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		<title><![CDATA[Latest posts for the thread "Can't decide kill team list (tau)"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Can't decide kill team list (tau)"]]></description>
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				<title>Can't decide kill team list (tau)</title>
				<description><![CDATA[ Hi i'm going to be playing in a kill team event next week and I can't decide on which setup to use from these two lists<br /> <br /> List 1 (195 points)<br /> <br /> Stealth Shas'vre<br /> Burst cannon, Markerlight and target lock, Vectored retro-thrusters <br /> Prefered enemy (everything) special rule<br /> <br /> Stealth Shas'ui <br /> Fusion Blaster, Vectored retro-thrusters<br /> Ignore cover special rule<br /> <br /> Stealth Shas'ui <br /> Burst cannon, Vectored retro-thrusters <br /> Jink Special rule<br /> <br /> Stealth Shas'ui <br /> Burst cannon, Vectored retro-thrusters <br /> <br /> Stealth Shas'ui <br /> Burst cannon, Vectored retro-thrusters <br /> <br /> List 2 (200 points)<br /> <br /> Stealth Shas'vre<br /> Burst cannon, Vectored retro-thrusters <br /> Jink Special rule<br /> <br /> Stealth Shas'ui<br /> Fusion blaster<br /> Ignores cover<br /> <br /> Stealth Shas'ui<br /> Burst cannon<br /> Preferred enemy (everything) special rule<br /> <br /> Stealth Shas'ui<br /> Burst cannon<br /> <br /> Stealth Shas'ui<br /> Burst cannon<br /> <br /> Stealth Shas'ui<br /> Burst cannon<br /> <br /> The first list seems more versatile thanks to the markerlight and fleet for the assault moves while the second has more guys<br /> plus i'm not sure about who to give the jink and who to give preferred enemy since jink means a 2+ cover for moving in any terrain whilst preferred enemy is rerolling 1's on lots of dice]]></description>
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				<pubDate><![CDATA[Wed, 13 Nov 2013 13:30:04]]> GMT</pubDate>
				<author><![CDATA[ Yuber_1992]]></author>
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				<title>Can't decide kill team list (tau)</title>
				<description><![CDATA[ The name of the Kill Team game is bodies on the field.<br /> 5 Models will be dead quick, fast, and in a hurry, regardless of how you equip them. Yes they have their super cover save while in ruins but its not hard at all to outrange the 18" burst cannon, even with guardsmen. All you would need to do is roll a 1 five times and your done. Plus if your playing by the same kill teams rules as ive seen, as soon as you fail a leadership test you automatically lose the game. The LD7 of regular stealth suits is just a failed <span class="glossaryitem" onmouseover='gp(82);'>LD</span> check waiting to happen. Lose two and you start taking tests each turn.<br /> If your dead set on taking stealth suits, take 3 and fill in the rest of your points with Fire Warriors with a Seargent. The 30" range of their Pulse Rifles will work wonders in the small board kill team environment. <br /> <br /> As for equipment:<br /> You wont need a fusion blaster. S5 pulse weapons are good enough since there wont be any armor in a <span class="glossaryitem" onmouseover='gp(809);'>KT</span> game.<br /> You wont need VRTs either. If your guy makes it into an assault he will most likely die against any dedicated <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. Remember in a <span class="glossaryitem" onmouseover='gp(809);'>KT</span> game each model is considered its own unit so HaR wont confer to the rest of your suits.<br /> Preferred Enemy is a good choice as is ignores cover. Jink is not going to help you much, you already have 3+ armor and your stealth cover save will be good enough. Consider Rending as your third <span class="glossaryitem" onmouseover='gp(136);'>USR</span>.<br /> <br /> So in summary I would bring:<br /> 3 regular burst cannon stealth suits (hidden in midfield cover via infiltrate)<br /> Fill in the rest with as many plain fire warriors with a sergeant as you can. which should be about 10.]]></description>
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				<pubDate><![CDATA[Wed, 13 Nov 2013 13:46:46]]> GMT</pubDate>
				<author><![CDATA[ OutlawBandit]]></author>
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