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![[Post New]](/s/i/i.gif) 2013/05/30 05:24:56
Subject: Tau Tactica
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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I am going to start. Feel free to add. Would be nice to start a thread that is just ideas or units and how you buiold them and use that unit.
My number one units right now are my Pathfinders. They are Built like this:
7 Pathfinders (EMP, 3 x Rail Rifles, Recon Drone, Grav Inhibitor Drone, Pulse Accelerator Drone)
Devilfish
This unit outflanks. I have two of them. They are designed to work right alongside the Kroot, though that isn't always necessary.
The purpose of the unit is to get the enemy to come backwards, away from the main force and hopefully further from objectives. The Devilfish (or plurul Devilfishs when fate smiles) are used to block off and LENGTHEN potential charges against them. The Drones from the Devilfish hop off and form a further fence and cover. Thusly the unit is in cover pretty good when it appears.
Now the Accelerator Drone lengthens my options as to where i can appear, making the carbines 24 inch weapons. As they are outflanking, this is outstanding. I can be AT LEAST two rounds away from my target IF...IF that is necessary.
The Rail rifles will be augmented by the Markerlights. The unit will assassinate a unit in the two rounds it takes them to reach me. Since I can measure this against most targets, that will be more than most targets can take from them.
So if the enemy comes backwards, they never arrive. if they dont, I have free range of their backfield and can easily fire o nthe move with those weapons.
EMP grenades make me an enormous threat to ALL unit types. Thus the enemies only REAL answer is to shoot the Pathfinders. Knowing this, I make as large a circle fromthe devilfish I exit'd that allows me to be in cover and behind the Devilfish drones if they have flamers or Blasts. The Devilfish and Drones are generally in charge of not letting flamers close enough.
With all that prep in mind, regardless of the damage I do in the round I appear, it's their turn next. The enemy will fire on me if they can. This is where Aun'Va is helpful. I can use his Warlord Trait to go to ground without costing me anything. His Warlord trait allows the entire army to essentially ignore their pinned status once per game. So the Pathfinders and kroot et al go to ground for maximum survivability. If in area terrain, going to ground gives you +2 cover. So always tryto be in area terrain when you deploy. with markerlights, you need not worry about the terrain giving the enemy cover.
So the enemy turn is over and now the Pathfinders are able to move and assault. They will shoot and/or assault tanks if they can. The Devilfish will again move if it is able to provide cover (My experience so far is, the Devilfish's get hit rarely, given that I have a lot more imposing targets to kill but every now and again it does happen, but if its alive, thats what they do).
one hopes the enemy is whittled enough that they have no answer nearby, because ifthey have answers nearby it means that the answers have backed WAY back to get us. The repulsor drone, devilfish drones and so on makes an assault unlikely but here again it is likely 4th or 5th turn when they are trying this. So the Pathfinders may well no longer be necessary to me. However I will try to use terrain and even going to ground to keep them alive for contesting an objective at the end.
So this is kind of the life cycle of the Pathfinder unit in my army. Nearly always gets two rounds of REALLY strong production. When it is whittled badly it usually survives to the end just because of where they are on the battlefield. I've lost them to lucky blasts and the like of course, but Aun'Va truly does make the unit very good at surviving a round of fire. The Kroot nearby who pop up before or after the Pathfinders also makes it hard forthe enemy to ignore the scoring units. The Recon drone helps me assure, often times, that the Kroot will indeed be with me, if not by sheer chance, then by the Positional relay on the Beacon.
These Pathfinders have done tremendous amounts of damage in relation to their cost and continue to amaze me.
Share your tactics with a unit YOU like to use in the Tau codex.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2013/05/30 08:59:46
Subject: Tau Tactica
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Fireknife Shas'el
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246 points for 10 majority T3, 5+, with 7 BS3 and 1 at BS2 weapons. Two units costing almost 500 points. That's insane for how little you actually get out of that. The unit doesn't need every possible upgrade they can get. Try focusing on one or two at most. For example just using the Recon drone and pulse accelerator with only carbines. That way you still get the benefit of having Kroot come in or suits deepstriking while enjoying the added range. Or just the recon drone by itself. Sadly the Devilfish becomes a necessary purchase with the unit for the Recon drone, but if you place it against the deployment zone along it's side then it's possible to pivot and move within 6" of the opposite board edge in one turn. But if you're not trying to bring Kroot in from the back edge and just the sides, then there is a 5 point upgrade that turns a 2/3 chance into a 80% chance to bring Kroot in from a side of your choice.
What's the point of bringing the grav drone when you're using the devilfish to block anyways? Why pay the points for the pulse accelerator if you're paying extra points on top of that to have less pulse weapon shots?
You also have the cover idea wrong. Going to ground only gives a +1 to cover saves. Unless you're in fortifications you're not getting that 2+. At best you're probably going to see a 4+ save from going to ground.
But I wouldn't consider their damage output to be amazing, not at that cost. Again, almost 250 points for 10 models at T3, BS3, and 5+. They'd have to be equipped with Rail Cannons for that cost to be justified.
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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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![[Post New]](/s/i/i.gif) 2013/05/30 09:18:45
Subject: Tau Tactica
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Veteran Inquisitorial Tyranid Xenokiller
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Lately I've been fielding a cheap but effective unit that serves dual purpose.
Commander 2x Plasma Rifles, TL, DC Iridium Armor 2x Markerdrones
3x Crisis Suits
-2x Suits w/ 2x plasma rifles TL 2x Markerdrones
-1x Suit Shas'vre, Multi-spectrum suite, Command and control node, Vectored Thrusters 2x Markerdrones
This unit has often become my go to markerlight source with 6 Markerdrones as BS5. Protected by at 2+ save Commander.
The unit outputs some nasty shooting between 6-12 S6 Ap2 shots as BS5/3 with rerolls and ignores coversaves. this is my fast repose unit. They sit in terrain, amongs my lines, marking up key targets and jumping around to handle either the units people try to throw into my backfield, or the fast attack units that try to hit my front line.
Over and over they have proven effective. with other units in the Codex drawing more attention and firepower, these guys really shine and most people see it just a little too late.
(I'm just going to try to be positive and give out some of my builds and not comment/critize what other people are using.)
ps. More builds to come.
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Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
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![[Post New]](/s/i/i.gif) 2013/05/30 10:38:12
Subject: Tau Tactica
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Been Around the Block
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Well one tactic I have been planning on using if a team of 5 piranhas with fusion blasters. (or burst cannons but blasters seem better) Anyway its pretty much a massive unit that turbo boosts on turn 1 and puts tons of strain on your opponent. Also you can maneuver the unit to ensure they are always shooting t front armor instead of side. So for 225 points you have got 5 fusion blasters in their face. Along with a 10 man team of drones. Seems pretty good for what you pay.
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![[Post New]](/s/i/i.gif) 2013/05/30 12:16:36
Subject: Tau Tactica
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Veteran Inquisitorial Tyranid Xenokiller
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I think that tactic combined with a commander with drone controller and a few options would work out amazing as an effectively free anti-infantry squad.
Disembark your 10 gundrones from piranha. join them to a commander that has two gundrones. give the commander some weapons and drone controller. Have fun mowing people down with 24 pinning BS5 S5 ap5 shots.
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Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
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![[Post New]](/s/i/i.gif) 2013/05/30 12:30:20
Subject: Tau Tactica
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Regular Dakkanaut
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Skyrays are great for first blood. Plus they still have av13 markerlight and SMS support which is still enough to draw your opponents attention.
I've been using this with a Sniper drone unit to great effect. High enough for spotters to shoot markerlights under the covering Skyray and block LOS to the drones themselves.
With Pathfinders going to 5+ I've been trying to spread out markerlights since there's a lot of Ap5 ignore cover out there.
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Your basic Arachnid warrior isn't too smart, but you can blow off a limb, and it's still 86 percent combat effective. Here's a tip: Aim for the nerve stem, and put it down for good. |
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![[Post New]](/s/i/i.gif) 2013/05/30 12:53:23
Subject: Re:Tau Tactica
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Regular Dakkanaut
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I have enjoyed a Commander with a drone controller with a group of 5 piranhas. Drop the drone and add the commander. That makes the piranhas cost about 12-16 points each (depending on how much you think the drones are worth).
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![[Post New]](/s/i/i.gif) 2013/05/30 13:01:25
Subject: Tau Tactica
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Regular Dakkanaut
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Coyote81 wrote:I think that tactic combined with a commander with drone controller and a few options would work out amazing as an effectively free anti-infantry squad.
Disembark your 10 gundrones from piranha. join them to a commander that has two gundrones. give the commander some weapons and drone controller. Have fun mowing people down with 24 pinning BS5 S5 ap5 shots.
If the commander has drones he can't jump in a squad since he's still in one
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Your basic Arachnid warrior isn't too smart, but you can blow off a limb, and it's still 86 percent combat effective. Here's a tip: Aim for the nerve stem, and put it down for good. |
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![[Post New]](/s/i/i.gif) 2013/05/30 13:04:13
Subject: Tau Tactica
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Dakka Veteran
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MechaBeast wrote:Coyote81 wrote:I think that tactic combined with a commander with drone controller and a few options would work out amazing as an effectively free anti-infantry squad.
Disembark your 10 gundrones from piranha. join them to a commander that has two gundrones. give the commander some weapons and drone controller. Have fun mowing people down with 24 pinning BS5 S5 ap5 shots.
If the commander has drones he can't jump in a squad since he's still in one
Actually yes he can, They are counted as a upgrade in addition to work as normal squad members. ( The 2 drones he can buy as upgrades that is )
There is even a whole section about characters and their drones in the codex.
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![[Post New]](/s/i/i.gif) 2013/05/30 13:31:30
Subject: Re:Tau Tactica
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Sneaky Sniper Drone
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Weapons on pathfinders is almost the worst idea in the codex (barring shield drones and aun'shi) crisis can put out more so ignoring shots on a tougher platform for cheaper. For example for those 500 points I could take a riptide with ion accelerator and Shadowsun with a squad of 3 crisis suits 2 dual plas 1 dual fusion with TL and throw PEN in for fun, these two alone are both miles tougher than those pathfinders while also killing far more. If you really need the P-relay get a squad of stealth suits and join your commander to them take two tl fusions and pop tanks then give the commander DC TL and dual missile, take 4 marker drones for 4 bs5 marker hits and then light up whatever you want. Both of these units are tougher and put out more fire than those pathfinder squads.
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![[Post New]](/s/i/i.gif) 2013/05/30 13:49:51
Subject: Re:Tau Tactica
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Guarding Guardian
Columbus Ohio. USA
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I have had good results with Pathfinders but only as MSU units. I build two units of five, one with three rail rifles and one with three Ion's and I kep them in reserve to come on via outflanking. I have run this setup in 7 games and they have not dissapointed me yet, they will not last more than 2 turns though so you need to capitalize on any damage that they cause quickly. I find that this works well with a 10 Kroot outflank quad as well. Even if they appear on the opposite sides of the board their movement plus the range of the weapons is good enough to reach out to most targets. I have backed off of using larger units of Pathfinders and starting with them deployed as they are too fragile in my opinion and my best results were with the commando flank attacks.
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Less crying, more playing. Trust me, you'll feel better in the end. |
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![[Post New]](/s/i/i.gif) 2013/05/30 13:54:26
Subject: Re:Tau Tactica
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Huge Hierodule
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I posted this in another thread asking about crisis suits, i'll repost here in the effort of continuing the discussion on Tau tactics: While the points are higher for weapons taken in doubles as opposed to twin linked, the efficiency is higher as well (especially when markerlights are factored into the equation). That said, a couple dual-weapon suits still hold a place in my heart, if for no other reason than they can switch tasks mid-game if you lose a specialized suit. I have named these suits following as many of the previous suit-name conventions as I could, so bear with me: DeathShower suits XV-8 Crisis suit with Missile Pods, Missile Pods, Target Lock -These guys are great. they're highly mobile and put off 4 s7 shots each, at potentially different targets. My warlord commander with a puretide chip is almost always a DeathShower configuration. Note that they are redundant to Broadsides with High-Yield Missiles - they sacrifice a 2+ save, twin-linked firepower, and extra smart missiles but gain mobility. Also it's always good to have a backup unit in case someone destroys one or the other. Additionally, this unit is perfect for a Marker Drone setup - A commander DeathShower with a Drone controller, and each suit takes a couple marker drones. The Markers can fire at bs5, the missiles (16 of them) can fire at up to 4 other targets. Very pesky, very useful unit. BladeShower suits XV-8 Crisis suit with Burst Cannon/Burst cannon/Flamer -A new configuration that I have been using in just a couple games, I deem these to be the new "Hazard Lite" suits. With as much firepower as 3 XV-9's toting Phased Ion Guns (Burst cannons are higher Strength, but not rending like PiGs) and less than half the cost. Like XV-9 suits they require markerlights for any sort of efficiency (although you could swap the flamer for one twin-linked burst cannon if you so desired) but with just a couple markerlights these guys shred anything up to and including marines through weight of saves. An anecdote from my game last night: a squad of 3 caused 18 wounds to a tactical squad....my opponent failed 7 saves. I was thrilled, he was less so. FireKnife suits XV-8 with Plasma Rifle, Missile Pods, - You know them, you love them. The ubiquitous fireknife - now with an additional slot thanks to free multi-trackers in our current codex. I usually tag on a target lock to these guys, but if my list seems light on markerlights I'll twin link one of their weapon systems instead. They fit the ultimate mid-range field control. MEQs/TEQs? Plasma. Light vehicles or medium infantry? Missiles, plasma. Medium Vehicles? Missiles. Short of av13/14 they can do some serious damage. Leaving them dual-equipped also allows them to fill in if your other AP2 weaponry gets shot down, or if you need some extra missiles somewhere they can add firepower there too. Helios suits XV-8 with Plasma Rifle, Fusion Blaster -Another staple suit from 5th edition, I still love these as well. They're geared towards killing MEQ and Tanks. A role at which they excel greatly. Not much more needs to be said here, again I typically target lock them so the fusions can melt multiple vehicles. The Lone Hunter XV-8 Commander with Iridium Armor, Stimulant Injectors, 1 Shield Drone, Onager Gauntlet, Neuroweb Jammer, Shield Generator, 2 Fusion Blasters - I absolutely LOVE this suit. You can make a similar, cheaper model by using a crisis bodyguard instead of a commander, but i feel like the extra wounds, BS, WS, and Ld make this guy well worth 50 points extra. Just make sure he isn't your warlord, as he will be danger close all game - deploy via Deep Strike and go after high-priority vehicles first. Secondarily gum up the works with the Neuroweb Jammer, and finally he can tarpit a unit in close combat with his 2+/4++/Feel No Pain once all the high priority targets are done. Your opponent will learn to hate the "Lone Hunter". SunBlade Suits XV-8 with Plasma Rifle, Plasma Rifle, Advanced Targeting System -Are meltaguns and sergeants ruining your day? Do you hate terminator armor? The sunblade suit is for you! coming in 110% the cost of an Aegis Defense Line per model, you get 4 ap2 shots (within 12") that are precision. Just like all the other suits, markerlights will help immensely here since none of the weapons are twin-linked. I like these suits as well, but i tend not to field them often as their efficiency drops when you're not facing an army with 3+ and 2+ saves. And that's not it, there are a MYRIAD of suits still left to discuss, and try out. The flameshower suit (flamer, Twin linked flamer) is incredibly cheap (eleventy-one points for three of them) and incredibly risky as they require a very close deep strike for max effectiveness. The point here is try out any and all of the above configurations, and you'll see them do their job as intended in most cases. Tau'Va!
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This message was edited 1 time. Last update was at 2013/05/30 13:57:34
Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2013/05/30 16:11:37
Subject: Tau Tactica
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Dakka Veteran
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Personally i think Flamers might become a more important part of the set-up for some crisis suits, in the case of Missile pod suits that is most likely going to be on your own board half they could offer their flamer in terms of Overwatch against lesser infantry at a low price.
Personally i have a squad of 3x TL Missile pod + Flamers whoms purpose is to fire at distant targets and provide some extra damage in the case of charges and if not even move ahead and empty their missiles and flamers into a unit and then jump behind a friendly line to set-up for their support fire.
Some might say its "setting oneself up for failure" but i am a fan of templates, and i have a experience with a few players in my local area that likes to try getting fast infantry to my lines faster than i can fire at them, so a few flamers might be just what i need to cut down their numbers before they assault.
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![[Post New]](/s/i/i.gif) 2013/05/30 16:28:38
Subject: Tau Tactica
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Regular Dakkanaut
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Savageconvoy wrote:You also have the cover idea wrong. Going to ground only gives a +1 to cover saves. Unless you're in fortifications you're not getting that 2+. At best you're probably going to see a 4+ save from going to ground.
This is incorrect. As the OP said in his post, area terrain gives a +2 to cover saves when gone to ground. Pathfinders also have defensive grenades so they have Stealth against all shooting from 8" away or greater.
So to recap: 5+ from area terrain, 3+ when gone to ground, 2+ when gone to ground in area terrain against shooting from 8" away or more.
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This message was edited 1 time. Last update was at 2013/05/30 16:29:09
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![[Post New]](/s/i/i.gif) 2013/05/30 18:48:40
Subject: Tau Tactica
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Regular Dakkanaut
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I don't think you get the bonus for defensive grenades if you go to ground.
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Your basic Arachnid warrior isn't too smart, but you can blow off a limb, and it's still 86 percent combat effective. Here's a tip: Aim for the nerve stem, and put it down for good. |
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![[Post New]](/s/i/i.gif) 2015/08/03 10:08:58
Subject: Tau Tactica
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Regular Dakkanaut
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MechaBeast wrote:I don't think you get the bonus for defensive grenades if you go to ground.
Hrmm, you might be right about this now that I think about it. I would have to check my Codex when I get home. So I guess the total would be a 3+ if GTG in that case.
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![[Post New]](/s/i/i.gif) 2013/05/30 19:52:23
Subject: Tau Tactica
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Savageconvoy wrote:246 points for 10 majority T3, 5+, with 7 BS3 and 1 at BS2 weapons. Two units costing almost 500 points. That's insane for how little you actually get out of that. The unit doesn't need every possible upgrade they can get. Try focusing on one or two at most. For example just using the Recon drone and pulse accelerator with only carbines. That way you still get the benefit of having Kroot come in or suits deepstriking while enjoying the added range. Or just the recon drone by itself. Sadly the Devilfish becomes a necessary purchase with the unit for the Recon drone, but if you place it against the deployment zone along it's side then it's possible to pivot and move within 6" of the opposite board edge in one turn. But if you're not trying to bring Kroot in from the back edge and just the sides, then there is a 5 point upgrade that turns a 2/3 chance into a 80% chance to bring Kroot in from a side of your choice.
What's the point of bringing the grav drone when you're using the devilfish to block anyways? Why pay the points for the pulse accelerator if you're paying extra points on top of that to have less pulse weapon shots?
You also have the cover idea wrong. Going to ground only gives a +1 to cover saves. Unless you're in fortifications you're not getting that 2+. At best you're probably going to see a 4+ save from going to ground.
But I wouldn't consider their damage output to be amazing, not at that cost. Again, almost 250 points for 10 models at T3, BS3, and 5+. They'd have to be equipped with Rail Cannons for that cost to be justified.
Im actually not wrong about area terrain. At all.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2013/05/30 20:06:18
Subject: Tau Tactica
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Regular Dakkanaut
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You're right, he made a mistake about an obscure rule in the back mentioned only in the Area Terrain entry and not the Go to Ground entry.
But his analysis of your unit is, IMO, spot on and that really should be the part you respond to.
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![[Post New]](/s/i/i.gif) 2013/05/30 21:09:51
Subject: Tau Tactica
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Fireknife Shas'el
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I didn't know about the area terrain and going to ground. I think I've been playing that wrong for a while now.
Anyways, some tactics I've found to work.
Commanders with dual missile pods, target locks, and drone controller and two purchased marker drones. Throw him in with a squad of marker drones and you get 4 missile shots at one target with 6 accurate markers at another. I run this because I always need extra markers on targets so I can crank things like Ion Heads and Riptide's up to BS6+ to re-roll gets hot (which prevents the weapon from firing) and to help scatter.
I haven't found a use for long strike that really makes use of his cost. I used him at first, but he was always the first to get cut for points. I haven't found a way to justify the HBC on the Riptide either, and doubt I will.
Kroot are so versatile now thanks to the sniper rounds. There are a lot of FMC in my area and wounding on 4's with rending really helps out in a lot of situations.
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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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![[Post New]](/s/i/i.gif) 2013/05/30 22:12:57
Subject: Tau Tactica
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Coyote81 wrote:Lately I've been fielding a cheap but effective unit that serves dual purpose.
Commander 2x Plasma Rifles, TL, DC Iridium Armor 2x Markerdrones
3x Crisis Suits
-2x Suits w/ 2x plasma rifles TL 2x Markerdrones
-1x Suit Shas'vre, Multi-spectrum suite, Command and control node, Vectored Thrusters 2x Markerdrones
...Over and over they have proven effective. with other units in the Codex drawing more attention and firepower, these guys really shine and most people see it just a little too late.
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When 6E first came out my Tau used SM as allies and I found this Defense line type of unit useful as well. It allowed me to fear breakthrough units a little less. Id reserve it or save it in the back to bolster wherever the threat was coming to. With that many markers, it would be pretty useful to deploy it turn 1 for sure. Automatically Appended Next Post: khuffy wrote:Well one tactic I have been planning on using if a team of 5 piranhas with fusion blasters. (or burst cannons but blasters seem better) Anyway its pretty much a massive unit that turbo boosts on turn 1 and puts tons of strain on your opponent. Also you can maneuver the unit to ensure they are always shooting t front armor instead of side. So for 225 points you have got 5 fusion blasters in their face. Along with a 10 man team of drones. Seems pretty good for what you pay.
40 shots off of just a 200 point unaugmented Piranha squadron with a little Markerdrone spiff of course is just so soo... soo.... So good. Hard to pack that much pain in such a fast survivable shell anywhere else. Automatically Appended Next Post: Coyote81 wrote:I think that tactic combined with a commander with drone controller and a few options would work out amazing as an effectively free anti-infantry squad.
Disembark your 10 gundrones from piranha. join them to a commander that has two gundrones. give the commander some weapons and drone controller. Have fun mowing people down with 24 pinning BS5 S5 ap5 shots.
I like the idea of DS'ing a unit like this. They get behind a tank squadron and blow it to kingdom come, referably from cover and then scatter with jetpacks. Then you can kill people. Or vice veras. Yeah, that's a fun one. The Farsun Deathstar is sort of based around the idea. Automatically Appended Next Post: MechaBeast wrote:
If the commander has drones he can't jump in a squad since he's still in one
He and his drones that he purchased can join any squad.
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This message was edited 3 times. Last update was at 2013/05/30 22:16:45
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2013/05/30 22:20:43
Subject: Tau Tactica
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Purposeful Hammerhead Pilot
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Trying to write an anti horde list. Does anyone know if you can have an AFP and a CIB in the same army or even on the same model? Codex seems bit unclear to me. Would be the ultimately anti horde commander
Concerning the previous thread. Wouldn't each 2 drones from from the piranhas count as a separate unit so the commander and his drones couldn't join more than 2 others at the same time. Unless the piranhas are in squadrons.
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This message was edited 3 times. Last update was at 2013/05/30 22:27:28
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![[Post New]](/s/i/i.gif) 2013/05/30 22:22:07
Subject: Re:Tau Tactica
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Angered Reaver Arena Champion
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Yes you can. Each item is one per army, not one per model.
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Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 |
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![[Post New]](/s/i/i.gif) 2013/05/30 22:23:18
Subject: Tau Tactica
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Focused Fire Warrior
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Instead of starting another thread, I thought I would ask here.
Anyone have effective tactics with Stealth Suits? To me, the FOC just seems too packed to justify them. Have people used them successfully?
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Successful Trades: 2
"The human body is a paradigm of perfection and purity. Its makeup is an example to all lesser creatures and races (and be assured, all other creatures are less than human) that our place as dominators of the galaxy is right and just.” The Imperial Infantryman's Uplifting Primer |
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![[Post New]](/s/i/i.gif) 2013/05/30 22:24:30
Subject: Re:Tau Tactica
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Jakobokaj wrote:Weapons on pathfinders is almost the worst idea in the codex (barring shield drones and aun'shi) crisis can put out more so ignoring shots on a tougher platform for cheaper. For example for those 500 points I could take a riptide with ion accelerator and Shadowsun with a squad of 3 crisis suits 2 dual plas 1 dual fusion with TL and throw PEN in for fun, these two alone are both miles tougher than those pathfinders while also killing far more. If you really need the P-relay get a squad of stealth suits and join your commander to them take two tl fusions and pop tanks then give the commander DC TL and dual missile, take 4 marker drones for 4 bs5 marker hits and then light up whatever you want. Both of these units are tougher and put out more fire than those pathfinder squads.
Its actually not 500 points. The Pathfinder unit is 194 points. As for what you can take instead, a single Riptide costs more when its kit'd. It also doesn't fire 12 STR 5 and 6 STR 6 AP 1 shots. But yes. A riptide IS good and does OTHER good things. They dont compete for the same slot so that is sort of a non factor. They dont deploy the same. The Riptide doesn't HAVE Markerlights, and so really... there's no comparison worth making between the two. They are just totally different. and in area terrain, going to ground, I'm a 3+ cover, 10 wound unit. Not too shabby.
The purpose of this thread is to share ideas. So what I took from this post in the affirmative is this:
"If you really need the P-relay get a squad of stealth suits and join your commander to them take two tl fusions and pop tanks then give the commander DC TL and dual missile, take 4 marker drones for 4 bs5 marker hits and then light up whatever you want. "
In my build, I have no Elite slots open. So I personally cannot do what you suggest. But I do think it's a good idea for someone who has an elite slot open. Automatically Appended Next Post: MechaBeast wrote:Skyrays are great for first blood. Plus they still have av13 markerlight and SMS support which is still enough to draw your opponents attention.
I've been using this with a Sniper drone unit to great effect. High enough for spotters to shoot markerlights under the covering Skyray and block LOS to the drones themselves.
I am liking the Sniper Drones as a secondary well of Markerlights as well. The Skyray can fire ALL its missiles at once which, when theres no incoming planes, is a GREAT first blood tool. Thats actually, to me, the main attraction of the Skyray. I can get Vector other ways. But for First Blood...tremendous tool. Automatically Appended Next Post: Dracoknight wrote:Personally i think Flamers might become a more important part of the set-up for some crisis suits, in the case of Missile pod suits that is most likely going to be on your own board half they could offer their flamer in terms of Overwatch against lesser infantry at a low price.
Personally i have a squad of 3x TL Missile pod + Flamers whoms purpose is to fire at distant targets and provide some extra damage in the case of charges and if not even move ahead and empty their missiles and flamers into a unit and then jump behind a friendly line to set-up for their support fire.
Some might say its "setting oneself up for failure" but i am a fan of templates, and i have a experience with a few players in my local area that likes to try getting fast infantry to my lines faster than i can fire at them, so a few flamers might be just what i need to cut down their numbers before they assault.
I use TL Meltas and a Flamer on my three suits. Clearly their job is to kill the Land Raiders, BUT ifthere are none, I can use them for other tasks. So I really agree. Adding flamers makes the unit so much more useful in tournies where the opponent types vary widely and in sometimes unexpected ways.
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This message was edited 2 times. Last update was at 2013/05/30 22:30:01
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
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![[Post New]](/s/i/i.gif) 2013/05/30 22:34:20
Subject: Re:Tau Tactica
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Purposeful Hammerhead Pilot
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Dracos wrote:Yes you can. Each item is one per army, not one per model.
Awsome. Thats going to make an awesome anti horde commander.
4TheG8erGood wrote:Instead of starting another thread, I thought I would ask here.
Anyone have effective tactics with Stealth Suits? To me, the FOC just seems too packed to justify them. Have people used them successfully?
I mostly use them as a back field tank hunter and harassment with outflank. They are a pretty tough unit once in cover and with the 2 fusions in a 6 man unit you have a decent chance at popping backfield tanks.
The overcrowdedness of the elite slots can be relived by taking Crisis bodyguards. At 2k I take 2 Riptides and 1 squad of Stealths then take 2 Crisis bodyguards. 20pts for an extra elite slot is well worth it.
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This message was edited 1 time. Last update was at 2013/05/30 22:34:32
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![[Post New]](/s/i/i.gif) 2013/05/30 22:41:22
Subject: Re:Tau Tactica
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Focused Fire Warrior
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Messy0 wrote:I mostly use them as a back field tank hunter and harassment with outflank. They are a pretty tough unit once in cover and with the 2 fusions in a 6 man unit you have a decent chance at popping backfield tanks.
I get what you are saying, but for the same points I can nearly have a tooled up Crisis Suit Squad with 6 Fusion Blasters and 2 drones, shooting at 3 different targets. Not as survivable, but dang, that is a lot more firepower! I suppose it is a trade off.
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Successful Trades: 2
"The human body is a paradigm of perfection and purity. Its makeup is an example to all lesser creatures and races (and be assured, all other creatures are less than human) that our place as dominators of the galaxy is right and just.” The Imperial Infantryman's Uplifting Primer |
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![[Post New]](/s/i/i.gif) 2013/05/30 22:44:08
Subject: Tau Tactica
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Trustworthy Shas'vre
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In regards to shooty Pathfinders, to me they only seem to be of any use as the point men in a multi-Fish of Fury objective storming attack. The hit the unit hard with the nasty weapons, firewarriors add in their own shooting or run onto the objectives. In subsequent turns the Pathfinders (who should hopefully wind up behind the pathfinders and with nearby devilfish providing movement blocking and extra fire support) light targets for the firewarriors on the objective and add in their shots if they get charged.
But that is a lot of points to throw at one objective and probably crisis suits or a riptide could do the damage much better.
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Tau and Space Wolves since 5th Edition. |
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![[Post New]](/s/i/i.gif) 2013/05/30 22:44:55
Subject: Re:Tau Tactica
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Purposeful Hammerhead Pilot
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I use TL Meltas and a Flamer on my three suits. Clearly their job is to kill the Land Raiders, BUT ifthere are none, I can use them for other tasks. So I really agree. Adding flamers makes the unit so much more useful in tournies where the opponent types vary widely and in sometimes unexpected ways.
Iv been thinking about this too. I currently run TL FB/PR but its really just limited to effectively killing MEQ/ TEQ
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![[Post New]](/s/i/i.gif) 2013/05/31 02:34:14
Subject: Tau Tactica
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Shas'ui with Bonding Knife
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4 Meltas on 2 suits is 10 points more (total) than 2 TL meltas on 2 suits, but gets an extra .5 hits on average. Always worth it.
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Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2013/05/31 02:36:35
Subject: Tau Tactica
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Veteran Inquisitorial Tyranid Xenokiller
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4TheG8erGood wrote:Instead of starting another thread, I thought I would ask here.
Anyone have effective tactics with Stealth Suits? To me, the FOC just seems too packed to justify them. Have people used them successfully?
I'm myself have not used them much for naything other then positiona relay tricks to bring outflanking unit from the opponenets back table edge. (Which can be effective and devesating for sure)
You might pm jancoran and he can link you to an indepth thead on stealthsuits that was recently on the forum, no need to recreate that thread here.
chrisrawr wrote:4 Meltas on 2 suits is 10 points more (total) than 2 TL meltas on 2 suits, but gets an extra .5 hits on average. Always worth it.
I find this true with every weapon loadout we have, I don't see the point in taking a twinlinked weapon unless your really hurting on points. This is especially effective if your splitting fire as well.
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This message was edited 1 time. Last update was at 2013/05/31 02:42:44
Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
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