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Made in us
Fresh-Faced New User




hello everyone, im starting a mech tau army in addition to my current black templars army and im seeking abit of basic advice. i ordered the advanced order of the tau megaforce so im going to have 20 firewarriors, 3 stealthsuits, a hammerhead, 10 drones ( i believe, i forget atm ), a devilfish and 3 pirahnas. its a great start to mech tau and im also purchasing another devilfish, hammerhead, two squads of firewarriors and a commander so i certainly wont really be lacking in models. now on to my point, im going to go with the typical mech tau list virtually with firewarriors deployed in devilfishes, 2-3 hammerheads for heavy support, fireknives, 1-2 hqs and the like but ive just been wondering about a few minor issues and questions.

1) ive seen that alot of tau players do not take the full 12 firewarriors that fit in the devilfish at full carrying capacity? is a full squad not worth it in most situations with the points spent better otherwise and is 10 sufficient enough in a broad perspective?

2) in smaller games, is it worth it to basically field basically the same force, ie: equipment but on a smaller scale? by this i mean the same fireknives config, hq, devilfishes, etc and are 3 pirahnas worth it even in say a 1000 pt battle?

those are basically the only two questions i have at the moment and any feedback will be greatly appreciated as i work on my list. thank you.

   
Made in ch
Regular Dakkanaut




Zürich

Come to www.advancedtautactica.com, arguably the best Tau site on the web. And seeing as we mainly deal with Mech Tau, you'd be just right.

As to your questions:
1.) IMO if you're going to take a Devilfish for your FWs then take 12 because when you come to do the FoF tactic you're going to need as many shots as possible (FWs don't kill gak). The only reason not to take a full 12 man unit is when all you want is an extra skimmer chassis. Personally I always take either plain 6 FWs because I have to, or I take 12 FWs plus a fully tricked out Warfish (DF with SMS).

2.)Depends entirely on how you like to play. I do do that. Some people don't. My reasoning for doing so is that if its effective at 1500pts, why should it be any less effective at 1000 ? The exceptions are Broadsides (you don't need that kind of firepower before 1500, I only use them at 1750 and above) and "extras" which are there, but you don't really need them like Piranhas and GD squads.

Cheers

-"Subtle is subjective, of course; in a finesseless game like 40K, anything that isn't a brick to the head is downright sneaky..." ->lord_sutekh 
   
Made in us
Dakka Veteran




the spire of angels

as noted above it really depends on how you play

things to remember with tau-

.tau on foot are dead tau 99.9% of the time, about the only thing they work good for is markerlighting stuff for you other units

.tau vehicles and crisis suits shoot better with better weapons than FWs and also survive much better

i run a tank company, every single one of my fish has decoy launchers, fletchette launchers(makes them the best CC force the tau have), smart missles, targeting array, multi-traker and a seeker missle.

that gives me 7 shots that hit on 3's i can split that fire and 4 of those shots hit without needing LOS, i can also move 12' and shoot as well as being a skimmer.

 

now if you go the other route with fireknifes or broadsides you get base things like shield drones a hardwired controller on the upgraded sgt who also has target lock, multi traker, targeting array. allowing him to hit on 3's with all his weapons and choose to shoot at a different target than the squad. and then you get to jump around to boot.

think of having 9 TLd railgun broadside shots on the table that can split fire and hit 6 different units for example.

thats why a large bunch of FWs with S5 AP5 guns that hit on 4's are nowhere near as useful even with thier long range. most armies have something that will get them into CC by turn 2 or 3 (and sometimes 1)  and that pretty much ends thier usefulness.


"victory needs no explanation, defeat allows none" 
   
Made in us
Fresh-Faced New User




thanks for the advice, ive come up with a 1500 pt list and i know this isnt the army list forum but as you two are responding and giving well thought out insight i figured i'd post it here and cross post it in the army list forum as well. this is my proposed list..

Headquarters

Shas'el- 97 pts
- Plasma rifle
- Missle pod
- Hardwired multitracker
- Targetting array

Shas'el- 97 pts
- Plasma rifle
- Missle pod
- Hardwired multitracker
- Targetting array

Troops

Firewarriors Squad 1- 120 pts
- 12x Fire Warriors
- Devilfish
- Multi Tracker
- Decoy launchers
- Targetting Array

Firewarriors Squad 2- 120 pts
- 12x Firewarriors
- Devilfish
- Multi Tracker
- Decoy launchers
- Targetting Array

Firewarriors Squad 3- 120 pts
- 12x Fire Warriors
- Devilfish
- Multi Tracker
- Decoy launchers
- Targetting Array

Heavy Support

Hammerhead- 180 pts
- Multi Tracker
- Seeker Missle System
- Decoy Launchers
- Target Lock
- Railgun

Hammerhead- 180 pts
- Multi Tracker
- Seeker Missle System
- Decoy Launchers
- Target Lock
- Railgun

Hammerhead- 180 pts
- Multi Tracker
- Seeker Missle System
- Decoy Launchers
- Target Lock
- Railgun

Elites

Crisis Battlesuit Fireknife Squad- 183 pts
- 2x Crisis Suits
- Multi Tracker
- Misslepod
- Plasma Rifle
- Shas've
- Targetting Array

Fast Attack

Pirahna Squadron- 75 pts
- Fusion blaster
- Decoy Launchers
- Targetting Array

Pirahna Squadron- 75 pts
- Fusion blaster
- Decoy Launchers
- Targetting Array

Pirahna Squadron- 75 pts
- Fusion blaster
- Decoy Launchers
- Targetting Array

Total - 1502 pts.
   
Made in ch
Regular Dakkanaut




Zürich

Wrote a reply in the Army List forum.

-"Subtle is subjective, of course; in a finesseless game like 40K, anything that isn't a brick to the head is downright sneaky..." ->lord_sutekh 
   
 
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