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![[Post New]](/s/i/i.gif) 2014/03/21 10:02:28
Subject: Top 10 Tau Units
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Shas'la with Pulse Carbine
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In keeping with the theme this is a list of the top 10 Tau units in my opinion (not including enclaves).
10) Skyray - This tank has skyfire with 2 markerlights and 6 S8 ap3 missiles at BS4. It's a pity they're only 1 use; however I tend to like to erase unit then use the markers for support, it vastly reduces the threat level/target priority of the tank allowing it to be relatively unmolested for a few turns. It can also take the ever useful SMS or an array of options to support it.
9) Pathfinders - I give these guys this spot because of one single reason, the markerlight, the single most useful tool in the Tau arsenal. It allows units to increase their BS and/or ignore cover. They're also cheap enough not to be a massive drain and have scout allowing them to move into a position where you need them. They have access to special weapons should you want a recon unit, but don't expect your pathfinders to survive exceptionally well.
8) Sniperdrones - They're drones with BS5 rapid fire snipers at 48" range with relentless. They also have stealth and are fairly cheap. Useful for taking out crucial targets at a distance. Need I say more?
7) Ethereal - The spiritual leaders of the Tau race are both a blessing and a curse. They grant useful abilities every turn but are fairly useless other than this, but hey they are one of the cheapest buff HQs in the game. Try putting them with sniper drones for maximum use (think stealth).
6) Kroot - Want a decent troop choice, look no further. They can infiltrate, scout and have increased cover in woods. They can take sniper rounds for 1 point per model and have access to the Kroot hound to aid them in their outflanking. They can take hidden auto cannons on the krootox, but I find this a waste. They are cheap and expendable with the ability to fire in either rapid fire or sniper mode.
5) Crisis suits - Whilst not the king they once were, they are still very capable, able to dual wield their favourite variety of weapon. They have T4 2W and 3+ save. Can be run in teams of 3 or solo for various effect, they can also act as bodyguards granting them access to special issue wargear and protecting you HQ option. They are very versatile, but tend to be somewhat suicidal.
4) Broadsides - I have never seen a single 3 model unit reap this kind of devastation. Although they have options they are rarely equipped in any other way than the Missileside. Just one of these can shoot 4 TL S7 Ap4 and 4 TL S5 Ap5 shots, half of which don't need LOS and ignore cover. Get a full squad and you get 24 shots a turn up to 30" away. 15pts for the squad grants intercept basically shutting down numerous tactics. They also have 2W and a 2+ save.
3) The Commander - This guy's versatility is what really makes him shine. Often known as the Buffmander he has the ability to take a staggering array of wargear options that make him able to take on any role imaginable. Most known for that T5 2+ with the MSSS and CnCN which makes him a tank granting any attached squad re-rolls to hit and ignores cover. He is also very capable in a number of roles including providing the ability to increase marker drones to BS5.
2) Commander Farsight - This guy is pretty good by himself with 4W T4 a 3+/4++. He's got a plasma rifle giving him 24" rapid fire which is relentless and he's actually decent in HtH with S5 4 attacks and Ap2 at I5. But his real strength lies in his abilities, he can deepstrike anywhere without scatter and unlock a bodyguard squad that can be up to 7 strong. Known as the Farsight bomb it can wreak devestation when used properly.
1) The Riptide - there is a reason for the complaints. Having T6 and 5 wounds with a 2+ and 5++ is going to be tough to bring down, add on to that a massive 60" range with an AP2 gun which can be either S7, 8 or 9 and can be a large blast. Then add on to that the ability to take a 5 point upgrade to intercept and you have possibly the single hardest unit in the game for 190 points. And this isn't even factoring in the generator JSJ or numerous other upgrades.
So this is my list, what's yours?
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![[Post New]](/s/i/i.gif) 2014/03/21 10:15:51
Subject: Top 10 Tau Units
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Major
Fortress of Solitude
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I don't know tau well enough for a top 10, but I can do a top 5.
1) Buffmander
2) Riptide
3) Broadside
4) Skyray
5) Pathfinders
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This message was edited 1 time. Last update was at 2014/03/21 10:16:37
Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General |
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![[Post New]](/s/i/i.gif) 2014/03/21 10:55:52
Subject: Top 10 Tau Units
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Warplord Titan Princeps of Tzeentch
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Skyray as number 4? you kidding?
Its practically only useful for that anti-air markerlight option, and broadsides/ri[tides can clear the sky even without it.
I mean, its not junk, but nowhere near 4. not even 10 in my count. I'd take a hammerhead over a skyray any day.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2014/03/21 11:57:02
Subject: Re:Top 10 Tau Units
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Hoary Long Fang with Lascannon
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If you don't have the Tau Commander ranked 1, you have no credibility to me as a player. haha
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![[Post New]](/s/i/i.gif) 2014/03/21 12:01:26
Subject: Top 10 Tau Units
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Shas'la with Pulse Carbine
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I have to admit I was very inclined to put the commander at 1. However on his own he's not as good whereas the others are independently better.
I coupled the utility and independence together to sort out ranking.
So the riptide came first for being awesome sauce on his own.
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![[Post New]](/s/i/i.gif) 2014/03/21 12:25:00
Subject: Top 10 Tau Units
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Potent Possessed Daemonvessel
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Except riptides really aren't that great on their own (they are good), without ignores cover etc they really don't kill that much.
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![[Post New]](/s/i/i.gif) 2014/03/21 14:03:39
Subject: Top 10 Tau Units
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Shas'la with Pulse Carbine
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I can honestly say that my riptide is one of, if not the most, influential model on the table. It completely alters my opponent's game.
farsight usually has a fair impact too, but I rarely use the buffmander.
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![[Post New]](/s/i/i.gif) 2014/03/21 14:11:20
Subject: Top 10 Tau Units
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Wing Commander
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While I don't use them, I've heard many Tau players swear by Piranhas.
They are large enough to choke up lanes of fire, very fast, cheap, and deliver fusions (melta) very well.
When playing Marines I love melta land speeders, and that is really what the Piranha is, plus it packs gun drones on top of that. Meaning it does a lot of the same things, plus it really messes up enemy movement when they do go down due to their larger footprint.
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![[Post New]](/s/i/i.gif) 2014/03/21 16:49:11
Subject: Top 10 Tau Units
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Shas'ui with Bonding Knife
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My staples would be:
1. Commander - decked out with shield gen, iridium armour and plasma rifles. This guy can take insane amounts of punishment.
2. Farsight - Yes that's right, my crisis team is charging you...
3. Crisis suits - Well, in a farsight enclave they are troops so probably the most important unit. Incredible mobility, firepower, and fair durability.
4. Broadsides - incredibly multi-purpose for wrecking: light transports, flyers, monstrous creatures, anything...
5. Sniper drones - markerlights and very cost effective for what they bring to the table
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![[Post New]](/s/i/i.gif) 2014/03/21 19:25:21
Subject: Top 10 Tau Units
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Monstrous Master Moulder
Space Cowboy Cruising Around Olympus Mons
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I'll try this out for just top 3: 1) Vespids 2) Sunshark bomber 3) Razor Shark Fighter Just JOKING!!! My real top 10 would probably be: 1) Commander (faright in here too) 2) Riptide 3) Crisis suits 4) Broadside 5) Kroot 6) Ethernal 7) Hammerhead 8) Pathfinders 9) Sniper Drones 10) Piranha (lots of people hate them or don't use them since it is a FA but for 45 points I really like them) I don't really feel like giving an explanation for everything but I did this quickly so the actual numbers might be changed but still top 10 haha
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This message was edited 1 time. Last update was at 2014/03/21 19:25:44
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