Switch Theme:

Irken (Tau) Army- Zim Fans Only Please!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Superior Stormvermin




Manassas, VA

So, I have decided to build an Irken invasion force using Zombiesmith's "Grey Alien" range of miniatures, with some other converted minis. I have decided that the Tau rules are the best representation of the technology level and valor (or not) of these conquering alien race. I want to know what the Invader Zim fans out there think of the theme as well as the overall build. Remember, this is a themed army first, a competitive army second.

Invader Commander Zim (Fireblade)- 60 pts.
I want to give him a drone of some kind (GIR), but he's my Warlord and I don't want him to become his own special target, plus I don't have the points...

Invasion Module Prime (Commander) w/ Flamer, TL Fusion Blaster, Shield Generator, Neuroweb, Puretide- 142 pts.
Swooping doom. I want these guys to have some sort of "Death Ray", thus the Fusion Blaster.

Excessive Invasion Module (Riptide) w/ TL Fusion Blaster, Ion Accelerator, Early Warning Override, Velocity Tracker- 210 pts.

Excessive Invasion Module (as above)- 210 pts.
What would an Irken invasion be without going WAY overboard?

Invasion Module Squadron (Crisis Team) w/ 3 Modules (suits) all w/ TL Fusion Blaster, Shield Generator- 171 pts.
More modules to defend the Prime.

Irken Warrior Squad (Fire Warriors) x12 w/ 11 Troopers (Fire Warriors) and 1 Invader (Shas'ui) plus 2 SIR Units (Marker Drones)- 142 pts.

4 more Irken Warrior Squads (as above)- 142 pts. each
Irken elite. The backbone of any invasion.

Megadoomer Combat Assault Mechs (Broadsides) 2x w/ High Yield Missile Pods, Smart Missile Systems, Velocity Trackers- 170 pts.

Megadoomers (as above)- 170 pts.
C'mon, it's the Megadoomer! Who wouldn't love that?

TOTAL: 1843/1850pts.

Should I change the High Yield Missile Pods to the Rail Rifle to represent the Doom Cannon? It never fired during the series...
On the Megadoomer note, do any of you modelers out there have any idea what I should convert them from? I have no idea. I'd like to stay away from "official" GW minis though, as I have a price limit on this army.
Please give me any feedback, and justify it not only with tactical reasons, but with Invader Zim fluff- this is an Irken army, not a Tau one!

Thanks!

"I have concluded through careful empirical analysis and much thought that somebody is looking out for me, keeping track of what I think about things, forgiving me when I do less than I ought, giving me strength to shoot for more than I think I am capable of. I believe they know everything that I do and think, and they still love me. And I’ve concluded, after careful consideration, that this person keeping score is me." -Adam Savage 
   
Made in us
Executing Exarch





The Twilight Zone

For gir, I think a marker drone would be your best bet. A SIR model should be about information and support, so I think markerlights would fit. Plus, your list could benefit from some makerlights. They could also be minimoose if you wanted to go that route.

I would drop shield generators from all of your units and just take shield drones if you really want the added protection. The commander might also want to split his fusion blasters to get 2 shots at BS5. The puretide and neuroweb are kind of like a PAK, and stim injectors on the commander would be cool as well. They work best combined with the iridium armor.

Consider dropping velocity trackers from your sides for just early warning overrides. With TL shots and mass missiles, you can do ok for anti air. You have your riptides for AA anyways. Speaking of, consider a heavy burst cannon for one, it is prety good for AA.



The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
 
Forum Index » 40K Army Lists
Go to: