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Discussion Starter · #1 ·
Hey guys, I have a new list based on serious winning not for fun and I wanted to know what yawl thought of it. I wasn’t sure if I should take out a hammer head for a broadside and up grade the rest of the tau units, any thoughts on changes or tweaking, thanks.

HQ) Shas’ El = TL Plasma, MP, HW Multi = 98
HQ) Shas’ El = TL Plasma, MP, HW Multi = 98

Elite) Shas’ Vre/Crisis = Plasma, TL MP, Multi = 87
Elite) Shas’ Vre/Crisis = Plasma, TL MP, Multi = 87
Elite) Shas’ Ui/Stealth = 6 = 180

Troop) FireWarrior = 12 = 120
Devil Fish = 80
Troop) FireWarrior = 12 = 120
Devil Fish = 80
Troop) Kroot = 10 = 70

Heavy) Hammerhead = Ion, TL SMS, Multi, Target Array, Target Lock = 155
Heavy) Hammerhead = Rail, TL Burst, Multi, Target Array = 160
Heavy) Hammerhead = Rail, TL Burst, Multi, Target Array = 160

Total = 1495
 

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Discussion Starter · #3 ·
Well from what I have read they could be very useful, one, if I could place them in a forest they are very useful. No one can argue with that and two if they were to assault that is 20 asks! Plus they can push away a oncoming close combat group or a group I need to tie up for a turn. But if there is no forest they are somewhat useless, I understand that, that’s why there are only 10 the bare minimum. This way I don’t spend a ton of pts for some melee attackers with no forest. I hope this explains my logic with the small amount of kroot.
 

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Your logic is sound. That is exacly why you take a small 70 point squad and when using them in this fashion you don't wanna go any bigger. A second squad of ten is preferable to a 20 squad. Just the one squad should do you fine though. I've only ever bothered to paint up 10, as this is the most Kroot I've ever needed. I use them just like this all the time and they work great.

Phase Out....
 

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Shrubs for the Blood God
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Pretty plane Jane Mech here, this is about the base standard from which all Mech armies are derived. I'd get more excited if you did something to spice it up in some inventive way.

Keep the Kroot, its a generally accepted fact on this forum that Kroot are awsome, where else are you gonna find a +4 invulrable save for 6 pts? They also are good CC and shooting and can infiltrait. I don't think theres any experienced players on this board who are gonna tell you not to have Kroot, they might argue about how many or how you use them, but definetly not about having them.

Your devil fish and HH's all need Deocy Launchers, its a must for any skimmer. Gives you a chance to reroll an imobilizing hit which is insta kill for skimmers that have moved more than 6".
 

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Discussion Starter · #6 ·
Well, I was able to get rid of the broadside for an ionhead, but the price was the SMS from the railheads, 2 fw, and the BSF from the shas’ els. Other than that this army looks very competitive, what are your options on it now.

HQ) Shas’ El = TL Plasma, MP, HW Multi = 98
HQ) Shas’ El = TL Plasma, MP, HW Multi = 98

Elite) Shas’ Vre/Crisis = Plasma, TL MP, Multi = 87
Elite) Shas’ Vre/Crisis = Plasma, TL MP, Multi = 87
Elite) Shas’ Ui/Stealth = 6 = 180

Troop) FireWarrior = 11 = 110
Devil Fish = Decoy = 85
Troop) FireWarrior = 11 = 110
Devil Fish = Decoy = 85
Troop) Kroot = 10 = 70

Heavy) Hammerhead = Ion, TL SMS, Multi, Target Array, Target Lock, Decoy Pod = 160
Heavy) Hammerhead = Rail, TL Burst, Multi, Target Array, Decoy Pod = 165
Heavy) Hammerhead = Rail, TL Burst, Multi, Target Array, Decoy Pod = 165

Total = 1500
 

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Discussion Starter · #7 ·
could it be possible to take something off for BSF’s for both commanders?
 
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