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![[Post New]](/s/i/i.gif) 2014/02/06 19:39:44
Subject: Tau with Space Wolf Allies.
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Food for a Giant Fenrisian Wolf
Georgia
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Good Afternoon Internet!
I have been a Space Wolf player for a few years now, and decided to change it up. With that being said I found a Tau army being sold at a Very good price, and picked it up. Though I know the two armies play very different from one another, the small games I have played so far has shown me a lot.
I would like input for my list. I am taking this list to a small event this weekend, and would like to get some input. As far as I know, I am taking a VERY unique way in doing this. (Sorry if the format is hard to read, this is my first post)
Updated
Points 1750.
Wolves.
wolf guard leader 70
Termi 40
Hammer 25
Shield 15
wolftooth 10
Wolf Guardx3 36
Termi 30
Hammerx2 30
Shieldx2 30
Gray Huntersx10 150
Meltax2 5
Gray Huntersx10 150
Meltax2 5
Tau
Cadre Fireblade 60
Gun Dronesx2 24
Fire warriorsx12 108
Fire warriorsx12 108
Pathfindersx8 88
Rail rifle 30
Agis line 50
Laz 35
Rip Tide 180
Stimulant injector 35
Counter fire 5
Hammer head 125
Black sun filter 1
Sky Ray 115
Rip Tide 180
Early Warning 5
Counter Fire 5
As always, all input would be appreciated.
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This message was edited 1 time. Last update was at 2014/02/07 01:56:19
For Russ and the All Father! |
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![[Post New]](/s/i/i.gif) 2014/02/06 20:03:50
Subject: Tau with Space Wolf Allies.
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Elite Tyranid Warrior
Edmonton AB
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My main army is Tau. I would keep your Fire Warriors bare; they die to easy for all those upgrades you've given them.
I would also drop all the drones. They effect the moral of the unit they're in and in my opinion don't pull their weight unless they're babysat by a unit with "Drone Controller"
your riptide is tough as nails without the stims so you can save points on that. If you're going with the Ion Accelerator I would also suggest dropping the Velocity Tracker and take the Early warning override instead. VT should only be taken on a Riptide if it's packing the Heavy Burst Cannon.
I would also drop 1 of the Fire Warrior teams to take Longshot on your hammerhead. Then you can drop the Blacksun Filter on it, A Disruption Pod will also help you more than the sensor spines (they work well together too)
With the rest of your points I would make a Buffmander with CCN, MSSS, PenC, Irridium, and a Flamer. He can go with the Riptide to give it Ignores Cover, Twin-linked, Tank/Monster hunter.
Making those changes removes the absolute need for the Markerlights you're lacking (only 2 coming from the Skyray) on the Hammerhead and the Riptide (both are mediocre at best without the support).
As for the Space Wolves I just started them so my knowledge and advice is pretty limited on them.
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6200
6th: 127/17/21 - 7th: 1/0/0
4800
6th: 6/0/1 - 7th 0/0/0
1820
WIP
1427
WIP
All points are base units with no upgrades
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![[Post New]](/s/i/i.gif) 2014/02/06 20:29:50
Subject: Tau with Space Wolf Allies.
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Food for a Giant Fenrisian Wolf
Georgia
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Brutal Viking wrote:My main army is Tau. I would keep your Fire Warriors bare; they die to easy for all those upgrades you've given them.
I would also drop all the drones. They effect the moral of the unit they're in and in my opinion don't pull their weight unless they're babysat by a unit with "Drone Controller"
your riptide is tough as nails without the stims so you can save points on that. If you're going with the Ion Accelerator I would also suggest dropping the Velocity Tracker and take the Early warning override instead. VT should only be taken on a Riptide if it's packing the Heavy Burst Cannon.
I would also drop 1 of the Fire Warrior teams to take Longshot on your hammerhead. Then you can drop the Blacksun Filter on it, A Disruption Pod will also help you more than the sensor spines (they work well together too)
With the rest of your points I would make a Buffmander with CCN, MSSS, PenC, Irridium, and a Flamer. He can go with the Riptide to give it Ignores Cover, Twin-linked, Tank/Monster hunter.
Making those changes removes the absolute need for the Markerlights you're lacking (only 2 coming from the Skyray) on the Hammerhead and the Riptide (both are mediocre at best without the support).
As for the Space Wolves I just started them so my knowledge and advice is pretty limited on them.
I do not have Longshot, but if I make some of the changes that you mentioned, I could field a second Riptide. It will be kinda basic, but that would mean I would have two.
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For Russ and the All Father! |
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![[Post New]](/s/i/i.gif) 2014/02/06 21:22:20
Subject: Tau with Space Wolf Allies.
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Elite Tyranid Warrior
Edmonton AB
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If you do another Riptide you'll need markerlights for it, you'll want to free up 88pts to get 8 pathfinders. That will net you 4 markers/turn (2 to remove cover, 2 to boost BS), if you don't have Longshot just use the MLs from the Skyray to remove cover unless there's a flyer. You can free up the points for the pathfinders by trimming 1 of your fire warrior teams. Don't forget that the Cadre was designed to be with a unit and on the ADL gun.
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6200
6th: 127/17/21 - 7th: 1/0/0
4800
6th: 6/0/1 - 7th 0/0/0
1820
WIP
1427
WIP
All points are base units with no upgrades
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![[Post New]](/s/i/i.gif) 2014/02/07 01:58:01
Subject: Re:Tau with Space Wolf Allies.
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Food for a Giant Fenrisian Wolf
Georgia
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Thank you for your input everyone.
I made the change, with the units that I have on hand. Please review.
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For Russ and the All Father! |
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![[Post New]](/s/i/i.gif) 2014/02/07 12:52:31
Subject: Tau with Space Wolf Allies.
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Elite Tyranid Warrior
Edmonton AB
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If you have a crisis suit you can use them as Commanders
I'd drop the rail rifle on the pathfinders, you've got almost another team of pathfinders in those points. And you're still only hitting half the time with it plus you can't use the MLs from his own team.
With each Riptide you want a support unit or you'll find they just under perform. So for each Riptide you'll want a team of pathfinders or a buffmander. I also don't think you'll need that stimulant injector. I tried it a couple times and it never paid off having it so I stopped running it. In all my games since I've only lost 3 Riptides. The trick with them is to only nova when you NEED it. Most games they'll take more damage from failed nova rolls than your enemy. Plus they have the 5++ invulnerable save so the only time you'll use the stims is on bad nova rolls and it won't save you most of the time. The other thing is the counter fire systems; if you're doing it right no enemy will cross the board to assault that way so the best way to assault you is to deepstrike or come in from reserves and wait a turn. So the early warning system gives you a couple S8 AP2 templates to soften them up first plus with the wall of death rule you automatically hit D3 models at S8 AP2 in over watch so the counter fire system is useless on them.
I would also drop the 2 drones on the Cadre since he'll be attached to a full Fire Warrior team for ablative wounds and the drone range doesn't synergise well with everybody else packing rifles.
By my count that's 109 points open, which is another 8 man pathfinder team with 21 points left over. Could alternatively be a deepstriking 2 man Fusion Crisis Team to boost your AV 14 capabilities. Plus if you fit 1 with a target lock you can do 2 tanks a turn (one of the people I play Monolith spams and that's my usual tactic it works really well so long as you stay 6.5" away lol).
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6200
6th: 127/17/21 - 7th: 1/0/0
4800
6th: 6/0/1 - 7th 0/0/0
1820
WIP
1427
WIP
All points are base units with no upgrades
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![[Post New]](/s/i/i.gif) 2014/02/07 13:54:43
Subject: Tau with Space Wolf Allies.
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Beast of Nurgle
Atlanta
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Brutal Viking wrote:. So the early warning system gives you a couple S8 AP2 templates to soften them up first plus with the wall of death rule you automatically hit D3 models at S8 AP2 in over watch so the counter fire system is useless on them.
There is no wall of death for Blast templates...just for flamer weapons. So the S8 AP2 templates do not auto hit.
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2800 Points
Space Marines: 3000 Points
4000 Points
3000 Points
2500 Points |
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![[Post New]](/s/i/i.gif) 2014/02/07 16:30:16
Subject: Tau with Space Wolf Allies.
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Elite Tyranid Warrior
Edmonton AB
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"Flamer and other template weapons are fearsome when employed against a charging enemy, as the wielder can spray a cloud of destruction into the path of the assault.
Template weapons CAN fire over watch even though they cannot fire snap shots. Instead, if a template Weapon fires over watch it automatically inflicts D3 hits on the charging unit, resolved at its normal Strength and AP value. Don't worry about comparing the length of the template with the distance to the enemy. If the charge is successful, it doesn't matter anyway. If the charge failed, we can assume that the enemy ran into range of the template Weapon and we're driven back."
Quote from BRB pg. 102 "Wall of Death". It doesn't specify flamers exclusively and the "and other template weapons" part suggests that any template Weapon can do it... doesn't it?
I apologize if it was FAQd or I'm miss - interpreting it.
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6200
6th: 127/17/21 - 7th: 1/0/0
4800
6th: 6/0/1 - 7th 0/0/0
1820
WIP
1427
WIP
All points are base units with no upgrades
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