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Made in us
Mekboy Hammerin' Somethin'






HQ:
Shas'el: TL-Missile Pod, Positional Relay, Stimulant Injector
Elite:
Crisis Suits: TL-Fusion Blaster, Targeting Array
3 Crisis Suits: Fusion Blaster, Missile Pod, Multi-Tracker. Fusion Blaster, Plasma Rifle, Multi-Tracker. Team Leader: Plasma Rifle, Missile Pod, Flamer, HW-Multi-Tracker, HW-Drone Controller: 2 Shield Drones, Bonding Knife
Troop:
12 Firewarriors: Pulse Rifles
10 Kroot: 5 Hounds
Fast Attack:
1 Piranha: Fusion Blaster, Flechette Discharger
6 PathFinders: Markerlights
Devilfish: Burst Cannon, 2 Gun Drones, Disruption Pod, Flechette Discharger.
Heavy Support:
2 Broad Sides: TL-Railgun, Smart Missiles, Targeting Array. Team Leader: TL-Railgun, Smart Missile System, Targeting Array, Target Lock

This message was edited 1 time. Last update was at 2010/09/06 15:54:02


Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Lord of the Fleet





Texas

Fusion Blasters and Missile Pods dont work well together. I say switch fusion for plasma

 
   
Made in us
Mekboy Hammerin' Somethin'






Fusion Blaster and Missile pod work well against Vehicles for the high strength...

The Main purpose for the awkward pair is to become complex...


Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Fixture of Dakka





Los Angeles

QuietOrkmi wrote:Fusion Blaster and Missile pod work well against Vehicles for the high strength...
The Main purpose for the awkward pair is to become complex...
And what does that really mean? kenshin620 is right though, mixed weps means that one probably is out of range. Although this unit will be most effective at 10 to 12 inches, the flamer will still be a bit far away. Hop them close enough to use it and the team gets caught in h2h.

I'd still make the weps all the same.

QuietOrkmi wrote:2 Broad Sides: TL-Railgun, Smart Missiles, Targeting Array. Team Leader: TL-Railgun, Smart Missile System, Targeting Array, Target Lock
They'll last so much longer with Shield Drones.

In 1k games you shouldn't need quite so much anti-Tank. Since you have b-sides, a Sunforge TLFB (is that a pair or single?) and a piranha and MPs on every suit, I think you've got the enemy armor covered. But almost no anti-I, which at 1k, will be more the problem.

Having your 3 suit unit as FK or FS will help with the anti-I you're lacking.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Mekboy Hammerin' Somethin'






I can see what you mean about not enough anti-infantry... I theory-hammered it against a traditional green tide and just go demolished as I had ran out of places to run.

Instead of a unit of Firestorm, what do you think of having 6 stealth suits instead... against Toughness 4 they average 6 wounds and 4.5 wounds against Toughness 5, and 3 wounds against Toughness 6.

As for the single flamer, it was 4 points that were left over. I am not "trying" to use and 9/10 hope I never have to...

If I wanted to complex a unit of crisis suits so it is a little harder to make them flee off the table, what would you recommend?

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Fixture of Dakka





Los Angeles

QuietOrkmi wrote:Instead of a unit of Firestorm, what do you think of having 6 stealth suits instead... against Toughness 4 they average 6 wounds and 4.5 wounds against Toughness 5, and 3 wounds against Toughness 6.
A 6 BurstCan Stealth crew would be a good anti-Infantry addition, especially for 1k games. Such a thinly covered battle field means a large group like 6 Stealths will have room to run away for several rounds ... and there won't be much left of any unit pursuing them. Only other jumpers will catch up, Death Co and other BAs. Bond 'em and nothing else, unless you have points for the Target Arrrays.

QuietOrkmi wrote:If I wanted to complex a unit of crisis suits so it is a little harder to make them flee off the table, what would you recommend?
Your words -'to complex a unit' --do you mean "complicate" a unit? That is, make each suit individually equipped to exploit Wound Allocation rules?

Crappy Option 1:
You could do it with weapons, but that really hampers the unit's effectiveness.
Crappier option 2:
There is debatable argument (cracks open a Can O' Wyrms ) to be made that having different drones makes each suit different, but the majority of posters in that little squabble were on the side of different drones *not* enabling the Wound Allocation exploitation to kick in. Me included ... and if anybody wants to haul that dead horse out for re-flogging- -go have fun in YMDC and we'll leave this thread as a list C&C.

Back to your Q? Try this unit set up:
FireKnife Team Leader
FK
Deathrain or FireStorm

Still puts them on the same range and mostly same purpose and you can exploit the Wound Allocation system .

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Mekboy Hammerin' Somethin'






Hm... I like the set up of:
TL-Missile Pod, Targeting array. Plasma Rifle, Missile pod, multi tracker. Team leader: Plasma Rifle, Missile pod, multi-tracker.

It feels more natural then what I posted...

When I played my friend again he made the suggestion of the following.

Plasma Rifle, Fusion Blaster, multi tracker. Team leader: Plasma Rifle, Fusion Blaster, Shield Generator, HW-multi-tracker.

Plasma Rifle, Missile pod, multi tracker. Team leader: Plasma Rifle, Missile pod, Shield Generator, HW-multi-tracker.

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Trustworthy Shas'vre





Mt. Gretna, PA

Whatever you do, you should always have the same battlesuit configurations in the same unit. Their purpose should be one and the same.

TL MP + TA is overkill, an alternate configuration that is equally acceptable is TL MP with a Flamer, so you can fulfill a second task if necessary, and a flamer is significantly cheaper than a Targeting Array.


The reason that Fusion Blaster and Missile Pods don't go well together is that even though they are both meant for armor, Fusion Blasters are meant for taking out heavies at close range, while Missile Pods are meant for taking out stuff like walkers at long range, so they have two completely different tasks in actuality.

Plasma Rifles go better with either weapon because Plasma Rifles with Fusion Blasters are excellent for destroying heavy troops. Fusion blasters have short range, and Plasma Rifles do better in that range because of certain rules...

Plasma Rifles with Missile Pods are good for the same purpose together. Plasma Rifles are capable of working at longer range, and they have relatively similar purposes. Your missile pods can punch holes in most anything while your Plasma Rifles ignore armor.

The new configurations you chose are better, but they can still be improved slightly, though there is room for opinion I guess.

 Goliath wrote:
 Gentleman_Jellyfish wrote:
What kind of drugs do you have to be on to see Hitler in your teapot?
Whichever they are, I'm not on the Reich ones, clearly.
 
   
 
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