Switch Theme:

Best loadout for Tau Battlesuits.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User





Wow what an open ended question OP. I play a farsight all battlesuit list and I often find that I have to force a squad of suits to focus. It's not so much about what to take, as it is about how to use what is taken. As a rule, i prefer two of the same system over a twin-linked one. I also prefer to have 6 of the same weapon in a squad. I rarely bother with commander shooting weapons, as weight of fire is what gets it done for me. All my HQ are either kingfisher pattern (all about buffing the unit) or are farsight or shadowsun themselves. I always advocate for drones, usually gun drones, but occasionally markers.
battlefield roles-
1) dual plasma. These are your elite killers. Anti-teq and light tank hunting for them.
2) dual fusion. Besides anti-tank these guys make a great monstrous creature killer. My fusion suits have killed Horus so many times...
3) dual missile pods. These are the classic tau pester units. Jump out, mess up light armor or infantry, jump back behind line of sight terrain, repeat, trollface. All battlesuits should do this, these guys just do it best with their range.
4) dual burst cannons. Though many people don't seem to like this configuration, i don't see why not. Their rate of fire lends them to many situations, and often they find themselves ignored to my opponents detriment. They are also a great charge deterrent especially if you have the points for upgrade that lets you overwatch at BS2.
5) Dual flamers. Another good charge deterrent, but one I would skip given their lack of range. A tau in close combat is a dead tau. Unless you are playing zone mortallis, then these guys rock.
As you use them more you will get a feel for where and how to deploy them and how to target prioritize.
   
Made in us
Krazed Killa Kan






State of Jefferson

Dual is mathematically superior to Twin linked.

And

What raging dragon said....
   
Made in us
Trustworthy Shas'vre





Cobleskill

how many weapons do you fire in overwatch? my understanding was that it was one per model. am I in error?

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in us
Longtime Dakkanaut




 carldooley wrote:
how many weapons do you fire in overwatch? my understanding was that it was one per model. am I in error?


You fire as many as you would do in a normal shooting attack.
   
Made in us
Bonkers Buggy Driver with Rockets





Are flamers ever a good weapon to equip them with? As a secondary weapon... Like a defense mechanism...


Automatically Appended Next Post:
Maybe for a commander...

This message was edited 1 time. Last update was at 2014/11/20 23:09:58


For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
 
Forum Index » 40K General Discussion
Go to: