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Made in us
Focused Fire Warrior





Lexington, MA

Our main strategy is going to be defense=Tau and offense=IG. I'm going to sit back and form a gun line with a blob of railguns with my commander in it, b-suits with long range weaponry, and fire warriors while my IG partner is going to go on offense with shotguns and meltas. See what you think.



HQ: Crisis Shas’el, air-bursting fragmentation projector, missile pod, shield generator, hard wired multi-tracker, hard wired drone controller, stimulant injector, iridium armor, two shield drones=152 points

Elite: Crisis Team 1: 3 Fire Knives: Team leader w/ targeting array, hard-wired drone controller, hard-wired multi-tracker, bonding knife, 2 gun drones=221 points
Crisis Team 2: 3 Fire Storms: Team leader w/ targeting array, hard-wired drone controller, hard-wired multi-tracker, bonding knife, 2 gun drones=185 points

Troops:
12 Fire Warriors= 120 points
6 Fire Warriors= 60 points
Devilfish: disruption pod= 85 points
Devilfish: disruption pod= 85 points

Fast Attack:
4 Pathfinders= 48 points

Heavy Support: (3) Broadsides: Team leader: targeting array, hard-wired drone controller, 2 shield drones, bonding knife, Shas’ui: 2 target locks = 260 points

Total: 1246 points



HQ: Lord Commissar - 95pts
- Power Weapon
- Carapace Armour
- Melta Bombs

Troops:
Veteran Squad - 200pts
-Shotguns
-Plasma Gun
-Grenadiers
-Demolitions
-Chimera Transport

Veteran Squad - 200pts
-Shotguns
-Plasma Gun
-Grenadiers
-Demolitions
-Chimera Transport

Fast Attack:
Scout Sentinel Squadron(3) - 120pts
-3x Autocannons

Elite:
Stormtrooper Squad(10) - 185pts
-Power Weapon
-Melta Gun

Heavy Support:
LRBT Squadron(3) - 450pts

So that's it so far. Vanilla LRBTs, two shotgun vet squads in chimeras, three scout sents with autocannons, ten man stormtrooper squad with melta, and lord commissar to join one of the vet squads.

This message was edited 1 time. Last update was at 2011/11/04 22:53:09


FOR THE GREATER F-ING GOOD!  
   
Made in gb
Assassin with Black Lotus Poison





Bristol

Couple of things:

Your Commander is way over equipped.

The Shield Generator is for if he gets hit with AP2 or better weaponry and with 2 Shield drones you can just transfer those hits onto the drones.

The Stimulant Injector doesn't have any effect on AP2 or better weaponry (rules for Feel No Pain) so it's basically there to cover for small arms fire, but with a 2+ save from the Iridium Armour and 2 drones also with 2+ armour save you shouldn't be worrying too much about low AP weaponry anyway. I think you could drop the Stimulant Injector without any worries.

Also Pathfinders have to take a Devilfish. If one of the Fishes under the troops section is theirs then ignore this bit.

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Focused Fire Warrior





Lexington, MA

For my commander, its just insurance . Also it won't make much of a difference because I had the points to spare. What I was thinking was taking away the devilfishes and pathfinders for more fire warriors.

FOR THE GREATER F-ING GOOD!  
   
Made in gb
Assassin with Black Lotus Poison





Bristol

Well if you're going to be forming a stationary gunline while your IG allies assault the enemy then the Devilfishes aren't going to be getting the most use.

You could probably drop them and the pathfinders for more Fire Warriors, Broadsides or even a Railgun Hammerhead for the large blast template which would help thin out horde armies before the IG get in close and finish them off.

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
 
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