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Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

I will leave you to your opinions on the matter, Savageconvoy. Nothing I say at this stage about a FIVE point weapon will sway you.

Someone asked for the list I used for Melee Tau. I have adapted this to 6E, so it is SLIGHTLY different than it was (Main difference is the armament on the Broadside and then the inclusion of Markerlights on the Crisis Teams).

Enjoy:

Aun'Va
primarily there for the awesome benefits of the Elements he can spray out to his followers as they march to war). Aun'Va is really key to the force and should be protected by the next dude on the list:

XV-02 Commander (Airburst Frag Launcher, Drone Controller, 2 marker Drones, Retro-Thrusters,Stim Injector, Onager Gauntlet, Neuroweb System Jammer).
He is extremely hard to kill, and makes an admirable bodyguard. His Pinning and horde killing ability are valuable for an army that must whittle before engaging

3 Crisis Suits (Shas'Vre has 2 Flamers +Drone Controller, +4 Marker Drones, +2 Shield Drones. All Shas'ui carry TL Flamer and a Flamer)

3 Crisis Suits (Shas'Vre has 2 Flamers + Drone Controller, +4 Marker Drones, +2 Shield Drones. All Shas'ui carry TL Flamer and a Flamer)

3 Crisis Suits (Shas'Vre has 2 Flamers + Drone Controller, +4 Marker Drones, +2 Shield Drones. All Shas'ui carry TL Flamer and a Flamer)

The Crisis Team form the shock troops of the Tau Empire and in this case, they burninate the universe before them, most often from Reserves in some way shape or form.

3 x 9 Fire Warrior teams (Carbines and EMP Grenades)
1 x 8 Fire Warrior Team (Carbines and EMP Grenades)

All these Fire Warriors are trained to fear nothing in Aun'Va's presence and their willingness to approach and be approached by the enemy makes the Carbine the natural choice as they fully intend to charge when called upon to protect their Aun, whatever the cost. Drop Pods will be unpleasantly surprised by the Fire Warriors ability to nuke them and the broadsides and flamer heavy Crisis teams can generally handle such armies by NOT reserving.

2 x 9 Vespid Stingwing teams(Strain Leader)

The stingWings are elite in their ability to handle heavy weapons threats at the enemy rear, and their synergy with dropping Crisis teams is undeniable.

XV8 Broadside Shas'Vre (Seeker Missile, TL Plasma, TL Heavy Rail Rifle, Velocity Tracker, 2 Shield Drone)

XV8 Broadside Shas'Vre (Seeker Missile, TL Plasma, TL High Yield Missile Pods, Velocity Tracker, 2 Shield Drone)

XV8 Broadside Shas'Vre (Seeker Missile, TL Plasma, TL Heavy Rail Rifle, Velocity Tracker, 2 Shield Drone)

These Monsters (identify that reference?) are responsible for patrolling the skies and knocking out the predators therein; or trundling forward and blunting enemy offensives against the Fire Warriors and their wards. However, against TEQ armies, their job is to knock out the very dangerous Terminators and similar threats that often form the most pressing concern for this type of army. The singular High Yield Missile Pod Broadside provides a valuable path clearing unit should the Tyranid hordes be quicker than the reserve rolls for the Crisis teams and as a fairly reliable transport killer if his two brethren fail in their duty...and they rarely do (basically only on a 2 to penetrate dothey fail to halt enemy APC advances).

This message was edited 3 times. Last update was at 2013/12/26 08:48:02


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in us
Fireknife Shas'el






5 point weapon, taken in pairs on top of a 22 point bare model. So just doubling the hits, which will cause half that number in wounds. Even when re-rolling wounds, it only raises the actual damage out minimally.
Lets go with the 4 hits under each template.
Full squad of three.
First shot causes 12 hits, 6 wounds, 2 unsaved wounds.
Twin-linked causes 12 hits, 9 wounds, 3 unsaved wounds.
Total squad cost 111 for three suits. Not that bad, but a little lack luster in my opinion considering how close you're getting.

Also, how do the suits have three slots taken up by weapons and still have room for drone controller?

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Shas'Vre of course (not)

This message was edited 1 time. Last update was at 2013/12/26 08:48:56


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Fireknife Shas'el






Shas'vre don't get an extra slot. They're still limited to three total items. So twin-linked flamer (2), flamer (1), and drone controller (1) makes 4 total.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Yup, I just looked it up. No extra slot. So just switch his flamer out. No biggee there. I'll fix the post.

And apparently I had it right on my list, just typed it wrong here. The points dont change. that was already accounted for. Total is 1997


Automatically Appended Next Post:
 Savageconvoy wrote:
5 point weapon, taken in pairs on top of a 22 point bare model. So just doubling the hits, which will cause half that number in wounds. Even when re-rolling wounds, it only raises the actual damage out minimally.
Lets go with the 4 hits under each template.
Full squad of three.
First shot causes 12 hits, 6 wounds, 2 unsaved wounds.
Twin-linked causes 12 hits, 9 wounds, 3 unsaved wounds.
Total squad cost 111 for three suits. Not that bad, but a little lack luster in my opinion considering how close you're getting.
?


As for this: 4 hits under the template is possible. So is 6. So it 8. The opportunity is there in every game, and expecially after every combat, to catch an enemy in perfect position for a flame enima.

I can't really argue what number would make sense to consider, but I do think that a rather large number of times, I have been able to soften a unit to the point of combat innefectiveness with flame and followed that up with maybe a Fire Warrior squad and if we haven't pinned them or scared them, we charge and send the rest running. Shasvre's get 4 attacks on a charge, so the unit kicks out 10 STR 5 attacks on a charge not counting the 12 Drone attacks. When you really ponder that its a heck of a bushel of pain, really. 2 wounds from the Drones and 4 more from the suits is pretty good odds of whacking a couple MEQ's

I think we can agree that this list if one for having fun and seeing how far you can get with it, but without really holding a lot of hope out for it. I think we could agree that it certainly would have its days against certain matchups. I won 7 games with it, lost 4 and tied on 3. So out of 14 games, I'd say losing 4 isn't half bad for such a non optimal army

This message was edited 2 times. Last update was at 2013/12/26 09:00:05


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

Anyone else realize that RAW, you can only shoot ONE weapon in overwatch, multi-tracker or not? The multi-tracker states you can fire 2 weapons in the shooting phase.....overwatch occurs in assault.

I believe NOVA tree rules that you can fire both, but worth a discussion as to what people encounter elsewhere.

Rule #1 is Look Cool.  
   
Made in il
Warplord Titan Princeps of Tzeentch






That RAW attempt brakes itself because it would also means the limit to shooting one gun from the firstplace applies only on the shooting phase, so anyone with more then one (say tactical marines?) could fire everything he's got.

Amusing, but obviously not right.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

 The Shrike wrote:


One note though, I noticed a lot of fanciful talk about Overwatch. Not only is it underwhelming in reality (as people will feed you tougher units instead of squishy ones), but double check with your local group about the legality of Multi-trackers allowing two weapons to fire Overwatch. The exact wording mentions only "The Shooting Phase" (Overwatch occurs in the assault phase, obviously). Now, NOVA and some other tournaments I'm sure have ruled that you CAN fire both. But your gaming group may be RAW.


Has anyone thought about this? Or is everyone operating on the assumption that you can just fire 2 weapons all the time?

Rule #1 is Look Cool.  
   
Made in us
Shas'la with Pulse Carbine





Across the Great Divide

If you try to apply the RAW for that train of thought then anyone with two weapons can fire both in overwatch because the restriction to only fire one shooting weapon is in the shooting phase and not the assault phase.

Dual flamer suits are a hit or miss option in my opinion. If going for horde control I think double burst with drones is better for volume of fire plus S5 and range gives a little more target flexibility.

Jancoran: That is certainly an interesting list. But with only two mid sized units of fire warriors is Aun'Va really worth it? i just don't see it (plus he dies to lasguns)

Forest hunter sept ~3500
guardians of the covenant 4th company ~ 6000
Warrior based hive fleet

DA:90S+G++M++B--I+PW40k07+D++A++/areWD-R++T(T)DM+ 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 FirePainter wrote:
If you try to apply the RAW for that train of thought then anyone with two weapons can fire both in overwatch because the restriction to only fire one shooting weapon is in the shooting phase and not the assault phase.

Dual flamer suits are a hit or miss option in my opinion. If going for horde control I think double burst with drones is better for volume of fire plus S5 and range gives a little more target flexibility.

Jancoran: That is certainly an interesting list. But with only two mid sized units of fire warriors is Aun'Va really worth it? i just don't see it (plus he dies to lasguns)


My record is what it is. It did well, and was a ton o fun. as for the Fire Warriors: I think you're placing more stock in the Fire Warrior aspect of the list than I do. It isn't intended to be a crazy porcupine of shooting. from them although it becomes one at times. The issue here is that they become stubborn and able to stick it to a whittled unit on the assault and hold their ground if needed for Crisis support. It's still a shooting army obviously, but it presses the field. There are 4 Fire Warrior squads btw.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
 
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