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![[Post New]](/s/i/i.gif) 2009/03/25 16:38:29
Subject: Fire Warriors
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Regular Dakkanaut
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I was wondering what would be the best combo is for using fire warriors. I was thinking about using the with a devil fish but I'm up in the air about which weapon i should use i was thinking about using pulse carbines wince i plan on my guys moving a whole bunch.
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Sleep now in my Bolter Fire. |
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![[Post New]](/s/i/i.gif) 2009/03/26 00:11:02
Subject: Re:Fire Warriors
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Wicked Warp Spider
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Fish will make your FW survive longer, no matter how you slice it.
As to which wepons you want it really depends.
Rifles
30" if stationary, 12" if moving, Rapid Fire - benifits are the extra range and rapid fire, you really don't want FW assulting anything if at all possilbe. The rapid fire will help out if you you are not depending on markerlight hits (you really should use them either way)
Carbines
18" assult, pinning - once again the ability to assult is not that great, however I have seen FW take out TH/SS terminators before. They are great if used in combination of droping the LD of a unit for pinning checks (makerlights). However armies centered around pinning are harder to pull off efectivly today due to lots of Ld10 or Fearless armies.
It really depends on what you want. However I strongly favor rifles because Tau in their current state really need massed amounts of firepower and carbines just can't supply enough for my liking.
Hope this helps
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"I suppose if we couldn't laugh at things that don't make sence, we couldn't react to a lot of life." - Calvin and Hobbes
DukeRustfield - There's nothing wrong with beer and pretzels. I'm pretty sure they are the most important members of the food group. |
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![[Post New]](/s/i/i.gif) 2009/03/26 01:24:23
Subject: Re:Fire Warriors
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Black Templar Recruit Undergoing Surgeries
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In a Devilfish, I would normally put 8 w/pulse rifles and 4 w/pulse carbines. The carbines are there on the off chance that they will force a pinning check. Even if it only happens once in a blue moon, it is worth it when it does (and you only give up four shots).
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We paint the sky with blood tonight,
Setting free the damned to fight |
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![[Post New]](/s/i/i.gif) 2009/03/26 02:08:02
Subject: Fire Warriors
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Sister Vastly Superior
Gig Harbor, WA
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My experience with Tau is extremely limited, but I got a couple of pennies on the subject. first, the carbines have that pinning rule, for what it's worth (not much) and second, they are assault 1, they can move and shoot at full range, lastly, since they can move and shoot, the range is effectively 24" (but this leaves them in range of being rapid fired on the opponent's turn, watch that) It, to me, is a tradeoff of firepower for mobility and a laughable pinning effect...
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2000 pts SoB.
2000 pts Crimson Fists (WIP)
doomed-to-fight-until-killed-in-battle xenophobic psycho-indoctrinated super soldier warrior monks of an oppressive theocracy stuck in the past and declining while stifling under its own bureacracy and inability to react.
Vaktathi, defining Space Marines
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![[Post New]](/s/i/i.gif) 2009/03/26 05:01:18
Subject: Fire Warriors
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Tough Tyrant Guard
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Carbines are not worth it.
1) Shorter range than pulse rifles. There is no reason you'd want to move your firewarriors *closer* to the enemy in a ranged fire fight.
2) Less shots than pulse rifle at 12" - you are only BS 3
3) Pinning is pretty much useless 90% of the time against LD10 armies/fearless etc.
Take the bare minimum of 6 all with rifles in a Devilfish if you're just looking for cheap scoring. Otherwise, always go 9+ firewarriors (statstically it takes 9 shots to drop a Meq).
Any firewarriors not in a Devilfish will be dead firewarriors by the end of the game.
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![[Post New]](/s/i/i.gif) 2009/03/26 13:21:11
Subject: Fire Warriors
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Apprehensive Inquisitorial Apprentice
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Search is your friend: http://www.dakkadakka.com/dakkaforum/posts/list/230315.page#569912 http://www.dakkadakka.com/dakkaforum/posts/list/231483.page#588860 p.s. In both cases the entire thread is useful. For some reason i've managed to get a link to the mid point of each.
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This message was edited 1 time. Last update was at 2009/03/26 13:22:35
Nothing says 'ecce homo' like a strong beard. |
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![[Post New]](/s/i/i.gif) 2009/03/26 13:27:04
Subject: Re:Fire Warriors
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Dark Angels Librarian with Book of Secrets
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I was looking at the fire warrior unit cost and was staring at how they are only 10 points each for a STR 5 30" gun.
How plausable would it be to use them as a base for an infantry horde shooting army?
In a 1500 point game you should be able to line about 70 of them up, with support and just fire into your enemies?
Has anyone tried it? Would it be effective?
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![[Post New]](/s/i/i.gif) 2009/03/26 13:29:20
Subject: Fire Warriors
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The Hammer of Witches
A new day, a new time zone.
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Carbines are useful for when you want to have your Firewarriors move and shoot, such as an objective mission. 1 shot at 18" is a whole lot better than none at all, and it means you can fire at standard infantry without worrying about being charged next turn.
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"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..." Thought for the Day - Never use the powerfist hand to wipe. |
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![[Post New]](/s/i/i.gif) 2009/03/26 16:40:34
Subject: Fire Warriors
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Foolproof Falcon Pilot
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Pretty simple...
In a gunline army, the Rifles win hands down; however, in a Mech army that is designed to shoot-n-scoot, the carbines have an advantage.
i think a mix of the two types work the best. Rifles give oyu long range firepower, while carbines in a Fish allow you hop out of a fish and not get assaulted by normal units.
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