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  1. #1
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    K, i used to collect a tyranid army with 3 guns in 2000 pts. So I've decided for a complete change and gone for Tau, cause they look excellent (always have been a fan of manga and big robot games). I want a mobileish army, so is it possible to have a army totally mounted in battlesuits and devilfish with hammerheads wandering about? Or is this much too expensive for the firepower that you get? Probably putting every firewarrior squad in a transport is a waste of time, but what about a scout army with a high proportion of pathfinders?

    K, that's my ideas. Pls help me on this one, i don't want to get a load of stuff only to find I'll never use it.


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  3. #2
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    I suppose it could be possible. For your two troops, you could have kroot running around (if you wanna keep with the mobility). It'd be expensive as hell though (pts wise, and money wise), and you'd have big gaps all over your formations.

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    You HAVE to have at least one fire warrior squad in your tau army, refer to your cdex. it says 1 FIRE WARRIOR SQUAD. then you could just go with your nid instincts and buy buketloads of kroot

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    Mebbe. Naah actually, can't be bothered with kroot. Devilfish it is for every squad.

    Now where is my credit card...

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    here is my tau dream army...fully mobile, and stack out with as much fire power as i can manage:

    2 commander shas'os with body guards

    2 crisis squads
    1 stealth squad

    6 firewarrior squads all with devilfishes

    3 pathfinder squads with devilfishes...(devilfishes required)

    3 hammer heads, two rail, one ion

    but den again, cost hella lot of money, and i decided i couldn't do it, hehe

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    Sounds like a cool army, my army might intrest you go take a look at Tau Armies in Army lists. I have a nice 1500 point army with 7 crisis suits, 2 fire warrior squads mounted, 2 hammer heads, and some gun drones (they are good for intersepting fast units (Example: assault squads) and holding them off for another turn.)
    "Only the dead have seen the end of war." -Plato

    "Even the bravest cannot fight past their strenght." -Homer

  8. #7
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    Originally posted by xMysticx@May 10 2003, 14:15
    here is my tau dream army

    3 pathfinder squads with devilfishes...(devilfishes required)



    Just wondering but what do you love about pathfinder squads? For a basic 4 tau squad thats 140pts, i could get a fire warrior squad and a markerlight for that much. 12 Fire warriors far better than 4 or even 8 pathfinders.

    A full 8 Tau Pathfinider Squad plus a Devilfish with 4 Seeker Missiles is 228pts
    108pts + 80pts + 40pts = 228pts

    A 12 Tau Fire Warrior Squad with a markerlight, a DevilFish, and Decoy Launchers for the DFish is 225pts
    130pts + 10pts + 80pts + 5pts = 225pts

    I am not saying that you shoudn't take them but 1 squad would be better on your points and army. If you really wanted to give your Shas'ui a HW target lock. If you think about it Hammer Heads only need threes to hit and broadsides need fours but they have twin linked Rail Guns.
    "Only the dead have seen the end of war." -Plato

    "Even the bravest cannot fight past their strenght." -Homer

  9. #8
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    HQ: Etherial with Honor Blade. (60)

    Elites: Crisis Team, 3 suits, bonded, with Plasma Rifles, Missile Pods, and Multitrackers. (205)

    Troops: 12 Fire Warriors w/6 Carbines. Shas'ui with Markerlight. Devilfish with Decoys. (235)
    Troops: 12 Fire Warriors w/6 Carbines. Shas'ui with Markerlight. Devilfish with Decoys. (235)
    Troops: 11 Fire Warriors w/6 Carbines. Shas'ui with Markerlight. Devilfish with Decoys. (225)

    HS: Hammerhead Gunship w/Railgun, Smart Missiles, Sensor Spines, M-tracker, Decoys, Blacksun. (180)
    HS: Hammerhead Gunship w/Railgun, Smart Missiles, Sensor Spines, M-tracker, Decoys, Blacksun. (180)
    HS: Hammerhead Gunship w/Railgun, Smart Missiles, Sensor Spines, M-tracker, Decoys, Blacksun. (180)

    Total Points: 1500



    This is designed as a Tournament Army list, and it makes the most of the two biggest strengths in the Tau army: Speed, and Firepower.


    The 'why's of the Army:

    Etherial:

    One of the cheapest HQ units in the game, and with one of the most useful special rules in the game, The Etherial is usually far more effective for his point cost than the much more costly Crisis Commanders (see below). The Honor Blade adds a nasty surprise to any assaults you find yourself fighting, and his morale reroll is incredibly useful when you want OUT of the assault.


    Crisis Team:

    This Crisis team is armed with a single purpose: to do the most damage at the longest range possible. They can act as Tank Hunters or anti-infnatry, and their high mobility, good armor, and excellent weaponry makes them an effective force that can operate seperate from the bulk of the Tau force for a long time. However, the team attracts a lot of firepower, so be certain to keep them on the move and in cover as much as possible.


    Fire Warriors:

    A basic unit with the ability to hit units at a long range, a good save, and take an adequate (if not excellent) transport option is a scary prospect. These squads are equipped with a very specific tactic in mind: The tanks move top speed and drop the troops off 18" from an enemy unit. the Carbines open fire, along with the Dfish's gun and drones, doing as much damage as possible, and then they pull back, loading back onto the fish and running.
    Fire warriors are unique among the basic units in that they can hurt any other infantry unit in the game with their S5 weapons. I have killed Wraithlords with a single attack, using this tactic. They are even capable of hurting light vehicles (or heavier ones against rear armor).


    Hammerheads:

    With the ability to move up to 12" and still fire, impressive 13 armor on the nose, a weapon that ignores terrain, and the ability to throw a S10 AP1 shot OR a S6 AP Ordenance Blast out to 72", Hammerheads and unquestionably one of the mosteffective units in the game. While they lack the speed of Eldar vehicles or the raw firepower of Imperial tanks (though some who have faced a Railgun would question that), they strike a frightening balance between the Eldar fragile speed and the Imperial sluggish toughness. Their main gun is impressive, able to take on any unit or vehicle with frightening ease, and their secondary options are as frightening, particularly in a Cityfight, where the usefulness of the Railgun is usually cut down drastically.




    And now the 'why not's:


    Shas'o and Shas'el:

    Battlesuits are not nearly as effective as the codex makes them out to be, and you have to dump far too many points into them to make them worthwhile. In games larger then 2000 points I would take one with a retinue, but for a game this size they are a hige point sink that will attract a lot of attention.


    Stealth Team:

    Stealth Teams are incredibly useful units, and in a 1700 point game I would include a squad. However, with half the firepower of the Crisis teams for the same point cost, they are ineffective at 1500 points.


    Kroot:

    In this force, the Kroot squads have been dropped in favor of the Devilfish transports. While this leaves the Tau army without a viable close combat option, the added mobility makes it a worthwhile trade-off. Consider including this unit in a 1700- or 2000-point game.


    Gun Drone Squadrons:

    While a twin-linked carbine and a jump pack may seem attractive at 12 points per model, actual battlefield experience says these units rarely pay for themselves, and break at the worst times. As a general rule, I do not like drones of any sort, and when I do use them, they are always attached to squads, never as autonymous units.


    Pathfinders:

    While the ability to tag a target with eight markerlights is attractive, Fire Warriors produce more consistently effective results (remember, you only need one Markerlight to give the Hammerhead the shot it needs, and if it needs more than one, something is very wrong), and do so for fewer points. Many players would complain that the manditory Devilfish is a drawback, but as you can see from the list above, I do not share that viewpoint.


    Kroot Hounds:

    Well, considering I have no Kroot, this point is a moot one. However, even if I did have a Carnivore squad, I would still eschew Hounds, simply because they suck up points better spent on more kroot with guns.


    Broadside Battlesuits:

    A wonderful unit, and an amazingly effective one, the ability to put out a potential three twin-linked 72" S10 shots per turn is a feat nothing else in the game can match. HOWEVER, Broadsides are notoriously slow, and it is fairly easy to avoid their usually limited lines of fire. In a larger game I would include a unit without hesitation, however, they provide a large, immobile target that can quickly become a very expensive liability if left unguarded. Protect them well.


    Krootox:

    With their low Instakill toughness and high point cost, Krootox are better off in the display case than on the tabletop. They are not only expensive to field, but also eat up a Heavy Support choice, both of which are better spent elsewhere (Hammerheads).


    (Damn, I'm long-winded tonight... )

  10. #9
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    I think a good strategy for building a Tau army really lies in the codex. If you read about the basic battle mentality of the Tau you can come up with some relatively original battle ideas. Remember that the tau dont care about controlling land; it isn't nearly as important as destroying the enemy forces. From that you can see that mobility and being able to strike quickly is the heart of the Tau army, so an army based around Fire Warriors in devilfish is a great idea. I personally dont like Pathfinders, because of the cost and better results comming out of a Fire Warrior team. I havent tried it yet, but I really want to have my fire warriors use carbines for the pinning ability... that might work really well.

  11. #10
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    The carbines are an exceptionally nasty trick, and a lot of people wind up with a shocked look on their face when they realize that their 300-point assault specialist unit is now pinned in the open, with the guns of a Tau army all pointed at them.

    When, that is, the Fire Warriors don't wipe them out completely, as I've seen happen.


    And yes, ground is nothing more than the position from which you make the kill.

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