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Discussion Starter · #1 ·
I am trying to make a 400 point recon force to take on a Ork army. The Orks I am playing against are foot sloggers. There are about 40 Gretchin in his army and about 25 to 30 Orks.
I am not sure if he is going to field a killer kan as he does have a few.

I have the following modes to Come up with 400 points. I have not assembled the weapons as yet on the Battle Suite and Fire Warriors as I would like to know the better alround weapons.

Battle Force box.
3 Battle Suites
12 Fire Warriors
12 Kroot
7 Gundrones.


This is what I have come up with.

Elites
Crises 1
Shas'ui Fl BC MP MT TarL + 2 SD - 100

MP is to take care of the Killer Kan.
Fl is to take care of the Orks if they get to close.
MT + TarL is to fire the BC and the MP in the same turn at different Targets, or the Fl and BC.


Troops
12 Fire Warriors PR team bonded - 130

PR as I can get 2 shots in at 15" As I can deploy further back and still shot. up to 30"
Bonded to try and keep the around for regroups.

12 Kroot - 84

To support if orks get to close in CC
Infiltrate


4 Gundrones - 48

TL PR for incresed probability to hit.


396 Points

I am not sure if I should add another crises with TL BC (But BC has shorter Range than PR from Drones.)
I entend to shoot them down before assault Phase.
I want to use the Kroot to infilrate in cover just enough to get into 24" and close enough to support the Warriors in assault or even to assault if Shooting does not have the desired effect.

I do suspect that Grots will be used to save the Orks from mass firing. I want to prevent being assaulted by turn 3 or even turn 4. I will be CC by turn 5 but would like to aviod it by witteling down the front squads. In the first 2 turns giving we 2 turns to shoot the Orks down before they Assault.

All input is welcome.
 

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This is what I have come up with.

Elites
Crises 1
Shas'ui Fl BC MP MT TarL + 2 SD - 100

MP is to take care of the Killer Kan.
Fl is to take care of the Orks if they get to close.
MT + TarL is to fire the BC and the MP in the same turn at different Targets, or the Fl and BC.
well one model cant fire at 2 different targets. i think you should read the codex.

Troops
12 Fire Warriors PR team bonded - 130

PR as I can get 2 shots in at 15" As I can deploy further back and still shot. up to 30"
Bonded to try and keep the around for regroups..
well i would skip bonding and upgrade one to shas whatever. and rapid fire is 12" 2 shots not half the distance.. read the rule book.
12 Kroot - 84

To support if orks get to close in CC
Infiltrate.
well they hit faster and harder than the orks but i think you should max this squad and just fire with it. keep it in the woods for higher surviveability.

4 Gundrones - 48

TL PR for incresed probability to hit.
well 4 is not that good of a number. max out on kroots instead.
 

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I would give your some of troops EMP grenades. Glancing hit D6 roll of 4 or 5. And a penetrating hit a roll of 6 regardless of the enemy vehicles armour value.
 

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against what vechles? i am guessing they are playing with patrol special rules so i dont think he will be up against a LeManRuss.. and if he brings a killa kan then he can destroy it with his standard weapons (the grenades does not work against it)
 

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Discussion Starter · #6 · (Edited)
Astroth said:
well one model cant fire at 2 different targets. i think you should read the codex.
Page 18

Target Lock, Refers to the suites wearer allowing to target 2 seperate targets. Its there in B&W

Astroth said:
well i would skip bonding and upgrade one to shas whatever. and rapid fire is 12" 2 shots not half the distance.. read the rule book.
Well, thats a change from the old rules as it was half the full distance.




Astroth said:
well 4 is not that good of a number. max out on kroots instead.
Its a little hard as I have only 3 Crises suites
12 Warriors
12 Kroot
7 Gun Drones.

So I have to utilise as much as what I have. As I just have the Battle Force.

I did mention 400 points Recon Mission. So that wil be 40K in 40min. Sorry, I did not make that clear. So max armour is 32 all round.
 

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Discussion Starter · #7 ·
Sorry I have posted in the wrong sub title. Please can admin more it to Tau Lists.

My Appologees
 

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With Oden On Our Side...
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Mordinkain said:
Page 18
Target Lock, Refers to the suites wearer allowing to target 2 seperate targets. Its there in B&W
If that's what it said, you'd be right. However, "The target lock enables the suit wearer to target a separate enemy unit to that engaged by the rest of his own squad." He can only shoot at one unit, but it can be a different unit than what the rest of the team is shooting at.:yes:

Well, thats a change from the old rules as it was half the full distance.
Before the only things that had Rapid Fire were 24" range. Tau changed that. It is 12" no matter what the original range.

Its a little hard as I have only 3 Crises suites
12 Warriors
12 Kroot
7 Gun Drones.
So I have to utilise as much as what I have. As I just have the Battle Force.
I understand making armies out of what you have. Just be warned that the Gun Drone squad is going to be very weak. It's LD will be 4, since they are at 4 or less.
 

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Discussion Starter · #9 ·
Okay I did not read the target lock properly. So that will free up 5 points.

SO I should be at 391Points

I am one hard wire over so to take out the flamer will be 6 points
wihich will give me 5 drones instead of 4.
 

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Discussion Starter · #10 ·
Re worked. the errors



Elites
Crises 1
Shas'ui BC MP + DC with 2 SD - 78


Troops
11 Fire Warriors PR team bonded - 130
1 Shas'ui + ML + TL - 37

12 Kroot - 84

7 Gundrones - 60

389 Points

I am not sure if I should add another crises with TL BC (But BC has shorter Range than PR from Drones.)
I entend to shoot them down before assault Phase.
I want to use the Kroot to infilrate in cover just enough to get into 24" and close enough to support the Warriors in assault or even to assault if Shooting does not have the desired effect.

I do suspect that Grots will be used to save the Orks from mass firing. I want to prevent being assaulted by turn 3 or even turn 4. I will be CC by turn 5 but would like to aviod it by witteling down the front squads. In the first 2 turns giving we 2 turns to shoot the Orks down before they Assault.

All input is welcome.[/QUOTE]
 

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Discussion Starter · #11 ·
Re worked. the errors



Elites
Crises 1
Shas'ui BC MP + DC with 2 SD - 78


Troops
11 Fire Warriors PR team bonded - 130
1 Shas'ui + ML + TL - 37

12 Kroot - 84

7 Gundrones - 60

389 Points

I am not sure if I should add another crises with TL BC As I am upgrading with to much wargear.
 

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Drop those shield drones. Not worth it at 400 pts. I would keep the drone squad as it can stay out of CC almost indefinetly with its J S J abilities and its more likely to hit than FW's with its TL. Also with Ork leadership you can maybe use the Drones to pin the Grots or the orks.
 

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Discussion Starter · #15 ·
This is just a trail against Orks. Just the possibilities of killer kans.

Trying to get as meany shots as possible at the moment.
 

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Shrubs for the Blood God
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In a 400 point game a single round of FW shooting is gonna take down any Kan's the guy brings, don't spend too much time worrying about it. What you don need to worry about is being mobed into CC. Anything that can prevent that, Pining or J S J mobility is gonna gurantee the game in your favor.
 

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Mordinkain said:
This is just a trail against Orks. Just the possibilities of killer kans.

Trying to get as meany shots as possible at the moment.
At 400 pts, getting as many shots as possible is your best strategy. Don't waste points on fancy upgrades like shield drones or squad leaders. Just put as many of your guns on the table as you can. Flamers and Burst cannons, although generally not good weapon choices on a crisis suit, might serve you well in this situation.

Too bad you don't have a devilfish at your disposal, I find them to be very nice for this sort of thing. The have exactly the max armour you can field under combat patrol rules.

Oh, and unless your orky opponent is dumb enough to field a bunch of small (under 12-boyz) squads, don't count on pinning to work for you at all. They will just check size and not be pinned.
 

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Discussion Starter · #19 ·
that_guy said:
Hence the reaons I suggested EMF grenades.
I am looking at thinning Orks and Grots down en mass. My Crises suit is going to be my Kan Hunter. He is good enough to take the Kan. Hence the ML and TL. If ML is succesful My crises will get a 2+ to hit. Leaving more oppertunity to wo Destroy the Kan. So the Emp is a good choice 24 Points cost as to 27. But I would not like to get the Fire Warriors in HTH with the Kan. Its a loosing battle. If I am not mistaken EMP can only be placed when Walkers are immobilised. Or if that for the special equipment in the Rule book. I would have to say that rule applies to EMPs and Krak Grenades as well.
 
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