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Made in us
Mekboy Hammerin' Somethin'






HQ:
01 Shas'el: Cyclic-Ion Blaster, Targeting Array, Positional Relay, Stimulant Injector
----------------------------------------------------------------------------------------------------------------------------------
Elite:
03 Crisis Suits: Plasma Rifle, Missile Pod, Multi-Tracker. Team Leader: Plasma Rifle, Missile Pod, Flamer, Hard Wired Multi-Tracker, Hard Wired Drone Controller: 2 Shield Drones
03 Crisis Suits: Plasma Rifle, Fusion Blaster, Multi-Tracker. Team Leader: Plasma Rifle, Fusion Blaster, Flamer, Hard Wired Multi-Tracker, Hard Wired Drone Controller: 2 Shield Drones
06 Stealth Suits: Burst Cannon, Targeting Array
----------------------------------------------------------------------------------------------------------------------------------
Troop:
12 Firewarriors: Pulse Rifles
01 Devilfish: Smart Missile System, Burst Cannon, Targeting Array, Disruption Pod, Multi-Tracker
12 Firewarriors: Pulse Rifles
01 Devilfish: Smart Missile System, Burst Cannon, Targeting Array, Disruption Pod, Multi-Tracker
----------------------------------------------------------------------------------------------------------------------------------
Fast Attack:
05 Pathfinder: Markerlights & Pulse Carbines
01 Devilfish: Smart Missile System, Burst Cannon, Targeting Array, Disruption Pod, Multi-Tracker
02 Piranha: Fusion blaster, Targeting Array, [4 Gun Drones]
----------------------------------------------------------------------------------------------------------------------------------
Heavy Support:
01 Sniper Team: 3 Rail Rifles, 1 Markerlight & Pulse Pistol
01 Hammerhead: Rail gun, 2 Burst Canon, Disruption Pod Pod, Multi-Tracker, Targeting Array
01 Hammerhead: Rail gun, 2 Burst Canon, Disruption Pod Pod, Multi-Tracker, Targeting Array
----------------------------------------------------------------------------------------------------------------------------------


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

Ahk!???

Ok, I don't know how sniper teams work, as I have never used them. That's all good.

Are you that one guy who really likes stealth suits? If you are, Can I persuade you there is a better way to spend 240 points?

Beyond that, I like the rest of your army. The suits are a little iffy. Just putting the flamer on the leader is a little shaky... I usually only put flamers with whole units, and only when the other weapon is twin-linked...

Your commander is a bit surpising, the first one-weaponer I've seen in a while. I think he is fine though, he will serve his purpose enough...

At 2k, it may be better to have more than just two troop options. If it were an objective grab, you are doomed. If it will be a annihilation, you are going to be hurting anyways because of the extra piranha KPs.

 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.
 
   
Made in us
Mekboy Hammerin' Somethin'






Flamers are there because I had no better way to spend 8 points.

The stealth Suits, while point intensive, are amazingly effective in drawing my opponent's eye. Saying you cannot shoot this unit, while it is shooting your men only makes people want to kill them all the more. Against hordes like guard, they function like a mobile burst cannon would... they fire and typically a heavy weapons squad disappears. Against MEQS, they score enough wounds to force saves and whittle squads. The deployment variety I get with an infiltrating jetpacker is nice because my opponent does not know how they are coming in until I declare them. So it provides me with a little something extra when I go second.

Snipers, they function like an Ion head would... They place wounds at BS 4 on MEQS, but with the generator, only things that I can fire at can fire back. This, like the Stealth Suits, make for excellent bait for the rest of the army to come on the board.

A typical deployment for me is Stealth Suits, Sniper Suits, 2 Hammer Head, and the Commander. When it comes to objective missions, I actually aim to grab on the 5th turn while contesting the other objectives. But it is not unusual for me to get a draw...

Piranhas have been nice as they are a fast, AV 11/10/10 skimmer that has a melta and 2 pinning weapons. Later in the game when vehicles are not a problem, I will use them to roadblock my opponent as they have to hit them on 6s to get past. It is not a guarantee but it is not easy to roll followed by a . The extra Gun drones are also nice for absorbing a charge against marines.

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 gb
Ultramarine Chaplain with Hate to Spare





I really don't see what that stealth team is adding for 240 points?!?! If you're taking stealth suits take them as a marker team or don't bother. For 240 points you're getting what 18 S5 shots on a 6 man unit that dies quicker than space marines and has no bonding knife.

You have very little anti-tank for 2k, 2 railguns and a few missile pods won't cut it at this points level.

Sniper team are also woeful save the 80 points and spend it on something remotely useful rather than sniping 1 space marine every other turn...

Throwing points into 3 weaponing your team leaders and then not even taking bonding knives is frankly bizarre. I don't see the real value you're getting from the flamer.

Taking full 12 man FW squads with Shas'ui and bonding also seems strange. Particularly as they're riding in warfish. I'd really reduce the points on these units in your list. You just want them held in reserve as long as possible anyway.

15 KPs is not too bad for annihilation particularly for Tau, but you do have to be concerned about the lack of AT. You'll struggle to do much damage to a mech list and I don't like your chances of castling effectively against turn 1 assaulters.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Trustworthy Shas'vre





Mt. Gretna, PA

Okay, point taken on flamers, I would have done the same thing... probably.

On the stealth suits, you would imagine your opponents would learn a thing or two after complete failure. For one, I know it about foiled my opponents once, and then failed for the rest of my life... or something like that.

Sniper teams are all good. I like the look of their profile, though I have never touched one or even seen one in person... though they may be just a wee little weak, they are still pretty nice. They do also make an excellent substitution for an ion head.

And Fling, I'm pretty sure that three rail-rifles will do a little more than killing a marine every other turn. Chances are they will kill 1-2 marines a turn. Also, marines aren't the only thing that they could hurt.

 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.
 
   
Made in us
Mekboy Hammerin' Somethin'






2 Piranha and the Helios team can also take out vehicles...

So far, the Stealth suits have not survived a game, but are a large enough threat (dealing 8 savable wounds to MEQS wounds) that people have sent a couple of squads. (1 to die, 1 to assault them). The idea is to split apart their army because a TAC squad in a bolterfight with stealth suits means the stealth suits win: 3 wounds vs 8 wounds dealt, both 3+ saved. I know that if 3 squads are sent after the suits, I will lose. However, I just forced my opponent to fight on my terms.

Concentration of fire with superior range is how I take out isolated units. If an assault squad goes after the suits, 1v1 he will catch me quickly. But when fire warriors from 30" away fire on the assault squad as they are chasing the suits, I can whittle them away in time. (dealing 12 wounds a turn with a 3+ save means 4 dead marines a turn)


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 gb
Ultramarine Chaplain with Hate to Spare





And Fling, I'm pretty sure that three rail-rifles will do a little more than killing a marine every other turn. Chances are they will kill 1-2 marines a turn. Also, marines aren't the only thing that they could hurt.


Right at Bs3 that is 1.5 hits = 1.25 wounds = 0.625 dead marines.

At Bs4 that is granted 2 hits = 1.67 wounds = 0.83 dead

So on average you're looking at 0.73 dead marines at turn. Not hugely more than I said... So you'll kill a marine 3 turn out of 4 woo hoo. Still no thanks.

Granted they can fire at other stuff but killing 0.73 of any other infantry type (not in a 2+ armour) will in general work out even worse than firing at marines, whilst 1.5-2 S6 shots won't even particularly worry AV10. I just don't see what you'd shoot them at that would make them worth while in such small numbers. If you had 3 that is starting to cost some points but at least you can concentrate fire and do some damage that way.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Mekboy Hammerin' Somethin'






It is the fact that they are among the only targets early in my games....


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.
 
   
 
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