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Has anybody found them useful? I was thinking about using 3*6 stealthsuit in a random bout of insanity. This would mean little points for A-T, so I thought fusion guns might help. 6 of them with target lock + marker drones should do some damage...in theory.
Anybody help verify or call me a maniac?
i have several remarks.
1 Markerdrones use markerlight (Duh) but markerlights are classed as heavy weapons, so to use them you may not move. even is one model of the groep does move, they all count as have moved, so you can't use the markerlight. And no sound enemy commander will leave his transports or tanks near a fusion blaster carying XV-25 ( i do like the 25 more then the 15 btw) you might better take targetting arrays for them. improving the odds of hitting.
A markerdrone robs them from their mobility. and in the other situation it's a costly burden.
My experience with them is limited yet. Against MEQs you improve the chances of wounding him with 1/6 and rob him of his save. But compared to the loss of volume it might be a bit of a dilemma.
A target lock doesn't sound usefull in their situation mostly, because of the short range. If you dedicate one group for transport hunting, it might, but i would advice you on checking in what order the targeting of that group must be done. if you are forced to declare targeting before you use the weapons, thus preventing you from subsequently fireing at the disembarking passengers, it might be a bad choice.
Target locks are imo best used on units with long range weaponry mostly, but i can see the idea you have with them.
about group composition:
You can do 3 things:
1 give the FB carrying suits the target lock and the others the targetting array. thus improving the odds of killing the passengers.
2 Give the FB carrying suits the targetting array and the others the target locks, improving the odds of hitting the armor.
3 third thing i can think of is giving the FB specificly to the shas'vre( or teamleader, which one can take the wargear) and give him hardwired target lock. That way you can improve both the odds of hitting and selecting more targets.
The main strenght of the suits of the Tau is their mobility. Best is to capitalise on that.
I played marines not long ago, and the fusion guns were a constant disappointment. I think they killed one marine all game. However the 4 burst cannons from the rest of the squad accounted for many many more!
I think i'll now be going with volume of shots, not to mention that the extra range compared to the fusion is useful.
fusion is good if you can afford to take targetting arrays, but the squad gets too fast too quickly.
and lastly, stealths rock, go for 3 squads of 6 all with burst cannons. it'll be fun. if you have that many dice
Looks like fusion guns for anti-tank is not a good idea...but since I want to make stealthsuits my main theme, what can be my Anti-tank/armour then...?
You could try helios config. on your two HQ Shas'els
Hammerheads with railguns
Piranha with fusion blasters
That's all I can think of off hand.
turn one, markerlight with something, and let loose with seeker missles. most games, it did something, and some games, smashed the target vehicle turn one, pinned the unit, and the piranhas didnt even have LOS and were on the other side of the table!
now i think about it, im not sure if they had fusion guns, but they made great objective grabbers, and contesters for table quarters/objectives etc, because they seeker missled stuff, and generally stayed out of trouble.
try it out, sounds fun!
LO RULESOriginally Posted by Jaffar_Hasad
I think you can do what you want. But XV-25s are all about burst cannons. The point of the unit is to move up to enemy infantry concentrations and let loose with three shots for every model in your unit. That's a devastator squad in marine language. More importantly it's a devastator squad that can Jump - shoot - jump and end up if your are fortunate enough, out of the Line-of-Sight of the unit they have just hit.
In my opinion the anti-armour options of the Tau revolve around the seeker missile, missile pod and of course the ubiquitous Railgun. Any weapon that can cause a penetrating hit on a Landraider on a 4+ is OK in my book. My Tau army usually doesn't leave home without one.
Stealths are just there to keep troublesome units off of your gunline and expensive units, the FB and target lock are just there as a little bonus, 7pts for both of them it's a bargain!
i usually field three of them with a shas'vre w/ FB and TL creating a nice and managable 107 pt unit to tie the enemy up with, even if you loose the unit it doen't matter,
as for the marker drone, leave it at home, you'll be moving around a lot with the stealths making it a points sink which can be used better elsewhere...
hope tthis helps...
Just thought I'd throw that out there.
Ummm...I never noticed Networked Markerlights are heavy...that means I wouldn't be able to use them in many circumstances then...
Oh and yes, I never use vehicles.