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		<title><![CDATA[Latest posts for the thread "Tau with Space Wolf Allies. "]]></title>
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				<title>Tau with Space Wolf Allies. </title>
				<description><![CDATA[ Good Afternoon Internet!<br /> <br /> 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. <br /> <br /> 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)<br /> <br /> <font ><b>Updated</b></font><br /> <br /> Points 1750. <br /> <br /> Wolves. 		<br /> <br /> wolf guard leader		70<br /> 	Termi	40<br /> 	Hammer	25<br /> 	Shield	15<br /> 	wolftooth	10<br /> <br /> <br /> <br /> Wolf Guardx3		36<br /> 	Termi	30<br /> 	Hammerx2	30<br /> 	Shieldx2	30<br /> <br /> Gray Huntersx10		150<br /> 	Meltax2	5<br /> <br /> <br /> Gray Huntersx10		150<br /> 	Meltax2	5<br /> <br /> <br /> <br /> Tau		<br /> <br /> Cadre Fireblade		60<br /> 	Gun Dronesx2	24<br /> <br /> <br /> Fire warriorsx12		108<br /> <br /> <br /> <br /> <br /> <br /> Fire warriorsx12		108<br /> <br /> <br /> <br /> <br /> <br /> Pathfindersx8		88<br /> 	Rail rifle	30<br /> 		<br /> <br /> <br /> <br /> Agis line		50<br /> 	Laz	35<br /> <br /> Rip Tide		180<br /> 		<br /> 	Stimulant injector	35<br /> 	Counter fire	5<br /> <br /> Hammer head		125<br /> 	Black sun filter	1<br /> <br /> <br /> Sky Ray 		115<br /> 		<br /> <br /> Rip Tide		180<br /> 	Early Warning	5<br /> 	Counter Fire	5<br /> <br /> As always, all input would be appreciated. <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 6 Feb 2014 19:39:44]]> GMT</pubDate>
				<author><![CDATA[ Fist_of_Russ]]></author>
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				<title>Tau with Space Wolf Allies. </title>
				<description><![CDATA[ My main army is Tau.  I would keep your Fire Warriors bare; they die to easy for all those upgrades you've given them.<br /> <br /> 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"<br /> <br /> 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.<br /> <br /> 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)<br /> <br /> With the rest of your points I would make a Buffmander with CCN, <span class="glossaryitem" onmouseover='gp(656);'>MSSS</span>, PenC, Irridium, and a Flamer.  He can go with the Riptide to give it Ignores Cover, Twin-linked, Tank/Monster hunter. <br /> <br /> 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).<br /> <br /> As for the Space Wolves I just started them so my knowledge and advice is pretty limited on them.]]></description>
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				<pubDate><![CDATA[Thu, 6 Feb 2014 20:03:50]]> GMT</pubDate>
				<author><![CDATA[ Brutal Viking]]></author>
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				<title>Tau with Space Wolf Allies. </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/578422/6515179.page"><b>Brutal Viking wrote:</b></a><br/>My main army is Tau.  I would keep your Fire Warriors bare; they die to easy for all those upgrades you've given them.<br /> <br /> 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"<br /> <br /> 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.<br /> <br /> 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)<br /> <br /> With the rest of your points I would make a Buffmander with CCN, <span class="glossaryitem" onmouseover='gp(656);'>MSSS</span>, PenC, Irridium, and a Flamer.  He can go with the Riptide to give it Ignores Cover, Twin-linked, Tank/Monster hunter. <br /> <br /> 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).<br /> <br /> As for the Space Wolves I just started them so my knowledge and advice is pretty limited on them.</div></blockquote><br /> <br /> 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. ]]></description>
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				<pubDate><![CDATA[Thu, 6 Feb 2014 20:29:50]]> GMT</pubDate>
				<author><![CDATA[ Fist_of_Russ]]></author>
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				<title>Tau with Space Wolf Allies. </title>
				<description><![CDATA[ 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 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>), if you don't have Longshot just use the <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> 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 <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> gun.]]></description>
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				<pubDate><![CDATA[Thu, 6 Feb 2014 21:22:20]]> GMT</pubDate>
				<author><![CDATA[ Brutal Viking]]></author>
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				<title>Re:Tau with Space Wolf Allies. </title>
				<description><![CDATA[ Thank you for your input everyone. <br /> <br /> I made the change, with the units that I have on hand. Please review. ]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 01:58:01]]> GMT</pubDate>
				<author><![CDATA[ Fist_of_Russ]]></author>
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				<title>Tau with Space Wolf Allies. </title>
				<description><![CDATA[ If you have a crisis suit you can use them as Commanders<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> from his own team.<br /> <br /> 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.<br /> <br /> 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. <br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 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 <span class="glossaryitem" onmouseover='gp(84);'>lol</span>).  ]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 12:52:31]]> GMT</pubDate>
				<author><![CDATA[ Brutal Viking]]></author>
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				<title>Tau with Space Wolf Allies. </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/578422/6517545.page"><b>Brutal Viking wrote:</b></a><br/>.  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.</div></blockquote><br /> <br /> There is no wall of death for Blast templates...just for flamer weapons.  So the S8 AP2 templates do not auto hit.]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 13:54:43]]> GMT</pubDate>
				<author><![CDATA[ Aeodian]]></author>
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				<title>Tau with Space Wolf Allies. </title>
				<description><![CDATA[ "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.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 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."<br /> <br /> Quote from <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> <span class="glossaryitem" onmouseover='gp(329);'>pg</span>. 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?<br /> <br /> I apologize if it was FAQd or I'm miss - interpreting it.]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 16:30:16]]> GMT</pubDate>
				<author><![CDATA[ Brutal Viking]]></author>
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