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![[Post New]](/s/i/i.gif) 2013/03/01 16:16:25
Subject: Tau 1k points campaign tactics
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Fresh-Faced New User
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I had this in the Army List section but didn't really get the tactical C&C I was looking for so I'll ask here.
I'm up against all types of armies atm, a Marine Power Armor spam army, another Marine Assault Termie teleport army, an IG Mortar Turtle army (Dem Griffons!), and an Ork Shoota Spam (at 1k points he has 9 Killa Kans, something like 70 or 80 Shootas a War Boss and some Tank Bustas o.O) among others.
This is the best 1k list I could come up with with what I have.
HQ:
Shas'El
Multi Tracker, Blacksun Filter, Plasma Rifle, Missile Pod.
Elites:
X2 XV8's
Plasma Rifle, Missile Pod, Multi Tracker.
X3 XV8's
x3 TL. Missile Pods
x2 Target Locks
Blacksun Filter.
Troops:
X8 Firewarriors
Shas'ui
X8 Firewarriors
Shas'ui
X8 Firewarriors
Shas'ui
Devilfish
Disruption Pod, Smart Missile System.
Heavy Support:
Hammerhead
Disruption pods, Blacksunfilter, Burst Cannons.
X1 XV88 Broadside
X2 Shield Drones.
I have 19 points to play with with this list atm, Im thinking of either giving my Broadside Team Leader, BS Filter and an ASS or maybe a Shield Drone for one of my other XV8 squads? Or perhaps Twin Linked weapons for my commander? Or a Team Leader and Target Lock for my 3rd Deathrain Suit? I'm also partial to taking out the Shas'Ui out of the FW squads, especially the mounted one, so I can take some Gun or Shield drones for my XV8 squads so essentially I have anywhere between 19 and 49 points to mess around with.
Just to keep things focused I have (unassembled):
16 more FWs
Another Devilfish or Hammerhead (Skyray Kit OP)
3 Stealth Suits
2 More Broadsides
10 Pathfinders
And a heap of drones of every kind.
No Kroot or Piranhas yet but I Do have 3 XV9's and a Scratch built Remora but nither seem efficient in 1k pts
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This message was edited 2 times. Last update was at 2013/03/01 16:58:30
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![[Post New]](/s/i/i.gif) 2013/03/01 17:21:23
Subject: Tau 1k points campaign tactics
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Shrieking Traitor Sentinel Pilot
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I would drop the TW MP, in favor of the ability to put out more shots, especially for when you fighten dem boyz.
Get your pathfinders put together, and start removing cover saves. Also, that will give you the Pathfinder Devilfish, with the drop beacon (whatever it's called). Use that to make some more accurate drops behind enemy armour, and get those tasty rear armour shots on the IG.
Your FW can move and shoot at full range now. Use it.
I'd drop the one of the shield drones on your XV-88.
Rail head or ion head?
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![[Post New]](/s/i/i.gif) 2013/03/01 18:53:47
Subject: Tau 1k points campaign tactics
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Fireknife Shas'el
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The HQ is fine as he is.
Elites I'd run them as 2 units of 2 Twin-linked Missile pods, the range, strength, and volume of fire works against anything on the table. Run the third elite slot as a solo suit with Plasma rifle, missile pod, targeting array, and HWMt just to run with the HQ. Target locks are somewhat useless on crisis suits, so just give the Twin-linked missile pods a flamer for their third option.
Drop the ui' from the firewarriors. An expensive upgrade for a still fragile unit. And bump their numbers up to 9+ so they need 3 wounds before a morale test.
I'd personally drop the devilfish, too expensive for such a small game.
Hammerhead with burstcannon, multitracker, Railgun, D. Pod, and BSF is pretty good at this point level. Flachette discharger is also a fun add in if you have the points.
Broadsides should be 2 teams of 2. Give one BSF and the other a drone controller, or if you have an abundance of points give one the team leader upgrade with HW drone controller and BSF and both suits Adv. Stablilization.
The left over points can be put into shield drones and HQ upgrades. The stimulant injectore, Vectored Retro thrusters, and even the Iridium armor would go well. The iridium armor with shield drones will make it a very hard warlord to kill.
Pathfinders aren't necessary, but wouldn't be too bad to bring. Maybe a 4-6 squad if you're dead set on bringing the devilfish.
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This message was edited 1 time. Last update was at 2013/03/01 18:55:20
I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby |
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![[Post New]](/s/i/i.gif) 2013/03/01 19:41:33
Subject: Re:Tau 1k points campaign tactics
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Fresh-Faced New User
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I don't really want to take 4 Broadsides at 1k points since the armor I've been seeing is minimal (The IG just has Griffons hiding behind cover so good luck hitting those half the time anyway) but a second Broadside did cross my mind.
Dropping the fish might be a good idea, it didn't do much in 750 points apart from cross the map for Line Breaker and the like. I might drop it in favour of more upgrades and a second Broadside and then bring in 2 Fish and Pathfinders for 1250pts in a few weeks time?
What's the logic behind running two man squads of Battlesuits? I've been running two battlesuits with TL MP and Flamers in 750 points and they tend to die very quickly once the enemy gets close enough, usually turn 3, give or take. I was hoping to just have 2 sturdy squads of 3 with a drone or two for wound soaking, would that not make more sense? Automatically Appended Next Post: maceria wrote:I would drop the TW MP, in favor of the ability to put out more shots, especially for when you fighten dem boyz.
Rail head or ion head?
Its a Railhead! So far preforming much better than expected. Would you recommend the Devilfish and Pathfinders at 1k points?
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This message was edited 1 time. Last update was at 2013/03/01 19:55:25
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![[Post New]](/s/i/i.gif) 2013/03/01 23:18:32
Subject: Tau 1k points campaign tactics
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Fireknife Shas'el
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The reason why I suggest 2 man suit squads is because a single suit death is always going to cause a morale check. May as well minimize the effect by running 2 instead of three.
The other reason is it spreads your units out more evenly. You would have three units of T4 suits that can very easily hide and deliver devastating firepower, with 4 wounds per squad if you don't count drones. Your enemy if forced to focus more firepower to try and eliminate threats. This is where I have a lot of success with Tau, because opponents in small games have to dedicate more units to try and take down a single suit squad. This draws enough fire to keep the rest of my army and suits alive for a while.
On the issue of the Broadsides, I never faced a Griffon heavy list before so I can't say much on that. However I've never left a game thinking I've taken too many broadsides. The railguns are a huge threat and will do a lot for you if you use them right. They will destroy Killa Kanz like nobody's buisiness. I suggest the Adv. Stabilization so you could still move 6" and try to get a shot in on a Griffon. And again, two man squads to give extra firepower and provide extra wounds. I don't suggest target locks on these, they are just much more reliable when shooting two at the same target.
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I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby |
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