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		<title><![CDATA[Latest posts for the thread "Tau and ideal models per unit."]]></title>
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				<title>Tau and ideal models per unit.</title>
				<description><![CDATA[ With the advent of the new codex, I'm curious about what is and isn't the ideal amount of models in certain units. From my understanding things like riptides and hammerheads can be taken in groups now, so I'm just wondering when it's a good idea to do so. my question here also applies to pathfinders crisis suits, and both flavors of broadsides. What units are best maxed out and which ones are better left in units of minimum models? ]]></description>
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				<pubDate><![CDATA[Mon, 2 Nov 2015 21:19:19]]> GMT</pubDate>
				<author><![CDATA[ Jaxler]]></author>
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				<title>Tau and ideal models per unit.</title>
				<description><![CDATA[ If using the hunter contingent its best to take <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> of everything, since you can combine their shooting and special rules and get +1BS if you use 3+ units.]]></description>
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				<pubDate><![CDATA[Mon, 2 Nov 2015 21:57:23]]> GMT</pubDate>
				<author><![CDATA[ Dioxalyn]]></author>
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				<title>Tau and ideal models per unit.</title>
				<description><![CDATA[ Crisis are hard to say due to their role. Suicide fusion drop squads should be cheap enough (2-4) to afford to lose but big enough to get the job done. Plasma assassin squads might want to go up to 5 or 6 suits to delete entire units with overwhelming plasma fire. The rest of the wargear always struck me as ineffective so I don't see much use from anything other than maybe burst cannons for volume of fire.<br /> <br /> Maybe 2 is ok to get (in theory) double the number of wounds on a unit. The front tank can tank (hehe) the return fire with a D pod and jink while the one in the rear continues to shoot unimpeded by pesky snap shots. Personally I think 3 Hammerheads in a squadron is overkill and would rather have that firepower more distributed around.<br /> <br /> Riptides seem like its stacking too many eggs in one basket. A single moral check or psyker power can ruin the day of multiple of your important riptides. Also having the ability to spread their interceptor fire seems important. No idea how the nova reactor works on the unit as a squadron. Only real benefit I can see is taking 2 in a group with the never used shielded missile drones to have a unit side of 5 or 6. Majority armor is 4+ for the unit so Grav is much less effective. Losing a drone won't trigger a moral check so one dies and then you start tanking wounds on the tide while still being majority 4+ armor.<br /> <br /> Broadsides are still in groups of 3 right? Same as before with groups of 3. Pathfinders tend to be taken in smaller groups of 5 but generally less than 10.<br /> <br /> Fair warning I haven't played with the "new" codex but I'm just going on my experience of playing Tau before.]]></description>
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				<pubDate><![CDATA[Mon, 2 Nov 2015 22:19:59]]> GMT</pubDate>
				<author><![CDATA[ Vankraken]]></author>
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				<title>Tau and ideal models per unit.</title>
				<description><![CDATA[ For Pathfinders and Fire Warriors its best to have either have 5 or 9 cause then you get to loose an extra model before taking a leadership test.<br /> <br /> Crisis suits it depends on the purpose. I can see 9 with target locks deepstriking rocking. If your just going after <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span> you could get away with 1 and some gun drones.<br /> <br /> Riptide i would just take 1. if you take drones your asking to fail a leadership check. 2 seems like too much firepower to focus on one unit when you could just take 2 separately that can shoot different targets.<br /> <br /> Ghostkeel I'd almost always try to take 2, their not too pricey and alone i don't think they put out too much firepower but a second one would be awesome. Also they have to take their drones so if you take 2 ghostkeels you have a unit of 6 which can afford to loose 2 models instead of one before taking a leadership check. Also with 2 you can force a unit to snapshoot you twice instead of once. You could take a third for the +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> but that almost seems too much for me.<br /> <br /> Broadsides are great, take as many as you want.<br /> <br /> Hammerheads and Skyrays will probably do fine with one.<br /> <br /> Fusion Blaster Piranhas are cheap and would be really annoying maxed out. Also with a maxed out squad you get a free 10 model drone squad which your commander can join.<br /> <br /> Think that covers most of the stuff. Hope it helps.]]></description>
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				<pubDate><![CDATA[Tue, 3 Nov 2015 00:13:49]]> GMT</pubDate>
				<author><![CDATA[ Taffy17]]></author>
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				<title>Tau and ideal models per unit.</title>
				<description><![CDATA[ Hammerheads in groups are quite good in a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>, but in an Armoured Interdiction Cadre 3x1 + 1x1 Sky Ray are enough.<br /> <br /> Riptides are better left alone, while Ghsotkeels are better in 2-3 (ALWAYS get BKR with them, if you do that)<br /> <br /> Broadsides are good in groups<br /> <br /> Crisis are harder, now that we can field 1-9 of them per unit. Fusion can be 2-4 (target lock whenever possible!), while plasma can be more.<br /> <span class="glossaryitem" onmouseover='gp(268);'>CIBs</span> are great weapons for 3-4 sized groups, as are AFPs for 1-2 units. <br /> The larger the group, the more important is to use Buffmander with them (unless you're going 9 AFP-equipped Crisis, but taht's not necessary - Melta or Plasma goes better)]]></description>
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				<pubDate><![CDATA[Tue, 3 Nov 2015 01:18:23]]> GMT</pubDate>
				<author><![CDATA[ Vector Strike]]></author>
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