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Posted: Tue Jul 17, 2007 11:46 am
Nuclearwinter The Fear Returns Why would the Tau treat them as second class citizens? As long as any race accepts the Greater Good they are considered Equals.
yeah, that's the general Idea, but generally the other races aren't given as much respect from a purebred Tau', then for a... purebred Tau'. Look at the History Of the US. Our policy was brining in anyone, from anywhere. But what type of respect did outsiders recieve? Very little, they were taken advantage of and looked down upon. My point is, despite the Tau Govenments good intentions, generally it's people are still gonna trust their own kind over a species that so easily switched alliances.
Yes, but America's "Greater good" was kill all the Naitives so we can have their land and spread the Gospel. That and profit.
Tau aren't Americans. Their religion is progress, and their profit is success. : D
-Mykal
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Posted: Tue Jul 17, 2007 2:55 pm
A.R.G.U.S Mykal Nuclearwinter The Fear Returns Why would the Tau treat them as second class citizens? As long as any race accepts the Greater Good they are considered Equals.
yeah, that's the general Idea, but generally the other races aren't given as much respect from a purebred Tau', then for a... purebred Tau'. Look at the History Of the US. Our policy was brining in anyone, from anywhere. But what type of respect did outsiders recieve? Very little, they were taken advantage of and looked down upon. My point is, despite the Tau Govenments good intentions, generally it's people are still gonna trust their own kind over a species that so easily switched alliances.
Yes, but America's "Greater good" was kill all the Naitives so we can have their land and spread the Gospel. That and profit.
Tau aren't Americans. Their religion is progress, and their profit is success. : D
-Mykal profit and success for them. its the TAU empire. not the federation. they see other species as a means to an end. its better to have Kroot working with you because they are strong where you are weak. but its still for the Tau's benefit. unless it were possible for Tau and humans to interbreed (and i am sure it is not) then you will always have two species striving for dominance.
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Posted: Tue Jul 17, 2007 7:09 pm
Dosen't matter if its an Empire or a Federation. All that says is that the Tau want to expand. Thats why its called an Empire. ... To the reagular Tau if you fight for the greater good, you're an ally, no buts. Now the ones controling said goverment, might have a distaste for humans.
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Posted: Wed Jul 18, 2007 8:04 am
A.R.G.U.S Mykal Nuclearwinter The Fear Returns Why would the Tau treat them as second class citizens? As long as any race accepts the Greater Good they are considered Equals.
yeah, that's the general Idea, but generally the other races aren't given as much respect from a purebred Tau', then for a... purebred Tau'. Look at the History Of the US. Our policy was brining in anyone, from anywhere. But what type of respect did outsiders recieve? Very little, they were taken advantage of and looked down upon. My point is, despite the Tau Govenments good intentions, generally it's people are still gonna trust their own kind over a species that so easily switched alliances.
Yes, but America's "Greater good" was kill all the Naitives so we can have their land and spread the Gospel. That and profit.
Tau aren't Americans. Their religion is progress, and their profit is success. : D
-Mykal I was talking about immagrants and when we were the country that everyone flocked to, not native americans, but i guess I should have been more specific.
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Posted: Wed Jul 18, 2007 8:14 am
The Tau are aggressors, period. They don't preach peace, they are out to conquer, only they are more candy coated about it.
Finish the Tau campaign of DC and you will see what the "Greater Good" does for people conquered into the vaunted Tau Empire. To me, they are one step away from true nazi practices.
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Posted: Wed Jul 18, 2007 10:13 am
Lt. Brookman The Tau are aggressors, period. They don't preach peace, they are out to conquer, only they are more candy coated about it. Finish the Tau campaign of DC and you will see what the "Greater Good" does for people conquered into the vaunted Tau Empire. To me, they are one step away from true nazi practices.
Yet somehow it seems the best. Progress for the sake of progress, not for some God or for pleasure or revenge.
And realy, if everyone followed them, there'd be no trouble in the Segmentum.
-Mykal
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Posted: Wed Jul 18, 2007 11:41 am
A.R.G.U.S Mykal Lt. Brookman The Tau are aggressors, period. They don't preach peace, they are out to conquer, only they are more candy coated about it. Finish the Tau campaign of DC and you will see what the "Greater Good" does for people conquered into the vaunted Tau Empire. To me, they are one step away from true nazi practices.
Yet somehow it seems the best. Progress for the sake of progress, not for some God or for pleasure or revenge.
And realy, if everyone followed them, there'd be no trouble in the Segmentum.
-Mykal Bullshit, they systematically reduce numbers of suppressed people through one-gender concentration camps and mass-steralisation for starters. While the Imperium allows not a lot of freedom, the Tau will most likely take it all away, leaving the special privileges only to those that bled for their Greater Good. While there are notions of the Tau welcoming humans into their ranks, it is mostly done under the threat of "Join us or die", as famously put by O'Shova first. Join and become a cog in their auxies or some willing slave to their Earth Caste, or refuse and die on the field of battle, or in a detention centre. Sure, there is the pro-xeno wing, but they welcome the aliens in, only to either die as collaborators or be shifted into servitude once their blue masters take over completely.
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Posted: Wed Jul 18, 2007 1:30 pm
Hey all. I'm a new member to the guild, but not for long. I am pretty sure I can post an army list up in this thread, but if I'm wrong I apologize.
HQ: 2 Shas'O with 2 bodyguard a piece. Max out shield drones and shooting capabilties while dividing special equipment between the 2 commanders.
Use- Deep strike the one without the Fragmentation Projectile Launcher and wherever you place it, the squad it fires at should die in that turn if done right. Use the one that does to clear out any cover huggers and then support other command team.
Troop: 6 full squads of Fire Warriors with 2 marker drones each.
Use- Split into two groups and set them in cover for support fire as they have a 30" range. Try not to move them, but if it's a must then in a supporting fire manner... 3 move up 3 stay, then they switch rolls to push their 30" up the table.
Elite: 1 squad of battlesuits with mixed vehicle and infantry killing ability. 1 squad of stealthsuits.
Use- Deep strike battlesuits at a key point. Stealth suits are used as a lure or to harrass the enemy.
Fast Attack: Hahaha! Don't make me laugh.
Heavy Support: 2 full squads of broadsides with 2 shield drones a group.
Use- Place one with each of the 2 Fire Warrior groups. 3 Railguns is pretty nasty and so will keep vehicles out of firing range of the troop unless they wanna be blown up.
All- Give each squad a bonding knife. For 5 pts a squad it's well worth it.
I am still working out the quinks of my army, but I haven't lost a game yet. Oh and for those wondering how I fair in close combat without Kroot. I rarely lose even with WS 2 or 3.
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Posted: Sat Jul 21, 2007 7:37 pm
Apocalyptic Priest Hey all. I'm a new member to the guild, but not for long. I am pretty sure I can post an army list up in this thread, but if I'm wrong I apologize. No, you're not wrong on that count. However, there are a few problems with your list itself, both format wise and tactics wise. Format: Please, in the future, tell us how many points the list is, list each upgrade you give each squad, and refrain from making tactical comments on each section of the list until afterwards, laying out your general tactics all at once. After all, if you say "two full squads of Crisis Suits," that doesn't tell us anything except that there will be six models. Apocalyptic Priest HQ: 2 Shas'O with 2 bodyguard a piece. Max out shield drones and shooting capabilties while dividing special equipment between the 2 commanders. Use- Deep strike the one without the Fragmentation Projectile Launcher and wherever you place it, the squad it fires at should die in that turn if done right. Use the one that does to clear out any cover huggers and then support other command team. This is frankly, a colossal waste of points. First off, buying bodyguards and drones removes your Shas'o's advantage of being an Independent character, and allows his squad to be fired on. Secondly, buying a bunch of special issue stuff guarantees this list is going to be top heavy; never underestimate what more bodies can do for you when considering shiny upgrades. Third, the vast majority of Special Issue equipment is not worth its points. The AFP has it's uses, and Stims are the only piece I buy with consistency. Fourth, if you give the AFP to anyone, it should be a Shas'vre. Giving a Barrage weapon to a Shas'o or 'el is a waste of their higher Ballistic Skill. Apocalyptic Priest Troop: 6 full squads of Fire Warriors with 2 marker drones each. Use- Split into two groups and set them in cover for support fire as they have a 30" range. Try not to move them, but if it's a must then in a supporting fire manner... 3 move up 3 stay, then they switch rolls to push their 30" up the table. Eh... I don't mind people trying to make a firebase, but this isn't a firebase, this is a gunline. In 4th edition 40k, mobility is key. Some of these squads should be in Devilfish, and you don't need this many Marker Drones. This section alone is over 1100 points. Without any mobility in this list you will not be able to capture objectives. Apocalyptic Priest Elite: 1 squad of battlesuits with mixed vehicle and infantry killing ability. 1 squad of stealthsuits. Use- Deep strike battlesuits at a key point. Stealth suits are used as a lure or to harrass the enemy. Specific upgrades and unit numbers please. Also, note that mixed purpose squads are generally less points efficient than dedicated anti-tank or dedicated anti-infantry squads. Also, keep in mind that Deep Striking is always a very risky tactic. Especially if you're trying to do it close enough to use a Fusion Blaster Apocalyptic Priest Fast Attack: Hahaha! Don't make me laugh. You'd be surprised how useful Fast Attack is. Vespid are kind of a laugh, but Piranha can be quite useful and Pathfinders are the most points efficient way to buy Markerlights. Apocalyptic Priest Heavy Support: 2 full squads of broadsides with 2 shield drones a group. Use- Place one with each of the 2 Fire Warrior groups. 3 Railguns is pretty nasty and so will keep vehicles out of firing range of the troop unless they wanna be blown up. What are you using to fill out their equipment slot? Also, these heavies lack mobility as well, so its going to be relatively easy to stay out of their way. They'l make great area denial, but you've got nothing to angle to the sides of terrain and flush squads out. I'd take a Railhead with your third Heavy slot, possibly even drop a Broadside squad for another Hammerhead. Frankly, I'm at kind of a loss for words here. This is an enormous list, close to (if not over) 2500 points, with over half of your points tied up in models that can't outrun a serious fight. This list is going to get worked over hard by lists with more mobility, especially mobile assaulters like Bikes, Hormagaunts, Rough Riders, Speed Princes/Lt.'s, and Jump Marines. Furthermore, gunline Guard can give this list a run for it's money just by using Griffons and Basilisks.
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Posted: Thu Jul 26, 2007 6:11 am
Ok so I want a bit of advice before I go and spend some more money on my Tau. Like Is an Ethereal useful, or should I keep my commander suit? Should I use bodyguards with said team? If not them What should I equip to third Crisis suit when I get it? Are Broadsides worth the $35 per if I have a hammerhead? And finally are Piranhas useful if I have an effective Tank-hunting command team?
HQ My commander has a Cyclic Ion Cannon and Fusion Blaster with Two Shield Drones. I usually give him Iridium Armour and Stims. With Vectored Thrusters.
One of my Bodyguards has the AFB weapon and Fusion. I give him two gun drones a and Iridium with vectored and stims.
My last guy is the Anti-tank/Anti-inf, with Fusion and Flamer. I also have a missile pack if I run out of targets for the Fusion. Then I give him two GD and IA and VT and SI.
Troop Next on my list are two, at the moment, Fire warrior squads. Both With Marklights and Sash'ui and photon grenades. Then one squad has Carbines while the other has rifles. Will explain why.
Fast Attack Next to come are the Pathfinders. One Shash'ui, two shas'la and three rail. I give them photon and sometimes if I notice the nasty leman russ or demolisher appear EMP. They get my Devilfish.
Elites Next to last are the Stealth Suits. They are their to mark many things. You know. That is six marklights on the field. Crazy. But by the end I have lost pathfinders and one squad of warriors. So the leader runs the fusion blaster. I don't remember what I give them. I think just multi tracker.
Heavy Support Last but not least is the Hammerhead. a very effective killing machine. But I seem to roll alot of one when rolling for damage. This monster either runs the railgun or Ion Cannon. I didn't glue either on. Then the smart missile system.
Ok then for Tactics. I am trying to run a no auxiliaries army. I think I have it. I need two more squads of fire warriors. Ok so here is how it will all work. I deploy my two fire warrior squads under cover. Move them up behind the Devilfish as it moves close to deploy the pathfinders. Then I split the two squads sending the rifles to high ground for support and the carbines for the pinning. I use both marklights to raise BS to 5 and then open up on one squad at a time. Very devastating. My last match took out three marine squads like so.
No my pretty little command team hops using the assault move to get a full twelve out of it. They are hunting the HQ and heavy support of the enemy. Usually going out in a blaze of glory taking two to three different things with them. I use my stealth suits to raise the Shas'vre BS to 4 so I miss less with the pretty fusion blasters.
Now that my main fire support is systematically firing on squads I deploy my pathfinders and use their marklight instead of the Firewarriors. Now I get a full 24 strength 5 shots. The rail rifles target the heavy support or fast attack of the enemy.
Last but not at all least. The DevilFish and Hammerhead. The Devilfish moves forward using the gundrones to pin then burst cannon to destroy light infantry. The Hammerhead, depending on what is on the field will either trow out a big blast template and or three strength seven shots, or one strength ten shot. With the missiles firing on in range marklighted targets.
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Posted: Thu Jul 26, 2007 9:19 am
From what I can tell you got most of that from DC. I can understand D. camps. But they only hinted at mass-steralisation. Plus for all we know, it could be Imperium propaganda (was that a tau voice talking at the end...nooo lol).
Even if it was true, generation after generation. People(tau,eldar, ect.) will become more tolerant of each other, if given the chance. Which the imperium has not given to its people.
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Posted: Thu Jul 26, 2007 3:20 pm
The Fear Returns Ok so I want a bit of advice before I go and spend some more money on my Tau. Like Is an Ethereal useful, or should I keep my commander suit? Should I use bodyguards with said team? If not them What should I equip to third Crisis suit when I get it? Are Broadsides worth the $35 per if I have a hammerhead? And finally are Piranhas useful if I have an effective Tank-hunting command team? Fair enough. An Ethereal can be useful, but I find with their new rules, they aren't entirely worth their points. Frankly, their best use in the Empires Codex is to buy a squad of BS4 Fire Warriors. The Inspiring Presence rule has been nerfed severely. Frankly, I never use Bodyguards. I prefer the ability to keep my Commander untargetable over having extra bodies with him, but then my Commander is a Fire Knife, and I keep him far back near my lines. Broadsides are well worth their points, but not worth $35, especially when a Hammerhead costs just 5 or 10 dollars more. If you play at a club or independent retailer, I suggest buying alternative models and use them as Broadsides. If you play at an actual GW, then you're SOL. I don't have any Piranha myself, but I suggest you use a normal Crisis Team to go tankhunting, rather than throwing away an expensive command team by getting them that close. The Fear Returns HQ My commander has a Cyclic Ion Cannon and Fusion Blaster with Two Shield Drones. I usually give him Iridium Armour and Stims. With Vectored Thrusters.
One of my Bodyguards has the AFB weapon and Fusion. I give him two gun drones a and Iridium with vectored and stims.
My last guy is the Anti-tank/Anti-inf, with Fusion and Flamer. I also have a missile pack if I run out of targets for the Fusion. Then I give him two GD and IA and VT and SI. First off, I'm seeing alot of illegal setups in this unit. You can't give Vectored Thrusters to a suit that has other suits or drones with it. Also, have you read the rules for Special Issue equipment? Special Issue is one per army. Meaning you can have one of each peice in your army, no more. You can't have three suits, all with Iridium Armor, Stims, and Vectored Thrusters. Beyond that, your suits are limited to three hardpoints, to use the old Tau terminology. Meaning you have three slots for support systems or weapons on each suit, no more. Anything beyond that has to be wargear. So your on bodyguard with Missiles, Fusion, Flamer, and Vectored Thrusters is illegal. Frankly, I feel this unit is terrible. I understand you use them for tank hunting, but this unit can't do anything beyond 18", and you will only rarely get to move them 12" in a turn, because the whole unit's assault move is slowed down by Iridium Armor. The only reason you've been having success with them is because they all illegally have Hit and Run, Feel no Pain, and 2+ saves. The Fear Returns Troop Next on my list are two, at the moment, Fire warrior squads. Both With Marklights and Sash'ui and photon grenades. Then one squad has Carbines while the other has rifles. Will explain why. Drop Photon Grenades. You want your Fire Warrior squads to get shredded in the first round of combat and run, that way you can shoot the assaulters in your turn. Photon Grenades help Fire Warriors live longer in assault, which is bad for your army. I generally find that Rifles are far superior to Carbines, but then that's me. The Fear Returns Fast Attack Next to come are the Pathfinders. One Shash'ui, two shas'la and three rail. I give them photon and sometimes if I notice the nasty leman russ or demolisher appear EMP. They get my Devilfish. Rail rifles are something of a waste of points in my opinion, but if you fight a lot of Space Marines, then I suppose it might be worth it. Don't give them any grenades, they're a waste of points. The Fear Returns Elites Next to last are the Stealth Suits. They are their to mark many things. You know. That is six marklights on the field. Crazy. But by the end I have lost pathfinders and one squad of warriors. So the leader runs the fusion blaster. I don't remember what I give them. I think just multi tracker. How do your Stealths have Markerlights? Are you running a three man squad with 6 Marker Drones? Because the only Markerlight option in the Stealth Entry is either Marker drones or the one Markerlight available to the team leader. Why would you give the Stealthsuits Multi-trackers? The only one who could make use of it is the team leader, with his attached Markerlight. Everyone else only has one weapon, and furthermore, if their one support slot is taken by the Drone Controllers to hold the Markerdrones, how are they taking Multi-trackers?. Also, keep in mind that Markerlights are Heavy weapons, so you can't move in the Movement phase if you're intent on firing them. I feel the Fusion is wasted on the Stealths, but that's me, and I depend on Railguns to take out high AV targets. The Fear Returns Heavy Support Last but not least is the Hammerhead. a very effective killing machine. But I seem to roll alot of one when rolling for damage. This monster either runs the railgun or Ion Cannon. I didn't glue either on. Then the smart missile system. What upgrades? I suggest Multi-tracker, Target Lock, and Decoy Launchers. those are pretty much standard for any Tau tank. If you have extra points, throw on Flechette Dischargers. The Fear Returns Ok then for Tactics. I am trying to run a no auxiliaries army. I think I have it. I need two more squads of fire warriors. Ok so here is how it will all work. I deploy my two fire warrior squads under cover. Move them up behind the Devilfish as it moves close to deploy the pathfinders. Then I split the two squads sending the rifles to high ground for support and the carbines for the pinning. I use both marklights to raise BS to 5 and then open up on one squad at a time. Very devastating. My last match took out three marine squads like so. I'm not entirely sure what you're describing here. The Fear Returns No my pretty little command team hops using the assault move to get a full twelve out of it. They are hunting the HQ and heavy support of the enemy. Usually going out in a blaze of glory taking two to three different things with them. I use my stealth suits to raise the Shas'vre BS to 4 so I miss less with the pretty fusion blasters. You cannot consistently get the full 12" when your command squad has Iridium Armor. Remember, Iridium lowers your assault move to d6 inches. In any case, I feel you're wasting points with this squad. Make a normal Crisis Team to Deep Strike in and attack tanks, with no Special Issue equipment. Because if they die, you give up less points. The Fear Returns Now that my main fire support is systematically firing on squads I deploy my pathfinders and use their marklight instead of the Firewarriors. Now I get a full 24 strength 5 shots. The rail rifles target the heavy support or fast attack of the enemy.
Last but not at all least. The DevilFish and Hammerhead. The Devilfish moves forward using the gundrones to pin then burst cannon to destroy light infantry. The Hammerhead, depending on what is on the field will either trow out a big blast template and or three strength seven shots, or one strength ten shot. With the missiles firing on in range marklighted targets. So, how many points is this list in total? Keep in mind most of the time you cannot simply swap out options when you're on the table. Furthermore, changing out the Ion Cannon for the Railgun requires you to drop 35 points from somewhere in your list. I feel the only reason you've done well is that you have a fundamental misunderstanding of the rules.
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Posted: Thu Jul 26, 2007 4:49 pm
Thank you. I didn't know I can only have one special Item per army. So I will fix this a bit once I get my stuff back. I left it all at my friends after the last battle. I do face alot of SM. Three four chapters. I will look over my stuff and ix this. I am thinking of a few things now though. I will have to saw off the AFB on tthat suit and replace it with...any suggestions and for the other one, Probably Fusion blaster and burst cannon. I can't remeber what I put on my stelth suit, I just though out something I knew I used else where. And the Ion cannon/ rail gun thing will dissapere so I will glue the gun on finally. One last thing. Should I get two more squads of Fire Warriors. They are like I think 280 points for all twelve. Minus a few points for the grenades.
PS: The six marklights come from-One per squad of Fire Warriors. One marker drone for the Stealth Team, and Three for Pathfinders. That Is six I think.
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Posted: Thu Jul 26, 2007 5:12 pm
The Fear Returns Thank you. I didn't know I can only have one special Item per army. So I will fix this a bit once I get my stuff back. I left it all at my friends after the last battle. I do face alot of SM. Three four chapters. I will look over my stuff and ix this. I am thinking of a few things now though. I will have to saw off the AFB on tthat suit and replace it with...any suggestions and for the other one, Probably Fusion blaster and burst cannon. I can't remeber what I put on my stelth suit, I just though out something I knew I used else where. And the Ion cannon/ rail gun thing will dissapere so I will glue the gun on finally. One last thing. Should I get two more squads of Fire Warriors. They are like I think 280 points for all twelve. Minus a few points for the grenades.
PS: The six marklights come from-One per squad of Fire Warriors. One marker drone for the Stealth Team, and Three for Pathfinders. That Is six I think. Well, you don't need to glue on your Hammerhead weapon, or your Crisis weapons. My Hammerhead has changeable weapons and my Crisis Suits all have magnetized equipment so I can swap when I feel like it. However, my point was that you can't make up an army list, then see that you have lots of light infantry across the table and swap the Ion Cannon for the Railgun on the spot. The point of interchangeability is that you can try out more lists, not tailor your army into uneven points values on the spot. P.S. You know you can't use the Markerlight in your Carbine squad when it's on the move, right?
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Posted: Thu Jul 26, 2007 5:19 pm
I know all this. It is for when I play instead against the SM, but instead against the IG. See. But I have a solution to both problems. Oh and How did you make the suits weapons interchangable?
I Usually play with IG. But sometimes we switch sides and I have to play against them. So I end up when we do this with either the Ion cannon and or Submunition. Depends on if he uses all six squads. If it is only his Karskins and two platoons then It is the Ion. If it is both Karskins and all six platoon It is Submunition.
Yes I know they can't fire the marklight when they move. That is what the other squad is for and the stealth unit and the pathfinders.
Give me like ten minutes and I will throw up another List from my first one with some slight alterations.
PS: I just remebered what I gave the stealth unit. Target Lock. I think. Is that the one that lets each member choose a different target?
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