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Made in us
Mekboy Hammerin' Somethin'






HQ:
01 Shas'el: Cyclic-Ion Blaster, Targeting Array, Positional Relay, Stimulant Injector
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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
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Troop:
12 Firewarriors: Pulse Rifles
01 Devilfish: Smart Missile System, Burst Cannon, Targeting Array, Disruption Pod, Multi-Tracker, Flechette Discharger
12 Firewarriors: Pulse Rifles
01 Devilfish: Smart Missile System, Burst Cannon, Targeting Array, Disruption Pod, Multi-Tracker, Flechette Discharger
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Fast Attack:
05 Pathfinder: Markerlights & Pulse Carbines
01 Devilfish: Smart Missile System, Burst Cannon, Targeting Array, Disruption Pod, Multi-Tracker, Flechette Discharger
02 Piranha: Fusion blaster, Targeting Array, [4 Gun Drones]
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Heavy Support:
01 Hammerhead: Rail gun, 2 Burst Canon, Disruption Pod Pod, Multi-Tracker, Targeting Array, Blacksun Filter, Flechette Discharger
01 Hammerhead: Rail gun, 2 Burst Canon, Disruption Pod Pod, Multi-Tracker, Targeting Array, Blacksun Filter, Flechette Discharger
01 Sniper Team: 3 Rail Rifles, Hardwired Target Lock, Targeting Array. Spotter: Pulse Pistol, Markerlight, Targeting Array
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Sniper Teams: They provide me with a few things at a low price. The first is that they give me insurance against being board wiped because you have to night fight to shoot them. The second thing they give me is a BS 4 markerlight, and some AP3 shots that can kill marines and wound TMC. Finally they make excellent bait.

Hammerheads: The sheer fact that I can move 12" then fire either a large template or a S10 shot is huge. I can start them out of TLOS and then move to see the enemy. AV13 with a 4+ cover save makes them durable and wards off anything short of an autocannon.

Stealth Teams: These guys have been amazing throughout my games as they reliably put wounds on near anything. Dealing 8 wounds to a small squad results in dead MEQS and dead TEQS. I played them against Guard during a tournament and they were wiping squads of infantry left and right.

I am looking to play the Kau'yon style of Tau, any advice on this is more then welcome and any articles will be a huge boon.

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
Focused Fire Warrior





5 miles north of Funkytown

What is your over-all strategy with this list? usually broadsides are featured in a kauyon list as they are very resilent and draw a good amount of firepower/ notice.

In this list I would use the pathfinders but people can just shoot them to bits from a good distance away, with broadsides, the only effective way to silence them is to get in close or high strengh weapons (which make sure they are not shooting at your vehicles).

As for the list, you have an open devilfish, maybe you can cut down the FW squads to 8 and then add another squad to got into the pathfinder's transport

The best thing about this particular signature is that by the time you realise it doesn't say anything it's far too late to stop reading it.
-Courtesy of TheBlueRedPanda


 
   
Made in us
Mekboy Hammerin' Somethin'






I would say that the overall strategy would be to create a mobile firebase or a firebase that pops up on the other end of the board. In addition I try to deny KP to the enemy. While the Sniper squad is small and the saves are not great, I find people are lured by the idea of the easy KP... only to find they have to get nice and close to it.

I hope to split my opponents forces as he hopes to stop this from happening, this way my army that comes in 3rd or 4th turn only has to fight half an army.

If it was not for how often my opponent wipes them off the board or keep them from shooting by firing pinning rounds into them, I would use the broadsides... In addition, I have been having a lot of trouble with them against drop striking armies.

The two troop choices have also bothered me, but my MO is typically to contest all but one objective.

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
Focused Fire Warrior





5 miles north of Funkytown

Sounds like a good, overall plan. However I could see this list getting beat by fast-moving armies or armies that can get into your grill quickly. This is because it would be easy for them to completly ignore one half of the board while deciminating the other half (it would basically be a 2:1 fight on that side, something nobody but space marines like to be on the wrong side of)

My suggestion would be deploy your forces towards the middle and THEN move them out to create 2 mobile firebases that could support each other. This way the opponent will commit to the middle, then be in a crossfire once you split up.

The best thing about this particular signature is that by the time you realise it doesn't say anything it's far too late to stop reading it.
-Courtesy of TheBlueRedPanda


 
   
Made in us
Fixture of Dakka





Los Angeles

Minor items
1. The points for BKs on the two larger Crisis crews is worth a single suit rallying, doncha think?

2. Target Locks for the Railheads?

"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'






The only time BKs come into effect is when the Team leader is the only one standing after being forced to take a morale check... Drones do not count toward the number of models within a unit when it comes to regrouping...

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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