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Made in us
Fresh-Faced New User





Derptau here and getting you ready for the beginning of a long running series where I examine the maligned units in 40k and propose alternate uses for them.

My starting disclaimer:

I will not be using MEQ's as a standard. In the large scheme of things I see the guardsmen as the best standard, they're 3 across the board with a basic armor save of 5+. Granted there are tons MEQ's, there are also Eldar/Deldar/Militarum/Tyranids/Kroot/Cultists/Orks and more that do make regular appearances out there in the meta. If you disagree then that's no taco off my truck but please do feel free to comment for the greater good.

------------------

The Unit

For this article I'll be focusing on the marginalized Vespid Stingwings and before we get to the nitty gritty, lets get an overview of the unit.

-MEQ toughness, middling save, High initiative and basic guard stats otherwise.

-Fleet, Hit and Run, Move through cover, Jump infantry & Stealth (ruins).

-AP3, S5 18" range Assault weapon.



The Perception

At first glance these guys are clearly MEQ killers that can harass and break away from combat. Their 4+ save and T4 makes them vulnerable to the S7 Ap4 that seems to be prevalent now and their Assault 1 and 18" gun necessitates them getting too close for comfort. They're pretty costly when filled out, and Aun'Va help you if you lose the Strain Leader.

With proper marker-light back up they excel at taking chunks out of MSU armies if they can survive to get there mayhaps? A suicide squad could have the potential to wipe a troublesome long-fang squad or equivalent but that's about it right? Glance at almost every other tactica article online and this is the proposed use for Vespid that's why they're often set aside in leu of the expansive list of fast attack choices.



What if there was another way?

There are multiple uses for our funky misfit flying friends (say that 5 times quickly). The key is to build them into the list. In my opinion nothing in a tau list should be suicide units, everything relies on its counterpart unit to reach the end goal of winning.

The Ropadope:

This tactic is for playing aggressively. Gunline Tau need not apply.

You're playing Tau. You're taking Crisis suits. Duh. How about a unit of Helios. You know them, you love them. They kill tanks and TEQ's easily. The very nature of Helios Suits is however up close and personal. With that dangerous proximity comes the very real threat of massed infantry shooting, close combat situations and even monstrous creature/walker spam.

Enter the Vespid. By working in unison, the two can mitigate each other's weaknesses. A decent sized unit of Stingwings (6 to 12) paired with Suits leapfrogging around the table, the Suits popping tanks and TEQ's, the Vespid with supporting fire and close combat tie ups. Using this formation as a spearhead can be a tricky gamble but in my experience so far it has payed off.

12" movement with a re-rollable charge can stop an intervening GE blob from assaulting/shooting up your Suits and then hit and run away. The T4 and middling save can help against S3 attacks, also don't forget that HOW attack. Against vanilla MEQ's they're sort of a speed-bump in combat but an 18" range on the blasters whittle them down just fine with a larger squad of Vespid, with a combined charge of Suits and Stingwings finishing them off or stripping them of effectiveness.

The Backfield Sweepers:

The quirky kind of fun.

Stealth Suits and Vespid Deepstriking shenannigans. With equal range both unit's guns and the ability to take Fusion Blasters. This relies on a little luck as well but the payoff is tremendous if done well. Be careful to place the suits a bit more conservatively as they don't have move through cover. If they happen to arrive first then a homing beacon can be of great use as well.

The two units land within close vicinity to one another and move up the field. The Suit's ability to mulch blobs and backs of vehicles, coupled with the anti-MEQ/MC ability of the Vespid can punch a pretty large hole in the plan of a gun-line army and shift focus away from our squishier fire-warriors.




Gunline Security:

Supporting your static forces.

There's nothing quite like a deep-strike shooting/assault on a tau gun-line. I personally refuse to use them as it's not a characterful way to play Tau Empire. That being said, it is a very popular play-style and must be addressed if I can win you to the Vespidae cause.

So, you're set to go with some nice squads of Fire warriors screening some Broadsides, possibly even a Fireblade for some extra pew-pew. All of a sudden you've got a Sternguard/dreadnought/Deldar Hq plopping down right in front of you. Be prepared to watch your Fire Warriors crumble to combined fire and you're not going to be getting any broadsides away from that fallout either. Stingwings' effective threat range of 26" means that they can make it to hotspots in your line and deal with serious threats, with the additional ability to tie up the troublemakers in combat until you want to shoot them.

Ancillary Uses: Maelstrom Takers and Beast-hunters:

Guaranteed 12" movement is nothing to be scoffed at in an army that relies so heavily on jet-pack movement. This is a great way to get some extra Tactical Objective points, or be prepared to do so in a following turn. Don't forget that stealth (ruins). Going to ground in ruins after clearing an area late in the game is a great way of swaying things your way.

MC's can be a pain for Tau. Multiple high toughness wounds with a 3+ save have become the scarier nuts to crack. Now with Tyranids getting their Spores back we're probably going to see even more popping up to give us a big ol' hug. Obviously the best against these are going to be railguns, followed by Fusion, Plasma and then Missiles. In addition to these, Vespid can usually bypass MC armor saves, and though their strength means it's usually going to mean 5s and 6s, that could be the one that makes it through in a pinch. Using them in concert with one of the above pairs can mean the difference between a fried beasty and a compromised shooting phase.



The Conclusion

Tau Vespid are not seen much on the field and are usually seen as an ineffectual unit. MEQ players do know they have the ability to knock them down hard but generally don't have experience dealing with them. They have special rules that make them extremely useful for multiple situations if applied with foresight and in synergy with other units. They will be underestimated and they will make your opponent pay for that. Be prepared to learn a different style of play and they will reward you several times over.

Thanks for reading my rants and feel free to comment and critique below. Also, feel free to recommend units to me as I have a list but I'm sure there are others that may not be as obvious.

Cheers,
Derptau


Additional tactics/insight/40K banter posted monthly here: http://dollwars40k.blogspot.com/

Hive Fleet Morlakii - 6750 pts

Doll Wars League: http://baphometsector.com/ 
   
Made in gb
Is 'Eavy Metal Calling?





UK

Exalted for being open minded, thorough and detailed! (and I don't even play Tau). Encouraging to see more players willing to challenge the 'conventional wisdom', so I look forward to more of these!

 
   
Made in us
Fresh-Faced New User




 Paradigm wrote:
Exalted for being open minded, thorough and detailed! (and I don't even play Tau). Encouraging to see more players willing to challenge the 'conventional wisdom', so I look forward to more of these!


Thanks so much! I'll be trying to do one per week with a different book per week so if you have any units that just don't seem legit send them my way! In the mean time check in on Doll Wars for other 40k fun times. The guys have tons of battle reports!

Cheers!
Derptau
   
Made in us
Quick-fingered Warlord Moderatus




Hey! This is great! I've been trying to find a use for Vespid for ages. My army just happens to contain a ton of stealth suits so you've given me a great idea to try! Great article!

Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in us
Fixture of Dakka



Chicago, Illinois

This is a very good write up.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Fresh-Faced New User




Tycho wrote:
Hey! This is great! I've been trying to find a use for Vespid for ages. My army just happens to contain a ton of stealth suits so you've given me a great idea to try! Great article!


Thanks a bunch! I'm an avid user of stealth suits as well! A six fish-man squad with Vespid do wonders and while they are a considerable points investment, the effect they can have on the back end of the table is nothing short of hilarious when properly executed. Try it out and please let me know how they work for you!

Cheers
Derptau


Automatically Appended Next Post:
Hollismason wrote:
This is a very good write up.

Many thanks! Come on back to Doll Wars to see the battle reports and more write ups. We're just starting this out but we'd love to create some great content/articles/rants/what have you . . .

Cheers
Derptau

This message was edited 1 time. Last update was at 2014/11/06 23:07:47


 
   
Made in gb
Is 'Eavy Metal Calling?





UK

Derptau wrote:
'll be trying to do one per week with a different book per week so if you have any units that just don't seem legit send them my way!


If you want a challenge, Imperial Guard Rough Riders, preferably without allies. Over the years, I've looked at using them as a mass charge (which suffers from still only 30 T3 wounds in a single CAD, for a lot more points than is fair), small melta units (5 guys, 2 meltas, hidden behind a tank, but with melta available everywhere in an IG army, it seems like just about the worst way to get it). I'd be interested to see what you make of them, espcially if you can do it without allies...

This message was edited 1 time. Last update was at 2014/11/07 11:12:40


 
   
Made in us
Rough Rider with Boomstick






Excellent article, well written and many good points all around. Eventually I look to expand my collection to include Tau, I'll definitely keep this topic in mind as I have a particular interest in the Vespids.

Also as a current Imperial Guard player fighting Tau this information is useful to me as well.

-Praise The Emperor-

You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
Made in us
Fresh-Faced New User




 Paradigm wrote:
Derptau wrote:
'll be trying to do one per week with a different book per week so if you have any units that just don't seem legit send them my way!


If you want a challenge, Imperial Guard Rough Riders, preferably without allies. Over the years, I've looked at using them as a mass charge (which suffers from still only 30 T3 wounds in a single CAD, for a lot more points than is fair), small melta units (5 guys, 2 meltas, hidden behind a tank, but with melta available everywhere in an IG army, it seems like just about the worst way to get it). I'd be interested to see what you make of them, espcially if you can do it without allies...


Challenge accepted! I almost forgot they made it into the new codex so that means they must be on my list! Look for another entry next week on our blog. I started on a different unit but Rough Riders are now on the list. So I'll get to them soon.

Cheers
Derptau


Automatically Appended Next Post:
 Cothonian wrote:
Excellent article, well written and many good points all around. Eventually I look to expand my collection to include Tau, I'll definitely keep this topic in mind as I have a particular interest in the Vespids.

Also as a current Imperial Guard player fighting Tau this information is useful to me as well.

-Praise The Emperor-


Thanks a ton! Also: Oh no! I've halped the emprah!!!!!

Cheers
Derptau

This message was edited 1 time. Last update was at 2014/11/07 18:02:43


 
   
Made in us
Killer Klaivex




Oceanside, CA

 Paradigm wrote:

If you want a challenge, Imperial Guard Rough Riders, preferably without allies. Over the years, I've looked at using them as a mass charge (which suffers from still only 30 T3 wounds in a single CAD, for a lot more points than is fair), small melta units (5 guys, 2 meltas, hidden behind a tank, but with melta available everywhere in an IG army, it seems like just about the worst way to get it). I'd be interested to see what you make of them, espcially if you can do it without allies...


I've got an opponent with a lot of rough riders. In double CAD, he runs 6 units of 5, with melta bombs on the sarg.
At only 65 points a squad, it always seems like over-kill to go after them.
But they are very fast, and roll into combat with either 11 S5 AP3 attacks each, or 4 S6 attacks and 1 S8 AP1 armor bane attack.

More than once I've seen them skirt up the flank while the other threats draw fire, only to jump out making fairly long charges (not slowed by terrain and re-rolls 1 charge die thanks to fleet).
IMO the value is the cheapness. 65 points and very likely to down a wave serpent if not left alone.
Then again, he runs Krak Grenades and a melta bomb in every single guard squad. With ~10 infantry squads on the table, it makes for a fairly unfriendly place for vehicles.


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in gb
Is 'Eavy Metal Calling?





UK

Hmm, I can see that working, especially with other aggressive units to up the threat overload. The thing that puts me off them is that you really have to go all-in running multiple min-maxed squads to get the most of them. The same could be said of Stormtroopers, but thanks to Deep Strike, you can at least ensure you get the first strike, whereas with Rough Riders it's easy enough to take them out before they can deliver their payload, and any squad with a gun is capable of doing something nasty to 5 RR.

 
   
Made in ru
!!Goffik Rocker!!






I've tried a full squad of 10 with Mogul Kamir back in 6-th. And they were truly fearsome with a hell ton of s5 ap3 ini5 attacks punching way above their point cost. Though, i'm not sure if he's still in IG dex.
Otherwise, yep, if you can't find a use for something, try MSU it. If not killy, they could be helpful just being there as chaff.

A min squad will reliably strip down a wound from a wraithknight at ini 5, for example. The same guyz will down at least 2 HP from any back av 10 vehicle if they catch it and have a chance of exploding it with mbomb.

This message was edited 1 time. Last update was at 2014/11/07 19:14:24


 
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

One thing worth mentioning: Vespids are quite effective against Eldar infantry, especially ones with 3+ armor saves. They wound on 2's, ignore their armor, and have Initiative 6 in close combat - enough to get a first strike! And being jump infantry, they have the mobility to catch the Eldar.
   
Made in us
Fresh-Faced New User




 DanielBeaver wrote:
One thing worth mentioning: Vespids are quite effective against Eldar infantry, especially ones with 3+ armor saves. They wound on 2's, ignore their armor, and have Initiative 6 in close combat - enough to get a first strike! And being jump infantry, they have the mobility to catch the Eldar.


Very true! They are a very good answer to warp spiders if you can catch them!
Derptau
   
Made in ru
!!Goffik Rocker!!






Ok, i guess, you like challenges. I tell you, it's gona be a hard one.

Are you familliar with orks? You know that mightiest ork in the galaxy atm? Yep, i'm talking bout Ghazzy! Our venerable Lord of War! Now, how to actually run him without being a handicap in a regular ~1500-2k game without actual list-tailoring?

The things that he brings to the table: EW, +1W compared to a regular warboss. Once per game he can call his uber-waaagh, he also gets 2++ for this turn and all SnP models in his squad can run making them able to run + charge like others on the WAAAGH! He's got a fixed warlord trait that make all orks Fearless on the WAAAGH! which is a mediocre trait for us that's generally useful only vs Fear and to regroup fleeing leftovers. He occupies LOW and allows to WAAAGH! without taking a warboss thus freeing an HQ slot.

He costs 2 times more than a Da Lukky Stikk warboss and looses the ability to actually take DLS, even though it had belonged to his very own most lucky grot ever before Ghazzy sat on the poor lil gobbo... Lack of DLS means that he no longer provides +1 ws for the squad loosing this tasty WS5 for the rest of the guyz, he can't tank ap3+ wounds like...da boss...cause he can't reroll failed saves, he is less choppy cause he can't reroll to-hits/to-wounds.

So, for almost twice the points you get a generally less durable, less choppy warboss - but with EW and ability to run on WAAAGH! While 2++ might sound cool for challenges but the thing is you don't want Ghaz to be challenged out. 2++ is only for a turn and later on he's just a t5 guy without invul. And thanks to nobs, slotless meks and painbosses, your valuable indep will be able to completely avoid challenges all game unless you face something like a slaanesh herald with a special item that disallows declining challenges.

He allows meganobz to run alongside him in his own squad! But you actually don't want to bring him along with maganobz cause they're a huge overkill and don't stand ap2 stuff. You're better off with just boyz to look out ap2 stuff. And by the time you ensure they're durable enough to make it there - KFF mek, for example, you could just include another fully operational squad. And 2 weaker squads are almost alwayz better for orks than 1 stronger one.

Another huge problem is that he's got the same delivery method like a Megaboss - Battlewagon. Which is not too difficult to stop. Making all his feats like EW and run once per game basically useless cause he costs too much NOT to draw attention to the wagon. Yep, i can see his EW being somewhat useful in larger games with lots of s10 ap2 and S: D stuff floating around. But what about a game just a bit above average of like ~2k?

So, the only way i see him being used somewhat effectively is to free up an HQ slot to add Grotsnik/painbosses or KFF meks (and wierdboyz?..). But than i think to myself what a wonderful world why not just go double foc or horde detachment? A huge game? Butthat means no stompa for a titan fight instead. Or the only option is just run him cause you like the model and don't care that he's generally worse than a generic boss?

Ideas?

This message was edited 9 times. Last update was at 2014/11/10 07:32:43


 
   
Made in us
Fresh-Faced New User




 koooaei wrote:
Ok, i guess, you like challenges. I tell you, it's gona be a hard one.

Are you familliar with orks? You know that mightiest ork in the galaxy atm? Yep, i'm talking bout Ghazzy! Our venerable Lord of War! Now, how to actually run him without being a handicap in a regular ~1500-2k game without actual list-tailoring?

The things that he brings to the table: EW, +1W compared to a regular warboss. Once per game he can call his uber-waaagh, he also gets 2++ for this turn and all SnP models in his squad can run making them able to run + charge like others on the WAAAGH! He's got a fixed warlord trait that make all orks Fearless on the WAAAGH! which is a mediocre trait for us that's generally useful only vs Fear and to regroup fleeing leftovers. He occupies LOW and allows to WAAAGH! without taking a warboss thus freeing an HQ slot.

He costs 2 times more than a Da Lukky Stikk warboss and looses the ability to actually take DLS, even though it had belonged to his very own most lucky grot ever before Ghazzy sat on the poor lil gobbo... Lack of DLS means that he no longer provides +1 ws for the squad loosing this tasty WS5 for the rest of the guyz, he can't tank ap3+ wounds like...da boss...cause he can't reroll failed saves, he is less choppy cause he can't reroll to-hits/to-wounds.

So, for almost twice the points you get a generally less durable, less choppy warboss - but with EW and ability to run on WAAAGH! While 2++ might sound cool for challenges but the thing is you don't want Ghaz to be challenged out. 2++ is only for a turn and later on he's just a t5 guy without invul. And thanks to nobs, slotless meks and painbosses, your valuable indep will be able to completely avoid challenges all game unless you face something like a slaanesh herald with a special item that disallows declining challenges.

He allows meganobz to run alongside him in his own squad! But you actually don't want to bring him along with maganobz cause they're a huge overkill and don't stand ap2 stuff. You're better off with just boyz to look out ap2 stuff. And by the time you ensure they're durable enough to make it there - KFF mek, for example, you could just include another fully operational squad. And 2 weaker squads are almost alwayz better for orks than 1 stronger one.

Another huge problem is that he's got the same delivery method like a Megaboss - Battlewagon. Which is not too difficult to stop. Making all his feats like EW and run once per game basically useless cause he costs too much NOT to draw attention to the wagon. Yep, i can see his EW being somewhat useful in larger games with lots of s10 ap2 and S: D stuff floating around. But what about a game just a bit above average of like ~2k?

So, the only way i see him being used somewhat effectively is to free up an HQ slot to add Grotsnik/painbosses or KFF meks (and wierdboyz?..). But than i think to myself what a wonderful world why not just go double foc or horde detachment? A huge game? Butthat means no stompa for a titan fight instead. Or the only option is just run him cause you like the model and don't care that he's generally worse than a generic boss?

Ideas?


challenge accepted. I will get on this. Makari was one of my favorite models when he came out. Just the idea of a lucky little gretchin.


Derptau

This message was edited 1 time. Last update was at 2014/11/11 17:43:49


 
   
Made in au
Trustworthy Shas'vre






While I like the write-up, and appreciate the attempt to challenge 'conventional wisdom', I think it misses a few points about why the vespids aren't taken:

1) They compete for fast attack slots, all of which are quite good. Pathfinders and Marker Drones are staples of any Tau list; Piranhas are also decent.

2) The 4+ save as you say is readily bypassed by the mass S7 AP4 shooting that most armies can bring. A Crisis Suit with W2 and Sv3+ is six times more durable against that kind of firepower.

3) Out of all of the jobs you listed, which do they actually do better than a squad of crisis suits?
Compare 1 Crisis Suit w/ Dual Plasma @ 52pts, vs 3 Vespids @ 54. The crisis has comparable performance at long and better at short range; more deadly to a wider variety of targets (S6 AP2 vs S5 AP3), more durable, comparable manoeuvrability, comparable combat performance. 3 Dual Plasma suits + VRT + a drone comes in at only 1 point more than 9 vespids w/ stingwing.
   
Made in ru
!!Goffik Rocker!!






Trasvi wrote:
While I like the write-up, and appreciate the attempt to challenge 'conventional wisdom', I think it misses a few points about why the vespids aren't taken:

1) They compete for fast attack slots, all of which are quite good. Pathfinders and Marker Drones are staples of any Tau list; Piranhas are also decent.

2) The 4+ save as you say is readily bypassed by the mass S7 AP4 shooting that most armies can bring. A Crisis Suit with W2 and Sv3+ is six times more durable against that kind of firepower.

3) Out of all of the jobs you listed, which do they actually do better than a squad of crisis suits?
Compare 1 Crisis Suit w/ Dual Plasma @ 52pts, vs 3 Vespids @ 54. The crisis has comparable performance at long and better at short range; more deadly to a wider variety of targets (S6 AP2 vs S5 AP3), more durable, comparable manoeuvrability, comparable combat performance. 3 Dual Plasma suits + VRT + a drone comes in at only 1 point more than 9 vespids w/ stingwing.


I guess the thread is about actual tactics for the unit. Not unit comparisson. Yep, in most situations, other choices are an obvious pick. But the idea is to use something rare (and thus new and fun) the way that it will be actually benefical. Or to find this rare case when an un-used unit that noone even consideres is actually better than other stuff you might bring.

For example, i've never seen anyone using stormboyz in a new codex. They cost like 0.5 bikers but are basically choppaboyz with a jumppack and ability to run 2d6 in exchange of taking a dangerous terrain test. So, you run extra d6 in exchange of a 1/7 chance to die. And they're not nearly as durable as bikers point to point. So, most people don't even considers them.

However, they've got one significant and unique feature. The guyz have a 12 + 2d6 + 2d6 with reroll of 1 dice charge range resulting in a ~24-27' reliable charge range on the WAAAGH!. With the first 12' flying over terrain and other models. That allows them to charge over obstacles they could have hidden behind and basically be a constant threat across the board. Their mobility also allows them to bolster the flank that needs it the most and not just the one they appear to be closer to.

Thus, i use a squad of 10 stormboyz + PK, BP nob with good results in my footslogging list since they synergise well with footsloggas and a 3-d turn WAAAGH! also providing a constant nuiscence and a large area denial zone to the opponent. Either forcing to avoid them or waste shots on the models that are further from the front than other boyz. Besides, a squad of 10 is not that difficult to hide.
Another possible use of stormboyz is deepstriking. The 2d6 run move helps to adjust their position or ensure the move behind blos. It's situational but the thing is they actually have ability to utilise such situations.

In other words, the thread is not like: "What's the most point-effecient stuff i can bring in vacuum?" but more of a: "How can i use the unit X with decent results in actual games?".

This message was edited 4 times. Last update was at 2014/11/12 05:33:02


 
   
Made in us
Fresh-Faced New User




Trasvi wrote:
While I like the write-up, and appreciate the attempt to challenge 'conventional wisdom', I think it misses a few points about why the vespids aren't taken:

1) They compete for fast attack slots, all of which are quite good. Pathfinders and Marker Drones are staples of any Tau list; Piranhas are also decent.

2) The 4+ save as you say is readily bypassed by the mass S7 AP4 shooting that most armies can bring. A Crisis Suit with W2 and Sv3+ is six times more durable against that kind of firepower.

3) Out of all of the jobs you listed, which do they actually do better than a squad of crisis suits?
Compare 1 Crisis Suit w/ Dual Plasma @ 52pts, vs 3 Vespids @ 54. The crisis has comparable performance at long and better at short range; more deadly to a wider variety of targets (S6 AP2 vs S5 AP3), more durable, comparable maneuverability, comparable combat performance. 3 Dual Plasma suits + VRT + a drone comes in at only 1 point more than 9 vespids w/ stingwing.


I do see the argument you're making but I think that there's a disconnect in the way I was writing the article and the way it was received. These articles are written to give a use to the maligned units and explore/show their purpose. One of the main problems people have when building lists is that they focus on what is perceived as the strongest unit in the codex (looking at you Riptides) and it creates an easy way to tailor lists to beat these specific armies. Using unconventional choices in list building may not be an end all killer list but it will change the way you play and think tactically. Sorry about the confusion, I will try to be more clear in the future.

I will say that Pathfinders are the staple of Tau lists, marker drones are taken but not always and the same goes with Piranhas. The Elite and Heavy support slots are normally full in most lists you'll be seeing for a tau army, so if you're interested in using fast attack in a more aggressive way these work great in roles I describe above.

A crisis suit holds an entirely different role for Tau, in an entirely different class. Running on the logic of comparing the two, you should then do the same with Piranhas or Pathfinders in the same roll as a Crisis suit. Truth is that you can max out an entire Elite and HQ slot with suits but you'll never be using them from a Fast attack slot. Moreso, even with VRT Suits are not made to be in combat. They can last a little while but you're wasting the unit because it's a gun platform and any chance of entering combat should always be avoided.

Thanks for the comment as I do appreciate all points of view. Feel free check out my new article on Flayed Ones.

Cheers
Derptau





Automatically Appended Next Post:
 koooaei wrote:
Trasvi wrote:
While I like the write-up, and appreciate the attempt to challenge 'conventional wisdom', I think it misses a few points about why the vespids aren't taken:

1) They compete for fast attack slots, all of which are quite good. Pathfinders and Marker Drones are staples of any Tau list; Piranhas are also decent.

2) The 4+ save as you say is readily bypassed by the mass S7 AP4 shooting that most armies can bring. A Crisis Suit with W2 and Sv3+ is six times more durable against that kind of firepower.

3) Out of all of the jobs you listed, which do they actually do better than a squad of crisis suits?
Compare 1 Crisis Suit w/ Dual Plasma @ 52pts, vs 3 Vespids @ 54. The crisis has comparable performance at long and better at short range; more deadly to a wider variety of targets (S6 AP2 vs S5 AP3), more durable, comparable manoeuvrability, comparable combat performance. 3 Dual Plasma suits + VRT + a drone comes in at only 1 point more than 9 vespids w/ stingwing.


I guess the thread is about actual tactics for the unit. Not unit comparisson. Yep, in most situations, other choices are an obvious pick. But the idea is to use something rare (and thus new and fun) the way that it will be actually benefical. Or to find this rare case when an un-used unit that noone even consideres is actually better than other stuff you might bring.

For example, i've never seen anyone using stormboyz in a new codex. They cost like 0.5 bikers but are basically choppaboyz with a jumppack and ability to run 2d6 in exchange of taking a dangerous terrain test. So, you run extra d6 in exchange of a 1/7 chance to die. And they're not nearly as durable as bikers point to point. So, most people don't even considers them.

However, they've got one significant and unique feature. The guyz have a 12 + 2d6 + 2d6 with reroll of 1 dice charge range resulting in a ~24-27' reliable charge range on the WAAAGH!. With the first 12' flying over terrain and other models. That allows them to charge over obstacles they could have hidden behind and basically be a constant threat across the board. Their mobility also allows them to bolster the flank that needs it the most and not just the one they appear to be closer to.

Thus, i use a squad of 10 stormboyz + PK, BP nob with good results in my footslogging list since they synergise well with footsloggas and a 3-d turn WAAAGH! also providing a constant nuiscence and a large area denial zone to the opponent. Either forcing to avoid them or waste shots on the models that are further from the front than other boyz. Besides, a squad of 10 is not that difficult to hide.
Another possible use of stormboyz is deepstriking. The 2d6 run move helps to adjust their position or ensure the move behind blos. It's situational but the thing is they actually have ability to utilise such situations.

In other words, the thread is not like: "What's the most point-effecient stuff i can bring in vacuum?" but more of a: "How can i use the unit X with decent results in actual games?".


Thanks koooaei! You hit the nail on the head.
Derptau

This message was edited 1 time. Last update was at 2014/11/12 06:11:21


 
   
Made in ca
Cultist of Nurgle with Open Sores






Canada

Nice perspective, Derptau.

What's your tactical analysis for the Posessed? (chaos marines)

DR:70+S+GM+B++I--Pat4310#-DA+++/mWD347R++T(T)DM+

 
   
Made in us
Longtime Dakkanaut






Nice view on things. I challenge you to do Whirlwind, as most people take the TFC instead.

My mostly terrain and Sons of Orar blog:
http://www.dakkadakka.com/dakkaforum/posts/list/568699.page#6349942
 whalemusic360 wrote:
Alph, I expect like 90 sets of orange/blue from you.
 
   
Made in us
Sybarite Swinging an Agonizer






I'm not a Tau player so I have little tactical input. I will say though that this is a well written, even-handed article that avoids the typical internet stand-bys like "unusable", "broken", or "OP". I am eager to hear your thoughts on Banshees, Wyches, any variety of Sniper besides Deathmarks, etc...

Eldar (Craftworld Sahal-Deran) 2500pts. 2000pts Fully Painted.

Dark Eldar (Kabal of the Slashed Eye) 2000pts. 1250pts Fully Painted. 
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

I'm putting together a small Tau skirmishing force and have been considering Vespids. Just looking at their entry from a pure theoretical ppint of view, it seems that they are designed around mobility, not killing power. They are Fleet Jump Infantry with Move Through Cover. As such, they are considerably more mobile than crisis suits, and so seem to fit the role of a rapid-response unit, not a hard-hitting unit. This is also born out by their stat line and that of their weapon, which seem to be designed around being able to threaten a wide variety of infantry without being able to actually wipe it out on their own; that is to say, they are supposed to back up other units.

Albeit they may be overcosted for that role. I still intend to use them, however.
   
 
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