silly. they are very useful as i've learned from onlainariOriginally Posted by Chuffles2