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Made in ca
Boosting Black Templar Biker




Canada

So I was glancing over the Tau army list awhile back, and i've been wondering since then...can they field an army list that tends to vary? Understandably the codex is geared towards FW as the core, backed up by others. But Are Kroot forces, vespids, or some of the Mech choices a good bargain to take? Seems like most Tau lists I see are FW backed by stealth suit teams and Crisis suits. Are Kroot and vespid allies viable choices in the army? Some people seem to think that they tend to be wasted point sinks and arn't really good for what they were designed for. This isnt a bash the Tau thread, Im just generally curious as too the overall effectiveness of those certain units.


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Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

Stealth suits aren't taken very often because Crisis suits are so much better. Kroot are about as good as Tau infantry get, Vespid are garbage. Kroot are best used as cheap infantry to screen your more valuable tanks and suits. Fire Warriors aren't quite as bad as most people make them out to be, but they're not great either. Piranhas are interesting, and really useful for area denial since nobody wants to get too close to a fusion blaster. Crisis suits are great for mid-close range shooting, but you probably don't want to get too close because they're nothing special in assault. Broadsides and Hammerheads are very good anti-tank.

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Through the looking glass

+1 To everything SRM said.

I'm not sure who gave you the idea to use stealth suits, but every tau player I've ever known kind of cringed their face at the mention of the unit. It's sad that they don't look that bad as models, but sometimes great looks don't equal great utility

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Made in ca
Boosting Black Templar Biker




Canada

So if FW arn't that great, say compared to other troop choices, what dishes out most kills for Tau? I know FW BS is only 3, but the weapons they use themselves are pretty good. Or can FW really hold down an enemy unit without having to roll 6's to hit? It just sounds strange that a force that is supposed to be awesome for ranged, tend to be average at best while doing it. It sounds like an eldar played would have better luck with an army of dire avengers + dark reapers, and would still outshoot a tau player. If that is the case, Im looking forward to some tau updates in the next few years.


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Philadelphia

I think most builds use a mix of Firewarriors and Kroot. The FW for shooting, the Kroot for counter-charging or bubble wrapping. Few people legitimately use stealth suits, just because Crisis suits are so much better. The only reason we see stealth suits so much is because they come in the battleforce, so its the only thing people have.

Vespid are considered really awful. On paper they aren't bad, however their mission is MEQ killing. Their gun would be a MEQ killing machine, its str5 and AP3. The problem is is 12" (so you are going to get assaulted next turn), and assault 1 (so you never really have a large amount of shots). Vespid are also kinda conflicted. They are jump infantry (which get to re-roll dangerous terrain), and fleet. That means they could have a 24" assault range. Unfortunately, they suck in assault. Granted they are initiative 5, but they really aren't going to kill any MEQ. With an abysmal LD, and no way of getting power anything, they are going to die quickly and run away just as fast. So their shooting is so short ranged they are going to be assaulted next turn, and in that assault they will be killed. Plus they are the same price as a tactical marine. So you have overpaid for a unit that is worse than a marine in every respect. Not to mention the fact that they share a slot with pathfinders and Pirahna... In the upcoming 'dex, with some small tweaks Vespid could be a force to be reckoned with, however right now they are useless.

You hit it on the head with that last post. Tau are supposed to be about great shooting, however they don't do that very well. Its a combination of low BS, low number of shots, and lack of staying power. Most of the killing in a Tau army comes from Crisis suits, Broadsides, and Hammerheads, with Firewarriors coming in second (a kinda far second at that).

This message was edited 1 time. Last update was at 2011/03/21 18:34:30


 
   
Made in de
Been Around the Block




PraetorDave wrote:Vespid are considered really awful. On paper they aren't bad, however their mission is MEQ killing. Their gun would be a MEQ killing machine, its str5 and AP3. The problem is is 12" (so you are going to get assaulted next turn), and assault 1 (so you never really have a large amount of shots). Vespid are also kinda conflicted. They are jump infantry (which get to re-roll dangerous terrain), and fleet.


Has anyone tried to use Gun Drones to shield the Vespids? Could go something like this:
1. Vespids shoot at Marines
2. Gun Drones position in front of Vespids
3a. Marines ignore Gun Drones, shoot at Vespids
-> Vespids have cover safe
3b. Or: Marines shoot Gun Drones
-> Hopefully one drone survives
4a. Marines assault Gun Drones
-> They probably wipe them
4b. Or: Marines ignore Gun Drones, move on
5. Go to 1. (Unless there's no Gun Drones left, then you're screwed)

Probably too situational....
   
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Widowmaker



Perth, WA, australia

to expensive too, Especially if you take Pathfinders to bolster your MEQ killing Suits

So far
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There is a pretty limited choice if i'm honest, in later updates i'd like to see the ability to field an entirely battlesuit army; fw with BS 4; and vespids dieing in a pit of general waste.
   
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at the very least, battlesuits need to be BS 4, and vespids need to decide if they're designed for Close Combat or shooting, if they're guns became pinning or something, and their points cost reduced, they could become useful.

 
   
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Philadelphia

ZeroSamurai wrote:at the very least, battlesuits need to be BS 4, and vespids need to decide if they're designed for Close Combat or shooting, if they're guns became pinning or something, and their points cost reduced, they could become useful.


Actually in my post I said that Vespid could be very powerful, with a few tweaks. The general concept is there, and IMO its a pretty solid one. Very fast jump infantry, with a gun that turns MEQ to swiss cheese, who then assault in for more marine death. However because of their abysmal stats (compared to marines), and their lack luster gun, they can't do anything well. I think any of the following things would make Vespids a good choice, and if they did all of them, vespids could be a no brainer choice:

1. Neutron Blaster becomes Assault 2 [that way you can drown those marines in a deluge of destructive fire]
2. Neutron Blaster becomes 18" (or 24 but that might be over doing it)[this should be self explanatory]
3. Strength 4 [that way they are wounding on 4+, instead of 5+]
4. 2 attacks base [by having a crap ton of attacks, you can outweigh their low stat line]

So like I said before, any or all of these would make Vespids viable, and would really fill out the Fast Attack slot, you know with something...um fast.

 
   
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Vespids should get more attacks and Rending. Seems more in line with an insect-based animal. They should probably loose fleet and gain an attack instead, with the Neutron Blaster you'd probably want to shoot before you charge anyways, and with a 12 inch move range you should be able to get into charging range and still shoot.

The entire army needs a BS upgrade. For aliens who have military training and even more high tech sensor arrays, they should at least be a little better than guardsmen (not to mention it would actually reinforce the idea that they're a ranger army).

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I think the main problem people have with Tau is that they think they know how to play them and they really don't. The strength of the FW gun makes people want to get real shooty, but you aren't going to shred stuff before it can assault you.
The key to Tau are their range and mobility. For example, the Crisis plasma rifle can shoot 18 inches, which means you are most likely not going to get assaulted by SME. Its about trap settintg where your forces are in cover, or haev the upper hand, and then nailiing anyone who comes into the death zone. You can do this, because your 2 Hammerheads and 3 broadsides are systematically popping artillery at the other end of the board. When that's gone they have to move into your cordon (which you have created with drones). Now those hammehead shots are dropping pie plates and the drones are such that they can't get past them without engaging. Meanwhile, your Crisis Suits are laying fire, missles, plasma, basically wrecking havok, and totally untouchable because you will NEVER get them within 18 inches unless you can lay some pretty heavy flamer templates.

You go fire line, you die.
   
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Levittown, NY

BlackMath wrote:I think the main problem people have with Tau is that they think they know how to play them and they really don't. The strength of the FW gun makes people want to get real shooty, but you aren't going to shred stuff before it can assault you.
The key to Tau are their range and mobility. For example, the Crisis plasma rifle can shoot 18 inches, which means you are most likely not going to get assaulted by SME. Its about trap settintg where your forces are in cover, or haev the upper hand, and then nailiing anyone who comes into the death zone. You can do this, because your 2 Hammerheads and 3 broadsides are systematically popping artillery at the other end of the board. When that's gone they have to move into your cordon (which you have created with drones). Now those hammehead shots are dropping pie plates and the drones are such that they can't get past them without engaging. Meanwhile, your Crisis Suits are laying fire, missles, plasma, basically wrecking havok, and totally untouchable because you will NEVER get them within 18 inches unless you can lay some pretty heavy flamer templates.

You go fire line, you die.


The problem with your theory is that there are plenty of armies out there that are faster than Tau. DoA all jump pack Blood Angels army with 3+/FNP and a librarian to give them a 5+ cover save even in the open have an 18" assault range and move 13"-18" every turn they aren't assaulting. All your Str 5 AP 5 bounces off them, throw in some outflanking Baal Preds and all of a sudden it's Tau that are trapped. Skimmer DE is also extremly fast, and both of these armies are basically immune to piranha blocking that can work against armies like mech orks.

This message was edited 1 time. Last update was at 2011/03/23 06:04:45


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Made in gb
Focused Fire Warrior





Southampton, UK

One of the things that I find problematic with the Vespid is that the Rules doesn't match the fluff. They are ment to have dimond hard Claws capable to bure through solid rock. This aspect of the vespid should have some coverage in the rules At least like the old ork big chopper rules at the lease and at best Power weapons this would probably be op it just a thought.

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Another unit which doesn't play as depicted in the fluff are the kroot, supposedly they can feed off enemies corpses and take their genes.

 
   
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PraetorDave wrote:
ZeroSamurai wrote:at the very least, battlesuits need to be BS 4, and vespids need to decide if they're designed for Close Combat or shooting, if they're guns became pinning or something, and their points cost reduced, they could become useful.


Actually in my post I said that Vespid could be very powerful, with a few tweaks. The general concept is there, and IMO its a pretty solid one. Very fast jump infantry, with a gun that turns MEQ to swiss cheese, who then assault in for more marine death. However because of their abysmal stats (compared to marines), and their lack luster gun, they can't do anything well. I think any of the following things would make Vespids a good choice, and if they did all of them, vespids could be a no brainer choice:

1. Neutron Blaster becomes Assault 2 [that way you can drown those marines in a deluge of destructive fire]
2. Neutron Blaster becomes 18" (or 24 but that might be over doing it)[this should be self explanatory]
3. Strength 4 [that way they are wounding on 4+, instead of 5+]
4. 2 attacks base [by having a crap ton of attacks, you can outweigh their low stat line]

So like I said before, any or all of these would make Vespids viable, and would really fill out the Fast Attack slot, you know with something...um fast.


Also, make them unit type: Jetbikes. Seriously. They would actually be a very fast unit in an army that's chock full of Jump Infantry (okay, Jetpack JI, but still) anyway.


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So Cal

I use many different variants in my Tau army depending on who I am playing/what field I am playing on. For example I always use atleast one troop choice as kroot but if I am playing a field with alot of woods I field more Kroot. Vespid however are garbage I have never known anyone successfully use Vespid. Stealth suits are hit or miss i have played games with them where they made the difference in the game, and other games where they were a give away point. but in general we Tau players have a core structure with a few varying units.


Automatically Appended Next Post:
Grimtuff wrote:
PraetorDave wrote:
ZeroSamurai wrote:at the very least, battlesuits need to be BS 4, and vespids need to decide if they're designed for Close Combat or shooting, if they're guns became pinning or something, and their points cost reduced, they could become useful.


Actually in my post I said that Vespid could be very powerful, with a few tweaks. The general concept is there, and IMO its a pretty solid one. Very fast jump infantry, with a gun that turns MEQ to swiss cheese, who then assault in for more marine death. However because of their abysmal stats (compared to marines), and their lack luster gun, they can't do anything well. I think any of the following things would make Vespids a good choice, and if they did all of them, vespids could be a no brainer choice:

1. Neutron Blaster becomes Assault 2 [that way you can drown those marines in a deluge of destructive fire]
2. Neutron Blaster becomes 18" (or 24 but that might be over doing it)[this should be self explanatory]
3. Strength 4 [that way they are wounding on 4+, instead of 5+]
4. 2 attacks base [by having a crap ton of attacks, you can outweigh their low stat line]

So like I said before, any or all of these would make Vespids viable, and would really fill out the Fast Attack slot, you know with something...um fast.


This does seam like a good idea to fix Vespid, but I guess we will just have to wait till the codex to see if they fix them or just keep them obsolete

This message was edited 1 time. Last update was at 2011/03/23 11:53:11



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Made in us
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Philadelphia

I would say Vespid, more so than anything else, could be one of those units that really comes to the forefront through the update. While every other unit has a stock improvement that everyone knows (BS4 firewarriors, cheaper devilfish, revamped XV8 pylons, etc), no one suggests vespids. So they can come out of no where, and really shock people with a completely different play style from what the tau are now.

Think of this scenario:
2 teams of crisis suits
2 squads of firewarriors in devilfish
1 kroot blob
2 maxed squads of (updated) Vespids
1 or 2 railheads
1 team of broadsides

Your firewarriors can grab objectives on your side, your kroot are screening for them. The fire base of hammerhead+broadsides have cover and are blasting your opponents backfield. The teams of crisis suits are prodding your opponents front, avoiding combat with JSJ. Your Vespids are streaking up either side of the field. Because of their fast movement, they can get in your opponents face quickly and with their skilled flyer ability, they can jut into cover. So while your strong shooting is holding down your opponents front, the vespids are able to pincer move our opponent, keeping him from hugging terrain, and getting out of shooting. Toward the end of the game, your firewarriors in devilfish can rush forward with the crisis suits in support. Because your vespids have tied up the opponents in assault, their is little return fire.

This could work against mech armies because your shooting (hammerheads, broadsideds, suits) has popped open transports, and the vespid are there to hit them with shooting, or assault in (if they are a less capable squad).

This could work against assault armies, because the vespids can easily cut in toward the center and speed bump squads, or counter-assault after your kroot blob is stuck in with a squad.

This could work against all armor armies, because your strong AT-fire will be able to soften up tanks, while the vespids get into the face of infantry, supported by crisis suits who can JSJ.


Above all others, I think strong Vespids could make the Tau a great army.

 
   
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Kroot Loops wrote:
BlackMath wrote:I think the main problem people have with Tau is that they think they know how to play them and they really don't. The strength of the FW gun makes people want to get real shooty, but you aren't going to shred stuff before it can assault you.
The key to Tau are their range and mobility. For example, the Crisis plasma rifle can shoot 18 inches, which means you are most likely not going to get assaulted by SME. Its about trap settintg where your forces are in cover, or haev the upper hand, and then nailiing anyone who comes into the death zone. You can do this, because your 2 Hammerheads and 3 broadsides are systematically popping artillery at the other end of the board. When that's gone they have to move into your cordon (which you have created with drones). Now those hammehead shots are dropping pie plates and the drones are such that they can't get past them without engaging. Meanwhile, your Crisis Suits are laying fire, missles, plasma, basically wrecking havok, and totally untouchable because you will NEVER get them within 18 inches unless you can lay some pretty heavy flamer templates.

You go fire line, you die.


The problem with your theory is that there are plenty of armies out there that are faster than Tau. DoA all jump pack Blood Angels army with 3+/FNP and a librarian to give them a 5+ cover save even in the open have an 18" assault range and move 13"-18" every turn they aren't assaulting. All your Str 5 AP 5 bounces off them, throw in some outflanking Baal Preds and all of a sudden it's Tau that are trapped. Skimmer DE is also extremly fast, and both of these armies are basically immune to piranha blocking that can work against armies like mech orks.


My issue with you theory is that you are assuming someone is building to beat you. In most scenarios, and in casual games, this is not the case. People crap on Tau, 'Crons, and Daemons, even, and those are the three armies I run. Do the first two need updates, YES! Do Daemons suffer from the way the enter the game, sometimes. But, unless you are tryig to win tournaments, its doesn't much matter. People need to specify what kind of game they are playing, and what their desired outcome is. For me, I want to play and have fun. Winning is fun, but so is rolling 6 out of 6 on a WWB roll.
Will Tau bet Dogs, IG, or Blood Angels, tourney list on tourney list, usually not (depends on players). If you and your BFF bring "I gotta get these toys on the table" lists, anything van happen.
In the end, if you like the fluff, the models, the gestalt of an army, BUILD IT! Meta only matters in competative play, which %90 of us aren't normaly doing.


Automatically Appended Next Post:
Oh, and as far as options are concerned, magnetize 12 Crisis Suits and tell me you don't have options...


Automatically Appended Next Post:
As well, throw whatever armor you want, Broadsides and Hammerheads will put a dent in them.

The FNP units are rough for everyone. So should everyone run them? That's a pretty lame game...

This message was edited 2 times. Last update was at 2011/03/24 06:27:42


 
   
Made in us
Shas'la with Pulse Carbine




Levittown, NY

BlackMath wrote:
Kroot Loops wrote:
BlackMath wrote:I think the main problem people have with Tau is that they think they know how to play them and they really don't. The strength of the FW gun makes people want to get real shooty, but you aren't going to shred stuff before it can assault you.
The key to Tau are their range and mobility. For example, the Crisis plasma rifle can shoot 18 inches, which means you are most likely not going to get assaulted by SME. Its about trap settintg where your forces are in cover, or haev the upper hand, and then nailiing anyone who comes into the death zone. You can do this, because your 2 Hammerheads and 3 broadsides are systematically popping artillery at the other end of the board. When that's gone they have to move into your cordon (which you have created with drones). Now those hammehead shots are dropping pie plates and the drones are such that they can't get past them without engaging. Meanwhile, your Crisis Suits are laying fire, missles, plasma, basically wrecking havok, and totally untouchable because you will NEVER get them within 18 inches unless you can lay some pretty heavy flamer templates.

You go fire line, you die.


The problem with your theory is that there are plenty of armies out there that are faster than Tau. DoA all jump pack Blood Angels army with 3+/FNP and a librarian to give them a 5+ cover save even in the open have an 18" assault range and move 13"-18" every turn they aren't assaulting. All your Str 5 AP 5 bounces off them, throw in some outflanking Baal Preds and all of a sudden it's Tau that are trapped. Skimmer DE is also extremly fast, and both of these armies are basically immune to piranha blocking that can work against armies like mech orks.


My issue with you theory is that you are assuming someone is building to beat you. In most scenarios, and in casual games, this is not the case. People crap on Tau, 'Crons, and Daemons, even, and those are the three armies I run. Do the first two need updates, YES! Do Daemons suffer from the way the enter the game, sometimes. But, unless you are tryig to win tournaments, its doesn't much matter. People need to specify what kind of game they are playing, and what their desired outcome is. For me, I want to play and have fun. Winning is fun, but so is rolling 6 out of 6 on a WWB roll.
Will Tau bet Dogs, IG, or Blood Angels, tourney list on tourney list, usually not (depends on players). If you and your BFF bring "I gotta get these toys on the table" lists, anything van happen.
In the end, if you like the fluff, the models, the gestalt of an army, BUILD IT! Meta only matters in competative play, which %90 of us aren't normaly doing.


Something to understand is that Internet based 40k forums tend to be competitive focused, and discussions are focused in that direction. As I understand it, Dakka used to be even more competitively focused than it is now. Having said that, DoA blood angels is a pretty common list to run, even on the casual scene. By the way, when your statement starts off with 'The main problem with Tau is people don't know how to play them', that's not really going to make anyone think you're talking about friendly fluffy lists.

Not that people don't list build. I played in a round robin league once where the BA player (with the old dex) ran tac squads in rhinos and baal preds as his usual list, but when it came to the week with our matchup, he had Jump pack Death Company and two or three squads of jump pack assault marines. It was capture and control and we got a tie, but only because I was able to crash a weaponless Devilfish and a weaponless and shaken hammerhead into the two objectives at the bottom of five and the game ended. Those were the only two models I had left from my army and he still had about 70% of his army left. I would have felt bad about the draw if he hadn't list tailored, but, meh

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In my experience I have found the following units in the codex worth taking all the time:

Firewarriors
battlesuits
broadsides
hammerheads
piranhas
sheild drones

Beyond those, you effectively get into a zone of meh units, as follows:

pathfinders
kroot
vespid
steathsuits
devilfishes
gun drones
markerdrones

And finally, trash units:

ethereals
sniper drone teams
skyrays


Now while I personally swear by the usage of stealth marker teams over pathfinders, I see how it hurts my army when I take them. The whole codex can't exactly pump out the shots needed to kill the enemy before they touch our models and we die. There is a lot wrong with the codex that some simple changes can fix, until then just keep shooting...

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Mt. Gretna, PA

juraigamer wrote:In my experience I have found the following units in the codex worth taking all the time:

Firewarriors
battlesuits
broadsides
hammerheads
piranhas
sheild drones

Beyond those, you effectively get into a zone of meh units, as follows:

pathfinders
kroot
vespid
steathsuits
devilfishes
gun drones
markerdrones

And finally, trash units:

ethereals
sniper drone teams
skyrays


Now while I personally swear by the usage of stealth marker teams over pathfinders, I see how it hurts my army when I take them. The whole codex can't exactly pump out the shots needed to kill the enemy before they touch our models and we die. There is a lot wrong with the codex that some simple changes can fix, until then just keep shooting...


:O

You shock me sir! Here is where I disagree:

Fire Warriors - They are in the "meh" zone. Overpriced, die easily, they just don't compare to other troop choices from other codexes. For the fire warriors you get, an equal points value of ork boys could eat them. (And could even win a shoot-off.)
Vespids - They should go in the "crap" zone. Weak, very overpriced, have a good gun, but it is very short-ranged.
Marker Drones - They should go into the "crap" zone. Very overpriced, nothing more to say. You could get 3 pathfinders for one of them.
Kroot - There should be a place between 'meh' and 'take this unit'. Some people love them, some consider them ok...
Skrays - They can be used effectively. They aren't a trash unit in the least. I would put them in "meh"
Sniper Drone Teams - Are you kidding? These would either go in the "meh" zone or the "take this" zone. They can kill MEQs very well for their points, and the stealth field generator can keep them alive fairly long... not to mention you can take 3 in 1 HS slot, and so you can still get 6 broadsides.

To answer the OP, there are different lists you can play. Generally, Fire Warriors don't see much action. The safest thing to do with them is put them in a devilfish to keep them alive to cap. objectives... maybe some doing FoF.

The core of most Tau armies I see are broadsides and crisis suits, usually back up by pathfinders and kroot. Armies from the Tau codex can very greatly... (sometimes its just a question if its competitive or not).

Beyond your standard lists, you have:

Seeker Missile Spam (Skyrays, pathfinders, and piranhas w/ as many seeker missiles as possible)
Pinning Galore (Fire Warriors w/ pulse carbine, markerlights, and SDTeams)

And many other variants... though I haven't tried them (or those two I listed above.)

This message was edited 1 time. Last update was at 2011/03/24 17:16:13


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Philadelphia

juraigamer wrote:In my experience I have found the following units in the codex worth taking all the time:

Firewarriors
battlesuits
broadsides
hammerheads
piranhas
sheild drones

Beyond those, you effectively get into a zone of meh units, as follows:

pathfinders
kroot
vespid
steathsuits
devilfishes
gun drones
markerdrones

And finally, trash units:

ethereals
sniper drone teams
skyrays


Now while I personally swear by the usage of stealth marker teams over pathfinders, I see how it hurts my army when I take them. The whole codex can't exactly pump out the shots needed to kill the enemy before they touch our models and we die. There is a lot wrong with the codex that some simple changes can fix, until then just keep shooting...


I'm going to agree with the Bringer on some of these:
Firewarriors should be "meh", however the only reason they qualify for the "always take" is that they are a 1+ choice.
Kroot should be in the "always take". Even if you don't like them you should still always take them, as they are the only kinda effective assault unit Tau have. So, they are very good for blobbing and bubble wrapping.
Vespids should be in the "trash"
Sniper drone teams should be in the "meh". I have considered taking them, they can be very points efficent at lower point levels, and can really pack some serious punch (especially considering you can take 3 in one HS slot).
Skyrays should be in the "meh". I have seen some people use them very effectively. Remember they do bring their own markerlights, so they don't require pathfinders like all the other seeker platforms. Certainly a viable choice if you want to mix it up.
Ethereals should be in the "HELLZ NO!" category

 
   
Made in us
Dakka Veteran



Eye of Terra.

My advice is to wait until the next Tau codex. I imagine they will go absolutely crazy with new 'manga' based stuff and turn the Tau into Space Samurai.



   
Made in us
Jovial Plaguebearer of Nurgle





SF Bay Area, California

I'm doing exactly what the above poster said. I love Tau, and after getting back into 40k after missing 4th I can't stand to see them in their current state. That being said, day one when a new codex drops I'll be at my FLGS with cash in hand.

   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Ah sorry, I was thinking of units I had to have to make a list when writing in firewarriors, yea they are meh.

As for the rest, it's been personal experience. My vespid have downed enough MEQ to have been worth their paint job at least. Only to lose 75% of the assaults with the 1-3 MEQ's left... :(

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Lone Wolf Sentinel Pilot






Philadelphia

Uhlan: where did you get that picture? Its pretty awesome, especially the Katana...I mean bonding knife.

 
   
Made in us
Dakka Veteran



Eye of Terra.

PraetorDave wrote:Uhlan: where did you get that picture? Its pretty awesome, especially the Katana...I mean bonding knife.


Found it by using Google, just type Tau art and you'll find it. I'm a member of the DeviantART site lots of good stuff there as well.
   
Made in us
Death-Dealing Ultramarine Devastator





Chillicothe oh

Well, I play Tau, and not trying to toot my own horn or anything, but they're a difficult game to play against. I play a FW heavy list. I use tons of stealth suits, a hammerhead or two and a crisis suit HQ. My Tau seem to be probably the best army i have, in my opinion anyway. People who say fire warriors and stealth suits aren't very good are, pardon my language, but flat out stupid. Fire warriors are beasty and stealth suits with 12 gun drones are ridiculous.

 
   
Made in us
Trustworthy Shas'vre





Mt. Gretna, PA

Snowman90 wrote:Well, I play Tau, and not trying to toot my own horn or anything, but they're a difficult game to play against. I play a FW heavy list. I use tons of stealth suits, a hammerhead or two and a crisis suit HQ. My Tau seem to be probably the best army i have, in my opinion anyway. People who say fire warriors and stealth suits aren't very good are, pardon my language, but flat out stupid. Fire warriors are beasty and stealth suits with 12 gun drones are ridiculous.


A respectful question - do you play against a bunch of noobs?

I really don't know any other way to say that.

Really, Tau are one of the hardest codexes to play as. I'm not dissing fire warriors, but stealth suits? Once you opponents know what they do, (if they are any good opponent), they will easily counter them and make them solely a huge points sink for you.

This message was edited 1 time. Last update was at 2011/03/26 14:53:22


 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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