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I think they might have a place outlanking stormtroopers if you roll for or plan for the right warlord trait. Or deepstrike the stormtroopers and use the Taurox to bully on lesser gunned transports like Rhinos.
Shadow Reiver wrote: This is the first Taurox image that didn't make me gag. Do you have a source/tutorial for it?
Virtus wrote: I second this. I'd love to learn how these were done.
Here you go guys . She doesnt really have a clue about actual painting though (I'm guessing someone else in the studio painted it), so no description of what paints and techniques were used, but you get a rough idea:
Automatically Appended Next Post:
Ailaros wrote: Another classic way is to run the thought experiment of upgrading one to the other.
Let's say that you started with a taurox. How many points would you pay to add a hull heavy flamer? How many points would you spend for an upgrade that increased its front armor to AV12? How much for the ability to tank shock, and use orders, and for free lasgun shots? How much for amphibious? How much to have a pair of fire ports that can also attack things in front or behind the tank?
Of course, you then counteract with the slightly better turret and the extra hatches, but is the end result 20 points or more? Because if it is, then the chimera is still the better value, regardless of the up-front cost of the chimera.
And you lose 12" range, and your small chance ability to hurt AV13, and then we'll indeed arrive at a transport that costs 20 points more, which is around half the price of a 2nd Taurox. Last but not least Tauroxes and Chimeras both have 3 HPs each. Look I'm very much a Chimera supporter; I'm just trying to find ways to justify the current points costs of these two vehicles and getting the most out of the new transport we have gotten.
This message was edited 5 times. Last update was at 2014/04/20 13:12:57
Ravenous D wrote: 40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
squidhills wrote: GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
Unit1126PLL wrote: You guys know that Chimeras can get autocannons for 5 points, and a twin-linked turret heavy bolter for 10 points, right?
How open are people going to be to using these chimera variants that are Forgeworld / Imperial Armor? I'd love to rock autocannon chimeras, but feel if I went and converted them and couldn't use them 90% of the time I'd be kind of bummed.
Unit1126PLL wrote: You guys know that Chimeras can get autocannons for 5 points, and a twin-linked turret heavy bolter for 10 points, right?
How open are people going to be to using these chimera variants that are Forgeworld / Imperial Armor? I'd love to rock autocannon chimeras, but feel if I went and converted them and couldn't use them 90% of the time I'd be kind of bummed.
A few posters here on Dakkadakka express vehement opposition to the idea (for some reason) of playing against Forge World rules.
However, I've lived in Texas, Alabama, and Pennsylvania. I played regularly at 3 stores in Texas, two stores in Alabama, and two stores in Pennsylvania. I have also had a few one-offs and events in other places, and have been or are currently a member of 6 different gaming clubs that did not play in stores, some of which have had a few house-rules of their own.
Never ever have I been turned down a game because of using Forge World rules, and I get my entire army list from it.
Sir Arun wrote:the main point of transports is to get a key unit of yours from A to B as quickly as possible, So the less points a transport costs, the better.
Yes, that's the main point of a transport, but it's not the only point. Transports can be transports and other things as well. Cf. Falcons and land raiders. As such, it's not always better to spend fewer points if, for a good value amount of extra points it can also do other things as well.
Also, "cheapest is best" is only true across comparable quality. I mean, let's say that there was a new addition to the guard codex that only cost 10 points, but was 2 HP of AV9, would that be better because it's even cheaper? No, because the extreme flimsiness of the vehicle makes it worse at its job of transporting troops. Land raiders are very expensive, but they are also VERY reliable for getting stuff from point A to B.
Both of these come together in a chimera. A chimera is more expensive, but it's also more likely to do its job of transporting troops, what with being less likely to explode into a flaming wreck before they get there. On the other hand, they're also better equipped for still having something to do when they get there, rather than being stuck as an autocannon tank in melta range.
Land raiders are also a heavy support choice and not a dedicated transport (unless you are a Don't use language like this on Dakka Reds8n space vampire)
This message was edited 1 time. Last update was at 2014/04/20 18:51:30
Sir Arun wrote:the main point of transports is to get a key unit of yours from A to B as quickly as possible, So the less points a transport costs, the better.
Yes, that's the main point of a transport, but it's not the only point. Transports can be transports and other things as well. Cf. Falcons and land raiders. As such, it's not always better to spend fewer points if, for a good value amount of extra points it can also do other things as well.
Also, "cheapest is best" is only true across comparable quality. I mean, let's say that there was a new addition to the guard codex that only cost 10 points, but was 2 HP of AV9, would that be better because it's even cheaper? No, because the extreme flimsiness of the vehicle makes it worse at its job of transporting troops. Land raiders are very expensive, but they are also VERY reliable for getting stuff from point A to B.
Both of these come together in a chimera. A chimera is more expensive, but it's also more likely to do its job of transporting troops, what with being less likely to explode into a flaming wreck before they get there. On the other hand, they're also better equipped for still having something to do when they get there, rather than being stuck as an autocannon tank in melta range.
Land raiders are also a heavy support choice and not a dedicated transport (unless you are a space vampire)
Cough Terminators.
Cough Black Templars.
Cough Inquisition.
This message was edited 1 time. Last update was at 2014/04/20 18:52:15
They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear.
Sir Arun wrote:the main point of transports is to get a key unit of yours from A to B as quickly as possible, So the less points a transport costs, the better.
Yes, that's the main point of a transport, but it's not the only point. Transports can be transports and other things as well. Cf. Falcons and land raiders. As such, it's not always better to spend fewer points if, for a good value amount of extra points it can also do other things as well.
Also, "cheapest is best" is only true across comparable quality. I mean, let's say that there was a new addition to the guard codex that only cost 10 points, but was 2 HP of AV9, would that be better because it's even cheaper? No, because the extreme flimsiness of the vehicle makes it worse at its job of transporting troops. Land raiders are very expensive, but they are also VERY reliable for getting stuff from point A to B.
Both of these come together in a chimera. A chimera is more expensive, but it's also more likely to do its job of transporting troops, what with being less likely to explode into a flaming wreck before they get there. On the other hand, they're also better equipped for still having something to do when they get there, rather than being stuck as an autocannon tank in melta range.
Land raiders are also a heavy support choice and not a dedicated transport (unless you are a space vampire)
Unit1126PLL wrote: You guys know that Chimeras can get autocannons for 5 points, and a twin-linked turret heavy bolter for 10 points, right?
How open are people going to be to using these chimera variants that are Forgeworld / Imperial Armor? I'd love to rock autocannon chimeras, but feel if I went and converted them and couldn't use them 90% of the time I'd be kind of bummed.
A few posters here on Dakkadakka express vehement opposition to the idea (for some reason) of playing against Forge World rules.
However, I've lived in Texas, Alabama, and Pennsylvania. I played regularly at 3 stores in Texas, two stores in Alabama, and two stores in Pennsylvania. I have also had a few one-offs and events in other places, and have been or are currently a member of 6 different gaming clubs that did not play in stores, some of which have had a few house-rules of their own.
Never ever have I been turned down a game because of using Forge World rules, and I get my entire army list from it.
Well of course you won't get turned down a game because that would be an donkey-cave thing to do, but I'm sure quite a few opponents in their head will go something along the lines of "grumble grumble, it is not in the codex for a reason". Else I could be rocking a Land Raider Terminus and a Land Raider Ares in each of my SM lists because they're more points worthy than regular codex-approved Land Raider variants.
This message was edited 4 times. Last update was at 2014/04/20 18:52:38
Ravenous D wrote: 40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
squidhills wrote: GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
Unit1126PLL wrote: You guys know that Chimeras can get autocannons for 5 points, and a twin-linked turret heavy bolter for 10 points, right?
How open are people going to be to using these chimera variants that are Forgeworld / Imperial Armor? I'd love to rock autocannon chimeras, but feel if I went and converted them and couldn't use them 90% of the time I'd be kind of bummed.
A few posters here on Dakkadakka express vehement opposition to the idea (for some reason) of playing against Forge World rules.
However, I've lived in Texas, Alabama, and Pennsylvania. I played regularly at 3 stores in Texas, two stores in Alabama, and two stores in Pennsylvania. I have also had a few one-offs and events in other places, and have been or are currently a member of 6 different gaming clubs that did not play in stores, some of which have had a few house-rules of their own.
Never ever have I been turned down a game because of using Forge World rules, and I get my entire army list from it.
Well of course you won't get turned down a game because that would be an donkey-cave thing to do, but I'm sure quite a few opponents in their head will go something along the lines of "grumble grumble, it is not in the codex for a reason". Else I could be rocking a Land Raider Terminus and a Land Raider Ares in each of my SM lists because they're more points worthy than regular codex-approved Land Raider variants.
Perhaps they were saying that, but I saw no evidence of such.
Also, why don't you? Those are excellent units, although they're quite a significant change from a normal Land Raider since they lack transport capacities.
From what Ive been reading up on them the chimera seems more of a gun boat. a defensive counter attack unit. it allows a lot more weapons although the lasgun ports bring down vets bs skill. Also only 2 guys can fire out the top.
The standard taurox has 2 fire points on each side allowing 4 shots on each side and it has a twinlinked autocannon. It has less firepower than the chimera can bring but it is a lot more reliable when moving through cover.
The prime being for scions brings a lot of fire power either using the gatling gun and hot shot or the missiles and autocannons. with the vehicle being fast the trucks can zip around and both variants can fire all their weapons.
So the standard taurox seems like it would be best for quickly getting units to objectives and then dropping them off while providing minimal fire support.
The prime is a very fragile gun boat. I probably would always deepstrike the scion and just use the primes to drive around quickly and hit the opponents where I think fire power needs to be focused on.
The chimera still seems like the best bet for acting as a defensive unit and the 12 armor can still be a bit tricky for your opponents to take care of.
The standard taurox has 2 fire points on each side allowing 4 shots on each side and it has a twinlinked autocannon.....
Unless the unit inside can split fire, it'd be rare that they could shoot at the same target out of the left and right side of the Taurox.
Making that a moot point, IMHO.
"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC
"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC
It -may- do well spammed, with a standard loadout, including a single Inf Squad with an autocannon. It may do well as a distinct supplement to other vehicles (including Chimeras).
610 for 6, thats 6 troop choices & 12 autocannons, meeting your minimum FOC slot. I dunno, target saturation? Massed autocannons aren't terri-bad (a powerful combination of both terrible and bad).
I love the Chimera. Others may end up loving the Taurox all the same?
The standard taurox has 2 fire points on each side allowing 4 shots on each side and it has a twinlinked autocannon.....
Unless the unit inside can split fire, it'd be rare that they could shoot at the same target out of the left and right side of the Taurox.
Making that a moot point, IMHO.
A taurox has 2 fire points on "each" side of its hull and im pretty sure according to the brb a fire point allows 2 models to shoot out each point. So you can have 4 models shoot out one side. Yes obviously you cant get 8 to shoot out because your only going to get Los with one side of the vehicle. But the taurox would allow a vet squad to fire all 3 of its plasma or melta guns out one side with an additional lasgun or heavy weapon at normal bs whereas the chimera allows only 2 models to shoot out the top at normal bs and then each side allows 3 lasgun shots fired at bs3 but they do get to fire at bs3 no matter how far the chimera moved.
The Taurox model also seems a bit smaller than I had expected. After I built it I was rather surprised. I think It might be able to be concealed rather easily.
Also the taurox exit points are on the sides as well.
Only problem I have with the taurox is that av11 armor but I suppose it could get over terrain rather quickly.
Yeah, having two models that can shoot out in any direction is practically going to be a lot better than two shooting out of side arcs.
The odds of you getting a single unit in both arcs are super low, while the odds that there's going to be a unit in front or behind the vehicle (which are blind spots on the taurox) is higher. Having to expose side armor so your dudes can shoot stuff seems like a bad thing.
Raxmei wrote: It's only one passenger per fire point.
Is it? can you give me the page number in the brb where it talks about fire points and how many models can shoot out of them?
The logical place to look would be the section on transport vehicles, which the table of contents says is on page 78. The top of the second column of that page has the heading "FIRE POINTS" and the only bold writing beneath it says how many passengers can fire out of a fire point.
Raxmei wrote: It's only one passenger per fire point.
Is it? can you give me the page number in the brb where it talks about fire points and how many models can shoot out of them?
The logical place to look would be the section on transport vehicles, which the table of contents says is on page 78. The top of the second column of that page has the heading "FIRE POINTS" and the only bold writing beneath it says how many passengers can fire out of a fire point.
Ah why thank you, Im not sure why I didnt think about that lol.
Really the best way to run Taurox's IMO is to spam them with standard Guardsmen. One infantry platoon with max squads All with a meltagun (PCS has x4 melta guns) would only be 670pts. That's x14 TL-Autocannon shots a turn, add in x2 teams of Armored Sentinels with Autocannons and Hunter Killer Missiles and that makes 1000pts even. That's a lot of S7 going downrange.
19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.