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Made in us
Waaagh! Warbiker






Been playing my space wolves for a bit now, and although they are extremely fun and satisfying, I just have the urge to play a new army. I play my wolves very assault oriented, and wanted to pick up a very shooty army, and I think the Tau would work nicely.

My favorite models are the battlesuits and broadsides, so my list is insanely suit heavy:

1 Shas'El [Plasma Rifle, Missile Pod, Target Lock, Tracker] - 92

6 FireW's [D.Fish, D.Pod] - 145
6 FireW's [D.Fish, D.Pod] - 145

3 FireKnives [Multi Tracker] - 186
3 FireKnives [Multi Tracker] - 186
3 FireKnives [Multi Tracker] - 186

3 Broadsides [Leader with Target lock, 2 shield drones, Targeting Array] - 280
3 Broadsides [Leader with Target lock, 2 shield drones, Targeting Array] - 280

Comes out to 1500 exactly! Now, I am aware of the fact that I only have 2 MSU troop choices. This list isn't meant for tournament play, so it should be fine.

That being said, I still want it to be as competitive as possible. Any and all comments welcome! I have yet to actually play a game with Tau (Don't even have the models, but plan to buy them soon from Forgeworld ) so any tips on playstyle or tactics would be appreciated as well!
   
Made in gb
Disbeliever of the Greater Good




I'd get shot of one of the 'fish, and a team of B'sides, put in a Railhead and a Pathfinder team, Also Fireknives aren't really that effective, a FireStorm is more effective against Geqs and just as effective against Meqs

Also try to utilise the special issue gear for the commander, the Airbursting Frag Projector is especially good.
   
Made in us
Waaagh! Warbiker






Darragh wrote:I'd get shot of one of the 'fish, and a team of B'sides, put in a Railhead and a Pathfinder team, Also Fireknives aren't really that effective, a FireStorm is more effective against Geqs and just as effective against Meqs

Also try to utilise the special issue gear for the commander, the Airbursting Frag Projector is especially good.


Mind elaborating on FireStorm? What gear setup do they have?

I was thinking about putting in Airbursting Frag Projector, might do that. I like having 6 Broadsides @1500 though, so probably won't be changing that.
   
Made in gb
Leader of the Sept







You've got a lot of high strength shots in there, but I thik it will struggle against horde type armies.

I think firestorm is plasma rifle and burst cannon. Personally I think its a waste of a hardpoint to put a burst cannon on a crisis suit. If you want burst cannon you should take Stealth suits.

I would definately recommend a hammerhead for anti-horde duty. You might just be able to afford one in ther if you drop one of the devilfish and convert one of the Fireknife squads into deathrains with TL Missile Pod. Deathrains are pretty cheap and work fantastically well as a dedicated transport hunting squad. Against hordes they are also pretty good at picking off higher toughness suff that doesn't necessarily need the AP3 of the plasma rifle.

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in us
Waaagh! Warbiker






Flinty wrote:You've got a lot of high strength shots in there, but I thik it will struggle against horde type armies.

I think firestorm is plasma rifle and burst cannon. Personally I think its a waste of a hardpoint to put a burst cannon on a crisis suit. If you want burst cannon you should take Stealth suits.

I would definately recommend a hammerhead for anti-horde duty. You might just be able to afford one in ther if you drop one of the devilfish and convert one of the Fireknife squads into deathrains with TL Missile Pod. Deathrains are pretty cheap and work fantastically well as a dedicated transport hunting squad. Against hordes they are also pretty good at picking off higher toughness suff that doesn't necessarily need the AP3 of the plasma rifle.


Hmm thanks for the input. I could drop the multitrackers in that squad as well, freeing up quite a bit of points.

Honestly I'm not TOO worried about hordes as at my local gaming store everyone plays MEQ and mech variants.

I'll try that large blast special weapon on the commander though, should help for horde as well.
   
Made in us
Longtime Dakkanaut






Yo I heard you like going bonkers so you went Tau and bought FW suits so you can play bonkers when you go bonkers.

Hammerheads!!

Easy Stable Flying base tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/356483.page

Check out my Tyrannofex Conversion tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/334523.page

Check out my Librarian holding fire tutorial here on Dakka:
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Made in gb
Disbeliever of the Greater Good




A FireStorm is Burst Cannon Missle Pod Multi Tracker. Tbh the Railhead will give you alot more flexibility than the B'sides.
   
Made in us
Waaagh! Warbiker






Darragh wrote:A FireStorm is Burst Cannon Missle Pod Multi Tracker. Tbh the Railhead will give you alot more flexibility than the B'sides.


Railhead is a Hammerhead that shoots submunition large blasts I'm guessing? Either way, I don't think it would be better than 3 twin-linked railgun shots. There are tons of high av high tough targets where I play, and less horde type armies.
   
Made in gb
Been Around the Block




I play with a similar style (though different Crisis builds and with drones), and I'd say don't worry about horde armies w/the broadsides, though 3 x 2 is probably better than 2 x 3 (more targets for opponent, potentially 3 dead tanks a turn), the SMS isn't great but its still alright. With the Advanced Stabilization System (considered mandatory unless you take Array's by most players - dawn of war deployment screws broadsides royally, but with the ASS you can move on and shoot, and even get an extra turn or two SMS-ing a horde.

As for Crisis suits, I'd take a squad of Firestorms to add some dakka to make up for the broadsides (maybe 2 squads, with the 'EL joining the remaining fireknife squad), and try to find the points for at least one drone per team (especially since they are gonna go down quickly because of wound allocation - 3 identical models) for lascannons/meltas etc. The AFP is a pretty good weapon, which fits in nicely with the firestorm thing - could try an 'El wMissile Pod/AFP/Array,Multi, 2 x Shield Drone with 3 x 'Ui wMissile Pod/Burst Cannon/Multi, maybe swapping the Array on the 'El for a Positional Relay.

Troops-wise you could drop a squad + transport for a medium unit of kroot, and spend the rest of the points on drones and pathfinders, giving them the FW 'fish as their dedicated transport, and deploying in cover.

At this points level, taking 6 broadsides means you are going to be killing a lot of tanks, very, very fast, and I think taking a Hammerhead instead would weaken this - they are terrible at destroying tanks (without markerlights anyway) and though the blast is great Marines still laugh it off. Hammerheads are better taken in 2s or 3s, with other anti-armour support (also for armour saturation - if you have a single nasty tank and everything else is infantry, you know what that Dropdred/termicide/obliterators/any small melta squad will be heading for!).

This message was edited 1 time. Last update was at 2010/12/13 03:10:40


Tau W/D/L: 20/2/4

Favorite dakka quote: "At first I thought you were being stupid by splitting up your forces like that, and then I was like "stupid like a fox!" 
   
Made in us
Furious Fire Dragon




Wait... a firestorm is the same as a firknife, right?

This message was edited 1 time. Last update was at 2010/12/13 03:39:26


 
   
Made in us
Water-Caste Negotiator




Pennsylvania, USA

@rivers64: No, a firestorm is Burst Cannon, Missile Pod, and Multi-Tracker. Fireknives are Plasma Rifle, Missile Pod, and Multi-Tracker.

@Skelly's list: I would definitely try to find some room for Pathfinders. One way I can think of is to drop one of the Broadside squads for a Railhead (which is just a HH with a railgun, it can fire a solid shot or submunition). I know you like Broadsides more, but the Pathfinders could up the HHs BS AND take away cover saves. I think at least 1 squad would be totally worth it. Plus the template is actually stronger than the SMS (Str 6 AP 4 vs. Str 5 AP 5), and it has a 72" range. And if all the nasty units guyrevell named go after your HH, that's less things attacking your broadsides.

Regarding your XV8s, I like the firestorm suggestion. I was actually thinking about pairing my HQ (who has an AFP) with a firestorm unit. However, the 10 fireknives is pretty sweet, and more effective, if you play a lot of MEQs. I would give the HQ a Targeting Array, though, and HW the Target Lock.

Bork'an Sept - 1750
Hive Fleet Behemoth - 2000
Blood Angels - 2000 
   
Made in us
Waaagh! Warbiker






guyrevell wrote:I play with a similar style (though different Crisis builds and with drones), and I'd say don't worry about horde armies w/the broadsides, though 3 x 2 is probably better than 2 x 3 (more targets for opponent, potentially 3 dead tanks a turn), the SMS isn't great but its still alright. With the Advanced Stabilization System (considered mandatory unless you take Array's by most players - dawn of war deployment screws broadsides royally, but with the ASS you can move on and shoot, and even get an extra turn or two SMS-ing a horde.

As for Crisis suits, I'd take a squad of Firestorms to add some dakka to make up for the broadsides (maybe 2 squads, with the 'EL joining the remaining fireknife squad), and try to find the points for at least one drone per team (especially since they are gonna go down quickly because of wound allocation - 3 identical models) for lascannons/meltas etc. The AFP is a pretty good weapon, which fits in nicely with the firestorm thing - could try an 'El wMissile Pod/AFP/Array,Multi, 2 x Shield Drone with 3 x 'Ui wMissile Pod/Burst Cannon/Multi, maybe swapping the Array on the 'El for a Positional Relay.

Troops-wise you could drop a squad + transport for a medium unit of kroot, and spend the rest of the points on drones and pathfinders, giving them the FW 'fish as their dedicated transport, and deploying in cover.

At this points level, taking 6 broadsides means you are going to be killing a lot of tanks, very, very fast, and I think taking a Hammerhead instead would weaken this - they are terrible at destroying tanks (without markerlights anyway) and though the blast is great Marines still laugh it off. Hammerheads are better taken in 2s or 3s, with other anti-armour support (also for armour saturation - if you have a single nasty tank and everything else is infantry, you know what that Dropdred/termicide/obliterators/any small melta squad will be heading for!).


Thanks everyone for the advice, but this guy is a man after my own heart.

I'll try that suggestion, sounds good. I really want to try pathfinders with marker lights, and letting my suits have wound allocation would be good too.
   
Made in sg
Regular Dakkanaut





Skelly wrote:My favorite models are the battlesuits and broadsides, so my list is insanely suit heavy:

1 Shas'El [Plasma Rifle, Missile Pod, Target Lock, Tracker] - 92

6 FireW's [D.Fish, D.Pod] - 145
6 FireW's [D.Fish, D.Pod] - 145

3 FireKnives [Multi Tracker] - 186
3 FireKnives [Multi Tracker] - 186
3 FireKnives [Multi Tracker] - 186

3 Broadsides [Leader with Target lock, 2 shield drones, Targeting Array] - 280
3 Broadsides [Leader with Target lock, 2 shield drones, Targeting Array] - 280
You have almost everything that I would have used to make my own Tau list, just lacking one thing.
Without bubble wrapping kroots, how do you intend to keep your suits safe for 4-5turns?
   
Made in us
Waaagh! Warbiker






Davicus wrote:
Skelly wrote:My favorite models are the battlesuits and broadsides, so my list is insanely suit heavy:

1 Shas'El [Plasma Rifle, Missile Pod, Target Lock, Tracker] - 92

6 FireW's [D.Fish, D.Pod] - 145
6 FireW's [D.Fish, D.Pod] - 145

3 FireKnives [Multi Tracker] - 186
3 FireKnives [Multi Tracker] - 186
3 FireKnives [Multi Tracker] - 186

3 Broadsides [Leader with Target lock, 2 shield drones, Targeting Array] - 280
3 Broadsides [Leader with Target lock, 2 shield drones, Targeting Array] - 280
You have almost everything that I would have used to make my own Tau list, just lacking one thing.
Without bubble wrapping kroots, how do you intend to keep your suits safe for 4-5turns?


No idea, luck and lots of jump shoot jump haha. What can I cut for the kroot? 1 squad of firewarriors and devilfish like suggested above?
   
Made in gb
Been Around the Block




Glad to hear the advice is good

To be honest you'll probably be fine without Kroot wrapping, except against the fastest assault armies. With that many Railguns and Missile Pods, you can safely expect to down most transports very quickly, short of a couple of Land Raiders. With most/all of the enemy on foot, you should just be able to whittle them down until you can kill the squads that close in. One strategy that can be great fun is to destroy nearly all of one flank so when you run out of jump-shoot-jump space you can retreat sideways instead of backwards! Also, having Broadsides later on is pretty convenient (if inefficient) for supporting Crisis squads (ie reducing the number of guys enough for the suits to safely rapid-fire them).


Tau W/D/L: 20/2/4

Favorite dakka quote: "At first I thought you were being stupid by splitting up your forces like that, and then I was like "stupid like a fox!" 
   
Made in us
Waaagh! Warbiker






guyrevell wrote:Glad to hear the advice is good

To be honest you'll probably be fine without Kroot wrapping, except against the fastest assault armies. With that many Railguns and Missile Pods, you can safely expect to down most transports very quickly, short of a couple of Land Raiders. With most/all of the enemy on foot, you should just be able to whittle them down until you can kill the squads that close in. One strategy that can be great fun is to destroy nearly all of one flank so when you run out of jump-shoot-jump space you can retreat sideways instead of backwards! Also, having Broadsides later on is pretty convenient (if inefficient) for supporting Crisis squads (ie reducing the number of guys enough for the suits to safely rapid-fire them).



If the list worked as is, that would be perfect as I literally only own 12 fire warriors and 2 devilfish haha.

Do you think the fireknives are a good setup? I always hear very mixed things about them. Having never used one, I can't comment from experience, but it seems to be a good combination.
   
Made in gb
Disbeliever of the Greater Good




Some people swear by FK's I personally don't like them, it is all about your personal play style.

My 'default' setup is a FireStorm, but I know people who like SunForges (TL Fusion)
   
Made in us
Waaagh! Warbiker






Here's a test build, could be better but I'm not sure if everythings legal. Are my wargear upgrades legit?

1 Shas'El [Plasma Rifle, Missile Pod, HW Target Lock, HW Tracker, 2 Shield Drone] - 122

11 Kroot - 77
10 Kroot - 70

5 Pathfinders [Devilfish] - 140

3 FireKnives [Team Leader, HW Target Lockx1, Multi Trackerx3] - 196
3 FireKnives [Team Leader, HW Target Lockx1, Multi Trackerx3] - 196
3 DeathRain [Team Leader, Target Lockx1]- 139

3 Broadsides [Leader with Target lock, 2 shield drones, Targeting Array] - 280
3 Broadsides [Leader with Target lock, 2 shield drones, Targeting Array] - 280

1500

Removed firewarriors and 1x Devilfish for Kroot, Pathfinders, and Wound Allocation upgrades on the Suits.

Kroot for bubblewrap, Pathfinders for marker lights, and more upgrades make this list better I think. I added leaders for wound allocation as well as the 1x target lock in each group making three different wargear models per squad. Comments?
   
Made in gb
Been Around the Block




Tbh, I don't think Fireknives are a particularly good setup in some lists. Statistically, they are very good, and it is very nice to virtually always be able to shoot at something. The problems are as follows: Marines don't really care about missile pods (3-suits shooting MPs without any support = 3 hits, 2.5 wounds, 0.83 failed saves) and they can use the non-APing wounds to keep upgraded squad members alive. Against most vehicles you waste the expensive plasma, and to use the Plasma properly you pay for a 36" range that you only use a third of. Its only Vs DE or Ork vehicles and monstrous creatures that you get the benefit of both weapons. In a list with 2-3 Hammerheads they are great because you want 1st-2nd turn transport damage (Your only Railguns firing at the heaviest targets), and 3rd turn+ for hunting infantry, so you don't end up with a unit who's prime target no longer exists. However in lists with 3+ Broadsides, Fusion Piranhas or Sun/FireForges, one of their multiple roles is rendered obselete, I haven't taken a Fireknife since about my 5th or 6th game with Tau, as I prefer role-specific units (and also hate the idea that Tau 'can't' be competitive with any other suit build. With 6-9 Broadsides, your opponent will lose so much armour so quickly that their whole plan is disrupted very fast. I take a mix of Helios, Plasma/AFP & Plasma/CIB Command teams, Firestorm and Plasma/Flamer obective-taking teams. The other advantage to having no offensive tanks is that enemy meltas are suddenly somewhat wasted - any Tau unit with drones laughs that off. You just have to build the whole list to complement itself if you are not taking all-round units (Railheads, Fireknives). Broadsides also come into their own when the opponent has a far-off MEQ unit on an objective - I was playing a SW player who had about 8 guys on an obective in the far corner in woods, who I totally ignored until turn 4, and just sniped them off with the Broadsides and some Missile Pods with one or two markerlight hits, meaning all the actual anti-infantry units (2 x 2 Helios + Plas/AFP Plas/CIB, Aggresive SMT) I had left could totally focus on getting rid of the immiediate threat, rather than having to think about getting into plasma range in a set amount of turns, whilst not being charged.

They have their weaknesses - partially offset by Krootwrapping - but taking Plasma Rifles + HW Multi-Tracker on the Team Leader means they are better able to deal with deepstriking termies, greater demons, anything with a Spore/Drop pod, as said unit will presumably be markerlit & not in cover (except getting a save from other enemy units). The extra rapidfire shots can mean an extra 2 dead models, and you still have the SMS for the angry contents of that Chimera you just popped.

Finally, Broadsides>the Mech trend. But Dawn of War>Broadsides . When taking 2 squads I found it most helpful to take Arrays on one and ASS on the other.

My take on a list like this could be (I tend towards protective Wargear!):
1500
'El, MPod/AFP/PosRelay, HWMTracker, BKnife, 2 x SDrone - 142

'Ui, MPod/BCannon/MTracker - 50
'Ui, MPod/BCannon/MTracker - 50
1279
TLeader, MPod/PRifle/Array, HWMTracker, 2 x Gun Drone - 97
'Ui, MPod/PRifle/MTracker - 62

TLeader, MPod/PRifle/Array, HWMTracker, 2 x Gun Drone - 97
'Ui, MPod/PRifle/MTracker - 62

8 x Pathfinders, DFish/DPods - 201

6 x FWarrior - 60
12 x Kroot

Broadside TLeader, ASS, BKnife, 2 x SDrones - 120
Broadside 'Ui, ASS - 80

Broadside TLeader, ASS, BKnife, 2 x SDrones - 120
Broadside 'Ui, ASS - 80

Broadside TLeader, TArray, 2 x SDrones - 120
Broadside 'Ui, TArray - 80

Remember Fire Warriors are 1+ in the codex. Im guessing this won't be as Suit-Heavy as you like, but I've found going without Drones (remember Gun Drones in cover have a 4+ Inv equivalent) means squads can be overwhelmed irritatingly quickly. Sorry for the maaaassive essay!

Tau W/D/L: 20/2/4

Favorite dakka quote: "At first I thought you were being stupid by splitting up your forces like that, and then I was like "stupid like a fox!" 
   
Made in sg
Regular Dakkanaut





guyrevell wrote:Glad to hear the advice is good

To be honest you'll probably be fine without Kroot wrapping, except against the fastest assault armies. With that many Railguns and Missile Pods, you can safely expect to down most transports very quickly, short of a couple of Land Raiders. With most/all of the enemy on foot, you should just be able to whittle them down until you can kill the squads that close in. One strategy that can be great fun is to destroy nearly all of one flank so when you run out of jump-shoot-jump space you can retreat sideways instead of backwards! Also, having Broadsides later on is pretty convenient (if inefficient) for supporting Crisis squads (ie reducing the number of guys enough for the suits to safely rapid-fire them).
Can you enlighten me how is it that you can reliably stop 3 wagons, or even FOOT SLOgging orks with GHaz for that extra 6 inch fleet, w/o kroot bubble wrapping?
Do your math for me in case i m wrong.
   
Made in gb
Been Around the Block




I played an army just like that (footslogging boyz with Ghaz) and didn't find it unreasonably difficult, I don't know about 'the math' but I just conducted a continual fighting retreat, forcing them to bottleneck up at terrain-heavy points and focussing on destroying one flank so I could retreat sideways, and respectively deep struck/infiltrated Stealth Team and Kroot squad behind them (on the targeted flank) when they had advanced a safe distance. And I haven't found stopping 3 wagons a struggle with Tau anti-tank, ever. Also, the OP mentioned twice that he wasn't very concerned about facing horde armies, citing a MEQ and mech heavy local metagame. I think its fair to say you don't need krootwrapping except against the fastest assault armies, and even then its possible to go without, just more guaranteed that a unit is going to be assaulted. In a TAC/Tournament scenario I'd totally recommend it though.

Tau W/D/L: 20/2/4

Favorite dakka quote: "At first I thought you were being stupid by splitting up your forces like that, and then I was like "stupid like a fox!" 
   
Made in sg
Regular Dakkanaut





guyrevell wrote:And I haven't found stopping 3 wagons a struggle with Tau anti-tank,
6 TL RailGuns, 6 hits, 3 pen/gl, 1.5 unsaved by KFF.

Plus koptas scout boosting and assaulting turn 1 into your suits' face.

No problem? Sure? Or maybe your opponents were just incompetent, just guessing.
   
Made in us
Waaagh! Warbiker






Davicus wrote:
guyrevell wrote:Glad to hear the advice is good

To be honest you'll probably be fine without Kroot wrapping, except against the fastest assault armies. With that many Railguns and Missile Pods, you can safely expect to down most transports very quickly, short of a couple of Land Raiders. With most/all of the enemy on foot, you should just be able to whittle them down until you can kill the squads that close in. One strategy that can be great fun is to destroy nearly all of one flank so when you run out of jump-shoot-jump space you can retreat sideways instead of backwards! Also, having Broadsides later on is pretty convenient (if inefficient) for supporting Crisis squads (ie reducing the number of guys enough for the suits to safely rapid-fire them).
Can you enlighten me how is it that you can reliably stop 3 wagons, or even FOOT SLOgging orks with GHaz for that extra 6 inch fleet, w/o kroot bubble wrapping?
Do your math for me in case i m wrong.


Instead of de-railing the thread, could you make a list based on the one I provided that you think would be better?

Guyrevell has done nothing but give helpful advice, but if you think differently, I'd like to see what kind of list it would look like.
   
Made in sg
Regular Dakkanaut





Skelly wrote:Instead of de-railing the thread, could you make a list based on the one I provided that you think would be better?

Guyrevell has done nothing but give helpful advice, but if you think differently, I'd like to see what kind of list it would look like.
I ve explained why kroots are needed (i don't believe in feeding people list, because there are certain aspects that are personal preference). If Guyrevell CLAIMING his 6 railguns/Tau list has no problem stopping a mech ork list without bubble wrapping, and you trust that without proper theoryhammering of yourself, then you deserve to get own anyway.

This message was edited 1 time. Last update was at 2010/12/14 03:32:38


 
   
Made in us
Longtime Dakkanaut






@Davicus: Chill dude. He just wanted you to not "de-rail" the thread by devaluing Guyrevell's advice by saying he's playing incompetent people...

----

Back on topic:
I'm not experience with Kroot or Tau at all nor do I know their statlines but I am experienced with bubble wrapping...(Nids)

I am constantly disappointed at 10 Termagants bubble wrapping a Deathstar or any force at all. Usually the opponent just shoots it down with whatever small arms fire he can spare (which isn't that hard to do to my Termagants). Then the bubble wrap is gone leaving yourself exposed, down X amount of points, and eating a charge.

What I've found is let's say I have 10 Termagants bubble wrapping my Tervigon from getting charged. They shoot 1 or 2 little squads at it. Even if they kill 5 or 6, my bubble wrap is efficiently nullified because I have 4-5 models left over... This really isn't going to prevent a charge anymore.

Normally for bubble wraps to be efficient enough you would need a higher body count so the opponent is actually "wasting" fire on it because they would have to dish out a considerable amount of fire, or you would need to make them tougher somehow. Ex. Casting Catalyst (FNP) on my bubblewrap so they have to shoot at my T6 hard to wound models. This let's my bubble wrap keep its purpose to prevent charges to my Tervigon. Oh and I can poop bubble wraps out...

Or you can just do 2's and have a partner bubble wrap for you with a CC efficient army and forget the Kroot

This message was edited 2 times. Last update was at 2010/12/14 20:33:46


Easy Stable Flying base tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/356483.page

Check out my Tyrannofex Conversion tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/334523.page

Check out my Librarian holding fire tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/314801.page 
   
Made in sg
Regular Dakkanaut





syypher wrote:What I've found is let's say I have 10 Termagants bubble wrapping my Tervigon from getting charged. They shoot 1 or 2 little squads at it. Even if they kill 5 or 6, my bubble wrap is efficiently nullified because I have 4-5 models left over... This really isn't going to prevent a charge anymore.

Normally for bubble wraps to be efficient enough you would need a higher body count so the opponent is actually "wasting" fire on it because they would have to dish out a considerable amount of fire, or you would need to make them tougher somehow. Ex. Casting Catalyst (FNP) on my bubblewrap so they have to shoot at my T6 hard to wound models. This let's my bubble wrap keep its purpose to prevent charges to my Tervigon. Oh and I can poop bubble wraps out...

Or you can just do 2's and have a partner bubble wrap for you with a CC efficient army and forget the Kroot
And so you are doing bubble wrapping wrongly.

1) You don't have enough models to do the job - you are better off not doing it at all.
2) If you suffer great enough casualties, go to ground. You probably did, you probably didnt. And as a bonus, kroots get 2+ saves when they gtg in forest. Otherwise, it's 3+

So if you are doing it wrongly, it doesn't mean the tactic is useless.
   
Made in us
Longtime Dakkanaut






Yes Davicus. I was doing it wrongly. Hence I was sharing my experience with Skelly what not to do and what I have learned. I explain what I found wrong with what I have done and explain exactly what you said in your point number one as how to properly manage a bubble wrap.

Also, did I say it wasn't working for me so it's useless? If your having a hard time understand what I said then I can see why you would think so. I did not say it was useless at all...please read the entire post next time.

Thanks.


Easy Stable Flying base tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/356483.page

Check out my Tyrannofex Conversion tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/334523.page

Check out my Librarian holding fire tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/314801.page 
   
Made in gb
Been Around the Block




Perhaps my opponent was incompetent, although either his skill, his list or both did give him a formidable win/draw/loss total in the club. It doesn't strike me that there is a lot of tactical acumen required to successfully employ a ridiculous horde. Personally, I take 8 Broadsides at 1750, and I'm not sure you realised that the suggested list was not intended to be a particularly good foil for competitive mech orks, as the poster didn't mention Orks as being a concern, and said he wanted it to be as competitive as possible, but the list was not for tournament play (hence his initial suggestion for 2 min squads of fire warriors - clearly not a 'competitive' build for the total Troops choices for a 1500 list. Also I think 9 FireKnives (or a mix of 'storms and 'knives could quite easily wreck a large amount of scout boosting Koptas with a little markerlight support. Thats also why your mathhammer is a little flawed - it doesn't take into account (and can't really, being maths) the fact that Pathfinders will be reducing the enemy's cover saves, and that virtually all of the results on the chart are at least satisfactory for one turn, or that it might simply not be a big issue that the Wagon gets to move, because next turn a Crisis unit are going to deepstrike and shoot the back AV. I'll heartily acccept that 6 'sides, in a straight shooting contest, would get the result you suggested.

@ syypher, good advice about wrapping with any unit - the more bodies you have increases the effectiveness of the unit incredibly. Its too easy for a few stray shots to cripple the wall with crappy saves.

Skelly - got a revised list?

Tau W/D/L: 20/2/4

Favorite dakka quote: "At first I thought you were being stupid by splitting up your forces like that, and then I was like "stupid like a fox!" 
   
Made in sg
Regular Dakkanaut





guyrevell wrote: Also I think 9 FireKnives (or a mix of 'storms and 'knives could quite easily wreck a large amount of scout boosting Koptas with a little markerlight support. Thats also why your mathhammer is a little flawed - it doesn't take into account (and can't really, being maths) the fact that Pathfinders will be reducing the enemy's cover saves, and that virtually all of the results on the chart are at least satisfactory for one turn, or that it might simply not be a big issue that the Wagon gets to move, because next turn a Crisis unit are going to deepstrike and shoot the back AV. I'll heartily acccept that 6 'sides, in a straight shooting contest, would get the result you suggested.
I suggest you look closely at the point level. His list :-
6 Broadsides - 280 x 2
9 Crisis Suits - 196 x 3
2xFWs, Fish - 145x2
HQ - say 87
Is already 1495. And the list i quoted with 3 wagons is also for 1500. You are trying to play 1750 against my 1500? LOL

Suits Deepstrike? REally? Say you are lucky, your suits ALL come in on turn 2. I have either (1) Moved 13 inches if i start 2nd, or (2) Moved 26 inches if I started first. I don't need my wagons already, thanks to your generiosity :-)

Also, orks starting first with koptas scout boosting, assaults into the face of your suits or broadsides on turn 1. I don't see how you are going to wall off the scout move. Unless your list can only win if you start first.

This message was edited 1 time. Last update was at 2010/12/16 01:52:26


 
   
Made in ca
Fresh-Faced New User




Looks more or less like my own 1500 point list. Fireknifes are the right choice, Burst cannons on Crisis suits is nonsense.
I think 6 Broadsides is overkill at this point level doubly so with this number of Crisis suits even against a heavy mech list.
People complain about anti-horde but SMS can deal with that.

My list:
HQ
Shas'el Crisis Commander
- Plasma Rifle
- Missile Pod
- Multi-Tracker
- Hard-wired Drone Controller
- Gun Drone

Elites
Shas'ui Crisis Team Leader
- Plasma Rifle
- Missile Pod
- Multi-Tracker
- Hard-wired Drone Controller
- Shield Drone
Shas'ui Crisis Battlesuit
- Plasma Rifle
- Missile Pod
- Multi-Tracker
Shas'ui Crisis Battlesuit
- Plasma Rifle
- Missile Pod
- Multi-Tracker

Shas'ui Crisis Team Leader
- Plasma Rifle
- Missile Pod
- Multi-Tracker
- Hard-wired Drone Controller
- Shield Drone
Shas'ui Crisis Battlesuit
- Plasma Rifle
- Missile Pod
- Multi-Tracker
Shas'ui Crisis Battlesuit
- Plasma Rifle
- Missile Pod
- Multi-Tracker

Shas'ui Crisis Team Leader
- Plasma Rifle
- Missile Pod
- Multi-Tracker
- Hard-wired Drone Controller
- Shield Drone
Shas'ui Crisis Battlesuit
- Plasma Rifle
- Missile Pod
- Multi-Tracker
Shas'ui Crisis Battlesuit
- Plasma Rifle
- Missile Pod
- Multi-Tracker

Troops
Fire Warrior Team (6)

Fire Warrior Team (6)

Fast Attack
Pathfinder Team (5)
- Devilfish
- Smart Missile System
- Multi-Tracker
- Targeting Array
- Disruption Pods

Pathfinder Team (5)
- Devilfish
- Smart Missile System
- Multi-Tracker
- Targeting Array
- Disruption Pods

Heavy Support
Broadside Team Leader
- Advanced Stabilization System
- Hard-wired Drone Controller
- Shield Drone

Broadside Team Leader
- Advanced Stabilization System
- Hard-wired Drone Controller
- Shield Drone

Broadside Team Leader
- Advanced Stabilization System
- Hard-wired Drone Controller
- Shield Drone


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